[MOD] (Alpha 3F) GrimRim (v1.3)

Started by Hari Seldon, May 06, 2014, 05:58:23 PM

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Hari Seldon

GRIT. RUST. METAL. DECAY. WELCOME TO THE FUTURE.

(v1.3)
Features
Adds Floors
Adds Walls
Adds USCM Arsenal

Description
Initially I just wanted to mod in some textures that would allow me to create a colony with the feel of the Nostromo or Hadley's Hope from the Alien series. I'm a big fan of the way the first three films used a variation of technical, industrial, utilitarian and sterile looks to give you a sense of a real and functioning world, albeit a pretty grim one. I love science fiction, I love simulation games and I like the idea that with a little imagination (and a little modding), RimWorld allows me to build up what I've convinced myself is Arrakeen from Dune, or as mentioned, Hadley's Hope from Aliens. All with the help of colonists like Paul Atreides and Ellen Ripley...

Recommended Mods
I'm using loads of mods, the Big Bang pack and a few others, but the ones I find complement this the most are Clutter by mrofa, and Vanilla+ by pawnstorm, which are optional installs in 'GrimRim Complete'.

The Future

  • Will create more floor packs.

  • Hope to add decorative objects and 'Giger Alien' faction sub-mod.
  • Add Flamethrower, if plausible
  • Make 'Aliens' style marine armor and make it a possibility for some colonists to wear?
  • Custom Scenarios? If there's a way to spawn in colonists like Start with more colonists but so they have pre-given names, background stories and traits, even clothing/armor, I'd like to make some sci-fi inspired colony starts and scenarios.
  • Science-Fiction characters? If possible, I'd like to make a sub-mod that follows from the idea above but adds colonists that show up randomly like all the others. So for example, you might come across Ender Wiggin, my name-sake Hari Seldon and so on, all with their relevant bio's, or as close as the game will allow.
Notes & Bugs
Some textures that have the flicker problem are yet to be fixed but I have updated the textures that are found in floor-packs and the same ones in the Complete pack.

I don't have any skill with art and texture modding past that of what I've learned putting this together, I'd love if anyone with any know-how and an idea of what I'm going for here wants to have a look at the stuff below and make something for the mod.

PREVIEWS
All New Floors (The Alien shown in-game is outdated)

All New Walls

USCM Arsenal

Alien Pawn Test Update

My Colony - Colony Plan - Reactor - Workshop - Cargo Bay - North Gate - Operations - Mess Hall & Housing - Hydroponics, Recreation & Housing - Penal Colony - Waste Disposal & Cemetary - Ellen Ripley

Inspiration/Sources
USCM Body Armor - M3 Standard Front - M3 Standard Side - M3 Standard Back - M3 Heavy Front - M3 Heavy Side - M3 Heavy Back

USCM Arsenal - M41 Pulse Rifle & Variations - M-56 Smartgun

Misc - Hadley's Hope Colony Plan

Alien of course! but I have to recommend Blade Runner, Isaac Asimov, Philip K. Dick, Orson Scott Card & Frank Herbert.

DOWNLOAD LINKS (All downloads are compatible with each other)

GrimRim Complete (Includes Optional Vanilla+ by pawnstorm & Clutter by mrofa) - Mediafire - Puush

GrimRim USCM Arsenal - Mediafire - Puush

GrimRim Walls - Mediafire - Puush

GrimRim Floor Packs
Rivets Mediafire - Rivets Puush
Plates Mediafire - Plates Puush
Grates Mediafire - Grates Puush
Misc Mediafire - Misc Puush

Changelog

GrimRim (v1.3)
>>Added Walls
>>Resized Vehicles
>>Added new APC and Dropship
>>Added M-56 Smartgun and VP-70 Pistol
>>Created Floor-Packs
>>Updated textures that are found in floor-packs and the same ones in the Complete pack
>>Created USCM Pack and Walls pack
>>GrimRim Complete now contains optional Clutter and Vanilla+

GrimRim (v1.2)
>>Added M41-AC Carbine
>>Weapon texture tweaks by Austupaio
>>New USCM Vehicles
>>Made the download links include Architect+ as its own folder

GrimRim (v1.1)
>>Added M41-A Pulse Rifle and M41-AE2 Saw
>>Added fertility to grass flooring

Austupaio

#1
QuoteSome textures mess up or flicker when moving around while zoomed (too much detail or another problem?).
That's exactly it, and that's why I think most mod-makers are taking the wrong route when they go for hyper-detail or high-resolution graphics.

If you look at default floor or terrain graphics, they're constructed to carefully give the illusion of a bit of detail while really being quite simple. If they're too detailed, like your floors or many other mods, they get very sharp and very pixelated at a 'distance' (zoomed out).

This happens in 3D games and such too, but it's dealt with via Mipmaps. I'm not sure Mipmaps are possible with Rimworld, but if you take out the worst pixel variance in your textures, creating a semi-strict palate and using soft shading is all that's necessary, you shouldn't really need mipmaps.




I love your Alien pawns so much. ;D

Edit; Now to address your other things, since you seemed to be asking for feedback.

Will create smaller floor packs out of the main mod, 'Bolts & Rivets', 'Panelling', 'Authors Pick', that sort of thing.
Good thinking, it's the bloat of bits and pieces I may never end up using that puts me off of some of the floor mods. Breaking it up solves that nicely.

Hope to add walls, decorative objects and 'Giger Alien' faction sub-mod.
Walls haven't really been messed with too much, that might be neat.

Make 'Aliens' style marine armor and make it a possibility for some colonists to wear?
As of now, you can add the graphics and it will show up randomly as the other clothes do. To my knowledge, it's not yet possible to make it have any tangible effect or configure how and when it will show up beyond factions.

Make the pulse rifle and smart-gun? Add in the pulse-rifle sound?
Easy stuff, Project Armoury has decent graphics for the alien weapons, sans smart-gun, in their mod already. No sounds, but if you find a good sound file, adding it to the game is trivial. Making the smart-gun wouldn't be any great effort either.


StormProxy

you could make a facehugger that attaches to a character they go down rescue them and then the alien bursts out killing the colonist and the rest

Tynan

Cool mod idea! For the alien, maybe you want to try rendering him in the "crawling" position? Might make more sense.

Austupaio: RimWorld uses mipmaps everywhere - they're a built-in feature of Unity (and, indeed, OpenGl and Direct3D themselves). If it didn't it would be a flickery grainy noise-fest.

However, mipmapping still can't fully prevent the negative effects of noisy textures at small screensizes. At a certain point, the game is putting out what you're putting into it. This is where game artists really need to get past the simple goal of making something look good in Photoshop and switch into making something that best fulfills its purpose in the game. It's another kind of challenge.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Killaim

i would love having to deal with the alien life cycle

can see the event allready

random animal has suddenly exploded leaving a alien behind :D and then it begins.  stop it before it spirals out of control.

DethBringa

OMG reading and you mention Dune. I would love a Dune overhaul with sandworms and windtraps and stuff. It would be awesome!

minami26

Make the pulse rifle and smart-gun? Add in the pulse-rifle sound?

Hello, Project Armory has the pulse rifle, and I have made a fairly decent pulse rifle sound, it's currently implemented in my mod. come check it out! :)

Awesome mod btw! would really love to help out!

mrofa

Thanks for compliments.
Did test them they look awsome, dark metal 2 is my favorite atm just spammed it all over colony :D


Rustic 1 looks more like a carpet with some hue changes ( its where patrick is sleeping)

Austupaio: thers is not good or worng rout to this, game flickers whens thers to much color range between two near colors, or more simpy said when thers to much contrast between them and they are to small like 1 pixel of black next to 1 pixel of white.  So making textures mostly looks like making part of them and then checking in game if its not blowing your eyeballs with flickering. This is a problem espeicaly for pixel artists.
And making hd is actually better in that, adding a blur to hd and then making a multi-sampling will make less flickering in game and still shows some decent details, thats why most orginal in game textures if not all are made vector, since it adds natural anti-alising which results in less color range betwen pixels.

Tynan you said thers no minimapping in game, now you say ther is im kinda confused. So how do i add them ?
All i do is clutter all around.

Tynan

mrofa: I never said the game doesn't use MIP mapping. And you don't have to do anything to add them; the graphics card will generate them when it loads the texture.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

mrofa

Oh sorry did mistaken that with normal mapping :P
All i do is clutter all around.

Hari Seldon

Updated to 1.1, and I've added in a changelog below the download links. I've also added in some pictures to the preview section of a colony I spent a good part of the day creating to demonstrate the new floors better, and the weapons. I've also thrown in some pics of my colonists for good measure.

My Colony - Colony Plan - Reactor - Workshop - Cargo Bay - North Gate - Operations - Mess Hall & Housing - Hydroponics, Recreation & Housing - Penal Colony - Waste Disposal & Cemetary - Ellen Ripley - Ender Wiggin

USCM Weapons - #1 - #2

====================
And thanks for the feedback. My head's a bit fried atm, but I'll throw together some mini-floor packs shortly. Any advice on fixing up some of the more flickery textures? Bearing in mind I've just only started using Gimp since the weekend. I didn't understand most of what was said about image editing, but would it be better to have some of the textures take up more tiles before they were complete, if you get me.




mrofa

You can try to multi-sample them, basicly you will need to make 3-4 copy of texture layer, and to each fo them add slight blur, opacity changes and to the last one (4th layer usually) add a sharpening effect, texture wont change much if at all to a naked eye, but it will lower the contrast between some parts of it, and hopfully prevent flickering in some cases.

Quotebut would it be better to have some of the textures take up more tiles before they were complete, if you get me.

Didnt get that part :)
All i do is clutter all around.

Ribas

Finally an Alien mod.

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Zaiketsu

I can't wait to see this mod complete and ready, and I really like your colony design!

One question about that, how were you able to make your cargo/warehouse area look like that? I always go for the old, boring square designs, anything more tends to frustrate me to the point of pulling my hair out when I realize I did something wrong and have to cancel the whole thing.

Kirid

Quote from: Ribas on May 07, 2014, 10:42:20 PM
Finally an Alien mod.
^^ My new desktop picture. I was...violated by a xeno on SS13 just a bit ago.
This mod sounds awesome. Maybe in future versions you can make the weather constantly terrible like on planet LV-426.
You can't rollerskate in a muffalo herd