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Messages - palandus

#136
Mods / Re: Art Modifications - Resources
March 09, 2014, 07:44:06 PM
What I mean is replace a single color with transparency... I don't know how you do it for other programs, but for GIMP 2.8:

1) EDIT -> Select All
2) LAYER -> Transparency -> Color to Alpha -> [Click on button From ___ to Alpha; to choose a color] -> Move the pointer to Black (uppermost leftmost corner).

That's what I mean Darker.

@Others; I'm also looking for new textures for weapons, pawn clothing, and other ingame objects for anyone who is interested. If someone is interested, I'll post specifics here.

#137
Mods / Re: Art Modifications - Resources
March 09, 2014, 02:35:58 PM
Why don't you make it alpha for just one color (what I did to make my preview.png work), such as black?
#138
Ideas / Re: Plant health is ridiculous
March 08, 2014, 02:41:30 PM
Can be done by modding the plants.xml file.
#139
Help / Re: Weapon Help
March 08, 2014, 02:35:03 AM
@SlayR; I'd suggest taking a look at both Weapons_Guns and Weapons_Grenades, copy the code to a different location and see which lines are used for each weapon type (so in this case, BulletBase and GrenadeBase) and mix and match code lines until is works; this is how I created my bunker wall, by combining Sandbags code with a Wall's code.
#140
Help / Re: Core Mod Disabled
March 08, 2014, 02:32:02 AM
Or just delete the ModsConfig.xml file; relaunching the game will have it recreate a new ModsConfig.xml file with Core listed by default.
#141
@Nasikabatrachus; What size were you using, and were you using the table in a wide open space (so that the Standing Location wasn't blocked)
#142
Mods / Re: Art Modifications - Resources
March 07, 2014, 08:50:02 PM
Hmmm. Good question.

Partially front on, but mostly top down. Now, I know that may not make much sense so I'll try to give some examples:

If you take a look at the wall texture ingame, it shows (via shadowing) the top of the wall, the front of the wall, and the sides. This has (in my eye) a partial front on view AND a mostly top-down view. 2.5D if you will or a 2D texture that appears to be 3D without being 3D (hence 2.5D)

The ingame door or table however is full on Top Down view.

Whereas the Sandbags or Droppod Beacon is more front on view, than top down view.

I'd personally like (if you can think of a way) to go for a partial front on view but mostly top down view, so it appears that you look at objects from a top down view at an angle, rather than fully top down viewing. It also, makes it so that you can add additional details to an object that a full on top down view wouldn't allow. (ie a Top Down door has very little space for detail)

The benefit of a partial front view and mostly top down view is that it will look dramatically different that vanilla textures, and allow you to have a larger canvas to show off your fine detail work. Does that work for you; can you maybe whip a WIP image of what you think I mean (to see if my explanation is understandable or not, so that we are on the same page)
#143
Mods / Re: Art Modifications - Resources
March 07, 2014, 01:16:48 PM
Well Shadow, you can post both the WIP and Finished Images here. That way if someone else wants to use the same thing, then they can (by permission and crediting of course).

1] Door
http://www.pinterest.com/pin/225602262557627801/ (A scrap metal door; looks like a bunch of metal plates fused together with rivets everywhere; I'd like to see if it could look like oxidized iron [rusty red], similar to this shot = http://www.oxfordcounty.ca/Services-for-You/Garbage-and-Recycling/Recycling/Specialty-Recycling-Depots/Scrap-metal-depots)

2] Table
http://www.tipsbytom.com/index.php/metal-table-top/ (Start with something simple like this, and add a similar texture to it like the door; riveted metal with a rusty iron red tinge to it, to make it look like it was cobbled together from bits and pieces of scrap metal)

3] Bunker = Yes, you have the right idea; I've the code to make it work, but it looks funny if I just use normal walls ingame.
http://en.wikipedia.org/wiki/File:PanoBunker.jpg (Heres an example of what I'm looking for; though somewhat difficult to do in 2D I'm sure)

4] Metal Walls
(Do something similar to the doors/tables; have walls that look like they are made from scrap metal fused and bolted together)

I'm building a mod that goes for more of a "survivalistic" approach, where initial equipment should look like it is cobbled together from whatever they can find, rather than looking like smooth, polished work right from the start. (Smooth and polished stuff should come later with time, research, better equipment and skills). So my mod is looking to have a more Fallout 3 -esque or the Matrix look to it. And one of the best ways to give that feeling is with different textures.

@ Serrate Bloodrage; not quite what I'm looking for, but thanks for the offer. I'm trying to avoid using ingame textures for my mod, and would prefer to have completely new ones... if at all possible.
#144
Mods / Re: Art Modifications - Resources
March 07, 2014, 12:16:59 AM
A couple requests shadowtajun / Kylie (which do you prefer?; do you want reference ideas with a request?):

-> Could you do a wall with possibly a horizontal opening, similar to how concrete pillbox looks / bunker?
-> Could you do a door retexture, say one that looks like its made from scrap metal?
-> Could you do a table retexture, say one that looks like its made from scrap metal?
#145
To get around the shortcircuiting, you could always build a small 1 square roof over it, by building an area 3x3 walls to create roofing, then sell all but 1 wall (so that the roof doesn't collapse). This way you have light outside without shortcircuits and avoids lightning (as lightning only hits non-roofed areas)
#146
Mods / Re: Art Modifications - Resources
March 05, 2014, 10:12:25 PM
Alrity, thanks!

Is it okay to ask for requests?
#147
Mods / Re: Art Modifications - Resources
March 05, 2014, 09:53:55 PM
Very nice artwork.

Can anyone utilize these in their mods:
1) by just crediting you
OR
2) by requesting permission first and then crediting you?
#148
What about a potato cannon? There is such things as potato cannons :)
#149
I've never heard of being able to do that with DLL modding. The only thing I've been able to do with DLL modding is change numerical values, or the rare word (ie swapping out turret gun L15 for M25). Unless there is a side to DLL modding I've not heard of yet.
#150
I was wondering Tynan if it would be possible to expose a few things for making more complex mods, where the things to be exposed aren't (as far as I know) that complex in of themselves.

In particular, could you consider exposing:

-> Damage Types, and by proxy allowing us to create new ones? (ie Different damage types have higher or lower incap chances; a Stun Gun would need to have a specific damage type associated with it so that the stun effect would have a higher chance of incapping over more conventional methods)
-> Being able to manually set Damage types for weapons. ie Having rubberized bullets that function like bullets, but have a higher incap chance than bullets.
-> Being able to make certain pieces of clothing resistant to one or more damage types (ie Bulletproof Armor) or be fully immune to that damagetype. (this may be a bit more difficult)
-> Being able to create our own area of effects; what I mean is that like a Grenade Exploding and creating a blast radius of damage, we could create our own area of effects, like say a flashbang grenade. (this may be a bit more difficult)
-> Being able to expose the code that controls Fire
-> Exposing the code determining how characters move. (ie when someone is on fire, they move a lot faster; maybe someone could utilize that code to create a sprint option)

Hope this isn't too demanding, but I thought I'd mention it nonetheless.