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Necora last won the day on March 22

Necora had the most liked content!

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About Necora

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  1. @stiles about the trader post, you might have to refer to @Kralyerg about that one because I am not sure. Goats milk I want to make into goats cheese at some point, just for some variation. It has the same stats as cows milk. I've not changed the aging of trees, they are a replicate of the vanilla tree set, just with my models. So the growth should be the same as vanilla... should be. I'll check it. Domesticated animals in the wild are from CC. A forester will 'produce' them by clearing area to plant trees, the same way they clear the stone and iron. I've no plans for other trees, but I can do in the future. I wanted to keep them regional, not sure we have any nut trees here. I'll look into it.
  2. Oh and one more thing.. I'm not sure what this UI is called, it is the one that pops in or out when you hit 'N' on the keyboard in 3D Veiw and has the transformation options and things in it. If you scroll down to the shading menu, you can tick AO and it will display your values and some shading on the building (which I have made red here for fun). It is a rough estimate of how your values will come out, the result is a lot grainier than a proper bake in game, but you can play around with them to see the difference of changing certain things.
  3. @despo20 I gave wrote a late night, brief overview at WOB that a few people have recently deciphered, with no images. Here are some images for you, perhaps I will put it together into a blender AO tutorial when I get a chance. Image 1 1 - We start off in the 'World' menu. 2 - First, change the 'Ambient Colour' to 150, 150, 150. 3 - Tick 'Ambient Occlusion' and open up this drop down menu. The first option is 'Factor' which is how strong the effect will be. The higher the number, the darker the shadows. 4 - You can select to multiply or add each trace. Multiply gives a darker shadow. So each scan is multiplied by a factor of 2.5 in this set up. 5 - Tick 'Environment Lighting'. I'm not sure how much of an effect it has, but I was battling dark shading across the whole thing when I went through this so decided to tick it just because. 6 - Same with 'Indirect Lighting'. I didn't change any of the settings of either of these two. Image 2 1 - Scroll down in the 'World' menu to find the 'Gather' drop down. Make sure 'Raytrace' is selected and it is set to 'Approximate'. Other settings give lower quality shadows (grainy). 2 - Attenuation - This is the distance between faces that will cast a shadow on one another. (note - this is my understanding of it!) AO is about the effect other faces have on the one that is being scanned. Blender will scan out in all directions from each face, and see what other faces there are to cast a shadow on it. Attenuation tells blender how far to look for another face. The default is 10 m (!!!) so any face within 10 meters will case a shadow, and result in a very dark AO all over! I use 20 cm, it seems to be a good one for definition on buildings. On smaller things I will go less, 5 cm for a tree or bush where many faces are close together. Play with this depending on the model to get the amount of shading you need, it is probably the most important thing for AO IMO. 3 - Samples - how many scans per face. The more you do, the longer it takes, the smoother the shading is. There are also things like 'fall off' which is something to do with how quickly the shadow from another face stops having an effect, but I have not played with this yet. Image 3 You probably have used these already! 1 - Render menu 2 - Make sure normalized is ticked especially if you are using multi materials. This forces blender to assume all faces are bright white (ambient colour that we set earlier I think). If you don't do this, you can get dark/odd shading due to the textures applied to each face. 3 - Margin 10px. I don't know why, @Discrepancy said to do it in his tutorial
  4. @despo20 It looks awesome. A couple of points, before you lighten the AO, consider that the environment lighting in game is rather, well, I don't know a nice way to put it, let's say unforgiving My white areas of the AO are as white as can be, and I use a strong shading to it, yet the white AO areas still come out somewhat dark. I find that if the model looks great in blender, I will need to boost the saturation and contrast of all textures for it to look just as vibrant in game. In blender everything looks over saturated, but in game it comes out nice. I think it is because in the 'sun' the game casts some strange pale blue shadow on everything, and brightens it (but adds more contrast) in 'rain'. I would have thought it would be the opposite way around, or at least less blue wash in sun. Try tinkering with the contrast/brightness/saturation of the textures before you change the AO. The good AO from blender should not darken faces with no shadows cast on them, so roofs, walls etc. The AO simply adds some nice contrast around the beams, especially if you have the attenuation down to around 20 cm, which is what I use as default.
  5. If you did the AO the way I described in a few places then you don't need to invert it, it is correct the way blender bakes it Awesome house!... and say good bye to your life, this stuff is addictive...
  6. Besides the trees, I've been working on improving the natural resources and raw material models, so they all have much better texturing and things. So far I'm about 1/2 way through the pine set raw materials. I'm also planning on adding more secondary and tertiary things like tools and clothing so you can actually start to use some of these things other than for trade. Like pitch or twine on tools to make them grip and last longer (steel tool category). These are the models I've improved so far.
  7. @stiles What mod is the old town trader from? CC?
  8. @Ketchup don't delete! More trees! Plus I'm looking forward to your berries bushes and grasses. I still want one of those grasses as seaweed though So I realized I never take pics or test with shadows turned on, because I don't like them. Horrible diagonal lines on EVERYTHING. But, they do make for some good pictures. So I decided for some eye candy, i'd load up a few things and make some scenes. Unfortunately, it is using the mod kit because Steam is stuck downloading the update and my internet is too slow to handle it. So I couldn't use any of the ghost decorative fences and goats oh well... Here is Crystal Cliffs, Sherbrooke, and NS Inshore with the new trees as starting trees in winter and summer... (the trees might be a little big...)
  9. @Ketchup so I turned shadows on. I have to have them at high quality otherwise you get those horrible horizontal lines everywhere. And low resolution just makes them look like squares everywhere. Any hints on making shadows less system intensive? Unfortunately, on high res/high quality, I can barely scroll! It does look good for pictures though... Trees as natural trees, without shadows... And with shadows...
  10. @Ketchup yes, shadows slow my system down a lot. I actually completely forgot about them until you just asked.
  11. @Kralyerg how about this one? I tried to put some new trees to start with the game, to replace the vanilla ones, and after about 20 seconds of running a new map it threw this up..
  12. I think I've tree'd myself out for the day.
  13. Thanks! I think perhaps the maples need some height variation. And what do people think about the red one? I think it looks cool... but there are no year round red maples... so should it stay as a variant in the natural trees or should it be just decorative? Firs are much better now... and so are the aspens! Getting close to a full tree addon here...
  14. @Bartender yup they work in game just fine. The one thing I'm not sure of is the falling animation, I've not actually looked into it, so I doubt my trees do it. Perhaps they just vanish when cut. I looked into the fig tree example but unfortunately it is not very informative regarding how it is done. If I get time I'll look into it more.
  15. Thanks for the kind words everyone! So the maples, the foliage was just too large and wide. The trees were very top heavy. Deciduous trees are hard, to get the branches looking good in winter. You can't do it all in 3D, because then the meshes have like thousands of triangles and it will slow the game to a crawl. So making them is a case of playing around with minimal numbers of faces, textures, and getting the right combination. Another thing about deciduous trees compared to pines, is that pines look good when they are sparse in variation. Deciduous do not look as good, so you need to make them very full. Anyway, I decided to make the maples in the same way I made the pines, but go heavy on the leaves. So now you can see individual branches, which are full of leaves in summer, and still look good in winter. As for the winter snow, I kinda like it! I can try to apply an AO to these trees to tone the snow down a bit, but with AO you get odd shadows sometimes. I'll mess around with it. Anyway, here are the new maples, version 2. 4 variants, 2 red and 2 green. Here is a fun before and after comparison. The new trees, and the old ones which are in the pine set. What was I thinking with that 'White Pine'????? All I can do is apologize for that attempt . Next I want to do the trembling aspen, perhaps a birch, and a few more conifers and pines. I need to re-do the fir, and I found a good texture for a jack pine. Then we'll have one of each of the major native trees found in Nova Scotia.