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#31
Help / Re: Texture colors
October 25, 2018, 05:30:47 PM #32
Help / Re: Tips for making textures
October 25, 2018, 04:48:30 PM
I must have misunderstood the problem you are having.
a few questions
Do you have a texture?
Did you define the workshop?
If so in the workshops def.xml there should be a <graphicData> </graphicData> section in there should be a <textPath> </textPath> line this is were you define the texture path for the workshop you are defining if you want to reuse an already existing texture say the butcher table you put.
<graphicData>
<textPath>Things/Building/Production/TableButcher</textPath>
</graphicData>
In my own mod i have ancient shields the medium one is AncientMediumWoodenShield.png i made it Gimp 2.0 awesome program.
in the Def its
The path is much longer than it probably should be though.
If you're asking how i made the Texture. i suck at art
I just googled ancient wooden shield. opened it in gimp.
turned it black and white. using balance and saturation.
i then upped the contrast and shrunk it down to proper size.
I am making an ancient smelter mod also.
so what i did for that was googled reference material and saved them as different layers in gimp. I then did one item at a time in a different layer. for example i made ingot mold, poker, brand, the table in its own layer then did the shadowing by itself.
I hope this helps.
a few questions
Do you have a texture?
Did you define the workshop?
If so in the workshops def.xml there should be a <graphicData> </graphicData> section in there should be a <textPath> </textPath> line this is were you define the texture path for the workshop you are defining if you want to reuse an already existing texture say the butcher table you put.
<graphicData>
<textPath>Things/Building/Production/TableButcher</textPath>
</graphicData>
In my own mod i have ancient shields the medium one is AncientMediumWoodenShield.png i made it Gimp 2.0 awesome program.
in the Def its
Code Select
<graphicData>
<texPath>Things/Item/Equipment/Apparel/Accessory/Shield/Neolithic/AncientMediumWoodenShield</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
The path is much longer than it probably should be though.
If you're asking how i made the Texture. i suck at art
I just googled ancient wooden shield. opened it in gimp.
turned it black and white. using balance and saturation.
i then upped the contrast and shrunk it down to proper size.
I am making an ancient smelter mod also.
so what i did for that was googled reference material and saved them as different layers in gimp. I then did one item at a time in a different layer. for example i made ingot mold, poker, brand, the table in its own layer then did the shadowing by itself.
I hope this helps.
#33
Help / Texture colors
October 25, 2018, 04:03:57 PM
Here is a problem i cant figure out how to stop a textures colors from being changed by the build materials is a way to prevent that in the Defs. i have a shield texture that gets a brown tint added because its made out of wood but it tints the emblem on it as well.
#34
Help / Re: Tips for making textures
October 24, 2018, 05:28:39 PM
I ran into a problem like that i was not sure about the file structure. i had to compare the mods and and my own structure.
My structure for a shield mod is
Texture/Things/Item/Equipment/Apparel/Accessory/Shield/KiteShield/kiteshield
but the xml reference is.
<texPath>Things/Item/Equipment/Apparel/Accessory/Shield/KiteShield/kiteshield</texPath>
kite shield is the texture and Texture is implied so it does not need listed in the xml.
hope this helps
My structure for a shield mod is
Texture/Things/Item/Equipment/Apparel/Accessory/Shield/KiteShield/kiteshield
but the xml reference is.
<texPath>Things/Item/Equipment/Apparel/Accessory/Shield/KiteShield/kiteshield</texPath>
kite shield is the texture and Texture is implied so it does not need listed in the xml.
hope this helps
#35
Help / Re: Shield Mod
October 24, 2018, 04:14:21 PM
was just thinking.
If anyone knows what the altitude layer for a weapon when the the pawn has been drafted and is facing south that would help to. Or were i can find an example of the ThingWithComps class with the DrawWornExtras method.
If anyone knows what the altitude layer for a weapon when the the pawn has been drafted and is facing south that would help to. Or were i can find an example of the ThingWithComps class with the DrawWornExtras method.
#36
Help / Shield Mod
October 24, 2018, 02:18:41 PM
I am working skully's shield mod
I need to get the shield above the pawn but below weapon layer. I just don't know what altitude the weapons are on when the pawn changes directions
as it stands i have it as
Right now the shield hides the weapon.
any help is greatly appreciated.
I need to get the shield above the pawn but below weapon layer. I just don't know what altitude the weapons are on when the pawn changes directions
as it stands i have it as
Code Select
{
if (this.Wearer.Rotation == Rot4.South)
{
vector.y = Altitudes.AltitudeFor(AltitudeLayer.MoteOverhead);
vector.x += 0.2f;
vector.z -= 0.2f;
}
else
{
if (this.Wearer.Rotation == Rot4.East)
{
vector.y = Altitudes.AltitudeFor(AltitudeLayer.Pawn);
vector.z -= 0.2f;
num = 90f;
}
else
{
if (this.Wearer.Rotation == Rot4.West)
{
vector.y = Altitudes.AltitudeFor(AltitudeLayer.MoteOverhead);
vector.z -= 0.2f;
num = 270f;
}
}
}
}
Right now the shield hides the weapon.
any help is greatly appreciated.