![]() It uses two separate folders mostly for organization than anything as it is completely possible to merge them into one file. The actual ground animation symbol can be made separately and doesn't have to be part of these symbols, but its often lumped into there for convenience.įor example I have attached a custom item I made called dynamite, which is designed to spin when thrown. For better idea what symbols are used in player animations. ![]() I strongly recommend opening the spriter files in notepad++ to see the symbol id's it is important they match the ones that are used in the player symbols. Attached below you'll see the tin armor and conquistador hat from hamlet I have prepared for use in dst. You'll pretty much never get this to work by dragging symbols into spriter, so I prefer manually opening up spriter into a text editor. It is important to have the enough symbols to match those in the player animations, otherwise you'll have missing or incorrect symbols show up during animations when equipped. However they also are items, which is where they have their spriter file containing their ground idle animations. They have symbols that correlate to the symbol's they will override in the player animations. Those two have comprehensive tutorials, but they are out-dated. An up-to-date Spriter tutorial would also be neat. If someone can make an updated tutorial for the Extended Character Template, that would also be amazing. I know how to do that, and will put in some nice examples. It's just much easier to decipher things, when you have something that works Don't worry about putting in armor and weapon components etc. If you aren't good at 2 and/or 3, or can't be bothered, I'll try to do that myself. As long as the key points of the structure are covered. Preferably put comments in the code, like, what do you put for bank, build and animation, and where those names come from (one is a file name, another is the name of the animation in file X, etc.).ĭo a write-up about how you did it and how things fit together, which files do what, etc. Also, try not to call different things the same, so references are easily traceable. Same naming conventions as the game would be nice, so it's familiar and easy to compare with the game files. Make the simplest example mod you can for one of these slots, using the newest game code as reference (e.g., many older mods do not include some of the AnimState:Hide/Show calls), and upload it here, including the exported folder. Just make the graphics work and the equippable part for equippable items. I can take care of functionality (weapon/armor components, recipes, etc.) if you like. What you can do to help me (and the community) is to do 1, and if you have time, 2 and 3: I've searched all over for how to set this up properly, but can't find anything that works. I tried messing around with a hat today, using a mod from someone else which included the "exported" folder, which worked fine when moving in all directions using three images (no idea how that works), but I couldn't for the life of me get it to use the fourth image for when the hat was lying on the ground (an image with a nice shadow on the ground). Perhaps there are some better ones on Youtube? Thanks for that info, is entirely possible that I'm an idiot and have missed some hub of information about these things, and if so, please point me to them I will continue to look for tutorials. It's difficult (impossible?) to reverse engineer an existing mod and the game files, since they usually don't include the "exported" folder with the Spriter files. The tutorials we have are out-dated and/or lackluster, so we end up getting the same questions again and again, especially about invisible items. Hats don't have a separate swap build, but weapons do, etc. I have my Cactus Armor mod, which works, but it is incomplete and I don't have the "exported" folder for it.Īlas, I don't quite understand how the whole banks, builds and animation setup works, and it seems to be different for each type of item. I would like to create a set of basic tutorials based around some simple example mods, to make it easier for newcomers to see how everything fits together when making, e.g., non-equippable, HANDS, HEAD or BODY items for the first time. ![]()
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