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Messages - keylocke

#16
Quote from: dburgdorf on April 26, 2017, 09:28:38 AM
Is there a reason why you need to replace the texture with one that has the exact same name as the default?

Why not just call your new floor graphic, "WoodFloorV2.png" or something, and have the WoodPlankFloor def point to "Terrain/Surfaces/WoodFloorV2" for its graphic?

(Yes, this would require copying over the XML def into your mod folder, but it isn't "adding a new thing," so it should still be consistent with your desire.)

this creates a new floor, rather than replace the vanilla texture.

the problem with this is coz i tend to use plenty of mods that adds new stuff, so the build menu would look overly crowded.

i guess, i'll put a pin on this issue for now and just focus finishing on the art assets. (still plenty to do.)

then i'll go start learning how to mod the dlls.
#17
Quote from: jamaicancastle on April 25, 2017, 03:33:36 PM
Look up the drawSize property of the building you're looking at. If there isn't one, then it's the same as the physical size.

The hospital bed, for instance, has a drawSize of (3,4), compared to its size of (1,2). This is so its graphic can overhang the edge of the squares it occupies slightly. No matter what size the graphic it uses is, it will be scaled to fit a 3x4 space in-game. You'll notice the hospital bed has a lot of blank padding around the edge of its graphic because it doesn't actually use the full 3x4 area.

ah.. thanks for this.

anyways, for my other problem. the current "fix" i have to replace vanilla textures for the floors is to directly place my textures into the vanilla core folder.  :-\


^i replaced vanilla wood floor by placing my texture in core folder. coz i can add new custom floor textures in my mod folder, but i can't seem to replace vanilla texture of wood floor within mod folder. (i have no idea why)

is there a better way of doing this?
#18
Help / question about replacing vanilla wood floor.
April 24, 2017, 10:18:48 PM
is it possible?

i was able to ADD new wooden floors, using this :

<TerrainDef  ParentName="FloorBase">
    <DefName>WoodPovertyFloor</DefName>
    <label>wood poverty floor</label>
    <RenderPrecedence>250</RenderPrecedence>
    <Description>Wood floor with 100% more poverty.</Description>
    <texturePath>Terrain/Surfaces/WoodPovertyFloor</texturePath>
    <statBases>
      <WorkToBuild>85</WorkToBuild>
    </statBases>
    <CostList>
      <WoodLog>1</WoodLog>
    </CostList>
    <constructEffect>ConstructWood</constructEffect>
    <designationHotkey>Misc7</designationHotkey>
  </TerrainDef>


^which let's me build some really crappy wooden floors, and it seems to work fine.


(WIP. gonna redo the floor coz it's kinda crap.)(edit : changed line colors. this one seem a bit less crap)

problem is i can't seem to replace vanilla wooden floor using this texture path :

<TerrainDef  ParentName="FloorBase">
    <DefName>WoodPlankFloor</DefName>
    <label>wood floor</label>
    <RenderPrecedence>250</RenderPrecedence>
    <Description>Wood plank flooring. For that warm, homey feeling.</Description>
    <texturePath>Terrain/Surfaces/WoodFloor</texturePath>
    <statBases>
      <WorkToBuild>85</WorkToBuild>
    </statBases>
    <CostList>
      <WoodLog>3</WoodLog>
    </CostList>
    <constructEffect>ConstructWood</constructEffect>
    <designationHotkey>Misc7</designationHotkey>
  </TerrainDef>


this is a problem for me coz i don't wanna add more new items (i play with tons of mods that adds new items, and the build menu practically covers my entire screen)

i can add new floors, i can replace textures and masks of vanilla furniture (i tried this awhile ago for hospital bed and it works fine. except for the rescaling issue)

but does vanilla WoodFloor actually have a different texture path? what am i doing wrong?

need help again.. plz.

----

edit : as for the rescaling issue, some of the images in a16 art source seem to get rescaled when imported into game. (ie : the hospital bed in there is a 256x256 graphic) which gets skewed in-game.

i could use old artsource, which seems to be more accurate, but there are many new items that isn't part of that.

any suggestions how to find out the right dimension in-game for each item? (other than actually testing each of them out)
#19
Help / Re: question about rimworld texture masks.
April 21, 2017, 07:03:22 PM
wow shinzy, you should be writing rimworld modding tutorials. very informative.

thanks for the help.  ;D
#20
Help / question about rimworld texture masks.
April 21, 2017, 01:20:43 PM
so i've started with my furniture mods using core art source as a guide, but then i saw that the art assets for RW13 and RW16 have these texture masks :



and i'm not sure what the masks are for and what are the rules for making these masks? (color and alpha scheme? i dunno wat do..)

RW13 and RW16 texture packs also don't have same folder structure as core art source, so i'm not sure what folders each new texture are supposed to go to.

modding sempais, please lend me your guidance.
#21
while everyone else are having their mental break (berserk, binge, wander, etc..)

shinzy and borsuk would be like :

it's hakuna matata boyos!
#22
Outdated / Re: [a16] war orphans
April 21, 2017, 09:00:15 AM
ok, i uploaded the new one here.

https://github.com/keylocke/WarOrphans/archive/0.1.zip

^i hope this works.

anyways, i'm starting on reskinning the vanilla furnitures next (industrial themed). but i'll get back on this one after i'm done with the reskins (furnitures, buildings, terrain, trees, pawns, apparel, animals, mechanoids)

gonna try adding the ability to harvest organs and giving them the ability to clean your base. (i dunno if it's possible with just xml, i might have to start modding the dll or something. gonna look at epoe and minions for info. both are awesome btw.)

also, i'm probably gonna skip a steam release for this mod, since i don't wanna hassle tynan. iirc, he asked pawns mate mod to stop it's steam release. *sad face* i liked that mod.

have fun.
#23
Outdated / Re: [a16] war orphans
April 21, 2017, 05:54:05 AM
Quote from: AngleWyrm on April 21, 2017, 02:06:19 AM
File contents search for "<defName>Orphan</defName>" produced:

D:\Games\RimWorld\Mods\warOrphans\Defs\ThingDefs_Races\Races_Animal_orphans.xml (2 hits)
   Line 4:     <defName>Orphan</defName>
   Line 247:  <defName>Orphan</defName>

ah, that's coz i based the mod on one of those monster girl mods that had horns and produce their special type of milk. (oni, which is an excellent mod)

i was thinking of turning this mod into a quickie "animal" template + tutorial. (coz i'm forgetful af) so folks could just download it and look at the comments i made in the xml files.

the assets for the "hooman antenna" and the "hooman milk" are there, though the portions which calls it are commented out : (hooman milk and hooman antenna are image assets. the def name are OrphanMilk and OrphanHorn)

      <li Class="CompProperties_Milkable">
        <milkDef>OrphanMilk</milkDef>
        <milkIntervalDays>1</milkIntervalDays>
        <milkAmount>2</milkAmount>
      </li>
      <li Class="CompProperties_Shearable">
        <woolDef>OrphanWool</woolDef>
        <shearIntervalDays>1</shearIntervalDays>
        <woolAmount>5</woolAmount>
      </li>

^just uncomment this portion and then delete or comment out this line :
                <li Class="CompProperties_Milkable">
<milkDef>Chemfuel</milkDef> <!--can be swapped with any other resource-->
<milkIntervalDays>1</milkIntervalDays>
<milkAmount>2</milkAmount>
</li>
<li Class="CompProperties_Shearable">
<woolDef>Plasteel</woolDef> <!--can be swapped with any other resource-->
<shearIntervalDays>7</shearIntervalDays>
<woolAmount>14</woolAmount>
</li>

this will give you custom wool and milk rather than chemfuel and plasteel.

i left the assets there coz i thought i'm gonna try and explain how to add custom limbs (Orphanhorns) and custom products (OrphanMilk) eventually in a quickie tutorial. but maybe i'll just change the file format of the Items_Resource_AnimalProduct.xml, Items_Resource_Stuff.xml, and Items_Exotic.xml into text files (in my mod) so they're still human readable and not cause errors. (hopefully)

to re-add "hooman antenna" and "OrphanHorn" it's functionalities you need to modify these :
     <li>
        <verbClass>Verb_MeleeAttack</verbClass>
        <defaultCooldownTime>2.4</defaultCooldownTime>
        <meleeDamageBaseAmount>15</meleeDamageBaseAmount>
        <meleeDamageDef>Scratch</meleeDamageDef>
        <linkedBodyPartsGroup>HornAttackTool</linkedBodyPartsGroup>
        <surpriseAttack>
          <extraMeleeDamages>
            <li>
              <def>Stun</def>
              <amount>30</amount>
            </li>
          </extraMeleeDamages>
        </surpriseAttack>
      </li>

^this adds back the horn attack
<body>OrphanBody</body>
uncomment this and then remove or comment out <body>Human</body>

       <dropBodyPart>
          <bodyPartGroup>HornAttackTool</bodyPartGroup>
          <thing>OrphanHorn</thing>
        </dropBodyPart>

^this one drops the hooman antenna like a thrumbo horn.

etc.. i placed my comments in the xml files so people can read the stuff so they can modify it to do whatever (i'll eventually come back around to making that animal template tutorial so i could explain things more properly there, right after i do the other stuff..)

but i don't think those things cause any gamebreaking bug.

Quote from: Canute on April 21, 2017, 01:56:36 AM
No they are mechanoid animals. Or do you ever saw you can milk or shear any pawn ? :-)

keylocke,
please relocate the mod archive at the release branch !
Currently you have to download the whole master to get a .zip that include the .7z

Just add the mod to the end of my current modlist and geting errors i didn't got before, didn't even load the colony.
https://gist.github.com/c005125fb9d5f0cf1bce9bd7ece4b4d9


hmm.. ok, i'll try (i'm new to github. dunno wtf i'm doing. hahaha) i'll just edit the link in main post.
#24
Outdated / [a16] war orphans
April 20, 2017, 11:01:20 PM


these war orphans claim to be the children of the raiders you killed and turned into leather hats. however, everybody knows there are no kids in rimworld. dundundunnn..

they're actually synth-noids (synth-mechanoid infiltrators) they join to spy on you, then they eat your food and break your hearts. (they only eat human food)

lifestages :
-orphan : 0-4yrs (baby)
-waif/urchin : 5-9yrs (juvenile)
-maid/butler : 10-15yrs (juvenile late)
-lady/lord : 16yrs-above (adult)

they convert what they eat into chemfuel. milking them gives you chemfuel. they excrete it like vomit. (adult lifestage)

their mecha-organoid body sheds plasteel. shearing them gives you plasteel. like peeling tree bark. (adult lifestage)

butchering gives you steel, plasteel, components, meat, and leather. (proof that they are machines disguised as humans)

they produce mechanoid sounds while in combat. (more proof of their mechanoidness)

they are pack animals and can carry your stuffses when joining a caravan, so you can use them to smuggle and trade smokeleaf to neighboring factions or whatever.

download here : war orphans

notes : i thought those monster girl mods was fun, so i wanted to make one of my own. (i'm planning on making more assets for "industrial age" theme. i wanna test if these urban "wildlife" could look good like NPCs in an industrial town.)

changelog :
-fixed most of the weird errors, removed unnecessary stuff (including comments)

todo :
-figure out how to make them clean your base
-figure out how to harvest their organs

disclaimer : you can use these assets for whatevs, as long as it's not for commercial purposes. yadayada.

#25
Help / Re: help : optimizing image
April 20, 2017, 05:39:05 PM
gasp! i totally missed that.  :o

anyways it worked! woot! :


mein hero! 

gonna upload this, then on to the next one.  ;D
#26
Help / help : optimizing image
April 20, 2017, 04:37:08 PM
how do i optimize the images to avoid artifacts near it's borders? (i use photoshop)


the orphans have ugly white artifacts around it's borders.

they look like this in-game :

problem is that they also get artifacts when zooming out

this one is the actual graphic asset :

for testing.

is there a trick to exporting transparent png from photoshop?

i used : save for web > png 24 > default settings

any recommendations how to get crispier edges without the artifacts while maintaining low filesize?

-----

i was planning on doing art assets for vanilla furniture next after i'm done with this experiment, then vanilla buildings, pawns, apparels, etc..

planning to reskin rimworld, so i'm hoping to fix this issue before delving to the next mod.

can you guys share any tips? shinzy? anyone?
#27
Help / Re: suggestions where to host a mod?
April 20, 2017, 04:16:49 PM
thanks for the reply. i'm gonna try github + steam
#28
pauses don't count coz time is paused. a notification popup appears and says :

"buckle up boyos, raiders spotted. eta 3 hours."

so if it says 5pm in-game time, then raiders will appear around 8pm on the same day.
so players can be like, i have a vision of teh futures!

and this applies to almost any random events that are unaffected by player actions. ie : cold snap, heat wave, manhunters, etc.. no more nasty surprises! *gasp!*

--------

i also have another suggestion.

it's called storyteller pro-advisory notification system.

the storytellers will diss you if you play poorly. by checking your progress and comparing it to game progress of other players that are playing in the same difficulty..

ie : haha. you've been playing for 3 hours (real time) and you're still too poor to afford a new slave. wtf have you been doing with your life? git gud. -love, randy random  ;D

#29
Help / suggestions where to host a mod?
April 20, 2017, 10:43:09 AM
i'm lazy. but i'm thinking of sharing some of my mods and wondering which way is gonna give me the least amount of hassle.

steam workshop?
dropbox?
github?

which option can you guys recommend that would give the least amount of hassle when updating?
#30
General Discussion / Re: New challenges?
April 19, 2017, 01:04:41 PM
try beast master challenge.

your pawns are not allowed to attack, but you can tame animals who will do the attacking for you.

now go out and conquer the world with your minions (100% map generation). travel through different biomes collecting different animals.

i'll leave it up to you how to choose which animals to tame. (ie : a combo of boomrats + bears seem nice) send the bears to act as vanguard, then unleash the boomrats. mwahahahaha..

etc.. somewhere along that line.