[MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack

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Zaeon
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Re: [MOD 0.12.x] WaiTex 1.0.0: A HD Texture Pack

Post by Zaeon »

LyrickCZE wrote:Yea, I was thinking about that too... Now that I know I'm not alone, I made it happen.
Had to change the yellow dirt as well.
Original vs. new
It's not a mod, you need to unpack the .zip and overwrite all 4 folders in the "...\Factorio\data\base\graphics\terrain"
So make sure to backup those folders before overwriting them.
Sand-and-Dirt_by_Lyr_v1.zip

You sir, are the real MVP.

orzelek
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Re: [MOD 0.12.x] WaiTex 1.0.0: A HD Texture Pack

Post by orzelek »

keyboardhack wrote:
Marc90 wrote:I love this mod, great work!

But there might be something wrong with the yellow inserter:
pic
I'm using Factorio 0.12.26 and WaiTex 1.0.0 and a couple of other mods.
There is definetly something wrong with that inserter. I will i will make a new release today that will fix that.
Anyone has ideas how to fix this one?
Or did I miss a release?

It's a bit annoying after you notice it :D

Gammro
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Re: [MOD 0.12.x] WaiTex 1.0.0: A HD Texture Pack

Post by Gammro »

orzelek wrote:
keyboardhack wrote:
Marc90 wrote:I love this mod, great work!

But there might be something wrong with the yellow inserter:
pic
I'm using Factorio 0.12.26 and WaiTex 1.0.0 and a couple of other mods.
There is definetly something wrong with that inserter. I will i will make a new release today that will fix that.
Anyone has ideas how to fix this one?
Or did I miss a release?

It's a bit annoying after you notice it :D
If you're not too much against using the original low-res version of the inserters, open up the zip, and edit AllowedTextureChanges.lua.

Then cange the entries for:
basic-inserter
burner-inserter
fast-inserter
long-handed-inserter

to

Code: Select all

["%name%"] = 					{["enabled"] = false, ["requiredGB"] = 1},
Personally I'd rather have the low-res versions than the messed up versions the mod adds right now.
Ignore this

bbgun06
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Re: [MOD 0.12.x] WaiTex 1.0.0: A HD Texture Pack

Post by bbgun06 »

The smart inserters are messed up also.
Image
Fast and long look ok.

Thanks for your hard work, this is one of my favorite mods!

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Re: [MOD 0.12.x] WaiTex 1.0.0: A HD Texture Pack

Post by Speadge »

there is a problem with the treeSaplings mod that brings a trunk.png.

because of some code in the base-override

Code: Select all

--trees are a special case because there is so many files for them. Therefore they are checked here but only if they are of the type tree
if AllowChange("tree") then
	if AllowChange("tree", data.raw["tree"]["tree-01"].variations[1].leaves) then
		for k,trees in pairs(data.raw["tree"]) do
			if trees.variations then
				for k1, treeVariations in pairs(trees.variations) do
					OverrideSprite(treeVariations.leaves)
					local filename = treeVariations.trunk.filename
					filename = string.gsub(filename, ".png", "") -- not good to have it here... oh well
					filename = string.gsub(filename, "__base__", "__WaiTex__")
				
					AddStripes(treeVariations.trunk, nil, nil, 
					{
						{filename.."-1.png", 3, 1},
						{filename.."-2.png", 2, 1}
					})
				end
			end
		end
	end
end


it looks for a trunk-1 and trunk-2.png wich is not provided by this mod.

keyboardhack
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Re: [MOD 0.12.x] WaiTex 1.0.0: A HD Texture Pack

Post by keyboardhack »

bbgun06 wrote:The smart inserters are messed up also.
Fast and long look ok.

Thanks for your hard work, this is one of my favorite mods!
The cause of this bug is some test code i left behind. I have fixed the bug and will probably upload a new release this weekend.

Speadge wrote:there is a problem with the treeSaplings mod that brings a trunk.png.

because of some code in the base-override

Code: Select all

--trees are a special case because there is so many files for them. Therefore they are checked here but only if they are of the type tree
if AllowChange("tree") then
	if AllowChange("tree", data.raw["tree"]["tree-01"].variations[1].leaves) then
		for k,trees in pairs(data.raw["tree"]) do
			if trees.variations then
				for k1, treeVariations in pairs(trees.variations) do
					OverrideSprite(treeVariations.leaves)
					local filename = treeVariations.trunk.filename
					filename = string.gsub(filename, ".png", "") -- not good to have it here... oh well
					filename = string.gsub(filename, "__base__", "__WaiTex__")
				
					AddStripes(treeVariations.trunk, nil, nil, 
					{
						{filename.."-1.png", 3, 1},
						{filename.."-2.png", 2, 1}
					})
				end
			end
		end
	end
end


it looks for a trunk-1 and trunk-2.png which is not provided by this mod.
Yeah that chunk of code right there isn't able to handle modded trees. Never thought it would be a problem because i have never seen modded trees that didn't just copy the base games files. Fixed in the next release.
Waste of bytes : P

Factorio2016
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Re: [MOD 0.12.x] WaiTex 1.0.0: A HD Texture Pack

Post by Factorio2016 »

QUESTION:
:?: And if I replace the original files in the game, then memory consumption will be much the same?
just curious 8-)
English is not my native language. Translator.

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Re: [MOD 0.12.x] WaiTex 1.0.0: A HD Texture Pack

Post by orzelek »

Factorio2016 wrote:QUESTION:
:?: And if I replace the original files in the game, then memory consumption will be much the same?
just curious 8-)
It doesn't matter how you change them - memory usage will be the same.

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Re: [MOD 0.12.x] WaiTex 1.0.0: A HD Texture Pack

Post by mmalyska »

Great mod, thanks for hard work.

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Re: [MOD 0.12.x] WaiTex 1.0.0: A HD Texture Pack

Post by kingoftheinternet »

I like this a lot, kind of silly IMO that the default textures are so low-res. Two things:

1. WaiTex doesn't seem to cooperate with ExtraChests, despite the note in 0.8 that seems to say it should. Among other things, ExtraChests adds a consistent tinting scheme to the Bobmods levelled constructs (which AFAIK all use base textures) that indicate which level a construct is. I dunno which of you would have to change something to make these two mods cooperate, but there you have it.

2. The "weird inserter hands" thing that happened a month ago is still present for me. Deleting crop-cache.dat didn't fix it.

(And yes, I'm pretty sure I'm using version 1.0.0.)

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Re: [MOD 0.12.x] WaiTex 1.0.0: A HD Texture Pack

Post by Orphauneus »

Great mod I want to give you a kiss
I'm the kind of guy that gets lost shopping looking for milk (I'm saying i'm dumb...)

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Re: [MOD 0.12.x] WaiTex 1.0.0: A HD Texture Pack

Post by Crusha »


keyboardhack
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Re: [MOD 0.12.x] WaiTex 1.0.0: A HD Texture Pack

Post by keyboardhack »

Version 1.0.1
  • fixed fast inserter
  • fixed smart inserter
  • fixed compatibility with modded trees
  • updated checmical plant
  • updated oil refinery
  • updated player
  • updated small pump
  • updated stone wall
  • updated storage tank
Full version: https://github.com/TheAIBot/WaiTex/rele ... _1.0.1.zip
1GB version: https://github.com/TheAIBot/WaiTex/rele ... _1.0.1.zip

kingoftheinternet wrote: 1. WaiTex doesn't seem to cooperate with ExtraChests, despite the note in 0.8 that seems to say it should. Among other things, ExtraChests adds a consistent tinting scheme to the Bobmods levelled constructs (which AFAIK all use base textures) that indicate which level a construct is. I dunno which of you would have to change something to make these two mods cooperate, but there you have it.
'ExtraChests seems to be using it's own textures instead of putting a layer over the base games textures so you would have to convice the author of ExtraChests to use layers. Using layers will reduce the file size of ExtraChests and lower the vram usage in addition to making it compatible with WaiTex.

Crusha wrote:Error:

http://prntscr.com/b0veu1
I can't reproduce this so i assume the download was corrupted somehow. If downloading the mod again doesn't work then i would like a list of all the mods you use so i can test it.
Last edited by keyboardhack on Sun Jul 03, 2016 11:16 pm, edited 1 time in total.
Waste of bytes : P

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Re: [MOD 0.12.x] WaiTex 1.0.1: A HD Texture Pack

Post by bbgun06 »

Thanks for the update! Since the game started comparing hashes of each mod before allowing multiplayer connections, it is no longer possible for one player to have the 1GB version while another has the full version. Have you thought of any ways around this?
Last edited by bbgun06 on Wed May 11, 2016 12:37 pm, edited 1 time in total.

keyboardhack
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Re: [MOD 0.12.x] WaiTex 1.0.1: A HD Texture Pack

Post by keyboardhack »

bbgun06 wrote:Thanks for the update. Since the game started comparing hashes of each mod before allowing multiplayer connections, it it no longer possible for one player to have the 1GB version while another has the full version. Have you thought of any ways around this?
I have thought about it and i think the only realistic thing i can do is wait for the devs to somehow implement a way to mark a mod as a texture pack so the game could drop the hash check. Either that or you could manually move the whole mod into the base game folder so the base game is modified without the mod is visible to the game and hope that the base game isn't hashed aswell.
Waste of bytes : P

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Re: [MOD 0.12.x] WaiTex 1.0.0: A HD Texture Pack

Post by Crusha »

keyboardhack wrote:Version 1.0.1
Crusha wrote:Error:

http://prntscr.com/b0veu1
I can't reproduce this so i assume the download was corrupted somehow. If downloading the mod again doesn't work then i would like a list of all the mods you use so i can test it.
I have tested all my mods. The Mod "MAIN-DyTech-Power_1.9.9" produces the error.

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Re: [MOD 0.12.x] WaiTex 1.0.0: A HD Texture Pack

Post by keyboardhack »

Crusha wrote:
keyboardhack wrote:Version 1.0.1
Crusha wrote:Error:

http://prntscr.com/b0veu1
I can't reproduce this so i assume the download was corrupted somehow. If downloading the mod again doesn't work then i would like a list of all the mods you use so i can test it.
I have tested all my mods. The Mod "MAIN-DyTech-Power_1.9.9" produces the error.
Found what caused the error.
It's a bug in dytech power which causes WaiTex to crash. I made a fix to dytech so hopefully the next version of dytech power is compatible with WaiTex.

If you can't wait for that then you can fix the error yourself by replacing line 180 in MAIN-DyTech-Power_1.9.9\prototypes\functions.lua with

Code: Select all

function SteamHorizontalPictures(Scale, Tint)
and line 194 in the same file with

Code: Select all

function SteamVerticalPictures(Scale, Tint)
Waste of bytes : P

Crusha
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Re: [MOD 0.12.x] WaiTex 1.0.1: A HD Texture Pack

Post by Crusha »

Oh cool thx guy ;) its works ^^

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Re: [MOD 0.12.x] WaiTex 1.0.1: A HD Texture Pack

Post by SlimRickets »

loving this texture pack bud. looks clean and crisp. makes the game all that much better. :D :D :D :D :D

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Re: [MOD 0.12.x] WaiTex 1.0.1: A HD Texture Pack

Post by SlimRickets »

loving this texture pack bud. looks clean and crisp. makes the game all that much better. :D :D :D :D :D

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