• Content count

  • Joined

  • Last visited

Community Reputation

8 Neutral

About realitymeltdown

  • Rank
    Junior Member
  1. Hi Fidoop!

    I'm a programmer interested in helping out. For example of my work, I've got a creature from scratch:

    I see it's been months since your last post - never a good sign - but if you could use a hand, feel free to reach out.


    1. ayrock_


      Same, full time developer here. Looking to contribute! Happy to contact or message you

  2. There are also instructions on using advanced tools to make completely custom animations, sounds and tiles in the Don't Starve forum that work with Don't Starve Together. Instructions on creating assets from scratch
  3. Just out of curiosity, have we made any creatures, ground up? I've been working on one, but honestly I couldn't find another example in the Steam Workshop, so I was wondering if that is just too complicated for the community. I always wonder if these projects are bigger scope than is reasonable - but hey, it'd be awesome.
  4. During the process, it creates two xml files. Try running the sample prefab. What you'll find is it produces a zip in your exported directory with the two xml files and all your images. It then produces the zip file in the anim folder (which is what you should be used to).
  5. I did not see any sort of reversal script in the tools provided. They take spriter files and convert them into the xml Klie uses internally, and then runs it through their scripts to generate the final zip. All this got us the ability to make animations quickly - without re-inventing the whole process. If you're having trouble converting, make sure you don't use bones (unsupported in the above conversion). Try checking the stuff I listed in the above post as well. It might give you a lead on what the problem is.
  6. Invisibility is what happens when it doesn't know how to draw something. It's likely something is missing. Here's some ideas to check: Does your script match your build? Does your "ANIM" zip filename match your .scml filename? Does your "build" match your .scml filename? Does your "bank" match the entity name? Does your PlayAnimation" name match your animation name? Are all your files getting copied successfully? Check that you have all your images and scml files in "mod/<modname>/exported/<object name>/" Check that after running the game, a .zip is created. Check that that zip has animation.xml, build.xml and all your images. Check that your "mod/<modname>/anim/<buildname>.zip" contains an anim.bin, build.bin, and a atlas-1.tex file.
  7. Animation Commandline Tool

    These days you should use the official tools to make animation. I might have tried to support spriter files (had I known it existed) - but Klie got it done using their tools, so, heck. Right now the only use of this tool I'd recommend would be to inspect and/or alter the Klie character animations - mostly for minor alterations.
  8. So my original png file is 512x512 (in case it's a power 2 thing).The actual content area is roughly 180x140. The build xml file produced says 512x512. When I open the resulting texture file, and save it to a png using the tex converter - I get a file 512x 256, with my image roughly 67x48. Since there's two images, I they're spaced really far apart - makes me think the power 2 was a bad idea and I'll go back to autocroping layers.
  9. So the small size looks like the texture mapper. I made my images up to 256 by 256, but it's packing them into 128 by 64. It then comes out to half size... It's hard to tell if the animation widths look right - I notice many of the old parameters are left off (which means I fiddled with them for no reason)
  10. Here's some handy, free options to make images and get them into Spriter: Install GIMP Install a plugin to export each layer as a PNG: Unzip it to "C:\Users\<username>\.gimp-<version>\plug-ins\" Open GIMP, and hit new. Make an image whatever size you want to work with (512x512 is plenty of space) Put each part on a unique layer. Since they're each on a layer, you can line everything up and be sure everything fits together Trim each layer using "Layer->Autocrop Layer" Go to "File->Export Layers...." Type "png" into the "File Format" box Chose "C:\Program Files (x86)\Steam\steamapps\common\dont_starve\mods\<your_mod>\anim_source\<prefab_name>" Hit "Export Layers" Use the defaults, hit "Export" Open Spriter. Use "New Project" Select your "anim_source/<prefab_name>" Animate in spriter! If you want to put your files in various places, I recommend making some .bat scripts to copy them from one space to the next so you can just click your way between each checkpoint xcopy /s "C:\<path>\<your_mod>" "C:\Program Files (x86)\Steam\steamapps\common\dont_starve\mods\<your_mod>\anim_source\<prefab>"You can also use command-line utilities; including halting if there's an error so you can read the problem. This script uses my (now unneeded) animation binary converter, takes the output (if there's no error) and zips the result (using the free 7z) and puts it into DontStarve's mod directory: cd C:\DontStarve\BinaryConverterDontStarveBinaryConverter.exe outputIF %ERRORLEVEL% NEQ 0 PAUSE7z a -tzip "C:\Program Files (x86)\Steam\steamapps\common\dont_starve\mods\binaryconverter_sample\anim\" "C:\DontStarve\BinaryConverter\output\*"IF %ERRORLEVEL% NEQ 0 PAUSEAnyway; hopefully all that comes in handy for anyone who wants to iterate quickly on all this, even though i can't test animations in the game itself. Yet
  11. I've tried running the sampleprefab for the preview and it didn't seem to work. The individual image files got errors like: ERROR: Could not run 'C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Mod Tools\mod_tools\compilers\..\buildtools\windows\Python27\python.exe C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Mod Tools\mod_tools\compilers\compiler_scripts/ "C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Mod Tools\mod_tools\..\..\dont_starve\mods\sampleprefab/images\inventoryimages\myprefab.png"'! Might be due to the mix and match forward and back slashes. The animation didn't appear to get compiled either - when I removed the it breaks on startup (missing asset) and removing all the files inside didn't work either. I tried manually compiling it, but got ERROR: Invalid number of arguments! As for the rest, this thread's got way too much math already - not stuff that'll help anyone use these tools! We could discuss elsewhere if you're still intent on digging into it... as far as I can help anyway.
  12. So I'm obviously not with klie, but I've looked at the binary files more than any sane person ought to, so i think I can answer some of those lingering questions... The build files are written as a series of 2 triangles, and each and every file I checked makes a square out of 6 vertices. They're tightly clustered around the build image where possible - I assume so they can pack more symbols into a single texture file. So if you wanted to draw over the original image using an existing build you can get cut off due to the boxes the build file uses even when the total texture file has miles of space. Take for instance, seeds. The build file actually draws the seeds using 3 boxes - one from the bottom to top in the middle, and two smaller ones on each side (about 2/3rds the way up). The way it's laid out in the texture, though, has more space. The other detail in the build file is the center of an object. This might make sense if you watch the spriter intro video (see since he demonstrates putting a center of rotation in and then spinning. Animations use entire symbols - so those 3 boxes for a seed become a single square when the animation rotates it or moves it around (just how spriter treats your single image file). That image is then rotated, scaled and skewed around the center of the build and then translated in each frame. To my knowledge, nothing is "planes" - that applies to 3D animation. This appears to be just rectangles copying from a file into memory, then skewing, scaling and translating that rectangle into the video buffer (all 2D operations, but probably using your computer's 3D capable video card). They get depth by sequencing operations - not because they're using a full 3D geometry. As I recall, polyplanes do stuff like mapping a checkerboard unto a cylinder. That keeps it from looking stretched and off but it doesn't make sense for any work on a flat surface. I could be massively wrong - been a long time since I studied computer animation.
  13. Lou Carcolh MOD PAGE

    By the way Simplex - I was wrong about the z depth controling what gets drawn first. I'm guessing that effects interaction (as does the other values around there). They might be relative to the character or what you can click on (maybe other animation effects?). Depth is based on the order of elements within a frame. Seems to be drawn in reverse order (e.g elements on the top are drawn last, bottom is drawn first). Should have played with it a bit more before guessing how it worked /:
  14. Lou Carcolh MOD PAGE

    You'd actually want to be sure the z layer is right for each element in a frame - most negative is the furthest behind. If that's all you wanna mess with, you might want to use the precise option (-p) since it's possible the full fille will get horked or shift slightly.
  15. Modders: Your new friend at Klei!

    If you're puzzling out the file formats, there a few helpful links: The pipeline producing the files (and showcasing the format): A sample XML: Granted, I spent time figuring out the raw binary before I saw those posts - not the easiest to find, even when I knew what i was looking for. But ti sure helped me name stuff in the text files.