RimWorld

RimWorld

AI Upscaled Textures - Core
225 kommentarer
CodeRen 15. nov. kl. 15:03 
fix it!!!
SilverWolf347 26. okt. kl. 19:28 
This problem was driving me crazy, thanks for the fix Tragedy
Tragedy 16. okt. kl. 20:45 
As others have said the rock textures on the ground don't work quite right. You can resolve the issue by deleting the textures here: Core\Textures\Terrain\Scatter
Pasaway 5. okt. kl. 13:53 
I am also having texture issues with the "decorative rocks" on the ground. I had to delete my whole mod list to find the issue. Fortunately this mod was high up on the mod list, so it didn't take too long to find.
MightyMit 31. aug. kl. 10:00 
the decorative rocks on the ground seem to show as yellow boxes at certain zoom levels
pklemming 30. aug. kl. 11:38 
Added post in rimworld discord, troubleshooting, if you want to see what it does on zoom out..
pklemming 30. aug. kl. 11:35 
2 days and 20+ hours to figure out this mod was causing graphical glitches when zooming out on the map.

Issues caused in core>textures>scatter.with primarily debris stone a and B, but not exclusively this.
Herg The Derg 29. aug. kl. 21:03 
causes weird textures to appear on the ground
Whisper 29. juli kl. 10:42 
We're missing the overheated grav engine texture. I noticed this when I landed and my grav engine lost all its resolution lmao. The orb is still fine, but the base of the engine isn't.
✶ Fitz001 ✶ 28. juli kl. 5:00 
@Xacrooth Using Graphics+ or [Silerra] High quality textures seems to resolve this issue
Xacrooth 28. juli kl. 4:22 
This eats 5GB of VRAM. Causing a memory leaks that goes for the RAM and then for virtual memory. Kinda sad bc this was cool.
Cosmo Corban  [ophavsmand] 25. juli kl. 12:11 
His textures are hand-drawn and are miles better than what AI can achieve. You should load his mod after mine (and other retexture mods) so those mods' textures are prioritized.
irrelevantredundancy 24. juli kl. 13:08 
Hey there -- how would this work alongside Gerrymon's Upscaled Textures? Do they complement each other or have some overlap?
Cosmo Corban  [ophavsmand] 14. juli kl. 21:12 
Lol seems like while testing I deleted the corrected texture file instead of the old one.
Sorry about that XD
Cosmo Corban  [ophavsmand] 14. juli kl. 17:32 
Yeah they are super visible on my end, maybe try to redownload it.
Daevinski 14. juli kl. 10:20 
First of all, thanks for updating the mod. I'm really enjoying it. But at least on my end, the Planning graphics are still very, very transparent, no matter the colour I chose. Not sure if you already fixed or not, I'll try to download the mod again... but just to let you know.
pklemming 13. juli kl. 18:46 
Thanks for the fix. Much appreciated :)
Cosmo Corban  [ophavsmand] 13. juli kl. 16:42 
Updated the mod with Odyssey textures and fixed the panning issue.
There are some changed Core textures (like the one for planning designation) so I would have to revisit all the previous upscaled textures.

Let me know if there is any other issue.
Cosmo Corban  [ophavsmand] 13. juli kl. 16:00 
Sorry for the late reply, I'm gonna take a look at it now. I was upscaling the DLC textures.
Aristarchus of Samos 13. juli kl. 10:40 
just echoing pklemming, this mod does indeed cause plans to be almost invisible. disabling this mod fixed the issue.
✶ Fitz001 ✶ 13. juli kl. 2:33 
Ah okay, ignore me there. For some reason my ram must've been funky yesterday, runs fine now lol
Cosmo Corban  [ophavsmand] 12. juli kl. 21:52 
Yeah, if you don't have enough ram or vram it will crash until Graphics Settings+ is updated.
@pklemming I'll take a look at it, maybe there is a new texture for it.
pklemming 12. juli kl. 10:34 
1.6 Odyssey

plan.png in Core\Textures\Designations causes the ingame planning icons to show with around 5% opacity. Removing the plan.png file fixes this issue.
✶ Fitz001 ✶ 12. juli kl. 9:48 
This seems to be causing my game to crash on startup with the new dlc
sebo2203 10. juli kl. 1:55 
Yes, but I gotta say, the crispiness of the graphics was really top notch! So whatever you did to make this mod, you did an excellent job!
Cosmo Corban  [ophavsmand] 9. juli kl. 18:53 
Yeah, without Graphic Settings, specially with the vanilla option for compressed resources disabled this mod uses a lot of RAM and VRAM.
That's why it is recommended on the mod page.

I really didn't noticed Graphics Settings+ wasn't updated, thats a bummer. :c
sebo2203 9. juli kl. 10:13 
Tried this mod in 1.6 and it significantly reduced my performance. Somehow.
I will be waiting to use this until Graphic Settings gets updated to 1.6
RAD EMERALD 6. juli kl. 2:07 
YAY! THANK!
Cosmo Corban  [ophavsmand] 4. juli kl. 23:21 
Doesn't seem to have new textures for Core in my testings. Let me know if you see any!
RAD EMERALD 14. juni kl. 8:57 
@Cosmo Corban thankie! your have great day!
Cosmo Corban  [ophavsmand] 13. juni kl. 18:35 
Yeah, I'm planning to, I'm also going to buy the dlc so it will be updated for it too.
Nishe 12. juni kl. 1:56 
Give him a moment for pity's sake
RAD EMERALD 12. juni kl. 1:44 
pls 1.6?
Nishe 8. maj kl. 1:42 
One of the changes this mod makes either to the incinerator's flame texture or (more likely) to one of its beam gradient/noise/smoke images causes the incinerator's flame to appear flickery and not have the visual effects applied properly. Can see in this image the difference with the mod (left) vs without (right). Appears as a bunch of separate flame images rather than one blended one.

https://imgur.com/a/B3W58K5
ZX Zero 6. dec. 2024 kl. 6:29 
@-=GoW=-Dennis in vanilla the pants don't have textures wen worn by a pawn, only if you use the visible pants mod
-=GoW=-Dennis 5. dec. 2024 kl. 8:41 
I mean these pants, they are part of vanilla: https://rimworldwiki.com/wiki/Pants

I also do have the AI Retextures Mods mod active.
Cosmo Corban  [ophavsmand] 4. dec. 2024 kl. 22:15 
Pants textures are from a mod, so technically you would need my "AI Retextured Mods" texture mod.
-=GoW=-Dennis 4. dec. 2024 kl. 19:41 
Are pants covered by this mod, somehow they look very pixelated even with this mod, compared to other apparel?
Cosmo Corban  [ophavsmand] 4. okt. 2024 kl. 15:54 
@DarkNova
Lol never noticed that, it was caused by a lowercase in the filenames. Solved now. If you use .dds textures make sure to remake them with the correct names.
PlateArmor_female_south -> PlateArmor_Female_south
DarkNova 4. okt. 2024 kl. 6:07 
Somehow the texture of the plate armour looks very blurred when a pawn puts it on
When it is on the ground the armour does not look so blurred anymore

https://prnt.sc/yGGa2_cOWP8F
Cosmo Corban  [ophavsmand] 24. sep. 2024 kl. 21:39 
I have temporary disabled the monolith textures.
Cosmo Corban  [ophavsmand] 24. sep. 2024 kl. 21:11 
@pig in a pumpkin The VoidMonolith issue seems to be deeper than everything probably due to how it loads the texture. I'll look into it more.
Cosmo Corban  [ophavsmand] 24. sep. 2024 kl. 18:51 
@Kuji Argisia, the problem with the black boxes recharging was ElectricPulse.png texture that changed its path in a later Rimworld update. You probably still have a .dds texture if you optimized textures using Rimpy or Rimsort.
Delete the mod folder and unsubscribe and subscribe to force download the mod completely, Should solve your issue.
Kuji Nekomata 24. sep. 2024 kl. 10:31 
There are still black boxes appearing on rechargers when mechs are recharging at them.
pig in a pumpkin 23. sep. 2024 kl. 0:43 
Cosmo Corban  [ophavsmand] 21. sep. 2024 kl. 18:42 
Upload to imgur and paste the link here.
pig in a pumpkin 21. sep. 2024 kl. 18:05 
Cosmo Corban im having the same issue with the monolith how do i send you an image?
Cosmo Corban  [ophavsmand] 24. aug. 2024 kl. 19:20 
That's odd, I just checked and the names seem to be ok.
Stanman230 23. aug. 2024 kl. 16:31 
I added this mid playthrough at it changed how one of my large sculptures looked. I looked into the files and it was that SculptureLargeAbstractB and C have been swapped maybe? I renamed and it fixed. Not sure if its just because I added mid playthrough or not
The Blind One 13. juni 2024 kl. 18:29 
Some items have some edge artifacting going on like the end tables.