RimWorld

RimWorld

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Gene Tools - Forked
   
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Mod, 1.4, 1.5
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7 okt, 2023 @ 17:21
31 maj @ 17:55
14 ändringsnotiser ( visa )
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Gene Tools - Forked

Beskrivning
Fork of a modding tools for creating xenos.

See the original wiki for most info: https://github.com/prkrdp/GeneTools/wiki
Original: https://steamcommunity.com/sharedfiles/filedetails/?id=2889514606

Source code: https://github.com/tinywhitecats/GeneTools

As this has the same id as Gene Tools, you should not be subscribed to both at once.

Differences here from the experimental branch:

- Apparel texture patch is now done per-apparel instead of the entire update function (better compatibility).
- Head to helmet checking is off by default.
- New headtype extension as GeneToolsHeadTypeDef.enforceHelmets extension. Enables the head to helmet checking. Vanilla head types are no longer patched to support all helmets! No reason for that now.
- HAR compatibility improved and integrated - always on if HAR is installed.
- Refactored source code.
- New hair extension as GeneToolsHairDef.useSkinColor. Enabling this passes a pawn's skin color as a second color to the hair shader. This takes priority over HairModdingPlus when enabled.
- New body and head extensions as GeneToolsBodyTypeDef.enforceOnInvisibleApparel and GeneToolsHeadTypeDef.enforceOnInvisibleApparel. By default, invisible apparel is always acceptable on any body/head, since it will never be missing textures. Enabling this makes the head/body allowed check active on invisible apparel.
- Added forcedBodyTypesMale and forcedHeadTypesMale. Equivalent to the female-only version, these are only necessary if you want to retain unmodified female heads/bodies while overwriting male ones.

Notes:

- Vanilla bodytype genes may not cooperate with GT bodytype genes on the same pawn. In theory it's all set up for the vanilla exclusionTags to work, but in testing I couldn't get it to behave consistently.
- Changing pawn age via character editor doesn't always update body type. I should be able to fix this. For now there's a debug tool to set bodytype in the base game, so you can fix it with that.

Regarding HAR support (1.5):

- Things work pretty good. If a HAR alien has a bodytype/headtype using colorBody or useShader then HAR's shaders won't be used on that body part (which is good since colorBody and useShader's sole function is to replace the shader)
36 kommentarer
tinywhitecat  [skapare] 1 jun @ 5:08 
released shaders thing, seems good
miniusAreas 30 maj @ 15:39 
excited for head shaders fix
tinywhitecat  [skapare] 21 maj @ 18:46 
@ozeola1 Was caused by a bug in this mod, now fixed.
The stuff about editing the DLL from the old mod doesn't apply anymore, I rewrote everything anyway. There is an ingame setting to disable all the apparel fitting checks though

Also have a tentative fix for HAR head shaders, just need to test further and will release that
ozeola1 21 maj @ 15:44 
How to edit the mod? Which app i need to use to open Dll file or something? Mod wiki page is absolute BS for those who doesn't know much.

The mod doesn't allow GiantRace 1.5 to wear their clothes.
tinywhitecat  [skapare] 4 feb @ 5:45 
forgot about it. I'll take a look some time soon
miniusAreas 30 jan @ 17:59 
any news on the head shader bug with HAR? Not impatient, just curious.
蓝鱼 3 dec, 2024 @ 21:03 
Is there a way to change head size by genes?
tinywhitecat  [skapare] 30 nov, 2024 @ 15:50 
range is the radius of random positioning centered on the offset coords. And an anchor only used if the headtype.narrow = narrowCrown if narrowCrown is defined
tinywhitecat  [skapare] 30 nov, 2024 @ 15:37 
@蓝鱼 Core\Defs\Misc\BodyTypeDefs\BodyTypes.xml has the vanilla ones. Each BodyTypeDef has a list of woundAnchors. Dunno what the narrowCrown, range, or debugColor properties do, but the rest are straightforward enough.
For the Zoro mod I just copied the woundAnchors from a similar vanilla body
蓝鱼 30 nov, 2024 @ 13:03 
@tinywhitecat
Where can I find an example that shows how to define wound positions?