Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - jabbamonkey

#256
Mods / Re: New Graphics For The Game
November 13, 2014, 01:26:19 PM
Weapons aren't so hard, but it all depends on the weapon. Crossbows would be tough, because it has very thin lines (for the draw string)... but I could try. Let me know what weapons you had in mind.
#257
Mods / Re: New Graphics For The Game
November 12, 2014, 09:29:57 PM
Send me a list of the equipment that you need and any "ideas" that you have for each piece of equipment (i.e. "an incubator is like a bed with a glass encasing"). Also, include the dimensions for each piece of equipment. For example, mined metal ore is 1x1 (it takes up one "space"). Crafting tables are typically 3x1. Beds are 1x2.

#258
Mods / Re: New Graphics For The Game
November 12, 2014, 09:46:07 AM
Quote from: mrofa on November 12, 2014, 01:24:58 AM
Tynan = orginal artist ;p

Based on a Dec 10, 2013 blog post, someone named rhopunzel did alot of the graphics.
https://ludeon.com/blog/2013/12/rhopunzel-in-the-house/
#259
Mods / Re: New Graphics For The Game
November 12, 2014, 12:47:10 AM
Quote from: Sir on November 12, 2014, 12:02:11 AM
Tynan, please buy this man's work!
I'd love to see RimWorld looking like this!

He can use the graphics.  I think he might not want to upset the original artist though (they put alot of time into the artwork that is there already).
#260
Mods / Re: Where to place new graphic images...
November 10, 2014, 10:57:45 PM
Now that the images were working, I saw how they looked ... the edges of the slag metal were hard to differentiate from the background and it didn't look good. I also updated the metal texture. And, to make it ever better, I added some more items for a little more variety...







Note: the metal bars behind the slag metal aren't showing up against this forums background (which is why the edges look "off" in the images shown here)

And Igabod, thanks again for putting together that mod!!!
#261
Mods / Re: Where to place new graphic images...
November 10, 2014, 07:14:12 PM
Quote from: skullywag on November 10, 2014, 12:07:15 PM
Also if you copy the while file as is and just change the texture line on metal itll work fine. (If you redefine the def without changing anything itll do nothing and work as per normal) Once youve done that just do the other if you need them if not delete that chunk of xml. I can do an example later on when im home if itll help.

For any future items I try to put together...

The Items_Resources.xml is pretty long. It contains info about Silver and Gold (and other resources that I do not want to change). Do I need to copy over the ENTIRE file (with the Silver and Gold definitions)? Or can I cut out the other information (in case these are modified in a future build)?

Once again - forgive my programming ignorance. I'm a designer!!!   :)
#262
Mods / Re: Where to place new graphic images...
November 10, 2014, 07:11:03 PM
Quote from: Igabod on November 10, 2014, 06:42:37 PM
I had a few minutes to kill before I go out for the night so I figured I'd slap this together in a mod for jabbamonkey. All I did was change one line in two files and put the textures in folders and throw an about.xml file. I loaded it up quickly just to see if I messed anything up and it seems to work just fine. I didn't see any of the vanilla textures being loaded for those three items so it should be good to go. This should serve as an example of how simple it is to mod the textures if you compare the vanilla game xml file to the ones I provided here. Odds are that you won't ever have to worry about updating this unless Tynan changes things drastically.

AWESOME!  I'll take a look when I get back home.
#263
Mods / Re: Where to place new graphic images...
November 10, 2014, 11:16:52 AM
So, if you followed any of my posts, I'm a designer and not a programmer ... I just wanted to declare that before I post my messy code below...    ;)

So, I tried to create a mod to use my metal and the chunks images...

I copied Items_Chunks.xml and placed it in my Mods/MyMod/Defs/ThingDefs/ folder .... then I renamed it Chunks.xml
<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>

  <ThingDef Name="ChunkBase" Abstract="True">
    <eType>Chunk</eType>
    <category>Item</category>
    <thingClass>Thing</thingClass>
    <altitudeLayer>Item</altitudeLayer>
    <passability>PassThroughOnly</passability>
    <fillPercent>0.4</fillPercent>
    <statBases><MaxHealth>300</MaxHealth><Flammability>0</Flammability></statBases>
    <selectable>true</selectable>
    <neverMultiSelect>true</neverMultiSelect>
    <pathCost>55</pathCost>
    <overdraw>false</overdraw>
    <drawerType>MapMeshOnly</drawerType>
    <randomizeRotationOnSpawn>true</randomizeRotationOnSpawn>
    <designateHaulable>true</designateHaulable>
    <storeCategories>
      <li>Chunks</li>
    </storeCategories>
    <saveCompressible>true</saveCompressible>
    <stackLimit>1</stackLimit>
  </ThingDef>

  <ThingDef ParentName="ChunkBase">
    <defName>ChunkRock</defName>
    <label>rock chunk</label>
    <graphicPathFolderRandom>Things/Item/Chunk/ChunkRock</graphicPathFolderRandom>
    <soundDrop>ChunkRock_Drop</soundDrop>
  </ThingDef>

  <ThingDef ParentName="ChunkBase">
    <defName>ChunkSlag</defName>
    <label>slag chunk</label>
    <graphicPathFolderRandom>Things/Item/Chunk/ChunkSlag</graphicPathFolderRandom>
    <soundDrop>ChunkSlag_Drop</soundDrop>
  </ThingDef>

</ThingDefs>


Then I copied Items_Resources.xml to the same folder and renamed it Metal.xml ... I edited it so only the metal info is in there (not sure if that was correct). Below is what was left...

<eType>Item</eType>
<resourceReadoutPriority>Middle</resourceReadoutPriority>

<useStandardHealth>true</useStandardHealth>
<selectable>true</selectable>
<altitudeLayer>Item</altitudeLayer>
<stackLimit>75</stackLimit>

<tradersCarry>true</tradersCarry>
<comps>
<li>

<compClass>CompForbiddable</compClass>
</li>
</comps>
<alwaysHaulable>true</alwaysHaulable>
<drawGUIOverlay>true</drawGUIOverlay>

<rotatable>false</rotatable>
<pathCost>15</pathCost>

</ThingDef>

<ThingDef Name="ResourceVerbBase" ParentName="ResourceBase" Abstract="True">
    <eType>Equipment</eType>
<thingClass>Equipment</thingClass>

<equipmentType>Primary</equipmentType>

<techLevel>Neolithic</techLevel>
<comps>

<li>
<compClass>CompForbiddable</compClass>

</li>
</comps>

</ThingDef>






<!--=============== METAL ====================-->




<ThingDef ParentName="MiscResourceBase">
   
<defName>Metal</defName>

<label>metal</label>
<description>Raw material for building tools and weapons. Needs to be refined in the Metal Synthesizer to be able to use for Buildings and most items.</description>
    <graphicPathFolderRandom>Things/Item/Resource/Metal</graphicPathFolderRandom>

  <soundInteract>Metal_Drop</soundInteract>

  <soundDrop>Metal_Drop</soundDrop>
   
<baseMarketValue>3.2</baseMarketValue>

<useStandardHealth>false</useStandardHealth>
   
<storeCategories>
     
<li>ResourcesRaw</li>
   
</storeCategories>

<stuffProps>
     
<canMakeBuildings>false</canMakeBuildings>
     
<constructEffect>ConstructMetal</constructEffect>

<color>(102,102,105)</color>

<soundImpactStuff>BulletImpactMetal</soundImpactStuff>

<statFactors>
<MarketValue>1</MarketValue>
<MaxHealth>1</MaxHealth>
<Beauty>1</Beauty>

<Flammability>0.2</Flammability>

</statFactors>
   
</stuffProps>
 
</ThingDef>


And, of course, when I activate the mod and run the game, it crashes.  Can someone help?
#264
Mods / Re: Where to place new graphic images...
November 10, 2014, 10:59:31 AM
Quote from: skullywag on November 10, 2014, 03:13:41 AM
Ehh copying the defs wouldnt take too long to change them all.

I'm less worried about copying the defs and editing them (even though that is a part I struggle with). My concern is updates, and possibly having to redo everything each time the game is updated (if the mod stops working, and the source xmls are changed) ...
#265
Mods / Re: New Graphics For The Game
November 09, 2014, 06:16:10 PM
Quote from: skullywag on November 09, 2014, 02:38:13 PM
The multi is using the images from the merged folder (same path) hence half of them work.

Not sure I understand ...
Are you saying the 3 new images are in one folder (mods/core/textures/things/item/chunk/chunkrock), and the original images are in the source file ... so all 6 are being pulled? 

If so, how do I fix this?
#266
Mods / Re: New Graphics For The Game
November 09, 2014, 02:33:55 PM
I wanted the rock chunks, slag metal, and metal to be differentiated more on the map ... so I recreated the graphics...







Some xml editing will need to be done to get these to show up correctly. I placed them into the correct Mods/Core/ folders ... but that only affected half of the rock/metal/slag images on the map (the other half showed the old images) ... I also tried the Texture Nurse plugin, but that didn't work for these.
#267
Mods / Re: Where to place new graphic images...
November 09, 2014, 02:28:44 PM
Quote from: JuliaEllie on November 05, 2014, 07:07:52 PM
you might want to have a look at this https://ludeon.com/forums/index.php?topic=7135.0 :)

I checked out the texture mod. I recreated graphics for the 3 metal, the 3 rock images, and the 3 scrap metals ... the new graphics didn't show up in the game using the mod.
#268
I figured it out. I was modifying the CORE def ... but I am also using the "Tech Tree Minami" mod which also modifies the ResearchBench. So, I had to go into the XML file for the mod which changes the Research Bench (TTM_Building_Misc.xml) and add the <shadertype> tag line.
#269
Mods / Re: New Graphics For The Game
November 08, 2014, 10:31:09 AM
Quote from: mrofa on November 07, 2014, 03:42:48 AM
Yes my shining english sorry :D

What i mean is that when you make a texture from perspective like your medical cabinet its what is called  2.5D almost 3D (Or atleast i think this is called that way :D)

Hardest thing i found  atleast for me is to make textures fit with walls angels so it dont look like a angled slider on wall as background.

Try these for the medicine cabinet (front, back, then side)...

      

Since items don't "overlap", I can't make it 100% perfect.
#270
So, in the following file .... Mods/Core/Defs/ThingDefs/Buildings_Misc.xml

For the ResearchBench... under the <label></label> tag, I added...
<shaderType>CutoutComplex</shaderType>

But it still isn't working...

Here is the full code for the ResearchBench...
  <ThingDef ParentName="BuildingBase">
    <defName>ResearchBench</defName>
    <eType>Building_ResearchBench</eType>
    <label>research bench</label>
<shaderType>CutoutComplex</shaderType>
    <thingClass>Building_ResearchBench</thingClass>
    <graphicPathSingle>Things/Building/Production/ResearchBench</graphicPathSingle>
    <altitudeLayer>Waist</altitudeLayer>
    <passability>Impassable</passability>
    <castEdgeShadows>true</castEdgeShadows>
    <statBases>
      <MaxHealth>250</MaxHealth>
      <WorkToBuild>900</WorkToBuild>
      <Flammability>1.0</Flammability>
    </statBases>
    <description>Researchers work here to discover new things.</description>
    <size>(2,5)</size>
    <madeFromStuff>true</madeFromStuff>
    <costStuffCount>40</costStuffCount>
    <costList>
      <Metal>50</Metal>
    </costList>
    <overdraw>true</overdraw>
    <fillPercent>0.4</fillPercent>
    <killedLeavings>
      <ChunkSlag>4</ChunkSlag>
    </killedLeavings>
    <filthLeavings>
      <SlagRubble>2</SlagRubble>
    </filthLeavings>
    <leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
    <interactionSquareOffset>(2,0,0)</interactionSquareOffset>
    <hasInteractionSquare>true</hasInteractionSquare>
    <terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
    <designationCategory>Misc</designationCategory>
    <staticSunShadowHeight>0.20</staticSunShadowHeight>
    <itemSurface>true</itemSurface>
    <designationHotKey>N</designationHotKey>
  </ThingDef>