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Author Topic: Art Modifications - Resources  (Read 145446 times)

Little Hell

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Re: Art Modifications - Resources
« Reply #285 on: July 12, 2017, 10:12:08 PM »

I made a hi-rez psd template of the vanilla vegetable produce container for modders to use. It has both a front and back layer so you can easily put your produce in the box.



here is what it looks like scaled down


That's pretty good but I think that there's two crates, one in front of the other. I am wrong?
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The-Eroks

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Re: Art Modifications - Resources
« Reply #286 on: July 15, 2017, 08:11:03 PM »

Don't mind me. Just doing some trolling...


7zip with layered psd's and a normal .png for those with no photoshop. Comes in 2 colours but with the psd's you can easily make your very own pink troll in about 30 seconds if that's what you want.
https://sabercathost.com/993q/Cavetroll.7z

This looks great!

Dr Roach

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Re: Art Modifications - Resources
« Reply #287 on: July 18, 2017, 05:21:25 PM »

Does anyone have any idea on how to draw a raptor facing forward in Rimworld style? I can't seem to figure out how to draw it and not make it look stupid/humanoid.
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kaptain_kavern

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Re: Art Modifications - Resources
« Reply #288 on: July 18, 2017, 11:50:20 PM »

There is a raptor in this (not so) old mod by rooki1 : Rimbeasts  (https://ludeon.com/forums/index.php?topic=16037.0)

Lionny

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Re: Art Modifications - Resources
« Reply #289 on: August 28, 2017, 12:45:02 PM »

Hey guys, i tried to make some design changes for the arts in the game, but don't have idea how to put the changes to work..  I tried to overlay the core folder files, but nothing has changed  :'(

Does anyone,please, know how to do it? Or, where can I get this information?
(I do not know if it's written. I'm not native, sorry. PS: ''Verification:" is always a true test for me aehuhauehuhue   ::)  ;D
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jabbamonkey

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Re: Art Modifications - Resources
« Reply #290 on: August 28, 2017, 06:42:40 PM »

Does anyone,please, know how to do it? Or, where can I get this information?
(I do not know if it's written. I'm not native, sorry. PS: ''Verification:" is always a true test for me aehuhauehuhue   ::)  ;D

You can get the core artwork from here:
https://ludeon.com/forums/index.php?topic=2325.0
This will show the correct image FILE NAMES, and the PATHS of where to place the files.

Rather than replacing images in the CORE folder, it is best to create a MOD. If you want, download my SCULPTURE texture mod and use it as an example:
https://ludeon.com/forums/index.php?topic=35198.0

1. Unzip the file
2. Rename the Mods folder to something else (from "JabbaSculptures" to something unique to your mod)
3. Now, go into your new mods folder and then into the ABOUT folder. Open About.xml using a text editor and change the information to describe your new mod. Save it.
4. Go back, in your mods folder is a TEXTURES folder. This is where you place your textures, based on the original paths...  For example, my sculpture retextures were located in the TEXTURES > THINGS > BUILDINGS > ART ...  Delete the THINGS folder, and then create the path to your new images.
« Last Edit: August 28, 2017, 06:44:23 PM by jabbamonkey »
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jabbamonkey

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Re: Art Modifications - Resources
« Reply #291 on: August 29, 2017, 09:36:47 AM »

Below are a bunch of assets I created a long time ago (A10?). Some were used in mods that are discontinued, other were just never used at all. Feel free to use them in any mods you create.


The-Eroks

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Re: Art Modifications - Resources
« Reply #292 on: September 02, 2017, 02:49:51 PM »

Those are very good!  :) I think I'm going to borrow a few for Epic Omega.

jabbamonkey

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Re: Art Modifications - Resources
« Reply #293 on: September 03, 2017, 09:13:13 AM »

Those are very good!  :) I think I'm going to borrow a few for Epic Omega.

Enjoy... most of the mods these were created for are obsolete, so I don't think anyone's using them (yet).

Cala13er

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Re: Art Modifications - Resources
« Reply #294 on: November 21, 2017, 07:41:16 AM »

Those are very good!  :) I think I'm going to borrow a few for Epic Omega.

Enjoy... most of the mods these were created for are obsolete, so I don't think anyone's using them (yet).

These are brilliant! Can I use some of these for my mod Industrial Rim that I'm making? I'm awful at textures, and If you want to get back making textures. Could do someone as skilful as you. I'm awful at textures. I'll stick to putting words into visual studio and hoping it works.
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BajtMe

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Re: Art Modifications - Resources
« Reply #295 on: March 18, 2018, 06:44:53 PM »

I was going to make a winter clothing mod, but as usual i lost interest half way, so here's a bunch of new parkas.
Civilian and military models with and without hoods. The file contains both game-ready .png's and layered .psd files in larger resolutions that can be used to easily change details or colors, or they can be used as a template for making your own parkas, saving you a bit of time.



https://sabercathost.com/lXoX/RWParkas.7z
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Rafaelkb

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Re: Art Modifications - Resources
« Reply #296 on: April 02, 2018, 08:00:06 AM »

uranium can be a barrel of radioactive material.
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Chicken Plucker

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Re: Art Modifications - Resources
« Reply #297 on: April 27, 2019, 03:41:00 PM »

Chicken's Combat Gear Package
https://drive.google.com/open?id=1_HWYU2XRk_HaHeTpkIR3hixMR0tqs7ct









Chicken's Combat Gear Package
https://drive.google.com/open?id=1_HWYU2XRk_HaHeTpkIR3hixMR0tqs7ct

Hello, I've made a few tactical mods I've posted around the workshop, some few examples:





So minus the backpacks/daysacks and other civilian looking gear (which I didn't make templates for) you can design your own military with the BDUs, few selections of body armor and helmet presets in this .psd kit.

I've tried my darnest to make it as easy as possible for the user to mass-produce the same gear with different appearances i.e. (MICH, ACH and LWH. All of which are supposed to be different helmets used by Army, Marine Corps and etc. in the US but similarly shaped)



I allow for these textures to be used to create your own mods, create your own private army to take over the world but nobody is permitted to use these textures for profit.

NOTES:
- You shade the onskins using the preset Shadows.rar file or folder within, you just stick your merged onskin in there and drag it in the sub-folder that has the inner shadows enabled. Same goes for body armor.
- Use the flat coloured shapes of helmets with the wand tool to get camo versions.
- Add strokes/outlines to things and lower it to 2 (or check how my other ones do it) after getting a new color or camo
- The red hole in the shirts are meant to be highlighted with the wand tool and erased when you get to the preset shading stuff, it's meant to be a hole in the clothing for the pawn's heads.
- That's about all I can remember. Save often!

Happy hunting, may be confusing at first but any user will get the hang of things when they see how things work.
« Last Edit: April 27, 2019, 03:52:02 PM by Chicken Plucker »
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