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Messages - GothikaGeist

#1
I am using the CutoutComplex Shader Type, I meant that I used a Gaussian Blur filter on the texture itself to remove the harsh edges. Anyways, I've tried with my own textures and I'm running into the same blue tint.



I'm gonna try to load the game with only custom beds and see what happens.

Also, I'm using the vanilla Furniture XML as a base:

<?xml version="1.0" encoding="utf-8" ?>
<Buildings>


  <ThingDef Name="BuildingBase" Abstract="True">
    <category>Building</category>
    <thingClass>Building</thingClass>
    <soundImpactDefault>BulletImpactMetal</soundImpactDefault>
    <selectable>true</selectable>
    <drawerType>MapMeshAndRealTime</drawerType>
    <terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
    <repairEffect>Repair</repairEffect>
  </ThingDef>

----------------------------------------------------------------------

  <ThingDef ParentName="BuildingBase">
    <defName>Bed</defName>
    <EType>Bed</EType>
    <label>bed</label>
    <Description>A cozy mattress and sheets on a frame for resting. Rest effectiveness: 10/10</Description>
    <ThingClass>Building_Bed</ThingClass>
    <graphicPathMulti>Things/Building/Bed/BedWIP</graphicPathMulti>
    <shaderType>CutoutComplex</shaderType>
    <AltitudeLayer>Waist</AltitudeLayer>
    <statBases>
      <MaxHealth>150</MaxHealth>
      <Flammability>1.0</Flammability>
      <Beauty>15</Beauty>
      <WorkToBuild>580</WorkToBuild>
      <BedRestEffectiveness>1</BedRestEffectiveness>
    </statBases>
    <Size>(1,2)</Size>
    <madeFromStuff>true</madeFromStuff>
    <costStuffCount>25</costStuffCount>
    <Overdraw>True</Overdraw>
    <building>
      <Bed_ShowSleeperBody>False</Bed_ShowSleeperBody>
      <Bed_HealTickInterval>2100</Bed_HealTickInterval>
    </building>
    <fillPercent>0.4</fillPercent>
    <PathCost>60</PathCost>
    <LeaveResourcesWhenKilled>True</LeaveResourcesWhenKilled>
    <killedLeavings>
      <ChunkSlag>1</ChunkSlag>
    </killedLeavings>
    <StaticSunShadowHeight>0.17</StaticSunShadowHeight>
    <CastEdgeShadows>True</CastEdgeShadows>
    <DesignationCategory>Furniture</DesignationCategory>
    <Passability>PassThroughOnly</Passability>
    <DrawGUIOverlay>True</DrawGUIOverlay>
    <designationHotKey>B</designationHotKey>
  </ThingDef>


Edit: Tried again with the majority of mods removed (Kept my mod that adds "eroded" soil flooring) and no difference.



Edit: It looks like changing a bed to "Medical" adds another layer of the blue tint and doesn't change the "main" texture

#2
I tried many different shades of grey (on both the "main" and "m" textures) and all it did was reduce the opacity of the stuff system colors.  I even tried making the bed posts transparent and that didn't help. Also I was using mrofa's example mod from his "Stuff System Findings" thread, as well as the Furniture section of the Clutter mod to help me get this far.
#3
Help / I Got Beds to Work with the Stuff System But...
November 10, 2014, 07:48:12 PM
I got beds to work with the stuff system but there seems to be a bluish tint that I can't figure out how to get rid of.



Edit: I am using T's Mod - More Beds' textures as a base. The Medical Beds in the center are vanilla.

The "main" textures (front/back/side) have white bedposts and a 0.2px Gaussian Blur applied. The blue beds do not have a Gaussian Blur filter.



The "m" files (frontm/backm/sidem) are grayscaled have white bedposts and the rest of the image is black.

#4
I edited the core assets to make this:



Doesn't look too bad :D


Thanks for the mod! I've attached the textures in case you want to include them as an update :)

[attachment deleted by admin: too old]