Ludeon Forums

RimWorld => Mods => Topic started by: jabbamonkey on October 26, 2014, 02:38:21 PM

Title: New Graphics For The Game
Post by: jabbamonkey on October 26, 2014, 02:38:21 PM
Here are all the graphics that I've created for the CORE game thus far ... you can view them below, and download them individually ... or just use the attached zip file which contains them ALL:

DOWNLOAD MY
CORE GRAPHICS

http://www.amazingdg.com/clients/rimworld/_Core_Alpha9.zip (http://www.amazingdg.com/clients/rimworld/_Core_Alpha9.zip)
The zip file retains the directory structure of the Mods/Core folder ... and ONLY contains textures. Note: The research bench requires one of the DEF files to be changed, in order to allow for masking (see below for instructions).

I'll try and keep these graphics and zip file updated as things are changed in the game. I'm also going to paste graphics for mods I've done below this post...

Place the following images in:
Core/Textures/Things/Building/Misc/

(http://www.amazingdg.com/clients/rimworld/CommsConsole.png)  (http://www.amazingdg.com/clients/rimworld/Battery.png) (http://www.amazingdg.com/clients/rimworld/DropBeacon.png) (http://www.amazingdg.com/clients/rimworld/FertilizerPump.png)

Place the following images in:
Core/Textures/Things/Building/Production/
(note: The research bench needs to add some code in order to get the mask to show up. You can get instructions on this post: https://ludeon.com/forums/index.php?topic=7334.msg73365#msg73365 (https://ludeon.com/forums/index.php?topic=7334.msg73365#msg73365))

(http://www.amazingdg.com/clients/rimworld/ResearchBench.png) (http://www.amazingdg.com/clients/rimworld/_ResearchBenchm.png) (http://www.amazingdg.com/clients/rimworld/NutrientDispenser.png) (http://www.amazingdg.com/clients/rimworld/HydroponicsBasin.png)

(http://www.amazingdg.com/clients/rimworld/Hopper.png) (http://www.amazingdg.com/clients/rimworld/Hopper_red.png) (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)

Place the following images in:
Core/Textures/Things/Item/Meal/

(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)

Place the following images in:
Core/Textures/Things/Item/Resource/

(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)
* These are graphics that don't exist in the game, but I created as extras (feel free to use in your own mods)

Place the following images in:
Core/Textures/Things/Item/Resource/MeatFoodRaw/

(http://www.amazingdg.com/clients/rimworld/HumanMeat.png)   (http://www.amazingdg.com/clients/rimworld/MeatBig.png)   (http://www.amazingdg.com/clients/rimworld/MeatSmall.png)

Place the following images in:
Core/Textures/Things/Item/Resource/PlantFoodRaw/

(http://www.amazingdg.com/clients/rimworld/AgaveFruit.png)   (http://www.amazingdg.com/clients/rimworld/Berries.png)   (http://www.amazingdg.com/clients/rimworld/Potatoes.png)

Place the following images in:
Core/Textures/Things/Special/

(http://www.amazingdg.com/clients/rimworld/DropPod.png)

Place the following images in:
Core/Textures/Things/Pawn/Animal/

(http://www.amazingdg.com/clients/rimworld/Muffalo_side.png) (http://www.amazingdg.com/clients/rimworld/Muffalo_front.png) (http://www.amazingdg.com/clients/rimworld/Muffalo_back.png)

(http://www.amazingdg.com/clients/rimworld/Squirrel_side.png) (http://www.amazingdg.com/clients/rimworld/Squirrel_front.png) (http://www.amazingdg.com/clients/rimworld/Squirrel_back.png)

(http://www.amazingdg.com/clients/rimworld/Boomrat_side.png) (http://www.amazingdg.com/clients/rimworld/Boomrat_front.png) (http://www.amazingdg.com/clients/rimworld/Boomrat_back.png)

Place the following images in:
Core/Textures/Things/Pawn/Effects/

(http://www.amazingdg.com/clients/rimworld/MentalBreakImminent.png)   (http://www.amazingdg.com/clients/rimworld/Unhappy.png)

Place the following images in:
The following are image for how clothing looks sitting on the map (not worn)
Core/Textures/Things/Pawn/Humanoid/Apparel/Duster/ (http://www.amazingdg.com/clients/rimworld/Duster.png)
Core/Textures/Things/Pawn/Humanoid/Apparel/Jacket/ (http://www.amazingdg.com/clients/rimworld/Jacket.png)
Core/Textures/Things/Pawn/Humanoid/Apparel/ShirtBasic/ (http://www.amazingdg.com/clients/rimworld/ShirtBasic.png)
Core/Textures/Things/Pawn/Humanoid/Apparel/ShirtButton/ (http://www.amazingdg.com/clients/rimworld/ShirtButton.png)
Core/Textures/Things/Pawn/Humanoid/Apparel/TribalA/ (http://www.amazingdg.com/clients/rimworld/TribalA.png)
Core/Textures/Things/Pawn/Humanoid/Apparel/Various/ (http://www.amazingdg.com/clients/rimworld/Pants_OnMap.png)
Core/Textures/Things/Pawn/Humanoid/Apparel/VestPlate/ (http://www.amazingdg.com/clients/rimworld/VestPlate.png)



MOD STEEL ROCK SLAG

I created a mod that replaces the steel, rock chunks and slag metal in the game (and adds more variety). Mod - Steel Rock Slag (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)


RETEXTURING OF MOD
APOTHECARIUS

I created some new textures for the mod Apothecarius (https://ludeon.com/forums/index.php?topic=5450.0)

You can view the textures here: View the Textures<<< (https://ludeon.com/forums/index.php?topic=7109.msg105167#msg105167)

You can download all the textures here:
>>> DOWNLOAD ZIP FILE <<< (http://www.amazingdg.com/clients/rimworld/_Apothecarius.zip)



RETEXTURING OF MOD
EXTENDED SURGERY AND BIONICS

I created some new textures for the mod Extended Surgery and Bionics (https://ludeon.com/forums/index.php?topic=7029.0)

No full zip download for this one (there aren't alot of them).
You can view the textures here:View the Textures (https://ludeon.com/forums/index.php?topic=7109.msg105177#msg105177)



RETEXTURING OF 
USER INTERFACE

I've created some new user interface icons - for most of the menu buttons.

You can view the textures here: View the Textures (https://ludeon.com/forums/index.php?topic=10778.0)

You can download all the textures here:
>>> DOWNLOAD ZIP FILE <<< (http://www.amazingdg.com/clients/rimworld/_UI_Icons.zip)
Title: Re: New Graphics For The Game
Post by: Ptolisgoodguy on October 26, 2014, 03:29:21 PM
Fantastic Designs I must say.
I think these plus weapon reskins would make HD Rimworld a reality.
Title: Re: New Graphics For The Game
Post by: skullywag on October 26, 2014, 04:12:54 PM
That human meat.....is making me hungry....looks like pork belly....
Title: Re: New Graphics For The Game
Post by: Sir on October 26, 2014, 04:13:55 PM
Absolutely ravishing designs, I'd love to play RimWorld with this kind of look. Although I am actually a fan of its current aesthetics.
Title: Re: New Graphics For The Game
Post by: Shinzy on October 26, 2014, 04:32:23 PM
Quote from: skullywag on October 26, 2014, 04:12:54 PM
That human meat.....is making me hungry....looks like pork belly....
"Skullywag was taught that eating human meat is wrong and horrible. But one time, long ago, he tried it... and he liked it."

The squirrel really does it for me! those ears, the best thing ever ;D
If you want any feedback I can tell you the Terminator hand on the machining table is really bugging me, it's just somehow too 'crowded' compared to everything else
everything else being so nice and sharp and clear, you know?
And I'm slightly annoyed you decided to give the comms console blue screens instead of green but..  :-X *ahem*

(love almost all of these!) <-The very core of this message, everything else can be ignored
Title: Re: New Graphics For The Game
Post by: jabbamonkey on October 26, 2014, 05:44:28 PM
Here is a machinging table with no terminator arm (and yes, that actually was an arm from terminator):
(http://www.amazingdg.com/clients/rimworld/TableMachining2.png)

And a console with green screens:
(http://www.amazingdg.com/clients/rimworld/CommsConsole2.png)
Title: Re: New Graphics For The Game
Post by: Shinzy on October 26, 2014, 05:49:28 PM
Quote from: jabbamonkey on October 26, 2014, 05:44:28 PM
Here is a machinging table with no terminator arm (and yes, that actually was an arm from terminator):

And a console with green screens:

Jabba the monkeeey kootchikootchikooo!
Will have to do some changes to vanilla textures tomorrow I feel =P
Title: Re: New Graphics For The Game
Post by: Jstank on October 26, 2014, 07:15:15 PM
I am excited for Minecraft like texture packs
Title: Re: New Graphics For The Game
Post by: JuliaEllie on October 27, 2014, 05:54:55 PM
Quote from: Jstank on October 26, 2014, 07:15:15 PM
I am excited for Minecraft like texture packs

We can make TexturePacks now :) (https://ludeon.com/forums/index.php?topic=7135.0)
Title: Re: New Graphics For The Game
Post by: Timber on October 27, 2014, 07:23:27 PM
Squirrels don't look like dildos any more. Success!

On topic though: is there an easy way to find out exactly what the names of the default textures are?
Title: Re: New Graphics For The Game
Post by: skullywag on October 27, 2014, 07:35:32 PM
the xml defs in most cases.
Title: Re: New Graphics For The Game
Post by: JuliaEllie on October 27, 2014, 07:38:49 PM
or the assets file or the Textures.zip which tynan uploaded here (https://ludeon.com/forums/index.php?topic=2325.0)
Title: Re: New Graphics For The Game
Post by: skullywag on October 27, 2014, 07:40:24 PM
when its up to date, eh Tynan *nudge* *nudge* :D
Title: Re: New Graphics For The Game
Post by: Timber on October 27, 2014, 07:41:08 PM
Quote from: JuliaEllie on October 27, 2014, 07:38:49 PM
or the assets file or the Textures.zip which tynan uploaded here (https://ludeon.com/forums/index.php?topic=2325.0)

Thanks a lot man, I was just looking for that.
Title: Re: New Graphics For The Game
Post by: StorymasterQ on October 27, 2014, 08:59:05 PM
This needs a pack download link so I can get them all in one go :D
Title: Re: New Graphics For The Game
Post by: JuliaEllie on October 27, 2014, 09:01:23 PM
Quote from: StorymasterQ on October 27, 2014, 08:59:05 PM
This needs a pack download link so I can get them all in one go :D

https://ludeon.com/forums/index.php?topic=7135.0
Title: Re: New Graphics For The Game
Post by: StorymasterQ on October 27, 2014, 09:12:01 PM
Quote from: JuliaEllie on October 27, 2014, 09:01:23 PM
Quote from: StorymasterQ on October 27, 2014, 08:59:05 PM
This needs a pack download link so I can get them all in one go :D

https://ludeon.com/forums/index.php?topic=7135.0

Woo! And a new mod, too, another I'd gladly go "Heloooooooo Nurse!"
Title: Re: New Graphics For The Game
Post by: Tynan on October 28, 2014, 12:54:16 AM
These are really beautiful! My only worry is that some of the details might degenerate into noise at typical in-game display sizes. Does anyone have some screenshots of what the game looks like with these graphics active?
Title: Re: New Graphics For The Game
Post by: Sir on October 28, 2014, 01:12:00 AM
Quote from: Tynan on October 28, 2014, 12:54:16 AM
These are really beautiful! My only worry is that some of the details might degenerate into noise at typical in-game display sizes. Does anyone have some screenshots of what the game looks like with these graphics active?

http://imgur.com/a/Y8Rev

Here's a few samples at different levels of zooms. Also included one with the original textures.

They appear to scale at a relatively correlative quality, although I think these textures get blurry a tad bit quicker.
Title: Re: New Graphics For The Game
Post by: Tynan on October 28, 2014, 01:18:53 AM
Intriguing, thank you.

If you want to go full hardcore on the work tables you could do three-view graphics for them, like the tables and beds have in-game right now. Just a thought :)
Title: Re: New Graphics For The Game
Post by: skullywag on October 28, 2014, 03:52:49 AM
Thats a very nice improvement that could even feed back to you to implement ingame. If someone can provide the art I can provide the mod (the one line that needs changing lol)
Title: Re: New Graphics For The Game
Post by: jabbamonkey on October 28, 2014, 04:26:43 AM
Tynan, I do see some minor issues with a few of the graphics. It tends to happen with anything that has "thin lines" - the thin lines "blink" when you zoom. Do you recommend any photoshop techniques to fix this?

I can make some of the lines thicker, but are there any other tricks you can suggest ... such as:
(1) blurring the outlines a tiny bit
(2) avoiding thin lines
(3) avoiding vector gradients and using full color gradients
(4) avoiding certain colors, or harsh color contrasts
(5) Maybe not using "full black" as the outline color, but a very dark gray (less contrast)

Also, on a side note: I'm trying to put together some new character textures. I am making them with much larger heads (think of stout figures, with stocking frames). Since the heads are larger, I'm not sure how to position the "head" on the image file. Your original texture files just have the head in the exact center of the png (with equal padding around the head). If I position the larger head in that area ... I'm afraid the head may seem "off" by a few pixels (instead of the head appear on the shoulders, it may appear on the figure's chest). I was going to troubleshoot, by trial and error ... but that could take awhile, especially with so many images to recreate. So, I was wondering if you had a good way to setup my files.
Title: Re: New Graphics For The Game
Post by: JuliaEllie on October 28, 2014, 12:52:57 PM
TextureNurse (https://ludeon.com/forums/index.php?topic=7135.0) updated. Now supports ALL singleGraphicPath things and uiIcon and bluePrintGraphics. also ANIMALS and other multi textures.

sadly not humans :(

*shameless self promotion*
Title: Re: New Graphics For The Game
Post by: mrofa on October 28, 2014, 02:14:57 PM
Quote from: Tynan on October 28, 2014, 12:54:16 AM
These are really beautiful! My only worry is that some of the details might degenerate into noise at typical in-game display sizes.

This textures use more than 2 pixels on detail, and from what i seen using max level zoom in, for each zoom out you need extra 1 pixels/similar shade each side on details to not lose them.
Title: Re: New Graphics For The Game
Post by: jabbamonkey on November 04, 2014, 02:01:42 PM
Some new food images...

Survival Pack: (http://www.amazingdg.com/clients/rimworld/SurvivalPack.png) ... Nutrient Paste: (http://www.amazingdg.com/clients/rimworld/NutrientPaste.png) ... Simple: (http://www.amazingdg.com/clients/rimworld/Simple.png) ...
Fine: (http://www.amazingdg.com/clients/rimworld/Fine.png) ... Lavish: (http://www.amazingdg.com/clients/rimworld/Lavish.png)
Title: Re: New Graphics For The Game
Post by: jabbamonkey on November 06, 2014, 11:54:52 AM
I didn't like how the clothes looked when they were scattered on the map... so I recreated them. Now when you "strip" a body, the character will fold the clothes.  :)

Goes in Mods/Core/Textures/Things/Pawn/Humanoid/Apparel/Jacket/
(http://www.amazingdg.com/clients/rimworld/Jacket.png)

Goes in Mods/Core/Textures/Things/Pawn/Humanoid/Apparel/Duster/
(http://www.amazingdg.com/clients/rimworld/Duster.png)

Goes in Mods/Core/Textures/Things/Pawn/Humanoid/Apparel/PowerArmor/
(http://www.amazingdg.com/clients/rimworld/PowerArmor.png)

Goes in Mods/Core/Textures/Things/Pawn/Humanoid/Apparel/ShirtBasic/
(http://www.amazingdg.com/clients/rimworld/ShirtBasic.png)

Goes in Mods/Core/Textures/Things/Pawn/Humanoid/Apparel/ShirtButton/
(http://www.amazingdg.com/clients/rimworld/ShirtButton.png)

Goes in Mods/Core/Textures/Things/Pawn/Humanoid/Apparel/TribalA/
(http://www.amazingdg.com/clients/rimworld/TribalA.png)

Goes in Mods/Core/Textures/Things/Pawn/Humanoid/Apparel/Various/
(http://www.amazingdg.com/clients/rimworld/Pants_OnMap.png)

Goes in Mods/Core/Textures/Things/Pawn/Humanoid/Apparel/VestPlate/
(http://www.amazingdg.com/clients/rimworld/VestPlate.png)
Title: Re: New Graphics For The Game
Post by: Shinzy on November 06, 2014, 12:04:38 PM
Quote from: jabbamonkey on November 06, 2014, 11:54:52 AM
I didn't like how the clothes looked when they were scattered on the map... so I recreated them. Now when you "strip" a body, the character will fold the clothes.  :)

*Casually stripping dead mangled bodies and folding clothes* "Tra la la laa~"
If I didn't know rimworldians are heartless busters I'd be kinda creeped out ;D

(The power armor looks realy weird, but the rest of them has that usual Jabbamonkee stamp of quality on them)
Title: Re: New Graphics For The Game
Post by: jabbamonkey on November 06, 2014, 12:06:32 PM
Also, if anyone has the TechTreeMinima Mod installed, I created a ton of graphics for it.  I posted a bunch of the image on the forum in the Post called "[MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!"

You can get the mod here:
https://ludeon.com/forums/index.php?topic=3464.0 (https://ludeon.com/forums/index.php?topic=3464.0)
(the graphic updates that I mention are on page 52 of the thread)

These go in the folder: TechTreeMinami A7/Textures/Things/TTMResources/
(http://www.amazingdg.com/clients/rimworld/AdvancedModifierMachine.png) (http://www.amazingdg.com/clients/rimworld/BatteryModule.png)(http://www.amazingdg.com/clients/rimworld/Bulb.png)(http://www.amazingdg.com/clients/rimworld/CompactBattery.png)(http://www.amazingdg.com/clients/rimworld/ComputerTerminal.png)(http://www.amazingdg.com/clients/rimworld/CurtailTools.png)(http://www.amazingdg.com/clients/rimworld/ElectricStove.png)(http://www.amazingdg.com/clients/rimworld/FabricatorMachine.png)(http://www.amazingdg.com/clients/rimworld/FPEngine.png)(http://www.amazingdg.com/clients/rimworld/GasGeneratorMachine.png)(http://www.amazingdg.com/clients/rimworld/Gems.png)(http://www.amazingdg.com/clients/rimworld/Hammer.png)(http://www.amazingdg.com/clients/rimworld/HydroponicBasinModuleMultiple.png)(http://www.amazingdg.com/clients/rimworld/ImprovisedTurret.png.png)(http://www.amazingdg.com/clients/rimworld/MADrill.png)(http://www.amazingdg.com/clients/rimworld/MakedoTools.png)(http://www.amazingdg.com/clients/rimworld/ProgramModule.png)(http://www.amazingdg.com/clients/rimworld/SolarPanelModule.png)(http://www.amazingdg.com/clients/rimworld/Tongs.png)(http://www.amazingdg.com/clients/rimworld/ToolBox.png)(http://www.amazingdg.com/clients/rimworld/usedDrill.png)(http://www.amazingdg.com/clients/rimworld/WeaponatorAssembler.png)

These go in the folder: TechTreeMinami A7/Textures/Things/TTMResources/MiscResources

(http://www.amazingdg.com/clients/rimworld/Bloatulant.png)(http://www.amazingdg.com/clients/rimworld/MedicalSupplies.png)(http://www.amazingdg.com/clients/rimworld/Medicine.png)(http://www.amazingdg.com/clients/rimworld/GreenHerb.png)(http://www.amazingdg.com/clients/rimworld/Oil.png) (http://www.amazingdg.com/clients/rimworld/RefinedOil.png)(http://www.amazingdg.com/clients/rimworld/EnergyCore.png)(http://www.amazingdg.com/clients/rimworld/Fabricants.png)(http://www.amazingdg.com/clients/rimworld/GunParts.png)(http://www.amazingdg.com/clients/rimworld/Missile.png)(http://www.amazingdg.com/clients/rimworld/PhaseMaterials.png)(http://www.amazingdg.com/clients/rimworld/Shell.png)(http://www.amazingdg.com/clients/rimworld/Uranium.png)(http://www.amazingdg.com/clients/rimworld/UtilityMetal.png)


Here are some tables and "building" examples...
Goes in the folder:
Tech Tree Minami A7/Textures/Things/Building/

(http://www.amazingdg.com/clients/rimworld/AdvancedModifier.png)(http://www.amazingdg.com/clients/rimworld/ConcoctionTable.png)(http://www.amazingdg.com/clients/rimworld/Fabricator.png)(http://www.amazingdg.com/clients/rimworld/FoodPreparationStation.png)(http://www.amazingdg.com/clients/rimworld/.png)(http://www.amazingdg.com/clients/rimworld/MetalSynthesizer.png)(http://www.amazingdg.com/clients/rimworld/MetalWorks.png)(http://www.amazingdg.com/clients/rimworld/SynopticWeaponizer.png)(http://www.amazingdg.com/clients/rimworld/UniversalVendingMachine.png)(http://www.amazingdg.com/clients/rimworld/WeaponatorModernIV.png)(http://www.amazingdg.com/clients/rimworld/WorkStation.png)(http://www.amazingdg.com/clients/rimworld/WeaponsCache.png)(http://www.amazingdg.com/clients/rimworld/StaticDischarger.png)
(http://www.amazingdg.com/clients/rimworld/FertilizerPump.png)(http://www.amazingdg.com/clients/rimworld/FoodPreserver.png)(http://www.amazingdg.com/clients/rimworld/Fridge.png)(http://www.amazingdg.com/clients/rimworld/GasGenerator.png)(http://www.amazingdg.com/clients/rimworld/MedicineCabinet.png)(http://www.amazingdg.com/clients/rimworld/OilLamp.png)(http://www.amazingdg.com/clients/rimworld/SignalBeacon.png)

(http://www.amazingdg.com/clients/rimworld/Hologram.png)(http://www.amazingdg.com/clients/rimworld/DropPod.png)(http://www.amazingdg.com/clients/rimworld/DropPod1.png)(http://www.amazingdg.com/clients/rimworld/TUTORIAL.png)

Power items... still working on these...
Goes in the folder:
Tech Tree Minami A7/Textures/Things/Building/Power/
(http://www.amazingdg.com/clients/rimworld/DesertFilm.png)(http://www.amazingdg.com/clients/rimworld/Machinarium.png)(http://www.amazingdg.com/clients/rimworld/MCHNRMtop.png)(http://www.amazingdg.com/clients/rimworld/OilRefinery.png)(http://www.amazingdg.com/clients/rimworld/WCbase.png)(http://www.amazingdg.com/clients/rimworld/WCtop.png)

Traps...
Goes in the folder:
Tech Tree Minami A7/Textures/Things/Building/Traps/
(http://www.amazingdg.com/clients/rimworld/Caltrops.png)(http://www.amazingdg.com/clients/rimworld/TrapHole.png)(http://www.amazingdg.com/clients/rimworld/TrapHoleSet.png)
Title: Re: New Graphics For The Game
Post by: jabbamonkey on November 06, 2014, 12:21:12 PM
Quote from: Shinzy on November 06, 2014, 12:04:38 PM
(The power armor looks realy weird, but the rest of them has that usual Jabbamonkee stamp of quality on them)

I didn't really spend alot of time of the armor ... It's one of the more complex pieces. I think it looks a little better than the default image though (like the way you would "set out" a piece of clothing on your bed before putting it on).  I'll try and spend some more time on it....
Title: Re: New Graphics For The Game
Post by: mrofa on November 06, 2014, 12:50:29 PM
This are very good, but  when you get in 2,5D problem will be for them to good with walls X_X
Title: Re: New Graphics For The Game
Post by: jabbamonkey on November 06, 2014, 07:23:52 PM
Quote from: mrofa on November 06, 2014, 12:50:29 PM
This are very good, but  when you get in 2,5D problem will be for them to good with walls X_X

Not sure I understand what you mean ... 2,5D?
Gramatically, I'm also very confused...
Title: Re: New Graphics For The Game
Post by: mrofa on November 07, 2014, 03:42:48 AM
Yes my shining english sorry :D

What i mean is that when you make a texture from perspective like your medical cabinet its what is called  2.5D almost 3D (Or atleast i think this is called that way :D)
(http://www.amazingdg.com/clients/rimworld/MedicineCabinet.png)

Hardest thing i found  atleast for me is to make textures fit with walls angels so it dont look like a angled slider on wall as background.
Title: Re: New Graphics For The Game
Post by: jabbamonkey on November 07, 2014, 11:32:01 AM
Yup, that is a huge obstacle. Take a look at the Universal Vending Machine that I did (which REALLY shows the problem).

(http://www.amazingdg.com/clients/rimworld/UniversalVendingMachine.png)

I wanted to do mainly overhead items ... but in the case of certain items (like the medicine cabinet or the UVM), the top of those items would just show the blank TOP of those items...

Ideally, I should be creating TOP, BACK, and SIDE images. However, this requires editing the XML files in order to do this ... and that isn't my specialty. Plus, I've been focusing on redoing the graphics first, them fixing it where needed later on.

If anyone wants to volunteer to do XML editing, that would be cool. I'd love to work with someone that has strong knowledge of it.

However, I've heard Alpha 8 is going to have some REALLY strong changes with regard to how mods are handled (rumor?)... so this might need to wait. (However, I could always "start" working on the graphics)

Title: Re: New Graphics For The Game
Post by: mrofa on November 07, 2014, 12:48:36 PM
That is easy actually and its all in range of your texture path changes.
Texture path is mostly in <graphicPathSingle>MyTexture_Folder/MyTextureFile</graphicPathSingle>
To make sides you only need to change graphicPathSingle to graphicPathMulti so it looks like <graphicPathMulti>MyTexture_Folder/MyTextureFile</graphicPathMulti>
Now game will look for 3 files in folder, using code abve as example you will need to make files in your rexture folder named
MyTextureFile_front.png
MyTextureFile_side.png
MyTextureFile_back.png
Green stuff is what will game look for in texture folder
Title: Re: New Graphics For The Game
Post by: jabbamonkey on November 07, 2014, 01:38:09 PM
So as long as the images with the extensions exist (_front, _back, _side), then the game will use them? Awesome.

Title: Re: New Graphics For The Game
Post by: skullywag on November 07, 2014, 01:41:42 PM
If you change the xml as stated above it will.
Title: Re: New Graphics For The Game
Post by: jabbamonkey on November 07, 2014, 01:55:15 PM
I got it (I see the "multi). Thanks!
Title: Re: New Graphics For The Game
Post by: jabbamonkey on November 08, 2014, 10:31:09 AM
Quote from: mrofa on November 07, 2014, 03:42:48 AM
Yes my shining english sorry :D

What i mean is that when you make a texture from perspective like your medical cabinet its what is called  2.5D almost 3D (Or atleast i think this is called that way :D)

Hardest thing i found  atleast for me is to make textures fit with walls angels so it dont look like a angled slider on wall as background.

Try these for the medicine cabinet (front, back, then side)...

(http://www.amazingdg.com/clients/rimworld/MedicineCabinet_front.png)   (http://www.amazingdg.com/clients/rimworld/MedicineCabinet_back.png)   (http://www.amazingdg.com/clients/rimworld/MedicineCabinet_side.png)

Since items don't "overlap", I can't make it 100% perfect.
Title: Re: New Graphics For The Game
Post by: jabbamonkey on November 09, 2014, 02:33:55 PM
I wanted the rock chunks, slag metal, and metal to be differentiated more on the map ... so I recreated the graphics...

(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/MetalDebrisA.png)(http://www.amazingdg.com/clients/rimworld/MetalDebrisB.png)(http://www.amazingdg.com/clients/rimworld/MetalDebrisC.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)

Some xml editing will need to be done to get these to show up correctly. I placed them into the correct Mods/Core/ folders ... but that only affected half of the rock/metal/slag images on the map (the other half showed the old images) ... I also tried the Texture Nurse plugin, but that didn't work for these.
Title: Re: New Graphics For The Game
Post by: skullywag on November 09, 2014, 02:38:13 PM
The multi is using the images from the merged folder (same path) hence half of them work.
Title: Re: New Graphics For The Game
Post by: jabbamonkey on November 09, 2014, 06:16:10 PM
Quote from: skullywag on November 09, 2014, 02:38:13 PM
The multi is using the images from the merged folder (same path) hence half of them work.

Not sure I understand ...
Are you saying the 3 new images are in one folder (mods/core/textures/things/item/chunk/chunkrock), and the original images are in the source file ... so all 6 are being pulled? 

If so, how do I fix this?
Title: Re: New Graphics For The Game
Post by: skullywag on November 09, 2014, 06:30:32 PM
both the core game textures and yours end up in the same folder path so both are loaded, so itll be a 50/50 split ingame as youve added the same number of textures. Only way I know is as above change the xml in a mod to have a different folder path then the base game textures wont be loaded by the def.
Title: Re: New Graphics For The Game
Post by: Sir on November 12, 2014, 12:02:11 AM
Quote from: jabbamonkey on November 06, 2014, 12:06:32 PM
Also, if anyone has the TechTreeMinima Mod installed, I created a ton of graphics for it.  I posted a bunch of the image on the forum in the Post called "[MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!"

You can get the mod here:
https://ludeon.com/forums/index.php?topic=3464.0 (https://ludeon.com/forums/index.php?topic=3464.0)
(the graphic updates that I mention are on page 52 of the thread)

These go in the folder: TechTreeMinami A7/Textures/Things/TTMResources/
(http://www.amazingdg.com/clients/rimworld/AdvancedModifierMachine.png) (http://www.amazingdg.com/clients/rimworld/BatteryModule.png)(http://www.amazingdg.com/clients/rimworld/Bulb.png)(http://www.amazingdg.com/clients/rimworld/CompactBattery.png)(http://www.amazingdg.com/clients/rimworld/ComputerTerminal.png)(http://www.amazingdg.com/clients/rimworld/CurtailTools.png)(http://www.amazingdg.com/clients/rimworld/ElectricStove.png)(http://www.amazingdg.com/clients/rimworld/FabricatorMachine.png)(http://www.amazingdg.com/clients/rimworld/FPEngine.png)(http://www.amazingdg.com/clients/rimworld/GasGeneratorMachine.png)(http://www.amazingdg.com/clients/rimworld/Gems.png)(http://www.amazingdg.com/clients/rimworld/Hammer.png)(http://www.amazingdg.com/clients/rimworld/HydroponicBasinModuleMultiple.png)(http://www.amazingdg.com/clients/rimworld/ImprovisedTurret.png.png)(http://www.amazingdg.com/clients/rimworld/MADrill.png)(http://www.amazingdg.com/clients/rimworld/MakedoTools.png)(http://www.amazingdg.com/clients/rimworld/ProgramModule.png)(http://www.amazingdg.com/clients/rimworld/SolarPanelModule.png)(http://www.amazingdg.com/clients/rimworld/Tongs.png)(http://www.amazingdg.com/clients/rimworld/ToolBox.png)(http://www.amazingdg.com/clients/rimworld/usedDrill.png)(http://www.amazingdg.com/clients/rimworld/WeaponatorAssembler.png)

These go in the folder: TechTreeMinami A7/Textures/Things/TTMResources/MiscResources

(http://www.amazingdg.com/clients/rimworld/Bloatulant.png)(http://www.amazingdg.com/clients/rimworld/MedicalSupplies.png)(http://www.amazingdg.com/clients/rimworld/Medicine.png)(http://www.amazingdg.com/clients/rimworld/GreenHerb.png)(http://www.amazingdg.com/clients/rimworld/Oil.png) (http://www.amazingdg.com/clients/rimworld/RefinedOil.png)(http://www.amazingdg.com/clients/rimworld/EnergyCore.png)(http://www.amazingdg.com/clients/rimworld/Fabricants.png)(http://www.amazingdg.com/clients/rimworld/GunParts.png)(http://www.amazingdg.com/clients/rimworld/Missile.png)(http://www.amazingdg.com/clients/rimworld/PhaseMaterials.png)(http://www.amazingdg.com/clients/rimworld/Shell.png)(http://www.amazingdg.com/clients/rimworld/Uranium.png)(http://www.amazingdg.com/clients/rimworld/UtilityMetal.png)


Here are some tables and "building" examples...
Goes in the folder:
Tech Tree Minami A7/Textures/Things/Building/

(http://www.amazingdg.com/clients/rimworld/AdvancedModifier.png)(http://www.amazingdg.com/clients/rimworld/ConcoctionTable.png)(http://www.amazingdg.com/clients/rimworld/Fabricator.png)(http://www.amazingdg.com/clients/rimworld/FoodPreparationStation.png)(http://www.amazingdg.com/clients/rimworld/.png)(http://www.amazingdg.com/clients/rimworld/MetalSynthesizer.png)(http://www.amazingdg.com/clients/rimworld/MetalWorks.png)(http://www.amazingdg.com/clients/rimworld/SynopticWeaponizer.png)(http://www.amazingdg.com/clients/rimworld/UniversalVendingMachine.png)(http://www.amazingdg.com/clients/rimworld/WeaponatorModernIV.png)(http://www.amazingdg.com/clients/rimworld/WorkStation.png)(http://www.amazingdg.com/clients/rimworld/WeaponsCache.png)(http://www.amazingdg.com/clients/rimworld/StaticDischarger.png)
(http://www.amazingdg.com/clients/rimworld/FertilizerPump.png)(http://www.amazingdg.com/clients/rimworld/FoodPreserver.png)(http://www.amazingdg.com/clients/rimworld/Fridge.png)(http://www.amazingdg.com/clients/rimworld/GasGenerator.png)(http://www.amazingdg.com/clients/rimworld/MedicineCabinet.png)(http://www.amazingdg.com/clients/rimworld/OilLamp.png)(http://www.amazingdg.com/clients/rimworld/SignalBeacon.png)

(http://www.amazingdg.com/clients/rimworld/Hologram.png)(http://www.amazingdg.com/clients/rimworld/DropPod.png)(http://www.amazingdg.com/clients/rimworld/DropPod1.png)(http://www.amazingdg.com/clients/rimworld/TUTORIAL.png)

Power items... still working on these...
Goes in the folder:
Tech Tree Minami A7/Textures/Things/Building/Power/
(http://www.amazingdg.com/clients/rimworld/DesertFilm.png)(http://www.amazingdg.com/clients/rimworld/Machinarium.png)(http://www.amazingdg.com/clients/rimworld/MCHNRMtop.png)(http://www.amazingdg.com/clients/rimworld/OilRefinery.png)(http://www.amazingdg.com/clients/rimworld/WCbase.png)(http://www.amazingdg.com/clients/rimworld/WCtop.png)

Traps...
Goes in the folder:
Tech Tree Minami A7/Textures/Things/Building/Traps/
(http://www.amazingdg.com/clients/rimworld/Caltrops.png)(http://www.amazingdg.com/clients/rimworld/TrapHole.png)(http://www.amazingdg.com/clients/rimworld/TrapHoleSet.png)

Tynan, please buy this man's work!
I'd love to see RimWorld looking like this!
Title: Re: New Graphics For The Game
Post by: jabbamonkey on November 12, 2014, 12:47:10 AM
Quote from: Sir on November 12, 2014, 12:02:11 AM
Tynan, please buy this man's work!
I'd love to see RimWorld looking like this!

He can use the graphics.  I think he might not want to upset the original artist though (they put alot of time into the artwork that is there already).
Title: Re: New Graphics For The Game
Post by: mrofa on November 12, 2014, 01:24:58 AM
Tynan = orginal artist ;p
Title: Re: New Graphics For The Game
Post by: jabbamonkey on November 12, 2014, 09:46:07 AM
Quote from: mrofa on November 12, 2014, 01:24:58 AM
Tynan = orginal artist ;p

Based on a Dec 10, 2013 blog post, someone named rhopunzel did alot of the graphics.
https://ludeon.com/blog/2013/12/rhopunzel-in-the-house/ (https://ludeon.com/blog/2013/12/rhopunzel-in-the-house/)
Title: Re: New Graphics For The Game
Post by: mrofa on November 12, 2014, 11:39:56 AM
Yehh but i think he didnt do buildings.
Take a cactus sprite and worktable sprite, they kinda feel totaly diffrent for me, i would say that tynan is behind worktable, cactus looks like its done by hand and not resized and blurred to much :D
But then again im might just be seeing things :D
Title: Re: New Graphics For The Game
Post by: JuliaEllie on November 12, 2014, 06:52:08 PM
My dear sirs and madams,

I am well aware that this is not a request thread so please forgive me but I am in dire need of some textures. I currently seek a bunch of fair and finely drawn graphic which could resemble laboratory equipment like incubators and cell extraction devices. Bonus points for grimdarkness and unneccessary bloodshed.

I owe you, your loyal Modmancer JuliaEllie

Pic related:


(http://i.imgur.com/FJkksSp.png)
Title: Re: New Graphics For The Game
Post by: StorymasterQ on November 12, 2014, 08:09:01 PM
Quote from: JuliaEllie on November 12, 2014, 06:52:08 PM

(http://i.imgur.com/FJkksSp.png)


Genetically engineered people don't need names. :D
Title: Re: New Graphics For The Game
Post by: jabbamonkey on November 12, 2014, 09:29:57 PM
Send me a list of the equipment that you need and any "ideas" that you have for each piece of equipment (i.e. "an incubator is like a bed with a glass encasing"). Also, include the dimensions for each piece of equipment. For example, mined metal ore is 1x1 (it takes up one "space"). Crafting tables are typically 3x1. Beds are 1x2.

Title: Re: New Graphics For The Game
Post by: skullywag on November 13, 2014, 03:28:25 AM
How are you with weapons? Ive got a long standing "project" ive been working on that im waiting on a couple of things in core to be made moddable (i hope) before i release but one thing its missing is decent art (mines not bad its just not your level). Basically improvised weapons, crossbows, pistols, rifles, single barrel shotties etc.. if someone has a more interesting project ignore mine, just something to do if you feel like it.
Title: Re: New Graphics For The Game
Post by: jabbamonkey on November 13, 2014, 01:26:19 PM
Weapons aren't so hard, but it all depends on the weapon. Crossbows would be tough, because it has very thin lines (for the draw string)... but I could try. Let me know what weapons you had in mind.
Title: Re: New Graphics For The Game
Post by: skullywag on November 13, 2014, 02:13:22 PM
To start with, a crossbow. Has to look heavily improvised (i dont want to say fallout style but...).

An improvised pistol. Again looking like its been made out of other guns and random nuts bolts springs.

The same pistol but fitted with a larger mag for  full auto model.

A one barrel shotty can be a stub nose or a long barrel as long as it looks like its made from garbage lol!

A longer barreled rifle looking like a pipe stuck to some wood. Again highly improvised is the look im going for.

Imagine the kind of things the stranded would use to make weapons on a rimworld. (Bits of the escape pod, metal, wood etc) doeant have to be factually accurate just look...improvised. I have to stop saying that...impr...NO!
Title: Re: New Graphics For The Game
Post by: jabbamonkey on November 13, 2014, 02:20:04 PM
So these are all regular weapons that have been "upgraded" by "crafting" with scrap and such? So, I should make these look like the original weapons, but upgraded.

If that is the case, let me know which shotgun you are improving (so I can use the original shotgun as a base). Also, which rifle are you using?

I assume the standard pistol is going to be used, so I'll use that graphic as a base.
Title: Re: New Graphics For The Game
Post by: skullywag on November 13, 2014, 02:23:47 PM
No, totally seperate to the vanilla weapons imagine they arent even in the game. Imagine the game had guns that suited being on a rimworld i.e. no pristine perfect numerous guns.
Title: Re: New Graphics For The Game
Post by: mrofa on November 13, 2014, 03:01:14 PM
Dunno vanilia guns are actually a good models for wierd stuff :D

Like that a bit rusty rock slinger :D
(http://s15.postimg.org/gv7hg5jlj/Rock_Slinger.png)
Title: Re: New Graphics For The Game
Post by: skullywag on November 13, 2014, 03:15:19 PM
Wow thats nice. Yeah thats the look im going for.
Title: Re: New Graphics For The Game
Post by: Shinzy on November 13, 2014, 04:34:06 PM
I have some sprites from 2007 =P
(http://i.imgur.com/gDT4vaO.png)
They're all too small for rimworld but none of them should be hard to recreate
if any of em feels 'right'

I think I told you about that one project of mine too =P making them "upgrades" for all the vanilla weapons but abandoned it after realizing how much repetition I would have to do for them

So there's my fabulous vanilla texture modifications, too
the "Friction packet" pistol/uzi and "Twitching wraps" pistol and uzi
(Not pixel art, Haven't actually done any real pixelstuff in a few years or so ;D things are so much easier to make with brushes! and I'm a lazybum)

[attachment deleted by admin: too old]
Title: Re: New Graphics For The Game
Post by: mrofa on November 13, 2014, 04:58:02 PM
FP looks like they got explosives strapped to them :D

1 shot = one explosion :D
Title: Re: New Graphics For The Game
Post by: Shinzy on November 13, 2014, 06:00:16 PM
Quote from: mrofa on November 13, 2014, 04:58:02 PM
FP looks like they got explosives strapped to them :D

1 shot = one explosion :D
The game needs more suicide bombers don't you think! =P
(no but really it's a friction packet! it adds electricity to the bullets when they leave the chamber ::) Shh! it's plausible)
Title: Re: New Graphics For The Game
Post by: jabbamonkey on November 13, 2014, 07:10:03 PM
the UziFP.png and PistolFP.png look pretty good. I was thinking about doing something along those lines... If that sounds good, let me know, and I'll have something over by this weekend.
Title: Re: New Graphics For The Game
Post by: skullywag on November 13, 2014, 07:50:22 PM
I like em, rust em up a bit and make em look a bit fragile and I reckon ill be good. Thanks for your time guys!
Title: Re: New Graphics For The Game
Post by: Cat123 on November 16, 2014, 05:07:13 PM
This needs a serious bump.

Sexy sexy stuff here.


*YOINK*
Title: Re: New Graphics For The Game
Post by: jabbamonkey on November 17, 2014, 02:05:43 PM
Quote from: skullywag on November 13, 2014, 07:50:22 PM
I like em, rust em up a bit and make em look a bit fragile and I reckon ill be good. Thanks for your time guys!

The weapons are very small, so there isn't alot of detail that we can add ... I tried adding rust, but it made the guns an orangish color (see below). I didn't test these "in-game", so they may need some tweeking. Let me know when you have a beta ready, and I will take a look at how they look in-game.

Also, the images below will look LARGER then they appear in the game. So, it might LOOK like I COULD add more details. Shrink the image down by about 50-75%... or view the weapons in the game as you play...

Crossbow, one rusty, one metal.
(http://www.amazingdg.com/clients/rimworld/crossbow.png)(http://www.amazingdg.com/clients/rimworld/crossbowB.png)

Pistols, rusty and metal. There are some variations on mods... scope, extra ammo clip and damage. Below are combinations of all...
(http://www.amazingdg.com/clients/rimworld/Pistol.png)  (http://www.amazingdg.com/clients/rimworld/Pistol_ModClip.png)  (http://www.amazingdg.com/clients/rimworld/Pistol_ModDam.png)  (http://www.amazingdg.com/clients/rimworld/Pistol_ModDamClip.png)  (http://www.amazingdg.com/clients/rimworld/Pistol_ModDamScope.png)  (http://www.amazingdg.com/clients/rimworld/Pistol_ModDamScopeClip.png)  (http://www.amazingdg.com/clients/rimworld/Pistol_ModScope.png)  (http://www.amazingdg.com/clients/rimworld/Pistol_ModScopeClip.png)

(http://www.amazingdg.com/clients/rimworld/PistolB.png)  (http://www.amazingdg.com/clients/rimworld/PistolB_ModClip.png)  (http://www.amazingdg.com/clients/rimworld/PistolB_ModDam.png)  (http://www.amazingdg.com/clients/rimworld/PistolB_ModDamClip.png)  (http://www.amazingdg.com/clients/rimworld/PistolB_ModDamScope.png)  (http://www.amazingdg.com/clients/rimworld/PistolB_ModDamScopeClip.png)  (http://www.amazingdg.com/clients/rimworld/PistolB_ModScope.png)  (http://www.amazingdg.com/clients/rimworld/PistolB_ModScopeClip.png)

Shotguns... (I made soda cans the pump action)
(http://www.amazingdg.com/clients/rimworld/Shotgun.png)  (http://www.amazingdg.com/clients/rimworld/shotgun_junk.png)  (http://www.amazingdg.com/clients/rimworld/Shotgun_SawedOff.png)  (http://www.amazingdg.com/clients/rimworld/Shotgun_SawedOff_junk.png)

Rifles...
(http://www.amazingdg.com/clients/rimworld/Rifle.png)  (http://www.amazingdg.com/clients/rimworld/Rifle_Mod.png)  (http://www.amazingdg.com/clients/rimworld/RifleB_Mod.png)
Title: Re: New Graphics For The Game
Post by: Sir on November 17, 2014, 03:02:05 PM
I'd love to see some graphics for the Extended Surgery (https://ludeon.com/forums/index.php?topic=7029.0) mod  ;D
Title: Re: New Graphics For The Game
Post by: Noobshock on December 20, 2014, 09:11:18 AM
Bumping this again and maybe I'm oblivious but is there a link anywhere to get all of Jabbamonkey's texture work for the vanilla, unmodded game?

Thanks.

For the record I'm also on the bandwagon of putting quite a few of those in the base game.
Title: Re: New Graphics For The Game
Post by: john pretzel on December 20, 2014, 09:49:19 PM
Wow, so many good drawings  :)

Those food pngs, where do I put them? In /core/...?

Sugestion:

jabbamonkey, can you make pics for organ parts? Following the same artistic logic that rimworld and your own drawings. There's about two mods that could benefit from this, to to mention the stock imagery.

Example:

a brain in a jar http://tryingtoknowthyself.files.wordpress.com/2012/04/braininjar.jpg
same with a hand, eye, ear, nose, etc, human and terminator alike, in a crio container.
Example of such container, http://www.germes-online.com/direct/dbimage/50349586/Cryogenic_Container.jpg

Just throwing some images to show how they probably could be drafted.


Title: Re: New Graphics For The Game
Post by: Tyian on December 21, 2014, 08:02:19 AM
Quote from: jabbamonkey on November 17, 2014, 02:05:43 PM

Hi there Jabbamonkey,

Can you give a link with all of your graphics pics?

BTW does already existe a skin pack mod? Or something like that?
That would be so nice.

Thank you
Title: Re: New Graphics For The Game
Post by: Professor Cupcake on December 31, 2014, 11:52:19 AM
Kinda weird having the uranium in a barrel like that. Not too sure I'm okay with barrels suddenly appearing as soon as you mine a material.

Other than that minor criticism, these look awesome. Great work.
Title: Re: New Graphics For The Game
Post by: unifex on January 01, 2015, 04:46:43 PM
Extremely well done artwork! Be warned though, if this world ever goes rimworld I'm going to add an Operation to Jabbamonkey to extract the artwork gland.
Title: Re: New Graphics For The Game
Post by: kingtyris on February 11, 2015, 10:49:00 PM
Terrific skins! With the exception of the animals, which I think look better as they are in-game. I especially like the nutrient paste dispenser :D
Title: Re: New Graphics For The Game
Post by: 200Down on February 12, 2015, 11:49:49 AM
Gorgeous work on just about all of those. Toooooo good though. Just turn the skill dial down to about 10% and they may work :)  Unless yall plan on retexing the entire game that is.
Title: Re: New Graphics For The Game
Post by: jabbamonkey on February 12, 2015, 11:43:02 PM
Been out of touch the last few months. I've wanted to immerse myself in Alpha 8, but I was waiting for the TechTreeMinami mod to be updated for Alpha 8 (since I created a ton of graphics for that mod). However, since Minami has been busy with things outside of RimWorld, I think that I probably should wait any longer.

I started updating some graphics for Mechanical Defense 2 ...
https://ludeon.com/forums/index.php?topic=7380.msg102162
... and will continue to add some other items ...

I just noticed the request in December to upload all of my graphics in one zip... but, there are some issues with that.
1) Some Textures need images AND def files - For example, I created a new research bench with a layer mask. In order for the mask to viewable, I had to edit the one of the core def files.  I'm also working on replacing all of the metal, rockChunks, and SlagChunks ... I had this working in Alpha 7 with some def tinkering, but I'm still trying to get it to work in Alpha 8. So, I wouldn't just have to upload textures, but also some def files. This could cause problems for some people.
2) Mod images - So, not only have I changed some of the core images, but I also have tons of images I've redone for a bunch of mods. Since everyone uses different mods, my upload could contain plenty of folders that you wouldn't need...

Also, someone asked where to place the MEAL files... the images go in:
Mods/Core/Textures/Things/Item/Meal/







Title: Re: New Graphics For The Game
Post by: apljee on February 13, 2015, 08:47:12 PM
I love you.
in as much of a non-homosexual way as a man can be with another man
Title: Re: New Graphics For The Game
Post by: jabbamonkey on February 20, 2015, 05:48:42 PM
Here are all the graphics that I've created for the CORE game thus far ... you can view them below, and download them individually ... or just use the attached zip file which contains them ALL:

DOWNLOAD MY CORE GRAPHICS
http://www.amazingdg.com/clients/rimworld/_Core_Alpha9.zip (http://www.amazingdg.com/clients/rimworld/_Core_Alpha9.zip)
The zip file retains the directory structure of the Mods/Core folder ... and ONLY contains textures. Note: The research bench requires one of the DEF files to be changed, in order to allow for masking (see below for instructions).

I'll try and keep these graphics and zip file updated as things are changed in the game. I'm also going to paste graphics for mods I've done below this post...

Place the following images in:
Core/Textures/Things/Building/Misc/

(http://www.amazingdg.com/clients/rimworld/CommsConsole.png)  (http://www.amazingdg.com/clients/rimworld/Battery.png) (http://www.amazingdg.com/clients/rimworld/DropBeacon.png) (http://www.amazingdg.com/clients/rimworld/FertilizerPump.png)

Place the following images in:
Core/Textures/Things/Building/Production/
(note: The research bench needs to add some code in order to get the mask to show up. You can get instructions on this post: https://ludeon.com/forums/index.php?topic=7334.msg73365#msg73365 (https://ludeon.com/forums/index.php?topic=7334.msg73365#msg73365))

(http://www.amazingdg.com/clients/rimworld/ResearchBench.png) (http://www.amazingdg.com/clients/rimworld/_ResearchBenchm.png) (http://www.amazingdg.com/clients/rimworld/NutrientDispenser.png) (http://www.amazingdg.com/clients/rimworld/HydroponicsBasin.png)

(http://www.amazingdg.com/clients/rimworld/Hopper.png) (http://www.amazingdg.com/clients/rimworld/Hopper_red.png) (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)

Place the following images in:
Core/Textures/Things/Item/Meal/

(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)

Place the following images in:
Core/Textures/Things/Item/Resource/

(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)
* These are graphics that don't exist in the game, but I created as extras (feel free to use in your own mods)

Place the following images in:
Core/Textures/Things/Item/Resource/MeatFoodRaw/

(http://www.amazingdg.com/clients/rimworld/HumanMeat.png)   (http://www.amazingdg.com/clients/rimworld/MeatBig.png)   (http://www.amazingdg.com/clients/rimworld/MeatSmall.png)

Place the following images in:
Core/Textures/Things/Item/Resource/PlantFoodRaw/

(http://www.amazingdg.com/clients/rimworld/AgaveFruit.png)   (http://www.amazingdg.com/clients/rimworld/Berries.png)   (http://www.amazingdg.com/clients/rimworld/Potatoes.png)

Place the following images in:
Core/Textures/Things/Special/

(http://www.amazingdg.com/clients/rimworld/DropPod.png)

The following are extra graphics that I am trying to add to replace the core Metal, Slag and Stone Chunks. Just placing these into folders wont help (some modding needs to be done). I hope to have a mod created soon.

(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)

Place the following images in:
Core/Textures/Things/Pawn/Animal/

(http://www.amazingdg.com/clients/rimworld/Muffalo_side.png) (http://www.amazingdg.com/clients/rimworld/Muffalo_front.png) (http://www.amazingdg.com/clients/rimworld/Muffalo_back.png)

(http://www.amazingdg.com/clients/rimworld/Squirrel_side.png) (http://www.amazingdg.com/clients/rimworld/Squirrel_front.png) (http://www.amazingdg.com/clients/rimworld/Squirrel_back.png)

(http://www.amazingdg.com/clients/rimworld/Boomrat_side.png) (http://www.amazingdg.com/clients/rimworld/Boomrat_front.png) (http://www.amazingdg.com/clients/rimworld/Boomrat_back.png)

Place the following images in:
Core/Textures/Things/Pawn/Effects/

(http://www.amazingdg.com/clients/rimworld/MentalBreakImminent.png)   (http://www.amazingdg.com/clients/rimworld/Unhappy.png)

Place the following images in:
The following are image for how clothing looks sitting on the map (not worn)
Core/Textures/Things/Pawn/Humanoid/Apparel/Duster/ (http://www.amazingdg.com/clients/rimworld/Duster.png)
Core/Textures/Things/Pawn/Humanoid/Apparel/Jacket/ (http://www.amazingdg.com/clients/rimworld/Jacket.png)
Core/Textures/Things/Pawn/Humanoid/Apparel/ShirtBasic/ (http://www.amazingdg.com/clients/rimworld/ShirtBasic.png)
Core/Textures/Things/Pawn/Humanoid/Apparel/ShirtButton/ (http://www.amazingdg.com/clients/rimworld/ShirtButton.png)
Core/Textures/Things/Pawn/Humanoid/Apparel/TribalA/ (http://www.amazingdg.com/clients/rimworld/TribalA.png)
Core/Textures/Things/Pawn/Humanoid/Apparel/Various/ (http://www.amazingdg.com/clients/rimworld/Pants_OnMap.png)
Core/Textures/Things/Pawn/Humanoid/Apparel/VestPlate/ (http://www.amazingdg.com/clients/rimworld/VestPlate.png)
Title: Re: New Graphics For The Game
Post by: skullywag on February 20, 2015, 05:52:02 PM
I assume based on this you finally got it working, they look amazing.
Title: Re: New Graphics For The Game
Post by: jabbamonkey on February 20, 2015, 05:54:08 PM
Quote from: skullywag on February 20, 2015, 05:52:02 PM
I assume based on this you finally got it working, they look amazing.

The metal, slag and rock... not yet. Just getting my other graphics out there for everyone.
Title: Re: New Graphics For The Game
Post by: skullywag on February 20, 2015, 06:00:03 PM
ah ok, ill go take a look and see if i can figure out what the issue with graphic random is, the issue that was found was with graphic collection right? not random?
Title: Re: New Graphics For The Game
Post by: jabbamonkey on February 20, 2015, 06:00:25 PM
Some more graphics I've created for the Mod Apothecarius...

RETEXTURING OF MOD
APOTHECARIUS

Here are some new textures for the mod Apothecarius (https://ludeon.com/forums/index.php?topic=5450.0)

You can download all the textures here:
>>> DOWNLOAD ZIP FILE HERE <<< (http://www.amazingdg.com/clients/rimworld/_Apothecarius.zip)

(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: New Graphics For The Game
Post by: jabbamonkey on February 20, 2015, 06:01:20 PM
Quote from: skullywag on February 20, 2015, 06:00:03 PM
ah ok, ill go take a look and see if i can figure out what the issue with graphic random is, the issue that was found was with graphic collection right? not random?

Wasterlander said that it was a bug that needed to get fixed... his solution with the bugfix still wasn't working when I implemented it.  ug.
Title: Re: New Graphics For The Game
Post by: jabbamonkey on February 20, 2015, 06:06:48 PM
Some more graphics I've created for the Mod Extended Surgery and Bionics  ...

RETEXTURING OF MOD
EXTENDED SURGERY AND BIONICS

Here are some new textures for the mod Extended Surgery and Bionics (https://ludeon.com/forums/index.php?topic=7029.0)

No full zip download for this one. Just place the graphics in Mods/SurgeryExtendedAndBionics/Textures/Things/Building/

(http://www.amazingdg.com/clients/rimworld/TableBionics.png)  (http://www.amazingdg.com/clients/rimworld/OrganVat.png)  (http://www.amazingdg.com/clients/rimworld/TableProsthetics.png)

A revised medicine kit and some miscellaneous supplies (not implemented)
(http://www.amazingdg.com/clients/rimworld/Medicine.png)  (http://www.amazingdg.com/clients/rimworld/MedSupplies.png)  (http://www.amazingdg.com/clients/rimworld/MedicinePills.png)
Title: Re: New Graphics For The Game
Post by: jabbamonkey on February 20, 2015, 06:30:02 PM
Some more graphics I've created for the Mod Mechanical Defense 2  ...

RETEXTURING OF MOD
MECHANICAL DEFENSE 2

Here are some new textures for the mod Mechanical Defense 2 (https://ludeon.com/forums/index.php?topic=7380.0) created by mipen.

Mipen puts alot of my graphics into the Mechanical Defence mod, so you might already have these graphics. If some are missing, you can grab them below individually, or click the link below for a full zip download (the zip contains just the textures that I've created, and new ones that I like, but t does not include ALL of the textures):
>>> DOWNLOAD ZIP FILE <<< (http://www.amazingdg.com/clients/rimworld/_MechDef2.zip)

(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/CoalBurner.png)  (http://www.amazingdg.com/clients/rimworld/CoalFeeder.png)

(http://www.amazingdg.com/clients/rimworld/DroidAssembly.png) (http://www.amazingdg.com/clients/rimworld/DroidCharger.png)

Using the new drawn robot graphics as a template (originally created by Shinzy), I made the robots a little cleaner with vector art (and got rid of the wheels on my old robot textures).

(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/ConstructorDhead_front.png)(http://www.amazingdg.com/clients/rimworld/ConstructorDhead_back.png)(http://www.amazingdg.com/clients/rimworld/ConstructorDhead_side.png)(http://www.amazingdg.com/clients/rimworld/ConstructorDroid_front.png)(http://www.amazingdg.com/clients/rimworld/ConstructorDroid_back.png)(http://www.amazingdg.com/clients/rimworld/ConstructorDroid_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)

(http://www.amazingdg.com/clients/rimworld/BattleDhead_front.png)(http://www.amazingdg.com/clients/rimworld/BattleDhead_back.png)(http://www.amazingdg.com/clients/rimworld/BattleDhead_side.png)(http://www.amazingdg.com/clients/rimworld/BattleDroid_front.png)(http://www.amazingdg.com/clients/rimworld/BattleDroid_back.png)(http://www.amazingdg.com/clients/rimworld/BattleDroid_side.png)

(http://www.amazingdg.com/clients/rimworld/DocDhead_front.png)(http://www.amazingdg.com/clients/rimworld/DocDhead_back.png)(http://www.amazingdg.com/clients/rimworld/DocDhead_side.png)(http://www.amazingdg.com/clients/rimworld/DocDroid_front.png)(http://www.amazingdg.com/clients/rimworld/DocDroid_back.png)(http://www.amazingdg.com/clients/rimworld/DocDroid_side.png)

These two were created by mrofa, and I think they are awesome so I included them in the zip.
(http://www.amazingdg.com/clients/rimworld/Extractor.png) (http://www.amazingdg.com/clients/rimworld/FissureGenerator.png)
Title: Re: New Graphics For The Game
Post by: Viceroy on February 20, 2015, 06:43:45 PM
These are friggin awesome. Especially that coal burner one.
Title: Re: New Graphics For The Game
Post by: jabbamonkey on February 20, 2015, 07:02:46 PM
Some more graphics I've created for the Mod Mechanical Defense 2  ...

RETEXTURING OF MOD
Caveworld Flora

Here are some new textures for the mod Caveworld Flora (https://ludeon.com/forums/index.php?topic=9277.msg103133#msg103133)

You can grab the textures individually below, or use the zip file for the complete set...
>>> DOWNLOAD ZIP FILE <<< (http://www.amazingdg.com/clients/rimworld/_CaveworldFlora.zip)

(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: New Graphics For The Game
Post by: akiceabear on February 20, 2015, 09:26:13 PM
These all are great looking!
Title: Re: New Graphics For The Game
Post by: MrSurvivor on February 22, 2015, 12:56:15 AM
One thing that I would change is to make the muffalo all white again.
After all, white is the best color, right guys? Right?
Title: Re: New Graphics For The Game
Post by: Fox on February 22, 2015, 07:02:14 AM
found bug.. Biffalo goes forward booty ..
Title: Re: New Graphics For The Game
Post by: jabbamonkey on February 22, 2015, 01:16:08 PM
Quote from: Fox on February 22, 2015, 07:02:14 AM
found bug.. Biffalo goes forward booty ..

Huh?
Title: Re: New Graphics For The Game
Post by: Fox on February 22, 2015, 01:45:55 PM
I think that the texture in the wrong direction when rendered .. .. Biff moves it moves not face forward. and booty
Title: Re: New Graphics For The Game
Post by: jabbamonkey on February 22, 2015, 11:28:32 PM
RETEXTURING OF
User Interface

Here are some new interface icons that I put together.

Download the files here: Download the UI Textures (http://www.amazingdg.com/clients/rimworld/_UI_Icons.zip)

Unzip the file above, and retain the file structure (you should have a folder called "UI").  Place this folder into your MODS/CORE/TEXTURES/ folder. So, for example, you should have a file Mods/Core/Textures/UI/Designators/Haul.png.

(http://www.amazingdg.com/clients/rimworld/icons/Cancel.png)  (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/Claim.png)  (http://www.amazingdg.com/clients/rimworld/icons/CutPlants.png)  (http://www.amazingdg.com/clients/rimworld/icons/SmoothFloor.png)  (http://www.amazingdg.com/clients/rimworld/icons/PlanOn.png)(http://www.amazingdg.com/clients/rimworld/icons/PlanOff.png)   (http://www.amazingdg.com/clients/rimworld/icons/OrdersStart.png)

Zones have the "blueprint background" ...
(http://www.amazingdg.com/clients/rimworld/icons/ZoneCreate_Stockpile.png)(http://www.amazingdg.com/clients/rimworld/icons/ZoneCreate_Growing.png)  (http://www.amazingdg.com/clients/rimworld/icons/ZoneCreate_Dump.png)  (http://www.amazingdg.com/clients/rimworld/icons/ZoneDelete.png)(http://www.amazingdg.com/clients/rimworld/icons/HomeRegionOn.png)(http://www.amazingdg.com/clients/rimworld/icons/HomeRegionOff.png)(http://www.amazingdg.com/clients/rimworld/icons/NoRoofRegionOn.png)(http://www.amazingdg.com/clients/rimworld/icons/NoRoofRegionOff.png)(http://www.amazingdg.com/clients/rimworld/icons/SnowClearRegionOn.png)  (http://www.amazingdg.com/clients/rimworld/icons/SnowClearRegionOff.png)
Title: Re: New Graphics For The Game
Post by: akiceabear on February 23, 2015, 02:45:09 AM
Great looking!
Title: Re: New Graphics For The Game
Post by: jabbamonkey on February 23, 2015, 02:06:27 PM
I uploaded all the user interface icons, and my steel/rock/slag texture mod. All are viewable and downloadable here:

VIEW POST (https://ludeon.com/forums/index.php?topic=10778.0)


Title: Re: New Graphics For The Game
Post by: jabbamonkey on February 25, 2015, 03:18:46 PM
This thread seems to be lost in the parent "Mods" section, so for people just looking for mods/textures, I'm creating a thread in the Mods/Release section with links to all my textures... To view, click here (https://ludeon.com/forums/index.php?topic=10895.0).