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.

ShockPuppet

Colonial Charter 1.7 Dev Blog #1

373 posts in this topic
8 hours ago, Discrepancy said:

I think with some clever texturing and using all those arches and cross beams, and the curves, most of the glass is broken up anyway. To simulate, I'd use a single plane with a semi transparent dirty/hazy/cracked etc texture behind all the iron work. We wouldn't have reflections though, so not really glass. But early glass was far from being perfect anyway. :) I'd give it a go if I didn't already have enough to do.

Reflective isn't really the issue, it's transparency or semi-transparency. I asked Kralyerg about his glasshouse and he said he tried to make the glass partially transparent but the glass texture went from being totally opaque to totally transparent. There was no middle ground, it was one extreme or the other. Ideally you'd want a texture that is mostly transparent so you can see plants and workers inside, but you also want the glass to get some snow cover in winter.

There are two greenhouse mods. Kral's is totally opaque and Red's is totally transparent. For it to really look good you need something in between but it seems that it can't be done. I don't know if materials can help, but I'm guessing they can't, because if they could then someone would have used them to make water that isn't opaque. But maybe I'm wrong?

Imagine how good one of these would look in the game. 9_9

Victorian_Glasshouse_Vue_111_1_img.jpg

glass-house-old-victorian-35433078.jpg

victorian-glasshouse-sun-53040310.jpg

victorian-manor-glasshouse.jpg

4 people like this

Share this post


Link to post
Share on other sites

the problem with semi transparent textures, it doesnt accumulate snow, or at least i didnt succeeded to do so ....

i was even getting that trick to have an opaque texture and not getting snow on it .... ^^

1 person likes this

Share this post


Link to post
Share on other sites

Is it possible to have a semi-transparent texture in Banished? I don't mean one where half of it is transparent and half of it is opaque (like on trees). I mean the whole thing is partially transparent.

Share this post


Link to post
Share on other sites
20 minutes ago, elemental said:

I mean the whole thing is partially transparent.

nah.

the way transparency works, is alpha channel.

All this is, is a special black layer on the image/texture. When you "paint" parts of it white, the game reads that as "Dont be transparent here" and the black parts become transparent. Theres no in between.

Share this post


Link to post
Share on other sites

Yeah that's what I suspected and it's a shame. No realistic glasshouses or water. And yet the game does have water that looks pretty good. Weird.

Share this post


Link to post
Share on other sites

A set of wooden buildings is great, just missing a small wooden butcher. Is there a possibility to add such a building? Is the butcher can add offal and sausages eg. heart,  liver, kidneys, tongue ,ham,salami,black pudding,gammon,liver pate,hunter sausage ?
add chicken parts; breasts, legs, wings?

The second idea: a small dugout, where the hunter or butcher divides the meat and offal.

Dugout fit into the forest. Internet I found this:

https://commons.wikimedia.org/wiki/Category:Dugouts_(shelter)

Maybe someone will create a mod, it would be fantastic.

Please and thank you

 

 

Share this post


Link to post
Share on other sites

Nice, I like those blacksmiths. They blend in surprisingly well with the vanilla one.

1 person likes this

Share this post


Link to post
Share on other sites

Sounds very pleasing! :animal22::animal23:

 

1 person likes this

Share this post


Link to post
Share on other sites

Yeah ! Sounds amazing, good job ! :)

1 person likes this

Share this post


Link to post
Share on other sites

yup sounds amazing !

1 person likes this

Share this post


Link to post
Share on other sites

 

1 hour ago, ShockPuppet said:

Busy weekend with some retexturing and 3d alterations, including for the food trading post and the dry good trading post. If you play megamod you should be familiar with them.

Kralyerg has been doing some more code based edits, much :heart2:

Also, we store our code on bitbucket, today I spent hours shifting everything cc related over to GitLab. Sadly it wouldn't auto import itself. This gives us 5 times the storage so we won't ever have to worry about going over the limit.

Lots of little bugs found and more to fix. Shouldn't be too long until you'll be able to play 1.7

 

Yay!!! :D

Share this post


Link to post
Share on other sites

Can you make ambient sounds come on just in the spring? Around here the woods are alive with the sound of spring peepers and other frogs, would be a great addition especially to the marsh/swamp maps...

Share this post


Link to post
Share on other sites
7 hours ago, Necora said:

Can you make ambient sounds come on just in the spring? Around here the woods are alive with the sound of spring peepers and other frogs, would be a great addition especially to the marsh/swamp maps...

It's coded by default as warm and cold months, not by seasons unfortunately 

Share this post


Link to post
Share on other sites

Another limitation.  :(  But most of us are use to that by now.  It would be nice to have different sounds in spring and summer to give more of a distinction between those two seasons.

Share this post


Link to post
Share on other sites

If we would only know a group of genius and ambitious people who would love to make their own Banished like game..
Oh wait, we do! :P;)

3 people like this

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.