Narmor

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About Narmor

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  1. Hey Guys! I have finished my mod and made an introduction video for it. You can find it here: https://www.youtube.com/watch?v=Daasvaw1Rrw A full description can be found on the Steam Workshop site: http://steamcommunity.com/sharedfiles/filedetails/?id=844566459 Thanks to everyone in this forum for helping me out with my problems! Have fun using the mod and should you have any criticism, bug reports or ideas feel free to post it either here or in the steam workshop comments.
  2. I followed those instructions and at least the basics like "CTRL+R" work for me (i never tried using another debug key :D, the ctrl+r is all i needed so far).
  3. Hey Ricoom, thank you for your answer. I was very stupid and you gave such an obviously simple hint I didnt think of, so that having a look into the logs solved my problem. The log stated the following: [00:00:43]: Could not find anim [open] in bank [ui_largechest_5x5] From which I assumed that was wrong. In the beginning I assumed that the names of the bank had to be like that because they were like that in the decompiled Spriter file. They must be "Open" and "Close". If not named like that the widget animation build will not work. So I changed the bank names as following: and surprise (i mismeasured the size of the graphic, but at least now my custom anim works): So this issue is solved. Thanks a lot for you replies!
  4. Hey Maris, thanks for your reply. I did the following: Test the original "Storm Cellar" art. Its working and looks like this: So everything is fine. The original is attached as "ORIGINAL_ui_largechest_5x5.zip". Afterwards I decompiled(using ktools 4.4.4) the original. You can find the contents in "DECOMPILED_ui_largechest_5x5.rar". Then, without even touching any of the Files that came out of the decompillation process I recompiled it, using the autocompiler from the newest version of the dont starve mod tools on steam. Then it looks like this: Which means during these steps it must have broken: Original -> decompile -> compile You can find the recompiled data in the attachment "RECOMPILED_ui_largechest_5x5.zip". For some reason the recompiled zip is 13kb smaller than the original one. Which might hint at some kind of loss during that process. My completely self created animation isnt working either, which means the following workflow produces the same error: NewSciterAnimationForWidget -> compile So my assumption would be, that there is something wrong with the compiler. BUT! all other self made animations are working totally fine. Which would mean, that the compiler works fine. So how come its only broken when I try to use it for a widget? It must be some king of special requirements for widgets thats not needed for normal prefab animations. I tried searching for those requirements, but couldnt find any. Does someone have an idea why it is like this? DECOMPILED_ui_largechest_5x5.rar ORIGINAL_ui_largechest_5x5.zip RECOMPILED_ui_largechest_5x5.zip
  5. SOLVED: My Problem was solved. If you encounter the same problem have a look at If a mod reads this: you are welcome to close the thread. --------------------------------------------------------------------------------------------------- Hey Guys, I have a custom container prefab for which i have created a custom widget spriter animation. But when I try to load the widget it just doesnt show up. I have done the following: Spriter setup: This is my exported Folder: This is my anim folder: this is the import of my asset: Assets = { Asset( "IMAGE", "images/inventoryimages/sorter.tex" ), Asset("ATLAS", "images/inventoryimages/sorter.xml"), Asset( "IMAGE", "images/inventoryimages/sortreceivingchest.tex" ), Asset("ATLAS", "images/inventoryimages/sortreceivingchest.xml"), Asset("ATLAS", "minimap/sorter.xml" ), Asset("ATLAS", "minimap/sortreceivingchest.xml" ), Asset("ANIM", "anim/ui_toolrack_3x6.zip"), } and this is the setup of my widget: widget = { slotpos = {}, animbank = "ui_toolrack_3x6", animbuild = "ui_toolrack_3x6", pos = Vector3(200,0,0), side_align_tip = 100, }, acceptsstacks = false, type = "chest", itemtestfn = function(container, item, slot) if item ~= nil then if item.sortCategory == modConstants.TOOLTAG or item.sortCategory == modConstants.WEAPONSTAG or item.sortCategory == modConstants.ARMORTAG or item.sortCategory == modConstants.CLOTHESTAG then return true end end return false end, } for y = 6, 1, -1 do for x = 0, 2 do table.insert(customWidgets.sortreceivingequipmentbox.widget.slotpos, Vector3(80*x-80*2+80, 80*y-80*6+80,0)) end end Eveything seems to be working fine, except that it looks ingame like this (the widget background is missing): And I dont understand why it doesnt work. I decompiled the ui_chest_3x3 to have a look how the widgetbackground is set up and created my spriter file in a similar way. I have googled and tried out things for the last 3 hours, but couldnt find anything. The only thread i found similar to my problem was this one: But no one ever answered and it got archived. Has anyone has ever had this problem and knows how to fix it? I think it is a problem with my spriter file, because when i copy custom container backgrounds from other mods (like "storm cellar" or "bigger Chests") they do work and are displayed. I would be very thankful for help. I attached my spriter file with the images as zip. exported.rar
  6. Have you found a solition for this problem? I need exactly the same functionality. I tried copying the "workable" component under a different name and addint that to the prefab as extra. I can now Hammer and Chop my Prefab (which is a Structure) but for some Reason the callbacks are not called. Im not shure if that is the fault of how the Stock actions work ("ACTIONS.CHOP") or if copying the "workable" component is not possible in such an easy matter. I will inquire this further, but if anyone else has done this already it would be nice to get a working snipped (I also looked for existing mods, that use such an approach, but it seems as if nobody else wants to do this.) inst:AddComponent("workable") inst.components.workable:SetWorkAction(ACTIONS.HAMMER) inst.components.workable:SetWorkLeft(2) inst.components.workable:SetOnFinishCallback(onhammered) inst.components.workable:SetOnWorkCallback(onhit) inst:AddComponent("sorterworkable") inst.components.sorterworkable:SetWorkAction(ACTIONS.CHOP) inst.components.sorterworkable:SetWorkLeft(1) inst.components.sorterworkable:SetOnWorkCallback(ontransformFinished) --TODO inst.components.sorterworkable:SetOnFinishCallback(ontransformFinished) --TODO =============================================================================================== local function ontransformFinished(inst, worker) print "HEEEEELOW" end