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Everything posted by despo20

  1. Since I registered on the site, a few days ago, it has grown in me the desire to create mods. Obviously the first mod is a house And obviously again I'm following the Discrepancy's tutorial on WoB (thank you very much @Discrepancy ) I'm still trying to understand how to position in the right way the model over the placeBitArray and the placeBits, and I want to perfect the textures, but this is the result for now. I'm quite satisfied I have a question about AO: I used "Smart UV Project", like suggested by @Necora, I made the bake render and I've inverted the Image Colors, like suggested by @Discrepancy. Everything works fine, but in game there are a few white stripes between the faces, especially between wooden beams and the plaster facades. Did I do something wrong? I rely on you experienced modders
  2. I finally understood how to accurately position the model in game! Now the road fits perfectly with the building. Maybe I can add a road tile in point (1) and a toolshed or something like that in point (2).
  3. Thanks! I'll try to build on yours tips! For now I made it in this way:
  4. Community Toolbar = done! Now it's time for the second house! I want to build 3 or 4 houses before releasing the mod, so in the meantime I can improve my first model with what I'll find out. I have another question for you modders: How do you put several buildings in one single mod? I'm sure you have discussed and explained it somewhere here or on WoB, but I haven't found it
  5. Great! I'm glad to have helped. I love this community. Very creative and collaborative
  6. Photoshop is the best! I use it for years to work and hobby.
  7. Wow that's nice!
  8. You got it! Thanks again @Discrepancy! EDIT: Ok, it works properly. Now I have to understand how the Community Toolbar works.
  9. Thanks a lot to everyone! Thanks @Discrepancy! I'll try to solve with your suggestion @Bartender probably the alpha channel doesn't fit well with the texture, or the texture itself can have white edges. I'll try to show you how you can modify it. I use photoshop in italian, so the commands in screenshots are in italian. I hope to translate them in the right way. A. For this example I cut out a sunflower; B. Like in the Ketchup's tutorial on WoB, switch to channels (1) and add a new channel (2) Alpha 1; C. The new channel is 100% black. (black = transparent, white = opaque). Light on the RGB channel by clicking on the small square on its left (3) and come back to layers (4); D. The red filter shows the alpha channel superimposed on the image. Red = black (you can change the color by double clicking on the miniature of tha Alpha 1 channel, if you don't like that . But it's only a visualization, It doesn't act on the image). Left click + ctrl on the layer miniature (5) to select all the visible pixels of the layer (our beautiful sunflower!); E. switch to channels again and make sure that Alpha 1 is selected. Open edit menu (6), select Fill (7), use white (8) and click ok (alternatively you can use a white brush, but "Fill" is faster and more precise); F. Now our alpha channel is ready. (red = trasparent, colored = opaque). But if the image is a cut-out image from the web, it can be not properly cutted. It can have white edges. G. We can improve the cutting in this way. Reselect all the pixel of the image (in case you had deselected it), open select menu (9), select modify (10) and contract (11). 2px of contraction should be sufficient. Click ok (12); H. open again the select menu and click Inverse (13) to invert the selection. Repeat step "E", but this time use black to fill the selection; I. zooming in we can see that now the red covers a bit of the image. We increased the transparent area. J. We can use the same selection to cut properly the image. Select the RGB channel (14) and press Delete key. K. To ensure that there is no white border you can create a new temporary layer, place it below and fill it with black. N.B.1 : The alpha channel can also be modified by using the brush or other tools, in the same way of the "main image". So you can use the black brush to refine a part of the alpha channel without problems. The only difference is that the alpha channel works in grayscale. N.B.2 : To edit the "main image", RGB channel must be selected in the channels palette. To edit alpha channel, Alpha 1 must be selected. N.B.3 : In the alpha channel black = 100% transparent, white = 100% opaque, and the various gray levels correspond to different levels of semi transparency. However I don't know if Banished use grayscale or only the B/W on/off system. I don't have knowledge in this. I hope I've answered your question. Ask me again if it isn't clear or if this isn't what did you want to know Probably I said some things that might be obvious, but might be useful for someone (or at least I hope it )
  10. Guys I need your help again! Now that I have completed the changes and I'm happy with my first house, I'm ready to package the mod. And... error! What could be the problem? The Build.bat work properly without error messages
  11. I use Real Time Aging in all my gameplay, my favourite aging mod. The city develops slowly and I taste the evolution. I tried Adam & Eve a few times, but I don't really like it. It's a bit too much... incestuous
  12. Thanks @Ketchup. but my experience ends where yours experience starts. Blender is totally new for me (I like to learn new software); UV mapping and Ambient Occlusion are used in a different way in game design. Not to mention the code!!! I've a lot to learn from you. For the timing... I do not know exactly how much time I spent on it. I started Monday I just completed this week the final design of an airport terminal on the job, all in 3D modelling... I work on this small house in the breaks to relax @Necora I don't use the alpha channel. I simply painted on a new upper layer with multiply overlay. In summer it seems just a little dirty or worn. Probably on a white or light colored surface it can be much evident. I used RGB 50,50,50. 100% black is excessive. You can use also the alpha channel, but don't use a 100% black.
  13. I think it's not possible. Probably the game code doesn't have this mechanic inside. But I'm not an expert
  14. It's quite easy and fast to do and add a bit of realism
  15. It's exactly what I did, but the inside faces had inverted normals I've noted your advice. Can be very useful in some situation A pair of winter pictures @Bartender I look forward to your Natural Diversity Mod. Mushrooms in the snow are a bit... unrealistic, to say the least Now I'm playing a little with the AO in photoshop to remove the snow from the entrance steps and from the other covered parts.
  16. My apologies... yes it's chinese There is also the Great Wall in one picture... epic fail for me!
  17. I like your japanese houses @Ketchup and the toolbar icon is fantastic! A good inspiration for a japanese project can be the old but amazing game "Emperor: Rise of the Middle Kingdom"
  18. Very clear, very helpful and many many thanks @Necora!!! Thank you very much for the compliments everybody! I want to model a lot of medieval buildings full of odd angles, nooks and crannies! And now that the AO is perfect (thank you again Necora), I have to solve a little problem with the normals of the stone walls in the building phases
  19. I like your style @Paeng Your screenshots are very inspiring
  20. Yes @Paeng, I've done a lot of 3D models in my life I'm an architect and I use 3D modeling programs nearly every day. But this is the first time with Blender and usually I make something much more "modern" I'm very glad that you like it. Thanks guys! The concept isn't mine. I found an image on Pinterest and I tried to reproduce it in Blender. This is the picture:
  21. Ok... I learned a little bit more. Thanks @Necora! I'll try to improve the AO generated from blender. Where you set this attenuation parameter? Can I ask you a screenshot?
  22. Thank you guys! A quick test with the default AO. It seems better. Maybe a little too dark... I need to run more tests! Yes, I know
  23. @Bartender I love your herbs! And I'm very interested in a new boosted "Cold Realism mod", with the features that you mean
  24. Oh my God! I love it !!!!
  25. Boarding House is the original Banished boarding house. It provides a temporary place for the homeless to live. Boarding House may be upgraded to Coaching Inn. Family Size: up to 5 families of 5 people each Building Size: 14 x 7 Construction Requirements: 25 Stone and 90 Lumber. Work: 150