Zing! You've got a glorious brain on that head of your Tynan, a glorious, glorious brain.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
#92
Unfinished / Re: [A15 WIP] Star Wars: An Outer-Rim World Story
November 04, 2016, 08:12:46 PM
Aiming to throw up a test build of this by the end of the weekend so y'all can get your mits on it and give me some initial feedback.
I've still got a chunk of the artwork to finish, and I need to iron out some kinks - but pretty much most of the def work and .xml editing is completed (save for changes/fixes).
See my outstanding bugs list below:
- finish fauna textures
- retexture foods
- fix tusken raider outfits (fat/thin/hulk/female)
- def rebel outfit textures
- create/def mandalorian armour textures
- replace orbital trade beacon (Landing Pad rev.)
- add droids sounds
- flooring needs renaming to converted namesakes
- create moisture vaparator texture/add shadow in def
- (Bug) droids cant be healed (and bleed)
- (Bug) droids cant be trained
- (Bug) droid body parts need fixing
Demeggy
I've still got a chunk of the artwork to finish, and I need to iron out some kinks - but pretty much most of the def work and .xml editing is completed (save for changes/fixes).
See my outstanding bugs list below:
- finish fauna textures
- retexture foods
- fix tusken raider outfits (fat/thin/hulk/female)
- def rebel outfit textures
- create/def mandalorian armour textures
- replace orbital trade beacon (Landing Pad rev.)
- add droids sounds
- flooring needs renaming to converted namesakes
- create moisture vaparator texture/add shadow in def
- (Bug) droids cant be healed (and bleed)
- (Bug) droids cant be trained
- (Bug) droid body parts need fixing
Demeggy
#93
Ideas / Re: Pregnancy as another way to boost numbers
November 04, 2016, 08:07:11 PM
The one constant this always boils down to (stating the obvious here) is *drumroll*... gameplay. More or less everyone accepts that it would be a complete pain in the butt to have to wait 15 ingame years for your children to mature, and there are a lot of pros and cons, and varying ways of it being brought in... with that in mind, people shouldn't get so worked up about accelerated growth. Whether it's a narrative driven mechanism (some sort of progenation/rapid aging machine), or just a simple fact of the gameplay, the only way children will ever materialise ingame, is when the player doesn't have to sacrifice insanely long playthroughs just to see Junior grow on.
#94
Unfinished / Re: [A15 WIP] Star Wars: An Outer-Rim World Story
November 04, 2016, 03:41:45 PM
So this evening I've been trying valiantly to think of a viable use for the Moisture Vaporators. It would make sense for them to 'grow' water that could be used as a foodsource, but that would take some .dll coding... so any other suggestions would be hugely appreciated!
Update: Solution Found!
In addition to Hydroponic farming, I've come up with a Moisture farming research topic and production object that allows you to 'grow' Fungi and Water.
Update: Solution Found!
In addition to Hydroponic farming, I've come up with a Moisture farming research topic and production object that allows you to 'grow' Fungi and Water.
#95
Unfinished / Re: [A15 WIP] Star Wars: An Outer-Rim World Story
November 04, 2016, 07:19:09 AM
Ill have to see how much time I have spare once the main list of features is completed, so let me come back to you on that.
#96
Unfinished / Re: [A15 WIP] Star Wars: An Outer-Rim World Story
November 03, 2016, 09:25:46 AM
Cheers, no Clone wars era content right now! Im focusing specifically on the Galactic Civil War era here, so Ill let someone else take on that chalice!
I was considering trying to develop Moisture Vaporators that turn sand into soil or allow growing of crops in a nearby radius, but Im not building custom .dlls into this just yet.
I was considering trying to develop Moisture Vaporators that turn sand into soil or allow growing of crops in a nearby radius, but Im not building custom .dlls into this just yet.
#97
Unfinished / Re: [A15][WIP] Wild Wild Rim
November 02, 2016, 02:04:31 PMQuote from: Pajama Zach on October 31, 2016, 09:00:02 PM
Thanks! Hopefully it's not too ambitious, but from what I've been able to learn from my time elbow deep in Defs it's mostly just going to take time.
Speaking of ambitious, I love what you've done with your own mod. Feel free to hit me up on Steam if you want to boggle over XML's or DLL's.
Sorry Zach, didn't see this! Sounds good, Defs are a haul to get through, but oddly satisfying as the edit and testing aspect is relatively light I find.
I'll be giving your latest build a test run at the weekend, looking forward to seeing how it plays out!
#98
Unfinished / Re: [A15 WIP] Star Wars: An Outer-Rim World Story
November 02, 2016, 02:03:13 PM
Cheers, will do! The intention at the moment will be to get this initial content finished off, then probably move onto .dll's and something seperate as I've got C# knowledge I could start using on the scene 
I'm probably about 2 thirds the way through the fauna assets now. I knock a couple out each evening, so I'll most likely get some images upload this eve, and will aim to get an early test build available for download over the weekend.

I'm probably about 2 thirds the way through the fauna assets now. I knock a couple out each evening, so I'll most likely get some images upload this eve, and will aim to get an early test build available for download over the weekend.
#99
Unfinished / Re: [A15][WIP] Wild Wild Rim
October 31, 2016, 01:53:54 PM
Love the sound of this, will give it a whirl. Sounds very ambitious!
#100
Help / Re: 'could not load unityengine.texture2d'
October 30, 2016, 07:44:20 PMQuote from: koni on October 30, 2016, 02:29:18 PM
Hey guys,
I have also such a problem...
the pathes should be the right one ad the grahpic do exist, but thay won't load (same error). It effects the worn and the unworn path.
Thanks
Ensure you have the following:
- texturename_front, texturename_side, texturename_back and texturename textures
If graphic_multi, point to the folder the textures are stored in
If graphic_single, point to the 'texturename' part of your filename (i.e. don't include the _side or file extension)
File type, I'm assuming only .png or .tex are acceptable types - someone can advise better on this.
#101
Unfinished / Re: [A15 WIP] Star Wars: An Outer-Rim World Story
October 30, 2016, 06:55:23 PM
Huge amount of progress made this weekend, with most of the artwork now in. Weapons are completed with graphics and sound, just over half the fauna are ingame and tweaked to function as expected. Another couple of week's and we should be good to go for a release!
One possible avenue I'm yet to go down are races... at this time, I'm focusing on the conversion aspect, but I'm desperate to try and get some of the Galactic Races ingame (Twi'kek, Wookie, Sullustan, Ithorian etc).
If anyone out there has any ideas, then please propose them below!
One possible avenue I'm yet to go down are races... at this time, I'm focusing on the conversion aspect, but I'm desperate to try and get some of the Galactic Races ingame (Twi'kek, Wookie, Sullustan, Ithorian etc).
If anyone out there has any ideas, then please propose them below!
#102
Help / Re: 'could not load unityengine.texture2d'
October 30, 2016, 07:57:04 AM
FIXED: I'm an idiot...
I had a front, back and side texture, but no unworn texture. Rectified by creating a copy of the tuskenmask and tuskencloak front textures, and removing the _front suffixes. Voila!
Thanks for the help guys.
I had a front, back and side texture, but no unworn texture. Rectified by creating a copy of the tuskenmask and tuskencloak front textures, and removing the _front suffixes. Voila!
Thanks for the help guys.
#103
Help / Re: 'could not load unityengine.texture2d'
October 30, 2016, 06:58:13 AMQuote from: kaptain_kavern on October 29, 2016, 08:02:47 PM
I struggle with those at first, before I get to know more how the <graphicClass> setting influence the way you should specify the path.
With <graphicClass> set to Graphic_Single the path should point to the file itself, when using other like Graphic_Multi, Graphic_Random or Graphic_StackCount you should refer to the folder containing the texture files.
I'm not 100% if this is your exact problem, though, but maybe this could help
Nice progression on your mod BTW, keep up !
Cheers both. Ill double check. Ive got a _front, _side and _back variant for the headgear and helmet - and it points only to the first part of the filename
(E.g. Things/Pawns/Apparel/tuskencloak)
With the def being a graphic_single
Edit: see below
Code Select
<graphicData>
<texPath>Things/Pawn/Humanlike/Apparel/Tuskenmask</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
And the filepath:

#104
Help / 'could not load unityengine.texture2d'
October 29, 2016, 07:10:46 PM
Evening all.
A fairly standard, common issue here, that has left me scratching my head tonight.
Trying to get some new apparel ingame. The filepath I'm using in the def is spot on, the file itself is a .png based off an existing ingame asset - yet every time I load RW up, I receive the 'could not load unityengine.texture2d at etc' error.
Any suggestions?
Demeggy
A fairly standard, common issue here, that has left me scratching my head tonight.
Trying to get some new apparel ingame. The filepath I'm using in the def is spot on, the file itself is a .png based off an existing ingame asset - yet every time I load RW up, I receive the 'could not load unityengine.texture2d at etc' error.
Any suggestions?
Demeggy
#105
Unfinished / Re: [A15 WIP] Star Wars: An Outer-Rim World Story
October 29, 2016, 03:58:04 PM
Quick update, made a fair bit of progress on the artwork today. Quite a few of the Galactic Fauna's ingame, working wonderfully.
Approximately halfway through the creature assets.
Edit: removed the animal screengrab for now....
Approximately halfway through the creature assets.
Edit: removed the animal screengrab for now....