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Messages - Shinzy

Help / Re: How to make double-colored apparel?
February 22, 2023, 05:04:34 PM
Royalty dlc does this exact thing with the prestige armors! (You'll find them at Royalty/Defs/ThingDefs_misc/apparel_various.xml), the shader type and the worngraphicmask bits are the important parts in achieving the thing you want, if I remember correctly, as I've not done this myself in maybe 2 years my memory's bit hazy :P

and the art source files should have an example of the mask graphics you need to have for them
Help / Re: I don't understand this error message ?
September 13, 2022, 11:55:48 AM
the red error is pointing to
    <descriptionHyperlinks><ThingDef>Cortex Drive</ThingDef></descriptionHyperlinks>

Try to remove the space in "Cortex Drive"
Tools / Re: need default head textures
April 13, 2022, 05:36:59 AM
If you still need any of the vanilla art assets you can get all of it from here!
Help / Re: Stuff Mask on Linked Atlas Buildings
February 21, 2022, 08:52:00 PM
I'm not an expert so as far as I'm aware there isn't a built in way to automatically get correct material colour for masked atlas

masks do work but the way it does is far from ideal as you'll have to assign the colour value and material cost for each material separately (see the stone tile floors for example) to achieve something like this

OP had a hidden ad link in, Banned and removed the link but left the post just in case it's a valid bug report
Help / Re: Textures are squashed
January 01, 2022, 12:58:46 PM
as far as I remember it's just the weapons
Help / Re: Textures are squashed
December 31, 2021, 09:36:37 AM
It just need to be a square canvas, weapons will be resized into a 64x64 by the game
Mods / Re: Patching recipe to use different resources
December 08, 2021, 09:28:04 AM
I'm a bit rusty with patching as I've not done one in well over a year now but I believe the replace path needs to be like this when you are replacing a thing

You might wanna try to replace the salt directly again just incase the replace path you tried earlier was wrong in similar fashion

Mods / Re: Patching recipe to use different resources
December 07, 2021, 08:55:34 AM
You could try to take a little step back and replace the entire ingredients list segment instead of just single ingredient

Now I acknowledge this does sound stupid and that's cuz I am, BUT this is a method that worked for me when I had trouble replacing a single line from a list before

This is just a suggestion based on my own brute force modding and as such take it with grain of VCE_salt
Help / Re: Modding etiquette questions
November 11, 2021, 08:19:11 AM
add-ons like this are totally fine!
It's just very considerate to let the author know your addon exists
the iguana is hecking cute!

you can use the patch I used for apparello for my pants (see the attachment)
just plop the Patches folder in the root of your mod where the Textures and About folders are aswell

and then you'll need to change the texture paths for the pants and flakpants in the xml file to whatever you like
(you can open and edit them with any notepad but I'd recommend getting notepad++ cause it makes xml files SO much easier to understand)
I'm just a simple artist aswell so I can understand any hesitation
it took me quite a few days of trial and error and frustration to get any sort of good grasp of the xmls
but the stuff is actually pretty simple once you get past the 'being completely overwhelmed' phase ;D

Anyway good luck and I hope you have the strength to see this project through!
it picks from one of the given options and just colours the entire texture, modded or no

there are some textures that have separate masks with them that determine which parts have no colour like the royalty apparel
This is really charming! I think I'm in love with that horse/alpaca thing in the storage zone there

If you haven't already, grab the RimWorld art source has all? the vanilla assets shown in their correct texture paths

Visible pants are possible with patching, Apparello does this aswell as a mod called "visible pants"

and you can also easily mod other mods within yours with the use of load folders ;D
clicky here for the official instructions, it's mostly about multi version modding but it's all good info for any modder

and for the artifacting, you can atleast reduce it (if not remove entirely) by adding 1% opacity black background or outline to your textures (I remember someone very, very long ago did some codery way of implementing their textures into the game as a really hecking crisp smooth way but since I can't recall who or when it's not really helpful :p )

also if you want to change the terrain transition, there's a line in the terrain xmls for <edgeType> for the fading or sharp cut
and <renderPrecedence> which determines if the terrain is above or below others

I think that's all the info I can milk from my brain at this moment
Help / Re: A quick tutorial of xpathing and patching
November 02, 2021, 07:29:02 AM
One way you can do what you want is with the LoadFolders.xml
clicky here for the official google docs instructions how to use them

anyhow, you can specify a folder full of patches and xmls and whatnot to be loaded only if a specific mod is active
General Discussion / Re: Ludeon Forums hacked?
September 28, 2021, 01:20:31 PM
OP is/was a bot, forums are not hacked, I probably should have removed this topic butt I didn't, thank you