Quote from: Kapun on November 16, 2016, 02:33:38 PMunfortunatly i won't be getting home tell a hour from now and why name the file PowerArmorSuit_Fat_front.png?
Ok i have 2 news:1 good and 1 bad.
The good one: The game doesnt crash anymore if try to use vanila texures that are stored it my mod folder.
The bad one: all guys who wear the armorsuits look like pink squares
Please name the file PowerArmorSuit_Fat_front.png etc.
I also already have a nice texure for PowerArmorSuit.png so its just 15 for you
If you could do it in the next 2 hours it would be realy great as its alredy late where i live.
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.
#46
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, 03:38:57 PM #47
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, 02:28:41 PMQuote from: Kapun on November 16, 2016, 02:10:55 PMi will get all 16 done tonight
It seems i have found a way to make the textures work. Ok, if you want for me to try your textures make 16 files - 1 general (i suppose just item look) and 15 for worn graphics- 3 for each type-fron side and back and 5 types male, female, hulk, thin, fat. So send me 16 files please
#48
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, 02:26:41 PMQuote from: Kapun on November 16, 2016, 02:10:55 PMactaully now that you got me thinking maybe i could retexture the face into more of a mask
It seems i have found a way to make the textures work. Ok, if you want for me to try your textures make 16 files - 1 general (i suppose just item look) and 15 for worn graphics- 3 for each type-fron side and back and 5 types male, female, hulk, thin, fat. So send me 16 files please
#49
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, 02:01:21 PMQuote from: Kapun on November 16, 2016, 01:38:27 PMit's the same face no matter what just different bodies and the foroum blowup the image so everyone can view it
I dont know. The only way to find out is to try them ingame but i am not sure it will work. Arent the helmets textures supposed to have empty place for the face so that you can see the colonist's complection and stuff like that? I dont know how add textures to the game yet. Do you know how to do it. Studuing the mods i found out the have 16 diffrent texture files for front/side/back and male/female and hulk and thin/fat colonists types. Though it think you just need to strech the texture you have so it wont be hard. If you have time-please test the blowgun mod.
#50
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, 01:26:12 PMQuote from: Kapun on November 16, 2016, 01:08:13 PMwhat do you think kupanQuote from: kaptain_kavern on November 16, 2016, 12:50:55 PM
Totally. At least it was in prior version.
I had this piece of code working while helping someone for WH40K modQuote<apparel>
<bodyPartGroups>
<li>Torso</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
<li>FullHead</li>
</bodyPartGroups>
<worngraphicPath>Things/Pawn/Humanoid/Apparel/FullTermieArmor/Termie</worngraphicPath>
<layers>
<li>Middle</li>
<li>Shell</li>
<li>Overhead</li>
</layers>
<tags>
<li>Outlander</li>
<li>Spacer</li>
<li>Military</li>
</tags>
<defaultOutfitTags>
<li>Soldier</li>
</defaultOutfitTags>
</apparel>
It's the yellow part i'm not sure if it still working that way. I remember we had to fiddling about a bit before it works (and this is copy/pasted from an old files that was still on my PC).
But hey only one way to be sure. You have to try ^^
You know how we all learn to mod ?
Trial and errors :p :
Try to change def/code, load the game with your mod only, check if it works. (if you have an error message it's a "good news" because they often give information on why it's not working).
Back to modifying code, and the whole process continue again and again.
Thank you for your answer. I have some awesome plans and i am quite sure that if i can do the stuff i have in mind a lot of people are going to like it. You havent answered some of my questions though. I understand you have a lot to do but still it would realy help.
The questions i realy need answers for:
1:It seems that the textures for stuff from mods are made in .png . So why does the game use assets texures-why not png aswell?
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!
[attachment deleted by admin due to age]
#51
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, 12:53:34 PMQuote from: skullywag on November 16, 2016, 11:54:32 AMkapun wants it in the mod so were going to figure out how to do it and this should help with storage
Just a question...why are you merging the armour and helmet textures?
#52
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, 12:52:25 PMQuote from: kaptain_kavern on November 16, 2016, 12:50:55 PMthankyou
Totally. At least it was in prior version.
I had this piece of code working while helping someone for WH40K modQuote<apparel>
<bodyPartGroups>
<li>Torso</li>
<li>Shoulders</li>
<li>Arms</li>
<li>Legs</li>
<li>FullHead</li>
</bodyPartGroups>
<worngraphicPath>Things/Pawn/Humanoid/Apparel/FullTermieArmor/Termie</worngraphicPath>
<layers>
<li>Middle</li>
<li>Shell</li>
<li>Overhead</li>
</layers>
<tags>
<li>Outlander</li>
<li>Spacer</li>
<li>Military</li>
</tags>
<defaultOutfitTags>
<li>Soldier</li>
</defaultOutfitTags>
</apparel>
It's the yellow part i'm not sure if it still working that way. I remember we had to fiddling about a bit before it works (and this is copy/pasted from an old files that was still on my PC)
#53
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, 11:49:37 AMQuote from: Kapun on November 16, 2016, 11:33:20 AM1: didn't have time when i got home from work it was really dark at 5:00 weatherman forgot to predict that
Ok, you are here, its great. Please say:
1:Did you test the blowgun mod?
2:Did merge the textures on your own?
3: Is this texture going to work?
2: sorta what where going to have to do is modify the the body slot for it to work and then we will also be able to put a hats on power armor XD
#54
Outdated / Re: [A15] [v 1.0] German Wehrmacht
November 16, 2016, 10:57:25 AMQuote from: Killface on November 16, 2016, 04:24:40 AMjust leave me alone if you want to get banned thats your choice but you know your comment blew things out of proportion =.=Quote from: DARK3063 on November 15, 2016, 08:52:40 PMread my posts again and stop making false accusations. you were the one who went out of proportions by calling me "asshole" in the first place.Quote from: Ramsis on November 15, 2016, 04:42:20 PMok admin ill stop but don't know if he's not going blow things out of proportion again
I'm getting incredibly tired of seeing hate getting slung around and it's going to lead to bans really soon to multiple people. Consider this the final warning because I won't be posting another threat, you'll just be gone for a while. Act civilized or stop posting, two easy options here.
#55
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, 10:54:11 AMQuote from: Kapun on November 16, 2016, 04:18:15 AMyou need export it to a png file
I have made a test graphics file. Take a look and say what do you think about it.
#56
Outdated / Re: [A15] [v 1.0] German Wehrmacht
November 15, 2016, 09:00:53 PMQuote from: jmababa on November 15, 2016, 08:55:58 PMQuote from: Ramsis on November 15, 2016, 04:42:20 PMthat wasn't problem I originally posted why not have option have them as a ally or neutral faction and he blew things out of proportion
I'm getting incredibly tired of seeing hate getting slung around and it's going to lead to bans really soon to multiple people. Consider this the final warning because I won't be posting another threat, you'll just be gone for a while. Act civilized or stop posting, two easy options here.
Ban them hate seing people like that in forums
#57
Outdated / Re: [A15] [v 1.0] German Wehrmacht
November 15, 2016, 08:52:40 PMQuote from: Ramsis on November 15, 2016, 04:42:20 PMok admin ill stop but don't know if he's not going blow things out of proportion again
I'm getting incredibly tired of seeing hate getting slung around and it's going to lead to bans really soon to multiple people. Consider this the final warning because I won't be posting another threat, you'll just be gone for a while. Act civilized or stop posting, two easy options here.
#58
Help / Re: i was planing on making a big mod yet i'm to good at coding but i am good at art
November 15, 2016, 04:07:34 PM
ok also i see your having fun in gimp too XD
#59
Help / Re: i was planing on making a big mod yet i'm to good at coding but i am good at art
November 15, 2016, 03:53:46 PMQuote from: Kapun on November 15, 2016, 02:30:18 PMi already have that drawn friend i drew the heavy charge rifle and i made a nano rifle for another guy that didn't like so we could probably turn that into a chargeshotgun and the sawn off should pierce the power armor just fine
Yeah, sorry you are probaly right. I just didnt realise i was thin power armor texture. So what about the problem number 2?
On my side the everything is ready. All i need now is the textures.
If you dont have time i can probaly figure out this on my own but your help would be great. If we do it we can make an awesome mod.
I can share some details:
1: The power armor will be buffed a lot making its user realy hard to take down. But it will also be much more expensive and i will make the research harder. I will also need 16 crafting skill to make.
2: I will add reworked heavy exoskeletons from truemods (https://ludeon.com/forums/index.php?topic=26249.0). They will serve as a link between armor vest and power armor.
When you new weapons are ready we will add them too to make some heavy gun to counter the power armor.
P.S. i have a idea: Maybe we should make a new damage type:plasma-superheated charges made of almost pure energy. It will be inficted my the charge rifle and some other potentiul futuristic weapony. Idustril age armor will have bad resistance against it. So it will separate normal fires from energy spheres. What do you think about it?
#60
Help / Re: i was planing on making a big mod yet i'm to good at coding but i am good at art
November 15, 2016, 03:50:03 PM
ok i will tonight

