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despo20

Despo begins to modding :-)

137 posts in this topic
1 hour ago, despo20 said:

What should I do?

That's an easy one.

This is what I have general storage barns set to:


	RawMaterialFlags _storageFlags = Edible | Tool | Health | Clothing | Textile | Grain | Vegetable | Fruit | Protein | Custom0 | Custom1 | Custom2 | Custom6 | Custom7 | Custom8 | Custom9;

I find it a good idea to put the actual food flags in, for cases of non-edible foods (Flour only has the Grain flag, but not the Edible flag). 

The new flags you want are the Custom numbered ones.  0-2 and 6-9.  3-5 are stockpiling ones, although you're welcome to make them be stored in your barns if you want.

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Wow! I cannot wait for these to be released!

I have a minor fascination with medieval architecture, particularly the atypical look of town streets compared to the regular/controlled look of streets from more modern eras. So having more of the irregular medieval style buildings for the game is great. I'm really looking forward to any other medieval buildings you make. :D

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Thanks Kevin!

I'm at work on a pair of F key variants, after which I will release the v1.0 :hand1:

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1 hour ago, despo20 said:

Thanks Kevin!

I'm at work on a pair of F key variants, after which I will release the v1.0 :hand1:

:hand1: Oh yes! Please! These medieval houses are soo adorable :heart7:, can't wait for your mod. :$:face56:

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5 hours ago, anni71 said:

:hand1: Oh yes! Please! These medieval houses are soo adorable :heart7:, can't wait for your mod. :$:face56:

As a "typical male", I wouldn't use the word adorable to describe them :P :D but yes they are pretty damned awesome and like @anni71, I cannot wait to have them in my game :) and F variants just make Banished life even better :hand1:

It's going to be difficult stopping myself from checking here every couple of hours to see when they've been released! xD

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2 hours ago, KevinTheCynic said:

As a "typical male", I wouldn't use the word adorable to describe them :P :D but yes they are pretty damned awesome and like @anni71, I cannot wait to have them in my game :) and F variants just make Banished life even better :hand1:

It's going to be difficult stopping myself from checking here every couple of hours to see when they've been released! xD

pfffffttttttt ...  you can use adorable.

Just don't be like me and say it on an Army base when referring to a tank, then follow it up with, "oh wow, that's cute".  Hahahahahahaha

 

Oh, yes, @despo20 please don't make us beg :D

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I can't wait to try these ingame either! I do hope that you intend to continue creating things after such an amazing start :)! A whole medieval town in this theme would be absolutely amazing.

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Posted (edited)

19 hours ago, KevinTheCynic said:

As a "typical male", I wouldn't use the word adorable to describe them :P :D

Hehe... I'm a woman and be allowed to use "adorable". :PxD

16 hours ago, QueryEverything said:

pfffffttttttt ...  you can use adorable.

Just don't be like me and say it on an Army base when referring to a tank, then follow it up with, "oh wow, that's cute".  Hahahahahahaha

In 'World of Tanks' you are certainly alone, to say or squeak: 'HOW CUTE!' xDI just imagine it and must laugh loudly. 

You both are funny. :D

Edited by anni71
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Wow! I never expected to have so many fans! xD

I'm trying to do as quickly as possible with the time I have available ;)

But I have a little issue with the F key variants...

@Discrepancy @Ketchup @Necora I need your help again!

I have set a F variant of my storage and works well, except for the texture. Both variants load the same texture, the first one.

I have duplicated the relative files in Model and MaterialInstance folders (screenshots below) and I have edited the template file in this way.

There is something else to do?

}

PickingDescription picking
{
	MaterialInstance _selectMaterial = "Material/SelectionMask/SelectionMask.rsc";
	PickingGroup _meshes
	[
		{ 
			PickingMesh _mesh 
			[ 
				"Models\D20HouseStorageBuild01Picking.rsc",
				"Models\D20HouseStorageBuild02Picking.rsc",
				"Models\D20HouseStoragePicking.rsc"
			] 
		}
		{ 
			PickingMesh _mesh 
			[ 
				"Models\D20HouseStorageBBuild01Picking.rsc",
				"Models\D20HouseStorageBBuild02Picking.rsc",
				"Models\D20HouseStorageBPicking.rsc"
			] 
		}
	]
}


ModelDescription model
{
	MeshGroup _meshes
	[
		{ 
			GraphicsMesh _mesh 
			[ 
				"Models\D20HouseStorageBuild01Mesh.rsc",
				"Models\D20HouseStorageBuild02Mesh.rsc",
				"Models\D20HouseStorageMesh.rsc"
			] 
		}
		{ 
			GraphicsMesh _mesh 
			[ 
				"Models\D20HouseStorageBBuild01Mesh.rsc",
				"Models\D20HouseStorageBBuild02Mesh.rsc",
				"Models\D20HouseStorageBMesh.rsc"
			] 
		}
	]
	int _displayIndex = 0;
	int _subIndex = 0;	
	bool _randomIndex = false;
}

HighlightDescription highlight
{
	EdgeGroup _meshes
	[
		{ 
			EdgeMesh _mesh 
			[ 
				"Models\D20HouseStorageBuild01Mesh.rsc:edge",
				"Models\D20HouseStorageBuild02Mesh.rsc:edge",
				"Models\D20HouseStorageMesh.rsc:edge"
			]
		}
		{ 
			EdgeMesh _mesh 
			[ 
				"Models\D20HouseStorageBBuild01Mesh.rsc:edge",
				"Models\D20HouseStorageBBuild02Mesh.rsc:edge",
				"Models\D20HouseStorageBMesh.rsc:edge"
			]
		}
	]

	// materials for drawing selection with no mesh
	MaterialInstance _maskMaterial = "Material/SelectionMask/SelectionMask.rsc";
	MaterialInstance _edgeMaterial = "Material/SelectionEdge/SelectionEdge.rsc";
}

sc1.thumb.jpg.1180263151df95d1d6e01d0d34ada21e.jpg

sc2.thumb.jpg.1347efb9a4e6f126b800d7ab88a774f1.jpg

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Are all textures properly linked in the .fbx file? texture/material has same name as texture file, with all relevant materialInstance files for every texture file the model calls up? so if you are multi-texturing a single building you must have all the materialInstance code for each image file.

Also, have you correctly linked the correct textures inside your D20HouseStorageBBuild01Mesh.rsc, D20HouseStorageBBuild02Mesh.rsc D20HouseStorageBMesh.rsc ?

GraphicsMesh resource
{
	String _meshName = "Models\D20HouseStorageB.fbx";
	int _instanceCount = 5;

	DetailLevel _detailLevel
	[
		{
			float _transitionDistance = 10000.0;
			String _subObject = "mesh";
			ImageBuffer _image = "Models\MaterialInstance\D20HouseStorageBAO.rsc";
		}
	]

	Skin _skins
	[
		{
			MaterialInstance _materials
			[
				"Models\MaterialInstance\D20HouseStorageB.rsc:damage"
			]
		}
	]
}

EdgeMesh edge
{
	GraphicsMesh _graphicsMesh = "resource";

	MaterialInstance _maskMaterial = "Material/SelectionMask/SelectionMask.rsc";
	MaterialInstance _skinMaskMaterial = "Material/SelectionMask/SelectionMaskSkin.rsc";
	MaterialInstance _edgeMaterial = "Material/SelectionEdge/SelectionEdge.rsc";
	MaterialInstance _skinEdgeMaterial = "Material/SelectionEdge/SelectionEdgeSkin.rsc";
}

 

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@Discrepancy the mod kit reads textures from the .fbx not from the .rsc files. Only the AO and damage part are from the .rsc. You can have any image as 'damage' and it doesn't seem to matter (I use a generic grey texture that all damage codes link to). @despo20 It looks like you're .rsc files are in order, so I would assume that you have not linked the texture in the .fbx properly. Are you using blender? If so, each F-variant mesh needs its own material and texture applied to it which are named the same as the ultimate .png. 

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Thanks guys! I wouldn't be able to complete this mod without you ;)

@Necora you got it!

I had put the right material name, but the wrong texture name :/

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4 hours ago, Necora said:

@Discrepancy the mod kit reads textures from the .fbx not from the .rsc files. Only the AO and damage part are from the .rsc. You can have any image as 'damage' and it doesn't seem to matter (I use a generic grey texture that all damage codes link to). @despo20 It looks like you're .rsc files are in order, so I would assume that you have not linked the texture in the .fbx properly. Are you using blender? If so, each F-variant mesh needs its own material and texture applied to it which are named the same as the ultimate .png. 

in fact it is still matter... the "damage" part control what your mesh will look like once your building has burnt by fire or destroyed by tornado :P

but personally i am very bad at it .... and since i dont use 1 png for all the building but multi-texturing.... my building always look extremly bad when it burnt

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1 minute ago, Ketchup said:

my building always look extremly bad when it burnt

Oops I've never tried this :o

 

@Ketchup have you ever tried to create F variants with different points?

I'm trying an F variant with a chimney in a different position, but I'm not able to make it work... :(

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@Ketchup ohh right, I've never seen my buildings damaged! Sure they must look terrible too then!

@despo20 good luck..... there doesn't seem to be a way to do this using Blender. In 3Dsmax you can assign points named 'smoke' to individual F-variant meshes and it works by just calling for 'smoke' in your particle system part of the template. But in blender, you can't. Even if they are parented to the mesh, it still won't let you have more than 1 'smoke' it will always try to make it smoke.001, smoke.002 etc. I have not found anywhere in the code that lets you refer to more than one smoke point for different meshes. There is a way you can do it for more than one smoke per building, but if you do the same for F-variants then the smoke will come out everywhere on each mesh.

I would love to know if someone knows a way around this.

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Posted (edited)

Such a bad news :(

I tried to play with the code for a few hours, but no good news...

Edited by despo20

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Posted (edited)

yeah it is easy with 3dsmax to set it up many points with the same name but hard to make with blender.

with 3ds max you need to make dummies with same name "smoke" all "connected" "linked" direct to your "mesh" "mesh1" "mesh2" and not connected to your dummy named "points" like this screenshot

37_10_04_17_2_34_41.thumb.jpeg.3baaa4c6ae148cfa33e261c68820953b.jpeg

but not sure how you do it with blender. i searched last week when question was asked on WoB ....

in my corrupted memory ... i think there was a way in blender but done in blender but with an edit file... notepad++ , but not sure.

i never found the post back

Edited by Ketchup
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Posted (edited)

Have you checked out Stack Exchange?  i use them a lot of Excel based queries, and the sub-domain of Blender looks very promising, and busy.

http://blender.stackexchange.com/

I hope someone there can help you all. :)  

 

{edit} I also found this link:  https://books.google.com.au/books?id=13fXlLfEM54C&printsec=frontcover }

Edited by QueryEverything
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