[A17] The Marine Corps Kit - 14/10/2017 Thin textures fix

Started by Chicken Plucker, July 28, 2017, 04:46:49 AM

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Chicken Plucker


Thin textures for heavy armor vest, side view is now fixed


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1-2-3-4, UNITED STATES MARINE CORPS!

This mod will allow you to commit stolen valor without being arrested, featuring:
- Marine Corps Battle Dress Uniform, Desert and Forest MARPAT camo variants which covers top to bottom of a Colonist
- Smokey Bear for Drill Instructors
- Low and High Threat Marine Corps armor vests
- USMC Kabar fighting knife
- Guns
- Colonists that are deployed can now have their girlfriends stolen by Jodie
- War cries- AAAAAAAAAAHHHHHHHHH!!!
- R Lee Ermey
- Many more

Does not include:
- Jelly Donut
- Private Pyle
- Chesty Puller
- Mad Dog Mattis
- P.T. Good for you, good for me
- My grandmother was 71, she did P.T. just for fun
- My grandmother was 72, she did P.T. like me and you
- 25 push ups
- 10 Mile run


Outfits Only

Download

- This version is compatible for both CE and non-CE users
- Removed all weapons
- Removed brand new USMC MRE



Previews:


































Credits to:
Jesus Christ - Suffered for your sins so you can be saved
rooki1 - Crafting table coding
Shinzy - Organization, brand new coding system.
Tynan - everything coding base
Jecrell - Old Coding
Rah - Old Coding
Mercer a.k.a. jaeger972 - Old Coding
Mark VincentII - Weapon coding
Immanuel - our saviour
NoImageAvailable - Combat Extended artwork, coding
TRP - Colonist Body Art base
RT - Weapons inspiration
R Lee Ermey - Airstrike and EMP Strike voice
ThatOddGuy - Smoke grenade coding

License:
Feel free to take the assets and modify them for your own mod.

Steam links:
Vaniller:
http://steamcommunity.com/sharedfiles/filedetails/?id=1092597668
CE:
http://steamcommunity.com/sharedfiles/filedetails/?id=1092597983

SpaceDorf

OO-Rah !

I love your cloth packages.
As you started publishing I though .. well another gamer .. another game stuff mod.
But after publishing several mods and dedicated to special looks and feels I get what you are doing
and like that you give the option to choose and pick.
Especially since I am roleplaying military outfits at the moment :)

If you could do me ( us users ) a final favor and be a shining example to other modders : Create a Sub-Folders in the Apparel Section for your Stuff : USMC, Ghillie, SpecFor, ...
This would make selecting and deselecting outfits so much greater.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Austintrollinski



Chicken Plucker

#4
Quote from: SpaceDorf on July 28, 2017, 06:38:41 AM
If you could do me ( us users ) a final favor and be a shining example to other modders : Create a Sub-Folders in the Apparel Section for your Stuff : USMC, Ghillie, SpecFor, ...
This would make selecting and deselecting outfits so much greater.

Hey , I read your post again but I can't get my head around what you mean. An in-game sub folder in the Mods section? Or a mod pack?

Also super thanks,


I've updated the CE link

SpaceDorf

Yeah. Sorry, I always forget the right names used ingame and in the defs.

What I meant was a thingdef category.

Normaly it looks like this :

Apparel
-> Headgear
.
everything else, with every mod more tons of shit .. crap .. I mean stuff ..
.

my wish is simple :

Apparel
-> Headgear
-> USMC Uniforms
-> Special Forces Gear
->

Rimsenal does this for weapons which is allready quite nice, but neglected it for Armors and Clothes.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Chicken Plucker

Quote from: SpaceDorf on July 28, 2017, 11:22:50 AM
Yeah. Sorry, I always forget the right names used ingame and in the defs.

What I meant was a thingdef category.

Normaly it looks like this :

Apparel
-> Headgear
.
everything else, with every mod more tons of shit .. crap .. I mean stuff ..
.

my wish is simple :

Apparel
-> Headgear
-> USMC Uniforms
-> Special Forces Gear
->

Rimsenal does this for weapons which is allready quite nice, but neglected it for Armors and Clothes.

I see. I agree with you that this will be absolutely convenient, will take time since I haven't done coding for categories before but hopefully new update will be out by tommorrow.

Also I just found a ton of spelling errors on desciptions for this and the spetsnaz stuff "Marine Corpse", not very motivational, oops

SpaceDorf

I made some USMC equipment and I think you need to rework the Armor Modifiers or restrict the Materials it can be made of.

Through the Quality and Material Buffs the Values for the USMC Light Plate are totally insane ( more than wool dusters )
The item Value explodes the same way.

I attached screenshots for comparison.

Finally I would prefer to have single Items for the Battledress instead of one Kombi Item.
Camouflage Jackets and Pants.

Finally +1 .. Dress Blues, for being shiny.

[attachment deleted by admin: too old]
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

kaptain_kavern

Hi ChickenForcer,

You were asking for help on how to restrict your weapons from other factions.

This can be achieved through the use of the <weaponTags> (both in the weapons def and in the PawnKindDef def).

Vanilla is using things like <weaponTags><li>Gun</li></weaponTags> on weapons code and you'll find the corresponding tags in the code for pawn generation in "Core/Defs/PawnKindDefs_Humanlikes/PawnKinds_XXX.xml" for each pawns, sorted by factions.

So in shorts, if you set your modded weapons to use another <weaponTags> than vanilla ones, no "regular" pawns will use them.

Hope it can help ;p

Replied here because you locked the help thread ;^o

Chicken Plucker

Quote from: SpaceDorf on July 30, 2017, 03:59:20 PM
I made some USMC equipment and I think you need to rework the Armor Modifiers or restrict the Materials it can be made of.


Hey there, thanks, I was aware that everything needed nerfing as told by a ton of Steam Workshop people, I have fixed the SAS mod and the Spetsnaz mod. Added categories, new stuff and most of all balancing (if you call an airstrike balancing), the USMC gear is next.

Quote from: kaptain_kavern on July 30, 2017, 05:10:12 PM
Hi ChickenForcer,

You were asking for help on how to restrict your weapons from other factions.

This can be achieved through the use of the <weaponTags> (both in the weapons def and in the PawnKindDef def).

Vanilla is using things like <weaponTags><li>Gun</li></weaponTags> on weapons code and you'll find the corresponding tags in the code for pawn generation in "Core/Defs/PawnKindDefs_Humanlikes/PawnKinds_XXX.xml" for each pawns, sorted by factions.

So in shorts, if you set your modded weapons to use another <weaponTags> than vanilla ones, no "regular" pawns will use them.

Hope it can help ;p

Replied here because you locked the help thread ;^o

Thanks very much! no wonder the pirates started walking around.. unarmed

Your input really helps, everything is sorted now so pirates can't use the Airstrike or Spec Ops weapons, they were scary enough with shields and swords

kaptain_kavern

Hey you're welcome. I'm sure you will have find out in the end (the moment you will want to make some modded factions - i'm sure it already crossed your mind :-p )

You know ... Been there, Done that ... :-)

Anyway keep up the good job and happy modding

o7

SpaceDorf

Quote from: ChickenForcer on July 30, 2017, 10:44:42 PM

pirates can't use the Airstrike or Spec Ops weapons, they were scary enough with shields and swords

You think ?

I always cherish the true moments of fear in Rimworld.
Like noticing the Triple Launchers in a Raid ..
the Chtonian spawning next to my base,
the turrets defending the item stash being a Rimsenal Jotun Interstellar Barrage Cannon,
manned by Peacekeeper Bots ..

so why should only the player get the good gear ?

Remember : True !!FUN!! is pried from the cold dead hands of my enemy
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Chicken Plucker

Quote from: SpaceDorf on July 31, 2017, 02:58:02 AM
Quote from: ChickenForcer on July 30, 2017, 10:44:42 PM

pirates can't use the Airstrike or Spec Ops weapons, they were scary enough with shields and swords

You think ?

I always cherish the true moments of fear in Rimworld.
Like noticing the Triple Launchers in a Raid ..
the Chtonian spawning next to my base,
the turrets defending the item stash being a Rimsenal Jotun Interstellar Barrage Cannon,
manned by Peacekeeper Bots ..

so why should only the player get the good gear ?

Remember : True !!FUN!! is pried from the cold dead hands of my enemy

Kap'n kavern read my mind when he said I probably thought about factions, because I wanted to make a separate one with their own weapons that doesnt blow your entire base up too easily, also sorry I replied so late, I spent day and night on updating and now here it is.

Added service uniform and dress blues because you mentioned wanting to use them, cheerio

Chicken Plucker


Chicken Plucker

Okay, there should be no more missing texture problems now, also I made the outfits craftable with leather again. Whoopie