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Topics - CannibarRechter

#1
CR Total Texture Overhaul

Video Link

You can also find a high resolution copy of the video in my drop box.

About this Mod: This mod retextures RimWorld with a natural feel. With the exceptions of human pawns and clothing, virtually nothing has been left untouched. World terrain, the map terrain, structures, goods, animals, weapons, items, resources, and the RimWorld user interface have all been retexed. Many items have been given FX overlays, meaning that engines smoke, lights flare, and otherwise come alive.

Installation Instructions, READ CAREFULLY:

This mod requires 3 (THREE) of my mods to work. You must install, Moddable, CompFX, and Textures. Moddable and CompFX should be EARLY (near first) in your mod list. Textures should be LATE (near last) in your mod list. Note that Moddable and CompFX stand alone and can be used by other modders. You can simply download and extract the mods, and place each of the folders in your Mods directory.

To download, please follow the All Mods link in my signature or click directly, CR here.

This mod includes out-of-the box retexturing support for the following mods:


    Allow Tool
    Colony Manager
    ED-Embrasures
    Extended Storage
    Fences and Floors (limited support for all floors and the security fence only)
    Gauss Weapons
    Laser Weapons
    LT-Door Mat
    Mining Company MMS
    MiscellaneousCore
    Miscellaneous Robots+
    More Vanilla Turrets
    OHO Ships
    RBSE
    Tilled Soil

Additional mods will be added by popular request.

Next most likely addition will be Combat Extended  -- Weapons.

LICENSE: Public Domain.

Credits: Jec for a portion of the BigGuns component (which renders weapons larger), and Jabbamonkey, who did the on-ground clothing textures, and the art textures.

Feedback Solicited:

Three  types of feedback are solicited.

1. Are there any technical glitches? I.e., do any of the FX misoverlay when objects rotate, etc? Are any of the animals the wrong size when turned? Etc.
2. Subjective. Is there some game element that could use improvement, and if so, what?

Some other notes:

This mod makes NO direct gameplay changes. However, in a few cases I have taken some artistic liberty with the names of things. If you see something appear with a different name (e.g., the Gladius is now the Khukuri, a different type of short blade), it still behaves the same. There are, however, a few graphics changes that will change the way the game is played. 1) ship parts are slightly different sizes, 2) animals render at layer which means they can hide in foliage.

#2
Bugs / 0.17 XML Error (has this been fixed already?)
October 28, 2017, 08:03:22 PM
The Birch has this stanza:


<plant>
<growDays>20</growDays>
<leaflessGraphicPath>Things/Plant/TreeBirch_Leafless</leaflessGraphicPath>
      <harvestWork>700</harvestWork>
      <harvestYield>30</harvestYield>
      <leaflessGraphicPath>Things/Plant/TreeBirch_Leafless</leaflessGraphicPath>
    </plant>


Note the double definition of leaflessGraphicPath.

I'm not sure why the game allows the double definition (in the Core). But patching it creates confusion (doesn't properly work).

#3
Help / Clothing Items: Pawns won't wear
October 18, 2017, 07:24:42 AM
Hi,

I have a mod that I am resurrecting back from A14; in it there are several new clothing items. They aren't hugely different than base items, but they are indeed a bit different. We'll call them ShirtII, PantsII, and DusterII. These items all work fine; the pawns can be forced to wear them. However, if I build a new outfit, and assign the outfit to the pawn,t he pawns won't automatically wear them. Which is strange.

Anyone ever see anything like this?

#4
Support / HandleD3DDeviceLost
October 05, 2017, 06:03:31 PM
This is popping up occasionally:


HandleD3DDeviceLost
  HandleD3DDeviceLost: needs reset, doing it
FullResetD3DDevice
ResetD3DDevice
dev->Reset
D3Dwindow device not lost anymore


I am doing a lot of modding, which means I'm starting the game, tabbing out, loading the output_log.txt file, and tabbing back in quite often. How to say this? I don't think this is necessarily a bug, but I am asking here in this forum: how much should I be concerned about this? The game tends to "stick" when this happens, sometimes goes real, real slow, etc. I can't really tell if it happens during normal gameplay at all, because I'm in start-restart-mod hell, if you know what I mean. Any technical advice to be given would be appreciated, thank you.
#5
Help / C# Modders: have you run rimworld in a debugger?
October 04, 2017, 07:56:01 PM
Hi,

Has anyone been successful running RimWorld in the debugger, and, for example, being successful at setting breakpoints and the like in their own mod code?

If so, what are the elementary steps involved?

Thank you
#6
Tools / [A17] CompFX (Tool for Modders)
October 02, 2017, 06:59:57 AM
Hi,

I am releasing a new graphics tool called CompFX. It allows modders, using XML only, to attach a "comp" to any ThingWithComps in order to achieve an overlay effect (including animated overlays). It supports a very wide variety of overlays. It also supports UNDERLAYS. Proper use of the comp usually involves a patch, like this:


<Operation Class="PatchOperationAdd">
<xpath>*/ThingDef[defName = "FueledStove"]/comps</xpath>
<value>
<li Class="CR.CompProperties_FXOverlay">
<fxType>FX_Flash</fxType> <!-- optional, defaults to FX_Flash -->
<fxPath>FX/RedLight</fxPath> <!-- REQUIRED -->
<fxSize>1</fxSize> <!-- optional, defaults to 1 -->
<fxAbove>true</fxAbove>             <!-- optional, defaults to true -->
<fxTicks>10</fxTicks> <!-- optional, defaults to 60 -->
<fxAmount>5</fxAmount> <!-- required for some FX, see individual FX descr -->
<fxOption1>30</fxOption1> <!-- required for some FX, see individual FX descr -->
<fxOption2>0.2</fxOption2> <!-- required for some FX, see individual FX descr -->
<fxDependency>Fueled</fxDependency> <!-- optional, defaults to None -->
<fxOffset>(0,0,0.1)</fxOffset> <!-- optional, defaults to (0,0,0) -->
</li>
</value>
</Operation>


Documentation is included in the Examples/Example.xml directory. However, the basic gist of it is that CompFX supports the following FX types:


fxType (enum, default FX_Overlay):

FX_Overlay, // the effect is just to overlay the thing, that is all
FX_Flash,      // the effect is to appear and dissapear @fxTicks interval
FX_Animate,      // the effect is to overlay images in sequence @fxTicks interval
FX_Flicker, // the effect is random frames @fxTicks interval
FX_Spin,     // the effect is to spin around the middle; spin fxAmount (degrees) @fxTicks rate
FX_SpinJitter, // the effect is to periodically spin in a random direction and portion of @fxAmount (degrees) @fxTicks rate
FX_Pulse, // the effect is to grow and shrink by fxAmount @fxTicks rate
FX_Pop, // the effect is to grow--by fxAmount @fxTicks rate--and then start over
FX_Fade, // the effect is to fade in and out of transparency
FX_Mote         // the effect is animates versions of the frame into the air, like smoke


This is a tool for modders who want to graphically touch up rimworld. This mod makes use of one Harmony call in order to check to see if a work location has been worked at. This helps the tool able to satisfies the "Worked" dependency type. For example, you might have a stove smoke extra if it's been worked at. Currently supported dependencies are Powered, Fueled, Worked, and None.

For additional info see the Examples.xml file.

The download is found by following the link in my sig.

Version 1.1 Release Notes:

-Addressed significant performance defect with FX_Mote
-Added triggered (event based) FX

Version 1.2 Release Notes:

--Addressed an off-by-1 error that prevented the Worked signal from processing until after work stopped
#7
This is a work in progress. A WMV video is to be found under the CR all mods link in my sig. There are also about 3 dozen screen shots.

The purpose of this mod is to make rimworld look realistic and not cartoony. It started out as a stockyard overhaul, and kind of exploaded from there. Currently reskinned items include: the UI, motes and overlays, all stockyard items, terrain, floors, walls, and more. It comes with at least partial out of the box reskinning for the following mods:

Allow Tool
Colony Manager
Door Mat
Embrasures
Extended Storage
Fences
Skully's Gauss Guns
Mobile Mineral Scanner
More Vanilla Turrets
OHU Dropships
RBSE
Misc Robots
Tilled Soil
Skully's Wall Lights

Virtually nothing in Rimworld is untouched. On the todo list are pawns and worn clothes. Both of these are problematic for me due to my art production method. So I might not get to them.

While virtually all of the graphics in this mod are presently net-new to rimworld, , I am currently using some of Jabba's worktables as placeholders until I can get permission or redo them. He and I haven't talked about that.

In the next week or so I'll be releasing a beta. While I believe I have found most defects by now (e.g., is the work location on the correct side of the bench?, etc), there may be bugs.

Looking for volunteers to beta test this very big redo.

One little thing. While this mod doesn't alter game logic in any way, in a few cases things were given different sizes for artistic reasons, and that will mildly impact game play. It might also mean it is inadvisable to load the mod against a current game (the game deletes things that don't fit).

Go here and navigate to screens and vid directory to see the mod in progress.
#8
Outdated / [A17] CompFX
October 01, 2017, 08:53:11 PM
Hi,

I am releasing a new graphics tool called CompFX. It allows modders, using XML only, to attach a "comp" to any ThingWithComps in order to achieve an overlay effect (including animated overlays). It supports a very wide variety of overlays. It also supports UNDERLAYS. Proper use of the comp usually involves a patch, like this:


<Operation Class="PatchOperationAdd">
<xpath>*/ThingDef[defName = "FueledStove"]/comps</xpath>
<value>
<li Class="CR.CompProperties_FXOverlay">
<fxType>FX_Flash</fxType> <!-- optional, defaults to FX_Flash -->
<fxPath>FX/RedLight</fxPath> <!-- REQUIRED -->
<fxSize>1</fxSize> <!-- optional, defaults to 1 -->
<fxAbove>true</fxAbove>             <!-- optional, defaults to true -->
<fxTicks>10</fxTicks> <!-- optional, defaults to 60 -->
<fxAmount>5</fxAmount> <!-- required for some FX, see individual FX descr -->
<fxOption1>30</fxOption1> <!-- required for some FX, see individual FX descr -->
<fxOption2>0.2</fxOption2> <!-- required for some FX, see individual FX descr -->
<fxDependency>Fueled</fxDependency> <!-- optional, defaults to None -->
<fxOffset>(0,0,0.1)</fxOffset> <!-- optional, defaults to (0,0,0) -->
</li>
</value>
</Operation>


Documentation is included in the Examples/Example.xml directory. However, the basic gist of it is that CompFX supports the following FX types:


fxType (enum, default FX_Overlay):

FX_Overlay, // the effect is just to overlay the thing, that is all
FX_Flash,      // the effect is to appear and dissapear @fxTicks interval
FX_Animate,      // the effect is to overlay images in sequence @fxTicks interval
FX_Flicker, // the effect is random frames @fxTicks interval
FX_Spin,     // the effect is to spin around the middle; spin fxAmount (degrees) @fxTicks rate
FX_SpinJitter, // the effect is to periodically spin in a random direction and portion of @fxAmount (degrees) @fxTicks rate
FX_Pulse, // the effect is to grow and shrink by fxAmount @fxTicks rate
FX_Pop, // the effect is to grow--by fxAmount @fxTicks rate--and then start over
FX_Fade, // the effect is to fade in and out of transparency
FX_Mote         // the effect is animates versions of the frame into the air, like smoke


This is a tool for modders who want to graphically touch up rimworld. This mod makes use of one Harmony call in order to check to see if a work location has been worked at. This helps the tool able to satisfies the "Worked" dependency type. For example, you might have a stove smoke extra if it's been worked at. Currently supported dependencies are Powered, Fueled, Worked, and None.

For additional info see the Examples.xml file.

The download is found by following the link in my sig.
#9
Help / Wall Blueprint
September 27, 2017, 09:19:43 AM
Hi,

Does anyone know how the wall blueprints work? I understand the atlasses, just not the blueprints. I opened the blueprint in an image editor, and it is shaped... funny... relative to the atlas.
#10
Help / Pawn graphics tutorial
September 21, 2017, 08:06:14 PM
Hi,

A while back someone posted a link to a tutorial on how to make Rimworld pawns (animals) using a paint tool and original graphics. I figure I would return to it, but now I can't find it. Anyone remember the link?

#11
Bugs / PatchOperations: Case Sensitivity
September 18, 2017, 08:38:55 PM
Hi,

It appears that the game is case-insensitive for defs, but case sensitive for patching. The game should decide which it is: case sensitive or not.

#12
Hi, this is more of an incomplete implementation issue. When using PatchOperationTest, and there is an error in one of the patches, I get the (attached) error. It is not helpful. If you have a document with a larger number of sequence elements in it, it is rather difficult to figure out which one is broken. Can we have the xpath of the offending element included in the exception, please? Thank you.
#13
Help / Patching abstract copies in older mods
September 09, 2017, 04:18:45 PM
Many older mods, still in use in A17, have copied abstract classes into their mod from the core. This gives each mod copies of things like "BaseGun," for example. At least I think that's what happens. Is there a way using xpath to query for a mod by name so that I can patch their abstract class copies?
#14
Tools / [A17] Moddable (Tool for Modders)
September 09, 2017, 09:16:19 AM
This tool/mod has one very simple purpose:

It allows previously unmoddable elements of RimworldI to be modded. This normally requires C#. This mod makes it UI modificiation possible for modders just using XML.

This mod overrides textures, materials, and Graphics that are bound inside the rimworld code to readonly static data with datataken from the mod directories. It has only been lightly tested at this point. FYI.

The defs file explains in its comments how to use it. You only need to know XML.

Additional items being supported at this time also include:
- Timeouts to force exit from raid map
- Timeouts to undraft
- Option to disable forced slowdown when raided

This mod is taking requests for additional overriding of core hard-coded values.

The download is here
#15
Outdated / [A17] ModdableUI (Tool for Modders)
September 09, 2017, 09:15:13 AM
This mod has one very simple purpose:

It allows previously unmoddable elements of the Rimworld UI to be modded. This normally requires C#. This mod makes it UI modificiation possible for modders just using XML.

This mod overrides textures that are bound inside the rimworld code to readonly static data with textures taken from the mod directories. It has only been lightly tested at this point. FYI.

The mod comes with an example defs file. It presently only handles UI/Commands type textures, but should be able to handle any similar class without any C# updates. I will be extending the XML over time, but it can be modified by anyone with a little knowledge of the core c# files.

The defs file explains in its comments how to use it. In short, the class wants a series of triple strings, like this:

<li>[RIMWORLDCLASS],[CLASSFIELD],[TEXTURE-PATH]</li>
...

For example:

<li>TexCommand,ClearPrioritizedWork,UI/Designators/Cancel</li>

Have fun.

The download is here
#16
Help / Renderers
August 30, 2017, 08:10:51 AM
Hi, PawnRenderer is responsible for rendering equipment (e.g., weapons) carried by pawns. Which renderer is responsible for rendering equipment on the ground?
#17
Help / Trouble overriding dessicated texture [SOLVED]
August 30, 2017, 06:42:42 AM
Hi, I'm attempting to override (via pathing, no XML) the game dessicated textures (I can tell from C# analysis that this won't be possible without coding for humans, but let's ignore this for now, it should be fully possible for animals). The dessicated graphic path for Muffalo is:

        <dessicatedBodyGraphicData>
          <texPath>Things/Pawn/Animal/Muffalo/MuffaloDessicated</texPath>
          <drawSize>1.5</drawSize>
        </dessicatedBodyGraphicData>

Okay. Opening the game code, dessicatedGraphics are of class Graphic_Multi. According to this http://rimworldwiki.com/wiki/Modding, Graphic_Multi type graphics should be a directory with _side, _front, and _back suffixes. Okay.

So I have a directory in my mod here:

...\Textures\Things\Pawn\Animal\Muffalo\MuffaloDessicated

In it are three files:

    MuffaloDessicated_front.png
    MuffaloDessicated_side.png
    MuffaloDessicated_back.png

When I run the game with my mod checked and operational, I create some muffalos with the dev tool, kill them with the dev tool, and run the rot 1 day command on them a few times. The texture that appears is the original game texture, not my texture.

Anyone have any clue what I might be doing wrong?
#18
Help / BiomeDef textures: what are they for?
August 27, 2017, 08:01:53 AM
What are the textures defined by the Biome for?

They appear to do nothing, on the ground at least.
#19
Help / RoughStone and RoughHewnRock
August 26, 2017, 08:02:41 PM
Hi, these textures (see subject) exist in the A17 texture dump, but I think there in the set of hard coded textures. Can someone tell me what the proper path to override them is?

Also, I have  ILSpy; I did a complete decompile and searched for them, but could not find them (someone dumped code to show me how to override leather texture last week) so if someone out there knows how to find this stuff in the main code and wants to tell me how to do that, that would be great. TY!
#20
Help / Debug.Log()
August 24, 2017, 12:59:54 PM
Hi. I have a DLL mod where I can verify definitively that the method is being called, but I cannot recall where the Debug.Log() command goes. I thought it was supposed to go to output_log.txt, but it's definitely not appearing there. Where would I find the text message from Debug.Log()?

Edit: solved. output_log.txt is definitely the correct place. Strange issue on this end.