[WIP] Different weapon appearances based on quality

Started by Taint, August 03, 2016, 07:03:30 PM

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Taint

Hi!

So my idea is to implement different visual appearances for weapons based upon the build quality. For this, I will not be creating new sprites entirely, just modifying the existing sprites to fit the quality. All qualities would be included from Awful to Legendary, with Normal being the unmodified sprite. The lower the quality below Normal, the more worn and hastily-repaired the weapon looks. The higher the quality above Normal, the more modified, improved, and sometimes flamboyant the weapon looks. Attached are the examples I've created for the Assault Rifle (starting with Legendary on the left and working down). I've also made the Shotgun and Survival Rifle, if anyone is interested I'll post those too.







My main problem is that I'm hopeless at coding and will likely not be able to implement these from a code perspective, so if there is anyone who could help with that, that would be greatly appreciated.

Thanks!
Do Mechanoids dream of cybernetic sheep?

gofastskatkat

if this is an idea im pretty sure the unfinished mods section is not the place for it, with that aside, i auctually would love for someone to make this a thing

Raccoon

I had a similiar Idea, but i think you have to make for each Sprite a new ThingDef but im not sure. I dont know if you can handle this with assembly.

My Idea was to attach Attachments. With Scope and Stuff. For this i had to make new ThingDefs if you only work with xml files.

Taint

I don't know if this is the correct forum section, apologies if it isn't. I'm sure an admin will move the thread if that is the case :)

Anyhow, I'm looking into the coding aspect, so we'll see. In the meantime, enjoy the Shotgun and Survival Rifle sprites.





For the record, this sprites aren't final. There are a couple of things I may add/remove in the future to them. Any feedback on the designs is appreciated.
Do Mechanoids dream of cybernetic sheep?

skullywag

You have piqued my interest.....I reckon you could tie the graphic data to the compQuality result.....
Skullywag modded to death.
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gofastskatkat

i know that the scope on the shotgun should be removed cause thats kinda... weird? to have on a not-so accurate gun, but the holo/dot sight from the next highest ones are cool., maybe instead of a scope you could change the skin and make it camo

Goldenpotatoes

Quote from: gofastskatkat on August 04, 2016, 12:47:59 PM
i know that the scope on the shotgun should be removed cause thats kinda... weird? to have on a not-so accurate gun, but the holo/dot sight from the next highest ones are cool., maybe instead of a scope you could change the skin and make it camo

I mean, the shotguns in this game seem to only fire slugs, so a scope isn't exactly out of the question when it comes to semi-decent range.

Mr.Cross

If we are talk about not so realistic weapon stuffs you should probably take the iron sights off of the assault rifle before mounting the scope... Other than that minor annoyance i looke forword to using this should it appear.
Claims to know most things.

Reviire

Quote from: skullywag on August 04, 2016, 09:43:35 AM
You have piqued my interest.....I reckon you could tie the graphic data to the compQuality result.....
That would require some stuff in C# wouldn't it?

Quote from: Gizogin on March 16, 2012, 11:59:01 PM
I think I've been sigged more times as a result of my comments in this thread than I have in most of my other activity on these forums. 

skullywag

Im thinking a new graphic class or something is the right way to handle this. Like graphic_quality or something. Have to look into the code to see how possible this is.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Taint

I've tried a few different things with the code, but to be honest I have no idea what I'm doing. If anyone else wants to try, let me know and I can send you some test sprites.
Do Mechanoids dream of cybernetic sheep?

Minnigin


O Negative

Bravo on the textures. As far as the "right forum" goes, this seems like the right place to me. You have the idea behind the mod, and the textures ready. All that's missing is the code. It's unfinished :)

Cheers to you and whoever take on the C# required to get this done. I feel like the texture pathing is just going to be a bit cumbersome (pulled from XML for each quality).

skullywag

You would set and define all the textures in the comp and load them in the main thread youd then just switch based on quality on spawnsetup of the thing. Nothing clunky there. You might have to extend Thing slightly however.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

O Negative

I see. I was only speculating haha. Expanding Thing isn't really a hard thing to do, though, is it?

I'm still very new to writing C#. I've only recently learned the basics of inheritance and overriding. Forgive my ignorance :P