Where to place new graphic images...

Started by jabbamonkey, November 05, 2014, 10:39:47 AM

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jabbamonkey

Quote from: skullywag on November 10, 2014, 12:07:15 PM
Also if you copy the while file as is and just change the texture line on metal itll work fine. (If you redefine the def without changing anything itll do nothing and work as per normal) Once youve done that just do the other if you need them if not delete that chunk of xml. I can do an example later on when im home if itll help.

For any future items I try to put together...

The Items_Resources.xml is pretty long. It contains info about Silver and Gold (and other resources that I do not want to change). Do I need to copy over the ENTIRE file (with the Silver and Gold definitions)? Or can I cut out the other information (in case these are modified in a future build)?

Once again - forgive my programming ignorance. I'm a designer!!!   :)

skullywag

they dont have to be removed but it wouldnt hurt to remove them, if this is gonna be a pure texture pack for vanilla, leaving them in wont matter, however if someone has changed some xml in a mod for an item you have also changed the texture for, your mod and it would conflict when loaded together.

So for now id stick with a simple vanilla texture pack and forget mods for a sec, copy the whole file and change texture paths of the objects you are doing, the other bits left in the files will do nothing.

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

Igabod

Quote from: jabbamonkey on November 10, 2014, 07:14:12 PM
Quote from: skullywag on November 10, 2014, 12:07:15 PM
Also if you copy the while file as is and just change the texture line on metal itll work fine. (If you redefine the def without changing anything itll do nothing and work as per normal) Once youve done that just do the other if you need them if not delete that chunk of xml. I can do an example later on when im home if itll help.

For any future items I try to put together...

The Items_Resources.xml is pretty long. It contains info about Silver and Gold (and other resources that I do not want to change). Do I need to copy over the ENTIRE file (with the Silver and Gold definitions)? Or can I cut out the other information (in case these are modified in a future build)?

Once again - forgive my programming ignorance. I'm a designer!!!   :)

For the mod I posted earlier I removed everything in that particular file except for the top generic item defs and the one item I was changing the texture for. If you later on change the texture for silver you can simply copy the info for silver from the core def files and just change the one line for the texture file path. It's easier to keep track of what you've changed about the file if you do it that way and you don't run as much of a risk of conflicts with other mods. If you have any questions regarding additions to the mod I posted then feel free to PM me. I usually respond pretty quickly since my phone tells me whenever I get a PM.

jabbamonkey

Now that the images were working, I saw how they looked ... the edges of the slag metal were hard to differentiate from the background and it didn't look good. I also updated the metal texture. And, to make it ever better, I added some more items for a little more variety...







Note: the metal bars behind the slag metal aren't showing up against this forums background (which is why the edges look "off" in the images shown here)

And Igabod, thanks again for putting together that mod!!!

Igabod

Quote from: jabbamonkey on November 10, 2014, 10:57:45 PM
Now that the images were working, I saw how they looked ... the edges of the slag metal were hard to differentiate from the background and it didn't look good. I also updated the metal texture. And, to make it ever better, I added some more items for a little more variety...







Note: the metal bars behind the slag metal aren't showing up against this forums background (which is why the edges look "off" in the images shown here)

And Igabod, thanks again for putting together that mod!!!

No problem. The XML side is fairly simple to me. I'm having more trouble with textures than anything else. Though I am only just learning that side of things and already improving. I'm going to grab these new textures and throw them in my copy of the mod. I like that you changed the color of the metal to match the color of the metal ore wall texture. And more variety in rock textures is definitely needed. I get tired of seeing the same 3 rocks all over the place. If you were to add 10 new textures for rocks and slag I'd be super happy. I just released a mod that adds new trees because I wanted to see more variety in the game. This goes right along with that so I'll be using this in my own games from now on. Thanks for doing all these really nice textures.

jabbamonkey

Since Alpha 8, this xml edit stopped working (which was my huge concern when I started this thread). I noticed that they moved the texture files to new folders, and one of the xml files is now missing (ug).

So, I took a shot at editing these again... With the changes below, the metal and rock chunks aren't showing up correctly (still seeing the old graphics). The Slag seems to be working fine. Can someone take a look at the items below and let me know what I'm doing wrong?

First, I uploaded the metal images (i.e. MetalA.png ... does this need to be renamed SteelA.png?) into the Mods/ChunkTexturesMod/Textures/Things/Item/Resource/Metal/
Note: folder (ChunkTextureMod is the folder that is containing the Def and Texture files).

I uploaded the chunks (i.e. RockLowA.png) into...
Mods/ChunkTexturesMod/Textures/Things/Item/Chunk/ChunkStone/ (this was "ChunkRock")

And the slag (.e. MetalDebrisA.png) into...
Mods/ChunkTexturesMod/Textures/Things/Item/Chunk/ChunkSlag/

Then I added Items_Resources.xml here ... ChunkTexturesMod/Def/ThingDefs/Items_Resources.xml

<?xml version="1.0" encoding="utf-8" ?>

<Resources>


 
<!-- =========== bases =========== -->

 
<ThingDef Name="ResourceBase" Abstract="True">
   
<thingClass>ThingWithComponents</thingClass>
   
<label>unspecified resource</label>
   
<category>Item</category>
   
<eType>Item</eType>
   
<resourceReadoutPriority>Middle</resourceReadoutPriority>
   
<useStandardHealth>true</useStandardHealth>
   
<selectable>true</selectable>
   
<altitudeLayer>Item</altitudeLayer>
   
<stackLimit>75</stackLimit>
   
<tradersCarry>true</tradersCarry>
   
<comps>
     
<li>
       
<compClass>CompForbiddable</compClass>
     
</li>
   
</comps>
   
<alwaysHaulable>true</alwaysHaulable>
   
<drawGUIOverlay>true</drawGUIOverlay>
   
<rotatable>false</rotatable>
   
<pathCost>15</pathCost>
 
</ThingDef>

 

<ThingDef Name="ResourceVerbBase" ParentName="ResourceBase" Abstract="True">
   
<eType>Equipment</eType>
   
<thingClass>Equipment</thingClass>
   
<equipmentType>Primary</equipmentType>
   
<techLevel>Neolithic</techLevel>
   
<comps>
     
<li>
       
<compClass>CompForbiddable</compClass>
     
</li>
   
</comps>
 
</ThingDef>


<!--=============== Pure stuffs: Basics ====================-->


 

<ThingDef ParentName="ResourceBase">
   
<defName>Steel</defName>
   
<label>steel</label>
   
<description>An iron-carbon metal alloy used for building structures, tools, and weapons.</description>

<graphicPath>Things/Item/Resource/Metal</graphicPath>
   
<graphicClass>Graphic_Random</graphicClass>
   
<soundInteract>Metal_Drop</soundInteract>
   
<soundDrop>Metal_Drop</soundDrop>
   
<statBases>
     
<MarketValue>2.0</MarketValue>
   
</statBases>
   
<useStandardHealth>false</useStandardHealth>
   
<defaultColor>(255,255,255)</defaultColor>
   
<thingCategories>
     
<li>ResourcesRaw</li>
   
</thingCategories>
   
<stuffProps>
     
<categories>
       
<li>Metallic</li>
     
</categories>
     
<constructEffect>ConstructMetal</constructEffect>
     
<color>(102,102,105)</color>
     
<soundImpactStuff>BulletImpactMetal</soundImpactStuff>
     
<statFactors>
       
<MaxHealth>1</MaxHealth>
       
<Beauty>1</Beauty>
       
<Flammability>0.2</Flammability>

<MeleeWeapon_SharpDamageMultiplier>1</MeleeWeapon_SharpDamageMultiplier>
<MeleeWeapon_BluntDamageMultiplier>1</MeleeWeapon_BluntDamageMultiplier>
<MeleeWeapon_Agility>1</MeleeWeapon_Agility>
     
</statFactors>
   
</stuffProps>
 
</ThingDef>

</Resources>


Then I added Various_Stone.xml here ... ChunkTexturesMod/Def/ThingDefs/Various_Stone.xml

<?xml version="1.0" encoding="utf-8" ?>
<Defs>


  <!-- =========== bases =========== -->

  <ThingDef Name="ResourceBase" Abstract="True">
    <thingClass>ThingWithComponents</thingClass>
    <label>unspecified resource</label>
    <category>Item</category>
    <eType>Item</eType>
    <resourceReadoutPriority>Middle</resourceReadoutPriority>
    <useStandardHealth>true</useStandardHealth>
    <selectable>true</selectable>
    <altitudeLayer>Item</altitudeLayer>
    <stackLimit>75</stackLimit>
    <tradersCarry>true</tradersCarry>
    <comps>
      <li>
        <compClass>CompForbiddable</compClass>
      </li>
    </comps>
    <alwaysHaulable>true</alwaysHaulable>
    <drawGUIOverlay>true</drawGUIOverlay>
    <rotatable>false</rotatable>
    <pathCost>15</pathCost>
  </ThingDef>


  <ThingDef Name="ChunkBase" Abstract="True">
    <eType>Chunk</eType>
    <category>Item</category>
    <thingClass>Thing</thingClass>
    <altitudeLayer>Item</altitudeLayer>
    <passability>PassThroughOnly</passability>
    <fillPercent>0.4</fillPercent>
    <statBases>
      <MaxHealth>300</MaxHealth>
      <Flammability>0</Flammability>
    </statBases>
    <selectable>true</selectable>
    <neverMultiSelect>true</neverMultiSelect>
    <pathCost>55</pathCost>
    <graphicOverdraw>false</graphicOverdraw>
    <drawerType>MapMeshOnly</drawerType>
    <randomizeRotationOnSpawn>true</randomizeRotationOnSpawn>
    <designateHaulable>true</designateHaulable>
    <saveCompressible>true</saveCompressible>
    <stackLimit>1</stackLimit>
    <everTradeable>false</everTradeable>
  </ThingDef>


  <ThingDef ParentName="ResourceBase" Name="StoneBlocksBase" Abstract="True">
    <description>Blocks of solid stone. Mostly only useful for building very strong, long-lasting, simple structures.</description>
    <graphicPath>Things/Item/Resource/StoneBlocks</graphicPath>
    <graphicClass>Graphic_Single</graphicClass>
    <soundInteract>Stone_Drop</soundInteract>
    <soundDrop>Stone_Drop</soundDrop>
    <useStandardHealth>false</useStandardHealth>
    <statBases>
      <MarketValue>1.9</MarketValue>
    </statBases>
    <thingCategories>
      <li>StoneBlocks</li>
    </thingCategories>
    <stuffProps>
      <categories>
        <li>Stony</li>
      </categories>
      <appearance>Bricks</appearance>
      <statOffsets>
        <Beauty>2</Beauty>
        <WorkToMake>140</WorkToMake>
      </statOffsets>
      <statFactors>
        <MarketValue>0.4</MarketValue>
        <MaxHealth>2.4</MaxHealth>
        <Beauty>1.3</Beauty>
        <Flammability>0</Flammability>
        <WorkToMake>4.5</WorkToMake>
        <DoorOpenSpeed>0.45</DoorOpenSpeed>
        <BedRestEffectiveness>0.9</BedRestEffectiveness>
        <MeleeWeapon_SharpDamageMultiplier>0.6</MeleeWeapon_SharpDamageMultiplier>
        <MeleeWeapon_BluntDamageMultiplier>1.0</MeleeWeapon_BluntDamageMultiplier>
        <MeleeWeapon_Agility>0.6</MeleeWeapon_Agility>
      </statFactors>
    </stuffProps>
  </ThingDef>

  <ThingDef Name="BuildingNaturalBase" Abstract="True">
    <category>Building</category>
    <selectable>true</selectable>
    <drawerType>MapMeshOnly</drawerType>
  </ThingDef>


  <ThingDef Name="RockBase" ParentName="BuildingNaturalBase" Abstract="True" >
    <eType>Rock</eType>
    <thingClass>Mineable</thingClass>
    <graphicPath>Things/Building/Linked/Rock_Atlas</graphicPath>
    <graphicClass>Graphic_Single</graphicClass>
    <linkDrawerType>CornerFiller</linkDrawerType>
    <altitudeLayer>BuildingTall</altitudeLayer>
    <passability>Impassable</passability>
    <castEdgeShadows>true</castEdgeShadows>
    <fillPercent>1</fillPercent>
    <coversFloor>true</coversFloor>
    <neverMultiSelect>true</neverMultiSelect>
    <rotatable>false</rotatable>
    <saveCompressible>true</saveCompressible>
    <filthLeavings>
      <RockRubble>2</RockRubble>
    </filthLeavings>
    <holdsRoof>true</holdsRoof>
    <staticSunShadowHeight>1.0</staticSunShadowHeight>
    <blockLight>true</blockLight>
    <mineable>true</mineable>
    <statBases>
      <Flammability>0</Flammability>
    </statBases>
    <building>
      <isNaturalRock>true</isNaturalRock>
      <soundMined>CollapseRock</soundMined>
      <canBuildNonEdificesUnder>false</canBuildNonEdificesUnder>
    </building>
    <linkFlags>
      <li>Rock</li>
      <li>MapEdge</li>
    </linkFlags>
  </ThingDef>




  <!-- =========== Misc chunks =========== -->
 
  <ThingDef ParentName="ChunkBase">
    <defName>ChunkSlag</defName>
    <label>slag chunk</label>
    <graphicPath>Things/Item/Chunk/ChunkSlag</graphicPath>
    <graphicClass>Graphic_Random</graphicClass>
    <soundDrop>ChunkSlag_Drop</soundDrop>
    <thingCategories>
      <li>Chunks</li>
    </thingCategories>
  </ThingDef>




  <!-- =========== Stone solids, chunks, and blocks =========== -->

 
 
 
  <ThingDef ParentName="RockBase">
    <defName>Sandstone</defName>
    <label>sandstone</label>
    <description>A sedimentary rock composed of sand particles compressed together.</description>
    <defaultColor>(126,104,94)</defaultColor>
    <statBases>
      <MaxHealth>400</MaxHealth>
    </statBases>
    <building>
      <mineableThing>ChunkSandstone</mineableThing>
      <mineableDropChance>0.20</mineableDropChance>
    </building>
  </ThingDef>
 
  <ThingDef ParentName="ChunkBase">
    <defName>ChunkSandstone</defName>
    <label>sandstone chunk</label>
    <graphicPath>Things/Item/Chunk/ChunkStone</graphicPath>
    <graphicClass>Graphic_Random</graphicClass>
    <soundDrop>ChunkRock_Drop</soundDrop>
    <defaultColor>(126,104,94)</defaultColor>
    <thingCategories>
      <li>StoneChunks</li>
    </thingCategories>
    <butcherProducts>
      <BlocksSandstone>20</BlocksSandstone>
    </butcherProducts>
  </ThingDef>
 
  <ThingDef ParentName="StoneBlocksBase">
    <defName>BlocksSandstone</defName>
    <label>sandstone blocks</label>
    <description>Blocks of solid sandstone. Sandstone is a relatively soft rock and chips easily.</description>
    <defaultColor>(126,104,94)</defaultColor>
    <statBases>
      <MarketValue>1.9</MarketValue>
    </statBases>
    <stuffProps>
      <color>(126,104,94)</color>
      <soundImpactStuff>BulletImpactGround</soundImpactStuff>
      <stuffAdjective>sandstone</stuffAdjective>
      <statOffsets>
        <Beauty>2</Beauty>
      </statOffsets>
      <statFactors>
        <MarketValue>0.4</MarketValue>
        <MaxHealth>2.4</MaxHealth>
        <Beauty>1.2</Beauty>
        <MeleeWeapon_SharpDamageMultiplier>0.5</MeleeWeapon_SharpDamageMultiplier>
      </statFactors>
    </stuffProps>
  </ThingDef>




  <ThingDef ParentName="RockBase">
    <defName>Granite</defName>
    <label>granite</label>
    <description>A very hard igneous rock.</description>
    <defaultColor>(105,95,97)</defaultColor>
    <statBases>
      <MaxHealth>900</MaxHealth>
    </statBases>
    <building>
      <mineableThing>ChunkGranite</mineableThing>
      <mineableDropChance>0.20</mineableDropChance>
    </building>
  </ThingDef>

  <ThingDef ParentName="ChunkBase">
    <defName>ChunkGranite</defName>
    <label>granite chunk</label>
    <graphicPath>Things/Item/Chunk/ChunkStone</graphicPath>
    <graphicClass>Graphic_Random</graphicClass>
    <soundDrop>ChunkRock_Drop</soundDrop>
    <defaultColor>(105,95,97)</defaultColor>
    <thingCategories>
      <li>StoneChunks</li>
    </thingCategories>
    <butcherProducts>
      <BlocksGranite>20</BlocksGranite> 
    </butcherProducts>
  </ThingDef>

  <ThingDef ParentName="StoneBlocksBase">
    <defName>BlocksGranite</defName>
    <label>granite blocks</label>
    <description>Blocks of solid granite. Granite is a very hard stone.</description>
    <defaultColor>(105,95,97)</defaultColor>
    <statBases>
      <MarketValue>2.1</MarketValue>
    </statBases>
    <stuffProps>
      <color>(105,95,97)</color>
      <soundImpactStuff>BulletImpactGround</soundImpactStuff>
      <stuffAdjective>granite</stuffAdjective>
      <statOffsets>
        <Beauty>2</Beauty>
      </statOffsets>
      <statFactors>
        <MarketValue>0.5</MarketValue>
        <MaxHealth>2.7</MaxHealth>
        <Beauty>1.3</Beauty>
        <MeleeWeapon_SharpDamageMultiplier>0.65</MeleeWeapon_SharpDamageMultiplier>
      </statFactors>
    </stuffProps>
  </ThingDef>






  <ThingDef ParentName="RockBase">
    <defName>Limestone</defName>
    <label>limestone</label>
    <description>A sedimentary rock formed from the compacted remains of ancient seashells.</description>
    <defaultColor>(158,153,135)</defaultColor>
    <statBases>
      <MaxHealth>700</MaxHealth>
    </statBases>
    <building>
      <mineableThing>ChunkLimestone</mineableThing>
      <mineableDropChance>0.20</mineableDropChance>
    </building>
  </ThingDef>

  <ThingDef ParentName="ChunkBase">
    <defName>ChunkLimestone</defName>
    <label>limestone chunk</label>
    <graphicPath>Things/Item/Chunk/ChunkStone</graphicPath>
    <graphicClass>Graphic_Random</graphicClass>
    <soundDrop>ChunkRock_Drop</soundDrop>
    <defaultColor>(158,153,135)</defaultColor>
    <thingCategories>
      <li>StoneChunks</li>
    </thingCategories>
    <butcherProducts>
      <BlocksLimestone>20</BlocksLimestone>
    </butcherProducts>
  </ThingDef>

  <ThingDef ParentName="StoneBlocksBase">
    <defName>BlocksLimestone</defName>
    <label>limestone blocks</label>
    <description>Blocks of solid limestone.</description>
    <defaultColor>(158,153,135)</defaultColor>
    <statBases>
      <MarketValue>1.9</MarketValue>
    </statBases>
    <stuffProps>
      <color>(158,153,135)</color>
      <soundImpactStuff>BulletImpactGround</soundImpactStuff>
      <stuffAdjective>limestone</stuffAdjective>
      <statOffsets>
        <Beauty>2</Beauty>
      </statOffsets>
      <statFactors>
        <MarketValue>0.4</MarketValue>
        <MaxHealth>2.55</MaxHealth>
        <Beauty>1.3</Beauty>
      </statFactors>
    </stuffProps>
  </ThingDef>




  <ThingDef ParentName="RockBase">
    <defName>Slate</defName>
    <label>slate</label>
    <description>A dark-colored metamorphic rock. Its fine layers are emblematic of slaty cleavage.</description>
    <defaultColor>(70,70,70)</defaultColor>
    <statBases>
      <MaxHealth>500</MaxHealth>
    </statBases>
    <building>
      <mineableThing>ChunkSlate</mineableThing>
      <mineableDropChance>0.20</mineableDropChance>
    </building>
  </ThingDef>

  <ThingDef ParentName="ChunkBase">
    <defName>ChunkSlate</defName>
    <label>slate chunk</label>
    <graphicPath>Things/Item/Chunk/ChunkStone</graphicPath>
    <graphicClass>Graphic_Random</graphicClass>
    <soundDrop>ChunkRock_Drop</soundDrop>
    <defaultColor>(90,90,90)</defaultColor>
    <thingCategories>
      <li>StoneChunks</li>
    </thingCategories>
    <butcherProducts>
      <BlocksSlate>20</BlocksSlate>
    </butcherProducts>
  </ThingDef>

  <ThingDef ParentName="StoneBlocksBase">
    <defName>BlocksSlate</defName>
    <label>slate blocks</label>
    <description>Blocks of solid slate. A dull-looking rock that chips easily.</description>
    <defaultColor>(70,70,70)</defaultColor>
    <statBases>
      <MarketValue>1.9</MarketValue>
    </statBases>
    <stuffProps>
      <color>(70,70,70)</color>
      <soundImpactStuff>BulletImpactGround</soundImpactStuff>
      <stuffAdjective>slate</stuffAdjective>
      <statOffsets>
        <Beauty>2</Beauty>
      </statOffsets>
      <statFactors>
        <MarketValue>0.38</MarketValue>
        <MaxHealth>2.3</MaxHealth>
        <Beauty>1.0</Beauty>
      </statFactors>
    </stuffProps>
  </ThingDef>




  <ThingDef ParentName="RockBase">
    <defName>Marble</defName>
    <label>marble</label>
    <description>A soft metamorphic rock.</description>
    <defaultColor>(132,135,132)</defaultColor>
    <statBases>
      <MaxHealth>450</MaxHealth>
    </statBases>
    <building>
      <mineableThing>ChunkMarble</mineableThing>
      <mineableDropChance>0.20</mineableDropChance>
    </building>
  </ThingDef>

  <ThingDef ParentName="ChunkBase">
    <defName>ChunkMarble</defName>
    <label>marble chunk</label>
    <graphicPath>Things/Item/Chunk/ChunkStone</graphicPath>
    <graphicClass>Graphic_Random</graphicClass>
    <soundDrop>ChunkRock_Drop</soundDrop>
    <defaultColor>(132,135,132)</defaultColor>
    <thingCategories>
      <li>StoneChunks</li>
    </thingCategories>
    <butcherProducts>
      <BlocksMarble>20</BlocksMarble>
    </butcherProducts>
  </ThingDef>

  <ThingDef ParentName="StoneBlocksBase">
    <defName>BlocksMarble</defName>
    <label>marble blocks</label>
    <description>Blocks of solid marble. Marble is a soft, beautiful stone, known for being easy to sculpt.</description>
    <defaultColor>(132,135,132)</defaultColor>
    <statBases>
      <MarketValue>1.9</MarketValue>
    </statBases>
    <stuffProps>
      <color>(132,135,132)</color>
      <soundImpactStuff>BulletImpactGround</soundImpactStuff>
      <stuffAdjective>marble</stuffAdjective>
      <statOffsets>
        <Beauty>2</Beauty>
      </statOffsets>
      <statFactors>
        <MarketValue>0.45</MarketValue>
        <MaxHealth>2.2</MaxHealth>
        <Beauty>1.6</Beauty>
      </statFactors>
    </stuffProps>
  </ThingDef>


</Defs>

jabbamonkey

Still having trouble getting this to work. Anyone good with fixing the xml files?

skullywag

Steel seems to be using metal as you can see in the def and it seems the stone chunks are correct also....weird, upload your 2 xml files and ill have a nose through see if its something silly.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

jabbamonkey

Quote from: skullywag on February 12, 2015, 05:49:09 PM
Steel seems to be using metal as you can see in the def and it seems the stone chunks are correct also....weird, upload your 2 xml files and ill have a nose through see if its something silly.

Here is the complete mod...
http://www.amazingdg.com/clients/ChunkTexturesMod.zip

You'll notice that in the Metal folder are graphics called SteelA.png and MetalA.png ... and so on. I put both in there, just in case one wasn't working.

skullywag

Damn it, I spotted it instantly...:p

the last part of the path is the image filename so /items/Metal would mean in the items folder there are images called Metal, you have a Metal folder so your path would have to be Metal/Metal.

Looks to be the same issue with stone, either add the last bit to the path again or move them all back one folder. Hope that makes sense.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

jabbamonkey

So if ...

<graphicPath>Things/Item/Resource/Metal</graphicPath>

So, if I dont change the def, then the path for one of the images should be (if the root folder is C:/rimworld) ...

C:/Rimworld/Mods/Core/Textures/Things/Items/Resource/MetalA.png
...and not...
C:/Rimworld/Mods/Core/Textures/Things/Items/Resource/Metal/MetalA.png

jabbamonkey

Cool. I recreated the Def files with the paths you suggested, and took a quick look. It seems to be working now. Thanks for all the help....

skullywag

yep you got it, exactly as you put, the last bit is the whole path with the file extension removed (easier way to explain it)
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

jabbamonkey

AAAAAHHHHHH!!!!! The update to Alpha 9 did it to me again!!!!!  So, I went in a created the mod files from scratch (i.e. copying Items_Resources.xml, modifying the path, and checking the image locations). This time, I checked the paths (several times), and everything seemed fine...

So, my path for steel (in the xml file) is....
<graphicPath>Things/Item/Resource/Metal/Steel</graphicPath>
... and the images are located in ...
Textures/Things/Item/Resource/Metal/SteelA.png
(and then there is SteelB.png, SteelC.png, etc.)

However, I get a texture error right when I open the game in the debug window. And when I load the game, all the steel, slag and chunks appear as squares with red x's.

Here are all the mod files (that isn't working).
www.amazingdg.com/clients/SteelRockSlag.zip
The game doesn't crash, it just doesn't show any of the images...

Any help?  I want to upload this as an official mod, but obviously can't since it just doesn't work...

blaze7736

I am having a similar issue with the new alpha where my textures are in the place that has always worked but suddenly i am getting purple squares, is it just this alpha or am i doing something Wrong