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[mod] Sized Apparel Retexture


zero112

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Posted
On 3/17/2023 at 10:41 PM, Platonicator said:

Is the SAR-Body alpha dependant on Sized Apparel like Sized Apparel Retexture is or is it standalone and I should use it instead of Sized Apparel?

dependent

Posted (edited)

Guys, we need the help of people who understand RW coding.

who is in the subject - described the problem under the spoiler:

Spoiler

I'm slowly working on the SAR-body here. And I came across the fact that you need to add the right lines in SizedApparel (1.4wip23)\1.4\Defs\BodyAddonDefs_HumanBody.xml. I spent half a day trying to figure out PatchOperationAdd, PatchOperationInsert and other garbage. I couldn't, I'm stupid.

image.png.9cbc5e63b08a500a7dfae9ba2ed43893.png

i need to add this piece here to show nipples on fat bodies. This should be done for both the Hulk and the Male, but according to anology, I can do it myself. I really don’t want to replace the def in the original fashion, I want it to be beautiful and just add it with a patch. The problem is, my hands are assholes. In general, who knows - help pliz! It’s better to immediately throw off the patch, I don’t think I can understand the explanations =(

my attempt to create this patch:

<?xml version="1.0" encoding="utf-8" ?>

<Patch>
  <Operation Class="PatchOperationInsert">
    <xpath>Defs/SizedApparel.BodyDef[defName = "Human"]/bodies/Li[4]/Addons</xpath>
    <value>
			

<li>
<partName>Nipples</partName>
<boneName>Breasts</boneName>
<defaultHediffName>Breasts</defaultHediffName>
<bodyPartOf>Breasts</bodyPartOf>
<colorType>Nipple</colorType>
<isBreasts>true</isBreasts>
<mustHaveBone>false</mustHaveBone>
<centeredTexture>false</centeredTexture>
<depthOffset>
<south>0.0114</south>
	<north>0.0011</north>
	<east>0.0114</east>
	<west>0.0114</west>
	</depthOffset>
</li>


    </value>
  </Operation>
</Patch> 


 



in general, the textures of the archotec and bionic spare parts (breast, vagina, penis) are already ready.
222 nipple textures... just one nipple! It remains only to defeat the patches and make it all work fine


 

Edited by zero112
Posted (edited)
19 hours ago, zero112 said:

 

Do you need help to create the patch content on the picture?
Since English is not my language, I am asking for confirmation.

I directly write the patch first, which can be used directly and needs to be tested again

Spoiler

<?xml version="1.0" encoding="utf-8" ?>

<Patch>
  <Operation Class="PatchOperationInsert">
    <xpath>Defs/SizedApparel.BodyDef[defName = "Human"]/bodies/li[4]/Addons/li[1]</xpath>
    <value>
    
  <li>
    <partName>Breasts</partName>
    <boneName>Breasts</boneName>
    <defaultHediffName>Breasts</defaultHediffName>
    <bodyPartOf>Breasts</bodyPartOf>
    <colorType>Skin</colorType>
    <isBreasts>true</isBreasts>
    <centeredTexture>false</centeredTexture>
    <depthOffset>
      <south>0.0113</south>
      <north>0.001</north>
      <east>0.0113</east>
      <west>0.0113</west>
    </depthOffset>
  </li>

    </value>
  </Operation>
</Patch>

 

Edited by darknoss
Posted
19 minutes ago, zero112 said:


Yes, I would be very grateful if someone made a patch. You need to throw a piece of text into DEF from the original SA

I also communicate through google translate, so our conversation is as strange as possible ?

I have already completed the patch for that topic. If you have any questions, let me know

Posted
Just now, darknoss said:

I have already completed the patch for that topic. If you have any questions, let me know


image.png.d1bff41b05854083e92f03e814fc039f.png

You fucking wizard - it worked!!!

Can I sometimes write you questions in a personal if I run into codes again? And then I still do not understand these Li

I also communicate through google translate, so our conversation is as strange as possible

Posted
9 minutes ago, zero112 said:


image.png.d1bff41b05854083e92f03e814fc039f.png

You fucking wizard - it worked!!!

Can I sometimes write you questions in a personal if I run into codes again? And then I still do not understand these Li

I also communicate through google translate, so our conversation is as strange as possible

Welcome to your question, but I just happened to learn how to make patches, and I won't be able to use too sophisticated programs.

And the patch you wrote is almost complete, but it hasn't been assigned to the location you want.

It's good for everyone to have more SA content to use, after all, there are only a few people who make MODs~

Posted

Hm.
Found out an unpleasant fact - to save weight, I squeezed the textures (from 512X512 to 256X256). It also went with the retexture of clothes - I compared it there and the quality almost did not change, unlike the weight (80kb -> 13kb) However, on smaller parts of the body - it turned out to be very noticeable.


 

Spoiler

image.png.f0b2ef038ec4c6ec512693edcf24f5a8.png


 

 

How important is weight to a mod? Maybe it's better not to pinch and save in good quality? I still do the originals 512X512.

Posted
39 minutes ago, zero112 said:

How important is weight to a mod? Maybe it's better not to pinch and save in good quality? I still do the originals 512X512.

It depends. Most people will be able to run the 512X512 with no problem, but some people with older computers might need the pinched ones. It's not due to the file weight, but it's due to how RimWorld runs, at the very least in part, on Java. They may also have problems if they have hundreds of mods, but usually that just lengthens load times and world generation. On rare occasions, it will crash the game on older computers.
You have three options. You can make lighter (256x256) for compatibility with older or weaker computers, you can post the originals which will work for most people, or you can release both to satisfy both groups. As an artist, I can understand how the final option might be stressful.

Posted (edited)
13 hours ago, zero112 said:

How important is weight to a mod? Maybe it's better not to pinch and save in good quality? I still do the originals 512X512.

I personally enjoy the higher res mods more, especially considering that if you play with RJW you're likely using Camera+ as well to zoom in on the action, so to speak. If you're going for vanilla zoom levels, lower res is more than enough, in my opinion. But the blurriness becomes really noticeable otherwise, so I'd argue 512x512 is fine. If it's not too much work, I'd say that offering two versions of the mod, one for perfomance and one for quality is the best course of action. If that's too much work, I'd prefer the version with higher res textures.

Edited by GrimReaper
Posted

So I'm currently running into this issue and it really bugs me out and apparently the solution that everyone told me is to edit every single sprite that is related to female body back/north side. Is there a way to realign the body through some code?

 

Posted (edited)
1 hour ago, pinbeo said:

So I'm currently running into this issue and it really bugs me out and apparently the solution that everyone told me is to edit every single sprite that is related to female body back/north side. Is there a way to realign the body through some code?

 


Wow dude. As I understand you. The lack of symmetry - it came from the original SA, apparently OTYOTY is not a perfectionist. I would love to fix this in SAR-body, but before that I made a huge number of textures for SAR clothes.

Accordingly, if you now align and tidy up the textures, then all the clothes will shift. And there are more than a thousand textures. So I pretend that everything is OK and try not to pay attention.



the body parts themselves can be promoted using a patch to this defu:
SizedApparel (1.4wip23)\1.4\Defs\SkeletonDef\_HumanSkeletonDef.xml
and yes, if you still decide to move the textures - can you pliz immediately with SAR-body? and then we'll throw the patch here ?
I'll even throw the exclusive alpha version to you ?
SAR-Bodies_2.3a.7z

Edited by zero112
Posted

Nah I don't think I will do that. Because even with only the Female Body North there are probably hundreds of Sprites I will have to fix. I look up some of old posts by OTY and there are mentions that you will be able to adjust the body position but I don't think that feature is in 23 yet.

Posted (edited)
17 minutes ago, pinbeo said:

Nah I don't think I will do that. Because even with only the Female Body North there are probably hundreds of Sprites I will have to fix. I look up some of old posts by OTY and there are mentions that you will be able to adjust the body position but I don't think that feature is in 23 yet.


SizedApparel (1.4wip23)\1.4\Defs\SkeletonDef\_HumanSkeletonDef.xml     - here you can adjust the offset with the code, without editing the sprites (except for the body itself, but this way there are less than ten sprites).

 

Spoiler

image.png.fa1c1a9c436d6567c94dbc07949e281f.png



SizedApparel (1.4wip23)\Tools\SizedApparelTool\main.py   - this looks like some kind of editing tool, but it's not accurate. It’s much more convenient for me to work with sprites ?
 

Edited by zero112
Posted
47 minutes ago, zero112 said:

SizedApparel (1.4wip23)\Tools\SizedApparelTool\main.py   - this looks like some kind of editing tool, but it's not accurate. It’s much more convenient for me to work with sprites ?
 

I don't know how to run that one

Posted

I actually went and edited the bodies and some apparels. It looks like if they don't have breasts like pants they can be reused for all size.

Posted

I have noticed in the last alpha of the SAR bodies  (2.3a)  that the penis isn't aligned in the right position for worman/futanari pawns: caa918b46c291eb28cf1876f59a2bd13.png

That doesn't seems to be an issue for males pawn however.

Posted
1 hour ago, Mach said:

I have noticed in the last alpha of the SAR bodies  (2.3a)  that the penis isn't aligned in the right position for worman/futanari pawns: caa918b46c291eb28cf1876f59a2bd13.png

That doesn't seems to be an issue for males pawn however.

 

To add to this, seems like it's only affecting female standard bodies

Posted
3 hours ago, Mach said:

 

To add to this, seems like it's only affecting female standard bodies


build 2.3a I threw off pinbeo, this is not a release version and some textures are broken there (working progress, that's all).

you can try this one - here I seem to have already corrected everything.
But it's better to install a more or less stable 2.2a and wait for 2.4a to come out. According to the idea, not very long - as soon as I finish the hydraulic vaginas, I will release them.


SAR-Bodies_2.31a.7z

 

Posted (edited)

glad you're back working on this glorious mod!!!

For whatever it's worth I really hope you keep the textures as high def as possible for ppl like me who play in 4k on a tv. It's seriously noticeable when shrunk textures. I think the vast majority of the community would also like more HD textures.

Edited by fastlanepoop
Posted
On 3/29/2023 at 11:18 AM, zero112 said:


build 2.3a I threw off pinbeo, this is not a release version and some textures are broken there (working progress, that's all).

you can try this one - here I seem to have already corrected everything.
But it's better to install a more or less stable 2.2a and wait for 2.4a to come out. According to the idea, not very long - as soon as I finish the hydraulic vaginas, I will release them.


SAR-Bodies_2.31a.7z 17.76 MB · 78 downloads

 

I've added this to my modlist and it's still not helping with the issue of futanari penises being way too offset. To add to this, I've noticed that despite there being textures for differing sizes, futanari pawns seem to get stuck with only one size of texture that doesn't change, even if the RJW hediff is adjuste (such as making a large penis into a small one).

Posted (edited)
37 minutes ago, NikitaRGX said:

I've added this to my modlist and it's still not helping with the issue of futanari penises being way too offset. To add to this, I've noticed that despite there being textures for differing sizes, futanari pawns seem to get stuck with only one size of texture that doesn't change, even if the RJW hediff is adjuste (such as making a large penis into a small one).


some kind of mystic. Throw off your list of mods, although it’s unlikely that I’ll see anything interesting there ... I have no idea where this texture comes from, Mach wrote about the offset above - note that its texture is suspiciously similar to yours.

There is no such thing in SA, there is no such thing in rimnud, and there is no such thing in Otinud for rimnud.
Not in SAR. You didn't install other mods like Chaeren's Apparel v3, Sized apparel texture mod for sexslave, Lewd Clothing, but even if you did, I don't remember that there was such a texture.

Some mods from Steam are unlikely to contain the texture of the penis with the address BodyParts\Human\Penis\ , that would be strange.

Edited by zero112
Posted (edited)
50 minutes ago, zero112 said:


some kind of mystic. Throw off your list of mods, although it’s unlikely that I’ll see anything interesting there ... I have no idea where this texture comes from, Mach wrote about the offset above - note that its texture is suspiciously similar to yours.

There is no such thing in SA, there is no such thing in rimnud, and there is no such thing in Otinud for rimnud.
Not in SAR. You didn't install other mods like Chaeren's Apparel v3, Sized apparel texture mod for sexslave, Lewd Clothing, but even if you did, I don't remember that there was such a texture.

Some mods from Steam are unlikely to contain the texture of the penis with the address BodyParts\Human\Penis\ , that would be strange.

In the interests of trying to keep it concise, these are all the RJW/Submods I have installed currently. I've tried digging through a few mods to see if there's any of them with a penis texture but I haven't found anything yet.

lewdmods.png

 

UPDATE: I've figured out where this errant penis texture comes from, it's from the AKT_LewdClothes mod. For some reason they have penis textures in them that seem to overwrite textures from every other mod. Unusual, considering it was meant to be associated with SA stuff in the first place.

Edited by NikitaRGX

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