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Topics - jabbamonkey

#1
Help / Path to Meal Images
August 08, 2022, 05:40:49 PM
So, I had created a texture mod during v1.2 ... and I saw that my mod had some errors during the last update (it was awhile ago, but I haven't had time to address it, so here I am now). The meal images are all broken now.  The path to my meal images were ...

Things/Items/Meal/Fine/Fine_a.png
Things/Items/Meal/Fine/Fine_b.png  (mid stack)
Things/Items/Meal/Fine/Fine_c.png  (full stack)
Things/Items/Meal/Lavish/Lavish_a.png
Things/Items/Meal/Lavish/Lavish_b.png
Things/Items/Meal/Lavish/Lavish_c.png
Things/Items/Meal/NutrientPaste/NutrientPaste_a.png
Things/Items/Meal/NutrientPaste/NutrientPaste_b.png
Things/Items/Meal/NutrientPaste/NutrientPaste_c.png
Things/Items/Meal/Simple/Simple_a.png
Things/Items/Meal/Simple/Simple_b.png
Things/Items/Meal/Simple/Simple_c.png
Things/Items/Meal/SurvivalPack/SurvivalPack_a.png
Things/Items/Meal/SurvivalPack/SurvivalPack_b.png
Things/Items/Meal/SurvivalPack/SurvivalPack_c.png

I checked the SOURCE ARTWORK, but those paths seem correct. Yet, I'm getting error messages and the images aren't showing up in game...

Any idea how to fix this?

Note: I did increase the resolution of the images. I think the original were 64x64 ... and I bumped them up to 128x128 (maybe 256).  Would that cause the issue?
#2
Help / How to Create a Settings Page for Mod
April 20, 2021, 02:12:49 PM
I was hoping to upgrade my mod... At the moment, the mod just replaces the textures for a TON of items in the game. Alot of people love the textures, but occasionally someone will say something like, "Can you create a mod just with User Interface Icons" .... Or, "Can you create a mod without the statue textures?"

So.... I'd like to have a mod setting page (similar to other mods), where users can "deactivate" some of the texture changes. For example, some people don't like my "statue" textures. So, I'd like them to be able to go into the settings page, and  "disable" the texture replacements for the statues (by "unchecking" that line item). 

Now, the problem is, I don't even know where to start with this. Is there a tutorial for this kind of things? (a VERY BASIC tutorial, because I'm a designer, and not a true programmer)   :)

Or, ideally, has someone does this for a few textures, and have an example out there that I can "tweak"?  Let me know...
#3
I created some updated WORKBENCHES in a mod, and this required editing the Def for the masking. One person said they are getting an error and seeing a red X for a workbench. I think this may be an issue with conflicting mods that affect the workbenches I edited. Can someone help me fix the code, so it overrides other mods (my knowledge of XML is VERY limited) .....

Here are the two error messages...
Quote1)
XML error: Duplicate XML node name shaderType in this XML block: <graphicData><texPath>Things/Building/Production/TableTailorHand</texPath>

2)
XML Verse.GraphicData defines the same field twice: shaderType.
Field contents: CutoutComplex.
Whole XML:
<graphicData><texPath>Things/Building/Production/TableTailorHand</texPath>

Here is an example of the modified workbench code:
<li Class="patchOperationAdd">
<success>Always</success>
<xpath>*/ThingDef[defName = "HandTailoringBench"]/graphicData</xpath>
<value>
<shaderType>CutoutComplex</shaderType>
</value>
</li>


Note: I  know the image path is correct, and I am not receiving errors on my end. Also, the user didn't provide their log, so I don't know what mods could be affecting this.
#4
Help / Replacing Textures for Prosthetics
April 15, 2021, 01:26:57 PM
I've been using the "Expanded Prosthetics and Organ Engineering" mod...
https://steamcommunity.com/sharedfiles/filedetails/?id=725956940

The mod shows a single graphic for all the prosthetics (a box image). I wanted to update the graphics with my own mod, so each prosthetics has their own graphic. I've been able to do this successfully for most of the images... but am having trouble with a few items...

See example here: http://www.amazingdg.com/_client/rimworld/med.jpg

I've replaced the images for many of the items (i.e. adv bionic leg, bionic ear, mutant leg, mutant arm, mutant eye, artificial clavicle). But, for some reason, I can't change the textures/images for any of the Archotech items (the microchip in the image above)...



Here is the code that I used for all of the other medical items (replacing the defName for each object), but it doesn't work for the archotech items.

<li Class="patchOperationAdd">
<success>Always</success>
<xpath>Defs/ThingDef[defName = "PegLeg"]</xpath>
<value>
<graphicData>
<texPath>Things/Item/BodyPart/PegLeg</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>0.80</drawSize>
</graphicData>
</value>
</li>


I've also tried this code (and this didn't work either) ...

      <li Class="patchOperationReplace">
<success>Always</success>
<xpath>Defs/ThingDef[defName = "ArchotechEar"]/graphicData/texPath</xpath>
<value>
<texPath>Things/Item/BodyPart/ArchotechEar</texPath>
</value>
</li>


Any help?



I don't know XML too well... but I think (maybe) it might have to do with the "ParentName" ... Below is from the Mod, where they classify the group/parent, and designate the MAIN graphic. Then they designate the individual items...

<ThingDef Name="ArchotechBase" ParentName="BodyPartModBase" Abstract="True">
    <graphicData>
      <texPath>Things/Item/BodyPart/Bionic2</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <drawSize>0.90</drawSize>
    </graphicData>
    <thingCategories>
      <li>AdvancedProstheses</li>
    </thingCategories>
  </ThingDef>

  <ThingDef ParentName="ArchotechBase">
    <defName>ArchotechEye</defName>
    <label>archotech eye</label>
    <description>An artifical eye...</description>
    <techLevel>Archotech</techLevel>
    <thingSetMakerTags>
      <li>RewardSpecial</li>
    </thingSetMakerTags>
    <statBases>
      <MarketValue>3100</MarketValue>
      <Mass>0.3</Mass>
    </statBases>
  </ThingDef>
#5
I am trying to replace some textures for the stones/rocks (ex: RockLowA.png). I actually replaced the texture... but in the game,  SOME of the rocks were replaced (new texture), but others weren't (they used the old texture). I used letters a-f.

Textures\Things\Item\Chunk\ChunkStone\_RockLowA.png
Textures\Things\Item\Chunk\ChunkStone\_RockLowB.png
Textures\Things\Item\Chunk\ChunkStone\_RockLowC.png
Textures\Things\Item\Chunk\ChunkStone\_RockLowD.png
Textures\Things\Item\Chunk\ChunkStone\_RockLowE.png
Textures\Things\Item\Chunk\ChunkStone\_RockLowF.png

Note: The CORE ART says that these names should be "RockLowA" ... and not "_RockLowA" ... but "RockLowA" gives me an error message.

Let me know. Thanks!




#6
Help / targetVersion vs. supportedVersion Error Messages
February 04, 2019, 01:23:35 PM
I'm getting a conflicting error message. In my About.xml, I was using <targetVersion> but was getting an error that the tag is deprecated.  So, I tried the recommeneded <supporedVersion><li> tag... but am getting an error from that too...

Below are the two conflicting error messages:

QuoteXML error: <supportedVersion><li>1.0.2150</li></supportedVersion> doesn't correspond to any field in type ModMetaDataInternal. Context: <ModMetaData><name>Jabbamonkey's Furniture Graphics (Set 3 of 6)</name><author>Jabbamonkey</author><url></url><supportedVersion><li>1.0.2150</li></supportedVersion><description>Graphic replacements for furniture, workbenches and miscellaneos objects.</description></ModMetaData>

<targetVersion> in mod About.xml is deprecated! Use <supportedVersions> tag instead. (example: <supportedVersions><li>1.0</li></supportedVersions>)

Full error log is below...
http://classicgaming.cc/temp/targetVersion.txt

Note: I completely got rid of the "targetVersion" from all my mod's About.xml files. Yet it is still showing up in the error.  I did a search in my mod folder for files containing "targetVersion" and no About.xml files appeared.
#7
Help / Replacing Crops Texture Paths ... Not working
January 17, 2019, 01:29:49 PM
So, I am trying to redo the crops (cause some of them look a little too "cartoonish" for me). I tried recreating the textures, and used the DEF to find the correct paths and names, but the textures are still not working...

For cotton, I searched the Defs, and found the following paths for the cotton plant in Plants_Cultivated_Farms.xml ....
QuoteTextures\Things\Plant\CottonPlant
Textures\Things\Plant\CottonPlant_Immature

So, since the graphicclass is GraphicRandom, I placed the images as such...

QuoteTextures\Things\Plant\CottonPlant\CottonPlantA.png
Textures\Things\Plant\CottonPlant\CottonPlantB.png
(note: I also tried just using a single image CottonPlant.png)

Textures\Things\Plant\CottonPlant_Immature\CottonPlant_Immature.png
(note: I also tried renaming the immature image CottonPlant.png in that folder)

But none of these worked.  I even tried just placing both images in the Plant/ folder (with no subfolders).  Any idea what's wrong?  I have a TON of other crops to redo, and can't get the first few working... 

Thanks
#8
Help / xpath conditional statement... need help
January 11, 2019, 04:30:08 PM
My graphic mod is conflicting with another mod. Without the other mod, I need to ADD graphic information for the texture.  When the other mod is installed, the ADD produces and error, so I have to use REPLACE.  I tried searching for a CONDITIONAL solution, and came up with the code below (but it doesn't work).

Please let me know what I am doing wrong...

<li class="PatchOperationConditional">
<xpath>*/ThingDef[defName = "ExoskeletonSuit"]/graphicData/texPath</xpath>
<nomatch Class="PatchOperationAdd">
<success>Always</success>
<xpath>Defs/ThingDef[defName = "ExoskeletonSuit"]</xpath>
<value>
<graphicData>
<texPath>Things/Item/BodyPart/ExoskeletonSuit</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>0.80</drawSize>
</graphicData>
</value>
</nomatch>
<match Class="patchOperationReplace">
<success>Always</success>
<xpath>Defs/ThingDef[defName = "ExoskeletonSuit"]/graphicData/texPath</xpath>
<value>
<texPath>Things/Item/BodyPart/ExoskeletonSuit</texPath>
</value>

</match>
</li>
#9
Help / Can't find texture path...
December 29, 2018, 03:51:03 PM
I uploaded my graphic mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=1606246248

I am still working on adding more textures, but am hitting another wall... I am trying to add some user interface icons, but can't find out what to name some images, and where to place them...

Remove Roof Area  ... this is the menu item, under the ZONE category.  I have the images/path for "ignore" and "add" roof zones .... but can't find this one.
Bridge ... this is the "build bridge" menu item under the STRUCTURE category.  I was able to find the "remove bridge" path, but no name/path for the build bridge.

Thanks!
#10
Help / Check if object exists, before change elements ...
December 28, 2018, 06:31:21 PM
I was about to package up my mod, and upload it ... but then I decided to test the mod without any other mods installed (because my mod also modifies textures in other mods).  I got some errors. It looks like the xpathing to change other mod elements is causing a problem when the other mod doesn't exist.

So, I am getting the following error...
Quote[Jabbamonkey's Graphic Overhaul] Patch operation Verse.PatchOperationSequence(count=25, lastFailedOperation=Verse.PatchOperationReplace(*/ThingDef[defName = "HookHand"]/graphicData/texPath)) failed
file: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\JabbamonkeysGraphics\Patches\MedPatches.xml

And, below is the xpath where the error is coming from (note: this code works fine when the other mod is installed) ...

<li Class="patchOperationReplace">
<xpath>*/ThingDef[defName = "EyePatch"]/graphicData/texPath</xpath>
<value>[/quote]
<texPath>Things/Item/BodyPart/EyePatch</texPath>
</value>
</li>


As mentioned, this item is located in another mod. So, before xpathing, I need to either ...
a.) Check to see if the mod exists
b.) Check and see if the object exists (I prefer this, because they may change the elements in their mod)

Can someone tell me how to do this?
#11
I have two issues.  Here is a preview of the work I've been doing, with the two issues circled:
http://classicgaming.cc/temp/rimsynthmeat.jpg

1. Recolor Synth Meat
First, issue is with Synthetic Meat.  I changed the texture for all the meats ... and synthetic meat uses the same texture for Meat_Big, but changes the color/hue of the meat. Right now, the color isn't great, and I want to change it. I searched the core def files for "synthetic" but found NO reference to synthetic meat anywhere. Unfortunately, that's the only place I know where to look ... and even if I found it, I have no idea how to adjust the color... Can someone help?

2. Replace Flake Texture ... but not yayo
Second issue is with flake. It uses the same texture as yayo, and recolors it. I just want to replace the texture entirely (with NO recoloring). Once again, I searched the core DEF files, but didn't find any reference to flake textures. Any idea what to do?
Please help. Thanks...
#12
Help / Meat Texture Paths
December 26, 2018, 01:29:49 AM
I am looking to replace the default MEAT textures in the game. I created the following images...

Meat_Big_a.png
Meat_Big_b.png
Meat_Big_c.png
Meat_Small_a.png
Meat_Small_b.png
Meat_Small_c.png
Meat_Human_a.png
Meat_Human_b.png
Meat_Human_c.png
Meat_Insect_a.png
Meat_Insect_b.png
Meat_Insect_c.png

The problem is ... I don't know where to place these images in my mods textures folder.  I searched the core DEF folder for documents containing the word "meat" and got plenty of results, but none that showed the path for the meats.  Can anyone tell me what folders I need (and how to find this out in the future)?  And, what folder structure I should use? 

I tried putting the images all in ...
Textures\Things\Item\Resource
but that didn't work... so I tried ...
Textures\Things\Item
... but that didn't work ... so I tried to put them all in their own folders... for example:
Textures\Things\Item\Resource\Meat_Big
... still didn't work

Also, is there a way to check an items texture path IN-GAME?  For example, using the development tools?  I can select an item (with the magnifying glass def tool selected) and find out the DefName... but not the texture path (and sometimes the defName isn't useful... in the case of Meat or Leathers)
#13
Help / Need help updating Xpath in Mod for 1.0
December 18, 2018, 02:12:54 PM
I am trying to update my A17 mod to 1.0, but the xpathing is off. When I load the game, I get a ton of errors from the mod.  I'm mainly a designer, and not very good with xpathing. See the file below...

http://classicgaming.cc/temp/JabbamonkeysGraphics.zip

That is the mod in it's current state. It basically is a bunch of retexturing, with some workbench upgrades (i.e. adds masking, and rotation). If someone could take a look, that would be great.  In the Mods "Patches" folder are 3 xml files. The VGP files are simple path retexturing for the VGP mods (someone else created those).   The workbenches xpathing is in the Patches.xml

Feel free to check out my A17 work in the signature link below...
#14
Since 1.0 is released, I'm looking to put all of my retextures together into an updated mod (see my old stuff here: https://ludeon.com/forums/index.php?topic=35198.0;topicseen).
Note: I'm a designer, and not a strong programmer - so please use small words when talking "programming".   ;)

I tried to get started with simple texture replacement, but I'm already hitting issues. I started by checking the def file for the texture path, then putting the new image in the correct folder (of my mod), then loading the mod in game. Some images work, and some don't.  See an example issue below... 

For example, I wanted to replace the HEART organ image (the simple box with a cross on it). I went into the def file Items_BodyParts.xml and found the path to be Things/Item/Health/HealthItemNatural

So, I created the image HealthItemNatural.png and placed it below...
JabbamonkeysGraphics\Textures\Things\Item\Health\HealthItemNatural.png
(note: JabbamonkeysGraphics is the mod folder).
The image does not show up in-game (however, I have other images that I've retextured and show up fine).

So, some questions.
1. If I am retexturing, like above, will other mods affect my new image replacement?  So, if I create a HEART box image (mentioned above), and I have another medical mod installed ... will the conflict cause my image replacement to fail?
2. Related to the first question, if I am looking to replace the textures of someone else's mod, do I just need to load my mod before theirs (or after ... not sure about order)? I'm curious if my texture can OVERRIDE theirs.  Or is more involved (i.e. changing Def info)?  I want to know, so I can handle mod conflicts.
3. Any other idea why the example above fails?  I don't think I have any other mods installed related to medicine ... and the images don't show.
4. I replaced the image for Plasteel, using a 64x64 image. The image is skewed when the image shows up in-game (it looks SQUISHED).  Do I need to use another size?  How do I find this out (where do I look)? 


I also have a ton more questions, but will have to get to them later (i.e. replacing the METAL textures with multiple images, masking production benches, etc.)

Thanks for the help.


#15
Help / Devilstrand - Mature and Immature
August 29, 2017, 08:37:12 AM
I am recreating the graphics for the plant Devilstand (and other plants).  Some have mature and immature designations. Right now I setup the following folder structure and file names in my mod...

/Textures/Things/Plant/devilstrand/Devilstrand.png
/Textures/Things/Plant/devilstrandimmature/Devilstrand.png

The original source artwork is located in...

/Textures/Things/Plant/devilstrand/Devilstrand.png
(same as my designation above, so this should just replace the image)

But, either way, the game doesn't show the mature image (which is the same as the source) or immature image (which, I assume, may need some changes to the defs).

If someone could, let me know how to deal with plant graphic changes...
#16
Outdated / [A17] Jabbamonkey's Textures
August 19, 2017, 03:22:48 PM
Jabbamonkey's Texture Packs

I'm back, after a long hiatus. I have a bunch of graphic packs that I will be adding over the next few days. I'll upload them in pieces. This initial post in this thread will contain links to the files for download. I'll post individual posts within this thread that explain each pack in detail...

Download
I've broken the graphic packs into parts ... in case some people don't like certain graphics. Each pack must be downloaded / installed / activated separately.
Jabbamonkey's Textures - Sculptures : Download | Preview
Jabbamonkey's Textures - UI : Download | Preview

Currently Working On:
Jabbamonkey's Texture Overhaul : Download | Preview
(a bunch of other graphics, including production benches, furniture and joy revisions, misc equipment, power and resources)

Installation Instructions:
1. Download the zip file.
2. Unzip (decompress) the zip file. This will create a folder containing the mod.
3. Place the unzipped folder into your Mods/ directory.
4. Run the game, and activate the Mod.

Conflicts
At the moment, there should be no conflicts. These are simple texture replacements.

Future Fixes
Need some help cleaning these up a bit. If you check out the Art and Sculptures, I'm looking for someone to help be reduce the "shadow effect" that appears behind the sculptures (see the screenshot for the sculptures below).
For the user interface, some of the textures that I created aren't showing up. If someone can help explain why, let me know. Specifically, the caravan and world/map icons (i.e. settle, split caravan, form caravan) and a few others.
#17
Help / Add 4 rotation texture for object.
August 06, 2017, 10:59:36 PM
I created a new nutrient paste dispenser ... The original was a simple image, that easily rotated 90 degrees. My new graphic allows for a special graphic for each 90 degree. Can someone help me create a mod to help implement this 4 image texture?  See the images below.

Also, I noticed that the game "stretches" the image I have drawn. I used the original source image as a template ... are the dimensions of the source image off?

[attachment deleted by admin: too old]
#18
DIMENSIONS
I used the source graphics to recreate some production tables... However, when the images are brought into the game, they are squished to fit other dimensions... I am using 256x128, and then using the original image to determine the spacing around the image (so the image is 256x128, but the drawn area is smaller and inside those dimensions)

See the image below. The electric kitchen stove is a good example (the one with 4 circles stove grills) ... you can see that the height is the same as the ingame  image ... but the width is stretched (making the final image look odd.

Does anyone know the exact dimensions I should be using so the image doesn't "squish"??? And, does anyone know the dimensions of the artwork that needs to be inside the image (what spacing around the image)?

MASKING
As for masking... refer to the images below. The butcher table is a good example (the one with the blood stains). When I choose WOOD, the butcher table is brown ... and so are all the other elements on the table. I created a mask and uploaded it, but the mask is not active. How do I make the mask active?

I know I need to do something with an XML file. (I saw an article about coloring a deer). The deer example shows how to color an object a SPECIFIC color ... but I need the color to be the color of the material used to create the object ...

Also, what do I name this XML file, and where do I put it in my mod folder? Do I need to add all other XML information for THAT production bench in my MODS xml file ... or just use the masking info, and the other info will be pulled from the core xml file? And, does each workbench need it's own XML file to designate a mask, or can I use a single XML file and add references to each workbench that I edit?


Please help. I have ALOT of graphics that I am redoing. Some look great, but I have all these issues that I need to deal with.

[attachment deleted by admin: too old]
#19
It's been awhile since I created a mod... need to "relearn" things.

Right now I'm trying to replace the graphics for the Muffalo. I tried putting the images in the following folder, but it didn't work (still seeing the old graphics when I restart the game).

\Mods\Core\Textures\Things\Pawn\Animal\Muffalo_side.png
\Mods\Core\Textures\Things\Pawn\Animal\Muffalo_back.png
\Mods\Core\Textures\Things\Pawn\Animal\Muffalo_front.png

Can someone help with this simple issue.  I plan of redoing a ton of images, but need to start here...  Thanks.
#20
Bugs / Cooler not cooling much
March 25, 2015, 09:30:32 AM
So, I placed a cooler in the wall of a sealed room (with walls and doors, the room is 12x5). I have the target temperature of the cooler set to -270 degrees.... but the outside temp is about 35 degrees, and the inside temp is only  8 degrees.  The cooler is powered, and the "current power use" is marked as "high".

Is this a bug? I can't see any reason why a target temp of -270 wouldn't lower the room sufficiently.

Also, I have no mods installed that affect the cooling and temperature.