Developer PeterA Posted March 21, 2018 Developer Share Posted March 21, 2018 Nope, you can leave everything where it is. Just give absolute paths as that's probably easier than figuring out the relative paths. If you're putting it in a .bat file, add a "pause" at the end to stop the window from disappearing. Link to comment Share on other sites More sharing options...
Halowinner Posted March 22, 2018 Author Share Posted March 22, 2018 (edited) is it uh bad im slightly still confuse? XD Edited March 22, 2018 by Halowinner Link to comment Share on other sites More sharing options...
Developer PeterA Posted March 22, 2018 Developer Share Posted March 22, 2018 Here is an example of the commands with absolute paths on a 32bit machine. You'll need to change the file names to match the content that you are trying to build. "C:\Program Files\Steam\SteamApps\common\Don't Starve Mod Tools\mod_tools\buildtools\windows\Python27\python.exe" "C:\Program Files\Steam\SteamApps\common\Don't Starve Mod Tools\compiler_scripts\image_build.py" "C:\Program Files\Steam\SteamApps\common\Don't Starve Together\mods\YOUR_MOD_DIRECTORY\images\someimage.png" "C:\Program Files\Steam\SteamApps\common\Don't Starve Mod Tools\mod_tools\scml.exe" "C:\Program Files\Steam\SteamApps\common\Don't Starve Together\mods\YOUR_MOD_DIRECTORY\exported\yourprefab\yourprefab_build.scml" "C:\Program Files\Steam\SteamApps\common\Don't Starve Together\mods\YOUR_MOD_DIRECTORY" Link to comment Share on other sites More sharing options...
Halowinner Posted March 24, 2018 Author Share Posted March 24, 2018 (edited) Um, sorry I'm mostly new to coding like this is my first time trying to mod, so I need a little bit more detailed with how to do this.(sorry for takeing a day to respond) Edited March 25, 2018 by Halowinner Link to comment Share on other sites More sharing options...
Developer PeterA Posted March 26, 2018 Developer Share Posted March 26, 2018 What are you trying to compile? Textures or animations/builds? Link to comment Share on other sites More sharing options...
Halowinner Posted March 26, 2018 Author Share Posted March 26, 2018 the whole mod? (i was following a tutorial video) Link to comment Share on other sites More sharing options...
Developer PeterA Posted March 26, 2018 Developer Share Posted March 26, 2018 You'll want to look through the files in your mod directory and figure out which scml files (animations/builds) that you want to compile, and which raw images you want to compile. Link to comment Share on other sites More sharing options...
Halowinner Posted March 26, 2018 Author Share Posted March 26, 2018 well um all of the images need to be compiler then i can get to spriteing stuff but um i look at the scml files Link to comment Share on other sites More sharing options...
Halowinner Posted March 27, 2018 Author Share Posted March 27, 2018 (edited) I dont see any scml files only lua and just the images nvm found only 2 scml file so now what do I do with them? or do I need to tell you where they at? Edited March 27, 2018 by Halowinner Link to comment Share on other sites More sharing options...
Developer PeterA Posted March 27, 2018 Developer Share Posted March 27, 2018 You'll want to put the path to the scml files into the command line examples that I posted above. Link to comment Share on other sites More sharing options...
Halowinner Posted March 27, 2018 Author Share Posted March 27, 2018 through the autocompiler? Link to comment Share on other sites More sharing options...
Developer PeterA Posted March 27, 2018 Developer Share Posted March 27, 2018 No, via a command like this. "C:\Program Files\Steam\SteamApps\common\Don't Starve Mod Tools\mod_tools\scml.exe" "C:\Program Files\Steam\SteamApps\common\Don't Starve Together\mods\YOUR_MOD_DIRECTORY\exported\yourprefab\yourprefab_build.scml" "C:\Program Files\Steam\SteamApps\common\Don't Starve Together\mods\YOUR_MOD_DIRECTORY" Link to comment Share on other sites More sharing options...
Halowinner Posted March 28, 2018 Author Share Posted March 28, 2018 Link to comment Share on other sites More sharing options...
Developer PeterA Posted March 28, 2018 Developer Share Posted March 28, 2018 Ahhh unfortunately it looks like whatever was causing the autocompiler to fail on your system is also causing this to fail too. Link to comment Share on other sites More sharing options...
Rily Posted March 28, 2018 Share Posted March 28, 2018 12 minutes ago, PeterA said: Ahhh unfortunately it looks like whatever was causing the autocompiler to fail on your system is also causing this to fail too. excuse me, I didn't wanted to open a new thread for a dumb question as this, can I ask here?, I having issues with the autocopiler too, but I don't get any error message, I got the anim and bin files without problems but, they don't work, and I'm sure my animation is flawed because I get lots of tex files instead a single one I made a whole animation from scratch, I tried to replace a structure of the game with a new set of animations but with the same amount of frames each one, even the names are the same, just changed the animations and resources. The result? the structure is invisible, I don't even get any crash, is just invisible, can I have some assistence? I worked a lot on that and it would be a shame if I have to delete it, thanks Link to comment Share on other sites More sharing options...
Developer PeterA Posted March 28, 2018 Developer Share Posted March 28, 2018 Just now, Rily said: because I get lots of tex files instead a single one This is typically a result of the texture symbols being too large in resolution. Unfortunately our in-game shaders only support 1 texture atlas (UI shaders support 2 atlases for uianims), so symbol frames that end up past the first atlas end up not being rendered. My recommendation there is to either reduce the resolution of the build, or split it out into multiple builds with placeholder low res symbols, and then in the lua code, override symbols with the higher resolution ones from the other build. Link to comment Share on other sites More sharing options...
Halowinner Posted March 28, 2018 Author Share Posted March 28, 2018 well the autocompiler works on my sister computer soo I think its my python version but eh rily you can message in here so feel free to ask in here Link to comment Share on other sites More sharing options...
Rily Posted March 28, 2018 Share Posted March 28, 2018 16 minutes ago, PeterA said: This is typically a result of the texture symbols being too large in resolution. Unfortunately our in-game shaders only support 1 texture atlas (UI shaders support 2 atlases for uianims), so symbol frames that end up past the first atlas end up not being rendered. My recommendation there is to either reduce the resolution of the build, or split it out into multiple builds with placeholder low res symbols, and then in the lua code, override symbols with the higher resolution ones from the other build. Well this is a bit awkward, I resized the pngs of the animation to match the ones of the original one, these pngs were smaller than the original ones so, my bad , thank you very much, how can I split it into more builds?,I'm not sure if I understand 8 minutes ago, Halowinner said: well the autocompiler works on my sister computer soo I think its my python version but eh rily you can message in here so feel free to ask in here Thanks, I may have a bit more questions and the forums already have enough of this questions Link to comment Share on other sites More sharing options...
Developer PeterA Posted March 28, 2018 Developer Share Posted March 28, 2018 Just now, Rily said: how can I split it into more builds?, It might be a little bit tricky to do this. But it'd be similar to the process of making a character build, but split across two folders. I believe it's possible, but I don't know how straight forward it is. The idea would be to have two different animation builds, but with each having different symbols in them. (I think by splitting the symbols into different directories). You'd then need manually set the symbols from the secondary builds with calls to AnimState:OverrideSymbol. Link to comment Share on other sites More sharing options...
Rily Posted March 28, 2018 Share Posted March 28, 2018 30 minutes ago, PeterA said: It might be a little bit tricky to do this. But it'd be similar to the process of making a character build, but split across two folders. I believe it's possible, but I don't know how straight forward it is. The idea would be to have two different animation builds, but with each having different symbols in them. (I think by splitting the symbols into different directories). You'd then need manually set the symbols from the secondary builds with calls to AnimState:OverrideSymbol. Thanks, I understand now, I made this animation almost as a reskin to prevent exactly this kind of dificulties, but I guess I have to deal with them anyways, then I'll split this into 2 or even 3 builds if is necessary, I think I'll try to reduce the resolution, that's the only thing I barely know how to do, is there any way to know at which point I'm inside the limits?, even the final result is smaller in resolution than the original Link to comment Share on other sites More sharing options...
Developer PeterA Posted March 28, 2018 Developer Share Posted March 28, 2018 You can open the .tex files with Steam\SteamApps\common\Don't Starve Mod Tools\mod_tools\tools\bin\textureviewer.exe, and see what symbols are taking up all the space. The limit is a bit fuzzy due to the way the atlasing tool works. It's not the best, and sometimes symbols will fall into the next atlas when there was actually a better optimal solution where everything would fit in the previous atlas. Link to comment Share on other sites More sharing options...
Halowinner Posted March 28, 2018 Author Share Posted March 28, 2018 So all I need to do is reinstall python and see if same problem (also I been having a extra friend that knows commands and a little coding helping me do the command stuff) so hopefully the python thing is fix and I can auto compiler or just take the one off my sister computer also Rily I hope you can fix your problem Link to comment Share on other sites More sharing options...
Halowinner Posted March 29, 2018 Author Share Posted March 29, 2018 do i need a certain version? also if i take the one off my sister computer (hers a 64 bit) will that cause problems? if I cant find the right version of python or fix the autocompiler Link to comment Share on other sites More sharing options...
Developer PeterA Posted March 29, 2018 Developer Share Posted March 29, 2018 The mod tools should be the same on both her computer as well as yours (you can try reinstalling the mod tools to make sure), so unfortunately I suspect there's some other software or configuration on your machine that is causing the problem. Link to comment Share on other sites More sharing options...
Halowinner Posted March 29, 2018 Author Share Posted March 29, 2018 yeah i dont have a local python installed so it useing the one for mod tools but thanks for the help Link to comment Share on other sites More sharing options...
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