Ludeon Forums

Ludeon Forums

  • May 25, 2020, 10:47:46 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 8 9 [10] 11 12 ... 14

Author Topic: RimWorld core art source  (Read 107443 times)

Shinzy

  • Battering ram
  • Global Moderator
  • Transcendent
  • ****
  • Posts: 3054
  • Ramming speeed!
    • View Profile
    • My mods, all of them!
Re: RimWorld core art source
« Reply #135 on: May 11, 2017, 02:07:10 PM »

You can either put them in /mods/core or create you own mod folder in /mods.

Not all changes will show up in game, as there are different ways that some textures are handle unfortunately. You'll need to either modify Defs or write some dlls :|

Have you got any examples of which changes won't show up?
In the case of randomized textures (like the new ruined lamp posts for example) the texture path is referring to a folder of that name, instead of the .png file (the randomized textures are all dumped inside that folder and their name won't matter none)

also the texture paths are very sensitive about things like uppercase letters and so. It's good to double check everything incase something isn't showing up ingame
Logged

tiltos

  • Muffalo
  • *
  • Posts: 18
  • Refugee
    • View Profile
Re: RimWorld core art source
« Reply #136 on: May 12, 2017, 12:23:02 AM »

It seems to be hit and miss zhinsy. I don't quite get the logic - and I haven't played with randomised textures yet. Things like brick walls, which you would think are straight forward, need def updates. Pawns heads need a dll. I'm playing with bodies at the moment, and without an Assembly change all but the 'thin' body displays.

As I go through the textures over time, happy to document it. Ideally Tynan would updated texture handling to be a simple core->mod path override (same paths, different ancestor folders).
« Last Edit: May 12, 2017, 12:27:22 AM by tiltos »
Logged

Petrenko

  • Drifter
  • **
  • Posts: 20
  • Refugee
    • View Profile
Re: RimWorld core art source
« Reply #137 on: May 16, 2017, 11:02:44 AM »

"Ideally Tynan would updated texture handling to be a simple core->mod path override (same paths, different ancestor folders)."

This please! :)
Logged

Xnope

  • Drifter
  • **
  • Posts: 57
  • Bit Fidgeter
    • View Profile
Re: RimWorld core art source
« Reply #138 on: May 21, 2017, 05:11:40 AM »

"Ideally Tynan would updated texture handling to be a simple core->mod path override (same paths, different ancestor folders)."

This please! :)

I think it would be less efficient... could be wrong. I think it would be fantastic though, perhaps even just as a mod you can pick up as a sort of modder's resource. I've had a witch-hunt of a time trying to decompile the base resources.assets file, glad to have found this post.
Logged
My W.I.P. mods:
Carnivale: GitHub | Forum Post
XnopeCore: GitHub

milon

  • 100% Nerd*
  • Global Moderator
  • Transcendent
  • ****
  • Posts: 3584
  • * Conditions may apply
    • View Profile
Re: RimWorld core art source
« Reply #139 on: June 03, 2017, 02:30:17 PM »

Make sure to post that request in the What would make the game easier to mod? thread.

Distman

  • Colonist
  • ***
  • Posts: 169
  • Refugee
    • View Profile
Re: RimWorld core art source
« Reply #140 on: June 15, 2017, 07:10:08 PM »

For those who are after it, I've created the folder structure (A17).

You can grab it here: https://www.dropbox.com/s/o0pgvlysxx5hp4b/textures-a17.zip?dl=0

No doubt this will change, and unfortunately I don't see a way to easily update it (it takes ages!)

Thanks mister!
Logged

jabbamonkey

  • Colonist
  • ***
  • Posts: 287
  • Refugee
    • View Profile
    • ClassicGaming
Re: RimWorld core art source
« Reply #141 on: August 01, 2017, 09:08:02 AM »

For those who are after it, I've created the folder structure (A17).

You can grab it here: https://www.dropbox.com/s/o0pgvlysxx5hp4b/textures-a17.zip?dl=0

No doubt this will change, and unfortunately I don't see a way to easily update it (it takes ages!)

Tried download it, and it didn't work (error downloading file). Is the file outdated, moved or corrupt?

kaptain_kavern

  • Planetologist
  • ****
  • Posts: 2074
  • started 10 mods in one tick.
    • View Profile
    • RimWorldMod Slack - A place for live chatting about RimWorld modding
Re: RimWorld core art source
« Reply #142 on: August 01, 2017, 09:46:35 AM »

Hey jabba ! It's good seeing you here again ;-)

I'm still a fan of your retexturing and still using it

If the link is still dead and no one post it again, I will. As soon as i'am at home

skullywag

  • Global Moderator
  • Transcendent
  • ****
  • Posts: 5857
  • Engineer
    • View Profile
Re: RimWorld core art source
« Reply #143 on: August 01, 2017, 09:49:20 AM »

Logged
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

jabbamonkey

  • Colonist
  • ***
  • Posts: 287
  • Refugee
    • View Profile
    • ClassicGaming
Re: RimWorld core art source
« Reply #144 on: August 01, 2017, 10:17:00 AM »

The link wasn't working the last half hour. Tried it again, and now it works. Prob a glitch somewhere.

Hey jabba ! It's good seeing you here again ;-)

I'm still a fan of your retexturing and still using it

If the link is still dead and no one post it again, I will. As soon as i'am at home

Hey kaptain_kavern,
Been busy with work, and starting a few businesses. There were also so many updates in a row, and I got fed up with having to redo so many things each time. Now that the game is further along, I'm thinking of redoing some of the graphics again...

jabbamonkey

  • Colonist
  • ***
  • Posts: 287
  • Refugee
    • View Profile
    • ClassicGaming
Re: RimWorld core art source
« Reply #145 on: August 07, 2017, 01:05:10 AM »

Are the dimensions off with the source images? I created a bunch of artwork (using the source image as a template), but the images seem "squished" when they are placed in the game.

For example, I created the attached Nutrient Dispenser ... but it looks like the width is squished, so the image looks taller than it's supposed to be...

[attachment deleted by admin: too old]

skullywag

  • Global Moderator
  • Transcendent
  • ****
  • Posts: 5857
  • Engineer
    • View Profile
Re: RimWorld core art source
« Reply #146 on: August 07, 2017, 02:18:01 AM »

Textures will pay attentiom to the <drawsize> value in the xml that defines them. Its probable the texture is being increased in one direction more than the other.
Logged
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

jabbamonkey

  • Colonist
  • ***
  • Posts: 287
  • Refugee
    • View Profile
    • ClassicGaming
Re: RimWorld core art source
« Reply #147 on: August 16, 2017, 03:45:34 PM »

Are all of these graphics correct? Meaning, the file names and paths? I tried replacing some of the UI graphics, but many aren't being noticed by the game.

Specifically...
1. Install - \Textures\UI\Commands\Install.png
2. Reinstall At... \Textures\UI\Commands\Install.png
3. Forbid,  or Allow Sowing - \Textures\UI\Commands\Forbidden.png
4. Hold Open - \Textures\UI\Commands\HoldOpen.png
5. Chop Wood (this shows when you go to the menu, but doesn't show when I click a tree). -
 \Textures\UI\Designators\HarvestWood.png
6. Gather Spot - \Textures\UI\Commands\GatherSpotActive.png
7. Draft  - \Textures\UI\Commands\Draft.png
Also, many of the MAP ui icons...
9. Form Caravan  - \Textures\UI\Commands\FormCaravan.png
10. Abandon Home  - \Textures\UI\Commands\AbandonHome.png
11. ZoomIn  - \Textures\UI\Commands\ShowMap.png
12. Merge Caravans  - \Textures\UI\Commands\MergeCaravans.png
13. Split Caravans  - \Textures\UI\Commands\SplitCaravan.png
14. Settle  - \Textures\UI\Commands\Settle.png

jabbamonkey

  • Colonist
  • ***
  • Posts: 287
  • Refugee
    • View Profile
    • ClassicGaming
Re: RimWorld core art source
« Reply #148 on: August 19, 2017, 07:38:41 AM »

Anyone around? (Hate to bump, but it's been a few days)

jabbamonkey

  • Colonist
  • ***
  • Posts: 287
  • Refugee
    • View Profile
    • ClassicGaming
Re: RimWorld core art source
« Reply #149 on: August 28, 2017, 04:34:04 PM »

Still having the problems below...

In addition, I recently replaced the GroundPenetratingScanner.png image (based on the image name and location in the SOURCE textures). The image just shows up as a black square (the image is a PNG image with no problems).

???

Getting difficult to modify graphics...
Pages: 1 ... 8 9 [10] 11 12 ... 14