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Shashlichnik Animated Pawns Framework
   
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Mod, 1.5, 1.6
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25 Thg05, 2024 @ 5:23am
15 Thg06 @ 2:16am
13 ghi chú thay đổi ( xem )

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Shashlichnik Animated Pawns Framework

Mô tả
Framework with tools for animations. Changes nothing itself.
See Animated Revia Tails, Animated Revia Ears and Animated Revia Ears - Retexture
Thảo luận nổi bật Xem tất cả (2)
1
26 Thg09 @ 10:07am
Как я понял с Humanoid Alien Races
Rize♥♥♥
1
12 Thg09 @ 1:03am
Red Error on Startup
Fiur
16 bình luận
Шашлычник ;р  [tác giả] 27 Thg04 @ 10:26am 
@Mister, remove Defs from mod folder
Mister 25 Thg04 @ 1:34pm 
Any way to hide the button on the bottom bar?
Шашлычник ;р  [tác giả] 14 Thg04 @ 3:17pm 
Ensure this mod is up to date. Try to re-sub
Mortagon 14 Thg04 @ 2:31pm 
Also "XML error: <playOneLine>false</playOneLine> doesn't correspond to any field in type PawnRenderNodeProperties_Animated. Context: <li Class="Shashlichnik.PawnRenderNodeProperties_Animated"><playOneLine>false</playOneLine><debugLabel>RightEar</debugLabel><texPath>Things/Animated/SlowlyMovingRight/1</texPath>Hair<parentTagDef>Head</parentTagDef><useSkinShader>true</useSkinShader><useRottenColor>true</useRottenColor><rotDrawMode>Fresh, Rotting</rotDrawMode><shaderTypeDef>CutoutComplex</shaderTypeDef><subworkerClasses><li>Shashlichnik.PawnRenderSubWorker_ExposableDrawData</li></subworkerClasses><drawData><scale>0.60</scale><defaultData><offset>(-0.051, 0, 0.20)</offset><flip>False</flip><layer>92</layer></defaultData><dataNorth><flip>True</flip><layer>61</layer>
Mortagon 14 Thg04 @ 2:31pm 
Hi, getting some new red errors: "Could not find a type named Shashlichnik.PawnRenderSubWorker_ExposableDrawData
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Verse.ParseHelper:ParseType (string)
Verse.ParseHelper:FromString<System.Type> (string)
XmlExtensions.CustomXmlLoader:ObjectFromXml<System.Type> (System.Xml.XmlNode,bool,System.Xml.XmlNode,string)
XmlExtensions.CustomXmlLoader:ListFromXml<System.Type> (System.Xml.XmlNode,System.Xml.XmlNode,string)"
Шашлычник ;р  [tác giả] 13 Thg04 @ 12:37pm 
New update is released!
Now you can change animations settings - select a pawn and click "S/F" in the bottom left corner.

Please, comment if you occured any new error.
Wraith 29 Thg09, 2024 @ 10:41am 
One issue I ran into with my approach is that the tails continue to be rendered even if the part is destroyed. With HAR, the tail's body addon was tied to the tail's BodyPartDef, and if the tail was destroyed it was no longer rendered, but there doesn't seem to be any way of accomplishing this within a renderNodeProperties tag.
Wraith 29 Thg09, 2024 @ 8:43am 
That might be premature for now since the 1.5 update of the HAR version hasn't been uploaded to Steam yet. I've been testing with the 1.5 branch of it on Github. Not sure if it makes sense to include patches for that yet
Шашлычник ;р  [tác giả] 29 Thg09, 2024 @ 7:16am 
Thanks for feedback.
I can publish Github pages there so you can create PR
Wraith 29 Thg09, 2024 @ 7:04am 
I was able to get the animated tails rendering for the HAR version of Revia using your patches as an example. It wasn't too bad since the animation data was being added to the HedifDefs which the HAR version has. Just had to remove the tail body addon from the AlienRace def so that the static tails weren't also rendered. I'll have to do some playtesting though to see if everything is still working as intended.

The animated ears however seem like they'll be extra work to patch in, since the Biotech patches are adding the animation data to the GeneDef which the HAR version doesn't have.