Alright so the latest update completely destroyed half of my mods, mostly due to their texture paths not working anymore. I've been trying to fix them, but so far I had no success whatsoever. My self-created mods with wonky texture paths are working fine however and I really don't get what the difference is.
Usually I just put in the texture path like this:
<graphicData>
<texPath>CoffeePlant</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
And the file is directly inside the Textures folder. But even some files which are in deeper folders work fine, yet in other mods they don't. No matter what I tried they don't work and I don't get it.
This could be happening for a couple of reasons depending on the texture. For starters you should probably use more than one folder for storing and referencing textures. It is always worth having a Things folder inside your textures folder as this is the norm for RimWorld and possibly could cause problems; if you look at how Silver references it's textures for example:
<texPath>Things/Item/Resource/Silver</texPath>
you'll see that it goes through several different folders before it arrives at its own - I'm not saying that you need as many folders as silver but it'll be worth at least getting a Things folder.
Now if we look at some more specific examples for why certain textures may not be working then we encounter a couple of possibilities:
- If you have textures which have multiple sides you'll need to rename them from the B18: front, side and back to the new 1.0: north, east and south.
- If you are using textures with multiple sides make sure to have graphicClass set from Single to Multi
- If you have an object which uses several different textures, such as ones with _a _b after their name or, as mentioned above, textures with multiple sides, for whatever reason make sure they are all inside a single folder named after the texture itself.
If you try all of this and a problem still persists could you please give slightly more detail towards which textures are breaking and what the error log says. - PleccyMM
Most of the errors were actually caused by other mods not working and them somehow messing up the textures of the other mods.
Still it doesn't mean I don't generally have trouble with texture paths. What I think I figured out is that the texture path is usually the folder, but in case of Graphic_Single it seems to be the file itself. So Graphic_Random (usually plants) and Graphic_Multi use folders like
/Things/Folder(s)/FolderContainingPNGs
while for Graphic_Single it's
/Things/Folder(s)/FolderContainingPNG/File(without extension)
.
Quote from: Syrchalis on July 22, 2018, 10:24:10 AM
Most of the errors were actually caused by other mods not working and them somehow messing up the textures of the other mods.
Still it doesn't mean I don't generally have trouble with texture paths. What I think I figured out is that the texture path is usually the folder, but in case of Graphic_Single it seems to be the file itself. So Graphic_Random (usually plants) and Graphic_Multi use folders like
/Things/Folder(s)/FolderContainingPNGs
while for Graphic_Single it's
/Things/Folder(s)/FolderContainingPNG/File(without extension)
.
I'm sorry for necroing, but I've been searching all around for an answer to a question. Since you said "folder(s)", does tha mean it's possible to have a def with multiple texture paths? If so, how can I achieve that? I'm trying to create a Graphic_Random type def that gets random textures from different specific folders.