Posts by RunAndHideGamer
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`Very early look at the sabre tooth tiger................
I had been wondering through the savanna during the day and night had just fallen when I heard the sound of a big cat.
Then I saw it in the long grass ahead of me...... a sabre tooth tiger.
And it had just killed another big cat.... first time in Rising World where I have seen one predator kill another. -
Have completed about 50% of the first stage of creating the sabre-tooth and the next step is to do an initial test in the game to check how the texture appears in the mod.
My experience with modding is to constantly test throughout the modding process to check the progress and fix any issues which develop. Creating the sabre-tooth is a fairly complex task so I am doing it small steps at a time.
Also the mod files are backed up in a separate folder to the game files as any game update could override the mod files so keeping work copied to a separate folder is essential.
With the sabre tooth my priority is to make sure that the cat's "sabre-teeth" appears on the model as this is the most unique part of this particular prehistoric cat.
I have also sourced what I believe will be the prehistoric version of the pig in Rising Worldwhich will be an interesting animal to come across in the game.
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Over the next few days I will be working on adding a saber-toothed cat to the mod with the ultimate aim being that you will be attacked by a sabre-tooth when you travel in specific biomes.
The sabre-tooth that will be added will most likely be the Xenosmilus hodsonae. The challenge with the Xenosmilus is that it has a small tail (as shown below) unlike wild cats today but I have an idea how to add the smaller tail to the model to give the correct look of the sabre-tooth.
After the sabre-tooth I will look at adding the Woolly Mammoth followed by a version of the Entelodont prehistoric pig.
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A million years ago , an era in which this mod is set, apples were not growing on trees either as green or red apples.
Instead the only apples you could find during this time were apples who were were a mix of colors between red and a peach color.
This variety of apple disappeared over the next million years to be replaced by the green and red apples of today. -
My plan for how you will find water in this mod....... my eventual goal is to have water a little more difficult to find and as shown below water here is hidden in the grass next to an apple tree.
I am hoping in the future that we have the ability to mod sounds in the game as you can currently find sources of water by hearing the sound of running water which as shown below would not be a correct sound for this source of water which is still and not moving.
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Prehistoric Rising World File Download Area
---------------------------------------------------------------------------------------------------------------------------------Full Environment Texture File For Prehistoric Rising World V3
The link on the next line is where the mod is saved on Microsoft Onedrive
Updated to V3 12th June 2021https://1drv.ms/u/s!AgNg3YuwkZJPhskovbmuuYp0A2pyGw?e=hfOwdc
To install:
1. Go to your RisingWorld folder.
2. Create a folder there called Texturepacks
3. Download the texture zip file and save it in the Texturepacks folder. (Do not extract the zip file)
4. Go back to the RisingWorld folder and edit the file config.properties
(I use Notepad ++ but you can use Notepad that come with windows
5. Look for the line
custom_texturepack=
6. Replace it with
custom_texturepack=ThePrehistoricAgeV3.zip
7. Save the file , close it and play Rising World with new textures.
8. When you want to go back to the original textures change the line for custom_texturepack back to
custom_texturepack=NOTE: If you suffer from motion sickness you may need to turn off refractions in the game settings.
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I am looking at the specific era that my mod will take place in but probably looking at somewhere between 1 and 3 million years ago.
Today I am working on finishing the moon as it would have appeared back then where the Moon experienced the Mare Volcanism period which was prior to the intermediate cratering across the Moon resulting in the countless number of craters now visible on the moon.
Over the next few days I will create a section in the mods section of the forum dedicated specifically to my Prehistoric Rising World mod.
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The picture below is an example of how the copper ore currently shows in the mod...... you can compare it to how the new iron ore appears as shown on the prior page. This copper ore will likely be darkened a little.
These textures are still early versions and will be tweaked here and there over the coming months
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Fixed the issue with the new iron ore and I have just added the new copper ore to the game.
One thing I have heard with youtube commentary on the game is that players were not sure if they had discovered iron ore or copper ore. I admit I had that problem too where I thought I was using a pick axe on iron ore only to find it was copper instead.
With these new textures you will know with a quick look if you have copper or iron ore in the rock with the copper having a more different color with a darker rock mixed in with it.
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Very early version of new iron ore for my mod..........
There are however some issues I need to resolve with Rising World when using this new texture where Rising World zooms in a short distance and then zooms out again, repeating every 5 seconds or so..... and then I am unable to use the pick axe on it.
Perhaps due to using an Nvidea plugin for photoshop and not using a required setting ... I have only changed save option from DDS1 to DDS3.
Still....the look of the new iron ore is what I was looking for at this early stage.
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I do note that someone added a car to rising world as a plugin ....as shown below.......so it is possible.
Red51 has recommended that modders wait till beta as every update will break the mod..... but depending on what is involved with fixing the mod I am still prepared to fix my mods each time an update breaks it.
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I still have to see what I can do.....
The models for the axe and pickaxe and other models are in j3o format which leads me to believe they were created using jMonkeyEngine which is an open source game engine made especially for Java game developers.
I should be able to make the model for a neolithic axe for example as seen below but the question will be adding it to rising world.
At the very least I should be able to create a texture pack for the prehistoric axes until modding is supported....most likely when Rising World goes beta.
Will not know any of these answers until I test it with a new model.
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With this mod there would be a fair bit of work with re-texturing and so on so and my plan would be to make a start on it with developing and testing the mod as single player only. There will be updates with the base game along the way and I can then make changes to the mod as the base game gets updated.
At this stage there is enough modding ability to make some changes and test them along the way ...... giving the animals new appearances will be time consuming and I see textures for other critters that have not as yet made it into the game and these would also need to be changed if the do appear.
This means that when modding is fully supported I have much of the mod already done and can work on what needs to be done to make it workable on MP servers.
As I make progress on the mod I will add previews in the modding section of the forum so people can see changes to how ores look, prehistoric grass and trees and vegetation, some changes to the clouds and snow, different appearance for the rock.... and the list goes on.