RimWorld

RimWorld

Better Gene Graphics Framework
64 Comments
Tommy Wright III 19 Jun @ 10:23pm 
Is it possible to make Better Gene Graphics genes (such as the ones from AFU's Cosmetic Gene) override the visual aspect of other mods? For example, Alpha Genes adds its own fox tail with a boost to minimum comfortable temperature, but if I add both AG's and AFU's fox tail genes only one will show up. Or is this something that has to be patched together?
telardo  [author] 3 May @ 9:50pm 
@danime91 Hard to explain here. We can move to discord.
danime91 3 May @ 9:21pm 
Found the offsets in the hediff xmls, but those seem like universally applied offsets. If I only wanted to change the offset for specific body types, this would end up affecting them all, wouldn't it?
telardo  [author] 3 May @ 9:07pm 
@danime91 You may need to change renderNodeProperties in their hediff xml
danime91 3 May @ 7:46pm 
1.5 with all DLC. I removed most of my modlist to try to figure out what the issue is.

brrainz.harmony
ludeon.rimworld
ludeon.rimworld.royalty
ludeon.rimworld.ideology
ludeon.rimworld.biotech
ludeon.rimworld.anomaly
unlimitedhugs.hugslib
krkr.rocketman
dubwise.dubsperformanceanalyzer.steam
taranchuk.performanceoptimizer
telefonmast.graphicssettings
oskarpotocki.vanillafactionsexpanded.core
void.charactereditor
brrainz.cameraplus
m00nl1ght.mappreview
telardo.bettergenegraphicsframework
uuugggg.replacestuff
pathavoid.kv.rw
nals.facialanimation
nals.facialanimationexperimentals
erdelf.humanoidalienraces
fs.reviaracebiotech
vinzero.revia.facialanimation
telardo  [author] 3 May @ 7:29pm 
@danime91 1.4 or 1.5?
danime91 3 May @ 7:02pm 
I wanted to make some adjustments to the Revia Race (Biotech version) tail positioning, and adjusting the bodyTypeOffset values doesn't seem to change anything about how they're rendered in-game. I'm pretty sure I'm changing the right values, in <li Class="BetterGeneGraphics.BetterTailRendering">. Is there something I'm missing?
Average Rimworld Enjoyer 26 Apr @ 4:35pm 
ive got no clue why, but the 2nd time i reinstalled the mod seemed to fix it. thanks for the help
telardo  [author] 26 Apr @ 1:49pm 
@The Ultimate Autist Thanks for the log. However, it confuses me much more with referring to a class removed in 1.5. And I can't reproduce it at all. Can you try resubscribing? The file may be corrupted somehow.
Average Rimworld Enjoyer 26 Apr @ 12:33pm 
Have the same issues as speedy and uncle. Ive got nothing but prepatcher, harmony, and hugslib. Everything else is vanilla rimworld with dlcs, and this mod. since the others arent gonna, heres a link
https://gist.github.com/HugsLibRecordKeeper/5992b1b6e28d10d0c26b8b7b2d89ecdc
telardo  [author] 13 Apr @ 8:55pm 
@Holgast Not yet. You can reference how we do that in AFU. And feel free to dm me on discord if you need help.
Holgast 13 Apr @ 8:23pm 
has the wiki been updated for 1.5? I just need to know how shaders work now
telardo  [author] 11 Apr @ 8:12pm 
@Speedy133172 I can't reproduce it. Perhaps a mod incompatibility. A log might help. Anyway, I pushed a potential fix.
Speedy 11 Apr @ 7:09pm 
Same problem I followed the instructions of uncle and the dev mode is unlocked now,
telardo  [author] 10 Apr @ 11:10pm 
@UNCLELOZZY Works fine on my end.
UNCLELOZZY 10 Apr @ 8:30pm 
@telardo 1.5
telardo  [author] 9 Apr @ 10:16am 
@UNCLELOZZY 1.4 or 1.5?
UNCLELOZZY 9 Apr @ 10:09am 
I believe this is blocking Dev mode? I tested with just this mod vs all my other mods. Cannot open dev mode actions screen. Odd issue. I remove this mod and actions menu dev mode works again
Arashi 8 Apr @ 5:23pm 
thx 4 the update
telardo  [author] 17 Mar @ 10:11pm 
@Haruka Updates are not pushed to steam yet.
Haruka Koko 17 Mar @ 10:01pm 
Has Anyone tested on 1.5 yet?
blackkanye 29 Feb @ 2:56pm 
Yeah I assumed that. Just making sure. I would be surprised if there was someone who didn't have it myself. I just happened to want to check the mod settings and only loaded this and revia biotech which lead to me finding out lol
telardo  [author] 29 Feb @ 2:52pm 
@blackkanye Yes, you need Harmony. It's not listed because I assume everyone has it.
blackkanye 29 Feb @ 2:42pm 
I get errors when Harmony isn't in the list. I didn't think of that trying to test something real quick, but just letting you know. I got more errors when biotech revia was also in the list, but even by itself with core/dlcs I was getting errors. I checked this page to check dependencies, but had the random idea to try putting harmony as active
Mad Catter 23 Nov, 2023 @ 10:18pm 
Does the framework support hiding body attachment when hat or apparel are worn?
telardo  [author] 8 Oct, 2023 @ 11:50pm 
@doriansachio IIRC, it can't be used to base skin color. It's applicable for all added gene textures. There is a tricky way to use vanilla body graphic in the graphicData in your gene and let it "cover" the body texture. But I guess it doesn't work for all body types.
Nonamo 1 Sep, 2023 @ 11:46am 
Is there a way to change render order for things like tails, so they render on top of hair? With big tails (i.e. fluffy tails from AFU Cosmetic Gene Expanded) can look odd when hair, especially short hair like a bob cut renders on top of a big floofy tail when the pawn faces north.
I'm guessing the render order issue is because the tail goes on tailbone, which is lower than head - but attaching the tail elsewhere means you can't use the advanced tail rendering from this framework
StarMan_Dx 17 Mar, 2023 @ 4:19pm 
@telardo Alright, I've done some more testing, and I can reliably change body colors with character editor and without. It does involve adding genes and removing certain ones, so that problem is solved.
Hair is still a problem, but thats a HAR problem.
I do have a problem with the complex cutout shader not working with the custom head for my mod properly. A section of it isn't being colored as it should. I believe that is an issue on my side though.
I also discovered a new problem with body color though. If I manipulate the color too much (adding genes) the shader will apply the masking texture as a normal texture. And it's just for the body. It appears random, doesn't appear to be a certain color doing it, or amount and I've only been able to correct it once otherwise its permanent. I've had it trigger off just 1 gene, and as high as 4. I have no idea whats causing that, so I guess it's just a heads up if someone else mentions it I suppose.
StarMan_Dx 17 Mar, 2023 @ 3:21am 
@telardo I'll have to test again for that to be sure, but my initial testing didn't reveal that.
I don't believe the problem is with genes, I believe its with art assets, or how both mods access texture files for bodies and/or hair. I don't know how either frameworks work, how their coded, or whatnot. But it does feel like both mods are trying to do something and HAR is winning out.
I'll test again when I get the chance, would a log help you out in any way?
telardo  [author] 16 Mar, 2023 @ 7:42pm 
@StarMan_Dx Are you sure it doesn't occur with HAR and Character Editor? This mod should do nothing for genes without our modExtensions. I believe snow white skin color gene is from vanilla, right? Sounds pretty weird.
StarMan_Dx 16 Mar, 2023 @ 2:58pm 
@telardo I mean body/hair colors for the pawns themselves. When selecting a color (using character editor to do this) for a pawn, the body color will default to a color and refuse to change. Selecting a new color (when possible, its not always which is another weird interaction, even the color sliders will not work) does not override this default color. I've had to do workarounds with using genes (using snow white skin color gene in this case) to try and get it to pick something else. I've also tried removing xenotypes from pawns, change their color, and then give them a xenotype, but it'll still go to default. I've tested it with my xenotype, and based game xenotypes.
I do not know what is interacting with what, but something is locking the body color somehow.

Hair color isn't as troublesome. HAR already has known problems with hair. It can still be changed (including working color sliders.)
telardo  [author] 16 Mar, 2023 @ 12:16pm 
@StarMan_Dx I'm a little confused. More context? Do you mean the color option (Skin or Hair) for your genes doesn't work properly with HAR?
StarMan_Dx 16 Mar, 2023 @ 4:34am 
I'm using BGGF for my mod and upcoming mod, and I've noticed HAR is conflicting with BGGF strangely. No error, no flags, but I've isolated it to HAR and BGGF as it only happens when both are active (tested clean with those two mods and character editor to test).
I think HAR is overriding color control on custom body types. Without HAR, color choices work perfectly for body/hair. With HAR, color doesn't set for bodies, defaults to an arbitrary color that I suspect is default hair color (my limited testing couldn't find it.) Also, hair selection is borked, but I think that is a known issue with HAR, and has nothing to do with BGGF.
Anyhoo, thought I'd let you know if its not already a known issue. I don't have logs at the moment if you do need them. I can provide them later.
Raven 12 Mar, 2023 @ 9:49pm 
@telardo Yes, the whole head. Ah, I guess that explains why it wasn't working lol. But the tail rendering did work beautifully
telardo  [author] 12 Mar, 2023 @ 9:17pm 
@Raven Do you mean the texture of the whole head? Probably no. I think you can only deal with head accessories like ears and horns.
Raven 12 Mar, 2023 @ 6:11pm 
Does this also support custom heads for children? I tried to do this following the example on the wiki, but it still used the adult head.
telardo  [author] 26 Feb, 2023 @ 10:23pm 
@Yamazaki I think it already support female and male graphics like vanilla,
BOT Yamazaki 26 Feb, 2023 @ 7:59pm 
It would be nice if you could add support for different graphics for male and female :)
Winterwolf 22 Jan, 2023 @ 8:08pm 
@Talonos
I know you posted a while ago but thought I'd let you know about the mod Stylish Rim . It's a bit fiddly but once you get the hang of it, the options are vast.
Шашлычник ;р 30 Nov, 2022 @ 10:59pm 
@Talanos, feel free to use my mod as an example:
https://steamproxy.net/sharedfiles/filedetails/?id=2893157989
Talonos 30 Nov, 2022 @ 2:28pm 
@telardo : Feature request: Can you make it so that in addition to having custom offsets, you can also do custom scales? My wings look fine on a thin body, but look tiny and useless on a hulk body.

Hoping you'll add this! Thanks! Also, thanks for accepting Шашлычник's fork! That's a really cool feature and I can't wait to use it!
Talonos 30 Nov, 2022 @ 11:17am 
Thank you for this! Your CutoutComplex shader is perfect for the gene mod I wanted to make!
d_valroth 25 Nov, 2022 @ 1:03pm 
@Leo Doesn't the Vanilla Expanded Framework allow you to disable the texture atlas?
Шашлычник ;р 21 Nov, 2022 @ 2:47am 
@telardo Hey, can you accept my pull request?
Or should i create new workshop page for my fork?
Leo 20 Nov, 2022 @ 4:39am 
Yeah, I thought it might be a long shot. I thought that if HAR can mess with and expand atlas size, and this was already being used as a substitute for HAR (Such as with Rakkle), then this might have a similar atlas size feature.

Thanks for the timely response, though.
telardo  [author] 20 Nov, 2022 @ 2:48am 
@Leo I think the issue is about atlas size in vanilla. It would be a small feature but it's a bit weird to make clothes as genes. Sorry for disappointing you.
Leo 20 Nov, 2022 @ 1:24am 
So, 1.3's rendering system that 1.4 doubled down on. It has a size limit to clothes that get rendered. Because of that limit, another modder and I are facing a roadblock to releasing a new mod. The hats are too tall and get cut off at the tops, but we can't squish them without compromising the designs.

HAR and Oversized Apparel Framework are two ways to get around that limitation, but both are unfortunately unavailable/unstable for 1.4 right now.

Would this mod allow us a third option to get around the issue we're having if we made the mod into a Xenotype mod?
Doragon 15 Nov, 2022 @ 9:42am 
@Шашлычник ;р Hey that's cool, thanks! I'll try to work with it when I have some time.
Шашлычник ;р 14 Nov, 2022 @ 1:36am 
@Doragon, i already did for my own purposes.
If anyone needs, i made a fork. Also there is an example how to use it:
https://github.com/MaxDorob/RW-BetterGeneGraphicsFramework
Doragon 7 Nov, 2022 @ 10:14am 
Hello I was wondering if it was possible to add a way to change a gene visual depending on an hediff stages or severity?