World of Banished

MODS Garage => Mod Discussions 107 => Topic started by: MarkJerue on April 15, 2019, 03:14:51 PM

Title: Mod Idea: Notre Dame Cathedral
Post by: MarkJerue on April 15, 2019, 03:14:51 PM
Simply due to the tragic fire that's engulfed Notre Dame today (thankfully it seems the two towers will be saved, and most of the artwork!), being able to build Notre Dame in Banished would be grand. We won't rebuild it tomorrow, but perhaps we can rebuild it in Banished until it's rebuilt in Paris! 
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: Abandoned on April 15, 2019, 03:29:38 PM
A truly tragic event in Paris today.  Thank God the historical cathedral is not a total loss and there were no injuries or loss of life.
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: josito on April 16, 2019, 02:46:12 PM
Would love to see this in game!
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: Jinxiewinxie on April 16, 2019, 03:22:35 PM
I found a 3d model for sketchup if anyone uses that: https://3dwarehouse.sketchup.com/model/afd78307d96242f159aed5538305c915/Notre-Dame-de-Paris?hl=en

I don't really know how to convert things from sketchup to blender but I'd give it a shot if someone found a blender model or .obj or .fbx that I can just import =D
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: RedKetchup on April 16, 2019, 03:40:06 PM
yeah sketchup 2017 or 2018. my 3dsmax can convert only 2016 because it is old a bit, a 2016 version.
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: Dolbadarn on April 16, 2019, 11:26:52 PM
This is a great idea! Imagine what the cost of construction for Bannies would be, lots of stone, wood and build time!

I'm running 3DS Max 2018 and I've just tried importing both the 2017 & 2018 Sketchup formats but it can't process either.
Maybe Blender can open it for conversion? Not sure as I have limited experience of Blender and Sketchup.

Title: Re: Mod Idea: Notre Dame Cathedral
Post by: kid1293 on April 17, 2019, 05:43:13 AM
@Dolbadarn - Sketchup has a free version. Use that and export model to .dae format. (Collada)
Should be possible to import in 3DMax.
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: banner38 on April 17, 2019, 06:54:29 AM
Good idea  :)
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: Dolbadarn on April 19, 2019, 05:55:19 AM
Thanks Kid, following your advice I got the model into Max. The polycount is huge and it is constructed from many smaller meshes grouped as children under a dummy, each with its own texture file. It will need a lot of refinement to make it in game.  :(

(https://live.staticflickr.com/65535/47590131072_b1e5d7c4cb_z.jpg)
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: RedKetchup on April 19, 2019, 11:15:51 AM
i know thats a lot of work... i would personally would try to see if it can be better to redo it without all the details that eat hugely the amount of polygons. i did that with abandonned church model i found. i didnt touched the mighty cathedral tough, i let it as i got it.

building process meshes can be very hard too.


but i am not working on this.... was just saying...
hehe


PS.: you can also use the option Pro Optimizer for each part of the cathedral with different % numbers and try to get max without clear changes depending each part what it can give you .... make sure you always check the "Keep Textures" checkbox.
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: Dolbadarn on April 28, 2019, 10:44:26 AM
Update folks: Model is optimized and now in game, there are a couple of stretching imperfections with the texturing but from a distance these don't draw the eyes. I have tried to push the limits with modeled detail vs textured detail. I have used a 4096x4096 to squeeze in as much brickwork detail as possible. I am considering ditching the AO texture as it washes out the diffuse texture a lot also causing the non-lit side to look a touch too dark. As the Sun stays fixed in Banished one side will always be in the dark depending on the orientation you build it.

The model has been downscaled to 40% to fit the game and has a footprint of 36x17 Banished tiles.

Some questions for all you Bannie lovers:

1. Does the scaling look like it fits the game?
2. How many Priests should be set to work here 1, 2, 3 maybe?
3. I have set the capacity to 500 Bannie worshipers, does this seem about right for a building this size?
4. What should the build cost be, X wood, X stone, X Iron Ore and X labour?

Please leave your thoughts (good or bad) in the comments tyvm! Pics follow...

(http://worldofbanished.com/gallery/12806_28_04_19_10_59_58.jpeg)

(http://worldofbanished.com/gallery/12806_28_04_19_11_00_36.jpeg)

(http://worldofbanished.com/gallery/12806_28_04_19_11_00_52.jpeg)

(http://worldofbanished.com/gallery/12806_28_04_19_11_01_12.jpeg)
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: RedKetchup on April 28, 2019, 11:35:16 AM
Woah !

THATS MAJESTIC !!!!
you done an awesome work ! believe me, i know what this thing can be.

probable people will use it in same map with the Majestic Cathedral.

so maybe scale it to fit in proportions ?
here the template. and if in game you want to see the difference, load RKEC and use debug to put them side by side.
it also can be totally normal one can be bigger than the other... church sizes can vary.

Title: Re: Mod Idea: Notre Dame Cathedral
Post by: Gatherer on April 29, 2019, 01:09:58 AM
Quote from: Dolbadarn on April 28, 2019, 10:44:26 AM
Some questions for all you Bannie lovers:

1. Does the scaling look like it fits the game?
2. How many Priests should be set to work here 1, 2, 3 maybe?
3. I have set the capacity to 500 Bannie worshipers, does this seem about right for a building this size?
4. What should the build cost be, X wood, X stone, X Iron Ore and X labour?

Please leave your thoughts (good or bad) in the comments tyvm! Pics follow...


1. Perhaps down by another 10-20% Need to see comparison in size with the RK Cathedral.
2. At least 3.
3. At least 800.
4. Please, please, please offer two versions. One normal cost somewhere in line with the RK Cathedral and another very expensive (6000 stone, 3000 lumber, 2000 bricks, 1500 logs, 600 glass and 100 thousand work units with 6 builders max).
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: moonbelf on April 29, 2019, 10:50:52 AM
WOW! This is simply stunning.
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: Kimbolton on April 29, 2019, 05:08:15 PM
This looks fantastic!

QuoteGatherer:

1. Perhaps down by another 10-20% Need to see comparison in size with the RK Cathedral.

Definitely agree, You want the size right so it looks good and realistic in game.

Thanks for your work on this.  :)
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: darnokthemage on April 30, 2019, 05:28:44 AM
I would maybe break it up into three parts so it can be used as more then just a church, like a school, church and town hall?
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: Dolbadarn on April 30, 2019, 11:53:16 AM
Hi folks thank you for the input, here are some pics for size comparison.

I could probably reduce size by only 10% more. The doors are currently 1.2m tall and an adult Bannie is about 1.1m tall. Anything smaller and they will have to crouch to get in! In real life this is a huge building so in Banished it is also, a huge building!

I estimate it to be roughly 3x size of RK Cathedral. When I multiply build cost of materials x3 I get: 270 lumber, 480 stone, 192 glass, 54 silver, 36 gold, 240 tile and 1800 labour to build. Phew! Definitely a mid-late game construction job.

I have increased capacity to 1000 worshipers.

As always comments welcomed.

(http://worldofbanished.com/gallery/12806_30_04_19_11_34_13.jpeg)

(http://worldofbanished.com/gallery/12806_30_04_19_11_34_31.jpeg)

(http://worldofbanished.com/gallery/12806_30_04_19_11_49_56.jpeg)

(http://worldofbanished.com/gallery/12806_30_04_19_11_50_12.jpeg)
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: RedKetchup on April 30, 2019, 12:46:27 PM
yeah the doors seems ok to compare with a citizen. the building is big by itself i guess :)
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: taniu on April 30, 2019, 01:14:44 PM
@Dolbadarn ;D you are doing a great mod I am glad that we will have such a wonderful mod in "Banished" - thank you very much. Greetings
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: brads3 on April 30, 2019, 01:29:19 PM
next month ,the pyramids and sphinx.
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: RedKetchup on April 30, 2019, 03:25:02 PM
oh ya i see. banished sizes cannot be considerated as using real world mesures. already all buildings in game should be bigger. but longer would be walks and push citizens to underperforming.
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: Artfactial on May 01, 2019, 01:41:23 AM
Incredible, well done!
I agree this should be a monumental task to build an cost a huge amount.:)
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: hopledor on May 01, 2019, 03:03:45 AM
Outstanding!!

The size seems right as it is.

Please please please release it soon  :D
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: kid1293 on May 01, 2019, 05:27:14 AM
Must add that the size is right. Not smaller! :)
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: Dolbadarn on May 01, 2019, 09:40:01 AM
Quote from: brads3 on April 30, 2019, 01:29:19 PM
next month ,the pyramids and sphinx.

Mr Ketchup is already on the case!

http://worldofbanished.com/index.php?topic=1108.0

Title: Re: Mod Idea: Notre Dame Cathedral
Post by: Dolbadarn on May 01, 2019, 11:27:21 AM
@RedKetchup

I want the cathedral to use lumber, glass, silver, gold, rooftile for construction so needs to be compatible with RK/CC

I'm having problems with compatibility with RKEditorChoice Mod. The game loads ok with both mods enabled but when I go to place the cathedral the game crashes. I think it's because I reference rawMaterials in the template file that don't exist in my Mod folder, when I go to compile I just click ignore the missing rawMaterial files, then package. Do I need to change reference path or have copies of these rawMaterials in my mods folder?

(http://worldofbanished.com/gallery/12806_01_05_19_11_11_39.jpeg)

My folder structure:

(http://worldofbanished.com/gallery/12806_01_05_19_11_22_29.jpeg)

Template file attached, help!  ;D
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: RedKetchup on May 01, 2019, 11:29:50 AM
yes you need all the models because if you dont have RKEC on top of it, it will crash
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: RedKetchup on May 01, 2019, 11:46:50 AM
here  lumber-glass-brick-rooftile-gold-silver.zip
let me know if it missing something
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: Dolbadarn on May 01, 2019, 01:22:51 PM
Merci! Lumber, glass, silver, gold work ok!

When compiling rooftilepile1mesh.rsc, rooftilepile2mesh.rsc missing:

SB2Material05.rsc

(http://worldofbanished.com/gallery/12806_01_05_19_1_18_14.jpeg)
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: RedKetchup on May 01, 2019, 02:08:40 PM
oh i added sb2mateial.05 files inside
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: josito on May 01, 2019, 07:39:34 PM
amazing work!! thank you!
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: MarkJerue on May 02, 2019, 07:42:56 PM
Wow, what a beautiful model! Thank you so much!
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: taniu on May 04, 2019, 03:15:47 AM
@Dolbadarn :DI hope you will publish this mod for players? - when you finish it - the model of the cathedral is great. Greetings
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: Dolbadarn on May 04, 2019, 04:48:38 AM
Hi folks thank you for your patience. I have now sent this to RedKetchup for final testing with RKEditorsChoice.

I have deleted the thread with the opening post including the download link - I was unaware loading the package file to the forum would automatically start a new thread posting it -ooops!  Please wait a little longer for testing, I don't want to break anyone's Banished games.

Thx
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: RedKetchup on May 04, 2019, 09:06:49 AM
not ready yet, i ve got a crash with it.
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: RedKetchup on May 04, 2019, 01:54:40 PM
Quote from: RedKetchup on May 04, 2019, 09:06:49 AM
not ready yet, i ve got a crash with it.

did you added something like this in your mod ?
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: Dolbadarn on May 05, 2019, 12:23:12 AM
Hi Red thanks for looking into this,

After adding "Build6.rsc" and associated files, delete bin and re-compile it still crashes:

Assert: index >= 0 && index < _size Index out of range

C:\Projects\Buildy\code\Runtime\Collection/Array.h(279)


I have attached all my files except the .fbx and textures to reduce download size.

Thanks
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: RedKetchup on May 05, 2019, 01:44:30 AM
hey , i downloaded quickly before going to bed..... seems to have many things...

i see you tried to recreate a RKEditorChoiceEditionSpriteSheet.png you chould not. you need to put your things inside your own spritesheet/string table. and inside the rawmaterialFiles.rsc you change the names of your spritesheet/stringtable.
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: Dolbadarn on May 05, 2019, 09:54:05 AM
Okies

I have moved the sprite and string references for the build materials in to "NotreDameCathedralSpriteSheet" and "NotreDameCathedralStringTable" respectively.
I have changed the references in all rawMaterial(Brick/Glass/Lumber/MetalGold/MetalSilver/RoofTile) to "NotreDameCathedralSpriteSheet" and "NotreDameCathedralStringTable" respectively.

Clear bin, re-compile, but still getting same "size Index out of range error"

So I changed build requirement to just normal wood, stone, iron and it worked, Bannies manage to build it in game.  :)
I think there is a problem with Build6.rsc and references, as you can see the UI is properly expanded to allow 6 materials, it just doesn't like them.
Do I need to make any reference in my files to enable "Custom5" flag materials to be used in my mod?

Sorry for all hassle.
I have attached my new files at bottom of message.
Coding in this game is crazy!
Next time I pick something easier and smaller.   ;D

(http://worldofbanished.com/gallery/12806_05_05_19_9_49_13.jpeg)
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: RedKetchup on May 05, 2019, 10:21:41 AM
just got up ... i will have more time to check your mod today.... yesterday night, 6-8hrs ago ... i was tired and i was going to bed. it was 4AM...
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: Dolbadarn on May 06, 2019, 04:04:18 AM
Hi Red I have found the problem!

I had not included "NewLimit..." sprites and strings or updated TownHall.rsc or UtilityLimit.rsc files you sent me. After adding these to my Mod Package it now seems to be working properly as a stand-alone mod and also when loaded under "RKEditorChoiceEdition" mod. I have sent you PM with link to new .pkm for testing.

Merci!
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: RedKetchup on May 06, 2019, 07:25:12 AM
I checked and it works perfectly !!
Congratulations!
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: MarkJerue on May 06, 2019, 05:43:31 PM
wow! astounding!
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: josito on May 06, 2019, 07:21:14 PM
My game crashed after hoovering over the NotreDame icon :(
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: kid1293 on May 06, 2019, 09:34:41 PM
@josito
Do you use an old version of Banished?
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: RedKetchup on May 07, 2019, 02:04:11 AM
Quote from: kid1293 on May 06, 2019, 09:34:41 PM
@josito
Do you use an old version of Banished?

cannot use this mod if you dont have 1.0.7 170910.
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: MarkJerue on May 07, 2019, 10:41:40 AM
Random, but it turns out you can use this mod with RK's LIGHT version. Thought I'd throw it up for anyone else who was curious. I'd been wondering if it was working or not, but turns out my save file was simply corrupted, and zero compatibility issues.
Title: Re: Mod Idea: Notre Dame Cathedral
Post by: josito on May 07, 2019, 12:34:09 PM
That was it, thank you guys!