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Messages - jabbamonkey

#46
AWESOME! Just took a look, and the textures are starting to look great.  Your changes fixed most of the issues I was having. 

I was still getting errors for the "leathers" ... and couldn't seem to see what was wrong there. I only placed new leather textures in the correct texture folder (and didn't do ANY xpathing patching for leathers).  The small and medium leather stacks would show up fine in the game (leather_a and leather_b), but the large stack leather texture got a red X (leather_c).  So, in the leather folder, I placed...

Things\Item\Resource\Leather\Leather_a.png   <-- This showed fine.
Things\Item\Resource\Leather\Leather_b.png   <-- This showed fine.
Things\Item\Resource\Leather\Leather_c.png   <-- This wasn't showing
Things\Item\Resource\Leather\Leathers.png    <-- I copied Leather_c, and renamed it.

Now the leathers all show up fine. Odd.

Quote from: kwang4 on December 24, 2018, 10:39:41 AM
I didn't do anything for the Vegetable mod cause I don't know what to do there.

Those were for another mod that I was updating. However, I learned that I don't need those patches at all... as long as the textures for those new graphics are in the correct folders, and my mod is loaded last, then the images are automatically replaced.

I am still getting some other errors, but should be able to fix them on my own... If I have trouble, I'll reach out again.

THANKS!!!
#47
Help / Re: Need help updating Xpath in Mod for 1.0
December 23, 2018, 05:35:20 PM
Just tried it... didn't work ....

<Operation Class="patchOperationAdd"> <!-- "Adding CutoutComplex to TableButcher" -->
<xpath>*/Defs/ThingDef[DefName = "TableButcher"]/graphicData/graphicClass</xpath>
<value>
<shaderType>CutoutComplex</shaderType>
</value>
</Operation>


http://classicgaming.cc/temp/JGraphicsv3.zip
#48
Hmmm... that didn't work. I tried the following...

   <Operation Class="PatchOperationAdd">
<xpath>Defs/ThingDef[DefName = "SimpleProstheticArm"]</xpath>
<value>
<graphicData>
<texPath>Things\Item\BodyPart\SimpleProstheticArm</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>0.80</drawSize>
</graphicData>
</value>
</Operation>

And the path to the image is...
JabbamonkeysGraphics\Textures\Things\Item\BodyPart\SimpleProstheticArm.png

I uploaded the files here...
http://classicgaming.cc/temp/JGraphicsv3.zip

You'll see a few files in the Patches folder. I am trying to have an xml file for EACH mod that I am using. You'll notice a Patches.xml file (which has the games default graphics edits) and MedPatches.xml (which has a mod's medical texture modifications).
#49
Quote from: kwang4 on December 19, 2018, 08:42:58 PM
Here's a little patch mod I made, attached below.

Thanks. I checked out your files...  Based on your example, I tried replacing a texture... Below is the xpathing for the SimpleProstheticArm that I am using. 

<Operation Class="PatchOperationInsert">
<xpath>Defs/ThingDefs[DefName = "SimpleProstheticArm"]/graphicData/texPath</xpath>
<value><texPath>Things/Item/BodyPart/SimpleProstheticArm</texPath>
</value>
</Operation>


Note: All of the simple prosthetics use a SINGLE image. I am trying to use a custom image for EACH prosthetic (i.e. Arm, Leg, Eye). Will I need to add something to the xpathing to fix this?

Below is the exact PATH for the SimpleProstheticArm...
JabbamonkeysGraphics\Textures\Things\Item\BodyPart\SimpleProstheticArm.png
#50
Help / Re: Need help updating Xpath in Mod for 1.0
December 23, 2018, 09:42:09 AM
Quote from: Shinzy on December 21, 2018, 08:18:33 AM
Fix those and we'll have another look at it if there's more errors to spook away

So, I think some of the issues may have to do with my xpath'ing... As mentioned, I'm not a programmer. Below is how I am "modding" the butcher table. I am adding a MASK to the butcher table via the code below. Let me know if that is correct (because I am getting an error for the Butcher table)...

   <Operation Class="PatchOperationInsert"> <!-- "Adding CutoutComplex to TableButcher" -->
<xpath>/ThingDefs/ThingDef[DefName = "TableButcher"]/graphicData/graphicClass</xpath>
<value>
<shaderType>CutoutComplex</shaderType>
</value>
</Operation>
#51
Help / Re: Need help updating Xpath in Mod for 1.0
December 22, 2018, 01:09:33 AM
Quote from: Shinzy on December 21, 2018, 08:18:33 AM
Fix those and we'll have another look at it if there's more errors to spook away

I fixed a bunch of the graphics. Still have work to do on some others, but wanted to troubleshoot some issues while I continue the design work. I'm still getting a bunch of error when I load the mod, even though the "error textures" are showing up in the game ...

For example, I am getting errors for the TableButcher ... yet the texture for the butcher table shows up in my game.

Also, I have Leather_a, Leather_b and Leather_c textures .... Leather_a shows up for SMALL stacks, and Leather_b shows up for MED stacks. But I get a red X for LARGE stacks (where leather_c should be showing up).

Also, not sure why my prosthetic textures aren't showing up. This is probably a pathing issue that I can't figure out. One of my complaints is that the "core textures" (from the core textures thread) are not provided with the actual directory structure.  So, I don't know where to place things ... and in these cases, the DEF files aren't providing the answer (or, I'm just "missing" something).

Below is the current file...
http://classicgaming.cc/temp/JGraphics.zip
#52
Help / Re: Need help updating Xpath in Mod for 1.0
December 21, 2018, 05:50:29 PM
I've been redoing alot of the production bench textures. Not only did they change the file name endings ... but they are also different sizes ... oh well, even more work.

Also, I noticed that some of the textures now have stacks. For example, herbal medicine used to just have ONE MedicineHerbal texture. Now there are 3 for various stacks.  MedicineHerbal_a, MedicineHerbal_b, MedicineHerbal_c. 

Let me run through the graphics... this could take some time. I'll update everyone later. Definitely looking good so far.
#53
Help / Re: Need help updating Xpath in Mod for 1.0
December 19, 2018, 01:49:45 PM
oops... rar, not zip...

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

Also, I noticed that they changed the naming convention (from _back to _south) for all of the production benches. That may be the cause of some of the problems...
#54
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...
#55
In addition to the above ... which is better optimized code ... option 1 ...

<?xml version="1.0" encoding="utf-8" ?>
<Patch>

<Operation Class="PatchOperationSequence">
<operations>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "YourItemABC"]/graphicData/texPath</xpath>
<value>
<texPath>Things/YourPath/YourPathABC</texPath>
</value>
</li>
</operations>
</Operation>

<Operation Class="PatchOperationSequence">
<operations>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "YourItemXYZ"]/graphicData/texPath</xpath>
<value>
<texPath>Things/YourPath/YourPathXYZ</texPath>
</value>
</li>
</operations>
</Operation>


</Patch>


... or option 2 ...

<?xml version="1.0" encoding="utf-8" ?>
<Patch>

<Operation Class="PatchOperationSequence">
<operations>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "YourItemABC"]/graphicData/texPath</xpath>
<value>
<texPath>Things/YourPath/YourPathABC</texPath>
</value>
</li>

<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName = "YourItemXYZ"]/graphicData/texPath</xpath>
<value>
<texPath>Things/YourPath/YourPathXYZ</texPath>
</value>
</li>
</operations>
</Operation>


</Patch>
#56
Ok, most of the MOD replacement textures are working using the xpathing. There are a few that don't work, but maybe I mistyped something. I'll need to double-check.  Thanks for the help.

Still having problems replacing CORE graphic textures. For example, my new MEDICINE texture isn't showing up when I load the game. So, I tried to use the xpath PatchOperationReplace to replace some of the core textures, but that gave me a TON of errors when I loaded the game. I assume the xpath wont work on CORE textures?

Also, regarding the Plasteel ... should there be a plasteel_a, plasteel_b and plasteel_c image?  (for small, medium and large stacks) Could that be why the image is getting skewed?

Also, any idea how to replace the METAL graphic?  I tried replacing the texture with ONE image, and it shows up as a RED X BOX when metal is placed in LARGE piles.  Small and medium metal piles still show the old graphics. 
     I assume this requires multiple metal images for different stack sizes as well.  Ideally, I'd like to have a single/small image (metal_a) ... then have multiple images selected for medium stacks (metal_b, metal_c, metal_d) ... and then a final image for the large stack (metal_e). Any idea how to do that?
#57
Quote from: kwang4 on December 15, 2018, 05:03:49 PM
I didn't even know one could retexture without a Defs folder or without patching, but it's always worked for me to copy the whole file in just to be safe.

My concern is conflicting with other mods ... if I copy over the def file, and another mod has the same def file, then it could cause problems (especially if they are doing MORE than retexturing). So, quick question.... When I "copy the def" file, can I just include the information that I want to change, or do I need to include ALL of the def info for that object? For example, If I just want to replace the texture for the Survival Pack, can I call the object defname and the graphicData...

<ThingDef ParentName="MealBase">
    <defName>MealSurvivalPack</defName>
    <graphicData>
      <texPath>Things/Item/Meal/SurvivalPack</texPath>
      <graphicClass>Graphic_StackCount</graphicClass>
    </graphicData>
</ThingDef>


... and will it pull the rest of the ThingDef info from the core or other mod Def file? ...Or would I need to call ALL of the ThingDef info? 

I'll take a look at the Plasteel thing...
#58
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.


#59
Help / Re: RimWorld core art source
December 14, 2018, 07:05:03 PM
Is there a version of the CORE ART (v1.0), with the folder structures in place?  Trying to get back to retexturing the game, but having to go through the def files is a pain (and, in some cases, doesn't work).
#60
Help / Re: RimWorld core art source
September 20, 2017, 12:17:46 AM
I have all my UI textures loaded into a mod that I created...
https://ludeon.com/forums/index.php?topic=35198.msg360429#msg360429

The mod includes the images that aren't showing up. Below is a brief list...
1. Install - \Textures\UI\Commands\Install.png
2. Reinstall At... \Textures\UI\Commands\Install.png
3. Forbid,  or Allow Sowing - \Textures\UI\Commands\Forbidden.png
4. Hold Open - \Textures\UI\Commands\HoldOpen.png
5. Chop Wood (this shows when you go to the menu, but doesn't show when I click a tree). -
\Textures\UI\Designators\HarvestWood.png
6. Gather Spot - \Textures\UI\Commands\GatherSpotActive.png
7. Draft  - \Textures\UI\Commands\Draft.png
Also, many of the MAP ui icons...
9. Form Caravan  - \Textures\UI\Commands\FormCaravan.png
10. Abandon Home  - \Textures\UI\Commands\AbandonHome.png
11. ZoomIn  - \Textures\UI\Commands\ShowMap.png
12. Merge Caravans  - \Textures\UI\Commands\MergeCaravans.png
13. Split Caravans  - \Textures\UI\Commands\SplitCaravan.png
14. Settle  - \Textures\UI\Commands\Settle.png

I glanced at the zip file that you messaged me ... plenty of programming that I didn't understand.  :)  I'll try and review and see what I can make of it...