Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
seriously , isnt a request just a observation ;) , thank again for this mod :)
bref bravo :)
WC_qUIck_RCP.. in fact!
Of course.. i haven't checked ingame yet if --this-- one would still apply the current schemas. I'll let you know, asap.
Just look for "qUIck_LW2" in the workshop & follow its new instructions from there. :)
1) They must be packaged as stand-alone UPK resources. Properly declared as Texture2D assets & tagged as indirect references.
2) The SwappIMG script would then need to be rewritten to -ADD- such assets for processing (via MC helper hooks, etc).
BUT --- i figure it would certainly be extremely easier IF the authors of these extra Icons should supply their subscribers with such custom version(s). As i've already mentionned this fact to the "ShadowOps" guy for example.
Worth nothing that MY version of qUIck_RCP does support Vanilla -- **only**. I'm not willing to start creating various custom assets for every other possibilities out there. Modding is a minimal skill someone should have before trying to mimic --our-- stuff, in fact.
Good luck nonetheless.
RCP is **exclusively** for Vanilla-XCom2.. so you wouldn't really be able to adapt it to LW2.
Although, i've already made/integrated an hybrid code for LW2 (within the "qUIck_LW2" mod) but it uses specific "SwappImg" instructions directed at the Pavonis structure rather than going through Vanilla-XC2 scripting. Furthermore.. any of these custom colored IMG are pre-packaged into a dedicated UPK archive that assembles all "rank_***" references into an embedded formula hooked to the UC flow.
Thus -- ALL icons/symbols are processed by a "Helper.Path + Repl(..)" function.
(( http://sp.zhabite.com/sharedfiles/filedetails/?id=727367694 ))
.. or the authentic first author
(( http://sp.zhabite.com/sharedfiles/filedetails/?id=632397344 ))
.. whom hasn't shown any interest in updating that version since March/16.
You mean the exact versions they did -- only with my colors added?
If so... that will be relatively easy by supplying you with a custom UPK file library which you'll just have to dump straight into the "Content" folder once the mod is installed.
It will have another name (qUIck_LW2) and contain MUCH more assets than this limited RCP structure, btw. I can't distribute *IT* as modular components, for now. Eventually i might find a way to create a ModConfigMenu setup INI.. but, that's far off into the future.
I haven't reached far into promotions yet.. so, most Ranks currently shown aren't representative of the upcoming changes; i'll have to use sharper Hues for the same "clarity" reasons as the above new Classes.
Even have some wild plans for custom SquadIcons that would be more distinctive & basicly formatted as vector with ClipArt "types". :D
Take a quick look at this development phase sample; https://s23.postimg.org/5hanvhsaj/RCP_Sample1.png
So far - So good! ;)
The idea is that *IF* someone wants to have a few re-colored elements (mostly of Ranks & Classes symbols) they can get it in a single comprehensive code package.
I had initially thought of creating some config system for it -- but, it proved to be very difficult in terms of UI flow & function mechanics; basicly, the listener hooks lose processing speed(s) as soon as the swapp "trajectory" requires any sort of indirect pre-parsing delays.
Sorry. :)
In other words, what's configurable?
Otherwise.. i'd be asked to do multiple variations based on many other Mods -- including LWS PerkPack for example. I wish i had some extra time to work at anything else but i just don't.
pls
I've given a quicky test run to their "Perks Pack" and strangely they seem to override the whole Vanilla stack of Classes (sadly.. including some default assets!). Which means that if i were to add specifically colored versions of what they altered or newly created, i'd probably have to use my other Mod SwappIMG methods (directly) instead of qUIck_RCP principles to define a workable accessing process.
Currently i'm quite busy with the LAByrinth design.. but i surely will try (at least) to provide a special LW set of Classes/Icons. I just don't know when exactly. Could take awhile, be patient. ;)
Not only it looks dope ,now I don't get so lost anymore. Thanks so much for sharing this !!
Be patient a little more. ;)
It's good practice to escape the doubling risks, anyway. So, i presume peoples know best than to cause conflicts from the core Base+Extension components of these customization attempts by SwappIMG. ;)