Updated August 2021 as of version 1.3.3068
This DropBox folder contains the source art for RimWorld and all its expansions, and all our logos.
https://www.dropbox.com/sh/mz6zjq3f1d654f3/AACX_OMdBG_J78hF2Ph-HzM3a?dl=0 (https://www.dropbox.com/sh/mz6zjq3f1d654f3/AACX_OMdBG_J78hF2Ph-HzM3a?dl=0)
Awesome planning on adding something to the tool that will need some graphics.
This is fantastic! <3
Now I can work on creating custom textures for everything and make texture packs. :)
Cheers Tynan,
Are there any requirements for changing art? like dimensions etc? Or is it more do whatever you would like?
Quote from: shadowtajun on March 06, 2014, 10:00:10 PM
Cheers Tynan,
Are there any requirements for changing art? like dimensions etc? Or is it more do whatever you would like?
It's your mod - do as you like with it!
Quote from: Tynan on March 07, 2014, 09:39:18 AM
Quote from: shadowtajun on March 06, 2014, 10:00:10 PM
Cheers Tynan,
Are there any requirements for changing art? like dimensions etc? Or is it more do whatever you would like?
It's your mod - do as you like with it!
The Question appears to be more technical; What file types are accepted, whether a texture has to be a specific dimension (Minecraft, for instance, can use any power of 2 for its textures), whether or not alpha is allowed, and so on. Basically a question of what can the game's core libraries accept.
PNG or JPG format. I recommend PNG because it has transparency.
Any size is okay, though it's foolish to use a non-power-of 2, because it will just get scaled up in memory.
do you have a most recent including the fog of war which i imagine is an atlas.
and a few others.
Fog of war is done with vertex colors, it's not an atlas.
I can't promise to update this constantly I'm afraid.
I have a sort of better solution for the fog of war in the game cause I noticed a few graphical issues regarding how the fog of war acts over the rock walls.
the idea is to create a more natural-ish look for the way mountains look like.
Could you provide a zip with PNG files as well? (I've converted it for my own purposes using IrfanView and PNGOUT, but it would be more convenient if you had an official and up-to-date zip file.)
Will it be updated with the new stuff? :)
Updated.
Thanks!
Prays have been answered! :D
EDIT: One issue tho it seams that the floor and terrain textures is not included :)
id like to see the new textures even thou the next version hasnt been released. so I can start working on the new version of the texturepack
It would be nice to see some exapmples of textures that would be in almost end product, so we could start making stuff in that style.
Update with the new stuff? :) <3
At the risk of driving Tynan mad, I second the request for updated graphics, pweeeeease!... :P
<<<<<<333333 I hereby sacrifice these nesting hearts and supplicate the De(v)ity of the Fringe Globes, Tynan Sylvester. In return, I ask that he answer our prayers for an updated core art source.
I end this humble offering with a verse from the great Dialog.
"You awake from your longsleep sarcophagi to the sounds of Sirens and Ripping Metal." And then He said "Squirrel has gone mad, and will attack everyone it sees." -Dialogs, Days 1-5.
Okay, okay, how can I resist entreaties like that?
http://ludeon.com/downloads/RimWorldCoreArtSource.zip
Yaaaay! ;D Thanks, Tynan!
If i'm not doing something wrong or mistaking the table texture in this art source is wrong ^^
I've updated the art source in the first post.
Thanks alot!
That really helps a lot! thanks ty!
Now to learn all of your secrets. MHUHAHAHA!
very nice, i missed 90x contra style emp grenade sprite.
Hey I'm using PSD-Viewer but the pictures are mostly incomplete or not shown at all. Which programm should I use?
Paint.net with the PSD plugin is definitely very good to look at and modify .psd images.
Maybe some of the layers are not checked so you don't see them.
Gimp is awesome and as well as being free has many community plugins that match or even surpass the commonly known 'premier' packages ;)
Or you can use IrfanView with the PSD plugin and just batch convert all of the images to PNG.
Now that A7 is out could we get another update to the art resource downloads, pretty please?
Yep, I need that devilstrand texture for a mod ^^
Quote from: Telkir on October 02, 2014, 09:40:08 AM
Now that A7 is out could we get another update to the art resource downloads, pretty please?
I agree with this question. Need A7 art.
What all the above posters say! this has been very very very useful in the past!
tynan, im in the need of the new textures, im right now working on the texture pack new version.
Sorry to nag about it but an update on the art assets would be hugely helpful to us modders if you could spare the time.
For me the main reason is that it's not very easy to understand the layout of the "stuff" graphics system, e.g. different coloured bed frames based on the material used to build them. I guess some kind of mask image is involved?...
Quote from: Telkir on December 12, 2014, 11:17:48 AM
Sorry to nag about it but an update on the art assets would be hugely helpful to us modders if you could spare the time.
For me the main reason is that it's not very easy to understand the layout of the "stuff" graphics system, e.g. different coloured bed frames based on the material used to build them. I guess some kind of mask image is involved?...
There is a mask image involved! Mrofster solved that thing ages past! you could check clutter to see how they work (or the thread he made in I think the help thread? I'm too exhausted to go hunt the thread right noow ;D
The best excuseBut I want to nag abou updating the assets too! You're not alone Telly!
Edit: I mean not that I know hooow much the graphic thing changed stuff around in alpha 8 ;D
not at all sure if the masks still work the same way they did in a7
Thanks Shinzy, I found that thread - over here (https://ludeon.com/forums/index.php?topic=6942.0) if anyone else also needs it. Very helpful, though it doesn't quite solve the problem of being able to match the colours exactly with vanilla graphics, which I'm kinda fussy about. :) Trial and error ahoy!
Is anyone able to tell me where to texture files for the floors/surfaces are located?
I seem to be incapable of finding them :'(.
I am going to have to be that guy and request the sources too.
Is there any way I can find clothing textures? I'd like to modify a few of them and I want the result to be as close to vanilla as possible.
Quote from: Kubouch on January 09, 2015, 02:47:21 PM
Is there any way I can find clothing textures? I'd like to modify a few of them and I want the result to be as close to vanilla as possible.
They're in there! although tucked away in Things/Pawn/Humanoid/Apparel
not the first place I'd look either ;D
(They're missing the parka but that's cause Ty don't wanan update the assets..
like he has anything better to do *hmph*)
Quote from: Shinzy on January 09, 2015, 03:05:09 PM
Quote from: Kubouch on January 09, 2015, 02:47:21 PM
Is there any way I can find clothing textures? I'd like to modify a few of them and I want the result to be as close to vanilla as possible.
They're in there! although tucked away in Things/Pawn/Humanoid/Apparel
not the first place I'd look either ;D
(They're missing the parka but that's cause Ty don't wanan update the assets.. like he has anything better to do *hmph*)
Allright, thanks :-D.
A few quick questions:
The texture appearing when unequipped on a floor is the *_Male_front.png?
There are some metadata. Are they important?
Colors are assigned by the stuff system based on the material I guess, right?
I have no experience with it so please pardon me :-D.
Quote from: Kubouch on January 09, 2015, 03:15:27 PM
Quote from: Shinzy on January 09, 2015, 03:05:09 PM
Quote from: Kubouch on January 09, 2015, 02:47:21 PM
Is there any way I can find clothing textures? I'd like to modify a few of them and I want the result to be as close to vanilla as possible.
They're in there! although tucked away in Things/Pawn/Humanoid/Apparel
not the first place I'd look either ;D
(They're missing the parka but that's cause Ty don't wanan update the assets.. like he has anything better to do *hmph*)
Allright, thanks :-D.
A few quick questions:
The texture appearing when unequipped on a floor is the *_Male_front.png?
There are some metadata. Are they important?
Colors are assigned by the stuff system based on the material I guess, right?
I have no experience with it so please pardon me :-D.
Thou art pardoned, friend!
And no the item on floor has it's own graphic like any other item
it's texture is assigned on it's own separate to the worn texture
so you can have the item look like it's folded or something when it's on ground if you wish!
and colours are derived from the material it uses but only if the item uses stuff
otherwise it'll use the color generator thing
(you could look at the thingdefs in my apparello mod! (Or the core apparel files)
I found it easier to learn thing from looking other peoples mods
imma not blabber more about it in this thread ;D
I love derailing stuff but this thread is devoted for demansing art asset file update
which is far more important
I would like to request an update to this in line with alpha 9 release.
Pritty please can we have it Tynan :D
Would it be possible to update this for Alpha 9? I need some textures for a mod, so I would really appreciate it ^^
Quote from: Ykara on February 20, 2015, 07:44:55 PM
Would it be possible to update this for Alpha 9? I need some textures for a mod, so I would really appreciate it ^^
If you need specific textures I can extract them for you. I don't have time to do all the work to flip the extracted images and save them in a format that is editable by all editors, but I can do a few specific ones if you like.
Wow, I'd really appreciate that. I just need the smith table and the two bodypart boxes ^^
Quote from: Ykara on February 20, 2015, 08:38:51 PM
Wow, I'd really appreciate that. I just need the smith table and the two bodypart boxes ^^
I don't know of a second bodypart box, could only find the one called Organ. But here ya go.
(http://i.imgur.com/l8C720i.png)
(http://i.imgur.com/9xWivSl.png)
Thanks, you've helped me alot ^^
no problem. if you need any others just let me know and I'll post them as soon as I get the chance.
I took the time to extract the images from the game using Unity Assets Explorer and put them in a 7z file. I didn't do all the work of flipping the images and saving them as .png so you'll need to do that yourself. Just use your paint.net or gimp or photoshop or whatever to open the *.tex.dds files and then flip vertically.
A9 Rimworld Art Resources Raw Files (https://www.dropbox.com/s/sdnkh3ul8urtnh1/RW_A9_Art_Resources.7z?dl=0)
Quote from: Igabod on February 21, 2015, 05:16:28 PM
I took the time to extract the images from the game using Unity Assets Explorer and put them in a 7z file. I didn't do all the work of flipping the images and saving them as .png so you'll need to do that yourself. Just use your paint.net or gimp or photoshop or whatever to open the *.tex.dds files and then flip vertically.
A9 Rimworld Art Resources Raw Files (https://www.dropbox.com/s/sdnkh3ul8urtnh1/RW_A9_Art_Resources.7z?dl=0)
Thanks for the effort, this will be very helpful until the official art files are avaible for download ^^
I use Gimp, but it won't open any of the files. Always "Unknown file type"
Anything special to do other that open with>gimp ?
Quote from: Kirid on February 24, 2015, 03:55:13 PM
I use Gimp, but it won't open any of the files. Always "Unknown file type"
Anything special to do other that open with>gimp ?
Yeah, you have to download some patch or something to open .dds files on GIMP. I actually use Paint.net to open the files and then save them to something GIMP can open up instead of finding that patch and then figuring out where to install it. Paint.net opens .dds files natively with no problems and you don't have to download and install anything for it.
You can get the dds plug in for gimp here (http://code.google.com/p/gimp-dds/). You don't have download paint.net just for opening dds files.
Thought id do everyone a favour and upload all images in png and flipped vertically, obviously not as good as the psds but itll do until Tynan decides to upload those.
Download (http://www.mediafire.com/download/6anbu5k0bpij5cm/RimWorld-Images.zip)
Quote from: skullywag on March 14, 2015, 04:28:33 PM
Thought id do everyone a favour and upload all images in png and flipped vertically, obviously not as good as the psds but itll do until Tynan decides to upload those.
Download (http://www.mediafire.com/download/6anbu5k0bpij5cm/RimWorld-Images.zip)
Thanks Skully! I had planned to do this as soon as my life settled down a bit and I had free time to spare for it, but you saved me all the effort.
You can just as easily convert everything to PNG and flipped with IrfanView and the PSD plugin.
ppsssst...thats how i did it.....;)
Any chance for the update? Please Big Tynan, please! I will be a good boy(If you know what i mean ^^) on another Tynan-Day!
Is there a chance that this gets uploaded again? I'd really need the psd files for some new textures, especially the raw foods. I'd be very grateful if this would get updated, it's so useful!
Quote from: Evul on June 04, 2014, 10:18:39 AM=
EDIT: One issue tho it seams that the floor and terrain textures is not included :)
and this too please.
not very important, just when you get to it, do this too :).
An updated version to this file would be great, maybe it would even spark interest in texture mods
Heres an 11b version, flat files only, psds have to come from Tynan:
http://www.mediafire.com/download/6anbu5k0bpij5cm/RimWorld-Images.zip
Awesome!
Too bad the directory structure wasn't maintain, but...
Awesome!
Thanks :)
I really need the art source, will we ever get the updated psd files?
Quote from: Ykara on August 22, 2015, 02:05:07 PM
I really need the art source, will we ever get the updated psd files?
Oo the new animal sprites would make the day (they are gorgeous, I'd love a closer glance at em ;D)
A12 here. Not psd, of course. And it is flipped. You'll have to flip it back yourself.
https://www.dropbox.com/s/jbwwy1tgicgfaso/resources.rar?dl=0 (https://www.dropbox.com/s/jbwwy1tgicgfaso/resources.rar?dl=0)
Quote from: Latta on August 24, 2015, 04:00:17 AM
A12 here. Not psd, of course. And it is flipped. You'll have to flip it back yourself.
https://www.dropbox.com/s/jbwwy1tgicgfaso/resources.rar?dl=0 (https://www.dropbox.com/s/jbwwy1tgicgfaso/resources.rar?dl=0)
Oo thankuchiwa Mila!
(Or just Thanks I guess.. might be little bit more approppriate, umh ;D but Thank you!)
Shinzy join the modders slack. We had this on there first :P
Quote from: skullywag on August 24, 2015, 07:07:16 AM
Shinzy join the modders slack. We had this on there first :P
Fine! where? how? *glare*
https://ludeon.com/forums/index.php?topic=14501.msg151088#msg151088 ;)
is this image pack updated for the new added stuff?
if not, what folder are the images stored?
The a12 stuff is on the last page. If you mean a13...tut tut ;)
nope. just a12. i was thinking there's not enough graphics mods for rimworld, so i might try making one of my own while i'm still kinda hyped for a13. ;)
edit : btw, are there much changes in the graphic files between alphas? ie : are the dimensions the same and position of images the same?
Tynan are you ok with us still doing this? based on the EULA changes it sounds like this is not allowed anymore...I mean we can all do it, I mean specifically uploading a zip here containing the files for everyone to use.
Quote from: Tynan on April 09, 2016, 11:51:35 AM
Everyone's allowed to use original assets for modding/learning/references purposes so there's no problem at all with this. It even says so in the EULA.
I'm also fine if you post some textures in the forum, again, for the purposes of modding and learning. Permission granted!
If you're interested in ripping textures yourself: Decompiling Texture/Sound Assets (http://rimworldwiki.com/wiki/Modding_Tutorials/Assets) on the RimWorld Wiki.
Quote from: skullywag on April 07, 2016, 07:19:15 AM
Tynan are you ok with us still doing this? based on the EULA changes it sounds like this is not allowed anymore...I mean we can all do it, I mean specifically uploading a zip here containing the files for everyone to use.
I have no problem with it if it's for the purposes of creating (noncommercial) RimWorld mods.
If the art is used in some other product, that would not be good. But RimWorld content used in RimWorld mods is A-OK with me!
Um, update? Pretty please?
Alpha13 textures. PNG format. (https://www.dropbox.com/s/xckkmna661yi18t)
Woo hoo! Thanks! :)
Alpha14 textures. PNG format. (https://www.dropbox.com/s/7f9v30xwn2hfbrb/resourcesA14.zip?dl=0)
Neat.
Thx
Have anyone sounds from the game?
Please?
Anyone else unable to actually download the file from dropbox?
EDIT: Just kidding. Works now. Silly dropbox.
Is it normal that the textures are all lumped up in a single directory? I've seen usages of ContentFinder<Texture2D>.Get() in the core code and it seems to indicate textures are organized inside folders (for example, "UI/Icons/Medical/NoCare"). So if I wanted to use, say, the Lavish texture with the Get() method, how would I find out what directory to use?
Edit: Seems like the paths are defined in the globalgamemanagers file, just have to search for the texture name and it'll list the full path to it.
the dropbox link in the op is dead :(
Quote from: twoski on August 27, 2016, 03:18:50 AM
the dropbox link in the op is dead :(
Try this one (It's slightly less outdated version aswell!)
Quote from: Fregrant on July 16, 2016, 08:46:51 AM
Alpha14 textures. PNG format. (https://www.dropbox.com/s/7f9v30xwn2hfbrb/resourcesA14.zip?dl=0)
Any chance for an updated zip with PSDs for A15, Tynan?
I also would like a new version with psds :).
Quote from: tommiethegun on August 30, 2016, 05:17:42 PM
Any chance for an updated zip with PSDs for A15, Tynan?
Also looking for an update for A15, please.
This please!
Bump for A15 arts.
Had to do some magic but i got it working
https://files.slack.com/files-pri/T07L8SKEY-F2D9BJB96/download/rimworldassetsa15.zip
Skully that page is unfortunately restricted for us non-elite. :P Any chance for a non-Slack link?
Bah i thought that would work. Shinzy told me it did....bear with me. Im out and about on my phone, ill get one of the slackers to add it somewhere and post here.
There, now everyone should be able to download the textures without having to be a slack member.
https://www.dropbox.com/s/kivekk7boegpsw2/RimworldAssetsA15.zip?dl=0
All credit should go to Skullywag as they were the one who extracted to textures.
Thanks Nitrodev.
Quote from: skullywag on September 20, 2016, 02:53:24 AM
Bah i thought that would work. Shinzy told me it did....bear with me. Im out and about on my phone, ill get one of the slackers to add it somewhere and post here.
Ooooh! Skully you should know by now that I don't use my braincapacity like that! you axed me to test the link and I diiiid.
You shoulda told me to log off slack first you dumbo
skullywag [6:40 PM]
can you test the link works from:
[6:40]
https://ludeon.com/forums/index.php?topic=2325.msg265454#msg265454
ludeon.com
RimWorld core art source
[6:40]
oh wait i could log out and test it myself
[6:40]
derp
shinzy [6:40 PM]
dumbo
[6:40]
it does
[6:40]
well it's loading anyway
[6:40]
don't know what I'm loading
[6:41]
yup don did it
[6:41]
works
I assumed that meant you did. :P
Quote from: skullywag on September 20, 2016, 07:42:09 AM
I assumed that meant you did. :P
Youuu know what they say about when you assume!
Quote from: Nitrodev on September 20, 2016, 05:54:08 AM
There, now everyone should be able to download the textures without having to be a slack member.
https://www.dropbox.com/s/kivekk7boegpsw2/RimworldAssetsA15.zip?dl=0
All credit should go to Skullywag as they were the one who extracted to textures.
Awesome! thanks!!!
Thanks for the A15 pack.
Is there a big difference between having the extracted .dds files vs .png files? Layers or something?
Does anybody know how to extract the sound assets? Especially soundtrack, but the others are important as well.
I'm trying to overwrite a core texture and it's not working. The texture stays the same.
The path I tried to use: "\Rimworld\Mods\Core\Textures\Things\Pawn\Humanoid\Heads\Male\Male_Average_Normal_back.png"
Should I place the texture somewhere else? Do I need to do something differently?
Have you tried without ".png"?
Edit : without "_back.png" even. Sorry
I mean, when it's for building or animals my texPath look like that : <texPath>Things/Pawn/Animal/Cougar/Cougar</texPath> (taken from /Core/Defs/ThingDefs_Races/Races_Animal_BigCats.xml)
Edit 2 : You can see some better phrased explanations on the wiki, here (http://rimworldwiki.com/wiki/Modding#Textures)
It's not a texPath, it's where I put the textures. I don't even have a xml file for it. I've read somewhere you can overwrite core's textures by placing them in \Core\Textures, and that's not working for me.
I'm sorry I have nothing more precise to reply but yes from my own experiences this doesn't works with all textures. Some will, some don't with this method. I've never been able to noticed why
you cant override those without further code, the head graphics are all pulled from that folder on game load as far as I know. Yours might get added to the pot of random choices, but it will not override.
Turns out it does work, at least for some textures. It worked for unifying humanlike pawn head graphics, but I was using a wrong path (should be \Humanlike\ instead of \Humanoid\). Unifying body types was a little trickier, since there's Thin, Fat and Hulk bodytypes that look the same for Males and Females - I just made a .dll mod for that.
Quote from: mazacik on November 17, 2016, 12:05:49 PM
Turns out it does work, at least for some textures. It worked for unifying humanlike pawn head graphics, but I was using a wrong path (should be \Humanlike\ instead of \Humanoid\). Unifying body types was a little trickier, since there's Thin, Fat and Hulk bodytypes that look the same for Males and Females - I just made a .dll mod for that.
You can find the texture/sound path's in:
globalgamemanagers.
Examples:
textures/things/pawn/humanlike/apparel/cowboyhat/cowboyhat
textures/things/pawn/humanlike/heads/female/female_average_normal_back
textures/things/pawn/humanlike/heads/female/female_average_pointy_back
I recall a tut somewhere but I cant remember where on how to unpack the art files... Can anyone post a link to it or perhaps a A16 file pack?
Has no one put the A16 ones up yet... weve had them on the modding discord for a while now. Next alpha someone poke me to remind me:
https://app.box.com/s/g3r0v50k8bs14ew5q4rpqqkljn0mtv1o (thanks to joshwoo this time around)
Quote from: skullywag on January 08, 2017, 12:19:09 PM
Has no one put the A16 ones up yet... weve had them on the modding discord for a while now. Next alpha someone poke me to remind me:
https://app.box.com/s/g3r0v50k8bs14ew5q4rpqqkljn0mtv1o (thanks to joshwoo this time around)
Whats the modding discord? Is this some kind of magical land of modders ....
(http://www.thefandom.net/wp-content/uploads/2015/12/kung_fu_panda_3_adorable_po_gif_by_ninjaturtlefangirl-d9b41ru.gif)
O and thank you by the way.
Cheers!
Yes...magical...thats a word...special is another...we are a very VERY special bunch.
Is there a document with the correct paths for the textures somewhere? Having problems trying to replace melee weapon textures. Tried Things/Items/Equipment, Things/Items/Equipment/Weapons, Things/Items/Equipment/Weapons/WeaponsMelee. Saved them as .png
You should be copying the core weapon defs out into your own mod and then simply defining the texpath to wherever you have stored them.
Can't find a Drill inside those packs.
OK, the time's come to resurrect this thread. ;)
I need to be able to work with alpha 17 textures, but for the life of me, I can't figure out how to get them. I can extract the .dds files from the assets file without any trouble, but every program I try to open them in -- Photoshop ( Elements 8 ), GIMP ( 2.8 ), IrfanView, even Paint -- tells me they're corrupt. What am I missing?
Got it figured out. ;)
Until there's an "official" source:
A17 Textures (https://www.dropbox.com/s/mzev7dt9budmohg/A17%20Textures.zip?dl=0).
Heyho,
how about folder-structure?
I'm working on a texture-overhaul.
Thanks in advance for any help :)
Quote from: Petrenko on May 05, 2017, 09:07:37 AM
Heyho,
how about folder-structure?
I'm working on a texture-overhaul.
Thanks in advance for any help :)
You may have to construct that on your own by looking at all the texture paths in the xml files
(there may be better ways but I'm not aware of those)Edit: the OLD texture pack on the very first post does have some folder structure attached to it, which could be helpful to some extent, but I imagine it's changed alot since
@dburgdorf : awesome. thanks for this.
Quote from: Petrenko on May 05, 2017, 09:07:37 AM
I'm working on a texture-overhaul.
Petrenko it'd be awesome if you can write your process as you go along. I'm also thinking about giving it a texture overhaul but too lazy to commit too much time outside of art.
For those who are after it, I've created the folder structure (A17).
You can grab it here: https://www.dropbox.com/s/o0pgvlysxx5hp4b/textures-a17.zip?dl=0
No doubt this will change, and unfortunately I don't see a way to easily update it (it takes ages!)
Where do i put these so they get recognized by the game?
You can either put them in /mods/core or create you own mod folder in /mods.
Not all changes will show up in game, as there are different ways that some textures are handle unfortunately. You'll need to either modify Defs or write some dlls :|
Well that's fucked up. Really motivating u.u
Hopefully it will change in a later release, since i'm not competent enough for editing defs or even .dll .
Quote from: tiltos on May 11, 2017, 09:12:52 AM
You can either put them in /mods/core or create you own mod folder in /mods.
Not all changes will show up in game, as there are different ways that some textures are handle unfortunately. You'll need to either modify Defs or write some dlls :|
Have you got any examples of which changes won't show up?
In the case of randomized textures (like the new ruined lamp posts for example) the texture path is referring to a
folder of that name, instead of the .png file (the randomized textures are all dumped inside that folder and their name won't matter none)
also the texture paths are very sensitive about things like uppercase letters and so. It's good to double check everything incase something isn't showing up ingame
It seems to be hit and miss zhinsy. I don't quite get the logic - and I haven't played with randomised textures yet. Things like brick walls, which you would think are straight forward, need def updates. Pawns heads need a dll. I'm playing with bodies at the moment, and without an Assembly change all but the 'thin' body displays.
As I go through the textures over time, happy to document it. Ideally Tynan would updated texture handling to be a simple core->mod path override (same paths, different ancestor folders).
"Ideally Tynan would updated texture handling to be a simple core->mod path override (same paths, different ancestor folders)."
This please! :)
Quote from: Petrenko on May 16, 2017, 11:02:44 AM
"Ideally Tynan would updated texture handling to be a simple core->mod path override (same paths, different ancestor folders)."
This please! :)
I think it would be less efficient... could be wrong. I think it would be fantastic though, perhaps even just as a mod you can pick up as a sort of modder's resource. I've had a witch-hunt of a time trying to decompile the base resources.assets file, glad to have found this post.
Make sure to post that request in the What would make the game easier to mod? (https://ludeon.com/forums/index.php?topic=20715.0) thread.
Quote from: tiltos on May 09, 2017, 11:10:34 PM
For those who are after it, I've created the folder structure (A17).
You can grab it here: https://www.dropbox.com/s/o0pgvlysxx5hp4b/textures-a17.zip?dl=0
No doubt this will change, and unfortunately I don't see a way to easily update it (it takes ages!)
Thanks mister!
Quote from: tiltos on May 09, 2017, 11:10:34 PM
For those who are after it, I've created the folder structure (A17).
You can grab it here: https://www.dropbox.com/s/o0pgvlysxx5hp4b/textures-a17.zip?dl=0
No doubt this will change, and unfortunately I don't see a way to easily update it (it takes ages!)
Tried download it, and it didn't work (error downloading file). Is the file outdated, moved or corrupt?
Hey jabba ! It's good seeing you here again ;-)
I'm still a fan of your retexturing and still using it
If the link is still dead and no one post it again, I will. As soon as i'am at home
This link:
https://www.dropbox.com/s/o0pgvlysxx5hp4b/textures-a17.zip?dl=0
works for me
The link wasn't working the last half hour. Tried it again, and now it works. Prob a glitch somewhere.
Quote from: kaptain_kavern on August 01, 2017, 09:46:35 AM
Hey jabba ! It's good seeing you here again ;-)
I'm still a fan of your retexturing and still using it
If the link is still dead and no one post it again, I will. As soon as i'am at home
Hey kaptain_kavern,
Been busy with work, and starting a few businesses. There were also so many updates in a row, and I got fed up with having to redo so many things each time. Now that the game is further along, I'm thinking of redoing some of the graphics again...
Are the dimensions off with the source images? I created a bunch of artwork (using the source image as a template), but the images seem "squished" when they are placed in the game.
For example, I created the attached Nutrient Dispenser ... but it looks like the width is squished, so the image looks taller than it's supposed to be...
[attachment deleted by admin: too old]
Textures will pay attentiom to the <drawsize> value in the xml that defines them. Its probable the texture is being increased in one direction more than the other.
Are all of these graphics correct? Meaning, the file names and paths? I tried replacing some of the UI graphics, but many aren't being noticed by the game.
Specifically...
1. Install - \Textures\UI\Commands\Install.png
2. Reinstall At... \Textures\UI\Commands\Install.png
3. Forbid, or Allow Sowing - \Textures\UI\Commands\Forbidden.png
4. Hold Open - \Textures\UI\Commands\HoldOpen.png
5. Chop Wood (this shows when you go to the menu, but doesn't show when I click a tree). -
\Textures\UI\Designators\HarvestWood.png
6. Gather Spot - \Textures\UI\Commands\GatherSpotActive.png
7. Draft - \Textures\UI\Commands\Draft.png
Also, many of the MAP ui icons...
9. Form Caravan - \Textures\UI\Commands\FormCaravan.png
10. Abandon Home - \Textures\UI\Commands\AbandonHome.png
11. ZoomIn - \Textures\UI\Commands\ShowMap.png
12. Merge Caravans - \Textures\UI\Commands\MergeCaravans.png
13. Split Caravans - \Textures\UI\Commands\SplitCaravan.png
14. Settle - \Textures\UI\Commands\Settle.png
Anyone around? (Hate to bump, but it's been a few days)
Still having the problems below...
In addition, I recently replaced the GroundPenetratingScanner.png image (based on the image name and location in the SOURCE textures). The image just shows up as a black square (the image is a PNG image with no problems).
???
Getting difficult to modify graphics...
Hi, Jabba, I replicated your problem. I'm gonna take a look.
BTW, I suspect that the core doesn't let some UI textures get overridden. I'm awaiting input from pardeike on how to properly inject code into generic class methods using Harmony, after that I should (maybe) be able to make a patch that makes the core allow modding of the UI. Either that or I will learn what you and I are both missing (the C# seems clear: the path is as you say for Forbidden).
p.s. I saw you using Agave leaves in your mod. Pet Peeve. Here is the real agriculture product of Agave:
https://www.google.com/search?q=agave+root&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjcyubKqIzWAhVh4oMKHf0fCNMQ_AUICigB&biw=1540&bih=1257&dpr=0.75
The root. It's where the sugar is.
Hi, Jabba,
The core sometimes loads textures using ContentFinder<>.Get. When it does this, in some cases it does so inside classes with the StaticConstructorOnStartup label. These are run in, AFAICT, "undefined" order. I've spent the last week or so, productively finding an interesting bug in both the Core and Harmony, but working around these things eventually pointed me to this truth.
I'll try another, more obnoxious workaround next. My first hypothesis on how to fix this would have globally fixed it for all such asset types. Now the only thing I can think of will be an attempt to fix it asset by asset. That will suck a bit, as the fix will have to be forced bv a C# mod. I'm not sure if it will work yet. Standby.
Okay. With an sample size of one (UI/Commands/Forbidden), and by hooking the end of DoPlayLoad in the Rimworld main thread, and by using reflection hackery to blast over read-only textures, I have found a way to do this. This was a bit of a summabeach. Do you have a complete list of every texture you want to override?
To get this done, they have to be individually enumerated in C#. Once that's complete, the game will search for the files in mods. To be clear, this mod doesn't require the textures, it just reprograms the game to look in the mods. The dealio, however, is that the mod must enumerate every texture path individually to do its work.
Do you have Rimworld decompiled? Since you seem to know the actual texture paths, which kinda requires this, I would suppose so. I'm asking, because it would be helpful if you did the work of associating the link with the file that it's in (e.g., UI/Commands/Forbidden is in TexCommand.cs).
Also, I don't know that this method will work for everything yet.
I have all my UI textures loaded into a mod that I created...
https://ludeon.com/forums/index.php?topic=35198.msg360429#msg360429 (https://ludeon.com/forums/index.php?topic=35198.msg360429#msg360429)
The mod includes the images that aren't showing up. Below is a brief list...
1. Install - \Textures\UI\Commands\Install.png
2. Reinstall At... \Textures\UI\Commands\Install.png
3. Forbid, or Allow Sowing - \Textures\UI\Commands\Forbidden.png
4. Hold Open - \Textures\UI\Commands\HoldOpen.png
5. Chop Wood (this shows when you go to the menu, but doesn't show when I click a tree). -
\Textures\UI\Designators\HarvestWood.png
6. Gather Spot - \Textures\UI\Commands\GatherSpotActive.png
7. Draft - \Textures\UI\Commands\Draft.png
Also, many of the MAP ui icons...
9. Form Caravan - \Textures\UI\Commands\FormCaravan.png
10. Abandon Home - \Textures\UI\Commands\AbandonHome.png
11. ZoomIn - \Textures\UI\Commands\ShowMap.png
12. Merge Caravans - \Textures\UI\Commands\MergeCaravans.png
13. Split Caravans - \Textures\UI\Commands\SplitCaravan.png
14. Settle - \Textures\UI\Commands\Settle.png
I glanced at the zip file that you messaged me ... plenty of programming that I didn't understand. :) I'll try and review and see what I can make of it...
All you have to do is modify the XML file. I'm extending it this weekend for other unmoddable elements. As it turns out there are three main categories of readonly graphics:
1. Textures
2. Graphics
3. Mats
They each need separate handling
Right now it only supports textures.
Can someone post the A18 texture assets, purty please?
Here
https://drive.google.com/file/d/1kFpkebmLwORQtZYTWHd8NFOxa99GJxSg/view?usp=sharing
Thanks a ton!
Cool! Thanks! ;D
@Axinoe, you have my thanks!
You're welcome :D
Could anyone post a whole 18b texture folder structure with all corresponding subfolders?
I believe the one person who did that built it by hand, so I wouldn't count on it popping out anytime soon. Also, you should be aware that because the auto-extractor puts things into all one directory, sometimes it has to rename objects to account for the conflicts. So the file names are actually sometimes WRONG. I'm a bit surprised that we don't have an auto-extractor for Unity assets that preserves the directory hierarchy, actually.
Darkfire231 made another pack like this, more complete.
Found it here (https://ludeon.com/forums/index.php?topic=37378.0)
@KasperDerNarr
About folder structures, all paths can be deducted by reading/searching for each texPath in XML code.
Using milon's XML autodocumentation (https://ludeon.com/forums/index.php?topic=21440.0) you can have all listed in one screen if you look for texPath - The use of CTRL+F, search function, is highly recommended :p
Quote from: kaptain_kavern on December 03, 2017, 01:21:40 PM
Darkfire231 made another pack like this, more complete.
Found it here (https://ludeon.com/forums/index.php?topic=37378.0)
Thanks for linking this kaptain! This is going to be very useful. Love that it has all the sounds and text in it.
Quote from: Axinoe on November 25, 2017, 12:27:46 AM
Here
https://drive.google.com/file/d/1kFpkebmLwORQtZYTWHd8NFOxa99GJxSg/view?usp=sharing
Oh, thank you a lot! <3
Awesome.
Another script kiddie question:
Im shamelessly juryrigging other mods to make Alliance and Independence facions (firefly style).
Would it be easier to open the duster .pgn and paint it brown, or would it be more adviceable to write an xml bit that instructs the program to give it the right shade?
If so, some advice on how to write (or find) said code bit would be much appreciated :)
Quote from: Deer87 on January 03, 2018, 03:38:39 AMWould it be easier to open the duster .pgn and paint it brown, or would it be more adviceable to write an xml bit that instructs the program to give it the right shade?
If so, some advice on how to write (or find) said code bit would be much appreciated :)
There's a couple ways to do this. The textures work by mulitplying the clothing image and color of the fabric, so recoloring the duster would mess up how it works with other fabrics. So, first, you could make an xml and a custom brown duster texture to go along with it.
Example #1
<ThingDef ParentName="ApparelMakeableBase">
<defName>firefly_Browncoat</defName>
<description>Mal's badass jacket.</description>
<label>browncoat</label>
<recipeMaker>
<researchPrerequisite>ComplexClothing</researchPrerequisite>
</recipeMaker>
<graphicData>
<texPath>Things/*your path here*/firefly_Browncoat</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
etc
Or you can make an xml using the vanilla duster texture with the color set to a brown.
Example #2
<ThingDef ParentName="ApparelMakeableBase">
<defName>firefly_Browncoat</defName>
<description>Mal's badass jacket.</description>
<label>browncoat</label>
<recipeMaker>
<researchPrerequisite>ComplexClothing</researchPrerequisite>
</recipeMaker>
<graphicData>
<texPath>Things/Pawn/Humanlike/Apparel/Duster/Duster</texPath>
<graphicClass>Graphic_Single</graphicClass>
<color>(75,50,30)</color>
</graphicData>
etc
Either way you will want to make a new recipe, and remove the stuff categories (or it will still try to multiply the colors) for a cost list. Also, you beat me to this...I was thinking of making a Firefly mod next. :)
@ larSyn
Thanks a ton :)
No worries, as said, im a total script kiddie messing with existing code, so i have absolutly no idea on when it would be finished, so mod ahead, we can always try comparing ideas and such :D
No credit for me (I'm just reposting from the Discord)
Rimworld B18 Default Texture Files with Paths:
https://github.com/Alias44/b18-Textures/
Credit goes to @dianne for sharing and @Alias for the work in making the directory; and I guess also @DæmonĐeathAngel for pinning the share of the directory on the discord ::)
Quote from: The-Eroks on April 17, 2018, 09:24:05 PM
No credit for me (I'm just reposting from the Discord)
Rimworld B18 Default Texture Files with Paths:
https://github.com/Alias44/b18-Textures/
Credit goes to @dianne for sharing and @Alias for the work in making the directory; and I guess also @DæmonĐeathAngel for pinning the share of the directory on the discord ::)
Thank you
1.0
-----
I know 1.0 is still in development, but I've noticed some assets have been changed since 0.18. I've done my best to extract them.
You can find them here: https://github.com/kchou94/rimworld-assets
If anyone at Ludeon has an issue with me hosting this, please send me an email!
Quote from: kchou94 on July 04, 2018, 05:47:02 PM
1.0
...
How did you do it? I have tried Unity Assets Reader but it doesn't seem to work on my laptop, it just freezes... One of the last updates featured individual dead graphics for all animals and I can't properly update Genetic Rim without them :(
So many useful assets! Does anyone happen to have the immature cocoa tree graphic?
Quote from: kchou94 on July 04, 2018, 05:47:02 PM
1.0
-----
I know 1.0 is still in development, but I've noticed some assets have been changed since 0.18. I've done my best to extract them.
You can find them here: https://github.com/kchou94/rimworld-assets
If anyone at Ludeon has an issue with me hosting this, please send me an email!
Do you have a latest update of it?
I would like to update some of the graphics of it for my mod i'm making, i would like to get the latest version of the
Heavy SMG and modify it to my liking and borrowing some graphics for a mod that's mostly WIP and a secret.
though i'm always lazy and never finished it...
Has anybody got the B19 Graphic Assets extracted?
Try this: https://www.dropbox.com/s/b53d1ttx990jeht/Rimworld%20Art%20B19.zip?dl=1 (https://www.dropbox.com/s/b53d1ttx990jeht/Rimworld%20Art%20B19.zip?dl=1)
Quote from: swampslug on September 09, 2018, 02:02:23 PM
Try this: https://www.dropbox.com/s/b53d1ttx990jeht/Rimworld%20Art%20B19.zip?dl=1 (https://www.dropbox.com/s/b53d1ttx990jeht/Rimworld%20Art%20B19.zip?dl=1)
Thank you. ;D
Now i shall modify the Heavy SMG. And edit the plate armor & add spikes on it.
Quote from: kchou94 on July 04, 2018, 05:47:02 PM
I know 1.0 is still in development, but I've noticed some assets have been changed since 0.18. I've done my best to extract them.
You can find them here: https://github.com/kchou94/rimworld-assets
Thanks. I couldn't find any reference to how the apparel file names changed other than an error message in game. Parsing through these assets helped me understand the new file name structure.
For others: _front is now _north, _back is now _south, _side is now _east. It might support west, I didn't look that close. I might have switched north/south but for my mod it doesn't matter.
Is there a version of the CORE ART (v1.0), with the folder structures in place? Trying to get back to retexturing the game, but having to go through the def files is a pain (and, in some cases, doesn't work).
Quote from: jabbamonkey on December 14, 2018, 07:05:03 PM
Is there a version of the CORE ART (v1.0), with the folder structures in place? Trying to get back to retexturing the game, but having to go through the def files is a pain (and, in some cases, doesn't work).
Here...
Quote from: swampslug on September 09, 2018, 02:02:23 PM
Try this: https://www.dropbox.com/s/b53d1ttx990jeht/Rimworld%20Art%20B19.zip?dl=1 (https://www.dropbox.com/s/b53d1ttx990jeht/Rimworld%20Art%20B19.zip?dl=1)
It might be B19, but i think it has all of it since v1.0 didn't mostly modify anything in it's textures...
Quote from: Kirby23590 on January 09, 2019, 09:52:27 PM
Here...
Quote from: swampslug on September 09, 2018, 02:02:23 PM
Try this: https://www.dropbox.com/s/b53d1ttx990jeht/Rimworld%20Art%20B19.zip?dl=1 (https://www.dropbox.com/s/b53d1ttx990jeht/Rimworld%20Art%20B19.zip?dl=1)
It might be B19, but i think it has all of it since v1.0 didn't mostly modify anything in it's textures...
That is most of the graphics (not all), but there is no folder structure or organization showing the texture paths (they are all in one folder).
Quote from: jabbamonkey on January 11, 2019, 04:31:52 PM
That is most of the graphics (not all), but there is no folder structure or organization showing the texture paths (they are all in one folder).
There's something like Unity Assets Viewers programs that you find in Google in some websites... Just careful of which website you enter...
It's a pain in the butt to know about the folder structures of the texture paths for the graphics, it might be a ton of guessing games trying know each of it... Without a 3rd Party tool, that views the unity resource asset files that shows you the folders and how they are structured...
I don't know if this is the right place to ask, but is there a more recent art source? I am trying to get the feel for Rimworld art while I am modding and would like to be able to look at all the current art.
Quote from: generalavispa on March 12, 2019, 09:43:35 PM
I don't know if this is the right place to ask, but is there a more recent art source? I am trying to get the feel for Rimworld art while I am modding and would like to be able to look at all the current art.
Try this link down here...
Quote from: swampslug on September 09, 2018, 02:02:23 PM
Try this: https://www.dropbox.com/s/b53d1ttx990jeht/Rimworld%20Art%20B19.zip?dl=1 (https://www.dropbox.com/s/b53d1ttx990jeht/Rimworld%20Art%20B19.zip?dl=1)
Sure it's B19, but i think it has all of it since v1.0 didn't mostly modify anything in it's textures, so i feel that's the full art of it...
Thanks!
I've updated the graphics to those from version 1.0.
Quote from: Tynan on June 03, 2019, 06:34:19 AM
I've updated the graphics to those from version 1.0.
Thanks, man. Much appreciated
Why can't i change the textures in Textures\World\Hills ?
Whatever i do to these textures (the mountains/hills on the worldmap) they don't change in-game. I can change the textures in Textures\World\Biomes without problems..
I'm doing a more "realistic" (more detailed) overhaul of the world map (textures used from the actual maps in the game) so i want to be able to change these. i'm thinking these textures perhaps have moved to another location as of late so this textures/hills folder is something old or perhaps just wrong (naming or location).
Quote from: Tynan on March 02, 2014, 06:47:58 PM
I've posted the original art source for all Things in RimWorld. Here it is:
For version 1.0:
https://www.dropbox.com/s/t7i4j55muyscdo1/RimWorld-1.0-ArtSource.zip?dl=0
This has all the original PSD files for all objects and characters in the game. Textures folder is the original file structure from the game, while outside that is some extra art source.
Wow!! How did I not see this earlier. Took time to extract everything and then converting the images, and of course that was without a folder structure, which I then had to try to recreate. This would have helped a lot. But water under the bridge.
One thing I wonder about though, as I didn't see them in here either: Is it possible to get images of animals, stoneblocks and such with the correct textures? The files here are 'clean', and I assume the game will then put the right colours on them. For the wiki, though, it would have been useful to have the correct colours so that bears and such look like the in-game version, and not a white one.
[attachment deleted due to age]
The Animals are mostly uncolored in the Images, but they appeared colored in game.
Where the Grizzly Gears have their fur brown in-game. And the Polar bear reuses the Bear images except slightly modified color graphics in-game.
Here are the codes for the Grizzly and the Polar Bear.
Quote
<color>(112,82,65)</color> --- Grizzly
<color>(180,180,180)</color> --- Polar
I'm assuming that the numbers like that are R,G,B... But the problem is that getting the image the correct color outside of the game for the image and sprite with Photoshop or GIMP.
Quote from: Kirby23590 on August 02, 2019, 05:09:57 AM
The Animals are mostly uncolored in the Images, but they appeared colored in game.
Where the Grizzly Gears have their fur brown in-game. And the Polar bear reuses the Bear images except slightly modified color graphics in-game.
Here are the codes for the Grizzly and the Polar Bear.
Quote
<color>(112,82,65)</color> --- Grizzly
<color>(180,180,180)</color> --- Polar
I'm assuming that the numbers like that are R,G,B... But the problem is that getting the image the correct color outside of the game for the image and sprite with Photoshop or GIMP.
After writing that post I noticed the colour tags in the files. But as you say, the problem is then to colour the images the right way, and this must be done automatically as I'm not about to do that manually for hundreds upon hundreds of files. But I can't see a way to actually achieve it. Have looked at CSS tricks such as filters, gradient and overlays, but I haven't found anything online yet that would pull it off.
So probably best to just ignore it and use the plain white-ish images.
Quote from: Pangaea on August 02, 2019, 09:18:13 AM
Quote from: Kirby23590 on August 02, 2019, 05:09:57 AM
The Animals are mostly uncolored in the Images, but they appeared colored in game.
Where the Grizzly Gears have their fur brown in-game. And the Polar bear reuses the Bear images except slightly modified color graphics in-game.
Here are the codes for the Grizzly and the Polar Bear.
Quote
<color>(112,82,65)</color> --- Grizzly
<color>(180,180,180)</color> --- Polar
I'm assuming that the numbers like that are R,G,B... But the problem is that getting the image the correct color outside of the game for the image and sprite with Photoshop or GIMP.
After writing that post I noticed the colour tags in the files. But as you say, the problem is then to colour the images the right way, and this must be done automatically as I'm not about to do that manually for hundreds upon hundreds of files. But I can't see a way to actually achieve it. Have looked at CSS tricks such as filters, gradient and overlays, but I haven't found anything online yet that would pull it off.
So probably best to just ignore it and use the plain white-ish images.
I've converted and uploaded several of the uncolored images to a colorized version. Used Paint.NET. The trick is setting the opacity slider when coloring it in. Then adjusting tolerance for the color filling and tweaking the color to best match the in-game graphic. It's fairly simple to do, but can take a bit of time to get it just right, but the results are worth it.
Anyone had a chance to pull all the latest Royalty DLC art assets yet? Need to update my Rimmap viewer for the new DLC.
I replaced some of the texture\ui\commands\ files in a mod. And they aren't working while my designators directory IS working. Anyone have an idea why. I sued the same psd size, everything, etc.
Help?
I'm having the same trouble. I'm trying to replace snow/ice textures.
The ice texture replaced fine. Its path is: Textures\Terrain\Surfaces\Ice.png
But the snow refuses to work. Its paths are: Textures\Terrain\Other\Snow.png and Textures\Weather\Overlays\SnowWorldOverlay.png
The filenames are correct and the paths, according to the art source, should also be correct.
Hmm. Had a closer look in the code and the actual path seems to be Materials\Misc\Snow and Materials\Weather... I think? But that's materials, right? Not textures? I couldn't find any mention of where "MatLoader" gets its texture paths from.
"MatBases" is the only place in the whole code where the word Snow even appears. I think it's forced to load from the resources.assets archive and not able to be modded without entirely changing how the whole darn thing works. But I don't know. I'm firing into the dark with all this.
Any clues?
using System;
using UnityEngine;
namespace Verse
{
// Token: 0x02000451 RID: 1105
[StaticConstructorOnStartup]
public static class MatBases
{
// Token: 0x040013FF RID: 5119
public static readonly Material LightOverlay = MatLoader.LoadMat("Lighting/LightOverlay", -1);
// Token: 0x04001400 RID: 5120
public static readonly Material SunShadow = MatLoader.LoadMat("Lighting/SunShadow", -1);
// Token: 0x04001401 RID: 5121
public static readonly Material SunShadowFade = MatBases.SunShadow;
// Token: 0x04001402 RID: 5122
public static readonly Material EdgeShadow = MatLoader.LoadMat("Lighting/EdgeShadow", -1);
// Token: 0x04001403 RID: 5123
public static readonly Material IndoorMask = MatLoader.LoadMat("Misc/IndoorMask", -1);
// Token: 0x04001404 RID: 5124
public static readonly Material FogOfWar = MatLoader.LoadMat("Misc/FogOfWar", -1);
// Token: 0x04001405 RID: 5125
public static readonly Material Snow = MatLoader.LoadMat("Misc/Snow", -1);
}
}
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Verse
{
// Token: 0x02000453 RID: 1107
public static class MatLoader
{
// Token: 0x060020C2 RID: 8386 RVA: 0x000C86D8 File Offset: 0x000C68D8
public static Material LoadMat(string matPath, int renderQueue = -1)
{
Material material = (Material)Resources.Load("Materials/" + matPath, typeof(Material));
if (material == null)
{
Log.Warning("Could not load material " + matPath, false);
}
MatLoader.Request key = new MatLoader.Request
{
path = matPath,
renderQueue = renderQueue
};
Material material2;
if (!MatLoader.dict.TryGetValue(key, out material2))
{
material2 = MaterialAllocator.Create(material);
if (renderQueue != -1)
{
material2.renderQueue = renderQueue;
}
MatLoader.dict.Add(key, material2);
}
return material2;
}
// Token: 0x04001406 RID: 5126
private static Dictionary<MatLoader.Request, Material> dict = new Dictionary<MatLoader.Request, Material>();
// Token: 0x0200161C RID: 5660
private struct Request
{
// Token: 0x06008192 RID: 33170 RVA: 0x0029BF63 File Offset: 0x0029A163
public override int GetHashCode()
{
return Gen.HashCombineInt(Gen.HashCombine<string>(0, this.path), this.renderQueue);
}
// Token: 0x06008193 RID: 33171 RVA: 0x0029BF7C File Offset: 0x0029A17C
public override bool Equals(object obj)
{
return obj is MatLoader.Request && this.Equals((MatLoader.Request)obj);
}
// Token: 0x06008194 RID: 33172 RVA: 0x0029BF94 File Offset: 0x0029A194
public bool Equals(MatLoader.Request other)
{
return other.path == this.path && other.renderQueue == this.renderQueue;
}
// Token: 0x06008195 RID: 33173 RVA: 0x0029BFB9 File Offset: 0x0029A1B9
public static bool operator ==(MatLoader.Request lhs, MatLoader.Request rhs)
{
return lhs.Equals(rhs);
}
// Token: 0x06008196 RID: 33174 RVA: 0x0029BFC3 File Offset: 0x0029A1C3
public static bool operator !=(MatLoader.Request lhs, MatLoader.Request rhs)
{
return !(lhs == rhs);
}
// Token: 0x06008197 RID: 33175 RVA: 0x0029BFCF File Offset: 0x0029A1CF
public override string ToString()
{
return string.Concat(new object[]
{
"MatLoader.Request(",
this.path,
", ",
this.renderQueue,
")"
});
}
// Token: 0x04005488 RID: 21640
public string path;
// Token: 0x04005489 RID: 21641
public int renderQueue;
}
}
}
Did anybody extract the 1.1 textures yet?
They are pinned at the art channel in RimWorld's Discord
What is the Discord link?
I can't join using https://discord.gg/rimworld
That's the invite link, yeah
I have updated the art source files with the latest art.
Could it be possible to have a link to the raw png results ?
I feel these textures are more useful as an inspiration than as a working tools which psd files with layers are.
Png files are easier to browse through. 2 versions, with and without the folder structure, would be interesting too.
Can't you just extract those from the game using the usual tools?
I think you are refering to this : https://rimworldwiki.com/wiki/Modding_Tutorials/Assets
I dont have these tools. My feeling is that if one person makes the textures available, it allows hundreds of other people to not download the tools and process the files. I think it would be a nice download/hard drive space/processing saving overall.
I imagine you dont want your assets to be directly available without any effort to provide and it makes sense too.
Quote from: ethouiche on September 08, 2020, 12:59:52 PM
I think you are refering to this : https://rimworldwiki.com/wiki/Modding_Tutorials/Assets
I dont have these tools. My feeling is that if one person makes the textures available, it allows hundreds of other people to not download the tools and process the files. I think it would be a nice download/hard drive space/processing saving overall.
I imagine you dont want your assets to be directly available without any effort to provide and it makes sense too.
UnityEx is free. There's another called uTinyRip(?) and it works pretty fast.
Will Ideology art be made available too?
And how does one extract the assets from Ideology? It seems to be some newer format, and I couldn't extract them with any of the recommended tools.
Yes it will, though no date on that yet.
Hi Tynan, could you please update the Dropbox with the 1.4 vanilla art source? I'd like to take a look at the stump art but we only have the polluted ones from Biotech there currently.
Hi Tynan!
I was wondering if you could provide an updated version of this texture reference library for the newest version of Rimworld and its DLCs? This upload has been IMMENSELY helpful and relieved many a headache. My current project has broken texture references and I am having difficulty figuring out how to resolve them from the .def files alone.
Many thanks.
Hi Tynan!
It looks like the asset collections in the dropbox haven't been updated with at least some of the things that have been added to the vanilla game as the DLCs were released (e.g. small shelf and its Techist variant).
Please update the assets.
Thank you for being a bro to the modding community. Sorry about anything critical I've said on the Steam forums ;)
With the release of Anomoly, is it possible for you to update the dropbox to contain the new game art and assets from the DLC and from 1.5? Please and thanks! Plan to make a mod expanding the variety of large doors.
Update: Despite stating it being last updated in 2021, the archive now contains the new Anomaly DLC assets. Thanks!
I just looked into the dropbox!
There seems to be the game art sources, the hero art and the logos added.
;D