(http://i.imgur.com/3OTAsVn.png)
Description:Replaces original weapons textures with new one.
Mod Team:- TinnedEpic (http://ludeon.com/forums/index.php?action=profile;u=794) (graphics masta)
- AcDie (http://ludeon.com/forums/index.php?action=profile;u=314) (execution slave)
Download:(http://button.moddb.com/download/medium/66368.png) (http://www.moddb.com/mods/custom-weapons/downloads/custom-weapons)
Screens:(http://media.moddb.com/cache/images/downloads/1/67/66368/thumb_620x2000/4.jpg) (http://media.moddb.com/images/downloads/1/67/66368/4.jpg)
How to install:- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
Notes:I'm a huge fan of the game thus far :), spent most every day playing since the release. But like most games if you play it over and over you eventually need a break. So to give myself a break from the game I decided to do some fan graphics. It's fun, I enjoy doing it. You never know, later down the track if the game's graphics do become externalized/editable I might be able to put them to use. :D
These look pretty good! I look forward to seeing more ;).
edit*
Now I see theirs a mod forum, these should probably be moved to there.
These look absolutely great. I'm thinking about doing pre-rendered tileset in future, but it'd definitely not in a near future ;)
Just added the T9 Incendiary Launcher. May work on the grenades and Molotov next. :P
Thank you both, I actually didn't see the mod section before now. Not sure it would count though as this doesn't alter the game. Never mind, it appears to count :D.
Oh wow, brilliant job on these!
These look awesome!
No way to add these currently other than recompiling or unobfuscating code or some such?
Also: Heya TinnedEpic. Remember me? =P
Quote from: Rathlord on November 13, 2013, 04:45:28 PM
No way to add these currently other than recompiling or unobfuscating code or some such?
Also: Heya TinnedEpic. Remember me? =P
Modding is coming.
Huzzah!
Much like Dwarf Fortress, this seems like a fantastic game for modding. So much potential for awesome things. Will modding be done with C# or UnityScript, or will something like Lua be hooked in? I've not actually dealt with any modding before in conjunction with Unity.
Quote from: Rathlord on November 13, 2013, 06:33:51 PM
Huzzah!
Much like Dwarf Fortress, this seems like a fantastic game for modding. So much potential for awesome things. Will modding be done with C# or UnityScript, or will something like Lua be hooked in? I've not actually dealt with any modding before in conjunction with Unity.
Most likely you'll be making content (images/sounds) and hooking them in with XML files that define objects and events. If we get more advanced you'll be able to compile C# assemblies that the game will load at runtime to add extra functionality.
Quote from: Tynan on November 13, 2013, 06:44:41 PM
Quote from: Rathlord on November 13, 2013, 06:33:51 PM
Huzzah!
Much like Dwarf Fortress, this seems like a fantastic game for modding. So much potential for awesome things. Will modding be done with C# or UnityScript, or will something like Lua be hooked in? I've not actually dealt with any modding before in conjunction with Unity.
Most likely you'll be making content (images/sounds) and hooking them in with XML files that define objects and events. If we get more advanced you'll be able to compile C# assemblies that the game will load at runtime to add extra functionality.
W
Roughly when could we see this (fully) functioning?
Quote from: Wopian on November 13, 2013, 07:00:34 PM
Quote from: Tynan on November 13, 2013, 06:44:41 PM
Quote from: Rathlord on November 13, 2013, 06:33:51 PM
Huzzah!
Much like Dwarf Fortress, this seems like a fantastic game for modding. So much potential for awesome things. Will modding be done with C# or UnityScript, or will something like Lua be hooked in? I've not actually dealt with any modding before in conjunction with Unity.
Most likely you'll be making content (images/sounds) and hooking them in with XML files that define objects and events. If we get more advanced you'll be able to compile C# assemblies that the game will load at runtime to add extra functionality.
W
Roughly when could we see this (fully) functioning?
No idea. Hopefully by end of January.
Thanks for the info Tynan!
Thank you all. I was so hooked on making graphics I ended up staying up till 6am doing it >.<, I ran out of good ideas for the molotov so I'm going to revisit that when I get inspiration.
Quote from: Tynan on November 13, 2013, 01:57:07 PM
These look awesome!
Thank you so much :D. Actually Tynan I know this is not the place but I got a small question. Will the forums be supporting [spoiler][/spoiler] tags in the future? I'm just curious.
Quote from: Rathlord on November 13, 2013, 04:45:28 PM
No way to add these currently other than recompiling or unobfuscating code or some such?
Also: Heya TinnedEpic. Remember me? =P
Not as far as I know. From what I've seen of the code and files of rimworld all the graphics are internal.And hey Rath! I sure do. How's it going? It's a bit weird though seeing you without your obscene post count and lack of moderator tag. :P
Edit: Well since Rhodes helpful post in finding rimworld resources I might just be able to texture pack these up :D
Quote from: Tynan on November 13, 2013, 06:44:41 PMMost likely you'll be making content (images/sounds) and hooking them in with XML files that define objects and events. If we get more advanced you'll be able to compile C# assemblies that the game will load at runtime to add extra functionality.
Oh good! I was hoping to see more stuff put into noob-friendly XML files for easy editing! Thanks!
Quote from: NephilimNexus on November 19, 2013, 08:32:00 PM
Quote from: Tynan on November 13, 2013, 06:44:41 PMMost likely you'll be making content (images/sounds) and hooking them in with XML files that define objects and events. If we get more advanced you'll be able to compile C# assemblies that the game will load at runtime to add extra functionality.
Oh good! I was hoping to see more stuff put into noob-friendly XML files for easy editing! Thanks!
Definitely. In fact there's a decent chance this stuff will be editable in the game itself, while you're playing. Here's a shot of the editing interface I'm creating for Alistair (our audiopath), but I think you could edit any of the definitions with something real similar. Or you could just edit the Xml files, of course.
(http://puu.sh/5nEau.jpg)
Reminds me of Unity's editor… but mashed into the game. That's superb, Tynan.
job done..
Lol, Thank you for that AcDie :P.