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despo20

Despo begins to modding :-)

137 posts in this topic
3 hours ago, despo20 said:

I never forget a good advice! xD

Thanks @QueryEverything ;)

watermill_test_1.jpg.cd5535ce08b60706a88a44e828320d81.jpg

And this is a possible synergy with Necora's work :)

watermill_test_2.jpg.82c419dfc5c983311c8158776ccd44b9.jpg

 

Maybe I should raise up the wheel a little...

 

Thank you @despo20 :)  Looking great!  Can't wait to see what happens :D:D:D 

 

16 minutes ago, Necora said:

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.

 

No pressure from any of us @Necora ;)  Take your time :)

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On 28/4/2017 at 4:40 PM, Necora said:

That's what I'm talking about! Awesome stuff! What level water did you use for it?

-0.5

And now, with @Bartender's new discovery, there are infinite new possibilities!!! :D

 

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indeed !

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Hiya @despo20 a little late bug in reporting, but I normally add roads after I've laid down buildings like this, and I hadn't had a chance to really play around with the design of my buildings much lately.  But, I have since found this:

The storage can't be placed over existing road tiles.  Your road tiles are showing ok, but the building itself can't be placed on existing roads.
After the building has been placed, I can then road tile over the courtyard, so it works as an overlap, not an underlay.

The houses are fine, it is only with the courtyard (which is sweet btw ;) )

 

20170506 Screenshot832.jpg

20170506 Screenshot840.jpg

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Posted (edited)

the code for this should be like :

00

11

11

 

0 = Normal | Obstacle,

1 = Normal | Obstacle | Fast | Faster,

and the other part
##

..

..

Edited by Ketchup
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Posted (edited)

Thank you @QueryEverything! Thank you @Ketchup!

I had inverted 1 with 0 xD 9_9

 

Now I'm in bed with the fever, but in week I will release v 1.1 with the fixes and the new two story storage :hand1:

And probably the stretched variant of the small storage requested by Mr @Paeng ;)

 

Another beautiful shot @Paeng!!! I love it!

Edited by despo20
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No problem @despo20 :)  Just so happened I needed to do it in reverse when I found the bug :)  
Happy to know Red saved the day with the code ;)  

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Yes, he saved me time that I would lose to understand where the problem was xD

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@ despo 20 You are a very talented man, I really like the design of the mill, it is like the original. I have a question, whether the new set, you put this mill - I will be very happy. The building can be placed in the river and stream, and this is cool, and maybe a separate mod? Very Please. Cheers!

58fbee87c1e7e_Plantsoverwater.thumb.jpg.fc4091a6fe5090e9b76d4a4d34282249.jpg

mill_wip_2.jpg.f16fe5c42584e6312ae070192dc06ac5.jpg

watermill_test_2.jpg.82c419dfc5c983311c8158776ccd44b9.jpg

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Thank you @taniu! I'm glad you like it! ^_^

Surely there will be two versions: one for the river and one for the stream. I'll probably also add the small tunnel below.

 

I haven't yet decided in which mod I'll use it. Not the "medieval houses". Initially I thought of creating a "medieval watermills" mod, but maybe we could use it in "natural diversity".

I'll keep you updated! ;)

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@ despo 20Thank you for your answer . I like two versions of the mill   "medieval watermills" and  "natural diversity :DCheers!

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I've released the version 1.1 with the new large storage and some fixes ;)

I have a couple of F variants in production, but for the moment I prefer to give priority to Natural Diversity :flower8::flower9::flower8:

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Do you have plan add more house variants or making idk. Some docks set to that houses etc? Looks very promising.

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Hey @despo20 and @Discrepancy I'm gonna tag on here because it was something discussed earlier in the thread. I'm still having trouble with the smoke points on F-variants.

I've tried what was mentioned earlier, and put the different positions in individual models (basically 2 models, left and right, with 2 variants in each). My particle code looks as such...

InteractDescription interact
{
	PointList _pointList = "Models\PineCabinPoints.rsc";
}

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";
		}
	]
}

Each .fbx has a points list with 'smoke' in the correct place, but the smoke always comes from the basement in game. What am I missing??

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8 hours ago, Necora said:

Hey @despo20 and @Discrepancy I'm gonna tag on here because it was something discussed earlier in the thread. I'm still having trouble with the smoke points on F-variants.

I've tried what was mentioned earlier, and put the different positions in individual models (basically 2 models, left and right, with 2 variants in each). My particle code looks as such...


InteractDescription interact
{
	PointList _pointList = "Models\PineCabinPoints.rsc";
}

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";
		}
	]
}

Each .fbx has a points list with 'smoke' in the correct place, but the smoke always comes from the basement in game. What am I missing??

 

You only need 1 points list without the smoke point.

But instead attach the smoke point to the actual building mesh. Your code is correct, the particle section doesn't want to include the point list so it will look to the individual model instead.

 

so in blender:

mesh - smoke

points - build_001, build_002, create_001, use_001

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@Necora, I read just now. Did you manage to make it work?

I did exactly as Discrepancy said. Here is a screenshot

10.JPG.7939e264acb1f7d59c99473342289c62.JPG

 

@DesoPL, surely I'll create some other variants! And I would love to create something that fit well in a dock set ;)

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