well you can't see the roots in game so i had to do the leaves
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#31
Help / Re: i was planing on making a big mod yet i'm to good at coding but i am good at art
November 23, 2016, 06:27:09 PM #32
Help / Re: i was planing on making a big mod yet i'm to good at coding but i am good at art
November 23, 2016, 01:03:11 PM
ok here's pic 1 and pic two i have to add the finishing touches
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#33
Help / Re: i was planing on making a big mod yet i'm to good at coding but i am good at art
November 18, 2016, 06:36:14 PM
i'm sure you can figure it out if not you could try coding it as chest armor and seeing how well it fits
#34
Help / Re: i was planing on making a big mod yet i'm to good at coding but i am good at art
November 18, 2016, 09:24:11 AMQuote from: Kapun on November 18, 2016, 08:41:49 AMok friend and here you go
i am asking for help there: https://ludeon.com/forums/index.php?topic=27477.0
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#35
Help / Re: i was planing on making a big mod yet i'm to good at coding but i am good at art
November 17, 2016, 11:54:51 PM
deterioration rate 1.0/D
flammability 0%
market value $2000
max hit points 100
sell price multiplier 50%
accuracy (touch) 100%
accuracy (short) 65%
accuracy (medium) 100%
accuracy (long) 85%
ranged cooldown 0.80 s
damage 20
warmup 2.00 s
Burst shot count 6
Fire rate 450
range 55
most everything else should be the same as the charge rifle except
work to make 4000 and double the amount of materials required
[attachment deleted by admin due to age]
flammability 0%
market value $2000
max hit points 100
sell price multiplier 50%
accuracy (touch) 100%
accuracy (short) 65%
accuracy (medium) 100%
accuracy (long) 85%
ranged cooldown 0.80 s
damage 20
warmup 2.00 s
Burst shot count 6
Fire rate 450
range 55
most everything else should be the same as the charge rifle except
work to make 4000 and double the amount of materials required
[attachment deleted by admin due to age]
#36
Help / Re: i was planing on making a big mod yet i'm to good at coding but i am good at art
November 17, 2016, 06:33:29 PM
last is thin
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#37
Help / Re: i was planing on making a big mod yet i'm to good at coding but i am good at art
November 17, 2016, 06:31:42 PM
i never thought the hulk was so derpy
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[attachment deleted by admin due to age]
#38
Help / Re: i was planing on making a big mod yet i'm to good at coding but i am good at art
November 17, 2016, 06:30:27 PM
posting the textures now starting with the fat suit and up
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#39
Help / Re: i was planing on making a big mod yet i'm to good at coding but i am good at art
November 17, 2016, 05:40:20 PMQuote from: Kapun on November 17, 2016, 04:13:26 PMi didn't know that was thereQuote from: DARK3063 on November 17, 2016, 04:09:09 PMThen you should probaly fix your "local time" in your profileQuote from: Kapun on November 17, 2016, 04:00:06 PMno 2pm your 2 hours off
How is it going? Its 4 p.m. now where you live, right?
#40
Help / Re: i was planing on making a big mod yet i'm to good at coding but i am good at art
November 17, 2016, 04:09:41 PMQuote from: kaptain_kavern on November 17, 2016, 04:03:01 PMthanks for the info kaptainQuote from: Kapun on November 16, 2016, 01:08:13 PM
2:It seems i need several textures to code 1 piece of apparel - male/female, fat/thin/hulk and just somename.tex.png etc. Do i have to create several graphics files for 1 item?
And the old one: I cant figure out how does the Auto-Documentation database from your link works . It seems to lack realy many important XML options. Like for example if i open <statOffsets> i see several "Children" like <WorkSpeedGlobal> but many more are missing like <ButcheryFleshSpeed>, <CarryingCapacity> and many, many more usefull modifiers. Is there a place with ALL the possible trait i can use?
Thanks again for helping us!
Sorry guys this will be brief (but I had put a reminder in my TO-DO list for coming back here for that - hey I think about you)
In fact I must have not explained it well. The auto-documentation is using a script that read throughout all the Core xml files and throughout all their defs. What I mean is : it is not lacking XML options. It's Rimworld that lack this options. AFAIK and since I started to use it : If it's not in it, it's because it's not in the game.
That doesn't mean it's impossible, but with XML only you are limited to what Ludeon's Dev have already permit. This is also why I suggested you to look at FashionRIMsta code; it's the "biggest" apparel mods I know (up to date I mean, because there is also Apperello) and i'm pretty sure you'll see all there is to know about apparel code in this mod only.
Pink square are the most common symptom for textures problems. wrong path, filenamming, wrong Graphic-class, etc
#41
Help / Re: i was planing on making a big mod yet i'm to good at coding but i am good at art
November 17, 2016, 04:09:09 PMQuote from: Kapun on November 17, 2016, 04:00:06 PMno 2pm your 2 hours off
How is it going? Its 4 p.m. now where you live, right?
#42
Help / Re: i was planing on making a big mod yet i'm to good at coding but i am good at art
November 17, 2016, 02:05:56 PM
I'll be uploading them by 4 my time
#43
Help / Re: i was planing on making a big mod yet i'm to good at coding but i am good at art
November 16, 2016, 08:06:40 PM
ok thin armor is done
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#44
Help / Re: i was planing on making a big mod yet i'm to good at coding but i am good at art
November 16, 2016, 07:52:58 PMQuote from: Kapun on November 16, 2016, 05:11:33 PMi updated the helmet a little
And check the blowgun mod if you have some spare time tonight!
https://www.dropbox.com/sh/t02yq6d6o1qjpje/AABeP1sFwxt-HNyWyROSWSPla?dl=0
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#45
Help / Re: i was planing on making a big mod yet i'm to good at coding but i am good at art
November 16, 2016, 04:55:29 PMQuote from: Kapun on November 16, 2016, 03:47:16 PMok
https://www.dropbox.com/sh/5o806eu7r5sf3mk/AAAqvoI4g2H_8LVpLHbIkfyDa?dl=0 power armor and exoskeletons on my dropbox

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