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Messages - tiltos

#1
Outdated / Re: [A16] Legs!
May 22, 2017, 09:00:30 PM
Quote from: Belgrath on May 21, 2017, 01:05:14 AM
Hi.
I don't know if this helps but after adding your mod I get warnings just loading the game (before loading/starting a map).
Other than that everything works fine.
Here is the error log
https://gist.github.com/c969dddb0fc1e7d20169249d629efa60

Please keep up the good work. Mods make the game better!

I don't think that's from this - as you can see the Legs mod has no assemblies, and it's only got 1 xml update. Is there something else that's you've got modifying the default pants?
#2
Help / Re: need help modding pawn body textures
May 19, 2017, 01:39:13 AM
I was thinking about how to go about giving everything an angled top-down view (non-isometric, so like zelda or Ultima), however you're spot on - it's mainly the furniture that is 3/4 view, all the power & production units are directly top down (and don't have any rotational views. If you could add additional rotated views (like side view etc), I'd be interested in retexturing things to align to a unified perspective..
#3
Help / Re: need help modding pawn body textures
May 16, 2017, 04:40:56 AM
@fluffy unfortunately I couldn't get your dll working! However, I did a full case-sensitive pass over all files and paths, and that did the trick.

After all that, I'm not sure I'm happy with the style direction I was going with, so put it on hold for a bit :)


#4
Quote from: Ruisuki on March 26, 2017, 12:04:38 PM
Have the spelling errors of the mod been fixed? For example the beautiful locker ;_;
https://s28.postimg.org/jozg4dj3h/Locker.gif

The textures and functionality in this mod are beautiful, however the spelling is appalling.

Here is an updated English folder - override your current one in Clutter Furniture\Languages\

@Mrofa please update your mod with this! I've kept your unique descriptions largely intact, but I fixed the spelling and grammar issues.

File: https://www.dropbox.com/s/ijtpyjlokcoerrz/English.zip?dl=0
#5
Help / Re: need help modding pawn body textures
May 14, 2017, 12:24:03 AM
@keylocke I think that's why you haven't had the issues with the pawn textures - they're all okay in /core, however it gets a bit sketchy when in your own mod. I have bodies working for my Legs mod (turns out image filenames are case sensitive), however I can't get heads to work. So yeah, it's not the image names or paths - I uploaded the full A17 nested textures w/ paths a few days ago.

That said, I'll look into 'change 12 faces' as that might do the trick, thanks!

As for you furniture, it's looking great! Love the concept of having in-style wooden floors.
#6
Outdated / Re: [A16] Legs!
May 13, 2017, 11:00:25 PM
Thanks Orpheus. I was thinking the trouble might be that the legs are part of the default body, and I haven't seen anything that masks over the top (hiding the default body rather than sitting over it). I'll have a look into the Corruption mod though. It'll be cool to get all that extra visible. I could totally see and overlay of bionics, it'd be the removal of the existing leg area of the body texture that'll be the most challenging.
#7
Outdated / Re: [A16] Legs!
May 13, 2017, 09:10:43 AM
Quote from: Parsival on May 13, 2017, 04:36:09 AM
would this work with non-Vanilla pants?

It depends. I've got a feeling not. It won't work for Apparello's pants without a compatibility patch. Where are your non-vanilla pants from?
#8
Outdated / Re: [A16] Legs!
May 13, 2017, 03:42:59 AM
Sure thing Sidfu, updated the post.
#9
Outdated / [A17] Legs!
May 13, 2017, 02:17:51 AM
Legs!

This mod Adds the highly, highly controversial appendages that are legs! As pawns now have legs it makes sense that they also have bums  ;D This will now mean that pants (or the lack of) are visible on your pawns. If you have an anti-leg philosophy then best you don't download the mod. I also added a little more detail to pawn bodies for added character - I consider it a good way to empathise with their need for clothes.

A nice addition to this mod is Clutter - Misc by MFROA, which adds hands: https://ludeon.com/forums/index.php?topic=17610.0

P.S. I have no intention of animating legs, I just wanted to play around with creating a texture mod  8)

If you are for some reason offended by tiny, pixellated bums, consider this mod NSFW. Considering in-game you can enslave people and harvest their organs, I'd consider re-evaluating what makes you prudish.

Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=924641287
Direct Download: https://www.dropbox.com/s/bjgw41imshr2xmm/Rimworld_Legs_A17.zip?dl=0



[spoiler]

[spoiler]

Licence: Creative Commons - free use with credit.
#10
Help / Re: need help modding pawn body textures
May 12, 2017, 10:24:04 PM
Quote from: skullywag on March 16, 2016, 09:58:54 AM

private const string NakedBodyTextureFolderPath = "Things/Pawn/Humanlike/Bodies/";

public static Graphic GetNakedBodyGraphic(BodyType bodyType, Shader shader, Color skinColor)
{
if (bodyType == BodyType.Undefined)
{
Log.Error("Getting naked body graphic with undefined body type.");
bodyType = BodyType.Male;
}
string str = "Naked_" + bodyType.ToString();
string path = "Things/Pawn/Humanlike/Bodies/" + str;
return GraphicDatabase.Get<Graphic_Multi>(path, shader, Vector2.one, skinColor);
}


this.dessicatedGraphic = GraphicDatabase.Get<Graphic_Multi>("Things/Pawn/Humanlike/HumanoidDessicated", ShaderDatabase.Cutout);

private static readonly string[] HeadsFolderPaths = new string[]
{
"Things/Pawn/Humanlike/Heads/Male",
"Things/Pawn/Humanlike/Heads/Female"
};

private static readonly string SkullPath = "Things/Pawn/Humanlike/Heads/None_Average_Skull";


edit - there that should be all you need

Skully can you please give a little context to these snippets? Unfortunately I don't understand C#. I basically just want to allow the game to look at the mod's texture folder for heads and bodies (like it does for most other textures). Thanks!
#11
Help / Re: RimWorld core art source
May 12, 2017, 12:23:02 AM
It seems to be hit and miss zhinsy. I don't quite get the logic - and I haven't played with randomised textures yet. Things like brick walls, which you would think are straight forward, need def updates. Pawns heads need a dll. I'm playing with bodies at the moment, and without an Assembly change all but the 'thin' body displays.

As I go through the textures over time, happy to document it. Ideally Tynan would updated texture handling to be a simple core->mod path override (same paths, different ancestor folders).
#12
Help / Re: Pawn Texture Editing
May 11, 2017, 09:25:07 AM
Ouzbel did that fix it? Mine's not working. From what I've been reading it may be something to do with heads being hardcoded?
#13
Help / Re: RimWorld core art source
May 11, 2017, 09:12:52 AM
You can either put them in /mods/core or create you own mod folder in /mods.

Not all changes will show up in game, as there are different ways that some textures are handle unfortunately. You'll need to either modify Defs or write some dlls :|
#14
Help / Re: need help modding pawn body textures
May 11, 2017, 09:10:52 AM
That's fair. I wonder if Fluffy's moddedhead file is floating around? I couldn't find it in MVP (which is long dead now).
#15
Help / Re: RimWorld core art source
May 09, 2017, 11:10:34 PM
For those who are after it, I've created the folder structure (A17).

You can grab it here: https://www.dropbox.com/s/o0pgvlysxx5hp4b/textures-a17.zip?dl=0

No doubt this will change, and unfortunately I don't see a way to easily update it (it takes ages!)