Welcome to Black Liquid Software

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

despo20

Despo begins to modding :-)

114 posts in this topic
16 hours ago, despo20 said:

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

I just make different .fbx files for each building, attach the smoke point directly to the building. Then leave out the pointlist reference in the template file, like this:

ParticleDescription particle
{
	ParticleAttachment _systems 
	[
		{
			Time _fadeInOutTime = 2.0;
			bool _addOnCreate = false;
			bool _addOnNotify = false;
			Particle _particle = "ParticleSystems\Fire\FireSmall.rsc";
		}
		{
			bool _addOnCreate = false;
			Particle _particle = "ParticleSystems\ChimneySmoke\ChimneySmoke.rsc";
			String _attachNode = "smoke";
		}
	]
}

I did this with the Small Townhouse from DSSV.

1 person likes this

Share this post


Link to post
Share on other sites

Thanks @Discrepancy!

I tried exactly this way after Ketchup's screen, but I hadn't deleted the code string from template file.

Now it works perfectly!

 

@Necora make a try with different .fbx for each variant. With all the variants within a single file doesn't work for me.

 

Thank you all guys for the great help you gave me!

It's time to release the v1.0  :hand1:

 

 

2 people like this

Share this post


Link to post
Share on other sites

@QueryEverything @anni71 well as someone who used to be in the army (and my first unit was an armoured reconnaissance regiment so we had armoured vehicles, no tanks though...) and as someone who used to play World of Tanks, I can relate to your comments and they both made me laugh out loud! :D 

 

@despo20 I think you'll have lots of fans because like the other modders here, your work shows a level of detail & variety that we didn't get in the vanilla game... and if there's any thing I have learnt from the Banished fan community is that we love to have some variety but beautiful models make us stop in our tracks and mumble, "Want, want NOW!" :D

2 people like this

Share this post


Link to post
Share on other sites
7 minutes ago, despo20 said:

Thank you! :hand1::x

 

 

2 people like this

Share this post


Link to post
Share on other sites

Your welcome! ^_^

1 person likes this

Share this post


Link to post
Share on other sites

congratulations Despo !! beautiful work !!

4 people like this

Share this post


Link to post
Share on other sites

I just tried to see what a medieval city street could look like with these..

D20.thumb.png.4c6bd790eef1a5c8495fe044b915c338.png

It's beautiful! I would love to see more buildings in this style, it's absolutely amazing.

I've found one tiny bug by the way: there's a little piece of texture missing on the big house.

D20.png.1e8937141b4ba3b9ff5d8f38de362db3.png

2 people like this

Share this post


Link to post
Share on other sites

Ohh looking at that shot from @Bartender, @despo20 I love the way they over hang in random places and make a non-uniform lay out... diagonals would look fantastic with these.... we can have some proper medieval crooked winding streets!

3 people like this

Share this post


Link to post
Share on other sites
On 4/14/2017 at 11:07 PM, Necora said:

Ohh looking at that shot from @Bartender, @despo20 I love the way they over hang in random places and make a non-uniform lay out... diagonals would look fantastic with these.... we can have some proper medieval crooked winding streets!

Yes!  Awesome diagonals, with some of the amazing ghosted decos available, I can see it now!  With the tree mods too. :)
I can certainly see a city district already building in my imagination, now to get it down into program :D

1 person likes this

Share this post


Link to post
Share on other sites

man i am really jealous ! you are so talented !

1 person likes this

Share this post


Link to post
Share on other sites

Wow! Love that storage building :hand1:

Do you perhaps have any plans to make a mirror image version so that two of them could be placed together (so in effect you would have a large three sided building rather than a two sided one)?

EDIT: While I can see that the storage building is meant as an add-on to one of the houses, I like the idea of it being a stand-alone building as well, hence the question about making a mirage image version so that the "left" and "right" versions could be combined into one large stand-alone storage facility.

Edited by KevinTheCynic
clarifying some info
2 people like this

Share this post


Link to post
Share on other sites

Yes @KevinTheCynic, it's a possibility ;)

My idea is to create a series of buildings that can be combined together in different ways, so the player can experience and create varied medieval quarters.

 

@Ketchup I'm really really jealous of your New Medieval Town!!!

Your job is of great inspiration :hand1:

2 people like this

Share this post


Link to post
Share on other sites

Hi Despo,

I'm known to "abuse" mods in sometimes strange ways... here are some shots that may give you more ideas how to set up your snap-on storages xD

despo1.jpg.c52ae050078a9dad8112249a9fb2af6b.jpg

This is probably a fluke, being able to slip the storage 1 tile in, making a pseudo gate...

despo2.jpg.ee4464fd942344109f313917e35d23b5.jpg

But it even works on some other buildings...

despo3.jpg.096ab47d1dd337399fc524a35e0b3f97.jpg

While here it leaves an undesirable gap...

You may want to exploit that on your own, so we can attach those snap-ons to any bare wall we find... ;)

Looking forward to your next release! :shape1:

 

3 people like this

Share this post


Link to post
Share on other sites

It's lovely again despo! This is going to be such a nice set!

I also like the suggestion of having the possibility to make this one into a separate storage building.

Edited by Bartender
2 people like this

Share this post


Link to post
Share on other sites

 

Thanks @Paeng, they actually gave me some new ideas :D

The little storage was born to patch a mistake of my first house (it's too short for half a module on one side).

Maybe I could make another variant of the storage a bit longer. There's a lot of possibility and so little time :(

 

31 minutes ago, Paeng said:

despo2.jpg.ee4464fd942344109f313917e35d23b5.jpg

In what mod is this home?

2 people like this

Share this post


Link to post
Share on other sites
3 minutes ago, despo20 said:

In what mod is this home?

It's a CC housing - I think probably the "Captain's House"... or one nearby on that toolbar  :)

 

Share this post


Link to post
Share on other sites

Friends, I need help again...

I compiled the mod with the new building.

Build.bat and Package.bat work properly. The pkm is loaded properly in game and works.

But if I launch the Run.bat for testing, the game crashes and sends me this error message:

error.JPG.fa80f62aeb40204215d5de7ac8b4d062.JPG

Any ideas?

Edited by despo20

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now