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ShockPuppet

Black Liquid Dev
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Everything posted by ShockPuppet

  1. Journey 1.7

    Version 1.7

    168 downloads

    A complete gameplay expansion. After countless hours of development and testing, we are proud to bring you Colonial Charter 1.7 - Journey Download: After clicking Download you will be redirected to google drive files and see this icon at the top right corner of a new page. Click it to download. Installing: Disable/Delete any previous version of Colonial Charter, enable Colonial Charter Journey in the mod menu. NEW GAMES ONLY: CC: Journey does require a new game. Introduction: Journey reflects a maturation of development of the Colonial Charter mod for Banished Game. Unlike in previous versions where we overhauled production and resources, with Journey you have more access to new buildings that utilise the existing chains. Many of the existing buildings have been revamped or replaced in entirety. In CC: Journey you'll have an opportunity to build a truly rustic themed settlement in entirety, or using the new city wall kit and related new buildings you can build your own mini empire. We have added in all new pine tree models to the game as well as some new map types to expand the flavour of Colonial Charter. New start conditions are available that offer a variety of new challenges. We also remastered the forest audio, to allow a more natural, serene atmosphere. We hope you'll enjoy playing Colonial Charter 1.7 - as usual, it was a lot of hard work involving many hours of creation and testing. Easily our most challenging mod to date. Friends and family were ignored for prolonged periods of "One... More... Turn..." as well as "I think this would look good... what happens if we add this new feature?". We hope to put the same amount of distance between you and your loved ones, for all the right reasons of course! Special Thanks in no particular order to the following people: Estherhb, Mystitsu, Paeng, Vrayna, Denis de la Rive, Mizana, RedKetchup, OwlChemist, kica, Rageingnonsense, Delver, MrFlopsie, Maal, The Pilgrim, Necora, AzemOcram (any names missed, not on purpose!)
  2. Im working on CC in 3d and listening to an Australian band from about 20 years ago called Powderfinger. i'm also watching a great ship building series called SV Seeker: What about you?
  3. hahahahahahaha. Just, no.
  4. theyre already in
  5. aww i thought i fixed that, thanks will get on it soon.
  6. View File Journey 1.7 A complete gameplay expansion. After countless hours of development and testing, we are proud to bring you Colonial Charter 1.7 - Journey Download: After clicking Download you will be redirected to google drive files and see this icon at the top right corner of a new page. Click it to download. Installing: Disable/Delete any previous version of Colonial Charter, enable Colonial Charter Journey in the mod menu. NEW GAMES ONLY: CC: Journey does require a new game. Introduction: Journey reflects a maturation of development of the Colonial Charter mod for Banished Game. Unlike in previous versions where we overhauled production and resources, with Journey you have more access to new buildings that utilise the existing chains. Many of the existing buildings have been revamped or replaced in entirety. In CC: Journey you'll have an opportunity to build a truly rustic themed settlement in entirety, or using the new city wall kit and related new buildings you can build your own mini empire. We have added in all new pine tree models to the game as well as some new map types to expand the flavour of Colonial Charter. New start conditions are available that offer a variety of new challenges. We also remastered the forest audio, to allow a more natural, serene atmosphere. We hope you'll enjoy playing Colonial Charter 1.7 - as usual, it was a lot of hard work involving many hours of creation and testing. Easily our most challenging mod to date. Friends and family were ignored for prolonged periods of "One... More... Turn..." as well as "I think this would look good... what happens if we add this new feature?". We hope to put the same amount of distance between you and your loved ones, for all the right reasons of course! Special Thanks in no particular order to the following people: Estherhb, Mystitsu, Paeng, Vrayna, Denis de la Rive, Mizana, RedKetchup, OwlChemist, kica, Rageingnonsense, Delver, MrFlopsie, Maal, The Pilgrim, Necora, AzemOcram (any names missed, not on purpose!) Submitter ShockPuppet Submitted 01/23/2017 Category Current Version  
  7. But shockpuppet and co. are doing many mods already and also making a new game in Unreal Engine Well the actual texture in Banished for water is green bright fluorescent green. It is for mapping the ripples, theres a water shader that handles the visual side of things.
  8. we will be releasing cc 1.7 in an hour or 2
  9. Ive been working on greatly expanding the white picket fences today. Heres a look at them: The tricky part is baking the ambient occlusion for each object, it is rather tedious. As I have just upgraded to 3d studio max 2017 (from 2015), these simple fences were a good way of getting used to the new program version.
  10. Hello there! New members please take a moment to introduce yourself. If you're an existing member perhaps you can spare a moment to give us an update I live in Australia with my pet doggo Stevie. I enjoy city building and base building games. I also enjoy turn based strategy of all kinds.
  11. Second best next to you my friend I just realised what I wrote sounds difficult, it's not. Just it needs exact steps that must be correct to work.
  12. Ah trees, yes, a skillset of its own. Gather 'round while I share with ye the things known by me. The texture is a 4 square "quad map". The left side, 2 squares bark. The right side top, leaves that will wither and vanish. The remaining square, branches. This texture uses alpha channel to denote transparency. The material instance rsc file needs to use Billboard Material as per fig example. The model, make it and map it's uv as per your quad texture. The trick, the leaves and animation. Here's what I do. I steal a fig tree example leaf. It's got the right size already you see. I steal that 1 leaf, change its material to my new tree one, and attach that leaf to the tree somewhere floating in the branches. I then duplicate that leaf all around the tree. Remember, our billboard material will grow that leaf many times in size, it'll also ensure that all leaf parts of the model are forward facing at all times. Next, animation. The example is 150 frames. Comprises of transformation movement in 3 groups, iirc they are chop, sink and fall. I load up the fig tree, export those animations out. Then load the new tree, attach the animation to the tree (load animation, all frames, replace absolute). Our tree model then needs to have an animation map made, so I make a new one, ensuring all transform coordinates are loaded with the new animation. I do this with the load animation tool in 3dsMax. My tree will then perform the animations as required. Learning this takes time.
  13. So, 1.7 is technically nearly ready. Screenshots have slowed down as code bugfixing and toolbar icon creation is now the priority.
  14. Yep that's good. Actually I like the default AO myself
  15. Why don't you just, you know, do the AO then put its brightness up some % manually
  16. puts my town building to shame lol
  17. Theres an icon chart that will provide the basic informations. Theres simply too much content in CC to make a wiki, and theres no moddable system that would be compatible anyway. To answer your question, you always get more out than you put in, and sometimes the resulting product may cover multiple food groups meaning: more people fed, better health and higher trade value
  18. it can either change or not (pines). Thats all
  19. The main toolbar will grow wider as icons from mods are added to it. It appears to accommodate a width of 22 The sub toolbars will grow wider as icons from mods are added to it. It appears to accommodate a width of 30
  20. I've just emailed Luke asking for some help with the Materials limits. Let's hope something can be done there.
  21. It's coded by default as warm and cold months, not by seasons unfortunately
  22. Busy weekend with some retexturing and 3d alterations, including for the food trading post and the dry good trading post. If you play megamod you should be familiar with them. Kralyerg has been doing some more code based edits, much Also, we store our code on bitbucket, today I spent hours shifting everything cc related over to GitLab. Sadly it wouldn't auto import itself. This gives us 5 times the storage so we won't ever have to worry about going over the limit. Lots of little bugs found and more to fix. Shouldn't be too long until you'll be able to play 1.7