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I think I found a bug, or I have a misunderstanding.  I am trying to export a character with the fishing pole, and I have no trouble doing walk (it comes out with the character holding the fishing pole), but the ACTION codes (THR, CST, SLA, SHT, and ISL) come out with the character not holding the fishing pole.  I know the attack key (space) in the tool will show the animation for using the fishing pole, but I just can't seem to export it.  What am I doing wrong.  BTW, I can make all of my other weapons (including sling shot) export with layout file.

Thank you again for a great tool,

Dblhack

I just checked (in linux). You are right in that the animations for THR, CST, SLA, ISL and SHT don't include the fishing pole. I know that's a shame, but that is so because the original artists didn't draw the fishing pole in those animations. I gave it a try, but even though I "massaged" some assets myself, that's really not my field.

There are a couple more weapons that also don't include all animations, but they are good assets so I included them.

In regards to the fishing pole, you should have got a image suffixed with _fish.png. That's where you have the fishing animation frames.

Do you get that file ?

I hope this explains what you are experiencing. Tell me if it doesn't.

Hi, 

I can't find any file with the _fish.png suffix.  I looked inside the chargen.pak file and I don't see any files like that.  Honestly, your attempt of adding the fishing pole animation to your tool is very good in my opinion.  I guess I will need to reproduce that effort.

Also, if I could add one suggestion as far as exporting goes.  I would like to see an animation shortcut such as WPN that would be smart about the weapon selected and just export that.  Let me try and be a bit more clear.  For example, if my main weapon is a spear, instead of using THR, I could use WPN and this way the same .ini file could be used for all weapons.  Now, I have to modify the .ini when the weapon changes to use THR, SHT, etc. If my character now has a bow, I don't have to change to SHT in the .ini file.  I believe you know what the weapon is anyway since you include it in the export.

This makes sense for me as I need to make numerous exports depending on what the character is wearing and the weapon.  I hope this is clear.

Dblhack (Rick)

I think i understand what you mean. Though I fear that if the tool works that way, than other users would need those animation for whatever reason. So I prefer to include everything.

Another problem is that some weapons allow for more the one type of attack (the first sword, for instance, allows three)

That being said, the generator uses the key 'SPACE' in much the same way. It only performs the attacks that the equipped weapon allows. What attacks are allowed is set in the weapon settings file.

This way the weapons settings are defined once and you don't need to change anything else.

Hope it made some sense and that it applies to your use case.

Ok, I do see the fishing pole animations.  These are the fishing pole by itself.  Would you share how you connected these animations to the character in your tool?  I see one .png file with 3 rows and 11 columns, but I am not sure if they are for forward, backward, left, right, etc.

Dblhack

Glad you found it. However I'm concerned with the layout you describe. It should be 4 rows by 12 columns. In fact all animations are 4 rows (except die animation), for up, left, down and right.

For the fishing animations the rows work as I said above. As for the columns, the first 4 are the throw animation, the next 4 are used when  waiting for a fish to bite,  and the last 4 are for pulling the fish in.

If you don't have such  a spritesheet, then something is wrongly defined in the data files. Let me know so I can help there.

Hmm, now I am confused.  When I did a search in the chargen.pak for *fish*, four files showed up.  fishingpole.mainhand,  character_large_fish.anim,  fishingpole_hurt_fb.png,  fishingpole_fish_front.png,  and fishingpole_walk_mb.png.  None of these files have 4 X 12 columns (in the .png).  All along I assumed you were telling me that I would need to somehow combine the fishingpole animations (by themselves found in fishingpole_fish_front.png) with the empty exported character animations in order to create the character animation with the fishing pole, just as you did in your tool.  Again, an assumption.

But perhaps I confused you.  When I export my character with the fishing pole, I do get the walking animations with the fishing pole and they are in a 4 X 8 layout in the exported file.  But where the animations should be for the casting with the fishing pole just has the character without the fishing pole and they are in a 4 X 5 layout. Again, regardless of what 3 letter code I use, it all looks the same.

Dblhack

Hmmmm. Do you mind contacting  me  by mail? That way we won't fill the comments with more technical details.

The mail is is my profile.