[0.18] Need suggestions/feedback for a WIP reskin mod...

Some mods, made by Bob. Basically streaks every Factroio-area.

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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Post by bobingabout »

kirazy wrote:
Wed Mar 11, 2020 10:24 am
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.

Image

Added the ability to tweak the tier colors with hex codes:
Image
they do look better than the steam engines you posted previously.
and, that is something I should consider for my mod... the problem is a lot of my entities just have a burned in colour. Some like the chemical plant and assembling machine did/do have a mask, others like science packs and inserters are hard-recoloured.
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Post by kirazy »

Thoughts?

New HR graphics from Youki
Image

Different ideas for coloring them:
ImageImageImage

Edit: Got the new hr zone expander sliced, diced, and shifted properly:

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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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kirazy wrote:
Fri Mar 13, 2020 1:56 am
Thoughts?

New HR graphics from Youki
Image

Different ideas for coloring them:
ImageImageImage

Edit: Got the new hr zone expander sliced, diced, and shifted properly:
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.

Since these are based on things made for me... I'd like a copy of these updates too.
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Post by kirazy »

bobingabout wrote:
Fri Mar 13, 2020 2:06 pm
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, because the lr definitely doesn't have them.
bobingabout wrote:
Fri Mar 13, 2020 2:06 pm
Since these are based on things made for me... I'd like a copy of these updates too.
That's fine with me, I'll send you a copy of the stuff when I'm finished with them.

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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Post by valneq »

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.

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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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valneq wrote:
Fri Mar 13, 2020 9:05 pm
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.
Maybe, I have asked for some of them.
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Post by kirazy »

valneq wrote:
Fri Mar 13, 2020 9:05 pm
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-retentive-attention-to-detail I prefer.

For example, shifting the assembling machines so everything is properly aligned. It's a huge mess in Bob's mods natively, and in Zombiee's reskin, neither of which match the base alignment.

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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Post by kirazy »

Alright, finished converting the existing body of work to tintable color masks:
https://i.imgur.com/8uQhofS.png

With the standard colors (and with ingredient-mapped tiers):
https://i.imgur.com/02uJoD0.png

Now to make new stuff. :D

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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Post by kirazy »

Need some feedback. I'm leaning to doing this (but substantially cleaned up, this is really rough so I can see how it looks):
hr-oil-refinery-all.png
hr-oil-refinery-all.png (1010.62 KiB) Viewed 3735 times
Or this, and now that I see them side by side, I think more this than the previous one:
hr-oil-refinery-all-minus-rings.png
hr-oil-refinery-all-minus-rings.png (1007.06 KiB) Viewed 3734 times
I have these sets of components:
smoke-stack.png
smoke-stack.png (996.4 KiB) Viewed 3735 times
rusted-tanks.png
rusted-tanks.png (1003.14 KiB) Viewed 3735 times
rings.png
rings.png (1003.63 KiB) Viewed 3735 times
smooth-tanks.png
smooth-tanks.png (1003.1 KiB) Viewed 3735 times

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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Post by bobingabout »

kirazy wrote:
Sun Mar 15, 2020 5:06 am
Need some feedback. I'm leaning to doing this (but substantially cleaned up, this is really rough so I can see how it looks):
hr-oil-refinery-all.png

Or this, and now that I see them side by side, I think more this than the previous one:
hr-oil-refinery-all-minus-rings.png

I have these sets of components:
smoke-stack.png
rusted-tanks.png
rings.png
smooth-tanks.png
the top two look like there's too much colour
the rest look like there's not enough colour.

but the colourisation itself looks good.
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Post by kirazy »

bobingabout wrote:
Sun Mar 15, 2020 2:35 pm
the top two look like there's too much colour
the rest look like there's not enough colour.

but the colourisation itself looks good.
I have some awkward constraints for this one, lol.

1. I won't color pipes.
2. What I color in one orientation, must be colored in all orientations.

The oil refinery is almost entirely pipes, and what isn't a pipe isn't in all orientations. The oil refinery isn't a 3D object they rotated four times to make four rotations, they made four separate collections of things that vaguely shift around to make four rotations. Which is a fine way to do things and have something be visually recognizable, but makes coloring weird.

It's also weird to color some of a type of object, but not all.

Which is a long way to say I totally agree the top two have too much color, but take anything more out and then I feel they don't have enough, xD. They balance in the 2nd one I think is similar to what I have in some other entities, such as the boiler or steam turbine.

I think I may go with this, or the 2nd. Haven't decided, I'm doing my math final while I let it stew.
hr-oil-refinery-no-rings-main-tower.png
hr-oil-refinery-no-rings-main-tower.png (1006.54 KiB) Viewed 3694 times

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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Post by bobingabout »

kirazy wrote:
Sun Mar 15, 2020 10:40 pm
bobingabout wrote:
Sun Mar 15, 2020 2:35 pm
the top two look like there's too much colour
the rest look like there's not enough colour.

but the colourisation itself looks good.
I have some awkward constraints for this one, lol.

1. I won't color pipes.
2. What I color in one orientation, must be colored in all orientations.

The oil refinery is almost entirely pipes, and what isn't a pipe isn't in all orientations. The oil refinery isn't a 3D object they rotated four times to make four rotations, they made four separate collections of things that vaguely shift around to make four rotations. Which is a fine way to do things and have something be visually recognizable, but makes coloring weird.

It's also weird to color some of a type of object, but not all.

Which is a long way to say I totally agree the top two have too much color, but take anything more out and then I feel they don't have enough, xD. They balance in the 2nd one I think is similar to what I have in some other entities, such as the boiler or steam turbine.

I think I may go with this, or the 2nd. Haven't decided, I'm doing my math final while I let it stew.
hr-oil-refinery-no-rings-main-tower.png
not bad, maybe just a little too much green on it, but it's not bad.
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Post by kirazy »

bobingabout wrote:
Sun Mar 15, 2020 10:52 pm
not bad, maybe just a little too much green on it, but it's not bad.
It should look better done properly compared to the rough, since the proper version pulls in all the rust.

Rough:
hr-oil-refinery-rough.png
hr-oil-refinery-rough.png (1006.54 KiB) Viewed 3672 times
Final:
hr-oil-refinery-final.png
hr-oil-refinery-final.png (1012.13 KiB) Viewed 3672 times

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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Post by kirazy »

Ok, I don't want to open the Pandora's box that is trying to edit the electrical light animations, so no adding models or doubling height for the accumulators.

So, my idea was to vary the color of the wires, and leave the standard accumulator as-is, since it doesn't really have an associated tier:

Standard
Image

Slow
Image

Fast
Image

High Capacity (leaving the wires alone, but colored cells):
Image

I'm taking input on wire colors...

Edit: Eeeh, wires not very readable in-game unless you're zoomed in. Hm. Could color the crossbar...

This is what I have to work with:
Image

I'm thinking of just coloring the metal platform/grid differently between the three types; varying shades/darknesses...

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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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kirazy wrote:
Mon Mar 16, 2020 10:01 am
Edit: Eeeh, wires not very readable in-game unless you're zoomed in. Hm. Could color the crossbar...
Wires aren't very readable, no... in fact I didn't even notice that's what you'd done until I read it.
kirazy wrote:
Mon Mar 16, 2020 10:01 am
This is what I have to work with:
Image

I'm thinking of just coloring the metal platform/grid differently between the three types; varying shades/darknesses...
I'd have to look at the animation again, but from what I recall, the only important parts of that is the top of the accumulator.
if you increase the height for high capacity, you could adjust the offset height of the animation.

On closer inspection, it does light up the metal base a little, but I'd probably do what I said anyway.
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Post by kirazy »

I've never been happier:

Without my mod, 1 layer per bot:
https://i.imgur.com/aZsdRMO.jpg

With my mod, 3 layers per bot:
https://i.imgur.com/MykX8Zp.jpg

20,660 bots, and FPS about the same.

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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Post by bobingabout »

kirazy wrote:
Wed Mar 18, 2020 10:14 pm
I've never been happier:

Without my mod, 1 layer per bot:
https://i.imgur.com/aZsdRMO.jpg

With my mod, 3 layers per bot:
https://i.imgur.com/MykX8Zp.jpg

20,660 bots, and FPS about the same.
that's a lot of bot.

Also, look at bobpower, I made a poor attempt at a large accumulator.
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Post by kirazy »

It's not bad. It's about the same amount of shift as my experiment was:

Image

Edit: TBH, if you like this, I've thought of a fairly straightforward way to edit the animation easily.

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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Post by bobingabout »

kirazy wrote:
Wed Mar 18, 2020 11:53 pm
It's not bad. It's about the same amount of shift as my experiment was:

Image

Edit: TBH, if you like this, I've thought of a fairly straightforward way to edit the animation easily.
it looks decent, but just consider the issue I had when I made mine, which is why the bottom is duplicated.
if you raise the electrodes at the back, you also have to raise the electrodes at the front, because the animation has electricity arc between the 4 of them.
it probably needs an adjustment to the arms holding up the electrodes if you want to avoid doing what I did.
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Post by kirazy »

I didn't move the electrodes, so that shouldn't be an issue.

Changing the animation should be as simple as cutting out the same layer I did to make the top part, and then duplicating the mask.

With some touchups. :D



Edit: Idea for alien lab:


And my idea for lab-2, since it's not really a "tier" is to make it look less rundown:


Labs in general though, not a lot of ideas for what to do with them.

There's the regular lab, lab-2, the alien lab, and the module lab. They're not really related to one another, aside from lab-2 and lab, so not sure what the vision was when you did the initial graphics.

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