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Everything posted by Necora

  1. First off, thank you to all who have answered my questions over the last couple of days, you've been a massive help. Secondly, a huge thank you to @Discrepancy for your tutorial over at WOB. Very well put together. So You may have noticed by now I have been asking a lot of questions. Well, I have been bumbling my way through making a mod, from learning to model, texture, and compile. So far, after a lot of trial and error, I have come up with a house (with F-variants!!!) that bannies will actually live in and doesn't crash the game (well the mod kit version of the game anyway). It is meant to be a shore fisher, but as the tutorial was for a house, that is what we have. Looking through the resources in the mod kit, I even managed to compile F-variants (all huts in the above pictures are F-variants) and make it sit on water without flattening the ground. However, turning it into a production building and making additional walkways were not so productive. Following the apiary example I did manage to get it in game in the food toolbar and employ a beekeeper to produce honey, however after a year nothing was produced and when I built two the game crashed eventually crashed. With the walkways, I could not figure out how to put them into the same instance as the houses only as another mod, and for some reason my 3 package.bat did nothing, well it ran without errors, but I couldn't find a mod anywhere. I will continue my quests to make something functional! I do have a request though, would someone be willing to send me the .rsc files for some dock pieces and things so I can explore them? The examples in the mod kit are pretty minimal (and also quite varied in the lay out and order of items in the template files which really doesn't help)
  2. Not sure I understand... is it because they are not all the same size? If so, then it might be because they have different UI codes because some of the names are quite long. If you look at the finished building's UI, then some will be longer than others, because otherwise their names don't fit! Also, I went through the Pine Set and standardized the UI size as much as possible (apart from where the names are longer) but didn't get around to doing it for the other sets yet, so they use a UI I made that is far too large for them. I don't think it is due to the build requirements, I didn't play with those, so i am guessing it is because it is using the 'maritimesdialog' which has a bigger UI.
  3. They are the shore rocks and should be right next to the older CC rocks in the ghost deco menu. If I remember right there are three buttons, large rocks, small rocks, and shore rocks.
  4. That's what I'm talking about! Awesome stuff! What level water did you use for it? That has inspired me to get the update to this set finished and get it released.
  5. ... What glitch?
  6. I'm pretty sure that is what the model for the candle raw material looks like. In the old version they used to be stored in a stock pile so you could see stacks of those Always nice attention to detail with CC!
  7. It is actually much easier (for me at least) to make sharp, crisp, new buildings. Making them rough and ready while keeping the polys down is really tricky, and takes a lot of effort/skill in texturing. There are a lot of new buildings in the latest CC which are a master class in this.
  8. Cheers @Bartender I thought that might be the case. I've made a(nother) new material and it does the job. Do you use this at all in your natdiv stuff? Do you notice any significant change in performance with no culling? I assume it is done to prevent wasted effort and resources drawing faces you'll never see, but I wonder if the trees would look more full with culling off. On a few fallen decorations there will be no change in performance, but if I were to do it on the other trees that fill the map... I wonder if it will be too much for the game to handle? I guess I can try and see if it makes any difference in both visual and performance. Would be nice if it made the trees fuller though. @QueryEverything hmm, you and @stiles seem to be reporting a similar thing. You don't happen to use an aging mod or something that also messes with the time it takes for trees to grow do you? Perhaps somehow the wild flora mod is interfering here? I don't know how that is coded, but it shouldn't impact the foresters. You should start to see traps (and the maple sap, pine resin, chanterelles, blueberries, cranberries, apples etc.) after about 8 months from building the tower if you have cleared the area and the trappers will start harvesting them ASAP. Then they should become pretty prolific in the radius. I have noticed that sometimes trappers can be a bit slow on the get go, but not that slow. I can't remember the numbers I was getting now, but I know after just a couple of years I had way more fur and pelts than I needed although game is a little lower than I would have liked.
  9. exactly, only with more frustration and less tasty reward, and the same amount of doubt about your well being afterwards.
  10. I've had that empty package (where it seems to finish but did nothing and nothing is produced) a few times before too. The error is probably in your package.rsc, and probably something like what Kralyerg and Discrepancy have mentioned above, a miss spelled name or line, a capitalized or non-capitalized letter. Often, if I can't find these sorts of issues, I'll just delete the package.bat and package.rsc and start again using the apiary examples (or another one I know works) making sure all names are identical throughout, including capitalization.
  11. the mod kit does... strange things... it's best to not question it's methods...
  12. I do like that mill. I have a few mills on the go at the moment, nothing quite that small though. I was tempted to make one for the pine set but just don't have the time. @despo20 if you're gonna do that one... how about make it small and compatible with the new river decoration set... it would be really cool to have a mill for that set! If it was made to sit in a -0.25m or -0.50m setting, you could style a mill pond behind it and have it empty eventually into a stream or river.
  13. Two tiles.. where am I now or where am I from???
  14. Version 100


    The Maritimes Collection - Maritimes Trees Addon Introducing the Maritimes Trees Replacement Addon. This pack replaces the vanilla trees with new trees from the Maritimes Collection. Includes Apple, Aspen, Birch, Fir, Maple, Spruce, and White Pine. All have a few variants. How it works. This mod changes the 'NaturalResourceTree.rsc:model' to swap the vanilla tree models for the new Maritimes tree models and their variants. It also increases the amount of wood produced as a little added bonus - These trees are bigger than the vanilla ones, so it's only fair. This mod does not change the spawning of other natural resources, nor does it add any new resources. Compatibility. As this mod is a simple tree replacement, the only aspect of the NaturalResourceTree.rsc template file that it over writes is the 'model' section. This means that if you run it on top of other mods, it should over write that part of the file, but not touch the rest. So any mods that change the wild spawned resources associated with the NaturalResourceTree.rsc, such as the Wild Flax Mod, should still work. It should also work with any mods that change the appearance of or add variations to the gatherer/forester/herbalist buildings such as the Forest Outpost Mod. This mod will not work with any mods that change the vanilla trees, or link a new tree file in the starting conditions. It should not cause any crashes, but either this will over ride the trees added to the vanilla file, or not show up on the map if the other mod links to a new tree file (some CC starting conditions may work like this). Acknowledgements None of my mods would be possible without the help, support, and general amazing nature of the Black Liquid Crew. This includes especially @ShockPuppet for modeling help and @Kralyerg for super coding magic. Thanks also go to @Discrepancy for his awesome intro to modding tutorial, and @Ketchup for modeling and coding help throughout, and of course the toolbar! Thanks also go out to all who have participated in the development thread with comments, suggestions, and beta testing. There are too many to name individually, and I'm worried about missing people out. So here's to you!
  15. Hi @BuildHappy no, you don't need them both. The new trees are included in the Pine Set and will spawn on start up in replace of the vanilla trees. The difference between the two sets is that the 'Maritimes Trees' set is visual only. All it does is change the trees from vanilla models to new models. The Pine Set adds a load of new natural resources such as beaver lodges, chanterelles, blueberries, cranberries, fiddleheads that are also spawned on start up.
  16. There are two mods (as far as I know) that produce fur. The training camp mod by Ketchup produces it from the hunting towers, and my Pine Set produces it (and pelts) through a trapping chain.
  17. well glad you guys are figuring it out. Well, it probably needs to be done anyway. There have been so many changes lately that it is hard to keep up and I can't remember what I used for the earlier sets. It will probably all change again when the game comes out of Beta! @QueryEverything I have no idea how that was done, so I might not be the best person to ask for that! @Bartender I have a question for you. What does CullMode do? I know it determines if you can see the faces even from behind, but what do I set it to? I want to make sure that if you rotate around an object (a fallen tree) then you can still see the textures from behind (branches). Do I set it to " CullMode _cullMode = None; " for this to happen?
  18. @QueryEverything and @KevinTheCynic What a conundrum you guys have. I have no idea why these crashes would occur, nor do I have any idea why the maritimes needs to be above any other mods that also have all the new things associated with them. I had a look through the code for the PEI Shore and there is nothing in there that stands out as something that could cause a crash, it is all unique to those buildings (i.e. no links to other template files). Maybe something deep inside the code is from an old version or something, it is possible that with all the updates to the game lately something hasn't followed along. I guess the only thing I can really do is re-build all mods and make sure everything is up to date. @Bartender nope I didn't try again, I will do though. That sounds like an interesting idea. It would be cool to get a nice ice texture to show up on water during the winter. Oh and those reeds are pretty cool, mind mixing up the heights of them for decorations so we can have them go down a river bank? So we can place them at lower levels and they are low to the ground.
  19. Glad you like it. I've attached the zip to this message so you can test out Version 2 of the Riffle WIP. By the way, in case anyone was wondering, riffle is a term for fast moving stretch of river, also rapids if you like. I chose riffle though because it sounds funnier. In this next version, you'll find... 1x ghost water steam particle. 1x ghost water foam particle. 4x ghost turbulence textures, all below water level, each with three different angles. These textures have the foliage material so they have a pronounced movement when placed. 4x digging tools = 0m, -0.25m, -0.50m, and -0.75m. 3x ground level (0m) water squares = a corner, an edge, and a center piece. These all have a foliage material on the center of them, to give some nice ripple like movement. 3x lower level water squares = -0.25m, -0.50m, and -0.75m. 3x sloping water squares = from 0m to -0.25m, from -0.25m to -0.50m, and from -0.50m to -0.75m. These have a turbulence texture overlaid on top that has the foliage material and gives them some movement. All pieces are ghosted and free to build, apart from the digging tools which are free but not ghosted... they need to be deleted to work. Known bugs - for some reason, the foam particle 'breaks' at some point. It does nothing bad to the game, it just freezes and becomes a star in the water. I have no idea why this happens, so need to dig into the particle system a bit more. No ghosted items here change terrain height, so you need to use the digging tools to make a sloping river. These (in combination with CC and other maritimes mods in these screen shots) should allow you to make something along the lines of this... MaritimesRiffleWIPv2.zip
  20. I have started to play around with some more decorations. This time I've made a 'paintable' water square, to make a pond on land. There are currently 3 F-variants of a center piece, corner piece, and edge piece (which will be turned into individual buttons because it is annoying). I need to play around with the edges, they are rather harsh. But, the water does 'move' slightly (like the trees to in the wind) so this gives the pond a nice, but subtle, bit of movement to it. I plan to make some at a couple of sunken stages so you can ultimately build a stream through your town to the river. I'll also make some rapids and turbulence sections for this. And some diagonal pieces too. I will probably work on this while listening to the hockey tonight, then share it tomorrow. But for now, thanks to the decorations included in CC and a few of my own, we have a nice, custom DIY reflection pond
  21. @Bartender hmm I can't seem to get it to build... C:\BanishedKit_107_170320Beta\MyMods\MaritimesRiffle>..\..\bin\x64\Tools-x64.exe /build MaritimesRiffleResources.rsc:resource /pathres ../MyMods/MaritimesRiffle /pathdat ../MyMods/MaritimesRiffle/bin SRS Toolset version 1.0.7 Beta Build 170320 Compiling 'MaritimesRiffleResources.rsc:resource' Compiling 'MaritimesRiffle.rsc:MaritimesPainting01' Compiling 'Template\MaritimesPainting01.rsc:resource' Compiling 'Template\MaritimesPainting01.rsc:model' Compiling 'Models\MaritimesPainting1Mesh.rsc:resource' Compiling 'Models\MaterialInstance\TestWater.rsc:resource' Compiling 'Material\SeasonalMaterial\SeasonalMaterial.rsc:resource' Compiling 'Material\SeasonalMaterial\SeasonalMaterial.rsc:normal' Compiling 'Material\SeasonalMaterial\SeasonalMaterial.srsl:Normal_vsseason' C:\BanishedKit_107_170320Beta\MyMods\MaritimesRiffle\Material\SeasonalMaterial\SeasonalMaterial.srsl(1): error C1010: Unable to open file '../constants.srsl' C:\BanishedKit_107_170320Beta\MyMods\MaritimesRiffle\Material\SeasonalMaterial\SeasonalMaterial.srsl(1): error C1004: Unexpected token '../constants.srsl' C:\BanishedKit_107_170320Beta\MyMods\MaritimesRiffle\Material\SeasonalMaterial\SeasonalMaterial.srsl(2): error C1010: Unable to open file '../lighting.srsl' Warning: Failed to compile shader 'Material\SeasonalMaterial\SeasonalMaterial.srsl:Normal_vsseason'! Video\SRSLCompiler.cpp(60) Warning: Failed to compile shader 'Material\SeasonalMaterial\SeasonalMaterial.srsl:Normal_vsseason'! Video\SRSLCompiler.cpp(60) C:\BanishedKit_107_170320Beta\MyMods\MaritimesRiffle>pause Press any key to continue . . .
  22. @Bartender so the bush is now a tree that spawns fruit? Nice idea, do you include it as another tree line or as a separate thing like the grass? Also, I think what @anni71 is getting at is ghost decorations either included in the mod or as stand alone. To be honest, I don't think you'll be able to get away for very long making such cool things without making them into ghost decorations
  23. @Bartender cheers, I'll have a go at them. Although, I think it does add a nice bit of contrast when used with other things. We'll see what the feedback is as more people use it/post screen shots. Also, talking about material, how good are you at going through the material codes to modify things? I can kinda do the .rsc, but the .srsl or what ever is a totally different language to me and I have no idea. What I would like to do is make a material that fades with the seasons, like billboard, but doesn't face the camera and doesn't change colour in seasons. I simply want a material to disappear in winter. What would be even cooler, is if we can then make a material that appears in winter, and disappears during the summer. I was thinking of making some 'paintable' water squares at ground level and perhaps -.5m, so that you can paint lakes/rivers/streams/ponds on the map, where ever you want. It would be neat to have two textures, 1 a nice blue water for the summer that disappears in the winter to reveal a nice ice texture beneath. I think that would be pretty cool.
  24. Yeah I was thinking that too. Perhaps also throw in a black version as well to match the Port Royal set.
  25. Thanks all, looking forward to some feedback and ideas of things to add to it/improve it. As for the shadow @Bartender it is because it is a mesh rather than just the points. I don't know, is there a way to stop something from casting a shadow? It stuck out to me at first, but once you decorate with some reeds and things, it is less noticeable. I had some time to make another storage, a dry storage loft. Stores clothing, textiles, fabrics, crafted, precious, and misc items. Only a 2x1 footprint, but over hangs quite a way so you can place other things under it such as a stock pile or smaller storage. In the last screenshot I've placed the food cellar and tool shed beneath it. I am trying to decide, what colour schemes should I use for these storage pieces? I've used just the ones from the Pine Set so far. Would people want more F-variants, or perhaps two toolbar buttons one for colour and one for schemes with brown, black, grey, orange? I can't decide how much variation is too much variation!