NECORA, we need a 30x30 forrested space with a nice hunting lodge in the center with a good storage barn. and modular a loft for the housing. then the "conservationsit" or whatever fancy name we call them,can gather and we get apples,blueberry,firewood,honey,etc from 1 location. then the production limit can be set in the mod.it sounds neat but the problem i foresee is so many itmes from 1 location. maybe have to make a couple 1 for gathering,1 for hunting and trapping,1 for the pine pitch,etc.i'm not a modder but i can come up with crazy ideas [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" title=":D" width="20" />
I've been playing around with Ambient Occlusions lately, testing what works and what doesn't. I will be updating all of the buildings, but it might take some time. It's not necessarily a time consuming process, just a boring one and I get distracted easily with things like this...
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I think the AO might actually be a bit too strong on these buildings. I didn't really notice it on the darker buildings, but when you do it on white ones it really stands out. I wanted some good shading, but that church might be too much! The tailor house and school don't have any AO (well they do, but it is all white and doesn't produce any shadows) so you can see the difference. I need something more inbetween (but slightly more to the church than the school).
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Why don't you just, you know, do the AO then put its brightness up some % manually
In Gimp? That was going to be my next step, I messed around with a few settings in blender and it didn't change much in game. I was also going to play with baking individual faces or groups at a higher level than others, to see if it gives enhanced shading in certain areas.
Original...
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+20% brightness...
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I like it (to my untrained eyes).