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报告翻译问题
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Verse.Log:ErrorOnce (string,int)
BetterGeneGraphicsFramework.PawnRenderNode_GeneAttachment:TexPathFor (Verse.Pawn)
BetterGeneGraphicsFramework.PawnRenderNode_GeneAttachment:GraphicFor (Verse.Pawn)
Verse.PawnRenderNode/<GraphicsFor>d__69:MoveNext ()
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
https://gist.github.com/HugsLibRecordKeeper/5992b1b6e28d10d0c26b8b7b2d89ecdc
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
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.
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?
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.)
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.