Maritimes Development Thread


<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/5518-necora/&do=hovercard" data-mentionid="5518" href="<___base_url___>/index.php?/profile/5518-necora/">@Necora</a> I must admit to some confusion... [img]<fileStore.core_Emoticons>/emoticons/blush.png[/img]/emoticons/blush@2x.png 2x" title=":$" width="20" />



For some reason I had it in my head that the tower building you were changing to storage was from the first tier of fishing shacks and even after seeing the pictures I still didn't realize that it is actually from the second tier...




Doh!




So... I still get to have the first tier tower shack as my seaweed fisher [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" title=":D" width="20" />

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So a bit of a development update... a Port Royal grist mill as mentioned earlier. This one challenged me, but it was fun to build. It still has a few things to finish up like some shutters etc. Also needs to be put in game to see how the sizes match up and if the wheel reaches the water! Might look a bit odd in these pics, as it will not flatten the ground so it can be built on a small stream I had to extend the walls down, apart from the front one which will be at road level.




[img]<fileStore.core_Attachment>/monthly_2017_01/GristMill01.jpg.d8531dd51f303770044e4b52cb57e457.jpg[/img]



[img]<fileStore.core_Attachment>/monthly_2017_01/GristMill02.jpg.826850c5b2cad59d6d16e640192d1127.jpg[/img]



 




Up against the Port Royal blacksmith and bakery for comparison.




[img]<fileStore.core_Attachment>/monthly_2017_01/GristMill03.jpg.44d4abe7c9a8fa968c22d707613f0f78.jpg[/img]



[img]<fileStore.core_Attachment>/monthly_2017_01/GristMill04.jpg.09273055cd50002d238afb219bfa841a.jpg[/img]

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Quote:
6 hours ago, Necora said:




I did come across a couple of problems, perhaps <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/4-shockpuppet/&do=hovercard" data-mentionid="4" href="<___base_url___>/index.php?/profile/4-shockpuppet/">@ShockPuppet</a> <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/3183-ketchup/&do=hovercard" data-mentionid="3183" href="<___base_url___>/index.php?/profile/3183-ketchup/">@Ketchup</a> or <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/6338-discrepancy/&do=hovercard" data-mentionid="6338" href="<___base_url___>/index.php?/profile/6338-discrepancy/">@Discrepancy</a> aka the model masters could help me out... 




The first issue is with the Ambient Occlusion of these models. The above screen shots are with a plane white AO. I noticed that the storage pics I posted yesterday, using the actual AO, the building was overly shaded. Well today the L2 fisheries were so dark you could barely see the colour. See the picture below...




........




The second issue is, how do I get semi-transparent textures into the game? I want a simple plane mesh, square, with a texture that has an image in the middle bit is transparent background so you just see the image in game. When I try the background comes out black. I think I am missing something...




About the Ao ... i cannot help you at all [img]<fileStore.core_Emoticons>/emoticons/sad.png[/img]/emoticons/sad@2x.png 2x" title=":(" width="20" /> i never found someone who could explain it clearly to me, so i never learned to make those at all [img]<fileStore.core_Emoticons>/emoticons/sad.png[/img]/emoticons/sad@2x.png 2x" title=":(" width="20" />



i always always use a 64x64 white .png and i never get any problem.




 




now about the semi transparent, that i can help you.




 




make a MyModMaterial.rsc and put in a Material folder in your mod and inside copy this :






Code:
    Material resource
{
 MaterialType _type = Opaque;
 VideoProgram _passes
 [
  "normal"
  "Material\AlphaTest\AlphaTestMaterial.rsc:depth"
  "reflect"
 ]
}
    VideoProgram normal
{
 VertexLayout _vertexLayout = "MeshLayout\ModelLayout.rsc";
 VertexProgram _vertexProgram = "Material\Opaque\OpaqueMaterial.srsl:Normal_vs";
 PixelProgram _pixelProgram = "Material\Opaque\OpaqueMaterial.srsl:Normal_psalpha";
 RenderState _renderState = "Material\Opaque\OpaqueMaterial.rsc:rsRefNone";
}
    VideoProgram reflect
{
 VertexLayout _vertexLayout = "MeshLayout\ModelLayout.rsc";
 VertexProgram _vertexProgram = "Material\Opaque\OpaqueMaterial.srsl:Normal_vs";
 PixelProgram _pixelProgram = "Material\Opaque\OpaqueMaterial.srsl:Normal_psalpha";
 RenderState _renderState = "Material\Opaque\OpaqueMaterial.rsc:rsRefNone";
}




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here a copy of it. just replace the MyMod for whatever you want


<a class="ipsAttachLink" href="//blackliquidsoftware.com/applications/core/interface/file/attachment.php?id=724">MyModMaterial.rsc</a>
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I'm really excited to see you next release. Question though, after you are done everything are you going to include things like houses and maybe churches or schools?

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<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/5518-necora/&do=hovercard" data-mentionid="5518" href="<___base_url___>/index.php?/profile/5518-necora/">@Necora</a> i like what you're doing [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" /> 




 




I posted a video about AO.




 




Can you share the roof texture from the mill? 


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Finally got to play a bit today and I managed to get the Crystal Dairy & Barn built (happiness).  

Here is how it looks with my small outpost farm & forestry area.

You will see how the Llamas look like that want to be in there!  

<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/5782-kid1293/&do=hovercard" data-mentionid="5782" href="<___base_url___>/index.php?/profile/5782-kid1293/">@kid1293</a> made the fenceless pasture and adjusted it to be a 4x4 minimum, here each pen is 4x8.

I also have <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/3-kralyerg/&do=hovercard" data-mentionid="3" href="<___base_url___>/index.php?/profile/3-kralyerg/">@Kralyerg</a> krazy mod, the Busy Pastures 5, so it allows more animals.




I love your dairy & barn <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/5518-necora/&do=hovercard" data-mentionid="5518" href="<___base_url___>/index.php?/profile/5518-necora/">@Necora</a>, thank you so much, it fits perfectly!!!!




<a class="ipsAttachLink ipsAttachLink_image" href="<fileStore.core_Attachment>/monthly_2017_01/586c871d7d225_Screenshot105barncapacity.jpg.198dde16b859baaa32389af0a1fbb669.jpg" data-fileid="728">[img]<fileStore.core_Attachment>/monthly_2017_01/586c871dba4b9_Screenshot105barncapacity.thumb.jpg.106c8acce59b2afb55e25301440ec864.jpg[/img]</a>




 




[img]<fileStore.core_Attachment>/monthly_2017_01/586c85717cdbf_Screenshot100farn.jpg.b19ada5b0372c490883c93f69ba5e9ed.jpg[/img]



 



[img]<fileStore.core_Attachment>/monthly_2017_01/586c856bcd9a2_Screenshot98farmcloseup.thumb.jpg.4ba2f77af408b18e0c3bd572fb2f12d6.jpg[/img]

[img]<fileStore.core_Attachment>/monthly_2017_01/586c857a1471b_Screenshot101pastures.thumb.jpg.47b8c075c9fa4ab9b858f6a54b898bcb.jpg[/img]
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<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/3183-ketchup/&do=hovercard" data-mentionid="3183" href="<___base_url___>/index.php?/profile/3183-ketchup/">@Ketchup</a> thank you! I'll have a go at it later today.




<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/153-feneris/&do=hovercard" data-mentionid="153" href="<___base_url___>/index.php?/profile/153-feneris/">@Feneris</a> Churches and schools, definitely, especially schools as I don't think there is enough variation on smaller ones in the game atm. Between the colonial town mod at WOB and <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/3372-the-pilgrim/&do=hovercard" data-mentionid="3372" href="<___base_url___>/index.php?/profile/3372-the-pilgrim/">@the Pilgrim</a>'s colonial houses mod here, I think the houses for the colonial style are pretty much covered. That being said, there are some houses that I want to do in the Port Royal theme to complete that part of the mod, along with a small chapel, meeting hall, school etc. The idea is that you can build  them into a little settlement compound. The houses, meeting hall, and school will be some sort of modular addition of two story buildings with corners so that you can build them all into an inward facing square, with a little covered entrance way. I am also open to suggestions though, so if you think there is a particular building that would make a good house, or an area where there is something missing, by all means let me know and I'll see if I can add it in.




<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/4-shockpuppet/&do=hovercard" data-mentionid="4" href="<___base_url___>/index.php?/profile/4-shockpuppet/">@ShockPuppet</a> thanks, and I'll have a look over the video this evening. The roof texture is the same I have used for all of the gray siding at the moment. I just kinda stuck it on the blacksmith for the time being and it kinda worked so I stuck with it. 




This is the original texture...




<a class="ipsAttachLink ipsAttachLink_image" href="<fileStore.core_Attachment>/monthly_2017_01/TexturesCom_WoodPlanksOverlapping0020_1_seamless_S.jpg.e775681f8df656f1697a087b5badb4cc.jpg" data-fileid="729">[img]<fileStore.core_Attachment>/monthly_2017_01/TexturesCom_WoodPlanksOverlapping0020_1_seamless_S.thumb.jpg.fbd002fcfcc407de8df09f93ada7bfd0.jpg[/img]</a>




But for the one I use I added some contrast and darkened it a bit...




<a class="ipsAttachLink ipsAttachLink_image" href="<fileStore.core_Attachment>/monthly_2017_01/GraySiding01.png.59d473249ed56610f3365794cc5b869b.png" data-fileid="730">[img]<fileStore.core_Attachment>/monthly_2017_01/GraySiding01.thumb.png.cea7070a711f9d82b4cc9ee10391d816.png[/img]</a>




<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/9529-queryeverything/&do=hovercard" data-mentionid="9529" href="<___base_url___>/index.php?/profile/9529-queryeverything/">@QueryEverything</a> that looks awesome! A great little farm you have going there. I love how the barn and stable fits in with everything else. These sorts of game shots are really helpful because while I test how things work and look in game, I don't often have time to play them (especially as it takes a long time to get the resources to build the more advanced buildings) so don't always see how they fit in.


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I absolutely love the new buildings and I am anxious to try them out.   Great job <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/5518-necora/&do=hovercard" data-mentionid="5518" href="<___base_url___>/index.php?/profile/5518-necora/">@Necora</a>!!

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So I had to get the grist mill into the game to see how the textures come out. I can't decide if it is a tad too tall, it seems to overwhelm the other buildings a fair bit, and it is only meant to be a level 1 building so I might scale it down a bit. The textures are OK. I am having difficulty getting the ends of the roof to texture, they have a fair few faces, but you can't actually see that in game. So now it just needs a bit of a scale down and a bit more decorations.




<a class="ipsAttachLink ipsAttachLink_image" href="<fileStore.core_Attachment>/monthly_2017_01/Screenshot0.jpg.69e7b48179d6e5f9795a994cb0138467.jpg" data-fileid="741">[img]<fileStore.core_Attachment>/monthly_2017_01/Screenshot0.thumb.jpg.6ad64925ec8216b4d3176d82c026d79f.jpg[/img]</a>




<a class="ipsAttachLink ipsAttachLink_image" href="<fileStore.core_Attachment>/monthly_2017_01/Screenshot1.jpg.442840f7c16ef89568cfe0c8afcb13b4.jpg" data-fileid="742">[img]<fileStore.core_Attachment>/monthly_2017_01/Screenshot1.thumb.jpg.48da5921c235be4bb9247c90744ae7a6.jpg[/img]</a>




<a class="ipsAttachLink ipsAttachLink_image" href="<fileStore.core_Attachment>/monthly_2017_01/Screenshot2.jpg.6f609509405fa7dde59820d6dce8da30.jpg" data-fileid="743">[img]<fileStore.core_Attachment>/monthly_2017_01/Screenshot2.thumb.jpg.2ec88066d067859bb44c2dabb7f513ef.jpg[/img]</a>




Also what do you think, brown trim or gray trim for this set?


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