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

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

Post by Targa »

Since you're good with the graphic assets, any chance you could make a mod that changes the mustard yellow of the desert biome to a more sand-like beige coloring? Currently I can't play any games in the desert, that color is so offensive to my eyes.

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

Post by LyrickCZE »

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
(2.9 MiB) Downloaded 248 times
<rob> Name ONE thing that your windows comp can do that my MAC cant
<bawss> Right click.

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

Post by MonsterNya »

Maybe we should make a version of ~0.5 GB, which will be replaced by the most pixilated texture? Because I have 1GB VRAM (use 1GB version) and besides fashion nothing more I can not deliver.

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

Post by Targa »

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.
Yay! Looks awesome, thanks a million.

Marc90
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Re: [MOD 0.12.x] WaiTex 1.0.0: A HD Texture Pack

Post by Marc90 »

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.

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

Post by keyboardhack »

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.
Waste of bytes : P

Marc90
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Re: [MOD 0.12.x] WaiTex 1.0.0: A HD Texture Pack

Post by Marc90 »

keyboardhack wrote: There is definetly something wrong with that inserter. I will i will make a new release today that will fix that.
Thanks for the fast reply!

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

Post by PhasmaNL »

Thanks, this is a great mod! Really looks nice! My only request would be an updated Concrete texture. That's the only that kind of stands out when zooming in.

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

Post by keyboardhack »

PhasmaNL wrote:Thanks, this is a great mod! Realy looks nice! My only request would be an updated Concrete texture. That's the only that kind of stands out when zooming in.
I would like that aswell! I already made new textures for every tile type but i can't use them because the tile texture size can't be changed :(
I made a request to change that some time ago but it has happened yet. Only thing to do is to wait for it to be possible to mod.
New concrete texture comparison.
Image
Waste of bytes : P

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

Post by PhasmaNL »

Ok, so that's the problem. Let's hope it gets added! That texture looks nice. :)

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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

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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.

orzelek
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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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