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Found 16 results

  1. I've had my fair share of fights with spriter, compiler and everything involving mod tools, perhaps I'm just making excuses to fight them but this time I have been running into an issue which might be oversight, or might be something else. I know some animation in spriter, i've done so to make custom idles etc. I noticed the axe has an animation when you swing it on trees, checked its stategraph and i don't see anything where it tells it to swap the sprite, I have made my own animation for custom weapons [a gun], problem is; swap_object doesn't change to the next in the animation as intended, stead of going from swap_object-0 to swap_object-1, it remains at swap_object-0. I realized that when i decompile an ax, and mod it back, it also loses its animation frames. Is there something I'm missing here? should i be adding the animation within the object swap build? or is just the compiler that hates animations? thank you for reading by the way. I'm just, very confused. If there is no way around it, i'll have to improvise
  2. This is kind of a weird one and I'm not very hopeful there'll be a solution, but I basically want to know how I can export animations/individual texture frames for the survivors using ktools. There are 2 reasons why I'm asking this: 1: Because none of the main players' builds contain .ANIM files like the other entities do, which from what I read about ktools is required in order to export an .SCML file, yet I've seen .GIFs online and such places of the playable characters and I don't know how they obtained/made them 2: I want to be able to view each of the survivors' body part sprites in a similar fashion to the Extended Sample Character so I can see the actual frame isolated, so basically in a fashion that is a bit nicer than this: (Sorry if I'm not supposed to post this, let me know and I'll take it down or delete the thread entirely) Hopefully someone knows how to achieve this. It'd be really helpful to me to have the player characters' segregated, non-jumbled parts. Thanks in advance!
  3. does anyone also get this? It was working fine before and now it looks like this. I've tried re-install many times. nvm, I installed the Spriter from BrashMonkey site. It works fine.
  4. So I wanted to turn the DS animations into GIF files I could use in my sh*t posts, and Lordgumby from DS Discord taught me how to do it. The process isn't exactly easy, but once you get the batch file done the rest is more or less a cakewalk. Thought it'd be useful for those who want their own transparent DS gif or more beginner modders who don't know how to extract animation using the Spriter. Brashmonkey's Spriter: https://brashmonkey.com/download-spriter-pro/ Ktools by Simplex(bless his/her soul):
  5. I am creating a character mod for DST. I go into the spriter, edit the character, but nothing changes when I enter the game, what should I do?
  6. I want to use the assets of the shark to add and modify animations. So I extracted them with the tool "krane.exe", here are the files : shark_build.zipshark_basic.zip But when I recompile the scml project with the autocompiler or "scml.exe", some animations break. Before compilation: Attack Frame 3 & 11: After compilation(IN GAME AND DECOMPILED): Attack Frame 3 & 11: I've been trying to repair the animations by hand but it's even more broken when I do this. Is additional processing required?
  7. Hi, I've been having a problem with how to "construct" my in game character art. Let me explain what I'm trying to accomplish. My character wears a tuxedo, one that has long "tails" that are supposed to be visible from behind the legs of the character when he's facing the camera; they hide his legs when he's facing behind, and they're sort of flat in the side view. My problem is that I don't really know where to draw the tails. If I draw them on the pelvis part they'll hide his legs no problem on the back view, but then they'll also hide them in the front view. Same happens if I use the torso. If I use the tail part, or one of the parts, not only does it have a really skewed animation that just looks odd with the tuxedo tails, but it also does NOT disappear when wearing clothes I've unlocked in game. The tail parts do seem to fulfill my vision of how i want the tails to look in relation to the legs and all, but it has those other two problems that are just frustrating. Recently, I tried using the skirt part, but it basically has the same god forsaken problem the pelvis and torso parts have. I've looked into trying to modify the z-order of things, but it seems no matter where you do it it's pretty much impossible to change it. So... what do i do? I've been trying to find a character mod that has done something similar to what I want to do, so if any of you guys know one it'd be pretty sweet if you could share it with me. Also, if I need to just modify the animations somehow I wouldn't mind trying, but I really don't want to redo them all when I really just want to change the layering... I'll leave an image of what I want to accomplish here. Any help is appreciated, thank you!
  8. I mean adding new parts to custom character sprite like ears or something other, it looks ok in spriter but doesnt changing after export.
  9. Hello! I am an artist new to modding. After running into dead ends years ago creating custom character art, my ultimate aim is to make a clear video tutorial of an easy pipeline to share with the modding community. I am making progress and still figuring out an efficient pipeline, but have run into some issues. 1. Errors while trying to preview player animation in Spriter for the Sample Character Template SCML . My goal is to use Spriter to easily preview WIP custom characters with default player animation, to check if everything is working, sized, and placed correctly, without having to open the game & host a new session just to check any art updates. Fixing this would make adjusting art significantly easier. The default Sample Character Template SCML file works fine in DST, but contains no animation when opened in Spriter. Following this Reskinning Mod Guide, I tried using KTools to create a new SCML file with animation. While the new SCML contains working animation in Spriter, the project has completely broken proportions: For the SCML file, I tried The Sample Character Template's two atlas files, build, and anim: The premade SCML works perfectly in DST, but no animations load into Spriter. Running the files through KTools results in the broken example above WITHOUT animation in Spriter. The Sample Character Template's two atlas files and build, and default player idle anim from DST data: Running the files through KTools results in the broken example above WITH animation in Spriter. Does anyone know why this happens/ how to build an animated character template SCML properly?? 2. Alternatively, is there a way to add existing animations (anim) to existing Spriter projects? Adding player animations to the original working Sample Character Spriter project would solve the issue just as well! 3. Alternatively, is there an existing method to easily place/align/resize sprite images? Is there an existing method for making sure sprite art, especially faces, are aligned correctly? Currently I am drawing over the Sample Character Art Atlas and replacing the files manually, but features end up too high/low/small/large/off center & need manual adjustment. I'm working on a fast way to do this, but I wanted to check here if anyone has already figured this one out? Thank you!
  10. I have few problems with animations: 1. How can i fix Willow's torso? It is bigger about 30% on every frame 2. Pigman swap his arms In "atk_down" animation 3. Where is Wigfrid's atlas and build ?? There is nothing in whole game folder !
  11. I took "water_meter_player.zip" and changed the water drop png file to a png of a mug (I did not mess with the animation at all). Here is that file I then use autocompiler and the animation gets messed up. Here is the messed up file Happens everytime I autocompile. Help.
  12. Version 1.0.5

    791 downloads

    Hello Guys so i was working on a project which allows you to convert animation to scml with one file it creates scml,textures and back ups the anim in the .zip The Pack Includes Following Things: FMOD Studio,Texmod,Krane Converter,Spriter and some of my old scripts including old throne Folders on Screenshot: Textures - Extracted Textures Input - Put .zip files in here Output - Has the converted scml ready to open with spriter Texmod - Creating of .tex and Viewing it FMOD Studio - Allows to edit audio to make it work with klei games Spriter - Studio for Animating And don't forget about reading ReadMe.txt Newest Version Can be found here https://gitlab.com/CliffW/Klei-Dough-Tools Klei Tools.rar
  13. I'm currently doing the art pass for my character mod and their hair goes over and covers parts of their face. This works fine when the character is standing still or in spriter. But when in game if my character moves the hair layer falls behind the face layer. is there any fix for this or should i just deal with how its is currently?
  14. I'm trying to amm new construction to the game. It should look like this: But it looks like this: What am I doing wrong? My myprefab.lua is here: require "prefabutil" require "recipe" require "modutil" local assets= { Asset("ANIM", "anim/generator.zip"), Asset("ATLAS", "images/inventoryimages/generator.xml"), Asset("IMAGE", "images/inventoryimages/generator.tex"), } local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddMiniMapEntity() inst.entity:AddNetwork() MakeObstaclePhysics(inst, 1) inst:AddTag("structure") local minimap = inst.entity:AddMiniMapEntity() minimap:SetIcon( "generator.tex" ) inst.AnimState:SetBank("generator") inst.AnimState:SetBuild("generator") inst.AnimState:PlayAnimation("idle_loop", true) if not TheWorld.ismastersim then return inst end STRINGS.CHARACTERS.GENERIC.DESCRIBE.GENERATOR = "It's a custom prefab!" --Examine inst:AddComponent("inspectable") inst:AddComponent("workable") return inst end return Prefab( "common/generator", fn, assets, prefabs), MakePlacer( "common/generator_placer", "generator", "generator", "idle_loop" )
  15. hey hey So I was working on a mod that adds structures into the game. One of them has an idle animation that loops (well 2 of them actually but only 1 isn't working.) The structure that isn't working is called bath in the files, btw. When I run the compiler, I get this bit of text: (please ignore dhmis in the background) For those who hate reading the standard .cmd font, it says: ERROR: Missing image 'shadow.png' referenced by 'bath.scml.' So i checked my spriter file, and the shadow image, yes, is present in the .scml and in the source folder. I tried recompiling it when I had deleted the shadow image in the .scml but still nothing. So if anyone could help, here is my .zipped file: (remember bath is the file that isn't compiling so check exported/bath.scml) [NEW] Furniture Mod.zip So thanks if you can help (or atleast tell me what i've done wrong )
  16. Hi. I have some questions about the program „Spriter” ● To, filaments folders throw graphics ? ● Is the artwork must have the same name as the folder ? ● How to call individual folders that is thrown graphics ? If you want to do in Don't Starve item that just lying on the ground and we can pick it up for equipment is doing so: ( example ) : nitre I make modifications in your folder „exported” and subfolders: ► exported ► anim ► nitre in the "nitre" I put the picture ( png ) with the same name: „nitre" I open the program „Spriter” and choose: ► New Project... ► my mod ► exported ► anim ► nitre then show me the 2 folders: ► entity_000 ► NewAnimation which will replace for: ► nitre ► idle to your "idle" drag image (png), who was added called "nitre" Then I save the project in „scml” when you turn on the game "Don't Starve" object "nitre" looks and works very well I created the character, to which I want to add cottage that would be placed the example on the ground like a tent. House would have only one graphics. Spriter open and do the same as I wrote above, but somewhere I do a mistake, I miss a folder, or graphics as a holiday is not working properly. I tried to add an addition to your "idle" folder "hit" but the house still does not work properly... I would like to add to this house in the future, the smoke that wydobywałby from the chimney. Smoke contain 3 graphics. For a total of 4 images would be: home, smoke1, smoke, smoke3. Where in this case, to throw images with smoke, to which folder ? I beg you, help !