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Messages - rjord2018

#31
Mods / Keeping predators out of the light
January 23, 2018, 07:46:31 AM
For the Pitch Black mod I am working on I am adding the predator Bioraptors from the movie into the mod ..... and one thing I need these bioraptors to do is to sense the characters and move towards them but stay out of the light.

Does anyone know if this is possible or if there is a mod that keeps creatures out of the light.



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#32
The picture below shows 2 of our characters exploring the dark tunnels. While there is no danger yet once the predator species known as bioraptors have been added they live in these tunnels when the eclipse has ended and darkness no longer covers the world.

However, even during an eclipse bioraptors such as the weak, the sick or the elderly may still linger in the tunnels.

#33
On 9th November last year I posted on page 3 the alpha version 1 of the Bioraptors from Pitch Black.
To be honest those bioraptors were pretty bad..... mainly due to there being none if any images of the bioraptors that can be used in the mod showing the entire bioraptor in full..

However I now have a much better version of the bioraptor now  and I am going to start testing it in the mod.
#34
After finding a source of steel, I then decide if this is an area to setup a building. I can hear the monsters around me and do not know if they will attack at any time.

As you can see this map is in darkness and I have no idea what is out there.
I fixed a bug where a change of weather such as rain removed the darkness.
Now fixed.



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#35
With testing for any issues I was in a situation where I needed to find steel.
Determined areas on the map where mining areas were located and sent my characters to the various areas to determine if there was steel there or not.

Found one area with a vein of steel and sent my two miners there.




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#36
In the movie Pitch Black the characters walked through the darkness carrying their own portable lights.

To keep true to the movie the rule with this mod is that no torches can be used outside of official buildings. When you travel through the dark looking for food or other resources you must rely on your portable lights.

This means that you will not ever see the entire map revealed and will need to explore to find what the map has to offer. Need to find steel? You can expect this to be more difficult to find! I may increase the amount of resources on this world if tests show this is too difficult. The only other light that would be seen on the map would be from any caves on the map.

Bandits and visitors..... I need to look at how to add the portable lights to the AI as well because they too will be hunted and/or killed by the bioraptors.

The bioraptors which stay out of the light... I need to work out how to get them to keep out of the light in the mod but gather just outside the reach of the light so you can see them in the darkness around you. If in a certain close range to the characters, including bandits and visitors, the bioraptors must be attracted to the characters being there but not wanting to go into the light.

If the bioraptors are gathered close to the light do the characters shoot them?
Should the bioraptors charge if they are injured?

These are being looked at this week.
#37
By default the lights at night give off a nice warm orange glow....... however this mod is about the Pitch Black movie and nothing about this world is nice.

On this world you have crashed on you discover that an eclipse has plunged the world into complete darkness. You have no idea what planet you are in and you do not know how long the eclipse will last. Some in your group suggested it could be just a day....another suggested maybe a month at the worst. You however discover some evidence suggesting it is more likely a year.

Even worse...there is something out the in the dark watching you but never coming into the light.

The pictures below show work in progress on the lighting as seen in the movie..... more tweaks required but the light is definitely not a warm orange glow.

The square in the middle of the 2nd picture is a bug with the new texture not being found.


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#38
Even more plants added to the mod



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#39
Removed the vanilla trees from the mod so all you see are these weird alien trees and plants.



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#40
Below is a picture of the new world currently being designed for the mod.......
Any areas not covered in green are to be considered non habitable regions.



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#41
Mods / Re: How to remove Vanilla Trees
January 22, 2018, 11:14:52 AM
Thanks for the reply... I had been looking at creating my own biome for the mod but have not yet found a tutorial on how to do it yet.

Am currently looking at biome def files in the MarsX mod as that mod is what I am trying to achieve
#42
Mods / How to remove Vanilla Trees
January 22, 2018, 01:44:01 AM
I am replacing the vanilla trees in Rimworld with new trees and am looking at how not to have vanilla trees appear when my mod is active.

Is there a way of doing this?



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#43
Another picture... another new flower



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#44
It has been a couple of months since my last post...... sorry...had a lot of work on which needed my attention.

Have resumed work in last couple of days adding new content to the mod. The picture below shows some of the  new content. These look great when the pitch black darkness is applied.

Was not happy with the bioraptors seen in the last picture so looking at redoing those before this mod is released.



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#45
Trying out first test version of the bioraptors.......

Have the lights on for this test and then have the full dark test to see what the bioraptor looks like in pitch black.

Will go through different styles before finalizing the graphics.

The bioraptors will need a little shadow added...especially the one on the left of the picture with the bioraptor facing forward.



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