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Messages - jabbamonkey

#61
Help / Re: Devilstrand - Mature and Immature
September 03, 2017, 06:40:05 PM
Quote from: CannibarRechter on September 03, 2017, 05:33:37 PM
This is what you want.

IT WORKS!  Thanks alot. I would have never figured it out on my own. I'll let you know when the next complete rollout it.
#62
Help / Re: Devilstrand - Mature and Immature
September 03, 2017, 04:17:25 PM
Tried it... not getting any errors on load, but the graphics are red blocks again...

I uploaded my mod, and T-Epanded-Crops mod here:
http://classicgaming.cc/mods/rimworld/ModTest.zip

If you can, take a look. Let me know if I missed anything...
#63
Help / Re: Devilstrand - Mature and Immature
September 03, 2017, 11:53:52 AM
I tried the replace ... while that didn't get me any errors, it still got me the red X box for the graphics. So, I tried to remove and add (and then add the immature). This got me some more errors...

<Operation Class="PatchOperationSequence">
  <success>Always</success>
  <operations>
    <li Class="PatchOperationTest">
      <xpath>*/ThingDef[defName = "PlantTomato"]/graphicData/texPath</xpath>
    </li>
   <li Class="PatchOperationRemove">
      <xpath>*/ThingDef[defName = "PlantTomato"]/graphicData/texPath</xpath>
      <value>
      <texPath>Things/TomatoPlant</texPath>
     </value>
   </li>
   <li Class="PatchOperationAdd">
      <xpath>*/ThingDef[defName = "PlantTomato"]/graphicData/texPath</xpath>
      <value>
      <texPath>Things/Plant/Tomato</texPath>
     </value>
   </li>
   <li Class="PatchOperationAdd">
      <xpath>*/ThingDef[defName = "PlantTomato"]/plant</xpath>
      <value>
      <immatureGraphicPath>Things/Plant/TomatoImmature</immatureGraphicPath>
      </value>
    </li>
  </operations>
</Operation>


Just some info... the path to T-Mods original tomato graphic is... T-ExpandedCrops/Textures/Things/TomatoPlant.png (so am I using the correct path for the REMOVE?) And, for the base texture ADD, my new path is JabbaGraphics/Textures/Things/Plant/Tomato/TomatoPlant.png ... Is that path above correct? And the second ADD path is JabbaGraphics/Textures/Things/Plant/TomatoImmature/TomatoPlant.png
#64
Mods / Re: Art Modifications - Resources
September 03, 2017, 09:13:13 AM
Quote from: The-Eroks on September 02, 2017, 02:49:51 PM
Those are very good!  :) I think I'm going to borrow a few for Epic Omega.

Enjoy... most of the mods these were created for are obsolete, so I don't think anyone's using them (yet).
#65
Help / Re: Devilstrand - Mature and Immature
September 03, 2017, 09:08:28 AM
Quote from: CannibarRechter on September 03, 2017, 05:57:19 AM
Use replace to replace something. Use add to add something. When you add, you will add "beneath" the queried item. When you replace you replace "at" the queried item. In the case of a replace, the XML is inclusive of the replacement. So if you say "replace" foo, the value must be <foo>something</foo>.

Hope this helps.

I'm, actually modifying T-Mods Extended Crops (which has Tomatoes) ... and that mod doesn't have an immature image yet (only the default regular version). So replace shouldn't work for the immature graphic.

Also, looking at the code above ... there is no mention of replacing the original graphic texture. In T-Mods, the path to the original is in a different place than my new tomato texture, so I also need to "replace" the original graphic.
#66
Help / Re: Devilstrand - Mature and Immature
September 03, 2017, 01:15:54 AM
When I remove the invert, I started getting the following error message when I start the game...

In addition, the new graphics don't show up at all. I don't even see a red box with an X ... it's as if the PNG images are all transparent...

[attachment deleted by admin: too old]
#67
Help / Re: Devilstrand - Mature and Immature
September 02, 2017, 02:29:19 PM
Quote from: kaptain_kavern on August 31, 2017, 11:15:31 AM
Patch operation guide : https://gist.github.com/Zhentar/4a1b71cea45b9337f70b30a21d868782

Ok, I tried following the tutorial...  I managed to put together this...

<Operation Class="PatchOperationSequence">
  <success>Always</success>
  <operations>
    <li Class="PatchOperationTest">
      <xpath>*/ThingDef[defName = "PlantTomato"]/graphicData/texPath</xpath>
      <success>Invert</success>
    </li>
<li Class="PatchOperationAdd">
      <xpath>*/ThingDef[defName = "PlantTomato"]/graphicData/texPath</xpath>
      <value>
<immatureGraphicPath>Things/Plant/TomatoImmature</immatureGraphicPath>
      </value>
    </li>
  </operations>
</Operation>


This is still not showing the revised texture, and also not showing the immature version. Any ideas how I fix this?  At least the graphics aren't showing up like red boxes anymore...

The tutorial didn't explain what the  <success>Always</success> meant. Or the <success>Invert</success> ... ? 
#68
Help / Re: Help with texture modding
August 31, 2017, 09:28:30 AM
Yeah, literally just copy my mod, rename the folder, edit the About.xml file (With your mod details), and then add your textures to the mod. No Defs needed at all.
#69
Help / Re: Devilstrand - Mature and Immature
August 31, 2017, 09:26:38 AM
Quote from: CannibarRechter on August 30, 2017, 08:15:38 PM
I believe you can do multiple things after the Test, not just the one, so you can sequence them together. For example, if I were detecting if a special plant existed, I could replace the main, immature, and leafless textures all as independence patch operations in one sequence, with just the one test.

Ok, this is going a bit over my head. I know a little PHP, by my programming knowledge is limited.  I'm used to simple conditional statements (if, else). Sorry to be such a noob, but can you explain how this works...

Which part of the code represents the "IF" statement in the code?

And do you have a link to Zhentar's patch operation guide? That might help me...
#70
Help / Re: Devilstrand - Mature and Immature
August 30, 2017, 04:30:01 PM
Ok. Got the corn and devilstrand working (Thank you very much!). Think I can get the rest of the BASIC crops to work...

But, I also want to change out the graphics in the T-Mod Extended Crops Mod (carrots and tomatoes). Can I do this in my mod ... or do I have to make the modifications in T's mod?

I tried the following (based on the devilstrand example), but it didn't work (all I see are red X boxes)...

<Operation Class="PatchOperationReplace">
      <xpath>*/ThingDef[defName = "PlantTomato"]/graphicData/texPath</xpath>
      <value><texPath>Things/Plant/Tomato</texPath></value>
   </Operation>   
   <Operation Class="PatchOperationAdd">
      <xpath>*/ThingDef[defName = "PlantTomato"]/plant</xpath>
      <value><immatureGraphicPath>Things/Plant/TomatoImmature</immatureGraphicPath></value>
   </Operation>
   
   <Operation Class="PatchOperationReplace">
      <xpath>*/ThingDef[defName = "PlantCarrot"]/graphicData/texPath</xpath>
      <value><texPath>Things/Plant/Carrot</texPath></value>
   </Operation>   
   <Operation Class="PatchOperationAdd">
      <xpath>*/ThingDef[defName = "PlantCarrot"]/plant</xpath>
      <value><immatureGraphicPath>Things/Plant/CarrotImmature</immatureGraphicPath></value>
   </Operation>


#71
Help / Re: Devilstrand - Mature and Immature
August 29, 2017, 11:18:35 PM
Quote from: CannibarRechter on August 29, 2017, 07:45:16 PM
<value><texPath>Items/Corn</texPath></value>
...
<immatureGraphicPath>Items/Immature/Corn</immatureGraphicPath>
...
<value><texPath>Items/Devilstrand</texPath></value>
...
<immatureGraphicPath>Items/Immature/Devilstrand</immatureGraphicPath>

The four paths that you provide (quoted above)... they will need to match the path to my images, correct?  So, if my image paths are:
Textures\Things\Plant\CornImmature\CornPlantA.png and Textures\Things\Plant\CornPlant ... then corn should be:

<value><texPath>Things/Plant/CornPlant</texPath></value>
...
<immatureGraphicPath>Things/Plant/CornImmature</immatureGraphicPath>


and if my devilstrand paths are Textures\Things\Plant\DevilstrandImmature and Textures\Things\Plant\Devilstrand, then devilstrand would be...

<value><texPath>Things/Plant/Devilstrand</texPath></value>
...
<immatureGraphicPath>Things/Plant/DevilstrandImmature</immatureGraphicPath>


Right? Or am I missing something?
#72
Help / Re: Devilstrand - Mature and Immature
August 29, 2017, 07:30:11 PM
Quote from: Distman on August 29, 2017, 02:57:28 PM
You are adding the tag to wrong node.
It should be under plant.

Thanks Distman. I tried the change that you recommended... but am getting the attached error...

[attachment deleted by admin: too old]
#73
Help / Re: Devilstrand - Mature and Immature
August 29, 2017, 02:11:21 PM
I added the following to my mods patch file...

   <Operation Class="PatchOperationInsert"> <!-- "Adding immatureGraphicPath to PlantDevilstrand" -->
<xpath>/ThingDefs/ThingDef[DefName = "PlantDevilstrand"]/graphicData/graphicClass</xpath>
<value>
<immatureGraphicPath>Things/Plant/Devilstrandimmature/</immatureGraphicPath>
</value>
</Operation>


...but I keep getting an error. Can anyone instruct me on how to fix the code above?
#74
Help / Re: Devilstrand - Mature and Immature
August 29, 2017, 01:30:30 PM
Quote from: Distman on August 29, 2017, 11:22:54 AM
Use these tags to get leafless and immature graphics to work:
<leaflessGraphicPath>
<immatureGraphicPath>

I'm assuming that leafless doesn't relate to plants, like devilstrand ... since leafless is meant for winter, correct?  So, most plants (unless unique) die in winter... right?

Any idea why my original graphic isn't showing? I replaced the default devilstrand graphic...
#75
Also, meal replacements...

[attachment deleted by admin: too old]