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Messages - Hari Seldon

#1
Outdated / Re: [MOD] (Alpha 3F) GrimRim (v1.3)
May 21, 2014, 05:46:56 PM
I do indeed. I'm in the middle of my uni exams atm though, so not until I'm settled down for the summer anyway.

I plan to touch up the remaining floors, refine the smartgun, and make a viable Alien faction. Haven't played the game in a good bit now but been checking up on the forums and noticed a couple of armor/clothing mods which I hope can help me with doing up some USCM armors. As for the custom sci-fi character thing, I'll see how far modding that sort of thing goes, sort out the above first.

(edit) Oh, and I wanna improve on my walls, the current ones are just a product of me finding the cloud function in paint.net.

#2
Outdated / Re: [MOD] (Alpha 3F) GrimRim (v1.3)
May 17, 2014, 11:55:37 AM
Hmm, well I figured keeping all the floor's with GrimRim in the name would make the game group them together, so it would be handier to find things, I may change it so instead of GrimRim it just says G.R/GR. It might help with the name visibility.

(edit) Also, I've updated to the newest Vanilla+ and Clutter in the main download link.
#3
Outdated / Re: [MOD] (Alpha 3F) GrimRim (v1.3)
May 16, 2014, 08:34:04 AM
LittleMikey, you should give either Vanilla+ or Architect+ a download then. It's recommended (in the OP) if you're using more than one of my floor packs or the complete pack for the very reason you've just stated.
#4
Outdated / Re: [MOD] (Alpha 3F) GrimRim (v1.3)
May 16, 2014, 07:06:03 AM
mrofa, Austapaio mentioned something like that but I'm gonna finish off the floor-packs first. It's an interesting idea, definitely want to look into it at some point. Also when you made your silver walls, did u use a function/program to draw the details so they matched up or did you have to do it manually for each wall angle.

Kumai, just did a test and they weren't targeted. I'm using Arachnid threat mod as a base for the Alien faction to test. To be honest, I'm fairly handy at backward engineering other peoples mods to suit my needs but have not a clue how to write up xml's or anything from scratch. I'm just hoping others with a lot more skill that I make this stuff so I can see what they've done and apply my own ideas.
#5
Outdated / Re: [MOD] (Alpha 3F) GrimRim (v1.3)
May 15, 2014, 06:35:27 PM
My bad, it's just a preview of what I've been messing around with. I've edited the picture name now to avoid any confusion.
#6
Outdated / Re: [MOD] (Alpha 3F) GrimRim (v1.3)
May 15, 2014, 04:34:08 PM
Updated to 1.3

USCM Arsenal Update

Alien Pawn Test Update

All New Walls

GrimRim (v1.3)
>>Added Walls
>>Resized Vehicles
>>Added new APC and Dropship
>>Added M-56 Smartgun and VP-70 Pistol
>>Created Floor-Packs
>>Updated textures that are found in floor-packs and the same ones in the Complete pack
>>Created USCM Pack and Walls pack
>>GrimRim Complete now contains optional Clutter and Vanilla+

#7
Outdated / Re: [MOD] (Alpha 3F) GrimRim (v1.2)
May 08, 2014, 06:37:48 PM
I've made the download link now include Architect+ as its own folder. It will ask to overwrite for anyone who already has it. I figured doing it this way might help to avoid any issues.
#8
Outdated / Re: [MOD] (Alpha 3F) GrimRim (v1.2)
May 08, 2014, 06:30:12 PM
Updated to 1.2

USCM Arsenal
============================
Reaver41, I can't reply to your PM, it tells me you cannot receive them. Anyway, I made updates to the mod which messed with the saves so they're all gone now.
#9
Outdated / Re: [MOD] (Alpha 3F) Architect+ (v0.9)
May 08, 2014, 06:08:03 PM
I tested it a bit today, icons are much better sized now, haven't really messed with the various settings.
#10
Outdated / Re: [MOD] (Alpha 3F) GrimRim (v1.1)
May 08, 2014, 11:13:03 AM
Cheers, yeah I've thought that. Ideally I want to make one pistol, one pulse rifle, the smartgun and a flamethrower, all based around the USCM arsenal. Also, e-vehicles has inspired me to do up a dropship and apc based on the film designs.
#11
Outdated / Re: [MOD] (Alpha 3F) GrimRim (v1.1)
May 08, 2014, 10:02:34 AM
That's great, I've grabbed paint.net and when I get time I'll google some tutorials. Is there any threads on these forums that deal specifically with the things that will let me do what you've done here. I guess I'll try and get familiar with the interface to begin with. A bazillion buttons and a steep learning curve is what tends to puts me of a bit with these things. You can always fix up my saw variant too if you like  :)

I take it the game doesn't allow for weapons bigger than 64x64? The smartgun always looks too small alongside the others in my tests. Also is there any way to mod in flamethrowers, that don't shoot bullets? Maybe spray the flame animation used already in-game. Anyway, I have lot's of ideas but no real knowledge of the difficulty of the things I'm asking so I'll stop there and get to fixing up the mod a bit.

#12
Outdated / Re: [MOD] (Alpha 3F) GrimRim (v1.1)
May 08, 2014, 08:48:40 AM
Kirid, I have no knowledge of how I'd do that, and I think constant darkness would get boring after a while. It would work better combined in a weather mod that adds in sandstorms (pawns get hurt while outside) and that sort of thing. But for now I just use dev mode to change weather to fog and take screenies at night. Floor-lighting is a necessity, I'm not sure what mod its from (sorry) as I've pretty much played Rimworld modded from the get go but they work really well for the atmosphere I like to create. I'd love for someone to make exterior flood-lights/spot-lights, ones that are attached to walls. It would be perfect.

Zaiketsu, I like the idea of a colony that's built with modular functionalism in mind, and while the whole colony isn't symmetrical (surprising for me) each module attached to the cargo bay is. I don't really have any amazing advice, I've been obsessing over base design since the original Red Alert days. I just use the the orbital trade station as my central tile for the whole thing (its the very first thing I do) then take note of how many tiles it covers, plot down a stockpile, tile it, and work from there.

mrofa, I'm thinking about just leaving all the textures in now though, since I'm going to make modular mini floor packs, and instead re-do the mod structure so each tile will have its own TerrainDefs file. The packs combined, will form the whole mod, and any floors people don't use can be removed by deleting one single file. I'll still try fix to them up though. Oh and by "take up more tiles before they were complete" I meant in the same way that Wood economy does for its wooden floor. We use 64x64 Icons and 1024x0124 tiled replications but in Wood economy it has a single 1024x1024 tile, so in-game when you plot down a tile you uncover one part of that texture, sort of like a puzzle.

minami, I don't know how you'd like to help but take a look at the inspiration/sources if you're any good at that sort of thing and have a dig. If you know anything about creating custom pawns and custom starts (without just editing a new game save) that'd be nice too.

Tynan, I just used the Arachnid threat mod to test my pawn and made the mod point to my Alien picture instead of the Arachnid ones. I used the size of the hulk body from the original rimworld art work for the alien and coloured it in but the game makes it bigger and I guess its the lighting that's affecting the colouring?

Austupaio, could you expand a bit on "you can add the graphics and it will show up randomly as the other clothes do" please, because when I'm messing around with save files to make custom pawns, there's no point-to-texture-graphic part in apparel. I've already added the tribal armor over the power armor and coloured it to create the plated-version of the USCM armor but I was stumped by how to make the game use it.






#13
Outdated / Re: [MOD] (Alpha 3F) GrimRim (v1.0)
May 07, 2014, 08:30:07 PM
Updated to 1.1, and I've added in a changelog below the download links. I've also added in some pictures to the preview section of a colony I spent a good part of the day creating to demonstrate the new floors better, and the weapons. I've also thrown in some pics of my colonists for good measure.

My Colony - Colony Plan - Reactor - Workshop - Cargo Bay - North Gate - Operations - Mess Hall & Housing - Hydroponics, Recreation & Housing - Penal Colony - Waste Disposal & Cemetary - Ellen Ripley - Ender Wiggin

USCM Weapons - #1 - #2

====================
And thanks for the feedback. My head's a bit fried atm, but I'll throw together some mini-floor packs shortly. Any advice on fixing up some of the more flickery textures? Bearing in mind I've just only started using Gimp since the weekend. I didn't understand most of what was said about image editing, but would it be better to have some of the textures take up more tiles before they were complete, if you get me.



#14
Outdated / [MOD] (Alpha 3F) GrimRim (v1.3)
May 06, 2014, 05:58:23 PM
GRIT. RUST. METAL. DECAY. WELCOME TO THE FUTURE.

(v1.3)
Features
Adds Floors
Adds Walls
Adds USCM Arsenal

Description
Initially I just wanted to mod in some textures that would allow me to create a colony with the feel of the Nostromo or Hadley's Hope from the Alien series. I'm a big fan of the way the first three films used a variation of technical, industrial, utilitarian and sterile looks to give you a sense of a real and functioning world, albeit a pretty grim one. I love science fiction, I love simulation games and I like the idea that with a little imagination (and a little modding), RimWorld allows me to build up what I've convinced myself is Arrakeen from Dune, or as mentioned, Hadley's Hope from Aliens. All with the help of colonists like Paul Atreides and Ellen Ripley...

Recommended Mods
I'm using loads of mods, the Big Bang pack and a few others, but the ones I find complement this the most are Clutter by mrofa, and Vanilla+ by pawnstorm, which are optional installs in 'GrimRim Complete'.

The Future

  • Will create more floor packs.

  • Hope to add decorative objects and 'Giger Alien' faction sub-mod.
  • Add Flamethrower, if plausible
  • Make 'Aliens' style marine armor and make it a possibility for some colonists to wear?
  • Custom Scenarios? If there's a way to spawn in colonists like Start with more colonists but so they have pre-given names, background stories and traits, even clothing/armor, I'd like to make some sci-fi inspired colony starts and scenarios.
  • Science-Fiction characters? If possible, I'd like to make a sub-mod that follows from the idea above but adds colonists that show up randomly like all the others. So for example, you might come across Ender Wiggin, my name-sake Hari Seldon and so on, all with their relevant bio's, or as close as the game will allow.
Notes & Bugs
Some textures that have the flicker problem are yet to be fixed but I have updated the textures that are found in floor-packs and the same ones in the Complete pack.

I don't have any skill with art and texture modding past that of what I've learned putting this together, I'd love if anyone with any know-how and an idea of what I'm going for here wants to have a look at the stuff below and make something for the mod.

PREVIEWS
All New Floors (The Alien shown in-game is outdated)

All New Walls

USCM Arsenal

Alien Pawn Test Update

My Colony - Colony Plan - Reactor - Workshop - Cargo Bay - North Gate - Operations - Mess Hall & Housing - Hydroponics, Recreation & Housing - Penal Colony - Waste Disposal & Cemetary - Ellen Ripley

Inspiration/Sources
USCM Body Armor - M3 Standard Front - M3 Standard Side - M3 Standard Back - M3 Heavy Front - M3 Heavy Side - M3 Heavy Back

USCM Arsenal - M41 Pulse Rifle & Variations - M-56 Smartgun

Misc - Hadley's Hope Colony Plan

Alien of course! but I have to recommend Blade Runner, Isaac Asimov, Philip K. Dick, Orson Scott Card & Frank Herbert.

DOWNLOAD LINKS (All downloads are compatible with each other)

GrimRim Complete (Includes Optional Vanilla+ by pawnstorm & Clutter by mrofa) - Mediafire - Puush

GrimRim USCM Arsenal - Mediafire - Puush

GrimRim Walls - Mediafire - Puush

GrimRim Floor Packs
Rivets Mediafire - Rivets Puush
Plates Mediafire - Plates Puush
Grates Mediafire - Grates Puush
Misc Mediafire - Misc Puush

Changelog

GrimRim (v1.3)
>>Added Walls
>>Resized Vehicles
>>Added new APC and Dropship
>>Added M-56 Smartgun and VP-70 Pistol
>>Created Floor-Packs
>>Updated textures that are found in floor-packs and the same ones in the Complete pack
>>Created USCM Pack and Walls pack
>>GrimRim Complete now contains optional Clutter and Vanilla+

GrimRim (v1.2)
>>Added M41-AC Carbine
>>Weapon texture tweaks by Austupaio
>>New USCM Vehicles
>>Made the download links include Architect+ as its own folder

GrimRim (v1.1)
>>Added M41-A Pulse Rifle and M41-AE2 Saw
>>Added fertility to grass flooring
#15
Much obliged.