Search found 416 matches
- Sat Mar 14, 2020 12:12 pm
- Forum: Bob's mods
- Topic: [0.18.x] Bob's Mods: General Discussion
- Replies: 149
- Views: 54044
Re: [0.18.x] Bob's Mods: General Discussion
But yeah, if what Kirazy says about mini machines is true... it's assuming base game, which means it's not designed to work with other mods. He has his width/height as static numbers instead of copying from the source, so since I gave you new graphics the dimensions changed, so he pulls the filenam...
- Sat Mar 14, 2020 6:57 am
- Forum: Bob's mods
- Topic: [0.18.x] Bob's Mods: General Discussion
- Replies: 149
- Views: 54044
Re: [0.18.x] Bob's Mods: General Discussion
Assembly 0.18.1: ..... Updated chemical plant graphics, mask graphics by kirazy This now seems to cause an issue with Mini Machine Mods (henceforth known as "mini"), 7.0.1. If I load Just Bob's Assembly (henceforth know as "Bob's") No issue. If I load Bob's and Mini, I get this ...
- Sat Mar 14, 2020 12:13 am
- Forum: Bob's mods
- Topic: [0.18] Need suggestions/feedback for a WIP reskin mod...
- Replies: 141
- Views: 31893
Re: [0.18] Need suggestions/feedback for a WIP reskin mod...
I really love these previews. Is there any chance this will become the official graphics and just incorporated into bob's mods? Playing Bob's without a reskin mod is really hard. I'm not necessarily opposed, but then it's out of my hands and I can't maintain it and tweak it to the level of anal-ret...
- Fri Mar 13, 2020 9:01 pm
- Forum: Bob's mods
- Topic: [0.18] Need suggestions/feedback for a WIP reskin mod...
- Replies: 141
- Views: 31893
Re: [0.18] Need suggestions/feedback for a WIP reskin mod...
Looks good to me. I didn't even realise there was a circular ridge in the middle of it. the old non-hr render looked flat. BTW, the LZI (interface) is just a crop of part of the roboport, then mirrored. yes, it's pretty terrible, but worked for what I wanted it to do. I think he added some details,...
- Fri Mar 13, 2020 1:56 am
- Forum: Bob's mods
- Topic: [0.18] Need suggestions/feedback for a WIP reskin mod...
- Replies: 141
- Views: 31893
Re: [0.18] Need suggestions/feedback for a WIP reskin mod...
Thoughts? New HR graphics from Youki https://i.imgur.com/R3lWQUx.png Different ideas for coloring them: https://i.imgur.com/bN9XEYu.png https://i.imgur.com/4SdvsR5.png https://i.imgur.com/20moOto.png Edit: Got the new hr zone expander sliced, diced, and shifted properly: https://i.gyazo.com/e962083c...
- Thu Mar 12, 2020 10:49 pm
- Forum: Implemented mod requests
- Topic: [0.18.12] - make_4way_animation_from_spritesheet doesn't transcribe blend_mode
- Replies: 2
- Views: 875
[0.18.12] - make_4way_animation_from_spritesheet doesn't transcribe blend_mode
Specifically the return block in local function make_animation_layer has no support for blend_mode, and so if you call that function to setup a spritesheet and specify a blend_mode in one of your layers it will not be respected. function make_4way_animation_from_spritesheet(animation) local function...
- Thu Mar 12, 2020 12:33 pm
- Forum: Modding help
- Topic: Icon blend modes?
- Replies: 12
- Views: 1806
Re: Icon blend modes?
I did something similar for the beltboxes mod, which can produce beltboxes of any particular colour, and the items are layered. This goes back to what posila said in the other thread about not having to be exclusively focused on optimisation - in the case of beltboxes and boilers, players are never...
- Thu Mar 12, 2020 12:22 pm
- Forum: Modding help
- Topic: Icon blend modes?
- Replies: 12
- Views: 1806
Re: Icon blend modes?
Ack, you opened a can of worms for me, lol.: I live to serve. You have options: 1. Only show the tier-indicator overlays on the recipe icon, so that the crafting menu is clearer. The item icon goes without them and just has the tier colouring. For bonus points, you bake that colouring into the icon...
- Thu Mar 12, 2020 12:20 pm
- Forum: Modding help
- Topic: Icon blend modes?
- Replies: 12
- Views: 1806
Re: Icon blend modes?
I'm going to go out on a limb and assume there's no way to have my cake and eat it too in this case, i.e. tier dots in crafting grid, but not in-world. Bleh. (also, layers cast a shadow, what which I guess makes sense.) In this case, there is a way. Look at how eg. iron-ore item is defined. Oh cool...
- Thu Mar 12, 2020 12:11 pm
- Forum: Modding help
- Topic: Icon blend modes?
- Replies: 12
- Views: 1806
Re: Icon blend modes?
With item icons it is best to avoid having layers at all. It is not so bad for things you are unlikely to ship around in mass quantities on belts (e.g. boilers) but even so Ack, you opened a can of worms for me, lol.: https://i.imgur.com/VXXWOiw.png I'm going to go out on a limb and assume there's ...
- Thu Mar 12, 2020 1:53 am
- Forum: Modding help
- Topic: Icon blend modes?
- Replies: 12
- Views: 1806
Icon blend modes?
I have these five "tier" overlays to display over icons, conditional on a setting, and tinted according to other settings: https://i.imgur.com/Rl5ZIWF.png https://i.imgur.com/OsjNWH0.png https://i.imgur.com/sgMnt96.png https://i.imgur.com/hjIQOyr.png https://i.imgur.com/HunJQd8.png I use a...
- Wed Mar 11, 2020 10:24 am
- Forum: Bob's mods
- Topic: [0.18] Need suggestions/feedback for a WIP reskin mod...
- Replies: 141
- Views: 31893
Re: [0.18] Need suggestions/feedback for a WIP reskin mod...
With some ideas from Deadlock, I have a workflow for proper color masks that preserve the highlights. Now to make those for the entities I've done so far. I'll get you a new chemical plant mask, which should be much improved from what I gave you. Photoshop masks https://i.imgur.com/CD5RzpJ.png Initi...
- Wed Mar 11, 2020 4:39 am
- Forum: Won't implement
- Topic: Add "overlay" as a supported blending mode
- Replies: 21
- Views: 4398
Re: Add "overlay" as a supported blending mode
If you could get the tintable mask as you wanted it then you'd have just 3 sprites in the atlas and 3 layers per entity (a base, a tintable mask, possibly a highlights mask, and a shadow), so still very much worth the extra layer considering it produces 5+ different entities. Alright, I have a work...
- Tue Mar 10, 2020 10:19 pm
- Forum: Won't implement
- Topic: Add "overlay" as a supported blending mode
- Replies: 21
- Views: 4398
Re: Add "overlay" as a supported blending mode
I mean, if it was just 5 boilers, I probably wouldn't bother. 5 different spritesheets for turrets with 64 directions when the only difference is a single hue mask is different. I even broke my turret animations up into separate lower body, upper body, barrel and ammo-belt sheets because only the u...
- Tue Mar 10, 2020 7:47 pm
- Forum: Won't implement
- Topic: Add "overlay" as a supported blending mode
- Replies: 21
- Views: 4398
Re: Add "overlay" as a supported blending mode
What I meant is you would separate out your lightness from your tint. You'd draw the coloured tint mask first and then the white-highlights mask on top of that. I gathered, but I'll have to figure out how to do that when all I have access to are the baked vanilla assets. There's probably a way to s...
- Tue Mar 10, 2020 7:39 pm
- Forum: Won't implement
- Topic: Add "overlay" as a supported blending mode
- Replies: 21
- Views: 4398
Re: Add "overlay" as a supported blending mode
You can separate out that kind of thing easily in Blender which is where (or so I believe) the vanilla art originates and where I make my stuff. I have Photoshop and CAD skills, and I've found CAD to not be very transferable to modeling progrems e.g. Blender/Maya. I can get decent results by adjust...
- Tue Mar 10, 2020 6:48 pm
- Forum: Won't implement
- Topic: Add "overlay" as a supported blending mode
- Replies: 21
- Views: 4398
Re: Add "overlay" as a supported blending mode
@kirazy: Pretty much what Deadlock said. I've written couple technical FFFs (https://www.factorio.com/blog/post/fff-281 https://www.factorio.com/blog/post/fff-264 https://www.factorio.com/blog/post/fff-251), and since I have no idea what are you doing, I don't have generic advice what to do. There ...
- Tue Mar 10, 2020 7:11 am
- Forum: Resolved Problems and Bugs
- Topic: [V453000] [0.18.10] gun-turret-shooting-4.png, 14th row, both columns are identical
- Replies: 1
- Views: 3760
[V453000] [0.18.10] gun-turret-shooting-4.png, 14th row, both columns are identical
Row 14 for both gun-turret-shooting-4.png and hr-gun-turret-shooting-4.png has the same sprite in both column 1 and 2. The barrel should rotate forward in column 2 from where it is in column 1. Compare row 2 in this image with the other rows: https://i.imgur.com/hgBv1Ik.png I know, I know. Minorest ...
- Tue Mar 10, 2020 5:11 am
- Forum: Bob's mods
- Topic: [0.18] Need suggestions/feedback for a WIP reskin mod...
- Replies: 141
- Views: 31893
Re: [0.18] Need suggestions/feedback for a WIP reskin mod...
https://i.imgur.com/njDSpZ5.png I was going to color more, but I'm happy with this for the Laser turrets. I tweaked your beams, as well. Diamond is now substantially more intense/brighter than glass: https://i.imgur.com/KZj7PAe.png Edit: And finished these, at last: https://i.gyazo.com/cf185eb1285e...
- Tue Mar 10, 2020 5:04 am
- Forum: Modding help
- Topic: [Resolved] Reskinning the spinning death animation for robots
- Replies: 0
- Views: 397
[Resolved] Reskinning the spinning death animation for robots
Wheeeeeeeeeeeeeeeeeeeeeeeeeeere do I find it? I found the remnants definition. I found the explosions definition. I found the logistics robot entity definition. But I cannot find what links the robot entity definition to the remnants definition. The dying animation where the remnant spins off and th...