World of Banished

MODS Garage => Mod Talk => Topic started by: Discrepancy on June 03, 2016, 04:14:56 AM

Title: DS Roads v4
Post by: Discrepancy on June 03, 2016, 04:14:56 AM
DS Roads - v4

Download it from HERE. (http://worldofbanished.com/index.php?action=downloads;sa=view;down=107)


3 x Grass Roads - requires 0 resources & 1 Work to build each tile. Fast
8 x Dirt Roads, requires 0 resources & 1 Work to build each tile. Fast
2 x Wood Chip Roads, requires 0 resources & 1 Work to build each tile. Fast
5 x Gravel Roads, requires 0 resources & 2 Work to build each tile. Fast
7 x Stone Roads (+11 variations) , requires 1 Stone & 2 Work to build each tile. Faster
3 x Wood Road (+3 variations), requires 1 Wood & 1 Work to build each tile. Faster
1 x Garden Patch Road (work-in-progress), requires 0 resources & 1 Work to build each tile. no speed bonus

Also some free to build road decorations, edge border pieces.

Also included is the Remove Road, Cancel Removal and Flatten Terrain buttons within the DS Roads toolbar menu.



** I will add screenshots and more info soon....


Installation:

- Download .zip file (21.8mb), Right-Click and click Extract All...
- After extracting the DSRoads.pkm file, move to your Banished WinData folder.

** Unknown if this version is save game compatible with previous versions.



(http://i.imgur.com/Tzh7wqL.jpg) (http://i.imgur.com/Tzh7wqL.jpg)
(http://i.imgur.com/B7OrRAv.jpg) (http://i.imgur.com/B7OrRAv.jpg)

(http://i.imgur.com/Y2gTGiU.jpg) (http://i.imgur.com/Y2gTGiU.jpg)
(http://i.imgur.com/2lVqMs6.jpg) (http://i.imgur.com/2lVqMs6.jpg)

(http://i.imgur.com/awny5UW.jpg) (http://i.imgur.com/awny5UW.jpg)
(http://i.imgur.com/8d1SBh4.jpg) (http://i.imgur.com/8d1SBh4.jpg)

(http://i.imgur.com/nau94on.jpg) (http://i.imgur.com/nau94on.jpg)
(http://i.imgur.com/LTnCHWS.jpg) (http://i.imgur.com/LTnCHWS.jpg)

(http://i.imgur.com/zGtwlV1.jpg) (http://i.imgur.com/zGtwlV1.jpg)
(http://i.imgur.com/znultTJ.jpg) (http://i.imgur.com/znultTJ.jpg)

(http://i.imgur.com/trDGwD1.jpg) (http://i.imgur.com/trDGwD1.jpg)
(http://i.imgur.com/DeyYHoG.jpg) (http://i.imgur.com/DeyYHoG.jpg)


(http://i.imgur.com/KgXiyx8.jpg) (http://i.imgur.com/KgXiyx8.jpg)


(http://i.imgur.com/Q725a72.jpg) (http://i.imgur.com/Q725a72.jpg)


(http://i.imgur.com/3o39Aoq.jpg) (http://i.imgur.com/3o39Aoq.jpg)


> > > > >

Change Log (and past version downloads)

[url=https://drive.google.com/open?id=0B0D37rA1CD9Bc21uZU1iaWx1ZjA]DSRoads_v3.zip[/url] - version 3 (11062016)
Roads are visible in the snow ([sup]Work-In-Progress[/sup]).
Stone Road 01 now also has a repeating randomly arranged tile piece.
New Grass Road 01, trampled like look upon the ground.
All of the roads have had color and/or size, transparency adjusted.
Version uploaded to Steam.

[url=https://drive.google.com/open?id=0B0D37rA1CD9BM2JxNkxrVG5NVzA]DSRoads_v2.zip[/url] - version 2 (06062016)
adds 135 degree versions of the 3 stones roads, adds a smaller version of Stone Road 03, adds a Wood Road with angled variations like the stone roads.
all textures optimized and adjusted to fit better with surroundings.
Roads with Angled variations now have their own menu button.

[url=https://drive.google.com/open?id=0B0D37rA1CD9BT0ljd1hyU1ctY2c]DSRoads.pkm[/url] - version 1
initial release - 7 dirt roads, 3 gravel roads, 5 stone roads (+ 45 & 90 degree variations of 3 of the stone roads) and 1 wood chip road.
Also includes Remove Road and Cancel Removal buttons in menu.]




stringtable for translators: DSRoadsStringTable_v4 (https://mega.nz/#!7J8BSD5Y!XcZsiKUZRf2iVicn_VFQX3o8U6ix9Q1ZIxlWPA8FKTY)

....

DS Roads by Discrepancy
Title: Re: DS Roads v1
Post by: kid1293 on June 03, 2016, 09:26:25 AM
Really - Thank You! - for this mod.

It is much needed and already a favorite of mine.
I didn't know I wanted it until I tested.  ;)
Title: Re: DS Roads v1
Post by: RedKetchup on June 03, 2016, 09:53:49 AM
Wow thanks you :) it looks awesome !!!!!
Title: Re: DS Roads v1
Post by: DesoPL on June 03, 2016, 11:00:55 AM
I definetly missed an wooden roads, thanks. :)
Title: Re: DS Roads v1
Post by: Gatherer on June 04, 2016, 02:48:39 AM
On my end the roads get covered in snow during winter and are not visible. Is that intentional?

They still provide faster travel though.
Title: Re: DS Roads v1
Post by: Discrepancy on June 04, 2016, 03:01:32 AM
 :)

Thanks,

I have more to come. I am working on a few more wood chip roads, and some more natural looking dirt roads... more like little walking paths - to match more to the dirt color of the rivers/streams in Banished.

Also variations of the Stone Roads 01, 04 & 05 - at 135 degrees, so we will be able to create diamond like patterns in town squares :)

And yes, i did notice that. I would like it to have some visibility during the winter so am looking into that as well.

plus more if anyone has suggestions?
Title: Re: DS Roads v1
Post by: Paeng on June 04, 2016, 03:19:08 AM
Nice work  :)

Quote from: Discrepancy on June 04, 2016, 03:01:32 AMI would like it to have some visibility during the winter so am looking into that as well.

Yeah, lifting that secret would be cool - as far as I know, so far only the two default roads of Banished show up on snow...  ???
Title: Re: DS Roads v1
Post by: kid1293 on June 04, 2016, 05:26:47 AM
@Discrepancy - about the snow on the road

In your road-material file, try to exchange -

   Material _material = "Material\TerrainTiledSnowDecal\TerrainTiledSnowDecalMaterial.rsc";
with
   Material _material = "Material\TerrainTiledDecal\TerrainTiledDecalMaterial.rsc";

Just a feeling in my stomach, but you can try.
Title: Re: DS Roads v1
Post by: Discrepancy on June 04, 2016, 06:24:45 AM
@kid1293
you seem to be on the right track.

I was playing around making different images and calling them through this section of the material file:

{
String _name = "tiles";
ImageBuffer _texture = "Terrain\RoadTileTexture.rsc";
}
{
String _name = "snow";
ImageBuffer _texture = "Terrain\TerrainSnowTexture.rsc";
}


and made this happen (after many other attempts of just turning into black/grey/white paths when the snow came):

(http://i.imgur.com/pc2GUOV.jpg)
I thought I was on to something with this.

But yes Kid1293, I tried your suggestion and the road does stay during winter, but not as covered in snow as I'd like, I might do some more testing. Will add more pics when I can.

Using the code swap of:

   Material _material = "Material\TerrainTiledSnowDecal\TerrainTiledSnowDecalMaterial.rsc";
swapped with:
   Material _material = "Material\TerrainTiledDecal\TerrainTiledDecalMaterial.rsc";

the roads look like this:
(http://i.imgur.com/zjydCb4.jpg)


overall I'd like to 'tone-down' the road textures anyway, and try and get them to fit better with the surroundings, perhaps once I do this, It might improve the look of the winter roads if I just use this simple code swap.
Title: Re: DS Roads v1
Post by: Discrepancy on June 04, 2016, 07:02:40 AM
The picture above showed Dirt Road 07 running between the crop fields.

I now quickly altered the original texture and in game it looks a little better i think:
(http://i.imgur.com/1EcDXP3.jpg)
Title: Re: DS Roads v1
Post by: kid1293 on June 04, 2016, 07:07:12 AM
You are making progress!

It's a delicate balance between summer and winter.
Not too dark - not too bright.
Title: Re: DS Roads v1
Post by: Paeng on June 04, 2016, 11:27:08 AM
Quote from: kid1293 on June 04, 2016, 07:07:12 AMIt's a delicate balance between summer and winter.
Not too dark - not too bright.

Indeed, that's the secret here... Agreed, you are on a good way!  :)


On the side -

(https://dl.dropboxusercontent.com/u/5012419/Banished/best-of/panic.jpg)

This scene is outrageous  :o  ;D

What was that farmer up to?  :-X

Title: Re: DS Roads v1
Post by: Turis on June 04, 2016, 12:52:15 PM
hmmm... horny cows and no bull in sight?
Title: Re: DS Roads v1
Post by: Tom Sawyer on June 04, 2016, 03:33:20 PM
Hi @Discrepancy,

the tiled decals use the alpha channel of the png to be blended with the snow texture. So I made my dirt road and the pasture "winterized". With this transparency you can define, where and how much is to be covered with snow.
Title: Re: DS Roads v1
Post by: rkelly17 on June 05, 2016, 05:27:20 AM
Sorry I'm late to the party here. Not paying enough attention to the important things in life, like Banished.

I was looking at you wood chip road. As another option for logs: Once common in swampy and sandy parts were corduroy roads, which were logs laid side-by-side. Recently construction workers in our town (Waterloo, Ontario, Canada) building a light-rail line uncovered one from the 1790s buried under the main street in town. There were two sections about 2 km. apart in what used to be swampy areas near creeks. My grandparents drove on a corduroy road between Yuma, Arizona, and El Centro, California, in the 1920s when they were migrating from Oklahoma to California to cross sand dunes. In either case I'm sure it was a bumpy ride, but it made wagons and early cars possible in places where mud or sand would have been impassible. That might be an interesting option for Banished.
Title: Re: DS Roads v1
Post by: Discrepancy on June 05, 2016, 05:59:50 PM
an instance of the road being a little too hard to see at winter:
(http://i.imgur.com/0WhRsFG.jpg)
This is by changing the material file (Terrain/TiledDecals/StoneRoad02Material.rsc) of my custom Stone Road 02, to link to a different 'RoadTileTexture.rsc', which links to a different 'RoadTile.png' alpha image of the road. But this is making the edges of the road not blend in to the surroundings, so I scrap that idea.

@Tom Sawyer , I have tried and tried to adjust my alpha channel saved in the png-24 file of the road texture (with the material file linked to: Material _material = "Material\TerrainTiledDecal\TerrainTiledDecalMaterial.rsc"), but it doesn't change anything with the road at winter than the pictures I showed earlier. perhaps I'm not doing it right (first real attempt), or I have misunderstood?
perhaps there is a way to edit the 'TerrainMaterial.srsl' file? any help would be greatly appreciated.

@rkelly17 , absolutely, I will definitely include one in an upcoming release :) great idea.
Title: Re: DS Roads v1
Post by: Tom Sawyer on June 06, 2016, 02:23:48 AM
It sounds as if you had done everything right. Some detail is wrong.

You have Photoshop? Create a blank layer below your texture and an alpha channel. Activate the rgb channel. Do not draw in the alpha channel itself. Erase your texture with 50% opacity, for example. Or only certain areas. I used some tools to select only the dark areas between the little stones for a nice effect. You should now see a semi-transparent texture. Save for Web as 24bit png how you made it. Save it as a separate file so that you keep your visible texture for further modifications. Use the original materials of tiled textures. Just as you have done it.

The compiler gives a warning if the alpha channel of a tiled texture is full white. He should make it without comment.
Title: Re: DS Roads v1
Post by: Discrepancy on June 06, 2016, 02:28:07 AM
Updated to v2.


(http://i.imgur.com/5dr9Prq.jpg)

(http://i.imgur.com/7BKNU9g.jpg)

(http://i.imgur.com/jpixUbG.jpg)


@Tom Sawyer, yes I have photoshop. I haven't been making a blank layer below the texture. I will try as you have explained, thanks :)
... v2.1 coming soon (hopefully).
Title: Re: DS Roads v1
Post by: Gatherer on June 06, 2016, 08:26:35 AM
This is looking better and better.
Title: Re: DS Roads v1
Post by: Paeng on June 06, 2016, 03:19:59 PM
Quote from: Discrepancy on June 05, 2016, 05:59:50 PMan instance of the road being a little too hard to see at winter:
(http://i.imgur.com/0WhRsFG.jpg)

To me this looks great - it's all snowed in, but we can still see where the roads run...

* This is more or less what the CC roads now look like - apparently they also worked on this in 1.62...  :)
Title: Re: DS Roads v1
Post by: Discrepancy on June 06, 2016, 05:17:36 PM
Yes you are right Paeng, the issue I've had with that though is it seems to be pushing up the ground/grass texture during the summer and grass is visible here and there on the paths. I will play around more after work, and will try to show you a picture of what I does. It isn't too bad for some of the roads, but on some it looks dreadful. I would also like the edges to blend in more and not have such a sharp edge.
Hopefully I can alter the textures and get it working better as per Tom Sawyers instructions.
Title: Re: DS Roads v1
Post by: Discrepancy on June 07, 2016, 02:15:26 AM
I'm slowly winning with the alpha channels with the textures, lots more adjusting to do though before I'm happy with them though. But they are looking better at snowfall.

A weird curiosity here in my testing:
a floating house... Dorothy's flying house somehow arrived in banished land
(http://i.imgur.com/YOOgIST.jpg)
Title: Re: DS Roads v1
Post by: Tom Sawyer on June 07, 2016, 03:20:24 AM
That looks good. I remember I used the magic wand tool with a tolerance to erase the areas between the stones with 80 or 90%, then invert the selection and erase the rest with 10 or 20%. It takes a few tries but you have a good eye for details. This way should bring a result like the vanilla stone road...
Title: Re: DS Roads v1
Post by: Paeng on June 08, 2016, 04:21:39 AM
Quote from: Discrepancy on June 06, 2016, 05:17:36 PMI would also like the edges to blend in more and not have such a sharp edge.

Yeah, good thinking! And it looks better and better... :)

The mean thing is - even if you get nice fading edges - the moment you put two textures side by side (e.g. a stone and a dirt road), you get a hard edge again... (not complaining - I just see the possible frustrations)  ;)


Quote from: Discrepancy on June 07, 2016, 02:15:26 AMa floating house...

LOL, yeah I see that once in a while, too - I guess that may be a problem with the decal?
Title: Re: DS Roads v1
Post by: Discrepancy on June 09, 2016, 03:14:02 AM
Okay, I'm finally getting there with these textures and the snow look. I've done most of the stone roads, the gravel roads and a few of the dirt roads.

This is Stone Road 01
(http://i.imgur.com/grGin8B.jpg)
Title: Re: DS Roads v1
Post by: Paeng on June 10, 2016, 04:52:46 AM
Oh yeah - this looks quite perfect... Awsome!  :)
Title: Re: DS Roads v3
Post by: Discrepancy on June 11, 2016, 06:16:56 AM
Updated to version 3.

check back to the first post for new pictures.



Installation:

Download .zip file, Right-Click and click Extract All...

After extracting the DSRoads.pkm file, move to your Banished WinData folder.

Should be save game compatible, and compatible with most mods.
Title: Re: DS Roads v3
Post by: michbret on June 11, 2016, 06:29:16 AM
Very nice work ! Thanks
Title: Re: DS Roads v3
Post by: Turis on June 11, 2016, 09:28:50 AM
Good work! :)
Title: Re: DS Roads v3
Post by: kid1293 on June 11, 2016, 10:06:22 AM
There is so much I hope I have time to see it all.
Fantastic, a real keeper!
Title: Re: DS Roads v3
Post by: tanypredator on June 11, 2016, 10:16:35 AM
These roads look really great! One question - your gravel and wooden roads are as fast as a standard stone road?
Title: Re: DS Roads v3
Post by: Gatherer on June 11, 2016, 02:45:15 PM
Thank you for this mod and its updates. It has become one of my favourites.
Title: Re: DS Roads v3
Post by: Discrepancy on June 11, 2016, 04:57:14 PM
Quote from: tanypredator on June 11, 2016, 10:16:35 AM
One question - your gravel and wooden roads are as fast as a standard stone road?


All 7 Dirt Roads, the 3 Gravel Roads and the Wood Chip road are all rated as Fast (like Banished vanilla dirt road).

The Stone Roads and Wood Road are rated as Faster (like Banished vanilla stone road).

perhaps my build costs should also be more reflective of this?
Title: Re: DS Roads v3
Post by: Paeng on June 11, 2016, 05:28:05 PM
Great job, roads are never gonna be the same again...  ;D
Title: Re: DS Roads v3
Post by: Kimbolton on June 11, 2016, 07:45:48 PM
Wonderful! Thanks for all your hard work!
Title: Re: DS Roads v3
Post by: tanypredator on June 11, 2016, 09:07:44 PM
Quote from: Discrepancy on June 11, 2016, 04:57:14 PM
perhaps my build costs should also be more reflective of this?

Yes, that is what I meant. I think that if road costs something, it must be "faster". On the other hand, gravel and wood chips may count as by-products of stone and logs production, so that roads may be build without costs. As you like more :)
Title: Re: DS Roads v3
Post by: Discrepancy on June 11, 2016, 11:38:34 PM
Thanks everyone, I'm glad you're liking them. Happy I can give something back to the Banished community :)

Quote from: tanypredator on June 11, 2016, 09:07:44 PM
I think that if a road costs something, it must be "faster". On the other hand, gravel and wood chips may count as by-products of stone and logs production, so that roads may be build without costs. As you like more :)

Great idea, I like the sound of that, and it makes sense game wise, while being realistic :) thanks.

Idea for next release:

Dirt Roads  (Fast) / 0 resources + 1 Work
Gravel Roads (Fast) / 0 resources + 2 work (I thought having the extra work as a cost for bringing the by-products to site?)
Stone Roads (Faster) / 1 Stone + 2 Work (even though the vanilla stone road is only 1 work, considering some of the complex designs I still think 2 work ... unless players think otherwise?)
Wood Road (Faster) / 1 Wood + 2 Work (same as above?)
Wood Chip Road (Fast) / 0 resources + 1 work (realistically wood chips are lighter than stone, and would need replacing often, so only 1 work)

(+ also I need to rework gravel road 02 texture, as it is too dark. This will be in the next release along with a Corduroy Road, 2 Dirt Paths, and the Stone Road random tile additions to stone roads 04 & 05 [also note to my self I need to adjust the icon of Stone road 01])
Title: Re: DS Roads v3
Post by: tanypredator on June 12, 2016, 12:00:03 AM
Quote from: Discrepancy on June 11, 2016, 11:38:34 PM
even though the vanilla stone road is only 1 work, considering some of the complex designs I still think 2 work ... unless players think otherwise?

I think it is Ok, if it works without bugs in game. It is more realistic :)
Title: Re: DS Roads v3
Post by: Discrepancy on June 15, 2016, 02:18:53 AM
a couple of questions were asked on the steam page, I thought I'd share them and my answers here also:

Quotethey don't look quite the same in my game as in these photos. Two of the stone roads are much lighter and more translucent, so they can be hard to see, and the background color seems to show through. In addition, the wooden roads vary darker or lighter depending on where they're placed.
my answer:
I forgot to update the preview image for this v3 release, which is why the picture isn't indicative of what is in the mod.
Regarding issues with the roads difficult to see, you are right and I know some of them I need to work on. But my overall goal of this mod was to create roads that in a way blended in to the surroundings... like they had already been there for 100yrs. But I take on board what you have said and will take a look at the textures. By the way, if you (or anyone) can tell me which roads require work from your perspective it would be a great help to have a different set of eyes.


QuoteThe fast stone roads don't seem to lay over the slow roads, like vanilla. You first have to seperately demolish the old road and then come back and lay an upgraded one. I haven't used every road in the mod so some might not be this way, but some of them are.
my answer:
Regarding the fact that the stone roads don't overlay the dirt roads, you are correct, and that is a change I will make for the next release. Each road has what is called a 'uchar _index', wherein the lowest number will always replace a higher number. The vanilla Stone Road is # 0 and the vanilla Dirt Road is # 1. Due to some other mods adding roads, all of my roads have 'uchar _index' #'s between 100-200, but I had put them all the wrong way around, so once I reverse them, Wood Chip & Gravel Roads will be able to be built over Dirt Roads, Stone Roads over WoodChip/Gravel/Dirt Roads, Wood Plank Roads over all roads.

and...
what I'm planning for v4 release:

- re-work of road costs - done.
(dirt / wood chip roads=1 work, gravel roads=2 work,
stone roads=1 stone + 2 work, wood roads=1 wood + 2 work)
- 2 more dirt paths - done.
- 1 more wood chip road - done.
- In-menu Flatten Terrain tool (with work cost) - done.

- Stone random tile pieces for stone road 04 & 05 - started.
- New wood road 'Corduroy' style - started.
- re-work hard to see road textures - started.
- change uchar_index numbers for correct build sequence - started.
Title: Re: DS Roads v3
Post by: purringcat on June 15, 2016, 04:06:18 AM
I love your new roads.    As someone once said, the smallest things make the biggest impact.    So true with these lovely roads.    8) :)
Title: Re: DS Roads v3
Post by: RedKetchup on June 15, 2016, 12:42:22 PM
Quote from: purringcat on June 15, 2016, 04:06:18 AM
I love your new roads.    As someone once said, the smallest things make the biggest impact.    So true with these lovely roads.    8) :)

agree

i hope too there will be a nice one that will perfectly fit the railroads  :P
Title: Re: DS Roads v4
Post by: Discrepancy on September 19, 2016, 05:58:35 AM
I have released an an update for v4.

Pictures to come soon.

so what is in v4?
3 x Grass Roads - requires 0 resources & 1 Work to build each tile. Fast
8 x Dirt Roads, requires 0 resources & 1 Work to build each tile. Fast
2 x Wood Chip Roads, requires 0 resources & 1 Work to build each tile. Fast
5 x Gravel Roads, requires 0 resources & 2 Work to build each tile. Fast
7 x Stone Roads (+11 variations) , requires 1 Stone & 2 Work to build each tile. Faster
3 x Wood Road (+3 variations), requires 1 Wood & 1 Work to build each tile. Faster
1 x Garden Patch Road (work-in-progress), requires 0 resources & 1 Work to build each tile. no speed bonus

Also some free to build road decorations, edge border pieces.

Also included is the Remove Road, Cancel Removal and Flatten Terrain buttons within the DS Roads toolbar menu.

** Unknown if this version is save game compatible with previous versions.

Title: Re: DS Roads v4
Post by: elemental on September 19, 2016, 04:24:12 PM
Thank you for this mod.

A question about roads... I use Kralyerg's invisible road (from grassy roads mod) around buildings and orchards to stop pesky foresters from planting trees where I don't want them. I also use the invisible road beside normal roads to keep a strip clear of trees through a forest. The problem is the villagers prefer to walk on the invisible strip of road and won't walk on the actual road. The other problem is when you place two roads next to each other you get sharp edges (see pic). Not very attractive.

Could you make an invisible single tile tree-blocking building/object? The invisible tree-blocker would need to be passable so villagers can walk through it.
Title: Re: DS Roads v4
Post by: Discrepancy on September 19, 2016, 06:27:47 PM
Yes I can do that. It would have to be a single tile object, an empty 'model', as I have tried this previously with the road code, but it crashes the game, unless I'm doing it wrong.

About the road edges. I have tried to make this better, but the same thing happens with the vanilla roads also. We are really limited with this, that is why I made the decorative road edges, they are free to build and can be used to break up the point where two road textures meet.

I am still struggling to do the alpha channels correctly, and hence why some roads are still too dark/bright in the snow.
Title: Re: DS Roads v4
Post by: elemental on September 19, 2016, 06:42:38 PM
You don't want the tree-blocker to be road because then they will walk on it instead of on the real road. And yes, the sharp edges happen with all roads. It's definitely not something specific to your roads. Those ones you see in my pic have Kral's invisible road next to them. That's why you see a single road with sharp edges. Without the invisible road next to them they have the normal faded edge, which to me looks much better.  :)
Title: Re: DS Roads v4
Post by: QueryEverything on May 20, 2017, 11:38:37 PM
@Discrepancy :)
I've been playing around a bit more with your roads lately, and for months I've been using the wood chip roads for my Foresters, first road that goes in ;) ) and I've been adding a few here & there as I go - but, there are a couple of designs I would love to see - if you ever came back to the mod :)

So, I know it looks a lot, I've been looking at road ideas for a few weeks, and I was thinking how the new 'themes' that have been coming out could use a companion, a new road.  :)
I know, I know - there are plenty of roads, these ideas are just here in case you, or any other modders are thinking of adding new roads :)

Think of it like an 'ideas boards', rather than a mod request ;)

I could go nuts here if I knew how to do any of this:  (I can create a free account and download 15 if anyone wants me to :) )
https://www.sketchuptextureclub.com/textures/architecture/roads/paving-streets/rounded-cobble (https://www.sketchuptextureclub.com/textures/architecture/roads/paving-streets/rounded-cobble)
https://www.sketchuptextureclub.com/textures/architecture/roads/stone-roads (https://www.sketchuptextureclub.com/textures/architecture/roads/stone-roads)


1)  grimey bitumen, or greasy stone roads for around the mines & mining towns.  So, sooty, charcoaly coverings. Really tight compacted gravel maybe, with the dark scores and markings etched in, where the soot has discoloured the cracks etc
http://www.groundtruthtrekking.org/photo/mine-road/ (http://www.groundtruthtrekking.org/photo/mine-road/)
http://www.thehindubusinessline.com/economy/macro-economy/article7403104.ece#im-image-0 (http://www.thehindubusinessline.com/economy/macro-economy/article7403104.ece#im-image-0)
http://www.thehindubusinessline.com/economy/macro-economy/article7403104.ece#im-image-5 (http://www.thehindubusinessline.com/economy/macro-economy/article7403104.ece#im-image-5)
http://www.lightrainproductions.com/images/Misc%20Photos/2008%20Feb/San%20Rafael%20Reef_Panorama3a.jpg (http://www.lightrainproductions.com/images/Misc%20Photos/2008%20Feb/San%20Rafael%20Reef_Panorama3a.jpg)
https://www.miningphoto.com/details/1946/close_up_of_haul_road_leading_down_ramp_into_open_cut_coal_mine_pit (https://www.miningphoto.com/details/1946/close_up_of_haul_road_leading_down_ramp_into_open_cut_coal_mine_pit)
https://www.123rf.com/photo_24237106_abstract-background-of-cobblestone-pavement.html (https://www.123rf.com/photo_24237106_abstract-background-of-cobblestone-pavement.html)
https://www.123rf.com/photo_31043583_wet-cobblestone-pavement.html (https://www.123rf.com/photo_31043583_wet-cobblestone-pavement.html)


2)  pebble beach & garden path - light coloured pebbles, beautiful champagnes and creams, to brighten the paths to houses, or down to the sandy shores.
https://au.pinterest.com/explore/pebble-mosaic/ (https://au.pinterest.com/explore/pebble-mosaic/)
http://www.littleloadssoilandmulch.com.au/images/products/rainbow-stone.jpg (http://www.littleloadssoilandmulch.com.au/images/products/rainbow-stone.jpg)
https://www.123rf.com/photo_10280844_beautiful-summer-garden-with-a-walkway-winding-its-way-through.html (https://www.123rf.com/photo_10280844_beautiful-summer-garden-with-a-walkway-winding-its-way-through.html)
https://www.123rf.com/photo_10509727_seamless-texture-of-stones-in-white-colors.html (https://www.123rf.com/photo_10509727_seamless-texture-of-stones-in-white-colors.html)
https://www.123rf.com/photo_13695886_nice-spring-scene-in-a-garden-after-rain.html (https://www.123rf.com/photo_13695886_nice-spring-scene-in-a-garden-after-rain.html)
https://www.123rf.com/photo_17067116_rock-wall.html?term=cobblestone%2Broads&vti=me713k9fpzgo2v9zbx (https://www.123rf.com/photo_17067116_rock-wall.html?term=cobblestone%2Broads&vti=me713k9fpzgo2v9zbx)
https://www.sketchuptextureclub.com/textures/architecture/roads/stone-roads/stone-roads-texture-seamless-07681 (https://www.sketchuptextureclub.com/textures/architecture/roads/stone-roads/stone-roads-texture-seamless-07681)
https://www.sketchuptextureclub.com/textures/architecture/roads/stone-roads/stone-roads-texture-seamless-07717 (https://www.sketchuptextureclub.com/textures/architecture/roads/stone-roads/stone-roads-texture-seamless-07717)
http://h7.alamy.com/comp/HW3232/pebble-road-texture-HW3232.jpg (http://h7.alamy.com/comp/HW3232/pebble-road-texture-HW3232.jpg)
http://www.checkincreta.com/en/blogs/oi-5-pio-entyposiakoi-dromoi-tis-kritis-352 (http://www.checkincreta.com/en/blogs/oi-5-pio-entyposiakoi-dromoi-tis-kritis-352)

3)  roads around dock areas, I'm not a huge fan of some of the wood roads (not just in this mod), it doesn't fit up against the woods that you've used in the dock pieces - so perhaps some lighter gravel, even with a highlight of smashed shells, so maybe a little blue/grey tint to it.   Or, even some road tiles that have the same wood texture you used in the dock set?
https://static1.squarespace.com/static/5483d1fae4b02725c6af373f/t/591e41fd9f74562c8bd4622a/1495155317360/?format=750w (https://static1.squarespace.com/static/5483d1fae4b02725c6af373f/t/591e41fd9f74562c8bd4622a/1495155317360/?format=750w)
http://www.littleloadssoilandmulch.com.au/images/products/rainbow-stone.jpg (http://www.littleloadssoilandmulch.com.au/images/products/rainbow-stone.jpg)
https://www.123rf.com/photo_13159395_financial-district-of-boston-massachusetts-viewed-from-boston-harbor.html (https://www.123rf.com/photo_13159395_financial-district-of-boston-massachusetts-viewed-from-boston-harbor.html)
https://www.sketchuptextureclub.com/textures/architecture/roads/stone-roads/gravel-roads-texture-seamless-07684 (https://www.sketchuptextureclub.com/textures/architecture/roads/stone-roads/gravel-roads-texture-seamless-07684)
https://www.sketchuptextureclub.com/textures/architecture/roads/stone-roads/stone-roads-texture-seamless-07734 (https://www.sketchuptextureclub.com/textures/architecture/roads/stone-roads/stone-roads-texture-seamless-07734)

4)  "Fastest", Highway setting - tightly packed gravel (dark & light, to suit different play styles), gravel, bitumen, stone, 
https://www.tripadvisor.com/LocationPhotoDirectLink-g31391-d1382645-i49429551-Coal_Mine_Canyon-Tuba_City_Arizona.html#49429551 (https://www.tripadvisor.com/LocationPhotoDirectLink-g31391-d1382645-i49429551-Coal_Mine_Canyon-Tuba_City_Arizona.html#49429551)
http://www.littleloadssoilandmulch.com.au/images/products/bluemetal.jpg (http://www.littleloadssoilandmulch.com.au/images/products/bluemetal.jpg) (http://www.littleloadssoilandmulch.com.au/gravel_pebble_aggregate.html (http://www.littleloadssoilandmulch.com.au/gravel_pebble_aggregate.html))
https://www.123rf.com/photo_35813169_seamless-tile-background-made-of-small-stones-pebbles-on-sidewalk-or-wall.html (https://www.123rf.com/photo_35813169_seamless-tile-background-made-of-small-stones-pebbles-on-sidewalk-or-wall.html)
https://www.123rf.com/photo_11138850_cobblestones-part-of-a-village-road-paved-with-cobbles.html (https://www.123rf.com/photo_11138850_cobblestones-part-of-a-village-road-paved-with-cobbles.html)
https://www.123rf.com/photo_16195606_background-of-ancient-fortress-stone-wall.html?term=cobblestone%2Broads&vti=me713k9fpzgo2v9zbx (https://www.123rf.com/photo_16195606_background-of-ancient-fortress-stone-wall.html?term=cobblestone%2Broads&vti=me713k9fpzgo2v9zbx)
https://www.123rf.com/photo_11936582_closeup-view-on-a-cobblestone-road--pattern--background.html?term=cobblestone%2Broads&vti=me713k9fpzgo2v9zbx (https://www.123rf.com/photo_11936582_closeup-view-on-a-cobblestone-road--pattern--background.html?term=cobblestone%2Broads&vti=me713k9fpzgo2v9zbx)
http://h7.alamy.com/comp/DY1H7M/fresh-tar-on-new-road-background-DY1H7M.jpg (http://h7.alamy.com/comp/DY1H7M/fresh-tar-on-new-road-background-DY1H7M.jpg)

5)  Adding wear & tear to some of the roads, possibly in Winter?  Rather than just a blanket of snow over the road, we get to see the wear track marks over it? 
Even on some of the dirt roads (summer & winter)?
https://images.realestateview.com.au/pics/682/140-coalmine-road-nymboida-nsw-2460-real-estate-photo-4-large-9534682.jpg (https://images.realestateview.com.au/pics/682/140-coalmine-road-nymboida-nsw-2460-real-estate-photo-4-large-9534682.jpg)
http://www.infoniac.com/uimg/snow-road-solar-powered-system.jpg (http://www.infoniac.com/uimg/snow-road-solar-powered-system.jpg)
http://climate.ncsu.edu/images/climate/winter/Snowy_Road_V2.gif (http://climate.ncsu.edu/images/climate/winter/Snowy_Road_V2.gif)
http://img11.deviantart.net/9703/i/2010/340/9/f/snow_covered_road_by_cataclysmic_ink-d34cuh0.jpg (http://img11.deviantart.net/9703/i/2010/340/9/f/snow_covered_road_by_cataclysmic_ink-d34cuh0.jpg)
https://www.pexels.com/photo/forest-road-6263/ (https://www.pexels.com/photo/forest-road-6263/)
https://www.pexels.com/photo/road-path-trail-street-48692/ (https://www.pexels.com/photo/road-path-trail-street-48692/)

-----

Other inspiration:
https://au.pinterest.com/explore/pebble-mosaic/ (https://au.pinterest.com/explore/pebble-mosaic/)
https://www.123rf.com/stock-photo/cobblestone_roads.html (https://www.123rf.com/stock-photo/cobblestone_roads.html)
https://www.123rf.com/photo_32570748_seamless-pattern--stones-background-in-blue-and-purple-colors.html (https://www.123rf.com/photo_32570748_seamless-pattern--stones-background-in-blue-and-purple-colors.html)
https://www.dreamstime.com/stock-photo-industrial-dock-rail-old-lines-cobbled-road-surface-liverpool-image53424238 (https://www.dreamstime.com/stock-photo-industrial-dock-rail-old-lines-cobbled-road-surface-liverpool-image53424238)
https://www.google.com.au/search?rlz=1C1CHFX_enAU725AU725&biw=1802&bih=833&tbm=isch&q=forest+path&sa=X&ved=0ahUKEwirtafkloDUAhUIS7wKHVMDDGwQhyYILA (https://www.google.com.au/search?rlz=1C1CHFX_enAU725AU725&biw=1802&bih=833&tbm=isch&q=forest+path&sa=X&ved=0ahUKEwirtafkloDUAhUIS7wKHVMDDGwQhyYILA)



Title: Re: DS Roads v4
Post by: Hawk on November 05, 2017, 04:15:23 AM
Just wondering if you have any plans on moving the icon for these roads to the Community Icon under DS and Roads, Tunnels & Bridges icon?
Title: Re: DS Roads v4
Post by: Hawk on November 08, 2017, 03:25:54 AM
I just realized Discrepancy hasn't been around since June. Does anyone know what happened to him? Has he just lost interest?
Title: Re: DS Roads v4
Post by: RedKetchup on November 08, 2017, 08:38:56 AM
Quote from: Hawk on November 08, 2017, 03:25:54 AM
I just realized Discrepancy hasn't been around since June. Does anyone know what happened to him? Has he just lost interest?

yeah he did. :(
Title: Re: DS Roads v4
Post by: Hawk on November 08, 2017, 12:10:50 PM
That's sad, and unfortunate.  :(

Can you, or someone move his roads icon to his community icon?
Title: Re: DS Roads v4
Post by: galensgranny on November 09, 2017, 08:43:22 AM
Maybe his interest will return soon.  I hope so. 
Title: Re: DS Roads v4
Post by: Hawk on November 09, 2017, 09:48:39 AM
Quote from: galensgranny on November 09, 2017, 08:43:22 AM
Maybe his interest will return soon.  I hope so.

Me too.
Title: Re: DS Roads v4
Post by: Landei on November 05, 2019, 03:53:04 PM
Shame, was really curious about an new version of DS Industry & Mining as well, and I do like the overall style of DS´s mods...

Does anyone know if this Mod DS Roads is compatible with the newest 1.7-version of Banished? After all its quite old, 2016... I believe it is actually THE oldest mod in my current list, which is not quite stable yet, and I wonder whether this mod might pose a problem... I´ve started a new map (almost all of DS´s mods an RKEC as base, and a few others), paused, set the blueprints for the usual 5 houses, 1 gatherer etc., and in between I set down two kinds of roads from DS mod; maybe 20 seconds after unpausing and actually starting the game, while the workers are building DS roads (grass path), the game crashed with a "fatal access violation"...
No longer compatible?
Title: Re: DS Roads v4
Post by: galensgranny on November 06, 2019, 07:37:46 AM
I have been using DS Roads with the current version of Banished, and it works fine.
Title: Re: DS Roads v4
Post by: Landei on November 07, 2019, 12:08:09 PM
Thank you. Did a reinstall and set up a new (and somewhat reduced) mod list, including DS Roads - so far no problems indeed.
Title: Re: DS Roads v4
Post by: galensgranny on November 07, 2019, 02:20:33 PM
You're welcome, Landei.  Many of the older mods still work.  With the roads, it would just be an image replacement, so there wouldn't be any problems ordinarily.