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Messages - jabbamonkey

#31
Help / Re: RimWorld core art source
January 11, 2019, 04:31:52 PM
Quote from: Kirby23590 on January 09, 2019, 09:52:27 PM
Here...

Quote from: swampslug on September 09, 2018, 02:02:23 PM
Try this: https://www.dropbox.com/s/b53d1ttx990jeht/Rimworld%20Art%20B19.zip?dl=1

It might be B19, but i think it has all of it since v1.0 didn't mostly modify anything in it's textures...

That is most of the graphics (not all), but there is no folder structure or organization showing the texture paths (they are all in one folder).
#32
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>
#33
Help / Re: Can't find texture path...
January 03, 2019, 07:57:25 PM
I already have Notepad++ ... So, I downloaded ILSpy and ran the program. Not sure how to use it... I tried opening the main exe file with ILSpy, but that didn't work.  Any help? (currently trying to redo all the trees in the game, and want to located all their paths)
#34
Help / Re: Can't find texture path...
December 29, 2018, 05:17:45 PM
Thanks... so I don't keep asking when I hit this wall ... where did you find these?
#35
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!
#36
Cool. That worked, thanks.
#37
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?
#38
Quote from: Mehni on December 27, 2018, 11:46:58 AM
can't load image.

Hmmm.... that's odd. It's coming up fine for me.

Quote from: Mehni on December 27, 2018, 11:46:58 AM
What's Synthmeat anyway? I've never come across it in vanilla.

Ah, you know what, it's probably from someone else's mod that I have installed. I think it's probably Rimsenal - Federation (the robots that attack drop synthetic meat). I'll take a look in there and see if I can clarify...  Maybe I can solve it (and if not, I'll be back).  :)

Quote from: Mehni on December 27, 2018, 11:46:58 AM
You're already familiar with xpath, aren't you? Change the texPath or what ever other parts of the graphicData node to that of your liking.

I'm not SO familiar with xpathing, but I'm learning (I'm more of a designer). I tried to xpath a solution, but wasn't getting anywhere ... then, when you suggested it again, I took another shot ...

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

... and this worked (since you showed me to info to the Flake info, I was able to double check the paths and naming convention):
#39
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...
#40
I GOT IT!

I've been using other people's code as an example. I was using <texturepath> ... but noticed that my working code was using <texpath> ... and that switch made it work!

<li Class="patchOperationReplace">
<xpath>*/ThingDef[defName = "EyePatch"]/graphicData/texPath</xpath>
<value>
<texPath>Things/Item/BodyPart/EyePatch</texPath>
</value>
</li>
#41
Help / Re: Meat Texture Paths
December 26, 2018, 05:06:53 PM
I stumbled onto this thread which helped...

https://www.reddit.com/r/RimWorld/comments/9c0jgd/b19_how_to_mod_stack_textures_for_items_like_meat/

It says that meat is in a folder called MeatFoodRaw (and each type should have it's own folder).

Does anyone know how you find this out in the game? In the files?  Anywhere else?  I had to ask around, instead of look somewhere specific.
#42
Also tried to read-up on xpathing, and tried the following...

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


Still not working...  got the smallest error message from that though...
Quote
[Jabbamonkey's Graphic Overhaul] Patch operation Verse.PatchOperationSequence(count=19, lastFailedOperation=Verse.PatchOperationReplace(*/ThingDef[defName = "EyePatch"]/graphicData/texturePath)) failed
file: C:\PATHTOGAME\steam\steamapps\common\RimWorld\Mods\JabbamonkeysGraphics\Patches\MedPatches.xml
#43
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)
#44
Yeah, I assumed that, so I had tried...

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


But that gave another error ...
#45
Back to the medical mod replacement texture...

Getting the following error....

QuoteXML error: Duplicate XML node name graphicData in this XML block: <ThingDef ParentName="Basic"><defName>EyePatch</defName><label>eye patch</label><description>Covers the eye socket. Intimidating.</description><graphicData><texPath>Things/Item/BodyPart/BasicProsthesis</texPath><graphicClass>Graphic_Single</graphicClass></graphicData><statBases><MarketValue>65</MarketValue><Mass>0.3</Mass></statBases><graphicData><texPath>Things/Item/BodyPart/EyePatch</texPath><graphicClass>Graphic_Single</graphicClass><drawSize>0.80</drawSize></graphicData></ThingDef>

In the mod, the mod creates this item...

   <ThingDef ParentName="Basic">
<defName>EyePatch</defName>
<label>eye patch</label>
<description>Covers the eye socket. Intimidating.</description>
<graphicData>
<texPath>Things/Item/BodyPart/BasicProsthesis</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<statBases>
<MarketValue>65</MarketValue>
<Mass>0.3</Mass>
</statBases>
</ThingDef>


So, like the other medical items, I PATCH with this...

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


The texture shows up fine in the game, but the error message is irritating (and people don't like those messages).  Any help?

Also, it is important to note, that other items are treated differently in the mod (which is why the other patching worked, and this isn't working) ...

<ThingDef Name="Bionic" ParentName="BodyPartBase" Abstract="True">
<techLevel>Spacer</techLevel>
<tradeTags>
<li>BionicProstheses</li>
</tradeTags>
<thingCategories>
<li>BionicProstheses</li>
</thingCategories>
<graphicData>
<texPath>Things/Item/BodyPart/BionicPart</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
</ThingDef>

<!-- Added body parts -->

<ThingDef ParentName="Bionic">
<defName>PowerArm</defName>
<label>power arm</label>
<description>Unparalleled strength and dexterity, and with retractable claws. This is the ultimate arm upgrade!</description>
<statBases>
<MarketValue>7500</MarketValue>
<Mass>6</Mass>
</statBases>
<techHediffsTags>
<li>AdvancedWeapon</li>
</techHediffsTags>
</ThingDef>

<!-- etc...  -->