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

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

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

Post by kirazy »

bobingabout wrote: Wed Mar 25, 2020 12:15 pmCopper-tungsten alloy is one of the things I didn't look up a reference at all. it was originally a DyTech thing, so just used something approximately the same colour he did.
When it came to doing the pipe graphics, since Copper is this orangey colour, and Tungsten is black, I just, went somewhere between, made a dark copper. I'm amazed how much real Copper-Tungsten just looks like "Dark Copper"
Your rendition on the right though, looks more brown, perhaps add a little more saturation to it, make it slightly more on the orange side? Not to the extreme of the left image though.
Copper-tungsten is interesting; it's not an alloy, properly speaking, but a composite material since they don't dissolve into each other.
copper-tungsten-60.png
copper-tungsten-60.png (8.43 KiB) Viewed 5166 times
copper-tungsten-64.png
copper-tungsten-64.png (8.46 KiB) Viewed 5166 times
copper-tungsten-68.png
copper-tungsten-68.png (8.49 KiB) Viewed 5166 times
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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kirazy wrote: Wed Mar 25, 2020 5:07 pm
bobingabout wrote: Wed Mar 25, 2020 12:15 pmCopper-tungsten alloy is one of the things I didn't look up a reference at all. it was originally a DyTech thing, so just used something approximately the same colour he did.
When it came to doing the pipe graphics, since Copper is this orangey colour, and Tungsten is black, I just, went somewhere between, made a dark copper. I'm amazed how much real Copper-Tungsten just looks like "Dark Copper"
Your rendition on the right though, looks more brown, perhaps add a little more saturation to it, make it slightly more on the orange side? Not to the extreme of the left image though.
Copper-tungsten is interesting; it's not an alloy, properly speaking, but a composite material since they don't dissolve into each other.

copper-tungsten-60.pngcopper-tungsten-64.pngcopper-tungsten-68.png
I'm not sure about Tungsten Carbide... but that's the same deal with the Nickel in Tungsten. Tungsten is hard to melt, but Nickel is easy to melt. But melting the Nickel into the powedered tungsten, it causes the tungsten to bond to itself, but the nickel is just dispersed within it, as a composite. It's like a low temperature method of smelting Tungsten.

As for your 3 pictures of Copper-Tungsten pipe there... I don't really see all that much difference between them, but they do seem better than the one on the previous page, Yes, I realise the difference is very minor, but you managed to make it look better with this small change.
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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Oh, trust me, I appreciate the power of tiny tweaks when it comes to graphics.

If you don't have a preference between the three, I will use the least saturated of them, the ct-60.
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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kirazy wrote: Wed Mar 25, 2020 8:34 pm Oh, trust me, I appreciate the power of tiny tweaks when it comes to graphics.

If you don't have a preference between the three, I will use the least saturated of them, the ct-60.
sure.
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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And done... now to do remnants then make the low-res versions.
Image

Honestly, the explosions, and remnants are part of why I'm doing this: https://youtu.be/JbM-NpfBAGs
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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Snazzy electronics assembling machine sprites (I wanted to be able to distinguish them from mini-machine assembling machines):


Also, can someone please help me out with a more elegant solution to adding additional layers to a table, aside from the workable

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enity.animation.layer[6] = blah
enity.animation.layer[7] = blah
enity.animation.layer[8] = blah
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Post by bobingabout »

kirazy wrote: Thu Mar 26, 2020 10:58 am Snazzy electronics assembling machine sprites (I wanted to be able to distinguish them from mini-machine assembling machines):


Also, can someone please help me out with a more elegant solution to adding additional layers to a table, aside from the workable

Code: Select all

enity.animation.layer[6] = blah
enity.animation.layer[7] = blah
enity.animation.layer[8] = blah
I'd probably go with table.insert, it's what my library does to add new ingredients (or anything really) to the end of a list without knowing it's length.

Quote from LUA Wiki:
table.insert(table, [pos,] value)
Insert a given value into a table. If a position is given insert the value before the element currently at that position:

> t = { 1,3,"four" }
> table.insert(t, 2, "two") -- insert "two" at position before element 2
> = table.concat(t, ", ") -- output the table as a string
1, two, 3, four
If no position is specified we append the value to the end of the table:

> table.insert(t, 5) -- no position given so append to end
> = table.concat(t, ", ")
1, two, 3, four, 5
When a table has an element inserted both the size of the table and the element indices are updated:

> t = { 1,"two",3 } -- create a table
> = # t -- find current size
3
> table.foreach(t, print) -- display the table contents
1 1
2 two
3 3
> table.insert(t, 1, "inserted") -- insert an element at the start
> = table.concat(t, ", ") -- see what we have
inserted, 1, two, 3
> = # t -- find the size
4
> table.foreach(t, print) -- the indexes have been updated
1 inserted
2 1
3 two
4 3
When no position is specified the element is inserted at the end of the table according to the calculated size. The size of a table may be user specified and not reflect the number of elements, e.g.,

> t = { 1,"two",3; n=10 } -- create a table with user size
> table.insert(t, "end") -- insert with no position inserts at "end"
> table.foreach(t, print) -- display the table contents
1 1
2 two
3 3
11 end
n 11
so basically, just go with:

Code: Select all

table.insert(enity.animation.layer, blah)
or perhaps if you were adding a mask layer to an entity that usually only has a base and shadow layer:

Code: Select all

table.insert(enity.animation.layer, 2, blah) -- puts the new layer in table position 2, shuffles everything else (EG shadow) to position 3+
Though keep in mind, Although I've only ever used the first example myself, it's rare to find anything in a LUA tutorial or Wiki that doesn't work in Factorio.
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Post by kirazy »

Trying to determine the best way to indicate tier on the pumpjacks. My current idea involves a stripe of paint, rather than solid-colored parts, since the jacks aren't a grey:

Prototype (I haven't cleaned it up):
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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kirazy wrote: Sat Apr 04, 2020 6:35 am Trying to determine the best way to indicate tier on the pumpjacks. My current idea involves a stripe of paint, rather than solid-colored parts, since the jacks aren't a grey:

Prototype (I haven't cleaned it up):
Simple... but yet it seems to work.
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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Finished mask:


Simple, but I realllllly like how well that turned out. Particularly given trying to find something else to color just all looked bad.
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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kirazy wrote: Mon Apr 06, 2020 12:25 am Finished mask:


Simple, but I realllllly like how well that turned out. Particularly given trying to find something else to color just all looked bad.
sometimes just a splash of paint works wonders.
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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At last. This has been my least favorite entity to do.



Gonna tweak the color though, so that tier 3 actually is distinguishable.
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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kirazy wrote: Wed Apr 08, 2020 7:44 am At last. This has been my least favorite entity to do.



Gonna tweak the color though, so that tier 3 actually is distinguishable.
Yeah, they don't have to be that particular shade of blue, that's just the one I used.
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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Image

Aside from the bug... belts are done. :D

And since Miniloaders uses graphics I made for it now, I can make them match nicely too! :D
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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Image

I tweaked the electrolyser mask/highlights (the darker walls is the new version). It's not darker per se, but I think it works better. I tried a number of things to make it darker but they don't work for my colors. :C

The only remaining issue is that it's more... reflective than your typical vanilla entity, and that's really something that has to be fixed in Blender.

Edit: I lied, I don't like the new highlights, so here's new mask with old highlights compared with new mask with new highlights:
Image

Darker is new mask + old highlights.
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Post by bobingabout »

kirazy wrote: Sun Apr 19, 2020 9:06 am Image

I tweaked the electrolyser mask/highlights (the darker walls is the new version). It's not darker per se, but I think it works better. I tried a number of things to make it darker but they don't work for my colors. :C

The only remaining issue is that it's more... reflective than your typical vanilla entity, and that's really something that has to be fixed in Blender.

Edit: I lied, I don't like the new highlights, so here's new mask with old highlights compared with new mask with new highlights:
Image

Darker is new mask + old highlights.
Yeah, I think the new darker version is better.
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Post by Eloth »

How many of these reskins have been added to the bob's mods. Also any plans on any circuits reskins
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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Eloth wrote: Thu Apr 30, 2020 3:47 pm How many of these reskins have been added to the bob's mods. Also any plans on any circuits reskins
Circuits have been reskinned about 4 times already

Electrolysers and Chemical plants have been added to Bob's mods already.
Turrets are on the list of things to do, along with the latest Electrolyser update.
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

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Eloth wrote: Thu Apr 30, 2020 3:47 pm How many of these reskins have been added to the bob's mods. Also any plans on any circuits reskins
My plan is to make this play nice with ShinyBobsGFX, and then eventually do my own version of items/entities where appropriate. But like Bob said, circuits have been done to death. I have some ideas for equipment, though.
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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Post by kirazy »

Image
:D

No tier labels on items on belts. And the shadow cast by the mask... isn't the worst... but...
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