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RimWorld => Releases => Mods => Outdated => Topic started by: The13thRonin on August 13, 2015, 03:32:31 AM

Title: [A11] (TEXTURES) Better Tribals V2.00
Post by: The13thRonin on August 13, 2015, 03:32:31 AM
The tribals in the game have a very sparse collection of apparel (especially headgear) so I decided to make them a feathered headdress to help diversify their wardrobe. This mod is fully compatible with all other apparel mods.

The headdress comes in a variety of colors. These colors are now all the colors of the rainbow as the game selects from a wide variety of appropriate colors.

Here are some in-game shots:

(http://i.imgur.com/ByB6GSI.png) (http://i.imgur.com/7Ceo8d1.png) (http://i.imgur.com/Lx4am1b.png)

The headdress provides no protection but it does help enhance some of a warriors attributes (minor speed, accuracy and reload buffs).

Download link! (http://www.mediafire.com/download/snapd4eb1wi20an/Better_Tribals.rar)

To install put the 'Better_Tribals' folder into your mods folder and make sure you remember to switch the mod on in the game!

The original template for the feathers in the image was taken from: http://kandipatterns.com/ and heavily modified. The exact link to the template in question is: https://kandipatterns.com/images/patterns/animals/13713_Pink_Kandi_Feather.png. Many thanks for their generous license:

The art included in this mod is protected under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License and is for NON-COMMERCIAL use only.

I give permission for any mod maker or mod-pack maker to use my work to benefit the community as long as they adhere to the above license (providing attribution to http://kandipatterns.com/ and only using the textures in non-profit projects).
Title: Re: [A11] (TEXTURES) Better Tribals V1.00
Post by: FridayBiology on August 13, 2015, 04:59:18 AM
Actually a pretty good idea. (get it :P)

Will you be adding multiple head dress options?
And could you look at adding early/late game versions. to denote fodder and warriors.
> one or two feathered head bands
> crown of feathers
> fruit hat edible headwear?
Title: Re: [A11] (TEXTURES) Better Tribals V1.00
Post by: Shinzy on August 13, 2015, 05:23:14 AM
Woop!
I feel you've been just a tiny bit lazy with the side views =P
But I adore the front image
Go you!
Title: Re: [A11] (TEXTURES) Better Tribals V1.00
Post by: skullywag on August 13, 2015, 07:14:58 AM
can you do some with just 1 feather on, looking at the side image 1 feather would look awesome. Nice job.
Title: Re: [A11] (TEXTURES) Better Tribals V1.00
Post by: The13thRonin on August 13, 2015, 02:17:46 PM
Quote from: Shinzy on August 13, 2015, 05:23:14 AM
Woop!
I feel you've been just a tiny bit lazy with the side views =P
But I adore the front image
Go you!

Is there any way you would suggest to improve the side view images? I found it very difficult to imagine how the headdress would look from the side?

While it looks a bit funny in the thread it doesn't actually look so bad in-game.
Title: Re: [A11] (TEXTURES) Better Tribals V1.00
Post by: Mr.Cross on August 13, 2015, 02:22:29 PM
Quote from: The13thRonin on August 13, 2015, 02:17:46 PM-Snippets of Ronin asking for help-

Mmm, wouldn't you sorta squish it sideways keeping the height the same? This is non-professional advice as I don't know a thing about art, but I want to learn.
Title: Re: [A11] (TEXTURES) Better Tribals V1.00
Post by: The13thRonin on August 13, 2015, 02:52:26 PM
I have released V1.01, I made the seam joining the headdress to the head more natural from a side-view, while this is a minute change I believe it improves the look of the headdress to more naturally fit to the head. You can see the difference here:

Originals:

(http://i.imgur.com/lpIel5u.png)(http://i.imgur.com/n2p9AQ9.png)(http://i.imgur.com/h6T4Kqr.png)(http://i.imgur.com/2mQDU9D.png)

Improved:

(http://i.imgur.com/NCzSXC1.png)(http://i.imgur.com/ixVeErv.png)(http://i.imgur.com/sdmyFb8.png)(http://i.imgur.com/BHYJVOx.png)

Quote from: Mr.Cross on August 13, 2015, 02:22:29 PM
Quote from: The13thRonin on August 13, 2015, 02:17:46 PM-Snippets of Ronin asking for help-

Mmm, wouldn't you sorta squish it sideways keeping the height the same? This is non-professional advice as I don't know a thing about art, but I want to learn.

I could shear the headdress from the side to give it more of an angle but the trade-off is going to be you'll get a more blurred headdress. If you try the textures in-game I think you'll find that the side-on view actually looks pretty good. More importantly the texture maintains a smooth transition from front to side to back view as well.

With that said I admit that I am no texture artist, I am a relatively untalented scrub, this was the best I could do by slowly plinking away at it... Embarrassingly the textures took me between 10-20 hours to get right. I'm sure that a proper artist could have done it in under half that time.

Quote from: Feirfec on August 13, 2015, 04:59:18 AM
Actually a pretty good idea. (get it :P)

Will you be adding multiple head dress options?
And could you look at adding early/late game versions. to denote fodder and warriors.
> one or two feathered head bands
> crown of feathers
> fruit hat edible headwear?

I have plans to add additional tribal apparel but I'll remain tight-lipped about those plans until I can work out if I can accomplish them using my extremely limited skill-set.

Quote from: skullywag on August 13, 2015, 07:14:58 AM
can you do some with just 1 feather on, looking at the side image 1 feather would look awesome. Nice job.

How do you imagine the single feather from a side-on view? Do you imagine it would look better sticking straight up in the air or would it be better tilted towards the back of the pawn slightly?
Title: Re: [A11] (TEXTURES) Better Tribals V1.01
Post by: Tynan on August 13, 2015, 04:34:27 PM
Cool idea; I'd love to see a screenshot.

No reason they can't have other kinds of headdresses too. Like a wolf's head or something!
Title: Re: [A11] (TEXTURES) Better Tribals V1.01
Post by: The13thRonin on August 13, 2015, 05:05:24 PM
Quote from: Tynan on August 13, 2015, 04:34:27 PM
Cool idea; I'd love to see a screenshot.

No reason they can't have other kinds of headdresses too. Like a wolf's head or something!

Your wish is my command:

(http://i.imgur.com/EyXn6or.png)(http://i.imgur.com/LgLXjKZ.png)
Title: Re: [A11] (TEXTURES) Better Tribals V1.01
Post by: Alistaire on August 13, 2015, 05:30:36 PM
I feel like it would be better if the colouring was done through CompColorable and a random colour picker. That way it's easier for players to buy and sell them (with them being common and all that) and for you to make them more varied.
Title: Re: [A11] (TEXTURES) Better Tribals V1.01
Post by: NephilimNexus on August 13, 2015, 05:30:49 PM
Quote from: Tynan on August 13, 2015, 04:34:27 PMNo reason they can't have other kinds of headdresses too. Like a wolf's head or something!

That would give us something new to do with wolf hides.  Wolf head hats.  Goes well with the gladius.
Title: Re: [A11] (TEXTURES) Better Tribals V1.01
Post by: The13thRonin on August 13, 2015, 06:12:08 PM
Quote from: Alistaire on August 13, 2015, 05:30:36 PM
I feel like it would be better if the colouring was done through CompColorable and a random colour picker. That way it's easier for players to buy and sell them (with them being common and all that) and for you to make them more varied.

This is easy to do but the problem with this is that if I do this the complex colors of the headdress will be lost as it applies a kind of overlay filter over the top of the piece of apparel.

So instead of having the whites of the feathers and also the colors everything will be a blob of whatever other color is chosen. I have tried this and I found the results to be very, very sub-standard.

With that said, if you're really keen on the idea I could make an alternate version for you.
Title: Re: [A11] (TEXTURES) Better Tribals V1.01
Post by: Alistaire on August 13, 2015, 06:25:49 PM
You can use masks to make only some parts variable to keep details, or you could make the details fully black to ensure them staying the same between colours.

Another method would be to make them <graphicClass>Graphic_Random</graphicClass>, which would make their graphics vary like Steel slag chunks.
Title: Re: [A11] (TEXTURES) Better Tribals V1.01
Post by: The13thRonin on August 14, 2015, 04:05:55 AM
Quote from: Alistaire on August 13, 2015, 06:25:49 PM
You can use masks to make only some parts variable to keep details, or you could make the details fully black to ensure them staying the same between colours.

Another method would be to make them <graphicClass>Graphic_Random</graphicClass>, which would make their graphics vary like Steel slag chunks.

As for masks, as far as I know you cannot save masks to .pngs which RimWorld requires for the textures?

Wouldn't the  <graphicClass>Graphic_Random</graphicClass> fail because unlike steel chunks the feathered headdress needs a set singular <worngraphicPath></worngraphicPath>? I can't seem to get that method to produce results but if you know how let me know and I'll convert the headgear to use this format instead.

If I am wrong please do let me know how to do either of these methods, because I would much prefer to convert them!
Title: Re: [A11] (TEXTURES) Better Tribals V1.01
Post by: skullywag on August 14, 2015, 04:46:16 AM
I would say based on the screenshots that id prefer the feathers to be duller more pastel colour, but i know this is the opposite of why tribals wear these things (irl) but then would they wear their bright headdresses out when attacking....
Title: Re: [A11] (TEXTURES) Better Tribals V1.01
Post by: Alistaire on August 14, 2015, 05:44:21 AM
It seems to require a custom ThingClass to work with masks and such - they would have to work like beds currently do, where both stuff colour and sheet colour change the texture.
Title: Re: [A11] (TEXTURES) Better Tribals V1.01
Post by: The13thRonin on August 14, 2015, 05:57:42 AM
Quote from: Alistaire on August 14, 2015, 05:44:21 AM
It seems to require a custom ThingClass to work with masks and such - they would have to work like beds currently do, where both stuff colour and sheet colour change the texture.

Can you provide a short guide on how to do this?
Title: Re: [A11] (TEXTURES) Better Tribals V1.01
Post by: Alistaire on August 14, 2015, 06:25:21 AM
After further investigation of both methods, it seems they both get stuck at wornGraphicPath having too many things hardcoded. It's
impossible to change shaderType of worn apparel, because it's hardcoded to be Cutout (instead of the CutoutComplex you want for
masked images).

Doing anything other than using a colourGenerator will require rewriting apparel code and chunks of the pawn code. You're currently
using the colour generator to keep the graphics white, but this can be done with a single line:
<colorGenerator Class="ColorGenerator_White"/>.

Unless Tynan fixes wornGraphicPath to use GraphicData settings in some later update (or a later update adds a HUESHIFTING
colorGenerator class), there's no simple way to keep all hue details in your images without making them different items. Using
ColorGenerator_Options is the only real solution, but it compromises subtle hue differences. It would be relatively easy to optimize
your graphics for those hue differences by making bigger differences in grayscale as opposed to hue (make the details slightly
lighter/darker).
Title: Re: [A11] (TEXTURES) Better Tribals V1.01
Post by: The13thRonin on August 14, 2015, 09:03:08 AM
Quote from: Alistaire on August 14, 2015, 06:25:21 AM
After further investigation of both methods, it seems they both get stuck at wornGraphicPath having too many things hardcoded. It's
impossible to change shaderType of worn apparel, because it's hardcoded to be Cutout (instead of the CutoutComplex you want for
masked images).

Doing anything other than using a colourGenerator will require rewriting apparel code and chunks of the pawn code. You're currently
using the colour generator to keep the graphics white, but this can be done with a single line:
<colorGenerator Class="ColorGenerator_White"/>.

Unless Tynan fixes wornGraphicPath to use GraphicData settings in some later update (or a later update adds a HUESHIFTING
colorGenerator class), there's no simple way to keep all hue details in your images without making them different items. Using
ColorGenerator_Options is the only real solution, but it compromises subtle hue differences. It would be relatively easy to optimize
your graphics for those hue differences by making bigger differences in grayscale as opposed to hue (make the details slightly
lighter/darker).

I ended up making the Tribal Headdress recolourable by the game.

Check the front page.
Title: Re: [A11] (TEXTURES) Better Tribals V1.01
Post by: Shinzy on August 14, 2015, 11:11:54 AM
Quote from: The13thRonin on August 14, 2015, 09:03:08 AM

I ended up making the Tribal Headdress recolourable by the game.

Check the front page.

They look three times more amazing right now than before
(That's a lot of amazing)
Title: Re: [A11] (TEXTURES) Better Tribals V2.00
Post by: Alistaire on August 14, 2015, 11:18:05 AM
You can make them a lot nicer looking by making the options stricter. It's possible to get a grey headdress now, but if you change the
code to something like the following, it only allows vibrant colours:

    <colorGenerator Class="ColorGenerator_Options">
      <options>
        <li>
          <weight>1</weight>
          <min>RGBA(0.8,0.1,0.1,1)</min>
          <max>RGBA(1.0,0.4,0.4,1)</max>
        </li>
        <li>
          <weight>1</weight>
          <min>RGBA(0.1,0.8,0.1,1)</min>
          <max>RGBA(0.4,1.0,0.4,1)</max>
        </li>
        <li>
          <weight>1</weight>
          <min>RGBA(0.8,0.8,0.1,1)</min>
          <max>RGBA(1.0,1.0,0.4,1)</max>
        </li>
        <li>
          <weight>1</weight>
          <min>RGBA(0.1,0.1,0.8,1)</min>
          <max>RGBA(0.4,0.4,1.0,1)</max>
        </li>
        <li>
          <weight>1</weight>
          <min>RGBA(0.8,0.1,0.8,1)</min>
          <max>RGBA(1.0,0.4,1.0,1)</max>
        </li>
        <li>
          <weight>1</weight>
          <min>RGBA(0.1,0.8,0.8,1)</min>
          <max>RGBA(0.4,1.0,1.0,1)</max>
        </li>
      </options>
    </colorGenerator>


And besides that, it's a really good idea to make the details stand out some more using full black and full white at some parts, and really
working on the contrast between two greys. The top parts of the feathers are a bit boring at the moment.

To make the feathers more realistic you could add more white and yellow-ish (high weight) options with a few tiny specks of vibrant purples,
reds and magenta's and a very occasional green, blue or yellow. If you want a suggested color setup like the one above for that, please ask.
Title: Re: [A11] (TEXTURES) Better Tribals V2.00
Post by: bazalisk on September 09, 2015, 05:47:15 PM
do you do requests and/or suggestions?

if so, how about

- TIKI Masks:  made of wood, colourful and perhaps adds a small boost to skills depending on mask style and colour.

     ( http://ecx.images-amazon.com/images/I/81hUv6-7FlL._SL1464_.jpg )
   

- Big bone headdress or nose thing:  your standard big bone through the nose or big bone through the hair. 

     ( http://www.admiralcostumes.co.uk/wp-content/uploads/2012/06/C6353.jpg )

- Animal pelt: a leather headdress made from a wolf pelt. would look kind of like a barbarian-ish style.  maybe adds a small boost to melee or medical?

     ( http://www.thegreenwolf.com/wp-content/uploads/2014/03/goldenwolf5.jpg )

- animal skull with antlers/horns:  like wolf pelt but better armour?

   ( http://fc01.deviantart.net/fs26/f/2008/175/5/8/Dragon_Headdress_by_McGibs.jpg )


just a few ideas to help flesh out your mod, hopefully some of these may be doable :D

 
Title: Re: [A11] (TEXTURES) Better Tribals V2.00
Post by: Dragoon on September 11, 2015, 05:41:21 AM
Quote from: bazalisk on September 09, 2015, 05:47:15 PM
-snip-

Did you mean to send this to Alistaire or to Shinzy?
Title: Re: [A11] (TEXTURES) Better Tribals V2.00
Post by: Shinzy on September 11, 2015, 08:33:35 AM
Quote from: Dragoon on September 11, 2015, 05:41:21 AM
Quote from: bazalisk on September 09, 2015, 05:47:15 PM
-snip-

Did you mean to send this to Alistaire or to Shinzy?

I'm pretty certain this was meant for our charming rogue the13thRonin hisself!
As this mod is more or less for tribal headressings
Title: Re: [A11] (TEXTURES) Better Tribals V2.00
Post by: bazalisk on September 11, 2015, 12:53:05 PM
^--  as above


yea i too would just love to see more going on with the tribes.