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Messages - jabbamonkey

#286
Here is a zip file containing the THINGS folder of the graphics I've recreated...
http://www.amazingdg.com/clients/rimworld/MinamiA7_Things.zip

I haven't updated ALL of the graphics in the mod, but about 90% of the images are done. Still have some work to do (i.e. like fixing the moving graphics of the power items, adding some other graphics, fixing some size issues of items like SPB2.png).

To install, unzip the zip file (be sure to retain the original folder structure) into the "Tech Tree Minami A7/Textures/" folder.
#287
Here are some tables and "building" examples...

Goes in the folder:
Tech Tree Minami A7/Textures/Things/Building/



Power items... still working on these...
Goes in the folder:
Tech Tree Minami A7/Textures/Things/Building/Power/


Traps...
Goes in the folder:
Tech Tree Minami A7/Textures/Things/Building/Traps/
#288
I love your mod, and have been updating the graphics a bit (to fit the style of the graphics I've been creating in the game). Here are some...

See a few posts after this one for the ZIP file...

These go in the folder: TechTreeMinami A7/Textures/Things/TTMResources/



These go in the folder: TechTreeMinami A7/Textures/Things/TTMResources/MiscResources


#289
Mods / Re: New Graphics For The Game
November 04, 2014, 02:01:42 PM
Some new food images...

Survival Pack: ... Nutrient Paste: ... Simple: ...
Fine: ... Lavish:
#290
Mods / Re: Everybody's Mod - Alpha 7 Edition
November 01, 2014, 12:36:35 PM
If you need me to work on graphics WHILE someone is working on coding, then let me know what you need.  It would certainly speed up the process a bit.
#291
Mods / Re: Everybody's Mod - Alpha 7 Edition
October 29, 2014, 05:39:04 PM
I can help out with graphics. Not so good with the programming aspects.
#292
Mods / New Figure Artwork
October 29, 2014, 04:30:09 PM
I've been working on some new character skins for the game. This is a daunting task, because not only do you need to reskin each character shape (average, fat, thin, female, hulk), but I needed to reskin the outfits/hats as well.

I tested them out, and they look good. There is still some work that needs to be done, but I wanted to get some feedback...  So, take a look and send some suggestions. If you can, please install and let me know how you think they look IN-GAME. 




DOWNLOAD
Below is a link to download the new skins for the game... (for Alpha 7, although I don't predict this changing much)
http://www.amazingdg.com/clients/rimworld/RimworldFigures.zip

HOW TO INSTALL
The zip file contains all the files and directories in the "Humanoids" texture folder. To add these to your game, unzip the file from the link above (be sure to retain the folder directory structure). Once unzipped, you should have a folder called "Humanoid" - add that folder to the following directory...

Mods/Core/Textures/Things/Pawn/

So, for example, the "Male Average Normal Front" image would end up in...
Mods/Core/Textures/Things/Pawn/Humanoid/Heads/Male/Male_Average_Normal_front.png

Unless you have been modding the game yourself, there should be NO "Humanoid folder" in the "Pawn" directory. So, this wont copy over anything in the game's source files.

OTHER MODS THAT WILL CAUSE PROBLEMS
There are some mods that will conflict with these new characters. Any mods that affect apparel/clothing or hats. The mods below will NOT crash the game, or cause any play issue.... but they will make the characters look funny - hats, hair and apparel will not look right.

More Hair - Since the new hair in this mod is incompatible with the new character shapes.
TTMpatch_Apparello - This adds some apparel to the game, which will be incompatible with the new character shapes.

Just deactive any of these mods before installing.

HOW TO UNINSTALL
If you dislike the images, you can just delete the "Humanoid" folder from the "Pawn" directory and restart the game.
#293
Mods / Re: New Graphics For The Game
October 28, 2014, 04:26:43 AM
Tynan, I do see some minor issues with a few of the graphics. It tends to happen with anything that has "thin lines" - the thin lines "blink" when you zoom. Do you recommend any photoshop techniques to fix this?

I can make some of the lines thicker, but are there any other tricks you can suggest ... such as:
(1) blurring the outlines a tiny bit
(2) avoiding thin lines
(3) avoiding vector gradients and using full color gradients
(4) avoiding certain colors, or harsh color contrasts
(5) Maybe not using "full black" as the outline color, but a very dark gray (less contrast)

Also, on a side note: I'm trying to put together some new character textures. I am making them with much larger heads (think of stout figures, with stocking frames). Since the heads are larger, I'm not sure how to position the "head" on the image file. Your original texture files just have the head in the exact center of the png (with equal padding around the head). If I position the larger head in that area ... I'm afraid the head may seem "off" by a few pixels (instead of the head appear on the shoulders, it may appear on the figure's chest). I was going to troubleshoot, by trial and error ... but that could take awhile, especially with so many images to recreate. So, I was wondering if you had a good way to setup my files.
#294
Awesome! I'll check this out. I'm in the midst of redoing all the characters in the game... Is this going to be compatible? (just place the textures in the correct folders?)
#295
Mods / Re: New Graphics For The Game
October 26, 2014, 05:44:28 PM
Here is a machinging table with no terminator arm (and yes, that actually was an arm from terminator):


And a console with green screens:
#296
Mods / New Graphics For The Game
October 26, 2014, 02:38:21 PM
Here are all the graphics that I've created for the CORE game thus far ... you can view them below, and download them individually ... or just use the attached zip file which contains them ALL:

DOWNLOAD MY
CORE GRAPHICS

http://www.amazingdg.com/clients/rimworld/_Core_Alpha9.zip
The zip file retains the directory structure of the Mods/Core folder ... and ONLY contains textures. Note: The research bench requires one of the DEF files to be changed, in order to allow for masking (see below for instructions).

I'll try and keep these graphics and zip file updated as things are changed in the game. I'm also going to paste graphics for mods I've done below this post...

Place the following images in:
Core/Textures/Things/Building/Misc/

 

Place the following images in:
Core/Textures/Things/Building/Production/
(note: The research bench needs to add some code in order to get the mask to show up. You can get instructions on this post: https://ludeon.com/forums/index.php?topic=7334.msg73365#msg73365)





Place the following images in:
Core/Textures/Things/Item/Meal/



Place the following images in:
Core/Textures/Things/Item/Resource/

*      *     
* These are graphics that don't exist in the game, but I created as extras (feel free to use in your own mods)

Place the following images in:
Core/Textures/Things/Item/Resource/MeatFoodRaw/

      

Place the following images in:
Core/Textures/Things/Item/Resource/PlantFoodRaw/

      

Place the following images in:
Core/Textures/Things/Special/



Place the following images in:
Core/Textures/Things/Pawn/Animal/







Place the following images in:
Core/Textures/Things/Pawn/Effects/

   

Place the following images in:
The following are image for how clothing looks sitting on the map (not worn)
Core/Textures/Things/Pawn/Humanoid/Apparel/Duster/
Core/Textures/Things/Pawn/Humanoid/Apparel/Jacket/
Core/Textures/Things/Pawn/Humanoid/Apparel/ShirtBasic/
Core/Textures/Things/Pawn/Humanoid/Apparel/ShirtButton/
Core/Textures/Things/Pawn/Humanoid/Apparel/TribalA/
Core/Textures/Things/Pawn/Humanoid/Apparel/Various/
Core/Textures/Things/Pawn/Humanoid/Apparel/VestPlate/



MOD STEEL ROCK SLAG

I created a mod that replaces the steel, rock chunks and slag metal in the game (and adds more variety). Mod - Steel Rock Slag

           

           

           


RETEXTURING OF MOD
APOTHECARIUS

I created some new textures for the mod Apothecarius

You can view the textures here: View the Textures<<<

You can download all the textures here:
>>> DOWNLOAD ZIP FILE <<<



RETEXTURING OF MOD
EXTENDED SURGERY AND BIONICS

I created some new textures for the mod Extended Surgery and Bionics

No full zip download for this one (there aren't alot of them).
You can view the textures here:View the Textures



RETEXTURING OF 
USER INTERFACE

I've created some new user interface icons - for most of the menu buttons.

You can view the textures here: View the Textures

You can download all the textures here:
>>> DOWNLOAD ZIP FILE <<<
#297
Help / Re: Create Mod to Replace Core Graphics
October 23, 2014, 06:00:50 PM
Yeah, I just realized that by "creating my own mod", I was deactivating certain features of other mods. This was causing some issues. So, I'll move everything to the core folders and not worry about the xml.
#298
Help / Re: Create Mod to Replace Core Graphics
October 23, 2014, 01:43:31 PM
One more thing... the Def files have ALOT of information in them. Can I just use the new image path, and have the original CORE files supply the rest of the information (in case in changes in the future). So for the Hopper, I would do this...

  <ThingDef ParentName="BuildingBase">
    <defName>Hopper</defName>
    <graphicPathSingle>J-GraphicPack/Things/Building/Production/Hopper.png</graphicPathSingle>
  </ThingDef>

... and exclude the rest of the info (assuming that excluded info gets pulled from the core files)?
#299
Help / Re: Create Mod to Replace Core Graphics
October 23, 2014, 11:02:30 AM
I'd be worried about updates ... so if minami updated his mod, then I've have to download the new updated mod, and then replace the images/paths again and again. I'll send him my stuff when I get further along...
#300
Help / Re: Create Mod to Replace Core Graphics
October 23, 2014, 10:33:43 AM
Cool. I'll try that out.

What about other Mods. For example, I use "Tech Tree Minami A7" and have been replacing the images in that mod. I don't want my mod to "conflict" with their mod ... I just want it to use my image paths. How do I make sure my mod file is used for the images?