[REL] CResources

Discussion in 'Released Mods' started by Alpha2546, November 11, 2014.

  1. Alpha2546

    Alpha2546 Post Master General

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    I proudly announce my new mod CResources. :)

    What does it do?
    It adds a subtle light effect to extractors, energy plants and storages. Also it makes the lighting effect of the powerplants more noticable. In short it gives these units just that extra polish and makes them looking a bit more interesting.

    Below some pictures of the mod in action.

    The metal storage
    smaller1.jpg
    Advanced power plant smaller2.jpg
    Metal extractors
    smaller3.jpg

    Energy storages, smaller4.jpg

    Some lights go on and off and others glow stronger and weaker. The power plant and advanced metal extractor also have these mods.

    will probably be added today on PAMM and I'll add in the download link in this post in a halfhour.

    Update: added a dowload link to this topic and its submitted to PAMM. Enjoy!
    Update 2: V1.1 is out. This update decreases the brightness of the powerplant lighting.

    Attached Files:

    Last edited: November 12, 2014
    Planktum, Remy561, iron71 and 10 others like this.
  2. Corang

    Corang Well-Known Member

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    this looks really cool, great job!
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  3. Fr33Lancer

    Fr33Lancer Well-Known Member

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    Christmas has come early :p

    Some combinations definitely render best.
    Would be cool to have the light on storage buildings only if they are full, but that's another story ;)
    Alpha2546 likes this.
  4. Alpha2546

    Alpha2546 Post Master General

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    It'll always be a battle between the brightest and darkest colours o_O. Would be great if you could add an if statement with if its a bright colour then lower the brightness by so much and if its a dark colour increase brightness.

    Thats actually a really cool idea! Though that is indeed another and a bit more difficult story :rolleyes:

    Next mod: tree's with christmas lights XD:p
  5. Fr33Lancer

    Fr33Lancer Well-Known Member

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    Too late :p
    upload_2014-11-11_16-41-25.png
    Not sure it currently works though ;)
    squishypon3, Alpha2546 and igncom1 like this.
  6. thetrophysystem

    thetrophysystem Post Master General

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    Models generally never break, updates rarely change their code.
  7. Sleeser

    Sleeser Active Member

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    Beautiful.
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  8. superouman

    superouman Post Master General

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    nice! i'll use that.
    Alpha2546 likes this.
  9. mered4

    mered4 Post Master General

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    Yep. Another awesome C mod. :D
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  10. mayhemster

    mayhemster Well-Known Member

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    I love the way your mods add polish to the game, looks really nice when you zoom in :)
    Alpha2546 likes this.
  11. Alpha2546

    Alpha2546 Post Master General

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    I checked it yesterday and its broken. No christmas lights for me :( .

    Glad you all like it! I changed my game back to vannila for some testing today and I gotta say I really missed the effects. Its a small mod but you'll notice it as soon as you play back to vanilla :). You should try that too sometimes.

    Released a new build today (V1.1). It makes the lighting of the powerplant a bit less brighter as I found it a bit destracting and almost annoying sometimes.
  12. ViolentMind

    ViolentMind Active Member

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    I actually like the bright power plants. It makes them more power "planty". :)

    It would be awesome to have more of a lightening effect coming off of the sides, like you see in movies.

    upload_2014-11-12_14-26-53.png
    Last edited: November 12, 2014
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  13. Alpha2546

    Alpha2546 Post Master General

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    I Fiddled with it however it looks wonky check the picture below
    testing1.jpg
    From a different side you almost not see the effect.
    testing2.jpg

    Maybe later I get a idea on how to do something like that. We'll see. I'll probably increase the brightness backup a bit again in some time. It is kinda dark again now.
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  14. philoscience

    philoscience Post Master General

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    Love the idea. Not sure about the color schemes for the extractors and storages as I think they are kind of ugly but you nailed it on the powergenerators!
  15. Fr33Lancer

    Fr33Lancer Well-Known Member

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    I feel some jacobArcs from the control_module in this picture :cool:

    Thinking about this, I experienced some things :

    [​IMG]

    Seems rather close enough to a Christmas Tree for me :D
    proeleert and Alpha2546 like this.
  16. Alpha2546

    Alpha2546 Post Master General

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    Yep those are definately some jacobarcs :) . Closest thing that looks like electricity I think.

    Oh those radars look really good! They do kinda give me the christmas feeling haha. You gonna release that anytime soon? I'm sure people would love those upgraded radars.

    I'm curious btw. I tried to add some smoke effect to the chimney of the vehicle factory but it didn't worked out well. Did you tried out some of that stuff already?
  17. Fr33Lancer

    Fr33Lancer Well-Known Member

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    Got it all prepared locally, at least for radar ;)
    I noticed most building have some little antennas, so I was wondering if I should add some to them.
    Example :
    [​IMG]
    But it implies modifying energy_plant_adv.json, so it would conflict with your mod for instance.
    Are you using github for your mods by any chance ? If you are interested in having those lights in CRessources, I could send you the files / modifications via pull request.

    Didn't try yet, so can't really tell. But the idea is cool.
    If I ever get time to look at it this weekend, I'll let you know.
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  18. Alpha2546

    Alpha2546 Post Master General

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    Sended you a message about the github thingy. We should put it all in a complete particle package.
    I noticed those antennas too and I gotta say that lighting effect on the antenna's just adds that extra polish. Maybe put those in instead of the glowy teamcolouring on powerplants (not sure how both will work out. We should check that).
  19. Alpha2546

    Alpha2546 Post Master General

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    This mod can be removed from PAMM since these things are in the PA-FX mod. can anyone do this? Maybe you @trialq
  20. DeathByDenim

    DeathByDenim Post Master General

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    You can do that using the mod submission form. Just plug in your mod-id instead of an URL. You should get an "Unpublish" button (or "Disable"? I forget).
    Alpha2546 likes this.

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