Thanks for the advice Canute. The Texture paths are from Tynian's upload, and all other textures altered and placed in that structure work. I actually put my plate textures in their own mod folder too, still does not work. I'm stumped.
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#2
Help / Re: Plate Armor Texture Issue
November 27, 2019, 08:41:11 PM
Thanks Fake. The Armor has east, south and north images. I took the path and names for Tynian's Art Source 1.0 folder he made available. I actually just replaced his texture files, but they do not work. Has the path or name of plate armor been changed since his upload of the art source file?
This is my Textpath from the core things def:
<graphicData>
<texPath>Things/Pawn/Humanlike/Apparel/PlateArmor/PlateArmor</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
Anyone know why it's not working?
This is my Textpath from the core things def:
<graphicData>
<texPath>Things/Pawn/Humanlike/Apparel/PlateArmor/PlateArmor</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
Anyone know why it's not working?
#3
Help / Plate Armor Texture Issue
November 23, 2019, 01:37:55 PMI have created a replacement plate armor texture. (I've created many replacement apparel textures all of which work fine in game) But I can't get Rimworld to use my custom Plate Armor texture.
The path I'm using is: steamapps\common\RimWorld\Mods\Core\Textures\Things\Pawn\Humanlike\Apparel\PlateArmor
anyone know what is the issue?
#4
Help / Re: How do I make my Alpha 9 Core Texture mods work in Alpha 14 Steam?
August 19, 2016, 11:42:33 PM
Update: SOLVED!
The texture folder originally labeled "humanoid" is now "humanlike" that change solved the problem. The rest of the file structure seems to be the same so far. Placing the "texture" folder with the "humanlike" alteration, in the "core" folder will change the existing vanilla textures.
Thanks for the help guys! Much apprecciated!
Thanks guys for your help and prompt response!
The texture folder originally labeled "humanoid" is now "humanlike" that change solved the problem. The rest of the file structure seems to be the same so far. Placing the "texture" folder with the "humanlike" alteration, in the "core" folder will change the existing vanilla textures.
Thanks for the help guys! Much apprecciated!
Thanks guys for your help and prompt response!
#5
Help / Re: How do I make my Alpha 9 Core Texture mods work in Alpha 14 Steam?
August 18, 2016, 02:09:56 PM
Thanks Kavern and Bucket! I will try to build my folder structure tonight using the info you provided. I'll let you know how it goes.
#6
Help / Re: [A14] XML Auto-Documentation A14e build 1249
August 18, 2016, 02:06:41 PM
Thank you Kavern and Bucket, I'll try to build my new folder tonight with the information you provided. I will let you know how it goes.
#7
Help / Re: How do I make my Alpha 9 Core Texture mods work in Alpha 14 Steam?
August 18, 2016, 08:11:29 AM
So Bucketsmith, you're saying not only do I need to restructure the texture folders, I also have to add new XML code?
As I am just replacing existing core graphics, is there a way to copy and paste the current alpha 14 structure and code?
As I am just replacing existing core graphics, is there a way to copy and paste the current alpha 14 structure and code?
#8
Help / Re: How do I make my Alpha 9 Core Texture mods work in Alpha 14 Steam?
August 17, 2016, 08:00:10 PM
Ouch. That's a lot of code to sift through for a folder structure.
So That's the problem though? Alpha 9 has a different texture folder structure than alpha 14?
So That's the problem though? Alpha 9 has a different texture folder structure than alpha 14?
#9
Help / Re: How do I make my Alpha 9 Core Texture mods work in Alpha 14 Steam?
August 17, 2016, 05:46:35 PM
Thanks Kavern. I downloaded quite a few of those last night, including the one from Tynan. Unfortunately they lack any folder structure.
#10
Help / How do I make my Alpha 9 Core Texture mods work in Alpha 14 Steam? (SOLVED!)
August 17, 2016, 05:26:18 PM
It seems a lot has changed since alpha nine, and I am eager to try the new build.
I would like to include my personalized modified "core" textures, but the process seems to have changed.
Originally I just placed my Texture folder within the Core folder, but this doesn't work anymore. Has the texture folder structure changed?
My search for tutorials gives me way too many contradictory instructions and results spanning quite a few years of alphas. The wiki about current folder structure seems to be unfinished.
What is the the current way to modify the vanilla texture files?
Much appreciated.
I would like to include my personalized modified "core" textures, but the process seems to have changed.
Originally I just placed my Texture folder within the Core folder, but this doesn't work anymore. Has the texture folder structure changed?
My search for tutorials gives me way too many contradictory instructions and results spanning quite a few years of alphas. The wiki about current folder structure seems to be unfinished.
What is the the current way to modify the vanilla texture files?
Much appreciated.
#11
Ideas / Re: From my experience, this is what needs fixed, modified, and added.
November 03, 2014, 12:04:49 AM
To oBerry ,
It's great that you've been able to grow your colony so large. But I think the "meat" shortage" you are having is beautiful programing. It represents an ecosystem that can't sustain the large population of meat eaters you've made. There are sadly many species that don't exist due to our over hunting/fishing. I love that this mechanic is present in Rimworld. It makes you ask the cost of expansion/populace, as it should. It reminds us that what we often take for infinite resources are actually very finite and can be lost without proper management.
It's great that you've been able to grow your colony so large. But I think the "meat" shortage" you are having is beautiful programing. It represents an ecosystem that can't sustain the large population of meat eaters you've made. There are sadly many species that don't exist due to our over hunting/fishing. I love that this mechanic is present in Rimworld. It makes you ask the cost of expansion/populace, as it should. It reminds us that what we often take for infinite resources are actually very finite and can be lost without proper management.
#12
Outdated / Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
October 31, 2014, 06:01:55 PM
Hello, absolutely love your Events mod! Now I'm trying your Tech tree. It's so large it's a little daunting, and I'm still figuring out the dependencies.
This is my first attempt using the mod, so pardon if this a silly question. I'm attempting to build batteries, which require battery modules. I can't find the workstation or resource to create battery modules (or a geothermal engine for that matter). What am I missing?
This is my first attempt using the mod, so pardon if this a silly question. I'm attempting to build batteries, which require battery modules. I can't find the workstation or resource to create battery modules (or a geothermal engine for that matter). What am I missing?
#14
Help / Re: Create Mod to Replace Core Graphics
October 25, 2014, 05:06:27 PM
Thanks Shinzy. I actually downloaded that first. I just didn't know how to use it. Just to be clear, I copy what ever I change from there in to the Mods/core folder and make sure it's PNG?
#15
Help / Re: Create Mod to Replace Core Graphics
October 25, 2014, 03:30:10 PM
I too am interested in modifying some of the core graphics, but I'm having difficulty finding the core graphics folder.
So far I have found
RimWorldAlpha7cWin\RimWorld584Win\Mods\Core
but it only has a single Muffalo file. Am I looking in the wrong place?
(Nice art by the way Jabbamonkey!)
So far I have found
RimWorldAlpha7cWin\RimWorld584Win\Mods\Core
but it only has a single Muffalo file. Am I looking in the wrong place?
(Nice art by the way Jabbamonkey!)
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