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Messages - nightblue

#1
Haha yes still kickin'!  Never seem to really stop being busy, but Rimworld = best escape :)
#2
Can never stay off of Rimworld for too long :)  Especially now that it's on steam and I always have the darn thing open...

New colony.  Did not think this through, at all :P

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#3
plants.  ok that's mostly what I've got so far :)

be back soon I hope.  If you need to get ahold of me, take Mrofa's cue and poke me on the modding slack haha

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#4
some more random bits, also putting rock atlas here again just in case.

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#5
more textures



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#6
Hey guys, very sorry for the extended MIA.  the intent is for this to be free to use for everybody, including modders (please give a nod/credit, just for good form)  if they prefer a different style for their visuals.

attaching some of the textures.  the ground textures are too large and I'll find a different host when i have more time :)

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#7
Hrmm I'll try the 1% opacity black BG thing for sure, although I suspect it's not a white border rather than transparency sorting issue.

Will disappear for a few days while chewing on the deadline.  Attaching the rock atlas though :)

I believe it's used as a multiply layer over solid colors, or is tinted some similar way, so I can't blend the bottom like I attempted with tree and grass.  Could try lightening the outline on the bottom and see how that goes.

Thanks again for all the help <3


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#8
Quote from: Jessi on April 14, 2016, 04:15:03 PM
I immediately assumed after looking through the Rimworld core files, that these .xmls are a weird creation and I should hate them because I can see no texture files, which means they're contained within something that requires a weirder tool to un-contain them so I can edit them and put them back together, yes?

I want to make weapons and new factions. I cannot do this if I lack the tools. Searching finds me some strange things that take apart .dds and other things, but what do I need?

On the wiki, there's a part mentioning extracting art/music assets.  You need to download the tool it asks for to extract the .dds from the asset file.  The tool's actually very straight-forward to use.

I'm really new to it myself and have no idea how to go about making new assets.  I'm sure someone here can help you :)
#9
Unfinished / Re: [WIP] Prodiggas Water Mod
April 14, 2016, 11:23:11 AM
This is going to be really cool!  Maybe even having some sort of difference between coastal water and inland lakes?  Looking forward to this a lot :)
#10
@mrofa: Sure, I'll mess with a few wall variations.  I have no idea how tech side of things work yet, though, so prepare for a barrage of noob questions ^_^b

@Alistaire: I actually do fill the transparent parts with the same color as the outline in photoshop.  This usually gets rid of the outlines in most engines but for some reason not working here.  Any tips for photoshop?  I will look into paintfire, thanks a lot for your help.

This is what the tree sprite is saved as, with alpha channel indicating transparency.  The larger image on the right shows where transparency is, I turned the usually black/white grid to grey to preserve eyesight :P



edit: looking at it closer I think the whiteline might be caused by sorting issues when shadow overlaps the asset??  Which would mean definitely harden alpha edges... thinking out loud :)

@Flying Rockbass: Thanks :D  It's been a lot of fun to work on.

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Edit 2: got curious so I messed with this a little before work.  Hardened alpha to the point of pixelation (only black and white) but I don't think it's helping.

My theory:
the "halo" is caused by semi-transparent pixels (gray alpha) overlapping another transparent texture - the engine can't draw them properly so it just kinda skips them and draw the raw ground texture instead (or whatever opaque texture is underneath).  It happens when the tree overlaps a grass, or a shadow overlaps a tree. The game automatically mips down the tree textures, possibly due to them scaling according to growth %.  This cause the trees to have grey alpha edges even when the source art has only black and white alpha channel.

Possible fix:
slightly noise-up the ground texture so the halo is less noticeable :P I'm not a technical person and will probably just do this until rendering tech or mipping improves.



From the scaled-up screenshot, we can see that the unmodded art has similar sorting issues.  However, the noisier ground texture helped obscuring the effect.

I guessed at the mip/scale bits because grass particles and dandileons play nicely instead of causing trouble.  Their base texture size are small so the art didn't get scaled down.  Also, the halos are worse on younger (smaller) trees.

More theories/troubleshoots welcome :)  This is getting fun.
#11
Thank you so much!

Tonight, tackled Rock Atlas.  Not completely happy with where it's at but consider it a first pass?  moving on.

I'll probably prioritize all tiles used by my current colony... because I'm self-serving, muhaha.  So crops will probably be next.



I may or may not be able to do more before next week, pending how I fare on an upcoming deadline :)


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#12
Stories / Re: so many GOD DAMN CATS
April 13, 2016, 11:01:15 AM
Quote from: Pactrick Willis on April 12, 2016, 11:46:20 PM
Quote from: nightblue on April 12, 2016, 09:31:48 PM
lol my colony got a whole bunch of yorkies that way.  Thankfully a trader swung by immediately.  Would have easily run out of food otherwise (was winter).
What, with all those Yorkshires lying about!

:-X

Yorkies are my least favorite breed of dog (had a really mean one bark constantly at me in my neighborhood growing up.)  Still, somehow just butchering them seemed wrong and wasteful when they can be sold for small handfuls of silver...
#13
Today:
Bushes, Raspberry Bushes, Dandelions(A,B,C), rock low(A,B,C). debris stones (A, B), rubble
Tuned grass saturation down a bit so trees and bushes stand out more.



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#14
Stories / Re: so many GOD DAMN CATS
April 12, 2016, 09:31:48 PM
lol my colony got a whole bunch of yorkies that way.  Thankfully a trader swung by immediately.  Would have easily run out of food otherwise (was winter).
#15
Quote from: Shinzy on April 12, 2016, 12:52:46 PM
hm I would love to see lil bit green on the dirt the grass bushels seem to stick out little too much
But I adore how edible they all look

Totally, I think I cranked up the saturation of the grass a bit too much.  This makes trees harder to read too.  Will tweak :)

Thanks all for the feedbacks and support!  Good call on doing the bush and rocks next.  Slowly but surely... looking forward to doing this tonight :)