News:

Welcome to World of Banished!

Main Menu

Town Big Medieval Barn

Started by zak4862, November 20, 2018, 05:03:30 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

zak4862

   Hi guys!
Now that I finally learned a few things about the blender, I started to work on the on Town Big Medieval Barn. The footprint will be 8x4 without road.
Since I'm not completely sure of all the things I would highly appreciate any comment and opinion about an emerging object.
       Regards  zak 4862  :)

kid1293

Hmm... Nice model. I like that style.
Don't forget to go to object mode and apply location and scale. (select model and ctrl-a)
Maybe some window or shutter.

embx61

Looking good so far.

Couple of little things.
I would make the roof a little bit thicker (About 2 x as thick) as if two planes are too close it will show moire (Stripes) in the game from above.

Maybe a bit detail on the top part too. It not have to be as detailed as bottom part but a couple of those insets would be nice.

I like the top part being a bit bigger and the beams which support it, very good job.

A couple of Windows? It is a Barn so not many are needed.

All in all, very nice what I see so far.

I would add a road in the template file so bannies always can access the barn.
If no Road and players build the barn so it is locked in the bannies will not be able to reach it and so nothing happens.
A lot of players know this and will be leaving space so bannies can access the barn but new players will probably not.
[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

zak4862

Thanks guys! I really needed that. It's like a patch for endless hours and a repeat experiment. I've said before, I'm still learning and progressing slowly - but I will
get there in time.
Oh yes ,the object is far from over, I think I'm somewhere in the middle. I have only finished the bottom part and I wanted to hear your opinion.  :)

embx61

No worry, we all been there and we are still learning.

Modding if never done it before is a slow process but with time and dedication it will get better and better.
Then the speed will pickup too.

It is at the beginning that most beginning modders give up and quit out of frustration. I been there too and was lucky my wife kept cheering me on so i kept trying.
If you get stuck ask questions.

After a little while you get hooked and going to notice you hardly play the game anymore. :)

[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

angainor88


Gatherer

Very nice looking model so far.
There's never enough deco stuff!!!
Fiat panis.

Discrepancy

agree :) very nice. can't wait to see it finished.

zak4862

Finally, I slowly finished the first phase of my warehouse. I took into account all your opinions and comments.
The roof is thicker, windows and some decorative battens on the top are added. It seems to me pretty well. Now I will start searching for suitable textures to add them on. Anyway, I will take a little break. Believe it or not this is hard work for me because I am still learning. So guys, what do you think - is it good enough to go further? :)





RedKetchup

> > > Support Mods Creation developments with Donations by Paypal  < < <
Click here to Donate by PayPal .

embx61

I would say, after your break, put those textures on and release :)

Very well done!!!
Yes, it is hard work but you will be happy after release and see it in the game.
Just take your time, if you get frustrated, just take a break and after an hour or two you get back to it with open mind again.

oh, and better look at some more textures because you can be sure some ask you for some F key Texture variants.  ;)  :D
[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

zak4862

#11
Quote from: embx61 on November 20, 2018, 05:25:57 AM
I would add a road in the template file so bannies always can access the barn.
If no Road and players build the barn so it is locked in the bannies will not be able to reach it and so nothing happens.
A lot of players know this and will be leaving space so bannies can access the barn but new players will probably not.


So, could you help me with how to add road in the template file when I will get to that point?

brads3


embx61

#13
This is the part in the Template file from one of my 4x4 houses.

Because of the road it will be 4x5.

CreatePlacedDescription createplaced
{
PathBits _placeBits = Normal | Obstacle;

int _width = 4;
int _height = 5;
int _footprintRotation = 0;

PathBits _placeBitArray
[
Normal | Obstacle,
Normal | Obstacle | Fast | Faster,
]
String _placeBitmap =
"0000
0000
0000
0000
1111";

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

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

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


# means bannies are not allowed there.
. means road enabled.
_ means Bannies can walk there.

You probably have to move your Barn in Blender Half a tile back and set the pivot back at 0 after that or the road will be half under the Barn.
I am not familair with Blender but maybe Kid can say how to do this.

It seems your barn is 4x8 so you need to set the width and height to 4x9 in your template file.

So 8 rows of 4 0 and then 1 row of 1's in the first part.
Then if no Bannies are allowed in the Barn just 8 rows of 4 times # and 1 row of 4 times a .

So your will be:

CreatePlacedDescription createplaced
{
PathBits _placeBits = Normal | Obstacle;

int _width = 4;
int _height = 9;
int _footprintRotation = 0;

PathBits _placeBitArray
[
Normal | Obstacle,
Normal | Obstacle | Fast | Faster,
]
String _placeBitmap =
"0000
0000
0000
0000
                 0000
0000
0000
0000
1111";

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

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

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


4x10 as Kid suggest is also good, Then you not have to move the Barn either half a tile.

Then it will become

CreatePlacedDescription createplaced
{
PathBits _placeBits = Normal | Obstacle;

int _width = 4;
int _height = 10;
int _footprintRotation = 0;

PathBits _placeBitArray
[
Normal | Obstacle,
Normal | Obstacle | Fast | Faster,
]
String _placeBitmap =
"1111
                 0000
0000
0000
0000
                 0000
0000
0000
0000
1111";

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

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

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

[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

kid1293

Maybe better to make it 4x10 with road both in front and back so they can access back door too.