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Messages - Vellarain

#1
Unfinished / Re: [B18] Weaponology
February 14, 2018, 11:24:00 PM
World War One weapons are up and running!

[attachment deleted due to age]
#2
Unfinished / Re: [B18] Weaponology
February 14, 2018, 05:52:25 PM
Nope, scaled down too, but you are right they do very much retain that Vanilla feel.

This is what mine look like in game so far with the new borders.

[attachment deleted due to age]
#3
Unfinished / Re: [B18] Weaponology
February 14, 2018, 04:39:06 PM
Wow those textures are 300x300, I didnt even know Rimworld accepted them in such a size...
#4
Unfinished / Re: [B18] Weaponology
February 14, 2018, 04:03:29 AM
Don't see why not, maybe something a little more grey rather than full black.
#5
Unfinished / Re: [B18] Weaponology
February 14, 2018, 01:47:47 AM
Three down, only one or maybe even two more left for WWI era weapons.

The Lewis was rough... lots of little odds and ends on that thing...

Might add the Tank Gewehr for some early tier anti Centipede options, still going to add those old school 20mm anti tank rifles from WW2 though, so might be kind of redundant.

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#6
Unfinished / Re: [B18] Weaponology
February 12, 2018, 10:58:52 PM
Just a quick progress report.

Early 1800's and Late 1800's weapons tech are all textured and can be spawned in the game, just need to link them to a tech and make sure they can be made at a bench.

Thinking the smithy will handle the Early 1800's stuff, but the Late 1800's will open up with the machining table.

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#7
Unfinished / Re: [B18] Weaponology
February 12, 2018, 05:39:13 PM
Tried the Oversized weapon mod, nothing happens on the ground or when equipped. Didn't even get an error for trying to use it.

Textures are fine, no rogue pixels messing things up.

Checked into the Orc mod, nothing special there, many of the weapons are just drawn using up a large bulk of the canvas. but I cant just make my guns fatter so they appear bigger, it would throw everything into cartoonist proportions.

Either way, been messing around with it a lot, got camera plus working, the guns when equipped actually look pretty good in proportion to the pawns.

So I am going to keep plugging away at this and get all the base textures finished, maybe a mod will come that will allow me to reliably tinker with mesh sizes will come along, but I am not going to hold out for it.

[attachment deleted due to age]
#8
Help / Re: My 128x128 textures are too small.
February 12, 2018, 06:16:50 AM
I actually found your work while searching for a solution!

I tried to simply insert the <drawSize> value where I have seen it in turret mods, but it does not seem to work.

From what I read off of your experience, I would need to alter the dll to allow the mesh size change to be applied to weapons.

Though that would only help them on the ground? You showed a comparison of a sword being used that was noticably larger with your own customized dll.

Unless that option is no longer present with the latest iteration of rimworld.
#9
Unfinished / Re: [B18] Weaponology
February 12, 2018, 03:35:43 AM
Quote from: Harry_Dicks on February 12, 2018, 12:01:59 AM
Probably overlooking something simple, so that when you find it, you will have that moment where you wonder why you had difficulty finding it earlier :P

I would try just looking at other weapon mods and see if they have anything different in their defs or how their texture files are set up.

Been looking at a lot of mods about this, I noticed that many of them suffer from the exact same issue as well. It's crazy how I didn't notice this glaring issue before when I place the vanilla survival rifle next to someones Barret .50 cal texture and the vanilla rifle is glaringly larger.

I have seen something about <drawSize> that can change the size of textures, the catch is that it only works with Buildings.
#10
Help / My 128x128 textures are too small.
February 11, 2018, 11:07:00 PM
I don't know what is going on here. The musket I made stretches across the entire 128 pixels and yet it looks smaller than the standard 64px survival rifle.

It compressed the images so much I can't even even make out the brass rods below the barrels of the guns.

Is this just how it is.

[attachment deleted due to age]
#11
Unfinished / Re: [B18] Weaponology
February 11, 2018, 08:39:36 PM
OH wow, So the texture is much more compressed between 64X64 and 128X128. I made the matchlock with 64 and it looks so much more larger than the other two!

When looking at my textures in photoshop or even mspaint they look fine and their size is perfect for rimworld, the musket reaches from border to border on the 128 canvas as it stands.

yet when I spawn them in game, they are laughably tiny next to the vanilla weapons and all detail is impossible to make out.

is there something I am missing here?

[attachment deleted due to age]
#12
Unfinished / Re: [B18] Weaponology
February 11, 2018, 08:00:25 PM
Well this is my first time doing anything like this, so I hope I can make an impact at all!

The big thing I always sought out in any weapons mod was a sense of progress, so that when I got that next gun tech, it would open up a new chapter of fire arms to give my pawns a fighting chance against the meat grinder of pirates and mechanoids. I want to make sure every era captures how their weapons handled and even the shape of their projectiles being fired.

The mechanics need to spot on and I plan to put much time into testing how each gun performs so that it feels right.

I am planning on adding custom sounds for the weapons as well, but that is something that will need to come once the base mod is fully in place. 

I also want to include some true futuristic firearms that just don't really exist in Vanilla outside the charge rifle, though I imagine the weapons I do have in mind in terms of late game tech might run the line of overpowered, especially the market/scavenge only models I am planning on working in.

I also plan on making manned turrets for the pawns to use for defense, right now I am considering adding a cannon for some stiff early game defense.

I would like to add other defense options as well like trenches and barbed wire fencing just to give players more options than sandbags and pillars.
#13
Unfinished / Re: [B18] Weaponology
February 11, 2018, 06:50:39 PM
Alright then, the Matchlocks are working, now i know how to properly add the guns I can start fleshing out a proper list one era at a time!

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#14
Unfinished / Re: [B18] Weaponology
February 11, 2018, 06:31:55 PM
Hrm... so this is a problem I encountered for my first time testing.

The texture names are spot on and so are the .PNG formats. The file path is also correct from what I have gleaned off searching to resolve this issue myself.

            <texPath>Textures/Things/Projectile/LeadShot</texPath>
            <graphicClass>Graphic_Single</graphicClass>

Is there something I am missing here?

Bear in mind, this mod is in the Mod folder of Rimworld, so is the command line supposed to be longer for this test segment like

Mods/Weaponology/Textures/Things/Projectile/LeadShot  ?\

(Update: Never mind, I'm stupid and over complicated it.)

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#15
Unfinished / Re: [B18] Weaponology
February 11, 2018, 05:39:00 PM
Quote from: Canute on February 11, 2018, 05:17:57 PM
A little suggestion from my side.
Just don't name your weapons like realworld counterparts. Not everyone is a weapon freak and know that a Boomkatschov is more accurate but got less range then a D&D 56.
Maybe just Rifle MK1 to MK5, each tier just improve one thing to the previous.
At this way everyone know for sure a Rifle MK4 is better then a Rifle MK2.

At this way you can even start pistols and rifle with early tech and MK1 and don't need to find special names for them.
While other weapon styles like SMG, LMH comes first with later research.

I intend to keep to the more generic flavor that Rimworld already adopts, so you will not see a myriad of real world weapon names on your bill list!