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RimWorld More Detailed Bodies, needs programmer


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Hello, I'm a 3D artist and animator.  I make a series of 3D models called the Acheron Series and I need help to put them into a RimWorld mod.  I tried this on the normal RimWorld mod forum, but I got no takers, and it occurred to me that you guys might be more motivated.  

 

Here are some WIP preview shots:

 

Multiple Races:

 

dd168vz-47167fcd-d071-49d7-882e-ed352b25

Body Types:

dd1a1zh-8684ade2-09b1-417e-8d53-7ec290c7

 

In-game

 

https://sta.sh/0b9zu2s2ugv

 

 

After making those preview materials, it occurred to me that this is 3D and I'm a professional, I can be more interesting.  And also it's you, so they can be nude:

 

https://sta.sh/0m76lvchs2a

 

And also since it's 3D and I'm a professional, it might be possible to animate them

2019_03_03_acheronrimworld_f_scene_by_ac

 

These guys are my top sellers, but I have 20 races finished, and more in the works.  Each race has 16 color palettes and it's super easy to add more or edit them.  The all have the same starting body, and can therefore interchange animations and clothes very easily.  You can view the Acheron Series models preview materials here for more of an idea of what all I can provide:   https://www.cgtrader.com/acethesupervillain  

 

If we can change the default body types, I might add some new types, like teen, dwarven, leggy/lanky, etc.  The clothing would change shape with the rest of the rig, so it would add any extra work.  

 

I am an animator, and I can possibly provide animations or at least different poses, which should greatly increase RimWorld's potential for pornography.  The trick is to do it from the programming side, and I have no idea what it would be like to change that.  

 

It's do-able to pre-render every race and outfit in every body type in every palette swap in every pose, but that would be a really huge amount of texture files.  Instead, I know of a technique that should allow us to use the actual 3D models in game, but I'm not a good enough programmer or familiar enough with RimWorld's modding framework to know if it's definitely possible.  The trick is to place the 3D models off to the side somewhere, and film each one doing its animations or costume changes on a separate 3D camera.  Each of these 3D cameras renders to a 2D image, which the 2D game engine uses as the sprite texture for each character.  (This is how some games do mini-maps or split screens)  This way, you can just put the 3D model and animation file in the game and let the character customization possibilities happen at run-time.  It also should be easy for other modders to add clothing or animations or races.  The downside is that, in a game like RimWorld, the extra graphical work might create game-killing lag if it's not optimized.  Now, I've heard that RimWorld allows you to use C# to add pretty much anything, but I really don't know if this is for sure possible.  

 

 

 

So that's my idea.  If you're a horny programmer RimWorld fan, I hope we can make this work.  

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Would love to see this in rimworld! I guess since rimworld uses C#, it would only be a matter of making a script that would call the animations.  It would take some serious doing, but shouldn't be entirely difficult if one were to apply themselves. Sadly, I am only proficient in java. However, since you have seemed to have done most of the legwork into turning your excellent 3d models into sprites, and given the logic that unity uses C#, it again is not outside of the realm of this becoming a reality.

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Ok, I am no expert in this matter, but it "could" be possible that this might be not a matter of programming with C#, but could possibly be done with a normal def file.  I mention "could" in quotes as I am not particularly certain of that fact, but given that I actually looked over some tutorial into adding sprites and such into the game, they all pointed to making a def file and not a C# script.  I could be wrong in this statement.  I also found tutorials on how to actually decompile the rimworld source code, which might be useful as well if need be.

 

What I purpose here is that I myself might want to take a whack at including these awesome graphics into rimworld. I of course will give you credit for the graphics if you are willing to let me take a look at what I can actually do here, and will most certainly give you progress updates as to how and if this is at all possible.  That is, if you are still interested in making this a reality...

 

EDIT: I think also that with the code for rimworld decompiled, it could be imported into and exported back out again inside the actual unity engine. I will investigate the matter, but if this is possible, it would most surely make a world changer here.

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I have a way to make this happen very easily.  As I have seen here you know how to make gifs.  Well I have found a very simple code for taking gif files and converting them into a simple C# script that I can mess around with to make a rimworld script. It is a simple enough procedure.

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wow, interest is really picking up.  I'm pleased that people like what I make.  

 

Well, I have tried to do some work making a sprite sheet that would allow all the customization options that RimWorld is famous for.  You can download them and try some programming with them.  

 

RaptorF:  https://sta.sh/01j0951lp5ud

Hair12:  https://sta.sh/01vjxrevhyp2

 

I picked RaptorF because she has ears and a tail, so this should cover a "normal" character.  There are 2687 images of RaptorF.  Each "frame" is split into 4 pieces: body, earL, earR and tail.  There are 5 frames, status image, facing south, west, north, east and downed.  (it might be better to just mirror west/east instead of having the extra frames, but there they are, if desired)  Each of those repeats for 7 body types, average, leggy, petite, thicc, fat, muscular, dwarven.  The downed pose is unfinished, but I wanted to leave room for it; at the moment, it will always revert to average body type.  And then, there are 16 color variations.  

 

The hair is 2 pieces per "frame", one that's in front of the body and one behind.  This is difficult to get right for every angle, there might be a few where the head sticks through, but I wanted to deliver something now so you can have something to start with.  

 

If desired, I could separate the colors and shadows into two passes, like the image below.  I felt like this would not be helpful, since it means having 1 shading group plus 16 color groups, instead of just 16 shading + color groups.  But maybe there's some programmy reason to do it.  

 spacer.png

Gotta say, I'm not a fan of the prerendering process.  It's a lot of work and yet still very buggy.  I'd definitely like to look into rendering the 3D models in runtime.  Especially if there's going to be sex animations, that would literally millions of images to add to the game.  The process is kind of automated, but it's still time consuming enough that I have second thoughts about taking the time to do that for a mod.  

 

@Werzagig , if you seriously have a way to add a gif or image sequence as a sprite, it should be simple enough to make a program that would render the 3D model in runtime and save it as a sprite, I could probably almost do that myself if I knew more about how to incorporate it into RimWorld.  Like, I'm a big fan of Godot, would Godot be able to export some kind of program that could work inside of RimWorld?  

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@AcetheSuperVillain: A sprite sheet will work also, as I did find a way to make that work as well!  I did digging into decompiling rimworld's source code, and there is one script that handles the pawn graphics that I can actual modify to allow this to use sprite sheets as oppose to the normal rendering process.  As I am disabled (i.e.: not working  a job currently due to a panic disorder) I have ample time to complete this form of project!

 

Edit: I can work at doing a script that can work with 3d models as well.  As to Godot, it uses python, and it would need a complex method of making a rather long set of C# scripts to get a python script to work, a process that would be total unnecessary.

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I can also point you into somewhere where you can get a simple rimworld C# tutorial if you want.  I understand it is a matter of trust, and I feel that if you are good with python, it is no real leap to learn C# as well.  I am just very eager to see this project become a reality, so you must pardon me for being a bit over zealous here. ? This is your baby after all!

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I'm not a big fan of futa or pregnancy, but the models I make are for sale and designed to be easy to modify, so anyone with enough 3D knowledge could probably add that themselves.  

 

@Werzagig I know how to do some programming, but I also know that I mostly hate programming, and it's a lot to do that on top of also making 3D graphics and animations.  I've used Unity in the past and I absolutely hate it.  I'll use it if that's the only way, but I'd rather try anything else, and Godot is the only game engine tool I've actually "liked" in years.  Godot 3.1 (released this week) has C# support for Win, Mac, Linux, would a Godot C# project work?  Here's the official info:  http://docs.godotengine.org/en/3.1/getting_started/scripting/c_sharp/index.html  I definitely know enough to program an animation state machine in Godot.  I'm not as familiar with C# as I am with Python, but I feel like it shouldn't be too big of a difference.  If it's enough to just make the animation state machine render and hand it over to you for RimWorld integration, I can definitely do that.  It's integrating with RimWorld that creeps me out.  

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Ok, well, that would work fine.  Just pm me with your work, and I'll see what I can do with it. I didn't mean to imply anything; I just wasn't sure you knew how to program. I want to see this work, and I would love to help if you still wish it. Again, I have all the time and willingness to make this work.  See what you can do, and I do the rest.  No pressure.

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1 hour ago, Werzagig said:

Ok, well, that would work fine.  Just pm me with your work, and I'll see what I can do with it. I didn't mean to imply anything; I just wasn't sure you knew how to program. I want to see this work, and I would love to help if you still wish it. Again, I have all the time and willingness to make this work.  See what you can do, and I do the rest.  No pressure.

I would love to have your help.  I will try to the animation state machine program at least started during the weekend.  I'll PM you when there's something to see.  

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  • 2 weeks later...

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