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!
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.
Would love to see this in game!
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
yeah sketchup 2017 or 2018. my 3dsmax can convert only 2016 because it is old a bit, a 2016 version.
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.
@Dolbadarn - Sketchup has a free version. Use that and export model to .dae format. (Collada)
Should be possible to import in 3DMax.
Good idea :)
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)
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.
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)
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.
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).
WOW! This is simply stunning.
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. :)
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?
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)
yeah the doors seems ok to compare with a citizen. the building is big by itself i guess :)
@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
next month ,the pyramids and sphinx.
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.
Incredible, well done!
I agree this should be a monumental task to build an cost a huge amount.:)
Outstanding!!
The size seems right as it is.
Please please please release it soon :D
Must add that the size is right. Not smaller! :)
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
@RedKetchupI 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
yes you need all the models because if you dont have RKEC on top of it, it will crash
here lumber-glass-brick-rooftile-gold-silver.zip
let me know if it missing something
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)
oh i added sb2mateial.05 files inside
amazing work!! thank you!
Wow, what a beautiful model! Thank you so much!
@Dolbadarn :DI hope you will publish this mod for players? - when you finish it - the model of the cathedral is great. Greetings
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
not ready yet, i ve got a crash with it.
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 ?
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
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.
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)
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...
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!
I checked and it works perfectly !!
Congratulations!
wow! astounding!
My game crashed after hoovering over the NotreDame icon :(
@josito Do you use an old version of Banished?
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.
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.
That was it, thank you guys!