Extra Large Texture (e.g. Tree)

Started by CannibarRechter, August 19, 2017, 07:27:44 AM

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CannibarRechter

Hi,

Does anyone know if it is possible to get Rimworld to render an extra large texture. Take trees, for example. These are normally 128x128. What if I wanted to make a gigantic tree 256x256, and I really wanted the game to render it at that size. Is this possible without C#?

I think the answer is "no," but I thought I would ask.

Edit: actually, I think this is the wrong question. Texture sizes appear to matter, but the actual tree size is controlled through scaling in the Tree Base. Hmmm. I'm trying to have GRAPHIC_MULTI types for trees sometimes produce a much larger tree size (with an associated larger texture). ...
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mrofa

Textures will be resized to thingdef draw size, thrugh. So in example if you put 256x256 texture to thingdef that have draw size of 1x1, texture will be resized to 64x64 by the render.
All i do is clutter all around.

Distman

Use <drawSize>(3,3)</drawSize> tag to change the size of a texture in xml.

jamaicancastle

Plant sizes are controlled by the following bit of XML:

<plant>
  <visualSizeRange>
    <min>1.3</min>
    <max>2.0</max>
  </visualSizeRange>
</plant>

The numbers given are for the tree base. 1.0 should, I think, fit exactly in one grid cell (keeping in mind the padding/blank space in the image).

Having a particular style of tree sometimes produce much larger examples would need some controlling C# code, I think, but you could easily have a separate style of tree that was identical except for its size. You'll need to create a new thingDef based on the existing tree and then edit the biomeDef(s) where you want to see them to include the new tree.

There is one problem with huge trees, which is that no matter how big the graphics are, they will continue to occupy only one tile, which could lead to oddness (people walking through the base of the tree, etc.).