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RimWorld => Mods => Help => Topic started by: jabbamonkey on February 25, 2015, 03:17:16 PM

Title: [A9] [TEXTURE] Jabbamonkey's Graphics Overhaul (v. 1.2 - Mar 14)
Post by: jabbamonkey on February 25, 2015, 03:17:16 PM
This post contains a large TEXTURE PACK for Rimworld.

Jabbamonkey's Graphic Overhaul (v 1.2.0)
VERSION v1.2.0 (March 14, 2015)

Description:
This is a large, ever-growing texture package for the game.  This post will contain:
1. Core texture replacement
2. Core UI replacement
3. Mod texture replacements
I've been replacing the graphics for some time, and wanted to create a mod/texture thread that contains EVERY texture that I've put together.  This thread will constantly be updated. As I expand on this thread, I will add new graphics and retouch old graphics (based on user suggestions). I will also update the zip files on this page as I go along. 

(http://www.classicgaming.cc/mods/rimworld/Textures_Screen_All0.jpg)

Author
Jabbamonkey

Download Texture Packs
Core Texture Packs
>>> Download the Core Texture (No UI) <<< (http://www.classicgaming.cc/mods/rimworld/Textures_Core_v1.2.zip)
>>> Download the Core UI Texture (Just the UI) <<< (http://www.classicgaming.cc/mods/rimworld/Textures_Core_UI.zip)

Mod Texture Packs:
Alpha 9
Apothecarius > Textures (http://www.classicgaming.cc/mods/rimworld/Textures_Apothecarius.zip)  |  > Preview (https://ludeon.com/forums/index.php?topic=10895.msg108206#msg108206) | > Mod Page (https://ludeon.com/forums/index.php?topic=5450.0)
Caveworld Flora  > Textures (http://www.classicgaming.cc/mods/rimworld/Textures_CaveworldFlora.zip)  |  > Preview (https://ludeon.com/forums/index.php?topic=10895.msg108219#msg108219)  |  > Mod Page (https://ludeon.com/forums/index.php?topic=9277.0)
Glassworks  > Textures (http://www.classicgaming.cc/mods/rimworld/Textures_Glassworks.zip)  |  > Preview (https://ludeon.com/forums/index.php?topic=10895.msg108312#msg108312)  |  > Mod Page (https://ludeon.com/forums/index.php?topic=3223.0)
Haul Priority Designator > Get Images & Preview (https://ludeon.com/forums/index.php?topic=10895.msg108302#msg108302)  |  > Mod Page (https://ludeon.com/forums/index.php?topic=9328.0)
Industrialisation > Textures (http://www.classicgaming.cc/mods/rimworld/Textures_Industrial.zip)  |  > Preview (https://ludeon.com/forums/index.php?topic=10895.msg109199#msg109199)  |  > Mod Page (https://ludeon.com/forums/index.php?topic=8902.0)
M&Co Common > Textures (http://www.classicgaming.cc/mods/rimworld/Textures_MCoCommon.zip)  |  > Preview (https://ludeon.com/forums/index.php?topic=10895.msg108818#msg108818)  |  > Mod Page (https://ludeon.com/forums/index.php?topic=8375.0)
M&Co Alert Speakers > Textures (http://www.classicgaming.cc/mods/rimworld/Textures_MCoAlertSpeakers.zip)  |  > Preview (https://ludeon.com/forums/index.php?topic=10895.msg108829#msg108829)  |  > Mod Page (https://ludeon.com/forums/index.php?topic=8761.0)
M&Co Laser Weapons > Textures (http://www.classicgaming.cc/mods/rimworld/Textures_MCoWeapons.zip)  |  > Preview (https://ludeon.com/forums/index.php?topic=10895.msg108825#msg108825)  |  > Mod Page (https://ludeon.com/forums/index.php?topic=8951.0)
Mechanical Defense  > Textures (http://www.classicgaming.cc/mods/rimworld/Textures_MechanicalDefense.zip)  |  > Preview (https://ludeon.com/forums/index.php?topic=10895.msg108236#msg108236)  |  > Mod Page (https://ludeon.com/forums/index.php?topic=7380.0)
T-CoreCropTweaks  > Textures (http://www.classicgaming.cc/mods/rimworld/Textures_T-CoreCropTweaks.zip)  |  > Preview (https://ludeon.com/forums/index.php?topic=10895.msg108209#msg108209)  |  > Mod Page (https://ludeon.com/forums/index.php?topic=4373.0)
T-ExpandedCloth  > Textures (http://www.classicgaming.cc/mods/rimworld/Textures_T-ExpandedCloth.zip)  |  > Preview (https://ludeon.com/forums/index.php?topic=10895.msg108212#msg108212)  |  > Mod Page (https://ludeon.com/forums/index.php?topic=4373.0)
T-ExpandedCrops  > Textures (http://www.classicgaming.cc/mods/rimworld/Textures_T-ExpandedCrops.zip)  |  > Preview (https://ludeon.com/forums/index.php?topic=10895.msg108214#msg108214)  |  > Mod Page (https://ludeon.com/forums/index.php?topic=4373.0)
VeinMiner > Get Images & Preview (https://ludeon.com/forums/index.php?topic=10895.msg108304#msg108304)  |  > Mod Page (https://ludeon.com/forums/index.php?topic=9616.0)
Weed > Textures (http://www.classicgaming.cc/mods/rimworld/Textures_Weed.zip)  |  > Preview (https://ludeon.com/forums/index.php?topic=10895.msg113648#msg113648)  |  > Mod Page (https://ludeon.com/forums/index.php?topic=10540.0)
Alpha 9 - Textures already included in mod (no need to download textures):
Extended Surgery & Bionics (https://ludeon.com/forums/index.php?topic=10895.msg108225#msg108225)

How to Install:
To install the Core textures:
1. Download and unzip the core textures file (above). You should end up with a folder called "Textures"
3. Paste this new Textures folder into the core folder that exists in your mods folder (for example C:/rimworld/mods/core/).  There should already exists a "Textures" folder - you will be asked to MERGE the two folders. Click 'Yes'. Don't worry, unless you have added any custom graphics yourself, you wont be copying over any files at all (just merging folders, and copying new images over).
For instruction on how to go "back" and "uninstall", see below.

To install Mod textures:
In the instructions below, the name of a mod will be referred to as [modname]. So, for example, the folder for the mod we are talking about will me "Mods/[modname]/"
1. Download and unzip the [modname] textures file (above). You should end up with a folder called "Textures"
2. Paste this new Textures folder into the [modname] folder that exists in your "mods" folder (for example C:/rimworld/mods/[modname]/).  There already exists a Textures folder and it already contains the textures for the mod.  You will be asked to REPLACE these files - if you want to use our new graphics, click "yes".
For instruction on how to go "back" and "uninstall", see below.

How to Uninstall:
To "uninstall" the CORE texture replacement (no UI), you can delete all the files and folders in you Mods/Core/Textures/Things folder, with the exception of the following 3 images.
Core/Textures/Things/Pawn/Animal/MuffaloDessicated_back.png
Core/Textures/Things/Pawn/Animal/MuffaloDessicated_front.png
Core/Textures/Things/Pawn/Animal/MuffaloDessicated_side.png
Note: These 3 images are the ONLY images and folders that should exist in your CORE/TEXTURES folder PRIOR to installing these textures.

To "uninstall" the CORE UI textures ...
(to get rid of the new user interface menu buttons)
Justust delete the "UI" folder in "Mods/Core/Textures/"

To uninstall any mod graphics...
1. Download the original mod
2. Unzip the original mod, and Copy the "Textures" folder from this mod.
3. Paste this new "Textures" folder into the mod's folder (it should be "Mod/[modname]".  It will ask if you want to replace the files in this folder - click yes.

For example, you have the mod Gardening. If you look into your "Mods" folder, you will see a "Gardening" folder. Inside the "Gardening" folder is a "Textures" folder. This is the folder that needs to be replaced. So, when you download the new Gardening mod, and grab the new "Textures", you need to replace the "Mods/Gardening/Textures" folder.   

Updates:
v1.1 - Fixed the Nutrient Dispenser and Organ / Artificial Organ (see details (https://ludeon.com/forums/index.php?topic=10895.msg114308#msg114308))
v1.2 - Fixed the side Muffalo texture (they shouldn't run backwards now), removed character art from core (still working on this).

Conflicts:
These are just texture replacements, so there shouldn't be any conflicts.

License:
This mod is released under Creative Commons 4.0 (http://creativecommons.org/licenses/by/4.0/), meaning you can repackage, redistribute or alter this mod as long as credit is given, for non-commercial purposes.

Screenshots
Here are some screenshots of some of my textures in place... The screenshots below contain both the CORE textures, and some MOD textures. Note: I am working on replacing the core character artwork, so in the screenshots you will see some new character art. These are not final, nor are they ready for release...


Screenshot 1 (kitchen and harvested crops):
(http://www.classicgaming.cc/mods/rimworld/Textures_Screen_All3.jpg) 

Screenshot 2 (farming):
(http://www.classicgaming.cc/mods/rimworld/Textures_Screen_All2.jpg)

Screenshot 3 (workshops):
(http://www.classicgaming.cc/mods/rimworld/Textures_Screen_All1.jpg) 

Screenshot 4 (user interface icons):
(http://www.classicgaming.cc/mods/rimworld/Textures_Screen_All4.jpg)

##################################################

Also view our...
Get our Steel Rock Slag mod (https://ludeon.com/forums/index.php?topic=10778.0), to replace the textures of those items. 
***Steel Rock Slag is a mod, and not a texture replacement, because it required editing the code a bit.

Get the STEEL ROCK SLAG MOD (https://ludeon.com/forums/index.php?topic=10778.0)


(http://www.amazingdg.com/clients/rimworld/MetalA.png)  (http://www.amazingdg.com/clients/rimworld/MetalB.png)  (http://www.amazingdg.com/clients/rimworld/MetalC.png)  (http://www.amazingdg.com/clients/rimworld/MetalD.png)  (http://www.amazingdg.com/clients/rimworld/MetalE.png)  (http://www.amazingdg.com/clients/rimworld/MetalF.png) 

(http://www.amazingdg.com/clients/rimworld/RockLowA.png)  (http://www.amazingdg.com/clients/rimworld/RockLowB.png)  (http://www.amazingdg.com/clients/rimworld/RockLowC.png)  (http://www.amazingdg.com/clients/rimworld/RockLowD.png)  (http://www.amazingdg.com/clients/rimworld/RockLowE.png)  (http://www.amazingdg.com/clients/rimworld/RockLowF.png) 

(http://www.amazingdg.com/clients/rimworld/MetalDebrisA.png)  (http://www.amazingdg.com/clients/rimworld/MetalDebrisB.png)  (http://www.amazingdg.com/clients/rimworld/MetalDebrisC.png)  (http://www.amazingdg.com/clients/rimworld/MetalDebrisD.png)  (http://www.amazingdg.com/clients/rimworld/MetalDebrisE.png)  (http://www.amazingdg.com/clients/rimworld/MetalDebrisF.png)  (http://www.amazingdg.com/clients/rimworld/MetalDebrisG.png)
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: jabbamonkey on February 25, 2015, 03:21:26 PM
Core Graphics Texture Replacements
Jabbamonkey's Graphic Overhaul

Description:
Texture replacements for the core graphics in the game. To download these textures, please visit the first post in this thread (https://ludeon.com/forums/index.php?topic=10895.0).

Preview:
(http://www.amazingdg.com/clients/rimworld/TableButcher.png) (http://www.amazingdg.com/clients/rimworld/TableCookStove.png) (http://www.amazingdg.com/clients/rimworld/TableMachining.png) (http://www.amazingdg.com/clients/rimworld/TableSawmillElectric.png) (http://www.amazingdg.com/clients/rimworld/TableSawmillHand.png) (http://www.amazingdg.com/clients/rimworld/TableSculpting.png) (http://www.amazingdg.com/clients/rimworld/TableSmithing.png) (http://www.amazingdg.com/clients/rimworld/TableStonecutter.png) (http://www.amazingdg.com/clients/rimworld/TableTailor.png)

(http://www.amazingdg.com/clients/rimworld/SurvivalPack.png) (http://www.amazingdg.com/clients/rimworld/NutrientPaste.png) (http://www.amazingdg.com/clients/rimworld/Simple.png) (http://www.amazingdg.com/clients/rimworld/Fine.png) (http://www.amazingdg.com/clients/rimworld/Lavish.png)

(http://www.amazingdg.com/clients/rimworld/Cloth.png) (http://www.amazingdg.com/clients/rimworld/Gold.png) (http://www.amazingdg.com/clients/rimworld/Hyperweave.png) (http://www.amazingdg.com/clients/rimworld/Medicine.png) (http://www.amazingdg.com/clients/rimworld/MedicinePills.png)*      (http://www.amazingdg.com/clients/rimworld/MedSupplies.png)*      (http://www.amazingdg.com/clients/rimworld/Missile.png) (http://www.amazingdg.com/clients/rimworld/Shell.png) (http://www.amazingdg.com/clients/rimworld/Silver.png) (http://www.amazingdg.com/clients/rimworld/StoneBlocks.png) (http://www.amazingdg.com/clients/rimworld/Uranium.png) (http://www.amazingdg.com/clients/rimworld/WoodLog.png) (http://www.amazingdg.com/clients/rimworld/WoodLog_Equipped.png) (http://www.amazingdg.com/clients/rimworld/WoodPlank.png)

There are many more textures for the core, but this is a tasting...
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: jabbamonkey on February 25, 2015, 03:23:08 PM
Apothecarius
Jabbamonkey's Graphic Overhaul

Description:
Texture replacements for Apothecarius (click to download the original mod, without our textures) (https://ludeon.com/forums/index.php?topic=5450.0)

To download these textures, please visit the first post in this thread (https://ludeon.com/forums/index.php?topic=10895.0).

Preview:
(http://www.amazingdg.com/clients/rimworld/meditable.png)
(http://www.amazingdg.com/clients/rimworld/organ.png)   (http://www.amazingdg.com/clients/rimworld/artificialorgan.png)   (http://www.amazingdg.com/clients/rimworld/chip.png)   (http://www.amazingdg.com/clients/rimworld/soylent.png)
(http://www.amazingdg.com/clients/rimworld/lifesupport.png)   (http://www.amazingdg.com/clients/rimworld/mediflower.png)   (http://www.amazingdg.com/clients/rimworld/mediflowerg.png)   (http://www.amazingdg.com/clients/rimworld/mediflowery.png)
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: jabbamonkey on February 25, 2015, 03:31:11 PM
T-CoreCropTweaks
Jabbamonkey's Graphic Overhaul

Description:
Texture replacements for T-CoreCropTweaks, part of T's Mods (click to download the original mod, without our textures) (https://ludeon.com/forums/index.php?topic=4373.0)

To download these textures, please visit the first thread in this post (https://ludeon.com/forums/index.php?topic=10895.0).

Preview:
(http://www.amazingdg.com/clients/rimworld/Agave.png) (http://www.amazingdg.com/clients/rimworld/Berry.png) (http://www.amazingdg.com/clients/rimworld/Corn.png) (http://www.amazingdg.com/clients/rimworld/Hops.png) (http://www.amazingdg.com/clients/rimworld/Potato.png) (http://www.amazingdg.com/clients/rimworld/Rice.png)
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: jabbamonkey on February 25, 2015, 03:34:02 PM
T-ExpandedCloth
Jabbamonkey's Graphic Overhaul

Description:
Texture replacements for T-ExpandedCloth, part of T's Mods (click to download the original mod, without our textures) (https://ludeon.com/forums/index.php?topic=4373.0)

To download these textures, please visit the first post in this thread (https://ludeon.com/forums/index.php?topic=10895.0).

Preview:
(http://www.amazingdg.com/clients/rimworld/BenchTextile.png) (http://www.amazingdg.com/clients/rimworld/CottonFibre.png)
(http://www.amazingdg.com/clients/rimworld/PaddedSpot_back.png) (http://www.amazingdg.com/clients/rimworld/PaddedSpot_front.png) (http://www.amazingdg.com/clients/rimworld/PaddedSpot_side.png)
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: jabbamonkey on February 25, 2015, 03:37:01 PM
T-ExpandedCrops
Jabbamonkey's Graphic Overhaul

Description:
Texture replacements for T-ExpandedCrops, part of T's Mods (click to download the original mod, without our textures) (https://ludeon.com/forums/index.php?topic=4373.0)

To download these textures, please visit the first post in this thread (https://ludeon.com/forums/index.php?topic=10895.0).

Preview:
(http://www.amazingdg.com/clients/rimworld/Carrot.png) (http://www.amazingdg.com/clients/rimworld/CarrotPlant.png) (http://www.amazingdg.com/clients/rimworld/Lettuce.png) (http://www.amazingdg.com/clients/rimworld/LettucePlant.png) (http://www.amazingdg.com/clients/rimworld/Tomato.png) (http://www.amazingdg.com/clients/rimworld/TomatoPlant.png) (http://www.amazingdg.com/clients/rimworld/TableTCookStove.png) (http://www.amazingdg.com/clients/rimworld/Salad.png) (http://www.amazingdg.com/clients/rimworld/TCSoup.png)
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: blaze7736 on February 25, 2015, 03:39:25 PM
Looking good jabba looking good
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: jabbamonkey on February 25, 2015, 03:45:32 PM
Caveworld Flora
Jabbamonkey's Graphic Overhaul

Description:
Texture replacements for Caveworld Flora (click to download the original mod, without our textures) (https://ludeon.com/forums/index.php?topic=9277.0)

To download these textures, please visit the first post in this thread (https://ludeon.com/forums/index.php?topic=10895.0).

Changes:
2/24/2014 - I revised my original textures. I made the mushroom images less "bright" ... the images were bright to begin with, but when the glow appeared on top of the mushrooms, it made them neon. Too sharp in contrast to the rest of the game.

Preview:
(http://www.amazingdg.com/clients/rimworld/GleamcapA.png)(http://www.amazingdg.com/clients/rimworld/GleamcapB.png)(http://www.amazingdg.com/clients/rimworld/GleamcapC.png)(http://www.amazingdg.com/clients/rimworld/GleamcapStem.png)

(http://www.amazingdg.com/clients/rimworld/GlowbulbA.png)(http://www.amazingdg.com/clients/rimworld/GlowbulbB.png)(http://www.amazingdg.com/clients/rimworld/GlowbulbC.png)(http://www.amazingdg.com/clients/rimworld/RawGlowbulb.png)

(http://www.amazingdg.com/clients/rimworld/ShimmershroomA.png)(http://www.amazingdg.com/clients/rimworld/ShimmershroomB.png)(http://www.amazingdg.com/clients/rimworld/ShimmershroomC.png) (http://www.amazingdg.com/clients/rimworld/RawShimmershroom.png)
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: jabbamonkey on February 25, 2015, 03:52:58 PM
Extended Surgery and Bionics
Jabbamonkey's Graphic Overhaul

Description:
Texture replacements for Extended Surgery and Bionics  (click to download the mod) (https://ludeon.com/forums/index.php?topic=7029.0)

NOTE: These graphics are already included in this mod!!!! No need to download and replace these textures.

Preview:
(http://www.amazingdg.com/clients/rimworld/TableBionics.png)  (http://www.amazingdg.com/clients/rimworld/OrganVat.png)  (http://www.amazingdg.com/clients/rimworld/TableProsthetics.png) (http://www.amazingdg.com/clients/rimworld/Medicine.png) 
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: jabbamonkey on February 25, 2015, 04:04:37 PM
Core UI Textures
Jabbamonkey's Graphic Overhaul

Description:
Texture replacements for the core User Interface (UI) buttons in the game. To download these textures, please visit the first post in this thread (https://ludeon.com/forums/index.php?topic=10895.0).

Preview:
(http://www.amazingdg.com/clients/rimworld/icons/Deconstruct.png)  (http://www.amazingdg.com/clients/rimworld/icons/Mine.png)  (http://www.amazingdg.com/clients/rimworld/icons/HarvestWood.png)  (http://www.amazingdg.com/clients/rimworld/icons/Hunt.png) (http://www.amazingdg.com/clients/rimworld/icons/Haul.png) 
(http://www.amazingdg.com/clients/rimworld/icons/Harvest.png)  (http://www.amazingdg.com/clients/rimworld/icons/CutPlants.png)  (http://www.amazingdg.com/clients/rimworld/icons/PlanOn.png)(http://www.amazingdg.com/clients/rimworld/icons/OrdersStart.png)
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: jabbamonkey on February 25, 2015, 04:10:32 PM
Mechanical Defense Textures
Jabbamonkey's Graphic Overhaul

Status:
All set for Alpha 9!

Description:
Texture replacements for the Mechanical Defense mod. They've chosen to include many of our graphics in their mod already ... but if any are missing, download them here (http://www.classicgaming.cc/mods/rimworld/Textures_MechanicalDefense.zip).

Preview:
Note: This is a small sample of textures in this pack ... see more on this old thread (https://ludeon.com/forums/index.php?topic=7109.msg105200#msg105200).

(http://www.amazingdg.com/clients/rimworld/Ruby.png) (http://www.amazingdg.com/clients/rimworld/Circuitry.png) (http://www.amazingdg.com/clients/rimworld/SandPile.png) (http://www.amazingdg.com/clients/rimworld/Silicon.png) (http://www.amazingdg.com/clients/rimworld/DroidAssembly.png) (http://www.amazingdg.com/clients/rimworld/DroidCharger.png)

An example of the new robot (there are several different robots). You can view them all here (https://ludeon.com/forums/index.php?topic=7109.msg105200#msg105200).

(http://www.amazingdg.com/clients/rimworld/DroidHead_front.png)(http://www.amazingdg.com/clients/rimworld/DroidHead_back.png)(http://www.amazingdg.com/clients/rimworld/DroidHead_side.png)(http://www.amazingdg.com/clients/rimworld/Droid_front.png)(http://www.amazingdg.com/clients/rimworld/Droid_back.png)(http://www.amazingdg.com/clients/rimworld/Droid_side.png)

(http://www.amazingdg.com/clients/rimworld/Cremahead_front.png)(http://www.amazingdg.com/clients/rimworld/Cremahead_back.png)(http://www.amazingdg.com/clients/rimworld/Cremahead_side.png)(http://www.amazingdg.com/clients/rimworld/Cremabody_front.png)(http://www.amazingdg.com/clients/rimworld/Cremabody_back.png)(http://www.amazingdg.com/clients/rimworld/Cremabody_side.png)
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: jabbamonkey on February 25, 2015, 04:33:19 PM
Core Research Bench Texture
Jabbamonkey's Graphic Overhaul

Description:
I wanted to replace the research bench in the game, but if you JUST replace the texture, then it changes color depending on the material you use to build it. So, in order to replace the texture, you will also need to edit some code. See below for where to place the graphics, and what to change in the code.

In the file Mods/Core/Defs/ThingDefs/Buildings_Misc.xml you will find the following lines...
<eType>Building_ResearchBench</eType>
    <label>research bench</label>
    <thingClass>Building_ResearchBench</thingClass>
    <graphicPathSingle>Things/Building/Production/ResearchBench</graphicPathSingle>


Inbewteen the "label" tag, and the "thingClass", you need to add
<shaderType>CutoutComplex</shaderType>

<eType>Building_ResearchBench</eType>
    <label>research bench</label>
<shaderType>CutoutComplex</shaderType>
    <thingClass>Building_ResearchBench</thingClass>
    <graphicPathSingle>Things/Building/Production/ResearchBench</graphicPathSingle>


Note: If you are running another mod that edits the Buildings_Misc.xml, then this may not work. You will need to add the ShaderType line to their file as well.

Below are the two images that need to go in the following folder:
Mods/Core/Textures/Things/Buildings/Production/

(http://www.amazingdg.com/clients/rimworld/ResearchBench.png) (http://www.amazingdg.com/clients/rimworld/_ResearchBenchm.png)
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: jabbamonkey on February 25, 2015, 06:50:15 PM
Priority Hauler Mod
Jabbamonkey's Graphic Overhaul

Description:
Texture replacements for the Priority Hauler mod. These are replacement user interface (UI) buttons that match my other UI buttons. 

How to Install:
Place the graphics below into the /Mods/PriorityHaul/Textures/ folder (where "PriorityHaul" is the name of the mod folder)

Preview:
(http://www.amazingdg.com/clients/rimworld/icons/Unforbid.png) (http://www.amazingdg.com/clients/rimworld/icons/Hauldesignator.png) (http://www.amazingdg.com/clients/rimworld/Haul.png)
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: jabbamonkey on February 25, 2015, 06:51:49 PM
Mine Vein Mod
Jabbamonkey's Graphic Overhaul

Description:
Texture replacements for the Mine Vein mod. This is a replacement graphic for the user interface (UI) button (so they match my other UI buttons). 

How to Install:
Place the graphics below into the /Mods/MineVein/Textures/ folder (where "MineVein" is the name of the mod folder)

Preview:
(http://www.amazingdg.com/clients/rimworld/icons/Minepick.png)
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: jabbamonkey on February 25, 2015, 07:15:19 PM
Glassworks Mod
Jabbamonkey's Graphic Overhaul

Currently Finalizing this texture pack ... more graphics soon.

Description:
Texture replacements for the Glassworks mod.  To download the new textures below, visit the original post in this thread (https://ludeon.com/forums/index.php?topic=10895.0). Get the original mod, without my textures here (https://ludeon.com/forums/index.php?topic=3223.0).

How to Install:
Place the graphics below into the /Mods/GlassworksIIX/Textures/Things/Building/ folder (where "GlassworksIIX" is the name of the mod folder)

Preview:
(http://www.amazingdg.com/clients/rimworld/GlassworkTable.png) (http://www.amazingdg.com/clients/rimworld/SafetyGlassworkTable.png)

Place the graphics below into the /Mods/GlassworksIIX/Textures/Things/Item/Resource folder (where "GlassworksIIX" is the name of the mod folder)
(http://www.amazingdg.com/clients/rimworld/Glass.png) (http://www.amazingdg.com/clients/rimworld/SafetyGlass.png)

Place the graphics below into the /Mods/GlassworksIIX/Textures/Things/Item/Art/GlassSculptureAbstract/ folder (where "GlassworksIIX" is the name of the mod folder)
(http://www.amazingdg.com/clients/rimworld/GlassAbstract_A.png)
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: HattoriHanzo on February 26, 2015, 05:05:14 AM
Wow! They look awesome! Will test them in the evening after work!
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: Vonholtz on February 26, 2015, 06:37:02 AM
Wow that a lot of nice looking graphics. great job I will have to now try it out now.  8)
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: Razunter on February 26, 2015, 06:41:13 AM
Textures look awesome, but there should be a better way to install them, without replacing existing files.
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: oogabooga66 on February 26, 2015, 07:46:45 AM
Looks great, the muffalo should be facing the other direction though.
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: akiceabear on February 26, 2015, 08:24:16 AM
Stellar!
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: jabbamonkey on February 26, 2015, 10:37:58 AM
Quote from: Razunter on February 26, 2015, 06:41:13 AM
Textures look awesome, but there should be a better way to install them, without replacing existing files.

For the CORE textures, you just copy the folders there. Nothing gets copied over. And, if you don't like a specific graphic, you just go in and delete them.

As for the mod textures ... that's how they are setup. But, if you don't like a specific mods textures - you can always just delete the mod, and just re-download it.  Or, copy the mod folder (in your "mods" directory), add the textures into the copied mod folder, then change the title in the About.xml of that copied mod (so you can differentiate the two). 
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: Old Joe on February 26, 2015, 11:21:51 AM
awesome!
make it for coffe and cigarettes too. for same style.
https://ludeon.com/forums/index.php?topic=10865.0 (https://ludeon.com/forums/index.php?topic=10865.0)
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: messiahgov on February 26, 2015, 03:35:57 PM
The Apothecarius textures are not linked, could you check that please. =) Thanks!
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: jabbamonkey on February 26, 2015, 06:05:46 PM
M&Co. Common
Jabbamonkey's Graphic Overhaul

Description:
Texture replacements for M&Co Common (click to download the original mod, without our textures) (https://ludeon.com/forums/index.php?topic=8375.0)

To download these textures, please visit the first post in this thread (https://ludeon.com/forums/index.php?topic=10895.0).

Preview:
(http://www.amazingdg.com/clients/rimworld/EnergyPack.png)(http://www.amazingdg.com/clients/rimworld/IntegratedCircuitsBoard.png)(http://www.amazingdg.com/clients/rimworld/ElectronicWorkbench.png)
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: jabbamonkey on February 26, 2015, 06:34:56 PM
M&Co. Laser Weapons
Jabbamonkey's Graphic Overhaul

Description:
Texture replacements for M&Co Laser Weapons (Lasers) (click to download the original mod, without our textures) (https://ludeon.com/forums/index.php?topic=8951.0) .... this only replaced the items and workbenches, but does NOT change the actual weapon textures.

To download these textures, please visit the first post in this thread (https://ludeon.com/forums/index.php?topic=10895.0).

Preview:
(http://www.amazingdg.com/clients/rimworld/TargetingModule.png)(http://www.amazingdg.com/clients/rimworld/Crysteel.png)(http://www.amazingdg.com/clients/rimworld/WeaponParts.png)(http://www.amazingdg.com/clients/rimworld/SecurityWorkbench.png)
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: jabbamonkey on February 26, 2015, 06:40:45 PM
M&Co. Alert Speakers
Jabbamonkey's Graphic Overhaul

Description:
Texture replacements for M&Co Alert Speakers  (click to download the original mod, without our textures) (https://ludeon.com/forums/index.php?topic=8761.0). This replaced the UI icons and the speaker "building."

To download these textures, please visit the first post in this thread (https://ludeon.com/forums/index.php?topic=10895.0).

Preview:
(http://www.amazingdg.com/clients/rimworld/AlertSpeaker.png)(http://www.amazingdg.com/clients/rimworld/CommandButton_SirenSoundEnabled.png)(http://www.amazingdg.com/clients/rimworld/CommandButton_SirenSoundDisabled.png)
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: jabbamonkey on February 26, 2015, 07:16:17 PM
I got a comment that people didn't like the old (jabbamonkey) uranium texture, or the jar...
(http://www.amazingdg.com/clients/rimworld/Uranium2.png)

So, I created an "ore" kind of uranium...
(http://www.amazingdg.com/clients/rimworld/Uranium.png)

This needs to be placed in the following folder...
/Mods/Core/Textures/Things/Item/Resource/

I will update the core ZIP file when I get around to the next big update.
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: jabbamonkey on February 27, 2015, 02:54:42 PM
Industrialisation
Jabbamonkey's Graphic Overhaul

Description:
Texture replacements for Industrialisation Mod (click to download the original mod, without our textures) (https://ludeon.com/forums/index.php?topic=8902.0). This replaces most of the textures, with the exception of the Lathe workbench and the Biohazard Suit.

To download these textures, please visit the first post in this thread (https://ludeon.com/forums/index.php?topic=10895.0).

Preview:
(http://www.amazingdg.com/clients/rimworld/Aluminium.png)(http://www.amazingdg.com/clients/rimworld/Bronze.png)(http://www.amazingdg.com/clients/rimworld/Concrete.png)(http://www.amazingdg.com/clients/rimworld/DrillHead.png)(http://www.amazingdg.com/clients/rimworld/MiningDrill.png)(http://www.amazingdg.com/clients/rimworld/SD.png)

(http://www.amazingdg.com/clients/rimworld/Mine.png)(http://www.amazingdg.com/clients/rimworld/ConcreteMixer.png) (http://www.amazingdg.com/clients/rimworld/GH.png)(http://www.amazingdg.com/clients/rimworld/NPP.png) (http://www.amazingdg.com/clients/rimworld/NPPD.png)
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: messiahgov on March 02, 2015, 01:01:20 PM
The Link to the "Apothecarius" textures is still bugged. Here's a working link:
http://www.classicgaming.cc/mods/rimworld/Textures_Apothecarius.zip

BTW, you're not working on the Cybernetics Storm textures, or? =)
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: jabbamonkey on March 04, 2015, 10:45:58 AM
Quote from: messiahgov on March 02, 2015, 01:01:20 PM
The Link to the "Apothecarius" textures is still bugged. Here's a working link:
http://www.classicgaming.cc/mods/rimworld/Textures_Apothecarius.zip

BTW, you're not working on the Cybernetics Storm textures, or? =)

Link is fixed. Thanks for noticing.

As for Cybernetics ... currently busy with "real world" work stuff, then I am pushing toward retexturing the characters in the game (a large job). Once that's done, I'll take a look at other mods.
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: Xiupan on March 05, 2015, 03:29:11 PM
Oh man, these textures are awesome! I really love your work man! Keep it up! :D
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: jabbamonkey on March 06, 2015, 01:01:14 AM
Thanks!
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: Alt on March 06, 2015, 01:45:30 PM
These textures look amazing! Loving them!
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: InfinityKage on March 07, 2015, 01:35:23 PM
Quote from: jabbamonkey on February 25, 2015, 06:50:15 PM
Priority Hauler Mod
Jabbamonkey's Graphic Overhaul

Description:
Texture replacements for the Priority Hauler mod. These are replacement user interface (UI) buttons that match my other UI buttons. 

How to Install:
Place the graphics below into the /Mods/PriorityHaul/Textures/ folder (where "PriorityHaul" is the name of the mod folder)

Preview:
(http://www.amazingdg.com/clients/rimworld/icons/Unforbid.png) (http://www.amazingdg.com/clients/rimworld/icons/Hauldesignator.png) (http://www.amazingdg.com/clients/rimworld/Haul.png)

Quote from: jabbamonkey on February 25, 2015, 06:51:49 PM
Mine Vein Mod
Jabbamonkey's Graphic Overhaul

Description:
Texture replacements for the Mine Vein mod. This is a replacement graphic for the user interface (UI) button (so they match my other UI buttons). 

How to Install:
Place the graphics below into the /Mods/MineVein/Textures/ folder (where "MineVein" is the name of the mod folder)

Preview:
(http://www.amazingdg.com/clients/rimworld/icons/Minepick.png)

Is there a link here somewhere?
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: InfinityKage on March 07, 2015, 01:35:56 PM
BTW. Love the textures.
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: jabbamonkey on March 07, 2015, 02:46:36 PM
Quote from: InfinityKage on March 07, 2015, 01:35:23 PM
Is there a link here somewhere?

There are only four images, so I didn't waste time on creating zips for them. Just drag the images into the correct folders (mentioned in each post). You will be copying over the images in those folders.
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: InfinityKage on March 07, 2015, 03:17:54 PM
Quote from: jabbamonkey on March 07, 2015, 02:46:36 PM
Quote from: InfinityKage on March 07, 2015, 01:35:23 PM
Is there a link here somewhere?

There are only four images, so I didn't waste time on creating zips for them. Just drag the images into the correct folders (mentioned in each post). You will be copying over the images in those folders.

Ah. I assumed something like that. I just didn't want to fuck something up.
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: Monkeysaur on March 08, 2015, 03:29:50 PM
Please add some textures for the weed/hemp mod!

Thanks this mod is great!!
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: jabbamonkey on March 10, 2015, 06:06:29 PM
Weed
Jabbamonkey's Graphic Overhaul

Description:
Texture replacements for Weed (click to download the original mod, without our textures) (https://ludeon.com/forums/index.php?topic=10540.0)

To download these textures, please visit the first post in this thread (https://ludeon.com/forums/index.php?topic=10895.0).

Preview:
(http://www.amazingdg.com/clients/rimworld/Brownie.png)(http://www.amazingdg.com/clients/rimworld/BrowniePlate.png)(http://www.amazingdg.com/clients/rimworld/Chemicals.png) (http://www.amazingdg.com/clients/rimworld/Drug_Skull.png)(http://www.amazingdg.com/clients/rimworld/Drugs_Smiley.png)(http://www.amazingdg.com/clients/rimworld/WOODrug.png) (http://www.amazingdg.com/clients/rimworld/Pill_Blue.png)(http://www.amazingdg.com/clients/rimworld/Pill_Green.png)(http://www.amazingdg.com/clients/rimworld/Pill_Orange.png) (http://www.amazingdg.com/clients/rimworld/Pill_Purple.png)(http://www.amazingdg.com/clients/rimworld/SpaceSpice.png)(http://www.amazingdg.com/clients/rimworld/Weed.png) (http://www.amazingdg.com/clients/rimworld/WeedCig.png) (http://www.amazingdg.com/clients/rimworld/Oil.png) (http://www.amazingdg.com/clients/rimworld/WeedOil.png) (http://www.amazingdg.com/clients/rimworld/WeedCloth.png) (http://www.amazingdg.com/clients/rimworld/WeedMedicine.png)

(http://www.amazingdg.com/clients/rimworld/BrownTable.png) (http://www.amazingdg.com/clients/rimworld/OilExt.png) (http://www.amazingdg.com/clients/rimworld/WeedCigTable.png) (http://www.amazingdg.com/clients/rimworld/WeedTable.png)
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: Monkeysaur on March 12, 2015, 08:26:48 AM
OMG

THANK YOU SO MUCH!!!
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.1 - Mar 12)
Post by: jabbamonkey on March 12, 2015, 05:31:12 PM
Minor update ... from v1.0 to v1.1 (see original post for download links)

1. I fixed the Nutrient Dispenser (the green goo machine). The height and width had alot of space around it ... which worked in earlier versions of the game. I removed that extra space. Should look fine now.  I never use the thing, so I didn't notice it wasn't working (I always quickly build a solar plant, and a cook stove, and have no use for it).  Oops. 
2. I fixed the paths for the Organ and ArtificialOrgan ... so they should show up now. I also reduced their size by 80% (they were huge before).

You can redownload the entire pack ... or just replace the image below:

For the NutrientDispenser, place the image in:
Mods/Core/Textures/Things/Building/Production/
(http://www.amazingdg.com/clients/rimworld/NutrientDispenser.png)

For the body parts, place the images in:
Mods/Core/Textures/Things/Item/BodyPart/ (this folder may not exist)
(http://www.amazingdg.com/clients/rimworld/Organ.png) (http://www.amazingdg.com/clients/rimworld/ArtificialOrgan.png)
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.1 - Mar 12)
Post by: Fox on March 13, 2015, 05:45:50 AM
new colonist texture - 100% shit
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.1 - Mar 12)
Post by: Rikiki on March 13, 2015, 04:36:16 PM
Quote from: Fox on March 13, 2015, 05:45:50 AM
new colonist texture - 100% shit
Could you explain this sentance?
It seems to me you are insulting JabbaMonkey's work. >:(
If you don't like it, nobody forces you to use it. As this is not constructive criticism, keep this post for yourself.
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.1 - Mar 12)
Post by: MisterLock on March 13, 2015, 05:34:27 PM
Quote from: Rikiki on March 13, 2015, 04:36:16 PM
Quote from: Fox on March 13, 2015, 05:45:50 AM
new colonist texture - 100% shit
Could you explain this sentance?
It seems to me you are insulting JabbaMonkey's work. >:(
If you don't like it, nobody forces you to use it. As this is not constructive criticism, keep this post for yourself.

While he was an extreme ass about it,which I do not like,not one bit,I must agree that the humanoid textures are...let's say not optimal,I for one don't want to go snooping around the whole game texture's folders to replace everything except the Humanoid's,so that kinda prevents me from installing this texture pack.
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.1 - Mar 12)
Post by: Monkeysaur on March 13, 2015, 06:58:26 PM
Quote from: MisterLock on March 13, 2015, 05:34:27 PM
Quote from: Rikiki on March 13, 2015, 04:36:16 PM
Quote from: Fox on March 13, 2015, 05:45:50 AM
new colonist texture - 100% shit
Could you explain this sentance?
It seems to me you are insulting JabbaMonkey's work. >:(
If you don't like it, nobody forces you to use it. As this is not constructive criticism, keep this post for yourself.

While he was an extreme ass about it,which I do not like,not one bit,I must agree that the humanoid textures are...let's say not optimal,I for one don't want to go snooping around the whole game texture's folders to replace everything except the Humanoid's,so that kinda prevents me from installing this texture pack.

In general, re-texturing humanoids in the game hasn't been done as much as I would have expected, I'd love to have a few different choices, don't think I've seen any other mods to change it other than this one? Are there any?
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.1 - Mar 12)
Post by: Blazergong on March 14, 2015, 01:43:30 AM
Hey JabbaMonkey, Awesome graphics keep up the good work.  One little comment i had retarded muffalo. They were all following theyre ass instead of their head (walking backwards).
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.1 - Mar 12)
Post by: Fox on March 14, 2015, 07:33:55 AM
Quote from: Blazergong on March 14, 2015, 01:43:30 AM
Hey JabbaMonkey, Awesome graphics keep up the good work.  One little comment i had retarded muffalo. They were all following theyre ass instead of their head (walking backwards).
+, i say it before...
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.1 - Mar 12)
Post by: Fox on March 14, 2015, 07:44:06 AM
(http://i65.fastpic.ru/big/2015/0314/e7/ffebd44bf1813ccbb0a3ae351e5a5ae7.jpg)
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.1 - Mar 12)
Post by: jabbamonkey on March 14, 2015, 09:57:00 AM
Quote from: Rikiki on March 13, 2015, 04:36:16 PM
Could you explain this sentance?
It seems to me you are insulting JabbaMonkey's work. >:(
If you don't like it, nobody forces you to use it. As this is not constructive criticism, keep this post for yourself.

I'm fine with critiques. Design is subjective... although "crap" is pretty strong. 

Granted, the character artwork was included in the overhaul by mistake, since I am still working on them. They aren't great mainly because alot of the clothing and hats don't mesh well with the bodies yet. And, the new character art will definitely not work with other clothing / hair mods (i.e. More Hair).
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.1 - Mar 12)
Post by: jabbamonkey on March 14, 2015, 09:57:27 AM
Quote from: Fox on March 13, 2015, 05:45:50 AM
new colonist texture - 100% shit

My character artwork wasn't meant to be added to the graphic overhaul yet ... since I'm still working on them.  I removed them from the zip file. 

If you have them in your game, and want them gone ... just delete the "Humanoid" folder, located here...

/Mods/Core/Textures/Things/Pawn/Humanoid
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: silentlord on March 14, 2015, 01:08:50 PM
Quote from: jabbamonkey on February 25, 2015, 04:10:32 PM
Mechanical Defense Textures
Jabbamonkey's Graphic Overhaul

Status:
Awaiting upgrade to Alpha 9.  Grrrrrrrrrrrr!

Description:
Texture replacements for the Mechanical Defense mod. They've chosen to include many of our graphics in their mod already ... but if any are missing, download them here (http://www.classicgaming.cc/mods/rimworld/Textures_MechanicalDefense.zip).

Preview:
Note: This is a small sample of textures in this pack ... see more on this old thread (https://ludeon.com/forums/index.php?topic=7109.msg105200#msg105200).

(http://www.amazingdg.com/clients/rimworld/Ruby.png) (http://www.amazingdg.com/clients/rimworld/Circuitry.png) (http://www.amazingdg.com/clients/rimworld/SandPile.png) (http://www.amazingdg.com/clients/rimworld/Silicon.png) (http://www.amazingdg.com/clients/rimworld/DroidAssembly.png) (http://www.amazingdg.com/clients/rimworld/DroidCharger.png)

An example of the new robot (there are several different robots). You can view them all here (https://ludeon.com/forums/index.php?topic=7109.msg105200#msg105200).

(http://www.amazingdg.com/clients/rimworld/DroidHead_front.png)(http://www.amazingdg.com/clients/rimworld/DroidHead_back.png)(http://www.amazingdg.com/clients/rimworld/DroidHead_side.png)(http://www.amazingdg.com/clients/rimworld/Droid_front.png)(http://www.amazingdg.com/clients/rimworld/Droid_back.png)(http://www.amazingdg.com/clients/rimworld/Droid_side.png)

(http://www.amazingdg.com/clients/rimworld/Cremahead_front.png)(http://www.amazingdg.com/clients/rimworld/Cremahead_back.png)(http://www.amazingdg.com/clients/rimworld/Cremahead_side.png)(http://www.amazingdg.com/clients/rimworld/Cremabody_front.png)(http://www.amazingdg.com/clients/rimworld/Cremabody_back.png)(http://www.amazingdg.com/clients/rimworld/Cremabody_side.png)

its been updated now to A9.... are you updating the textures too? or are the older ones in link still valid.
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.2 - Mar 14)
Post by: Fox on March 14, 2015, 01:45:22 PM
Not Found

The requested URL /mods/rimworld/Textures_Core_v1.1.zip was not found on this server.

Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request.



http://www.classicgaming.cc/mods/rimworld/Textures_Core_v1.2.zip
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.2 - Mar 14)
Post by: mrofa on March 14, 2015, 03:12:51 PM
LOVE the food textures, makes me hungry each time i see them.(soon i will roll over to bed insted of walking X_X)
Grate job with the texture pack :D
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.2 - Mar 14)
Post by: jabbamonkey on March 14, 2015, 06:44:57 PM
Quote from: Fox on March 14, 2015, 01:45:22 PM
Not Found
The requested URL /mods/rimworld/Textures_Core_v1.1.zip was not found on this server.
Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request.
http://www.classicgaming.cc/mods/rimworld/Textures_Core_v1.2.zip

Odd, I change the link in the post ... but it didnt save for some reason. I just change the link again (to the 1.2 version) and double checked. Should be no problem now.
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: jabbamonkey on March 14, 2015, 06:45:53 PM
Quote from: silentlord on March 14, 2015, 01:08:50 PM
its been updated now to A9.... are you updating the textures too? or are the older ones in link still valid.

Yup, textures are still valid. I'll update the main post...
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: silentlord on March 14, 2015, 07:56:18 PM
Quote from: jabbamonkey on March 14, 2015, 06:45:53 PM
Quote from: silentlord on March 14, 2015, 01:08:50 PM
its been updated now to A9.... are you updating the textures too? or are the older ones in link still valid.

Yup, textures are still valid. I'll update the main post...

excellent, i forgot to post before, your work is excellent!

i especially like the uranium in a jar! that looks cool.... the newer ore looks bland. :D
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.2 - Mar 14)
Post by: KEBW1144 on March 17, 2015, 04:33:44 PM
I would have to say I like the uranium ore, though I do agree it could use a little more color. I love the work you have done so far. If I could offer a critique though, although I love your wall textures compared to the vanilla ones, yours are much more square than the originals. I do like the fact that the original wall textures had a lot more wiggle to them, made them seem a little more organic. Anywho hope you continue working on them, and best of luck.

Cheers!
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.2 - Mar 14)
Post by: Igabod on March 17, 2015, 04:58:17 PM
I like the wall texture, but why isn't there a replacement for the RockFlecked_Atlas texture? It looks really weird having these nice new walls with the vanilla wall texture everywhere there is mineable ore.
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.2 - Mar 14)
Post by: jabbamonkey on March 18, 2015, 09:42:34 AM
The wall texture replacement that is included in my pack isn't my own. I added it to my core folder awhile back. I got it from the forum somewhere... Not sure where exactly.  If you don't like it, you can just delete the image, and it will not show up im the game anymore (and default to the original texture).
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.2 - Mar 14)
Post by: Igabod on March 18, 2015, 09:54:46 AM
Quote from: jabbamonkey on March 18, 2015, 09:42:34 AM
The wall texture replacement that is included in my pack isn't my own. I added it to my core folder awhile back. I got it from the forum somewhere... Not sure where exactly.  If you don't like it, you can just delete the image, and it will not show up im the game anymore (and default to the original texture).

It shouldn't be too difficult to add in the mask for it so you can replace the mineral deposit texture too. I'll look into doing that myself and if I come up with a decent result then I'll be sure to post it here for you to include.
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.2 - Mar 14)
Post by: kingtyris on March 20, 2015, 01:28:55 AM
Love your work man, could you do some textures for Cybernetic Storm? Some of his textures for like his power generators and batteries are pretty out of sync with the overall art style of the game, and cause some minor graphical annoyances.
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.2 - Mar 14)
Post by: daft73 on March 20, 2015, 01:32:18 PM
Well jabbamonkey, nice work, I can see you are putting some time towards your project...good form mate.
I'll give some of these a roll for tonights RW gaming session.

This is a massive change and for the most part I enjoy your ideas, personal tastes should never be the defining point, how well it matches/goes with the vanilla graphic look should carry more value.

I will continue to watch this mod progress, anticipating new ones. Curious how the colonists will turn out. ;)
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.2 - Mar 14)
Post by: Igabod on March 20, 2015, 08:05:11 PM
I went ahead and made a texture for the ore rock walls. It's not the best, but it works. You put it in the same location as the Rock_Atlas.png texture. Both RockFlecked_Atlas.png and RockFlecked_Atlas_m.png need to be placed. I'll attach them as well as post imgur links just in case one or the other stops working.

(http://i.imgur.com/k2D4DRz.png)
(http://i.imgur.com/oVTVNsl.png)

There is definite room for improvement, but I don't have the time to mess with it any more for the moment.

[attachment deleted due to age]
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.2 - Mar 14)
Post by: Adamiks on March 20, 2015, 08:35:09 PM
I think you should be in Ludeon team ^^
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.2 - Mar 14)
Post by: bigmap on April 26, 2015, 10:44:04 AM
very good
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.2 - Mar 14)
Post by: zenkitsune on April 26, 2015, 06:12:30 PM
can this be used in a10?
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.2 - Mar 14)
Post by: MechanoidHater on May 06, 2015, 03:43:21 AM
Quote from: zenkitsune on April 26, 2015, 06:12:30 PM
can this be used in a10?

Technically it can but the wood texture is broken.
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.2 - Mar 14)
Post by: NCrawler on May 08, 2015, 11:41:04 AM
Quote from: MechanoidHater on May 06, 2015, 03:43:21 AM
Quote from: zenkitsune on April 26, 2015, 06:12:30 PM
can this be used in a10?

Technically it can but the wood texture is broken.

To fix the wood texture issue, just create a new folder under "Textures\Things\Item\Resource" named WoodLog and move the WoodLog.png and WoodLog_Equipped.png files into this new folder.  Voila!, wood textures are now fixed.

Edit: Oops, forgot to add; rename WoodLog_Equipped.png to WoodLog_a.png and WoodLog.png to WoodLog_b.png.
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.2 - Mar 14)
Post by: IAMEPSIL0N on May 20, 2015, 01:16:28 PM
Excellent work, I'm not normally one for texture packs on modded content because I use so much but you have managed to sway me into trying it out.
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.2 - Mar 14)
Post by: WHiZ on May 24, 2015, 06:30:33 PM
Could you please include Vegetable Garden v.1.5  https://ludeon.com/forums/index.php?topic=12934.0  - with a re-skin? You have most of it already reskinned as it uses the same graphics as the others but adds more plants. Thanks!
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.2 - Mar 14)
Post by: Telkir on June 16, 2015, 04:19:19 PM
Hey, I just wanted to post and give you some kudos for the fantastic overhaul you've done on these graphics - really nice work! I've added a link back here on my own thread for T's Mods so hopefully more folks can enjoy your artwork if they want to.

Keep it up! :D
Title: Re: [A9] [TEXTURE] Jabbamonkey's Graphics Overhaul (v. 1.2 - Mar 14)
Post by: falcongrey on July 12, 2015, 01:16:05 PM
Though I know the textures still are the same over most of the versions, are there going to be updates for the few changes here and there like with wood? (this way new comers to the MOD won't be discouraged by the [A9] tag)
Title: Re: [TEXTURE] (Alpha 9) Jabbamonkey's Graphics Overhaul (v. 1.0 - Feb 25)
Post by: LordRhys on August 02, 2015, 07:37:19 PM

Description:
Texture replacements for the Mine Vein mod. This is a replacement graphic for the user interface (UI) button (so they match my other UI buttons). 

How to Install:
Place the graphics below into the /Mods/MineVein/Textures/ folder (where "MineVein" is the name of the mod folder)

Preview:
(http://www.amazingdg.com/clients/rimworld/icons/Minepick.png)
[/quote]

Is there a link here somewhere?
[/quote]

There is only one image here, were the others removed and if not can you update to include them?
Title: Re: [A9] [TEXTURE] Jabbamonkey's Graphics Overhaul (v. 1.2 - Mar 14)
Post by: jabbamonkey on August 20, 2015, 03:32:02 PM
I've been out of touch for awhile - got busy with work and some other things.  Sorry I haven't been around.

I'm looking to update the graphic pack, but will probably want to wait until version 12 (if I do it now for version 11, then with my luck, version 12 will come out the next day and it will be obsolete again).

Talk to you all soon.
Title: Re: [A9] [TEXTURE] Jabbamonkey's Graphics Overhaul (v. 1.2 - Mar 14)
Post by: METATERREN on September 09, 2015, 06:49:13 AM
Looking forward to an update for A12d. As far as I know this version will be current for a long time because development is on sabbatical.
Title: Re: [A9] [TEXTURE] Jabbamonkey's Graphics Overhaul (v. 1.2 - Mar 14)
Post by: Iridescens on September 12, 2015, 08:16:06 PM
Hi there!
First of all, thank you very much @jabbamonkey for such a cool texpack!

Captain Not-So-Obvious reporting:
I tried to modify/update some tex'es for A12, but for now it seems that making a proper tex for multi-stuff object with mask requires you to add <ShaderType>CutoutComplex</ShaderType>
to object's ThingDef. Also original texes have a non-multiple size of sides, like butcher's table is using <drawSize>(3.5,1.5)</drawSize>
where yours will have <drawSize>(3,1)</drawSize>
Plus, since many tables are now <graphicClass>Graphic_Multi</graphicClass>
one should make a front, back and side views.
BTW, 'back' and 'front' are quite misleading, as pawn will use 'back' tex of the object when using an default interaction cell that is BENEATH the object (like mentioned butcher's table). And a side-view should have a left-faced interaction cell.
Check out the attached PNG (with a funny bug revealed - you can place a second object with south-faced interaction cell right next [one cell up] to first, placing inter-cell ontop/inside of it, efficiently making second one inaccessible).

Having said this, a proper retex released as a separate package will NOT be compatible with any mod (CCL - Vanilla tweaks, I'm looking at you...) that touches retexed ThingDef.
Sad but true.


[attachment deleted due to age]
Title: Re: [A9] [TEXTURE] Jabbamonkey's Graphics Overhaul (v. 1.2 - Mar 14)
Post by: falcongrey on April 17, 2016, 02:02:34 PM
It's starting to look like the compatibility days are nearing the end unless some changes are done to this wonderful mod. With the additions of new items, new animals, and new lots of things... there also appears to be changes to the way the graphics is listed in the game between a single object and stacked objects... .


Example: the graphic for wood breaks if you simply install this graphic core mod. if you go into the core Defs, under the ThingDefs_Items folder and modify Items_Resource_Stuff.xml, you can fix this by changing the line  under WoodLog
<graphicClass>Graphic_StackCount</graphicClass>
to
<graphicClass>Graphic_Single</graphicClass>

I haven't seen any impact to the game by making this change, however I'm sure it was sat to 'StackCount' for a reason. :)

Before I get flamed for necromancy of threads... I posted this due to there are still several threads that point to this one for better graphics than original.
Title: Re: [A9] [TEXTURE] Jabbamonkey's Graphics Overhaul (v. 1.2 - Mar 14)
Post by: MightyGooga on December 30, 2016, 08:19:23 PM
No flamming. Only Supporters.

I have been playing with SK Harcore for to long, the vanilla graphics for meals and medkits are awful. I just tried to do what you mentioned for the 0.16 version, and got the wood problem. Gonna try to fix this as you pointed out. Thats why I ended up in this thread anyways.
Title: Re: [A9] [TEXTURE] Jabbamonkey's Graphics Overhaul (v. 1.2 - Mar 14)
Post by: FreyaMaluk on February 12, 2017, 10:26:28 AM
Is there a chance someone can update this mod to A16?? pleaaase
Title: Re: [A9] [TEXTURE] Jabbamonkey's Graphics Overhaul (v. 1.2 - Mar 14)
Post by: zer02 on August 03, 2019, 04:28:07 PM
probably for the 1.0 is not worth trying ? :'(
Title: Re: [A9] [TEXTURE] Jabbamonkey's Graphics Overhaul (v. 1.2 - Mar 14)
Post by: LWM on August 06, 2019, 12:23:02 AM
If all else fails...it's an open license; you can try your hand at it, if the files are still hosted anywhere?

--LWM