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if you figure out the animations of this game ,please post it. the other modders would like to have that info. noone has made much sence of that part of the coding.

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Hey @Bartender you seem like a fun guy. (sorry, had to). I like the models, the vanilla mushroom is pretty bad imo. I added chanterelles in my mod, not as detailed as yours though!

 

One question, have you tried making these as natural resources yet or are they just decorations at the moment? The reason I ask is that I could not get the variants to appear as natural resources that are spawned by a tree set. Only the first mesh in the list would show up, and all instances would be the same. In my case, I had a beaver lodge, a coyote, some nests etc., in the same natural resource template, but only the beaver lodge (1st mesh in the list) would show, none of the rest, so I just had beaver lodges everywhere. I know you can get tree variants to show up, but not so sure about others.

Interested to see if you can do it.

 

Cheers

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2 hours ago, Bartender said:

the first part of this adventure, which I have dubbed Fungiversity

Cool, I hope you can make them work as expected... would make a nice detail  :hand1:

 

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Posted (edited)

It took me some fiddling with the code to figure out how to correctly add the other meshes in the template, but I managed to get them functioning in the game. My code looks like this:

ModelDescription model
{
	MeshGroup _meshes
	[
		{ GraphicsMesh _mesh [ "Models\NaturalResource\Herbs\Mushroom1aMesh.rsc" ] }
		{ GraphicsMesh _mesh [ "Models\NaturalResource\Herbs\Mushroom1bMesh.rsc" ] }
		{ GraphicsMesh _mesh [ "Models\NaturalResource\Herbs\Mushroom1cMesh.rsc" ] }
		{ GraphicsMesh _mesh [ "Models\NaturalResource\Herbs\Mushroom2aMesh.rsc" ] }
		{ GraphicsMesh _mesh [ "Models\NaturalResource\Herbs\Mushroom2bMesh.rsc" ] }
		{ GraphicsMesh _mesh [ "Models\NaturalResource\Herbs\Mushroom2cMesh.rsc" ] }
		{ GraphicsMesh _mesh [ "Models\NaturalResource\Herbs\Mushroom3aMesh.rsc" ] }
		{ GraphicsMesh _mesh [ "Models\NaturalResource\Herbs\Mushroom3bMesh.rsc" ] }
		{ GraphicsMesh _mesh [ "Models\NaturalResource\Herbs\Mushroom3cMesh.rsc" ] }
		{ GraphicsMesh _mesh [ "Models\NaturalResource\Herbs\Mushroom4aMesh.rsc" ] }
		{ GraphicsMesh _mesh [ "Models\NaturalResource\Herbs\Mushroom4bMesh.rsc" ] }
		{ GraphicsMesh _mesh [ "Models\NaturalResource\Herbs\Mushroom4cMesh.rsc" ] }
	]
	int _displayIndex = 0;
	int _subIndex = 0;	
	bool _randomIndex = true;
}

This has worked for every type of Natural Resource I've tried so far, and I even managed to get the white chicken example as a mesh variant for the normal chicken in this way. I haven't yet tested if there is any hard limit to the number of meshes that can be loaded like this, but I don't assume there is.

As for animations, I have looked a bit into the example files, but it seems rather confusing to me. What I meant in my original post was that I don't have any experience with animating models myself at all, so I'm not expecting myself to figure it out if others didn't manage.

Edited by Bartender

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@Bartender and it worked? that is cool. 

I tried it like the NaturalResourceTree.rsc template file because I couldn't see another natural resource that had variations. The tree file is as such...

Quote

ModelDescription model
{
    MeshGroup _meshes
    [
        { 
            AnimationGroup _animations = "Models\NaturalResource\Tree\TreeAnims.rsc";
            GraphicsMesh _mesh 
            [ 
                "Models\NaturalResource\Tree\PineTreeMesh01.rsc" 
                "Models\NaturalResource\Tree\PineTreeMesh02.rsc" 
                "Models\NaturalResource\Tree\PineTreeMesh03.rsc" 
                "Models\NaturalResource\Tree\PineTreeMesh04.rsc" 
            ] 
        }
        { 
            AnimationGroup _animations = "Models\NaturalResource\Tree\TreeAnims.rsc";
            GraphicsMesh _mesh 
            [ 
                "Models\NaturalResource\Tree\BirchTreeMesh01.rsc" 
                "Models\NaturalResource\Tree\BirchTreeMesh02.rsc" 
                "Models\NaturalResource\Tree\BirchTreeMesh03.rsc" 
                "Models\NaturalResource\Tree\BirchTreeMesh04.rsc" 
            ] 
        }
        { 
            AnimationGroup _animations = "Models\NaturalResource\Tree\TreeAnims.rsc";
            GraphicsMesh _mesh 
            [ 
                "Models\NaturalResource\Tree\OakTreeMesh.rsc" 
            ] 
        }
    ]
    int _displayIndex = 0;
    int _subIndex = 0;    
    bool _randomIndex = false;
}

There seems to be a variants within graphicsmesh for each tree type, so I tried that for natural resource, but that doesn't work. It is great if it works having a graphics mesh group for each variant. I'll try that later.

 

If that works, it really helps me add the trapper items onto the map with great diversity (here come bears!)

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Posted (edited)

@Necora Yea initially I tried it in that way as well, but that indeed doesn't work. I just checked, and what I showed is the way it is done in the Rock and Ore templates, that's where I got it from.

Edited by Bartender

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Posted (edited)

10 hours ago, Bartender said:

While I'm in the process of learning how to make mods for Banished, I've embarked on a project to increase the diversity in the game's natural environment. As a biologist, I feel that this is a department in which the game is lacking. Most natural resources have only one mesh, even if in reality they would come in a wide variety of shapes and sizes.

For now, I would like to showcase the first part of this adventure, which I have dubbed Fungiversity. It incorporates 3 new types of mushrooms, and a replacement for the original fungus. All 4 types come in a one, two and three shroom variant, adding up to a total of 12 meshes. As they are simply variants, they all give the same 'mushroom' raw material when harvested.

Fungiversity.png.e26f1b6700c7cd48945da84956c4f591.png

My goal for this project is to add the same kind of diversity to other natural resources, and ultimately perhaps even to other parts of the game such as the villagers or animals (though for the moment I am absolutely clueless on how to do animations).

Any feedback or suggestions would be much appreciated!

 

Wow, I applaud you @Bartender on your amazingly fun(gus) addition, congrats :D:D  I like it!!

 

7 hours ago, Necora said:

@Bartender and it worked? that is cool. 

I tried it like the NaturalResourceTree.rsc template file because I couldn't see another natural resource that had variations. The tree file is as such...

There seems to be a variants within graphicsmesh for each tree type, so I tried that for natural resource, but that doesn't work. It is great if it works having a graphics mesh group for each variant. I'll try that later.

 

If that works, it really helps me add the trapper items onto the map with great diversity (here come bears!)

@Necora You said what now?  Bears, oh my ....  now for lions and tigers ;)
Bad joke, I know :)  Seriously though, bears?  Ohhhhh myyyyyyyyyy ;)

Edited by QueryEverything

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@QueryEverything well I wasn't going to because I didn't want static animals, but then I thought to hell with it, why not for fun.

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If you can, then why not eh?  Would go well with your Forestry mods and @Ketchup watchtower mods, which produce bear products :)  Win/Win I'd say @Necora :D

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55 minutes ago, Necora said:

well I wasn't going to because I didn't want static animals, but then I thought to hell with it, why not for fun.

If you want a copy of any of the static decorative animals that are in CC, just ask.  They're mostly just random models I've come across.

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does the way the item looks in the forest on the ground have to be the same as the way it looks once the banis pick it up and carry it? say you have a normal looking bear,once the bani collects it does it have to look like a bear while it is being carried?  or can it look like a bear and then look like the bani is carrying meat or furs? if so then yeah it would be neat to have a mixture of placed animals throughout the forest.

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24 minutes ago, stiles said:

does the way the item looks in the forest on the ground have to be the same as the way it looks once the banis pick it up and carry it?

No.

If you look at the crop fields, when they get harvested they turn into those little baskets. Then the worker carries the basket.  Same thing for natural resources in the wild.  The carrying resource can look however the modder wants it to.

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As funny as it would be! 

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Thanks for the kind words!

Do I understand it correctly that it is mostly unknown how animations work in banished? I have only taken a peek at the example files, but it seemed rather vague to me indeed. I do recall seeing a duck flying around in the CC mod though, so I guess that at least someone did manage to add models with their own animations into the game?

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It's not that it's "unknown", just that it's the most difficult thing to do.

ShockPuppet knows how to do it (and it makes him cry in the night like a little girl).

There's things involved with bones and skins that I don't understand that are completely different from other modeling. 

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Hmm, that sounds like a daunting task. I do quite value the scarce hours of sleep I get, but I might give it a shot at some point anyway.

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I love those mushrooms. Here's hoping for some herbs that look like herbs, too.

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Posted (edited)

Thank you. I'm currently working on some herbs, as I feel that there should be a lot of variation in those. Since they are being used as medicinal plants, I'm going for a broader approach than just herbacious species, to allow for even more variety.

Edited by Bartender
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