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Showing most liked content on 03/19/2017 in all areas

  1. 15 likes
    There wont be a running Blog about the new game for quite a while, but heres a look at people that was created: We wanted very low poly and matching styles. These were created in 3dsMax and zbrush with substance painter (and I rendered with nvidia mental ray).
  2. 8 likes
    Now we also have blue and yellow. Once I got the pointy bit figured out, manipulating it for variation was pretty simple. Seeing as though the white and green house is meant to seamlessly go side by side with the tailor, it was build with absolutely no overlap on the left or right, just a bit of roof overhang on the front and back. I did the same with all other houses, because I hope to add a bit more 'shop front' industry like seamstress/weaver/butcher/baker etc as I really like the row house type feel. As I did that, I realised that it also means all of the houses will fit together really well in a row! So these can be used stand alone with a nice little garden, or placed in a row if you like.
  3. 8 likes
    We talked about dynamic clothing for later. We need to keep the performance good. At the moment we will just use these 2 base humans for prototyping. Either there will be a clothing attachments system or not, depending on performance. The plan is to simulate many thousands of people.
  4. 5 likes
    Time for another sneak peek! Thanks to Necora's excellent explanation of how the BillboardMaterial works, and after some fiddling with the code by myself, I have managed to add a neat little feature. The flowers will now emerge from the ground in spring, and will wilt and wither again in autumn. https://webmshare.com/play/OVDWn Next to this, I have some more herbs to present. Their names are Camomile, Echinacea and Oregano.
  5. 4 likes
    Im just in love with that seed;) http://imgur.com/a/k0Scu
  6. 3 likes
    They came out pretty nice in game if I don't say so myself. I think I might make the tailor only 2 tiles wide, perhaps it will make for a less huge building when build side by side.
  7. 3 likes
    @josito yup, it is taking some time though because some of the buildings have odd shapes I've not made before. I'm working from pictures I took while walking around the village IRL, at midnight (to see the christmas lights), so I spend a while staring at my models and the pictures trying to figure out how to translate them from one to another. I can't do everything with them, it would make for some very high poly models with far too much detail for Banished (you won't even see half of it due to the zoom and resolution of the game) so I'm trying to replicate the larger structures that will hopefully stand out. Here are two finished houses, the white one is designed to sit next to the tailor because it has the same colouring, and the red one is a cool house IRL that took quite a bit of work! Mainly that pointed middle section. I am planning a couple more like this, IRL there is a yellow one and another red one which I will probably make blue for variation. These will have a family of 5. There are smaller ones too which I like, for family of 4, and some larger more ornate houses ones for family of 6 perhaps, if I can do them, they look very complicated.
  8. 3 likes
    personally , i would love to see the vanilla toolbar totally free , untouched. and have everything inside MM icon. inside the MM icon we can maybe have icons for CC,Red,Kid,DS,NC,TS,..... not classed by mod but by moddler.
  9. 2 likes
    @Ketchup hmm, I did some digging, and it seems the processes might be a bit different. So I'm going to take a few screenshots that demonstrate the different channels in blender. Don't worry too much about the process, but the output will be the same. Hopefully if you see how the different channels look in blender, you can try to replicate this in 3Dsmax to get the same results. I'm sure you already know most of it, but I think it helps if I go through from the start, plus others might have the same questions. UV Channels and AO. Picture 1 - Overview of our model and the 1st UV Channel. In this example I will use a house from the Sherbooke set, the white one (the red one isn't finished). 1 - This is the 'Object Data' menu 2 - Under the UV section, you'll see we have 1 UV channel. This is the default channel which is made when you make an object, I have re-named it to 'UVChannel_01'. In 3Dsmax, it is 'Mapp Channel :1' in the channel selector menu. Note about Channel names = In blender, you can name the channels what ever you want. For Banished, the names do not matter, it is the order of channels that matter. 3 - To note, the first view panel is in 3D View with 'Edit Mode' and 'Material View' selected and the second view panel is in 'UV/Image Editor' view. Picture 2 - UVChannel_01 - What a mess!! This second picture is what my UVChannel_01 looks like when all faces in the model are selected... a mess! This is because I am using materials. Each face is assigned a material, and the UV are unwrapped and scaled to make the look good. Picture 3 - UVChannel_01 - Texture Example of 'UV Reset' and a wooden beam. So to explain the last picture a bit, let's just choose 1 of these faces. This is a wooden beam. You'll see in the UV/Image Editor view I have loaded up the material, a green beam, so you can see how the UV overlaps. In this case, I used the option 'Unwrap' -> 'Reset' to get this UV layout for this face. In Blender, you have a few options in your unwrap dialog. Picture 4 - UVChannel_01 - Texture Example of 'Project from View' and a wall. This is another example of a different type of blender unwrap, in this case 'Project form View'. You select the face of interest, in this case the wall, and while looking straight on in ortho view you project the UV exactly as you see it. Then, you scale the UV to make the material fit. So that is an overview of different UV unwrapping I used to texture the model in UVChannel_01. Now we move on to the next channel. Picture 5 - Making the 2nd UV Channel, UVChannel_02 1 - clicking the '+' under the UV Maps menu will create a new UV channel. In blender, it automatically calls this 'UVMap' or 'UVMap.001' depending on what you already have. I rename it to UVChannel_02. In 3DSMax, you change the channel you are viewing using the 'Channel' menu in the same place (See the image posted by ketchup in the previous post to compare). Change this to 'Map Channel :2'. You will get a warning asking you to either move or abandon. Don't worry! If you 'abandon', it basically will make the new channel start from fresh. If you choose 'move', it copy the UV lay out in the first channel to the second. You can see in blender, you don't get asked, it just automatically copies the UV lay out from the first channel. Note - You can have up to 99 UV channels in 3dsmax, I don't know how many in blender. Each face can be mapped onto each UV channel in a different way, so each channel can be used for different things such as texturing, lighting, AO etc. In this case, Banished only cares about the 1st and 2nd uv channels for buildings. The first is for the texture, the second is for the AO. ON each channel, the faces can be unwrapped in very different ways, and this is how... Note - When you have more than 1 UV channel, any unwrapping that you do only occurs on the channel you are viewing. So if I am viewing UVChannel_01, any changes I make will not effect UVChannel_02, and vice versa. Picture 6 - UVChannel_02 - The 'Smart UV Project' for Ambient Occlusion. UVChannel_02 is highlighted in blue, which means this is the channel we are currently viewing. This is the channel that Banished reads to get the AO information. Here is an important note - the AO is not assigned to the model like a texture. Instead, what Banished does is read the 2nd UV channel to find the lay out of the faces, which will represent the layout of your baked AO image. It is basically using the 2nd channel to line up the faces with the image of the AO. This is why AO should be done last, and once it is done, don't change the UV wrap on channel 2! If you do, you'll end up with odd dark patches all over your model! (I'll show an example). So Blender has an option to 'Smart Project' your UV wrap. First, I selected everything, then marked a seam on every edge which will make sure each face is separate. I then selected the 'Smart UV Project'. I'm not going to go into detail here, but basically this unwrap option means that each face is displayed on its own little island on the map, as you can see in this screenshot. Picutre 7 - UVChannel_02 - After the Bake So we have smart unwrapped out model, and baked our AO (I wont go into detail of that here, it is for another time. If anyone wants me to write a blender bake tutorial, I'll be happy to oblige). Blender automatically makes the AO bake a background for our UV map. See how the AO is lined up with the UV map? This is what Banished will look for. If we move into 'Texture' view in our model screen, we can the result of this. Picture 8 - Another view of the AO Picture 9 - Oops! I changed up the UV Wrap in UVChannel_02, now we have some funky shading! @Ketchup So that is all I can think of to explain the different channels. Export your model with these channels like this, and the AO.png separately. It doesn't have to be 'assigned', Banished will do that... in fact you do that in the 'Models/HouseMesh.rsc' when you tell it what AO to look for. All Banished does is use the UV map in Channel 2 as a guide to where the shading is in the AO.png. I hope that helps, or I just told you everything you already know in which case I'm sorry!
  10. 1 like
    It's included in MegaMod but here's an earlier, standalone version if you want to use only Colonial Charter (or you want to import the building materials). https://drive.google.com/file/d/0B2oKJ9gdaP7dZ1JscWJLWVYwSTA/view?usp=sharing
  11. 1 like
    I am so glad you like the New England set. It has been included in CC and will be getting a bit of an update soon.
  12. 1 like
    Is it possible to have (in the new toolbar): roads / services / housing etc like the current, with sub-folders for the modders? -- new toolbar layout but level 1: function (roads, services etc); level 2 sub-folder: modder Is it possible to have the roads & bridges in their own folders? My roads folder is getting much, much bigger -- like in the current storage bar where storage is level 1, then markets are in level 2 I do really like the new toolbar with each modders own set & their own customisation, some are by 'theme' and others by 'function', in the end I just move through each one until I find what I need and after a time muscle memory kicks in and I know where what is. In the end I will go with the majority, but I am certainly liking the new toolbar options, and where we can go from there. I don't know what mods come from CC or MM, I just load them and find buildings to my needs, I often use buildings by theme, but there are somedays where I really (really) like that you have the function toolbar, and I use that nearly every map, lumber & wood production; clothing production; luxuries etc... I'm a mix and by extension, wholly unable to help you. (I'm making up for not having the net again for 4 days after tonight, haha)