World of Banished

Conversations => Suggestions and Mod Ideas => Topic started by: kid1293 on February 04, 2016, 04:44:36 AM

Title: House on fire (and other questions)
Post by: kid1293 on February 04, 2016, 04:44:36 AM
Hi!

Does the game translate smoke coordinates differently from use_001 or build_001?
Title: Re: House on fire (and other questions)
Post by: RedKetchup on February 04, 2016, 11:25:51 AM
the smoke need its own dummy , we generally called it smoke, or smoke1 ...
and in your particle function in your template, you need to link your pointlist


ParticleDescription particle
{
PointList _pointList = "Models\NewMedievalBakeryPoints.rsc";

ParticleAttachment _systems
[
{
Time _fadeInOutTime = 2.0;
bool _addOnCreate = false;
bool _addOnNotify = false;
Particle _particle = "ParticleSystems\Fire\FireMedium.rsc";
}
{
bool _addOnCreate = false;
Particle _particle = "ParticleSystems\ChimneySmoke\ChimneySmoke.rsc";
String _attachNode = "smoke";
}
]
}



the only difference between a smoke dummy than a use_001 dummy for example it is 3D, you need to set up the height , while a use_001 is always at 0 lvl
Title: Re: House on fire (and other questions)
Post by: kid1293 on February 04, 2016, 02:33:26 PM
Done and done, house is still burning.
Have changed name, location and scale and it seems like it is stuck with 'points'.
Have seen other examples of smoke-point being way out of the chimney but it
is still working like it is supposed to. Strange...
Title: Re: House on fire (and other questions)
Post by: RedKetchup on February 04, 2016, 06:19:11 PM
your dummy called 'points' should be at 0,0,0
using the 'connect' button, the other points should be connected to this 0 0 0 points and should be at their place.

be sure to have the good name ' smoke' dummy =  'smoke' in the template. if you name it 'smoke1' be sure the name is correct in the .rsc
Title: Re: House on fire (and other questions)
Post by: kid1293 on February 04, 2016, 10:48:04 PM
Solved!
Not sure what happened. I've tested with 'smoke1' and 'smoke_001'
and it didn't work. Now changed to just 'smoke' and all is OK.
So, don't smoke anything strange, eh?

BTW. Can you explain what a diffuse-map is?
Title: Re: House on fire (and other questions)
Post by: RedKetchup on February 05, 2016, 12:49:53 AM
diffuse map is wrapping and coloring a 3d shape with a bitmap image, a texture, while displaying the original pixel colors of the image.
Title: Re: House on fire (and other questions)
Post by: kid1293 on February 05, 2016, 02:00:35 AM
Is this the same pixelcoloring there is in 3d-edit where I sometimes see
a 'frontside' and a 'backside' of the plane?
Title: Re: House on fire (and other questions)
Post by: RedKetchup on February 05, 2016, 02:20:18 AM
yes kinda, if you 'applied' a texture to it
Title: Re: House on fire (and other questions)
Post by: kid1293 on February 05, 2016, 05:36:05 AM
Is diffuse-mapping a substitute for UV-mapping?
Title: Re: House on fire (and other questions)
Post by: RedKetchup on February 05, 2016, 12:56:44 PM
no, UV Mapping is part of all mapping (whatever if it is diffuse, spectacular, bump.... etc)
the mapping is "applying' the texture on each sides of the form/plane
Title: Re: House on fire (and other questions)
Post by: kid1293 on February 13, 2016, 12:09:10 AM
Questions,questions...

Can someone tell me how to link a picture in download section?
I click 'insert picture' nothing happens.

please
Title: Re: House on fire (and other questions)
Post by: RedKetchup on February 13, 2016, 02:15:30 AM
did you uploaded it in your gallery ? (did you click on the picture to see it big and then right clicked on it and get property and copy the link you ll see ?)
or has been uploaded elsewhere ? (do you have a link for the picture ?)

or just insert in "attachments and other options" on the link below when you type a post

(if you click "insert picture" you should get a [ url ] [ /url ] and you just have to insert the link to your image (http:/// something)
Title: Re: House on fire (and other questions)
Post by: kid1293 on February 13, 2016, 03:54:07 AM
Hi again!
I have done all that, pic in gallery, checked url
but when I click 'insert picture' nothing happens.

Edit: Windows new browser EDGE does not support this function!
        It works with old Internet Explorer.
Title: Re: House on fire (and other questions)
Post by: RedKetchup on February 13, 2016, 05:19:34 AM
when you click the "insert image" button this is what you should get. it only missing the url to your image

if the [img ][ /img] without brakets does NOT appear... then write it manually :

open_braket + img + close_braket + your url + open_braket + /img + close_braket

like in your picture.


the "insert image" does NOT open a window explorer so you can choose an image in your drive ! it only type img /img between brakets. thats all
you need to put your image somewhee and put the url
Title: Re: House on fire (and other questions)
Post by: kid1293 on February 13, 2016, 08:43:51 AM
Check my last post. It works with Internet Explorer.
I remember that the new browser does not support Flash/Java
Title: Re: House on fire (and other questions)
Post by: kid1293 on February 13, 2016, 09:33:11 AM
Here's a picture to prove.
It's a test from a mod I'm working on.

(http://worldofbanished.com/gallery/2582_13_02_16_10_30_42.jpeg)
Title: Re: House on fire (and other questions)
Post by: RedKetchup on February 13, 2016, 10:18:41 AM
did you tried to write it yourself, manually ? with your new browser ?



really looking sweet :) cozy and sweet :)
Title: Re: House on fire (and other questions)
Post by: kid1293 on February 18, 2016, 04:49:38 AM
Yes I've tried it now.
...and I give you a testmod to check out the houses.

(http://worldofbanished.com/gallery/2582_18_02_16_5_45_39.jpeg)

Seems to be working fine!

edit: cycle through the house with the f-key when you place them.

edit 2: removed the link. Check download section for mod
Title: Re: House on fire (and other questions)
Post by: Bobbi on February 18, 2016, 05:09:30 AM
Very cute houses  :D
Title: Re: House on fire (and other questions)
Post by: kid1293 on February 18, 2016, 05:53:38 AM
Thanks!    :)

There will be a little more, I'm just a newbie at 3D so I work slow.
Just give your opinion. It could be model, texture, variation...
Title: Re: House on fire (and other questions)
Post by: RedKetchup on February 18, 2016, 07:10:46 AM
Quote from: Bobbi on February 18, 2016, 05:09:30 AM
Very cute houses  :D

agree , looking sweet :)
Title: Re: House on fire (and other questions)
Post by: kid1293 on February 18, 2016, 09:10:22 AM
Well, it's made for small towns but probably it works with other buildings too.
I tried to stay with the original and to your mods RedKetchup.

Some people in the forum want to build very compact spaces and this may
be a help to that. It's the same specs as stone houses (a little bit cheaper)

The footprint is 2 x 4+1 so you can have double the amount of people
compared to stone houses.

I know it looks repetitive but as I said, I have limited knowledge of making
models and the texturing is really a messy business.

I do all the texturing by hand on an unwrapped map, looking like
a jigzaw puzzle. It's really devastating to my head.

I'm working on a corner house too and hope to finish it this weekend.
We'll see.
Title: Re: House on fire (and other questions)
Post by: Denis de la Rive on February 18, 2016, 10:27:36 AM
I like it too, it has just the right mixture of difference and sameness to make it fit with most housing styles that exist in the game. I wouldn't worry about the uniform look, that is also a feature that makes it different. Traditional construction tends to stick with what works, and if you use it with CCTFA, you can decorate it with ghost props. I see it as a nice secondary house for my homesteads, something I have yet to find in the current mix of CCTFA, and NMT. Looking forward to your next one, we need more voices in the choir of Banished modders, and yours is excellent. Thanks for sharing.  :)
Title: Re: House on fire (and other questions)
Post by: kid1293 on February 18, 2016, 03:51:12 PM
Right! It's about the environment. With a lot of trees and some prop
you can probably recognize yourself in a suburb somewhere.

I like the possibilities to place the houses and get variation. With a corner
you can build even further.

I like this combo.
Title: Re: House on fire (and other questions)
Post by: Nilla on February 19, 2016, 03:39:09 AM
Nice! Another very talented moddler active on this page!  :)
Title: Re: House on fire (and other questions)
Post by: kid1293 on February 19, 2016, 04:58:29 AM
:)
Title: Re: House on fire (and other questions)
Post by: kid1293 on February 20, 2016, 06:58:07 AM
Does a row have to be straight?

I don't know if it is savegame compatible with last testfile. You check it out :)

edit: Removed the link. Check download section for mod.
Title: Re: House on fire (and other questions)
Post by: kid1293 on February 28, 2016, 01:52:46 AM
Question again:

Do markets have several point for users? (use_001, use_002, ...)
I can see people in the market go to different places to load or unload stuff.
Title: Re: House on fire (and other questions)
Post by: RedKetchup on February 28, 2016, 07:25:43 AM
Quote from: kid1293 on February 28, 2016, 01:52:46 AM
Question again:

Do markets have several point for users? (use_001, use_002, ...)
I can see people in the market go to different places to load or unload stuff.

yes. it needs to have many because if you add many workers, they need to have a use_oox free or they will just go idle in wait one comes free
Title: Re: House on fire (and other questions)
Post by: kid1293 on February 28, 2016, 12:54:23 PM
Great!

I asked Kralyerg and he said it was enough with one (as in CC)
but I want at least two for the immersion of the game.

Just testing to do a small market for my rowhouses... :)
Title: Re: House on fire (and other questions)
Post by: Paeng on February 28, 2016, 01:54:23 PM
Thanks for the little houses, I really like the thatched one  :)
Nice addition for variety!

Small market also sounds good - much needed, again for variety... so useful for small hamlets out of any regular market reach.
Hope you find a good balance for size (circle), capacity and range of goods.
Title: Re: House on fire (and other questions)
Post by: kid1293 on February 28, 2016, 02:44:33 PM
Paeng: I just stick with the vanilla market specs since I do not plan to build several.

The radius just a little less than vanilla. They have good legs, don't they? :)
Since it is very small I think it should be cheap to build.

Please have comments on this.

Maybe I add in some extra so they can hold non-edibles too.
Title: Re: House on fire (and other questions)
Post by: kid1293 on February 29, 2016, 05:51:37 AM
Market (rowhouse 1.02) is up in the download.

I rest my case...
Title: Re: House on fire (and other questions)
Post by: Paeng on February 29, 2016, 07:30:25 AM
Cool!  :)


Quote from: kid1293 on February 29, 2016, 05:51:37 AMI rest my case...
That means off to the next feature, right?!

:P
Title: Re: House on fire (and other questions)
Post by: kid1293 on February 29, 2016, 07:42:54 AM
 ::)
It has been a couple of hours since upload and yes -
I am getting restless already...  :D

But, no more rowhouses for a while, even if I wanted to develop
the Townhall textures into something more. I first thought of
a general store but I didn't think it should fit in with the rest.
So it became the market instead.
Title: Re: House on fire (and other questions)
Post by: Denis de la Rive on February 29, 2016, 09:07:31 AM
Can't wait to try this.

As a designer you can use vanilla values as a benchmark to see if the numbers you assign are doing what you want. For buildings add up the materials trade value and you have a constant to apply. If its a production chain, you can compare work, ( work require x work time ).

If you need help in designing, ( not graphics or coding ), you wonderful buildings, just ask. I have done a lot of thinking about Banished and how it all fits it. I've look at balance in CC, and did the work involved in introducing lumber, ( including changing the values in the code ), so I'm a pretty good sounding board.

I look forward to seeing more of your work, thanks.  ;)
Title: Re: House on fire (and other questions)
Post by: kid1293 on February 29, 2016, 09:27:06 AM
Right now I wonder if the market radius = 32 is too much.
I joked about them having strong legs but it could very well tilt the balance
of other vendors.

The building cost is low all over considering they get the warmth of a stone house:

rowhouse 2x5      work 40 / wood 20 / stone 24 / iron 8  (5 people)
cornerhouse 5x5  work 60 / wood 24 / stone 32 / iron 8  (7 people)
townhall 6x5       work 80 / wood 40 / stone 48 / iron 20 (the largest in height too)
market 4x5         work 24 / wood 12 / stone 12 / iron 6 (no large building)

So I think I have some kind of internal guidance of whats ok, but any suggestion
is appreciated!

After all it's only a game :) :) :)
Title: Re: House on fire (and other questions)
Post by: Paeng on February 29, 2016, 12:04:25 PM
Just played a short round with your latest upload (see:  http://worldofbanished.com/index.php?topic=652.90 (http://worldofbanished.com/index.php?topic=652.90) )...

Wow, you are spoiling us - so many possible variations on the rowhouse, a market, town hall, boarding house (not sure I already found everything LOL)... and everything with F-variants, really cool! Thanks a lot, this is a really neat package  :)


Quote from: kid1293 on February 29, 2016, 07:42:54 AMI am getting restless already...

Well... if you'd ask me, I'd say: Think diagonals!

* For grid-haters like me the lack of items with a diagonal orientation is almost painful...


And yeah, take up Denis on his offer - he's really good with those numbers  :P
Title: Re: House on fire (and other questions)
Post by: Denis de la Rive on February 29, 2016, 01:29:50 PM
Looking at your numbers, I would compare the building cost to the vanilla stone house and adjust factors like number of inhabitants, burn rate, and storage space. You can then see how it is different, and what you want to do with the building. Is it the same a stone house, do you think it has a game advantage, or is it a penalty in exchange for a better function. You could for example decide to reduce storage, or reduce the burn rate to compensate for cheep building cost, or increase the material cost for a larger family size or a better burn.

As for the market, if the radius is the same as the vanilla market then you are creating an unbalanced building with such a low cost. You have many options to balance this, changing the storage, flags, number of workers in addition to material cost. I think that some designers think of the visual look of a building when setting construction cost, but balance is a more important feature in this decision. What you could do is adjust the radius according to % of materials used and the capacity.

The town hall can also be examined in the same way, considering it's impact on the game.

If you PM me the building rsc, I can do some calculations for you, or just post the numbers for the different variables.

I like that you want your work to be balanced, it is an often neglected aspect of modding, and will help you in any way you need.  :)
Title: Re: House on fire (and other questions)
Post by: kid1293 on February 29, 2016, 09:13:25 PM
Paeng:
I have thought about diagonals and I think the game would be much more constrained
when building diagonals. Of course not if it had been in the game from the beginning.

I mean that we have no freedom in the diagonals right now so it would be some sort
of compromise if trying to build that way. It would look more chaotic I think.

Denis:
I PM-ed you.
Title: Re: House on fire (and other questions)
Post by: RedKetchup on March 01, 2016, 01:33:29 AM
Quote from: Paeng on February 29, 2016, 12:04:25 PM

Well... if you'd ask me, I'd say: Think diagonals!

* For grid-haters like me the lack of items with a diagonal orientation is almost painful...

at least there is my little smith :)
Title: Re: House on fire (and other questions)
Post by: kid1293 on March 01, 2016, 03:06:13 AM
Agree with RedKetchup.

Freestanding houses should be more free to place, perhaps with more space around.

At first I was thinking about building rowhouses diagonal and I couldn't get my head
around it. The curse of being a square-head :)
Title: Re: House on fire (and other questions)
Post by: Paeng on March 01, 2016, 05:05:21 AM
Quote from: RedKetchup on March 01, 2016, 01:33:29 AMat least there is my little smith

Yes - wonderful  :) 

(https://dl.dropboxusercontent.com/u/5012419/Banished/ennilloughby/enni06.jpg)
* Id wouldn't be me without a 'but' - but I wish you would remove the fences...  ;)


Quote from: kid1293 on March 01, 2016, 03:06:13 AMAt first [...] I couldn't get my head around it.

Yeah, I was slightly puzzled by your statement ("more constrained when building diagonals") and decided to let you sleep over it... LOL

The image above clearly shows the opposite of "constraint"... sure, some may argue that you need more space for diagonal structures, but hey - there is a price for everything. And the visual impact of diagonals is quite dramatic in any village, while a total lack of diagonals (everything at strict 90° angles) looks sort of... not natural  :)

After all, we have also "diagonal" rivers and mountains - so it would be really cool if we could emphasize the lay of the land with the occasional barn, shop or home the same way...  :)


Title: Re: House on fire (and other questions)
Post by: Denis de la Rive on March 01, 2016, 09:03:20 AM
I think that single structures, ( diagonals ), to begin with is the best way, you can then take time to see if you want modular ones, which will create important technical problems.

What also might be interesting is modular industrial items that have a decorative function. Things you add to existing buildings, like forges, kilns, chimneys and other mechanical items. The same for civics, and other elements. By adding I mean placing around, not like some of the CC editions that fit in an overlap. Two or three squares, possibly with an idle factor to add action to what is a tableau.

You should let you imagination flow, since you clearly have the technological skills to make most anything you want.
Title: Re: House on fire (and other questions)
Post by: kid1293 on March 02, 2016, 07:16:52 AM
I don't want to disappoint you but I'm still very square...
Title: Re: House on fire (and other questions)
Post by: grammycat on March 02, 2016, 07:35:07 AM
Very nice-I was hoping you would tackle some other buildings and maybe do a set like Red did for his medieval mod.
Title: Re: House on fire (and other questions)
Post by: Paeng on March 02, 2016, 07:55:09 AM
Yeah, the little house is... cute  :)

For some reason, for the Herbalist I always envisioned something more... bold,  a place of power, even magic... 
* I should stop reading these fantasy novels... :-X

Anyway, I think it need some more green stuff (herbs) around the place...  ;D
Title: Re: House on fire (and other questions)
Post by: Denis de la Rive on March 02, 2016, 08:28:57 AM
I like the simplicity of the building, a nice change from the other options we have.
Title: Re: House on fire (and other questions)
Post by: kid1293 on March 02, 2016, 09:43:15 AM
I agree with Paeng: it's cute!
but...

If I put something else in front of the house? (I want to keep the house)
What should it be? I don't know how to model plants or herbs.
I can have a go at making some plants but, honestly, I don't know
where to begin.
Title: Re: House on fire (and other questions)
Post by: Paeng on March 02, 2016, 11:22:15 AM
Don't worry, I always like to "poke" a bit...  ;)

Hmmm... you could use the default herbs, maybe check with K or with Red how to get them (they are already being used as a crop, so it should be no problem)?

Else we can always use some ghost bushes and other decor to pep up a scene a bit...   :)
Title: Re: House on fire (and other questions)
Post by: kid1293 on March 02, 2016, 02:59:18 PM
Hi Paeng!
I have indeed 'poked' around in the bushes. And... nothing! It's impossible!
I checked some plants on the internet and they have 2-3 times the surfaces
compared to the house!! I decided to build a flower myself and had to break it off, laughing.
It looked like it came out off a comic-strip! :)

I am ready to leave it to others to fill the space with props or trees. But nothing is easy.
I want to be able to put the little house either by the road or like in the picture, at the back.
To be able to do both I have to rebuild it from scratch. The length is a little bit off.

It's midnight and I better leave it before I do something really wrong.
Title: Re: House on fire (and other questions)
Post by: RedKetchup on March 02, 2016, 05:15:14 PM
you just have to scale those down !

but there will always be a real problem : all those plants you can find on internet : they have 10000x too many polygons. you would need to pro-optimize to 5-10% of original
Title: Re: House on fire (and other questions)
Post by: kid1293 on March 03, 2016, 10:12:41 AM
Wow!

You're absolutely right, RedKetchup!

I used some of your flowers and the mod more than doubled in size (from 19MB to 45MB)
Is there any way around it except optimizing the living daylight out of the meshes?

Here's what it looks like. It's not worth 45MB

(http://worldofbanished.com/gallery/2582_03_03_16_11_12_00.jpeg)
Title: Re: House on fire (and other questions)
Post by: RedKetchup on March 03, 2016, 10:57:45 AM
what you mean ?
Title: Re: House on fire (and other questions)
Post by: kid1293 on March 03, 2016, 11:45:59 AM
You see the 6 flowers in the picture - they themselves don't take 26MB...
I must have done something I shouldn't! I tried different ways to include
them in my mesh but the only way was to keep them as separate meshes.

It COULD be Blender have fun at me, I don't know.

I just go back and find some better textures to put on the 'flower-bed' I had earlier.
All in all I do not have to build a Herbalist but the house is so nice I want to use it.
Title: Re: House on fire (and other questions)
Post by: RedKetchup on March 03, 2016, 09:30:28 PM
did you received my email ?

in fact i will type my email here so i can show you with pictures.

_____________



the custom material : depend of what you are going :

1. a real 3d shape with thousand of polygons : no , dont need custom

2. some fake semi-transparent planes with a total of 8-10 polygons : yes need custom.


did you checked what i gave you ? the little wild herb .png ?
try to do this with real 3D things you will end up with 150,000 polygons.

instead just that semi-transparent .png applied on a 0,1 x 0,3 plane will cost 2 polygons, thats all.


----------

now if i go check the plants in decorative pack. yes you need the custom material
look at this picture. you can see it is made from 4-5 planes. the planes are a bit worked out to give some curves, but still planes. at left top corner you can see a 60 polygons total the mesh has.
(http://worldofbanished.com/gallery/37_03_03_16_10_49_31.jpeg)
and if you check the textures, there are leaves in certer of texture, and all around they are "black" (or some green olive) or "transparent in reality"
you need custom material to make show in game only the leaves part without all that black all around filling the planes. with custom material, all this black should disappear in game

this mesh has around 60kb total for that 1 plant. if you put 4 of these, you should add 240kb to your total mesh size.

thats the Flower01.fbx
Title: Re: House on fire (and other questions)
Post by: RedKetchup on March 03, 2016, 10:25:50 PM
now lets see in game.

if i dont apply custom material to it , all the black (and all the green olive color) arent 'transparent' and still showing in game


there is a screenshot of most close view, resized at 300% to try to see the details.

NOT CUSTOM MATERIAL:
(http://worldofbanished.com/gallery/37_03_03_16_11_19_31.jpeg)

do you see all the green and black that should disappear ?

maybe ?


now check this screenshot with custom material. and check the leaves... and the flowers....
do you see a difference ?

(http://worldofbanished.com/gallery/37_03_03_16_11_22_46.jpeg)

all the black is gone, and all the non-necessairly green-ish color have disappeared and see a real shape of the leaves and the flowers.


-----------

you can do the same in REAL 3D shape but at the end you will get what ? 80,000 polygons ?
even if you would pro-optimized it and get down to 4,000 polygons. thats alot . if you put only 1 ... thats +4000 but if you put 6 of them x4000 = 24,000 polygons.
Title: Re: House on fire (and other questions)
Post by: kid1293 on March 03, 2016, 10:32:38 PM
Good Morning!

Yes I hear you and I understood what you say.
But for my life I can not understand where the excess polygons come from.
Does the renderer trace the edge of the transparent mesh and creates new polys ? ???
The world in a grain of sand.

I will have a go at customizing your meshes and then we will see.

BTW. Many thanks for taking your time to educate me!!
These are things I never would have found out myself.
Title: Re: House on fire (and other questions)
Post by: RedKetchup on March 03, 2016, 10:38:47 PM
this flower 01 is very awesome. and very low poly because it is made from semi-transparent planes and applied in game with custom material.

lets check other flowers in decorative pack:

flower02 : 30 polygons
flower03 : 24 polygons
flower04 : 204 polygons

what you did you make it jump to 26MB ??? i really dont know what you did !!!!!
i suggest you to start over before adding the flowers... or delete them and see how is your file.

and yes you need custom material. just rename the files.
Title: Re: House on fire (and other questions)
Post by: kid1293 on March 03, 2016, 10:46:35 PM
A lot of coffee and I have tested.
They look better but... still 26MB for 6 plants.
I will retrace my steps to see.
Title: Re: House on fire (and other questions)
Post by: RedKetchup on March 03, 2016, 10:52:12 PM
with custom material, this is how they should look in game. although , one seems strange, probably should need to modify in UVMapping.
Title: Re: House on fire (and other questions)
Post by: kid1293 on March 03, 2016, 10:54:26 PM
Hmmm...

There is something else going on here. I deleted the flowers. Still 45MB
Will rebuild the fbx files and come back later.
Title: Re: House on fire (and other questions)
Post by: RedKetchup on March 03, 2016, 11:01:26 PM
yeah there is something somewhere... and it is not the flowers.

if you check even world of warcraft, this is also how they do it :)
all their trees and plants , they are only 2-3-20-50-100 planes together with a .png semi transparent.

i can go everywhere in this game now and i can see all those planes .png tricks ^^


but if you go download most (99%) of the 3D plants or trees available free (or even paid) they arent done like that, and they have 20-90,000 polygons.
and they are useless
Title: Re: House on fire (and other questions)
Post by: kid1293 on March 04, 2016, 05:31:21 AM
 :-[ :-[ :-[

Fire's out for this time. It was me experimenting with higher resolution textures
that was the culprit. I checked file after file and found the problem to the size.

Everything checked out fine, here is the herbalist (in lo-res):

Title: Re: House on fire (and other questions)
Post by: grammycat on March 09, 2016, 07:32:01 AM
Are you still working on this project?  I really like your herbalist and it would go with the row houses perfectly.
Title: Re: House on fire (and other questions)
Post by: kid1293 on March 09, 2016, 10:26:11 AM
grammycat:
Didn't you check in the download?
Title: Re: House on fire (and other questions)
Post by: grammycat on March 09, 2016, 11:18:41 AM
Thank you, thank you!  Love them all, and thank you for your work and sharing them.  I'm really utilizing your row houses.
I called myself checking downloads-just forgot to check for updates on row houses.
Title: Re: House on fire (and other questions)
Post by: kid1293 on March 09, 2016, 12:04:06 PM
Nice :)

I hope you like them.

I don't think there will be more coming.
It's a balanced thing right now and I know how fast
I can mess things up if I poke around too much.
Title: Re: House on fire (and other questions)
Post by: kid1293 on March 11, 2016, 06:33:13 AM
Among other questions...

What dimensions do I have to have on a texture.
The game crashes when I have odd numbers ? ???

edit: found it! the power of two 2,4,8,16,32...
Title: Re: House on fire (and other questions)
Post by: RedKetchup on March 12, 2016, 11:40:32 AM
Quote from: kid1293 on March 11, 2016, 06:33:13 AM
Among other questions...

What dimensions do I have to have on a texture.
The game crashes when I have odd numbers ? ???

edit: found it! the power of two 2,4,8,16,32...

32 64 128 256 512 1024...

but doesnt accpt 192 384...

if possible try to get 256 , and if really need 512 but try not go too far.
note you can also do things like 32x256... 256x512... things like that (not obligated to be square)
Title: Re: House on fire (and other questions)
Post by: kid1293 on March 12, 2016, 01:45:27 PM
Yes. I think this applies to all 3D-graphic.
I remember retexturing Morrowind and it was there I learned
what you just told.

BTW. Should I go for all thoughts on 3D I have, I probably don't survive long :)