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Messages - DARK3063

#31
well you can't see the roots in game so i had to do the leaves
#32
ok here's pic 1 and pic two i have to add the finishing touches

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#33
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
Quote from: Kapun on November 18, 2016, 08:41:49 AM
i am asking for help there: https://ludeon.com/forums/index.php?topic=27477.0
ok friend and here you go

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#35
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

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#36
last is thin

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#37
i never thought the hulk was so derpy

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#38
posting the textures now starting with the fat suit and up

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#39
Quote from: Kapun on November 17, 2016, 04:13:26 PM
Quote from: DARK3063 on November 17, 2016, 04:09:09 PM
Quote from: Kapun on November 17, 2016, 04:00:06 PM
How is it going? Its 4 p.m. now where you live, right?
no 2pm your 2 hours off
Then you should probaly fix your "local time" in your profile
i didn't know that was there
#40
Quote from: kaptain_kavern on November 17, 2016, 04:03:01 PM
Quote 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
thanks for the info kaptain
#41
Quote from: Kapun on November 17, 2016, 04:00:06 PM
How is it going? Its 4 p.m. now where you live, right?
no 2pm your 2 hours off
#42
I'll be uploading them by 4 my time
#43
ok thin armor is done

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#44
Quote from: Kapun on November 16, 2016, 05:11:33 PM
And check the blowgun mod if you have some spare time tonight!
https://www.dropbox.com/sh/t02yq6d6o1qjpje/AABeP1sFwxt-HNyWyROSWSPla?dl=0
i updated the helmet a little

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