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Necora

Maritimes Edition

728 posts in this topic

A new wonderful improvement for the aesthetic of the game @Necora:hand1:

I'll try it!

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Thanks all, looking forward to some feedback and ideas of things to add to it/improve it. As for the shadow @Bartender it is because it is a mesh rather than just the points. I don't know, is there a way to stop something from casting a shadow? It stuck out to me at first, but once you decorate with some reeds and things, it is less noticeable.

 

I had some time to make another storage, a dry storage loft. Stores clothing, textiles, fabrics, crafted, precious, and misc items. Only a 2x1 footprint, but over hangs quite a way so you can place other things under it such as a stock pile or smaller storage. In the last screenshot I've placed the food cellar and tool shed beneath it.

I am trying to decide, what colour schemes should I use for these storage pieces? I've used just the ones from the Pine Set so far. Would people want more F-variants, or perhaps two toolbar buttons one for colour and one for schemes with brown, black, grey, orange? I can't decide how much variation is too much variation!

Screenshot16.jpg.b40332f0a7c2339b8c8f6ac69fa4fadd.jpg

Screenshot17.jpg.668293fd3723517e849b869685339af2.jpg

Screenshot18.jpg.6fbf6a8ca9e5d64233f2b29e20188458.jpg

 

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Last post, then bed :)
Loving the new storage, love the colours.  I would possibly, if another F-variant option was available, colours to match the PEI fisheries please, these would look great within the fishing village, sitting up on the little cliffs :)  (Ok, can't build on cliffs yet, but you know what I mean ;) )

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6 minutes ago, QueryEverything said:

I would possibly, if another F-variant option was available, colours to match the PEI fisheries please

Yeah I was thinking that too. Perhaps also throw in a black version as well to match the Port Royal set.

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and .... one to match the F-variants in the Crystal Cliffs barns, mini-barns :)  the red & whites :D

Now ...  bed ... haha.  night :D

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Posted (edited)

1 hour ago, Necora said:

Thanks all, looking forward to some feedback and ideas of things to add to it/improve it. As for the shadow @Bartender it is because it is a mesh rather than just the points. I don't know, is there a way to stop something from casting a shadow? It stuck out to me at first, but once you decorate with some reeds and things, it is less noticeable.

I had this problem on my grasses, they were casting quite big shadows which looked really ugly. In the end I discovered that the shadow is controled by the rsDepth renderstate. Below is what my file looks like, I've put notes at the relevant pieces. It's based on the FoliageMaterial.rsc.

Material resource
{
	MaterialType _type = Opaque;
	VideoProgram _passes
	[ 
		"normal"
		"depth"
		"reflect"
	]
}

VideoProgram normal
{
	VertexLayout _vertexLayout = "MeshLayout\ModelBillboardLayout.rsc";
	VertexProgram _vertexProgram = "Material\Opaque\OpaqueMaterial.srsl:Foliage_vs";
	PixelProgram _pixelProgram = "Material\Opaque\OpaqueMaterial.srsl:Foliage_ps";
	RenderState _renderState = "rs";
}

VideoProgram depth
{
	VertexLayout _vertexLayout = "MeshLayout\ModelBillboardDepthLayout.rsc";
	VertexProgram _vertexProgram = "Material\Opaque\OpaqueMaterial.srsl:FoliageDepth_vs";
	PixelProgram _pixelProgram = "Material\Opaque\OpaqueMaterial.srsl:DepthAlpha_ps";
	RenderState _renderState = "rsDepth";
}

VideoProgram reflect : "normal"
{
	//RenderState _renderState = "Material\Opaque\OpaqueMaterial.rsc:rsRefNone";
}

//NOTE: Originally foliageMaterial.rsc links to opaqueMaterial.rsc for the rs and rsdepth renderStates. 
//I just copied these from there so I could play around with them.

RenderState rs
{
	AlphaBlend _alphaBlend
	{
		bool _enable = false;
		Blend _source = One;
		Blend _dest = Zero;
		BlendOp _op = Add;
		ColorWrite _writeMask = Red | Green | Blue | Alpha;
	}
	Depth _depth
	{
		bool _enable = true;
		bool _write = true;
		Compare _compare = LessEqual;
		float _bias = 0.000000;
		float _slopeBias = 0.000000;
	}
	Stencil _stencil
	{
		bool _enable = false;
		bool _twosided = false;
		Compare _compare = Greater;
		uchar _ref = 0;
		StencilOp _fail = Keep;
		StencilOp _zFail = Keep;
		StencilOp _pass = Keep;
		StencilOp _tsFail = Keep;
		StencilOp _tsZFail = Keep;
		StencilOp _tsPass = Keep;
	}
	CullMode _cullMode = None;		//NOTE: originally set to BackFaces.
	CullMode _fillMode = Solid;
}

RenderState rsDepth
{
	AlphaBlend _alphaBlend
	{
		bool _enable = false;
		Blend _source = One;
		Blend _dest = Zero;
		BlendOp _op = Add;
		ColorWrite _writeMask = Red | Green | Blue;
	}
	Depth _depth
	{
		bool _enable = false;		//NOTE: This is the only change for the shadow, originally set to true.
		bool _write = true;
		Compare _compare = LessEqual;
		float _bias = 0.0001000;
		float _slopeBias = 0.000100;
	}
	Stencil _stencil
	{
		bool _enable = false;
		bool _twosided = false;
		Compare _compare = Greater;
		uchar _ref = 0;
		StencilOp _fail = Keep;
		StencilOp _zFail = Keep;
		StencilOp _pass = Keep;
		StencilOp _tsFail = Keep;
		StencilOp _tsZFail = Keep;
		StencilOp _tsPass = Keep;
	}
	CullMode _cullMode = None;		//NOTE: originally set to BackFaces.
	CullMode _fillMode = Solid;
}

 

Edited by Bartender

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@Bartender cheers, I'll have a go at them. Although, I think it does add a nice bit of contrast when used with other things. We'll see what the feedback is as more people use it/post screen shots.

Also, talking about material, how good are you at going through the material codes to modify things? I can kinda do the .rsc, but the .srsl or what ever is a totally different language to me and I have no idea. What I would like to do is make a material that fades with the seasons, like billboard, but doesn't face the camera and doesn't change colour in seasons. I simply want a material to disappear in winter. What would be even cooler, is if we can then make a material that appears in winter, and disappears during the summer.

I was thinking of making some 'paintable' water squares at ground level and perhaps -.5m, so that you can paint lakes/rivers/streams/ponds on the map, where ever you want. It would be neat to have two textures, 1 a nice blue water for the summer that disappears in the winter to reveal a nice ice texture beneath. I think that would be pretty cool.

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you is a busy beaver. i see you have learned to skip rocks,lol.i am amazed at how much you have changed the game in such a short time. i wonder what off the wall idea you will come up with next? while you are making the list of future fixes,please rememeber to fix the black cannons. i do miss my forts.


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Posted (edited)

@NecoraThose sound like very cool ideas! I don't even come close to understanding everything that's going on in the .srsl files, but I got close enough to manage to adapt the BillBoard one to my wishes. Making a material that doesn't face camera and doesn't change colour is definitely possible, I'll work on that. I have thought about the possibility of reversing the timing of the disappearance too, but I haven't really tried it yet as I don't understand that part of the code well enough. I will give it a go as well though, who knows, I might get lucky ;).

 

Edited by Bartender
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Posted (edited)

I got the no-camera-face, no-colour-change working! I dubbed it the SeasonalMaterial. Just put these in your Material folder, reference the SeasonalMaterial.rsc, and you're good to go. I noticed that new .srsl files generally make my toolkit .exe crash when closing the program after loading them the first time, but not after. It doesn't give me any problems when the package is built though, so it's just FYI ;).

I didn't have a go at the reversed one yet, I'll see when I have time for that.

SeasonalMaterial.zip

Sidenote: I didn't change anything to the constants.srsl and lighting.srsl by the way, those are just prerequisites.

Edited by Bartender
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@Bartender hmm I can't seem to get it to build...

C:\BanishedKit_107_170320Beta\MyMods\MaritimesRiffle>..\..\bin\x64\Tools-x64.exe /build MaritimesRiffleResources.rsc:resource /pathres ../MyMods/MaritimesRiffle /pathdat ../MyMods/MaritimesRiffle/bin
SRS Toolset version 1.0.7 Beta Build 170320
Compiling 'MaritimesRiffleResources.rsc:resource'
Compiling 'MaritimesRiffle.rsc:MaritimesPainting01'
Compiling 'Template\MaritimesPainting01.rsc:resource'
Compiling 'Template\MaritimesPainting01.rsc:model'
Compiling 'Models\MaritimesPainting1Mesh.rsc:resource'
Compiling 'Models\MaterialInstance\TestWater.rsc:resource'
Compiling 'Material\SeasonalMaterial\SeasonalMaterial.rsc:resource'
Compiling 'Material\SeasonalMaterial\SeasonalMaterial.rsc:normal'
Compiling 'Material\SeasonalMaterial\SeasonalMaterial.srsl:Normal_vsseason'
C:\BanishedKit_107_170320Beta\MyMods\MaritimesRiffle\Material\SeasonalMaterial\SeasonalMaterial.srsl(1): error C1010: Unable to open file '../constants.srsl'
C:\BanishedKit_107_170320Beta\MyMods\MaritimesRiffle\Material\SeasonalMaterial\SeasonalMaterial.srsl(1): error C1004: Unexpected token '../constants.srsl'
C:\BanishedKit_107_170320Beta\MyMods\MaritimesRiffle\Material\SeasonalMaterial\SeasonalMaterial.srsl(2): error C1010: Unable to open file '../lighting.srsl'
Warning: Failed to compile shader 'Material\SeasonalMaterial\SeasonalMaterial.srsl:Normal_vsseason'!
Video\SRSLCompiler.cpp(60)
Warning: Failed to compile shader 'Material\SeasonalMaterial\SeasonalMaterial.srsl:Normal_vsseason'!
Video\SRSLCompiler.cpp(60)

C:\BanishedKit_107_170320Beta\MyMods\MaritimesRiffle>pause
Press any key to continue . . .

 

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For the want of words at this hour ...  holy cow batman!  I love, love, love :)

@Ketchup if you were to finish your Asian themed, theme, paired with this reflection pool, wowsers!  (It is still cool & awesome ;) ), we really could design gorgeous Asian themed reflection pools!!

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Posted (edited)

Glad you like it. I've attached the zip to this message so you can test out Version 2 of the Riffle WIP. 

 

By the way, in case anyone was wondering, riffle is a term for fast moving stretch of river, also rapids if you like. I chose riffle though because it sounds funnier.

 

In this next version, you'll find...

1x ghost water steam particle.

1x ghost water foam particle.

4x ghost turbulence textures, all below water level, each with three different angles. These textures have the foliage material so they have a pronounced movement when placed.

4x digging tools = 0m, -0.25m, -0.50m, and -0.75m.

3x ground level (0m) water squares = a corner, an edge, and a center piece. These all have a foliage material on the center of them, to give some nice ripple like movement.

3x lower level water squares = -0.25m, -0.50m, and -0.75m.

3x sloping water squares = from 0m to -0.25m, from -0.25m to -0.50m, and from -0.50m to -0.75m. These have a turbulence texture overlaid on top that has the foliage material and gives them some movement.

All pieces are ghosted and free to build, apart from the digging tools which are free but not ghosted... they need to be deleted to work.

 

Known bugs - for some reason, the foam particle 'breaks' at some point. It does nothing bad to the game, it just freezes and becomes a star in the water. I have no idea why this happens, so need to dig into the particle system a bit more. No ghosted items here change terrain height, so you need to use the digging tools to make a sloping river.

 

These (in combination with CC and other maritimes mods in these screen shots) should allow you to make something along the lines of this...

 

SecretGarden04.jpg.90362b0773ab902f2d0ab566c00a619c.jpg

SecretGarden05.jpg.183f29c20271e2c542f15799029c9421.jpg

SecretGarden06.jpg.c8c1eaec5b2d79f94cfdbd79a75638d5.jpg

SecretGarden07.jpg.c115f6b9193539571c557ffa9abb809b.jpg

SecretGarden08.jpg.5bee2371ca4ebcba2add2c1c780b0775.jpg

 

SecretGarden10.jpg.70cc93c0b4e5779231d9578990d131e5.jpg

 

MaritimesRiffleWIPv2.zip

Edited by Necora
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I just tried the latest version... very impressive @NecoraO.o

Just a small thing, but you probably have already thought, you could add a removal tool to the riffle toolbar for a quicker use of the digging tools ;)

 

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12 hours ago, Necora said:

@Bartender hmm I can't seem to get it to build...


C:\BanishedKit_107_170320Beta\MyMods\MaritimesRiffle>..\..\bin\x64\Tools-x64.exe /build MaritimesRiffleResources.rsc:resource /pathres ../MyMods/MaritimesRiffle /pathdat ../MyMods/MaritimesRiffle/bin
SRS Toolset version 1.0.7 Beta Build 170320
Compiling 'MaritimesRiffleResources.rsc:resource'
Compiling 'MaritimesRiffle.rsc:MaritimesPainting01'
Compiling 'Template\MaritimesPainting01.rsc:resource'
Compiling 'Template\MaritimesPainting01.rsc:model'
Compiling 'Models\MaritimesPainting1Mesh.rsc:resource'
Compiling 'Models\MaterialInstance\TestWater.rsc:resource'
Compiling 'Material\SeasonalMaterial\SeasonalMaterial.rsc:resource'
Compiling 'Material\SeasonalMaterial\SeasonalMaterial.rsc:normal'
Compiling 'Material\SeasonalMaterial\SeasonalMaterial.srsl:Normal_vsseason'
C:\BanishedKit_107_170320Beta\MyMods\MaritimesRiffle\Material\SeasonalMaterial\SeasonalMaterial.srsl(1): error C1010: Unable to open file '../constants.srsl'
C:\BanishedKit_107_170320Beta\MyMods\MaritimesRiffle\Material\SeasonalMaterial\SeasonalMaterial.srsl(1): error C1004: Unexpected token '../constants.srsl'
C:\BanishedKit_107_170320Beta\MyMods\MaritimesRiffle\Material\SeasonalMaterial\SeasonalMaterial.srsl(2): error C1010: Unable to open file '../lighting.srsl'
Warning: Failed to compile shader 'Material\SeasonalMaterial\SeasonalMaterial.srsl:Normal_vsseason'!
Video\SRSLCompiler.cpp(60)
Warning: Failed to compile shader 'Material\SeasonalMaterial\SeasonalMaterial.srsl:Normal_vsseason'!
Video\SRSLCompiler.cpp(60)

C:\BanishedKit_107_170320Beta\MyMods\MaritimesRiffle>pause
Press any key to continue . . .

 

I'm not great at reading error logs, but it seems that it can't find the constants.srsl and lighting.srsl. I see that you placed the SeasonalMaterial.rsc and SeasonalMaterial.srsl in 'Material\SeasonalMaterial', did you also place the constants and lighting files in there? Those have to be placed in the main 'Material' folder, so perhaps that would solve the issue.

Those water pieces look really interesting! I'm going to try them and then I'll report back :).

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Awesome town!! LOOOOVE that red market :hand14:

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@Necora yep, definitely an odd one, the only thing I could think of at the time was maybe it has something to do with the new flags resulting in a conflict with Discrepancy's mods (as hinted at in my earlier post) but that didn't actually seem too likely. I think the reason it's really odd is: -

1. I never actually got the trader built (or any other building from the Maritimes collection).

2. It only happened during the autosave.

I got the five different fishing shacks built, autosave would happen and so would the Fatal Access. As soon as I re-ordered my mods, the problem stopped. At the time of the problem, the entire Maritimes collection was below some of Discrepancy's mods (particularly his Small Village Production mod) but above CC and the PEI mod was about the second or third to load in the list of Maritimes mods. 

Obviously not a game breaker when you shuffle the mods into a better order but still an oddity <shrug>

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@KevinTheCynic I had an odd crash yesterday, I'll see if it does it today after deleting the Autosave. Rather than a CTD it was a timout, it just hung.  Will load and watch ... 

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Posted (edited)

@KevinTheCynic can you tell when it happens?
For me it's whenever I try and use an orchard from @Discrepancy

I have commented on his forum thread over on WoB here Discrepancy's are loaded below, with the Production mod on the top of his list of mods.

 

The image below shows when I even have these start conditions disabled it still happens. :(

 

 

20170422 load order.jpg

Edited by QueryEverything

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