How to stop colour shading being added to made objects?

Started by QuantumX, June 06, 2017, 11:13:49 AM

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QuantumX

So i have a small issue, i have created some custom items as floor decorations that can be made using any leather/material.

However when the items are created they seem to have a shader over the top of them altering the colours slightly, and i cannot fathom why, as i want them to look just like the texture being used without any colour overlay..

How can i stop this?

Here is my code incase you need to see..
<ThingDef ParentName="BuildingBase" Name="IGFloorArtMaterial" Abstract="True">
<thingClass>Building_Art</thingClass>
<altitudeLayer>FloorEmplacement</altitudeLayer>
<passability>Standable</passability>
<!-- <pathCost>0</pathCost> -->
<castEdgeShadows>false</castEdgeShadows>
<useHitPoints>true</useHitPoints>
<statBases>
<Flammability>3.0</Flammability>
<SellPriceFactor>1.50</SellPriceFactor>
</statBases>
<comps>
<li>
<compClass>CompQuality</compClass>
</li>
<li Class="CompProperties_Art">
<nameMaker>ArtName_IGSculptures</nameMaker>
<descriptionMaker>ArtDescription_IGSculptures</descriptionMaker>
<minQualityForArtistic>Excellent</minQualityForArtistic>
<canBeEnjoyedAsArt>true</canBeEnjoyedAsArt>
</li>
</comps>
<inspectorTabs>
<li>ITab_Art</li>
</inspectorTabs>
<recipeMaker>
<workSpeedStat>TailoringSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Tailor</effectWorking>
<soundWorking>Recipe_Tailor</soundWorking>
<unfinishedThingDef>UnfinishedApparel</unfinishedThingDef>
<recipeUsers>
<li>ElectricTailoringBench</li>
<li>HandTailoringBench</li>
<li>ImperialFabricator</li>
</recipeUsers>
</recipeMaker>
</ThingDef>


<ThingDef ParentName="IGFloorArtMaterial">
<defName>IGFL_2x3_Skull</defName>
<label>Floor Skull Rug 2x3</label>
<Description>Imperial Floor Art of Aquila, sized 2x3.</Description>
<graphicData>
<graphicClass>Graphic_Single</graphicClass>
<texPath>Things/IGCore/Building/Decorations/2x4FloorRugMk1</texPath>
<drawSize>(2,4)</drawSize>
</graphicData>
<minifiedDef>MinifiedSculpture</minifiedDef>
<size>(2,3)</size>
<fillPercent>0.25</fillPercent>
<rotatable>true</rotatable>
<canOverlapZones>false</canOverlapZones>
<statBases>
<MaxHitPoints>250</MaxHitPoints>
<Beauty>80</Beauty>
<Mass>15</Mass>
<WorkToMake>35000</WorkToMake>
</statBases>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<costStuffCount>350</costStuffCount>
</ThingDef>



mrofa

Create filled with black .png and name it the same as your texture adding "_m" at the name end
Example:
MyTexName.png
MyTexName_m.png
To <graphicData> add <graphicShader>CutoutComplex

Black texture is your mask, as its filled only black background it will not allow any stuff color to be placed on texture.
CutoutComplex shader allows to use masks with textures.
All i do is clutter all around.

QuantumX


QuantumX