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Garden Shed

Started by kid1293, January 17, 2016, 03:15:04 AM

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kid1293

I'm new to 3D-modding and could use some thoughts on why my first test isn't working.
I was using Black Liquid's mini forester but I wanted a forester workplace in form of a garden shed so that it will fit in a town and it should be 1x1 small. I found a model and managed to get it into the game. IF I click on the building while it is being built I get the usual forester window and IF I keep it open until the building is ready it works. But...
If I close the window I can not open it again. The building is there and there is a forester working and I can remove the building the usual way. But the building just isn't clickable!

I have compared code and files with the apiary and I am totally at loss what to do.
Probably it's something with the mesh but I have to ask you people if anyone have seen this problem?


RedKetchup

yeah 1x1 is very very bad specially for a building. what is your map createdplaced in your code ?


CreatePlacedDescription createplaced
{
PathBits _placeBits = Normal | Obstacle;

int _width = 1;
int _height = 1;
int _footprintRotation = 0;

PathBits _placeBitArray
[
Normal | Obstacle,
]
String _placeBitmap =
"0";

ComponentDescription _allowAndRemove = "Template/Clear.rsc";
}

MapDescription map
{
PathType _pathType = Immovable;
String _pathBitmap =
"#";

bool _addToOverhead = true;
Color _mapColor = 0xFF545454;
}

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kid1293

Almost exact.

I have

   PathBits _placeBitArray
   [
      Normal | Obstacle,
      Normal | Obstacle | Fast | Faster,
   ]

taken from the apiary.

RedKetchup

#3
i whould say go for 2x1 ?


CreatePlacedDescription createplaced
{
PathBits _placeBits = Normal | Obstacle;

int _width = 1;
int _height = 2;
int _footprintRotation = 0;

PathBits _placeBitArray
[
Normal | Obstacle,
Normal | Obstacle | Fast | Faster,
]
String _placeBitmap =
"0
1";

ComponentDescription _allowAndRemove = "Template/Clear.rsc";
}

MapDescription map
{
PathType _pathType = Immovable;
String _pathBitmap =
"#
.";

bool _addToOverhead = true;
Color _mapColor = 0xFF545454;
}



try it that way to see doesnt work better
and also with an entrance, you would prevent to have path blocked by something else and crash the game
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kid1293

Will do!

Are there specific problems with 1x1?

RedKetchup

Quote from: kid1293 on January 17, 2016, 03:40:17 AM
Will do!

Are there specific problems with 1x1?

yeah specific proble with trying to target the building
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kid1293

#6
Sad.
I tried your suggestion. Didn't work.
Guess I'm stuck with 2x2 then. Will try that too.

Nope, did not work.

RedKetchup

#7
you are sure to have the right code ? isnt your graphic placed wrong ?

like if your 'mesh' graphic has wrong coors and appear somewhere else on the map ?

you are working with what 3dsmax ? or blender ?
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kid1293

#8
Blender.
And yes I have thought about coors and couldn't find any way to change it exept
'apply location' so it is all centered.
I know you can skip build01 and build02 so I have only mesh, points and build_001.
If you have a minute I can email the source...

Said and done..

RedKetchup

ok


sorry i was gone in world of warcraft to check auction house :)
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kid1293

Take it nice and slow. It's Sunday!

RedKetchup

doesnt appear your graphic has something. and it is not something linked to not have a build01.

gonna check all you code, or i will replace your code with the real one and do modifications to it to meet your 1x1 requirement. problably something missing somewhere.
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kid1293


RedKetchup

just woke up at around 6:20 AM. is approaching 8AM. i am east cost of america.


i copied over all the forestlodge code and replaced lines to meet your links and ... it does the same thing LOL
cant target it ^^

whats wrong with this ?
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kid1293

You said it could be the coordinates?
One thing that happened early was that a villager took the wood to build and ran off the map!
I thought it could be the shed is located somewhere else but after editing it didn't happen again.
I agree it's strange.