World of Banished

Conversations => Suggestions and Mod Ideas => Topic started by: RedKetchup on April 21, 2015, 07:19:55 AM

Title: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on April 21, 2015, 07:19:55 AM
BETA : New Medieval Castle : Beta v 0.1 - Walls


First BETA 0.1 is UP !!!!!


This beta covers most of the pieces of walls.
Walls can be used to protect your castle (castle in future patchs) or to protect your city.

Pieces so far:

Medieval Wall - Straight
Medieval Wall - Corner
Medieval Wall - Harrowed
Medieval Wall - End
Medieval Wall - 3-Way
Medieval Wall - 4-Way

Medieval Wall - Double Doors

Medieval Wall - Bridge
Medieval Wall - DrawBridge (2 models rotating with "F" key)

Medieval Wall - Walltower (at 45'  designed to be in a corner - *will do a front one in a future patch)
* Walltowers can act as a barn too !!




If you want to participe to the BETA Phase ? ? ? Follow the green Arrow ! ( available on my OneDrive and MegaStorage Accounts ! )

Magic Link will appear once you are logged ON on the forum !!
If you want to download it ....
you need to register on our forum ! Once you have done that, the link will appear just below this green arrow :)

(http://worldofbanished.com/gallery/37_02_09_14_5_45_13.png)

Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: assobanana76 on April 21, 2015, 07:44:59 AM
oh s#%&##%!! what can I say???
OH MY GOD!!
THAT BRIDGE!! THAT BRIDGE!!
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 21, 2015, 07:49:47 AM
Quote from: assobanana76 on April 21, 2015, 07:44:59 AM
oh s#%&##%!! what can I say???
OH MY GOD!!
THAT BRIDGE!! THAT BRIDGE!!

haha and it is soooooo awesome to see them go up and down that arc ! completely flawless ! citizens walk in a perfect arc on it :)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: Stephen122334 on April 21, 2015, 08:12:08 AM
This is amazing, I'm stunned
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 21, 2015, 08:55:10 AM
the funny thing :) i can even make them 'walk' on top of those haha
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: assobanana76 on April 21, 2015, 09:13:22 AM
Quote from: RedKetchup on April 21, 2015, 08:55:10 AM
the funny thing :) i can even make them 'walk' on top of those haha
do it!! do it!!! lol
new job.. the guard of the city!
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 21, 2015, 09:46:16 AM
Quote from: assobanana76 on April 21, 2015, 09:13:22 AM
Quote from: RedKetchup on April 21, 2015, 08:55:10 AM
the funny thing :) i can even make them 'walk' on top of those haha
do it!! do it!!! lol
new job.. the guard of the city!

unfortunatly, i cannot change the game mechanics ^^ so i wont be able to make them walk there and guard the wall ^^ but it can act as a road :)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 21, 2015, 10:11:11 AM
i can say  ;D those walls can give alot of .... perspective and some awesome sight and pictures :)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 21, 2015, 10:16:49 AM
presently, i have :

straight wall
corner wall
end wall
harrowed wall

the bridge


once i did the 3-way and 4-way ... i will release a beta :) like probably like tommorow :)


btw if i do Medieval Castle as a seperate mod from Medieval Town.... 2 reasons : the mod starting to be very big and i didnt finished yet, and secundo, some people wish to have this seperate.
but they will work beautifully together :)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: Bobbi on April 21, 2015, 11:00:54 AM
These are fabulous, Red. I am in favor of keeping as separate mod.
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: Gatherer on April 21, 2015, 02:18:40 PM
Personally I can already say I will not use it, so I vote for a separate mod. But it is still awesome looking! Maybe a bit too polished though.

You could perhaps revamp it as an aqueduct and add a reservoir structure. Could work well with your water tower.
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 22, 2015, 02:09:51 AM
Quote from: Gatherer on April 21, 2015, 02:18:40 PM
Personally I can already say I will not use it, so I vote for a separate mod. But it is still awesome looking! Maybe a bit too polished though.

You could perhaps revamp it as an aqueduct and add a reservoir structure. Could work well with your water tower.

^^ a watermill that pomp water (a watermill water pomp) and make it flows through an aquaduc to a big reservoir... reminds me Caesar IV :)
http://i.ytimg.com/vi/07ppx_8a6R0/maxresdefault.jpg (http://i.ytimg.com/vi/07ppx_8a6R0/maxresdefault.jpg)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 22, 2015, 02:14:22 AM
but........ i did some more 'details' on the bridge doors and the harrowed wall doors :) i think it looks better :)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: chillzz on April 22, 2015, 06:24:32 AM
Wow nice stuff @RedKetchup


At first the walls look quite tall, but compared to the buildings 1st,2nd 3rd floors they are indeed in a good ratio / perspective.


are you planning on larger gates / entrances ? (2 or 3 road tiles wide)



Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: paralias on April 22, 2015, 06:28:50 AM
you should turn the bridge planks vertical to the stone edges. i think it will look better... and you should make 2 -3 different gates a normal one and a bridge gate
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: chillzz on April 22, 2015, 06:42:38 AM
Quote from: paralias on April 22, 2015, 06:28:50 AM
you should turn the bridge planks vertical to the stone edges. i think it will look better... and you should make 2 -3 different gates a normal one and a bridge gate
yes, the bridge planks could look better if done like attached picture.
it's hard to have wooden planks that long curve as nicely as the arch if they had such skill back then.

Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 22, 2015, 07:39:59 AM
Quote from: paralias on April 22, 2015, 06:28:50 AM
you should turn the bridge planks vertical to the stone edges. i think it will look better... and you should make 2 -3 different gates a normal one and a bridge gate

yeah will do :) thx for the model.
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 22, 2015, 07:43:21 AM
Quote from: chillzz on April 22, 2015, 06:42:38 AM
Quote from: paralias on April 22, 2015, 06:28:50 AM
you should turn the bridge planks vertical to the stone edges. i think it will look better... and you should make 2 -3 different gates a normal one and a bridge gate
yes, the bridge planks could look better if done like attached picture.
it's hard to have wooden planks that long curve as nicely as the arch if they had such skill back then.

yeah . they way i did the wood planks was the too easy way... gonna check that next time
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 22, 2015, 07:54:56 AM
Quote from: chillzz on April 22, 2015, 06:24:32 AM
Wow nice stuff @RedKetchup


At first the walls look quite tall, but compared to the buildings 1st,2nd 3rd floors they are indeed in a good ratio / perspective.


are you planning on larger gates / entrances ? (2 or 3 road tiles wide)

at start , i made 1x1 tiles width, but more i was giving some height and more it look too frail and too much thin, and the wall was even barely hiting the roof of 1 floor only.
when you compare to lvl 2 and lvl 3 floor .... the wall were looking like a little stone fence, not a wall.

so i had to put 3 tiles width to get more height.
now it look better and give better ratio, but still, the lvl 3 floors are way more high than that, but it gives a good perspective :)


My inspiration model :
http://www.turbosquid.com/3d-models/castle-walls-3d-model/370659

not the same... but idea for all the parapet details come from there, or at least, what i tried to do and how it ended to look as it did ^^
not easy to make those details ^^
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: Paeng on April 22, 2015, 02:44:27 PM
I'm not really sure about that arched bridge - seems to be a strange way to build? To transport goods or animals across that "hump" would be pretty hard...  :)

Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: chillzz on April 22, 2015, 03:22:57 PM
lol, true @Paeng .. but it's actually not an uncommon type of bridge. see attached image of an italian one.


by the way, in one other topic you showed of the new medieval stores together with stone roads and some flowerbeds/hedges.. which mod do have those :O 

Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 22, 2015, 03:55:04 PM
keep in mind guys, it is not really ' a bridge '. yes it is a bridge but it is a 'wall' first. i did it to expand the walls over the rivers with something, that bridge-towers,

i will also do some real bridges at some point.
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: chillzz on April 22, 2015, 04:16:05 PM
Quote from: RedKetchup on April 22, 2015, 03:55:04 PM
keep in mind guys, it is not really ' a bridge '. yes it is a bridge but it is a 'wall' first. i did it to expand the walls over the rivers with something, that bridge-towers,

i will also do some real bridges at some point.
`
thats what i thought too..


by the way, it does look like the wall stays the same height, whether you build it on 'sea level' or mountain..
quite impressed!
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 22, 2015, 04:20:12 PM
Quote from: chillzz on April 22, 2015, 04:16:05 PM


by the way, it does look like the wall stays the same height, whether you build it on 'sea level' or mountain..
quite impressed!

yes. all those are built at ground level. and they dont level down the ground. you can even succeed to burrow completly the wall into mountains.... if you can find mountain enough high to do it :)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: chillzz on April 22, 2015, 04:37:34 PM
Quote from: RedKetchup on April 22, 2015, 04:20:12 PM
yes. all those are built at ground level. and they dont level down the ground. you can even succeed to burrow completly the wall into mountains.... if you can find mountain enough high to do it :)
Nice :D especially for aesthetics..
real life 'protection' by those walls would be a no-no of course ;)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 22, 2015, 05:45:34 PM
^^ the tooltips say it protect your citizems... but we all know there is any threat ^^

but wondering if can be good to keep .... deers in an defined area ^^
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 22, 2015, 06:00:00 PM
Quote from: Paeng on April 22, 2015, 02:44:27 PM
I'm not really sure about that arched bridge - seems to be a strange way to build? To transport goods or animals across that "hump" would be pretty hard...  :)

but your first picture @Paeng  is very interesting :) because it looks like walls on the ground... and you have the bridge ontop of those walls....
very interesting :)

what do you think would be the best way to get those citizens with goods (like wheelborrow) to go 'up' on these walls ? a ramp ? an elevator ?
(the problem with elevator.... we cannot have building animations and have the citizen standing while a certain platform go down and up ^^)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: chillzz on April 22, 2015, 06:21:21 PM
Quote from: RedKetchup on April 22, 2015, 05:45:34 PM
^^ the tooltips say it protect your citizems... but we all know there is any threat ^^

but wondering if can be good to keep .... deers in an defined area ^^
ghehehe luckily banished is a game, not real life ;)
else they would walk upon the mountain then climb the short distance to the wall and conquer the city.


Quote from: RedKetchup on April 22, 2015, 06:00:00 PM
but your first picture @Paeng  is very interesting :) because it looks like walls on the ground... and you have the bridge ontop of those walls....
very interesting :)

what do you think would be the best way to get those citizens with goods (like wheelborrow) to go 'up' on these walls ? a ramp ? an elevator ?
(the problem with elevator.... we cannot have building animations and have the citizen standing while a certain platform go down and up ^^)
indeed does it look like a wall, with a bridge. but zooming in, you can see another arch behind the green bushes/trees.
It is a larger bridge system over a river / maud.


it's Conwy Castle ( http://en.wikipedia.org/wiki/Conwy_Castle )


ramp (visible outside one part of the wall, or invisible -inside the wall- ) i guess
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 23, 2015, 03:25:59 AM
so tonight i was taking good times to make a double door entrance. i spent alot of time on it cause at start i made it 9 tiles width... but at the end , i deleted those two 3x3 each side and keep it in a 3x3 width because anyway, we would put walls - straight each side anyways,
(screenshot 1 : outside)

the only thing, like you will see in the screenshot, the door isnt just 3x3 , but more longer 3x7 cause the add i made and the stairs...
so i was wondering instead to have stairs both side (outside and inside) i should just put the stairs outside. (and have roads up to the wall inside and not have lost spaces)

but as you will see it also, you can also put 'wall - corners' which look great too (screenshot 2: inside)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: chillzz on April 23, 2015, 03:29:14 AM
bravo! looks terrific !
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 23, 2015, 03:35:11 AM
i can say, those wall are extremely fun :)

Quote from: RedKetchup on April 23, 2015, 03:25:59 AM
so tonight i was taking good times to make a double door entrance. i spent alot of time on it cause at start i made it 9 tiles width... but at the end , i deleted those two 3x3 each side and keep it in a 3x3 width because anyway, we would put walls - straight each side anyways,
(screenshot 1 : outside)

the only thing, like you will see in the screenshot, the door isnt just 3x3 , but more longer 3x7 cause the add i made and the stairs...
so i was wondering instead to have stairs both side (outside and inside) i should just put the stairs outside. (and have roads up to the wall inside and not have lost spaces)

but as you will see it also, you can also put 'wall - corners' which look great too (screenshot 2: inside)
about the door.... maybe i can keep both version too ^^
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 23, 2015, 03:45:43 AM
i have a question for you : how much stones it should cost ? a such 3x3 wall ?
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: assobanana76 on April 23, 2015, 03:52:47 AM
a drawbridge would be a masterpiece, Red!  :o
maybe you could do open and closed?  ???
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: assobanana76 on April 23, 2015, 03:53:50 AM
Quote from: RedKetchup on April 23, 2015, 03:45:43 AM
i have a question for you : how much stones it should cost ? a such 3x3 wall ?
how high is it...?
compared to one of your houses three floors?
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 23, 2015, 04:05:45 AM
almost 3 lvl
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: assobanana76 on April 23, 2015, 04:09:55 AM
oh! wow !! really high !!
we can assume it must be at least 10 times the number of stone needed to build the house?
question a million dollars ..
which building requires more stone to be build?
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: chillzz on April 23, 2015, 04:13:52 AM
Quote from: RedKetchup on April 23, 2015, 03:35:11 AM
i can say, those wall are extremely fun :)

...

about the door.... maybe i can keep both version too ^^
Variety is the spice of life, so yes please!

Quote from: RedKetchup on April 23, 2015, 03:45:43 AM
i have a question for you : how much stones it should cost ? a such 3x3 wall ?


i would say at least the amount of lvl 1 + 2 + 3 since it's a wall of only stone.
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: assobanana76 on April 23, 2015, 04:25:46 AM
might be a good calculation but you have to consider that in the construction of the house (considering the space) there are also iron and wood ..
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 23, 2015, 04:26:56 AM
but who would build a such wall if it cost 80 stones per 3x3 ??
you build a little 10 section... and cost you 800 stones ? you dont go far with 30 tiles of wall
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: assobanana76 on April 23, 2015, 04:33:30 AM
Quote from: RedKetchup on April 23, 2015, 04:26:56 AM
but who would build a such wall if it cost 80 stones per 3x3 ??
you build a little 10 section... and cost you 800 stones ? you dont go far with 30 tiles of wall
will be a monumental construction!!  ;D
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: Paeng on April 23, 2015, 04:34:18 AM
Quote from: RedKetchup on April 22, 2015, 06:00:00 PMa ramp?

Yeah, a ramp would probably be best... since the walls are 3 squares thick, the ramp could even be inside? 

I realize your problem, as your arched "bridge" is not at ground level... An interesting puzzle again   :o  :)



Quote from: RedKetchup on April 23, 2015, 03:45:43 AMhow much stones it should cost?

Maybe start with like 1x3x3 - so 9 stone per section, plus a little lumber (2 per section?)... then in beta we can see if that's reasonable or needs to be more...
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: chillzz on April 23, 2015, 05:23:54 AM
Quote from: RedKetchup on April 23, 2015, 04:26:56 AM
but who would build a such wall if it cost 80 stones per 3x3 ??
you build a little 10 section... and cost you 800 stones ? you dont go far with 30 tiles of wall
Quote from: Paeng on April 23, 2015, 04:34:18 AM
Maybe start with like 1x3x3 - so 9 stone per section, plus a little lumber (2 per section?)... then in beta we can see if that's reasonable or needs to be more...


since it's more decoration then functional, this would be a good approach too.
just like the american suburban cul-de-sac houses..  all plywood and drywall.. with a faux stone facade.
1x3x3 or maybe 2x3x3 and 1 or 2 wood and/or iron.

Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: Paeng on April 23, 2015, 06:54:28 AM
Quote from: chillzz on April 23, 2015, 05:23:54 AMmore decoration then functional

Or (torturing RedK) - put roofs on top and turn them into 4th floor apartments...  :-X 



8)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: chillzz on April 23, 2015, 07:01:55 AM
Quote from: Paeng on April 23, 2015, 06:54:28 AM

Or (torturing RedK) - put roofs on top and turn them into 4th floor apartments...   :-X 



8)
hahahhahaa :D   8)
indeed most castle walls had some function too.. be it storage, workspace or pathways :)
4th level housing.. nice  :-X
in one of my towns i use the 3rd lvl towers mixed with regular 3rd lvl  as 'wall' looks quite nice !
not as nice as your medieval setting with flowerbeds and such, but still nice ;)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: Fellow Villager on April 23, 2015, 08:04:38 AM
oh my god!! wonderful

but i'll never start a new city without this castle...
i'm waiting new versione of CC and this terrific building!!
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 23, 2015, 04:09:27 PM
whats about those wood planks  on the bridge, is it ok now ? :)

it is supposely , the exact same texture.png as the trading post dock texture :)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 23, 2015, 04:28:48 PM
i also made another version of the Wall Double Doors with no arch , no stairs on ONE side (inside side) so it can fit more town designs :)
the outside side still have its arch and stairs as previously ^^
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 23, 2015, 04:38:00 PM
gonna try to make you something ... very very cool with that :)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: irrelevant on April 23, 2015, 05:58:51 PM
@RedKetchup  that last bridge is super! par-effin-fait!
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 23, 2015, 06:03:34 PM
Quote from: irrelevant on April 23, 2015, 05:58:51 PM
@RedKetchup  that last bridge is super! par-effin-fait!

Thanks @irrelevant  :) taking your word on it :)

--------------

Draw Bridge : i made the first half of it. still alot to do in that one though, far from completed ^^ just the first look :)

edit: btw they are meant to bridge over the big main river (as the previous bridge)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 23, 2015, 07:43:25 PM
first impressions of a partial draw :)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: chillzz on April 24, 2015, 12:07:07 AM
Quote from: RedKetchup on April 23, 2015, 04:09:27 PM
whats about those wood planks  on the bridge, is it ok now ? :)

it is supposely , the exact same texture.png as the trading post dock texture :)
perfect!  just changing the direction does make it look totally different.
Quote from: RedKetchup on April 23, 2015, 07:43:25 PM
first impressions of a partial draw :)
/me drools

Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: assobanana76 on April 24, 2015, 05:26:17 AM
I am a hurry up Monday.. but.. Red, as usual nice job!! first impression!? great!!
a fineness.. I would leave support the drawbridge directly on earth or leaving the tile in front of it for road.
do u think it is possible to do an open door and a closed door, like fences, choosing it with "F"?
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 24, 2015, 06:13:43 AM
Quote from: assobanana76 on April 24, 2015, 05:26:17 AM
I am a hurry up Monday.. but.. Red, as usual nice job!! first impression!? great!!
a fineness.. I would leave support the drawbridge directly on earth or leaving the tile in front of it for road.
do u think it is possible to do an open door and a closed door, like fences, choosing it with "F"?

i will have to modify it as a whole, anyway. (walls arent imbricate together - i will maybe have to switch the mesh to a tower-like form)

for the 'F' : sure no problem. have door opened 'inside' the building ?? or 'outside' the doorway ??
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: assobanana76 on April 24, 2015, 07:04:05 AM
I was thinking to the door of access to the walls but if you could do also the drawbridge open/ closed would be great!!
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 24, 2015, 08:33:49 AM
Quote from: assobanana76 on April 24, 2015, 07:04:05 AM
I was thinking to the door of access to the walls but if you could do also the drawbridge open/ closed would be great!!

you didnt answered my question, @assobanana76 : have door opened 'inside' the building ?? or 'outside' the doorway ??
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: assobanana76 on April 24, 2015, 09:02:28 AM
I think is better outside, in front of drawbridge
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 24, 2015, 09:46:03 AM
Quote from: assobanana76 on April 24, 2015, 09:02:28 AM
I think is better outside, in front of drawbridge

haha they need to not forget to close the door when they will pull the bridge ^^


j/k



so...

1 version with : door closed, bridge down
1 version with : door opened, bridge down
1 version with : door closed, bridge up

all alternate with 'F' Key ?
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: assobanana76 on April 24, 2015, 10:14:11 AM
and door open bridge down??
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 24, 2015, 10:30:56 AM
Quote from: assobanana76 on April 24, 2015, 10:14:11 AM
and door open bridge down??
thats the 2nd one.
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: assobanana76 on April 24, 2015, 11:13:21 AM
I'm so stupid!! lol
I want say "door open bridge up"!
but is so stupid!!
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 24, 2015, 12:23:04 PM
but you will break the doors !!!

look at that, and imagine you lift the bridge ! you will break and destroy the doors ! lol
(you asked me door open toward outside !! lol)

(btw, is these doors open good enough for you ??)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 24, 2015, 12:25:22 PM
do i need to open the door the other side too , i mean , the 2 doors that are inside the city, other side of the tower? lol
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: chillzz on April 24, 2015, 12:33:00 PM
outside door like that always open to inside.. to prevent blockade by outsiders
and easier to close and barricade in case of need.


and ofcourse to not break em while drawbridge is up ;)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 24, 2015, 12:46:33 PM
lol thats what i thought ! but he asked toward outside ! ^^
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 24, 2015, 12:59:17 PM
you guys are making work hard today ! lol


personally i prefer doors closed ^^
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: Denis de la Rive on April 24, 2015, 02:19:19 PM
From what I've seen, the doors should open inwards, it makes it easier to brace, not so dangerous to close, and harder to break open, in the recent episode of Vikings, during the siege of Paris they pushed spikes into the door and used horses to pull the gates apart, in a opens out gate all you need to do is break the lock rather than rip it from the wall. This should apply to both doors.  ;)

BTW: very nice work on the wall textures.  :)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: assobanana76 on April 24, 2015, 02:48:21 PM
agree with Denis!
I think it was all a trouble of translate!
I answere while I had a baby on arm and using the Google Translate of smartphone!
sorry Red!
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: chillzz on April 24, 2015, 02:49:41 PM
Quote from: Denis de la Rive on April 24, 2015, 02:19:19 PM
From what I've seen, the doors should open inwards, it makes it easier to brace, not so dangerous to close, and harder to break open, in the recent episode of Vikings, during the siege of Paris they pushed spikes into the door and used horses to pull the gates apart, in a opens out gate all you need to do is break the lock rather than rip it from the wall. This should apply to both doors.  ;)

BTW: very nice work on the wall textures.  :)
exactly my thoughts, just worded better.
the inside / " City side " i don't know.. that one can be like it is now.
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 24, 2015, 02:51:15 PM
thx Denis :)

Medieval Castle - Walls : Draw Bridges now completed. got very hard on that one, but now it is all good :)
it is now made of 1 tower and a bridge that can be build down (let people pass) and build up (citizen will need to swim lol or no 'F' key)

3 models rotating automatically or with 'F' key

for the walls... you put them as you want to imbricate them as you want :)


the screenshots show them all 3 from front or in the back :)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: assobanana76 on April 24, 2015, 02:57:29 PM
what a great job Red!!
and all in 3 days!! no word!!!
thanks!!!!!

at the end it will be a separate mod?
saved game compatible?
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 24, 2015, 02:59:33 PM
Quote from: assobanana76 on April 24, 2015, 02:57:29 PM
what a great job Red!!
and all in 3 days!! no word!!!
thanks!!!!!

at the end it will be a separate mod?
saved game compatible?

saperate mod, cause people prefer that way... you can have both or you can have just 1 or the other :)
100% saved game compatible.
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: chillzz on April 24, 2015, 03:19:57 PM
Quote from: assobanana76 on April 24, 2015, 02:57:29 PM
what a great job Red!!
and all in 3 days!! no word!!!
thanks!!!!!

at the end it will be a separate mod?
saved game compatible?
more nights actually... if i see the times he posted stuff ;)
but indeed.. great job in such time! thank you
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: noobee on April 24, 2015, 03:25:51 PM
Excellent work. Wouldn't it be easier to make the iron gate sliding upward? Also, could you make the usual (ground) gate two tiles wide, or even 4 tiles? That might look great with medieval houses and wide roads.
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 24, 2015, 04:30:03 PM
thw iron gates effectively, they are sliding upward. thats what i did. but yeah i only made 1x1 tile wide yet. surely i can do 2 or 3 tiles wide :)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: noobee on April 24, 2015, 04:45:15 PM
I was thinking of the bridge gate, so there won't be a problem about which way to open the doors. Could you add some functionality (like barn of store) to those walls at some point? Can't wait for beta.
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: chillzz on April 24, 2015, 05:22:47 PM
in most cases. they had the iron/wooden gate ( a portcullis ) on one end, a door on the other.. or in some cases even both.
the portcullis was the easiest to close in case of emergency,  heavy wooden doors would be closed at night.
sometimes yetts (portcullis, but opens/closes like a door) were used instead of doors.
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 24, 2015, 05:54:45 PM
yes i can do :) as also those corner towers i am trying to make ^^

presently trying to keep same architecture... and trying in same time to make an octogonal tower (8 side so it will look a bit a circle...)

as you can see in the screenshoots.... i am trying to fill those holes and it really not easy to do such shapes IMO.
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: Darkbibou on April 25, 2015, 02:38:15 PM
Another great idea by @RedKetchup ^^

A small remark: don't you think that the stone texture used look too clean for an old castle ?
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: irrelevant on April 25, 2015, 04:41:06 PM
@Darkbibou yabbut when you build it in your town, it is a new castle ;D
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 25, 2015, 05:24:36 PM
yeah it is a New Medieval Castle ! in 800 years from the time you built it , it will be an old castle :)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 25, 2015, 08:41:33 PM
i am back tonight to finish my Walltowers :)

i finished to fill all the holes left all around, been long and complicated ^^

and when i look the final product in my 3dsMax ... i didnt found them great but
i tested in 3dsmax to add a wall section where it should fit .... bah ... not too bad finally !

i need to check in game, but not before i add .... some windows ? not many but a couple , specially in the angle walls ?
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 25, 2015, 09:33:16 PM
in game they still give a very nice first impressions :)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 25, 2015, 10:34:21 PM
after some test to scale it a big better while trying to make it fit perfectly with the wall that will 'imbricate' into it....

i think i just found how much bigger i need to do it :) 125% of its original size :)

and it gives me enough space to put a door in between :)
because i will make acting like a storage barn :)

check the screenshot and tell about its overall size :)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 25, 2015, 11:35:38 PM
testing some windows design here, presently :P
(and same for doors ^^) :)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 26, 2015, 12:42:32 AM
lets see in game :)

hehehe after looking at those screenshots.... i am pretty sure i will push everyone to use this addon companion of Medieval Town even if they arent intended to use it at the begining ^^
cause the work is so lovely :)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: noobee on April 26, 2015, 02:08:32 AM
Looks nice. Maybe the tower should be a bit higher, just a couple stone rows, and how about a small hatch on top? Can you make the diagonal sides (with doors) road enabled?
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 26, 2015, 02:18:41 AM
Quote from: noobee on April 26, 2015, 02:08:32 AM
Looks nice. Maybe the tower should be a bit higher, just a couple stone rows, and how about a small hatch on top? Can you make the diagonal sides (with doors) road enabled?

higher ? will see, maybe
hatch ? yes i can do
road ? yes, i can, i should have done it. only the diagonal side with the door ?
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: noobee on April 26, 2015, 02:38:08 AM
Quote from: RedKetchup on April 26, 2015, 02:18:41 AM

only the diagonal side with the door ?

Is the door on one side only, it's not obvious on pictures? I guess all sides should be road enabled. And more then one door would make sense, farmers put goods in one door outside of the castle and vendors pick them up from the other door inside the castle.
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 26, 2015, 02:48:24 AM
there is only 1 door , inside. (or the way you turn it with 'r' or 't' ^^)
if there is a door outside... it can be forced and pillaged by barbarians !

there is no doors on the outside, even the windows are high enough to be protect :)
i suggest to put a Medieval Wall : Harrowed Door near of it :)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: michbret on April 26, 2015, 06:08:23 AM
Wonderful work Redketchup ! I can't wait to test it in game.

However, I would make some suggestions based on what I have seen on similar medieval defensive structures in France:
- Some access to the summits of the walls and the towers should be available like external stairs alongside the wall or internal stairs inside the tower (invisible) but with an opening on the top of the tower. May be trick like the second/third flour house could be used
- With the same logic a gate in the tower should give an access to the top of the wall (may require a bigger tower)

That provides accessibility and continuity to the "chemin de ronde"

http://www.fond-ecran-image.com/galerie-membre/france-alpes-maritimes/chemin-de-ronde-du-chateau-de-roquebrune.jpg
http://www.culturecommunication.gouv.fr/var/culture/storage/images/media/dracs/drac-bretagne/images/documentation/dossiers-documentaires/hunaudaye/chemin-de-ronde-courtine-ouest/295425-1-fre-FR/Chemin-de-ronde-courtine-ouest.jpg


That's just ideas. Just drop them if they are too complicate : The current state of your work is very nice !!

And thanks for your great work.

Best regards

Michel
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 26, 2015, 06:30:06 AM
yeah you are right Michel. Tu as tout à fait raison :)
I've got the same idea when i saw my walls connecting to my tower :) J'ai eu la même idée lorsque j'ai vu mon mur se joindre à ma tour :)

Thanks alot for the good comment :) Merci beaucoup pour ce bon commentaire :)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: chillzz on April 26, 2015, 06:58:59 AM
hmm the suggestion of @michbret could work if the walls are working like roads, so they are pathable.
it could help as shortcuts, especially if you can combine them with your wall bridge.


and as always, damn good work @RedKetchup :D keep it up! of course will translate when needed.


Quote from: noobee on April 26, 2015, 02:38:08 AM
Is the door on one side only, it's not obvious on pictures? I guess all sides should be road enabled. And more then one door would make sense, farmers put goods in one door outside of the castle and vendors pick them up from the other door inside the castle.
that does make no sense at all since those walls would protect a city and its citizens against dangers from the other side of the wall, like @RedKetchup already mentioned.
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 26, 2015, 07:58:14 AM
i was playing civilization V and .... my game crashed lol

so... i was looking at this, those suggestions :) i lifted up my tower... and i was looking at make doors... and ... i encountered a problem.
the problem with the idea is : you dont know where people will put walls. there is 4 possibilities a player can put wall next and imbricate to a wall tower, and you dont know which one, and you dont know how many walls the player can decide to build and imbricate to the tower^^ it can be 1 , 2 , 3 or 4 walls.  i cannot make all the possibilities !!!!

1: south, or north, or west, or east ?
2 south and north, or west and east, or north and east... or south and west... etc
3: south and east and west ? or north and west and east ? etc..
or even all 4 ?

overall 21 possibilities ;lol



thats half of the problem, the other half is : the pathing

again i dont know where people will put the wall, so to open the path in that those unknown direction. if i open all 4 ... if there is a wall, or there is none, the citizen will pass. and if i put a floor on top of the tower (like bridge have a floor) the citizens will jump from the ground and bang, at the top of the tower, and then 2 step further, bang they will jump to the ground ^^

there too i cannot do all the possibilities ^^
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: chillzz on April 26, 2015, 08:12:21 AM
hmm ..
what about this :

1 tower with no doors
1 tower with 1 door (doesn't matter where, since user can 'R' for rotate. so only one way to 'exit' / path
1 tower with 2 doors (opposite to each other)
and maybe 1 tower with 3 doors (opposite to each other, 1 to the side)


doors as in path able on high level.


wall  |    path   |   wall


and maybe make the top part of the tower  Redketchup overlap technology tm so it will work on either bottom half (where door is inside wall)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 26, 2015, 08:14:38 AM
but there is already a door at the bottom, to the ground, thats the barn. if you rotate, you will put that door everywhere else !
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: chillzz on April 26, 2015, 08:18:54 AM
Quote from: RedKetchup on April 26, 2015, 08:14:38 AM
but there is already a door at the bottom, to the ground, thats the barn. if you rotate, you will put that door everywhere else !
see addition to previous post.


and there should be a limit to what is possible..   there are limits, like you can't put a mine or other buildings everywhere either.

Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 26, 2015, 08:48:31 AM
yeah... the limits are there ^^

but for the look.... it looks gorgeous though ^^
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: noobee on April 26, 2015, 09:42:50 AM
As chills suggested, you could use your overlap tech, that way you only have to make one additional wall piece with a door, and it would fit ether side. As for paths, I don't really understand how that works. Will it screw up pathing if you make all 4 sides of the tower walk enabled, will people fall down through walls?
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 26, 2015, 10:11:18 AM
Quote from: noobee on April 26, 2015, 09:42:50 AM
As chills suggested, you could use your overlap tech, that way you only have to make one additional wall piece with a door, and it would fit ether side. As for paths, I don't really understand how that works. Will it screw up pathing if you make all 4 sides of the tower walk enabled, will people fall down through walls?

yes they will fall.

i would need to define the possibilities myself :S like that one :
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: chillzz on April 26, 2015, 10:28:00 AM
just thinking.. what about overlap technology  in the centre of the tower ? road enabled and buildable. top of tower will fit on the centre of bottom half of tower.
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 26, 2015, 10:29:40 AM
for the moment, the harrowed door serves to go ontop of the tower  :P
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 26, 2015, 10:31:40 AM
Quote from: chillzz on April 26, 2015, 10:28:00 AM
just thinking.. what about overlap technology  in the centre of the tower ? road enabled and buildable. top of tower will fit on the centre of bottom half of tower.

you cannot build something in center of something else nor you can let an hole for something else in middle of a building.
this is why my 2-3 story are built ' to the side ' of the previous 1st floor.
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: chillzz on April 26, 2015, 10:32:04 AM
ghehe cool..
i was just brainstorming, dunno if it would be possible.. but somehow you get things done which do seem impossible at first ;)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: chillzz on April 26, 2015, 10:33:47 AM
Quote from: RedKetchup on April 26, 2015, 10:29:40 AM
you cannot build something in center of something else nor you can let an hole for something else in middle of a building. this is why my 2-3 story are built ' to the side ' of the previous 1st floor.
not even with the overlap.. like you used in root cellar and medieval buildings.
or uhm like road enabled trellis or gate in decorative items?
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 26, 2015, 10:37:05 AM
the problems with those 1x1 overlap.... it can bug and you can end to not being able to 'remove' them after.

and you cannot setup a path called 'floor' on overlap. it is not the graphic that setup a path, but code inside the template like :

##########
##________##
##_####_##
##_####_##
___####____
##########
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: chillzz on April 26, 2015, 10:40:56 AM
oh yeah damn.
what about a 2x2 or 3x3 overlap?
where top is build first, and bottom is wrapped around it ?


like new medieval housing, but instead of working bottom to top, top to bottom
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 26, 2015, 10:42:22 AM
# = wall = they cant pass

_ = open = ther can pass
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 26, 2015, 10:45:59 AM
Quote from: chillzz on April 26, 2015, 10:40:56 AM
oh yeah damn.
what about a 2x2 or 3x3 overlap?
where top is build first, and bottom is wrapped around it ? like new medieval housing


but instead of working bottom to top, top to bottom

you cannot wrap 'around' (only 1 side)

like a form that has 6x6

you cannot say the 6x6 minus the 3x3 in a little corner like

######
######
######
######
######
######
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 26, 2015, 10:51:03 AM
it need to be full

or:

######
######
######
######
######
######

or

######
######
######
######
######
######


so 1 building becomes
###
###
###
###
###
###

and the other is placed just side of it and become
###
###
###
###
###
###

thats my overlap (the graphic itself goes further to the left and appear to be ontop of it, thats my overlap ^^)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 26, 2015, 10:58:30 AM
like i said , it is not really the graphic the biggest problem, but the pathing (and the code of ### and ___ and ... (a "." = a road)  :'( )
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: chillzz on April 26, 2015, 11:03:11 AM
yeah i did understand the graphics aren't the problem.

what about top tower = 3x3 but graphic 6x6
bottom building (s) 2x3 to one side, 2x3 to other side?


and of course still brainstorming.. if not possible too bad.
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 26, 2015, 11:09:51 AM
Quote from: chillzz on April 26, 2015, 11:03:11 AM
yeah i did understand the graphics aren't the problem.

what about top tower = 3x3 but graphic 5x5
bottom building (s) 1x3 to one side, 1x3 to other side?

yes you can have a building 3x3 flanked by 2 other building 1x3, but you cant setup pathing with that , it is too thin

#####
#####
#####

building one = black
you add 1 building to the left (orange)
you add 1 building to the right (green)

but what i ve lost : where do you want to go with this exactly ?
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: chillzz on April 26, 2015, 11:14:41 AM
Quote from: RedKetchup on April 26, 2015, 11:09:51 AM
yes you can have a building 3x3 flanked by 2 other building 1x3, but you cant setup pathing with that , it is too thin

#####
#####
#####

building one = black
you add 1 building to the left (orange)
you add 1 building to the right (green)

but what i ve lost : where do you want to go with this exactly ?

well i was thinking of building the top part of a tower first (with pathing) so it can rotate any direction.
then add bottom part(s) to the left, right


if that works you could do with 3 or 4 tower tops with doors / roads
while bottom parts always stay the same
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 26, 2015, 11:23:47 AM
i have hard to figure out .... i think it wouldnt work and/or extremly hard to do the graphic and setup because the tower is in a corner
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: chillzz on April 26, 2015, 11:44:42 AM
Quote from: RedKetchup on April 26, 2015, 11:09:51 AM
but what i ve lost : where do you want to go with this exactly ?

basically the same idea as in this image...
but top part able to rotate.

(http://worldofbanished.com/index.php?action=dlattach;topic=892.0;attach=8131;image)

Quote from: RedKetchup on April 26, 2015, 11:23:47 AM
i have hard to figure out .... i think it wouldnt work and/or extremly hard to do the graphic and setup because the tower is in a corner
yes that does sound that its even harder if not impossible. ah well, was worth thinking about it. if it was possible, would totally rock.. now : this is still quite amazing :D
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: Paeng on April 26, 2015, 12:09:46 PM
Quote from: RedKetchup on April 26, 2015, 11:09:51 AMbut what i ve lost

I had a hard time following too... maybe it started to be a bit "over-thinking" (which is quite normal though in a brainstorming session)... :)


Other than that - I feel that a small stair to lead down from the topmost tower level is a detail that's still missing -

Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 26, 2015, 03:55:15 PM
yeah Paeng. i have to put that, and also elsewhere.

i need to do something on top of the wall for the happrowed gates. this is there where they can go optop of the wall since i cannot do 2 differents path in same time at same place : south-north at ground lvl and east-west at wall lvl. so it the there the spiral stairs go up

spiral hidden stairs not ideal, specially for the wheelbarrow ^^ but the thing sure, i cant 2 path in same time.
maybe since we cant see... maybe there is an elevator ^^
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: chillzz on April 26, 2015, 04:08:20 PM
Quote from: RedKetchup on April 26, 2015, 03:55:15 PM
spiral hidden stairs not ideal, specially for the wheelbarrow ^^ but the thing sure, i cant 2 path in same time.
maybe since we cant see... maybe there is an elevator ^^
it isn't weird to see those wheelbarrows on the walls. spiral ramp / stairs like Guggenheim, or just like a bike ramp / gutter near stairs.  sort of guide rail for wheels.. not uncommon, or a pulley in the middle of the spiral stairs.

Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: assobanana76 on April 27, 2015, 01:23:07 AM
OMG!
have missed two days and see what you're pulling out !!  :o :o :o
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: assobanana76 on April 27, 2015, 05:25:12 AM
just to have a fineness .. considering the fence diagonal Kralyerg believe is feasible to apply it to the walls?
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: michbret on April 27, 2015, 09:31:07 AM
Bonjour Redketchup,

Je suis vraiment impressionné par vos réalisations et par la vitesse à laquelle vous les faites !!  - I am really impressed with your achievements and by the speed at which you do them !!

C'est réellement excellent. - Excellent awesome work !

Félicitations et merci pour le partage de tous vos mods - Congratulations and thanks for sharing all these mods

Cheers

Michel
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: Denis de la Rive on April 27, 2015, 12:45:10 PM
Very well done! Nice solution to the wall access problem! Thanks for the good work.  :) :)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 27, 2015, 04:37:47 PM
Quote from: assobanana76 on April 27, 2015, 05:25:12 AM
just to have a fineness .. considering the fence diagonal Kralyerg believe is feasible to apply it to the walls?

graphically doable, pathing will be the hardest.
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on April 28, 2015, 04:04:48 AM
for those who are wondering what i m doing lately.... since i didnt posted any screenshots....

i took a day off and played Civ V ^^ and i was also trying to 'adapt' my pieces to the fact they can walk on the walls :P

like this screenshot, you can see there is a hole on top now and a stairs going there ^^
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: chillzz on April 28, 2015, 04:16:46 AM
Quote from: RedKetchup on April 28, 2015, 04:04:48 AM
[size=0px]for those who are wondering what i m doing lately.... since i didnt posted any screenshots....[/size][/size][size=0px]i took a day off and played Civ V ^^ and i was also trying to 'adapt' my pieces to the fact they can walk on the walls like this screenshot, you can see there is a hole on top now and a stairs going there ^^
[/size]
[size=0px]
you're outputting quality mods in mega fast time... once in a while you need to play too.. all work no play is no fun ;)[/size]
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: Stephen122334 on May 01, 2015, 06:01:32 PM
Is this available for download?
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on May 01, 2015, 09:00:26 PM
not yet, not enough content to test yet, soon ™
EDIT: I mean not enough content "ready"* to test  :P
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on May 02, 2015, 04:19:36 AM
i am trying to push the first BETA phase for today :)
adapted the last pieces for wall-walk and made my icons.... only the footprints left to do :)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: RedKetchup on May 02, 2015, 05:23:21 AM
Quote from: RedKetchup on May 02, 2015, 04:19:36 AM
i am trying to push the first BETA phase for today :)
adapted the last pieces for wall-walk and made my icons.... only the footprints left to do :)

should be very very soon :)
Title: Re: WIP : New Medieval Castle (Work in progress).
Post by: chillzz on May 02, 2015, 05:33:00 AM
yay! can't wait to play around with the medieval walls :)


hopefully i can download it when i return from groceries later this afternoon.
Then I will have something to play with while waiting on those endless windows re-installs for one of my customers.
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 02, 2015, 06:09:10 AM
BETA : New Medieval Castle : Beta v 0.1 - Walls


First BETA 0.1 is UP !!!!!


This beta covers most of the pieces of walls.
Walls can be used to protect your castle (castle in future patchs) or to protect your city.

Pieces so far:

Medieval Wall - Straight
Medieval Wall - Corner
Medieval Wall - Harrowed
Medieval Wall - End
Medieval Wall - 3-Way
Medieval Wall - 4-Way

Medieval Wall - Double Doors

Medieval Wall - Bridge
Medieval Wall - DrawBridge (2 models rotating with "F" key)

Medieval Wall - Walltower (at 45'  designed to be in a corner - *will do a front one later in a patch)




Available on first page :) first reply :)
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: noobee on May 02, 2015, 07:17:16 AM
Great job. Can you change the double door footprint, so it would allow to actually draw a double road through? Also, there really need to be some smaller wall pieces (like 3x2).
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: Stephen122334 on May 02, 2015, 07:48:14 AM
Can't wait to try this out, Thanks Red
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 02, 2015, 08:46:47 AM
yeah i need to make one of 2' width road.  but i didnt figured out yet how i can make it match with walls that would be next to it. same about 1x3 wall that can fill holes (less than 3 width).

to make a block isnt the problem, the problem is at the parapet level(the carvings in the parapet), i need to make them 'imbricate' into the wall built next to it. but i ll check that and try to find a solution.
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: noobee on May 02, 2015, 09:14:01 AM
Well I don't see how it's possible to make those pieces fit without changing the width of the carvings. Right now there is four units in a three-tile piece, you could widen the carvings a bit to match a one-in-one pattern, but then you'll have to redo all pieces including the difficult tower corners. And then the double door problem will solve itself.
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: michbret on May 02, 2015, 03:52:55 PM
I just started playing with. Very nice. Thanks
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: chillzz on May 02, 2015, 04:22:04 PM
/me downloads and will test :D
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 03, 2015, 04:39:40 AM
i made today a 1x3 wall filler for when people has to fill a hole of 1x3 or 2x3 between sections. i think i found a compromize in the parapets so we dont notice too much the difference, we need to look carefully very close :)

Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: michbret on May 03, 2015, 09:30:40 AM
Thanks Red.
A 1x2 or 3x2 wall filler is really a must have.

I just got an idea. To add to the medieval ambiance, it would be nice to be able to build a moat (douves, fossés) system around the wall. That would give full sense to your nice bridge and drawbridge.

Thanks again, I am enjoying this a lot .

Michel
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 03, 2015, 10:27:55 AM
a moat can be done, but i dont think it is possible to fill it with water though
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 03, 2015, 11:54:51 AM
today i made the double door - double road as requested :)
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: Bobbi on May 03, 2015, 01:14:57 PM
Yay! So this is a four times three piece, right?
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 03, 2015, 01:32:46 PM
yeah 4 wide per 3 depth


---------------

i did also another drawbridge :) a short one to go over the creeks (the other one, the long one, is for the main river)
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: Paeng on May 03, 2015, 02:42:24 PM
Just some test shots...



Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: chillzz on May 03, 2015, 03:46:17 PM
one word @RedKetchup  : Amazing!


seeing you already added an actual double road enabled piece and a filler piece..  gonna be a great addition to cities :D

Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 03, 2015, 04:05:38 PM
how you like it @Paeng  and @chillzz  ??
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: chillzz on May 03, 2015, 04:15:54 PM
absolutely love it!
with the additions you made today and what you are planning to build, this will be a great addition to the game for sure.

about moats :
there is a 1x1 system of decorative canals : http://banishedinfo.com/mods/view/231-Canal


and i believe kralyerg made one too, which are lowered.
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 03, 2015, 04:32:47 PM
yeah i sent a PM hoping some 'code' he did, cause my results arent the same lol (was trying a real hole, lower than the 0 ground, similar to his 'pit' but i am not getting it^^)

my tile stay there and all around is lowered. but the tile dont ^^
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 03, 2015, 04:49:53 PM
i am kinda able to get the end result but only after 3 pass lol
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: chillzz on May 03, 2015, 05:11:53 PM
it's a starting point :D



Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 03, 2015, 06:02:47 PM
got it :) Thanks to @kralyerg  :) his code was exactly same as me but it was prolly my .fbx graphic file that was in trouble  :o

so you guys want 1x1 tile ? or 2x1 ? or 3 ? and how much deep ? 1x deep ? 2 deep ? 3 ? (3 has some blue appear at bottom) but unfortunately, i dont see how we can add some water that move like the river. maybe i can check for water texture that isnt that bad and not animated.
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: chillzz on May 03, 2015, 06:23:09 PM
Quote from: RedKetchup on May 03, 2015, 06:02:47 PM
so you guys want 1x1 tile ? or 2x1 ? or 3 ? and how much deep ? 1x deep ? 2 deep ? 3 ? (3 has some blue appear at bottom) but unfortunately, i dont see how we can add some water that move like the river. maybe i can check for water texture that isnt that bad and not animated.
1x1 would be too small for a moat i think, at least 2 or 3 wide (about size of creek, or a little wider)
water texture something close to the colouring of basic game water (river)..
Kralyergs is a little to light blueish for a moat, while maals is maybe a bit too dark..
but then again, a moat depth would give a dark colour to the water.


1 small thing i noticed : the stairwell on the 'harrowed' and 'double doors' pieces are a bit big compaired to the one on the 'wallbridge'.
there is no room to walk around it, while there is on the wallbridge.
edit: yes there is a 'walkway' on one side, much smaller then 'wallbridge' one though.


lol : Free roaming cows on top of the wall :D
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 03, 2015, 07:00:28 PM
keep in mind that 1x1 tile gives more likely 3x1 cause both slop. i am trying to put an unanimated water at -0.5 tile depth and i need to scale it at 250% to make sure it goes up to the ground and inside ground. i will probably need to try to make it as a 'road' 'bridge' 'click&dragged' to have a begining , a middle and an end. if i find the way to make it work that way. it is a pain those things
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: chillzz on May 03, 2015, 07:08:35 PM
Quote from: RedKetchup on May 03, 2015, 07:00:28 PM
keep in mind that 1x1 tile gives more likely 3x1 cause both slop. i am trying to put an unanimated water at -0.5 tile depth and i need to scale it at 250% to make sure it goes up to the ground and inside ground. i will probably need to try to make it as a 'road' 'bridge' 'click&dragged' to have a begining , a middle and an end. if i find the way to make it work that way. it is a pain those things
yeah with slope 2 or 3 wide (4 or 5 total) would suffice i guess. Maybe GimmeCat can explain how his 'flatten terrain tool' works, this could work for making a moat.
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: Bobbi on May 03, 2015, 08:04:05 PM
You are just incredible. Looks like a moat to me. Gotta do something about all those cows jumping in the "water". As far as width , I think four or five wide. Color, more like the river color. It doesn't have to look like running water, because moats were more standing water, I think. And probably pretty scummy. But maybe some kind of color variation.
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: kralyerg on May 03, 2015, 08:53:59 PM
Looking good.  :)

The one problem I have seen with lowering the terrain like this (and I'm not sure how to fix it) is that after it is built and you want to remove it, the terrain will stay lowered and the game won't let you build on it.  The only way around this that I've found is to use the Flatten Terrain to flatten the lowered part back up.

Also, have you tried building your drawbridges over the moat? When I did it, the lowered terrain counted as a building, so you wouldn't be able to build a regular bridge or anything over it.  Not sure how you coded the drawbridges, so it might work, if the drawbridges are outside the mapping.  Just some food for thought.
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 03, 2015, 09:13:51 PM
we wont be able to make an drawbridge over, but i can make model of drawbridge with moat already included :)
^presently testing with some wall in the moat. maybe will have a set with walls and a set without ^^ depending what will people say ^^
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: Paeng on May 03, 2015, 09:56:45 PM
Quote from: RedKetchup on May 03, 2015, 04:05:38 PMhow you like it

It's gonna be a nice set, I'm sure  :)
It's quite dominant, so one has to find ways to set up walls where they don't overpower everything else... more around the outer fringes of the empire maybe... we'll see  ;D

Nice work on the moat - that's actually too nice for a moat, this will make nice canals... specially if you make some diagonals as well... ;-P
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: Glenn on May 03, 2015, 10:47:58 PM
Your moat/canal looks great.

If there was some way to duplicate the water effects of the river it may then be possible to create an inland trading post.
The traders boat may then come up the canal to come to the trading post.
I have created waterfronts with the trading post and the CC-EA stone quay feature, but they do not really compliment each other.
In my mind the stone and timber of each does not come together as nicely as I would like.
I can't help but think that a timber waterfront would suit the trading post and fishing platform a little better.
Additionally, a fishing platform that followed the coastline rather than sticking out into the river or lake would make for an interesting added feature to further enhance the game.
If it is possible to recreate the water effects of the river, it may then be possible to build bridges over the canal or as you said attach the moat to a bridge as a separate construction piece.

Glenn
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: Gatherer on May 04, 2015, 12:55:16 AM
Can the bridge over the canal not be built using overlap technology?
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: assobanana76 on May 04, 2015, 12:56:57 AM
Jesus, Red !!
what a great job!
I have missed three days and see what I find !!!
great !! great !! great !!
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: Fellow Villager on May 04, 2015, 02:31:33 AM
red, your work is amazing, as usual. i follow this thread with great interest
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: assobanana76 on May 04, 2015, 02:50:48 AM
considering this mod, the NMT 0.7 and the upcoming near release of a new CC will force me to abandon my little maps in favor, at least, of a medium map ...
I must begin a thorough search ..
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 04, 2015, 04:48:16 AM
i agree about those moats with walls look, and are in fact, more canals than moats. and i ll act accordingly. i will tag them as 'Canals'.

Do you think 'moats' should have some water or not ?
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: assobanana76 on May 04, 2015, 04:51:35 AM
Quote from: RedKetchup on May 04, 2015, 04:48:16 AM
i agree about those moats with walls look, and are in fact, more canals than moats. and i ll act accordingly. i will tag them as 'Canals'.

Do you think 'moats' should have some water or not ?
water plus crocodiles!  ;D

This is a "canal", your looks decidedly a "moat"!
http://steamcommunity.com/sharedfiles/filedetails/?id=391959029
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: Paeng on May 04, 2015, 06:51:51 AM
Quote from: Gatherer on May 04, 2015, 12:55:16 AMCan the bridge over the canal not be built using overlap technology?

How would you path that?  ???


Quote from: RedKetchup on May 04, 2015, 04:48:16 AMDo you think 'moats' should have some water or not?

Well, as per definition "A moat is a deep, broad ditch, either dry or filled with water"... So whatever you decide, you can't go "wrong"...  ;)


Personally I won't need moats as I'll mostly build city walls, not squarish castles...
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 04, 2015, 06:54:47 AM
Here what i have decided (after alot of hesitations) :

new toolbar icon inside the New Medieval Walls called : New Medieval Moats

inside the 2 first icons :

New Medieval Moat - Dry  (screenshot 1)
New Medieval Moat - Water (screenshot 2)

i will keep the brickwall ones for the New Medieval Canals

i hope i filled all hopes of everyone :)

PS.: i will try to find out a level tool to put those back to 0 level ground.
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: Bobbi on May 04, 2015, 07:30:13 AM
Can you build two water filled moats side by side if you want them wider? To me a moat should be wider. And I really like your "canal" better than any other I have seen, are you going to release that too?  ;D
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: thomas-709 on May 04, 2015, 07:43:41 AM
 The merchant / fisherman will be functional on the water?
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 04, 2015, 07:50:28 AM
Quote from: Bobbi on May 04, 2015, 07:30:13 AM
Can you build two water filled moats side by side if you want them wider? To me a moat should be wider. And I really like your "canal" better than any other I have seen, are you going to release that too?  ;D

each moat are 1x1 so if you want 2 x 1 wider, you can just put another 1x1 to make it wider :) you can even build something like a lake... just need to add those 1x1 dots :)

Quote from: thomas-709 on May 04, 2015, 07:43:41 AM
The merchant / fisherman will be functional on the water?

merchant ? perhaps. depends if this 'deepwater' tag really work. thats a job for a beta tester ^^ (soon they will test moats in next build). about fisherman.... no, you cant build a fishing dock there, unfortunatly. but i can maybe see for a specialized fish farm :)
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: thomas-709 on May 04, 2015, 08:02:39 AM
trés bien Merci je testerai cela dé que possible :p

Merci pour la ferme trés bonne idées =)
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 04, 2015, 08:33:27 AM
about the merchant : yes :)

if you place a trading post in a lake without access, and you build a canal (moat) ...
this moat will serve as access to the lake and to the trading post. the merchant will effectively use it to get to the TP


and if you are enough ingenious, by building moat, and then after 'remove' them... you can even build a TP on the canal !!!!!!! and then rebuild the graphic of  water all around it lol.
and merchants will go to that trading post built on a such canal haha

seems not working for fishing dock though ^^

also as you can see in screenshots... looks like i will need to adjust my textures for a better looking p ^^
i am calling that ' HACK!! ' lol
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: michbret on May 04, 2015, 10:13:57 AM
Impressive work Red !

I didn't thought that my idea for a moat would have such a successful output !

Thanks

Michel 
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: chillzz on May 04, 2015, 10:17:29 AM
 :o no way! wow


if you could place those 1x1 moat markers on slope / water, you can actually 'dig' a canal which visually would connect.. nice!


concerning moat / canal.. a moat can be empty or with water, but 90% of the time it will be with water, as a defence mechanism.
usually a moat has stone sidings on the castle/city/fort side, and a grassy slope on the other end.
But there are moats, especially in the old water defense line of the netherlands, which have stone sidings on both sides.
Usually in cases where the moat has been dug when there were no other bodies of water that could have been adapted to a moat.






Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 04, 2015, 12:22:09 PM
yes you can connect to water, the moat can be built everywhere... but the visual isnt great. too bad i cant put the same water effect (particules) as the real water.
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: Paeng on May 04, 2015, 01:07:09 PM
Quote from: RedKetchup on May 04, 2015, 12:22:09 PMbut the visual isnt great.

I think you should just build simple locks or a spillway at the canal ends... if you give them a slight overhang, the transition from canal to game water should look pretty cool...
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: Bobbi on May 04, 2015, 04:59:20 PM
Just when I think I can't be amazed more, wow. Little boat people use the canal.  ;)
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: chillzz on May 04, 2015, 05:39:46 PM
looking at one of the pictures with the merchant on the canal...
if you would go 1 level deeper, wouldn't it be equal to river height/depth?
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: rkelly17 on May 05, 2015, 01:45:24 PM
OK! Now we're talkin'!!! Maybe bring back the "moat" with the stone paved sides as a canal? Now we can cut through those exceedingly annoying little land bridges that cut off a nice lake from the river.

Merchant behavior is at times incomprehensible.  :-\

Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 05, 2015, 09:28:06 PM
Quote from: rkelly17 on May 05, 2015, 01:45:24 PM
OK! Now we're talkin'!!! Maybe bring back the "moat" with the stone paved sides as a canal? Now we can cut through those exceedingly annoying little land bridges that cut off a nice lake from the river.

Merchant behavior is at times incomprehensible.  :-\

there will be both. moats and canals.

moats are the easiest and this is why i made 3 differents moat so far : 1 with no water. 1 with high water, and i just added another 1 yesterday , a low water one (that one seems to blend better with the natural river or lake)

the canal ones are the hardest because you need multiple pieces to match whatever direction you want to go with it, and attach multiple branches you want to add
so : an end one, a straight one, a corner one, a 3 way and a 4 way and maybe a 0 way lol.

since the process is way different of the canals made by someone else which is just ground level, mine are making a real hole in the ground, so the 'slops' are taking more wide area and appear to modify the next tiles to it (and modifying the next tiles and giving a slop effect)
so it is a 1x1 tiles, but graphically it looks like 1x3 build.
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: Fellow Villager on May 06, 2015, 04:04:32 AM
damn red, when i try to open the zip file it says that there is an error...
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: chillzz on May 06, 2015, 04:20:16 AM
try downloading again because the zip files i downloaded are working like a charm.
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: Fellow Villager on May 06, 2015, 05:50:32 AM
this is the fifth time...but nothing, it gives me the archive error
I remeber that i had a similar problem with slink's mods...
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: chillzz on May 06, 2015, 06:04:05 AM
most likely something on your side (browser, browser cache etc)  since i just downloaded it again and works.


here is an unzipped version : https://www.dropbox.com/s/s53zs0d5vzr7vlk/newmedievalCastle.pkm?dl=0

Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 06, 2015, 07:12:50 AM
i am sorry @Fellow Villager   :'( you are trying to open that with what ? did you ever thought to download a trial version of WinRar ?
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: Fellow Villager on May 06, 2015, 07:18:35 AM
surely i have win rar...so i have to remeber how did i make some months ago...
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 06, 2015, 07:26:59 AM
@chillzz  put it in his dropbox.... let me know if need more help, i surely can upload it somewhere :)
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: Fellow Villager on May 06, 2015, 07:58:15 AM
if someone put these file in dropbox or onedrive i can only be happy!!
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: chillzz on May 06, 2015, 09:07:33 AM
Quote from: Fellow Villager on May 06, 2015, 07:58:15 AM
if someone put these file in dropbox or onedrive i can only be happy!!


Quote from: chillzz on May 06, 2015, 06:04:05 AM

here is an unzipped version : https://www.dropbox.com/s/s53zs0d5vzr7vlk/newmedievalCastle.pkm?dl=0 (https://www.dropbox.com/s/s53zs0d5vzr7vlk/newmedievalCastle.pkm?dl=0)

Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 06, 2015, 05:41:11 PM
Quote from: Fellow Villager on May 06, 2015, 07:58:15 AM
if someone put these file in dropbox or onedrive i can only be happy!!

hehe chillzz did it before you ask for and before i said that
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: Fellow Villager on May 07, 2015, 03:53:51 AM
yes thx very much. i didn't see it cause i had a lot of crash with google chrome, now i fxed id fortunely
thx again chillzz and redkechup!
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 07, 2015, 04:18:01 AM
np @Fellow Villager :)


so in this screenshot , you can see i did all possibilities for the canals :)

end, straight, corner, 3 way and 4 way
dont ask me to do diagonals lol. was already hard to make them match together ^^


i just need to make 1 more . a straight with a little bridge over it
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: chillzz on May 07, 2015, 05:10:04 AM
Quote from: Fellow Villager on May 07, 2015, 03:53:51 AM
yes thx very much. i didn't see it cause i had a lot of crash with google chrome, now i fxed id fortunely
thx again chillzz and redkechup!
no problem @Fellow Villager , you're welcome


Quote from: Fellow Villager on May 07, 2015, 03:53:51 AM
i had a lot of crash with google chrome, now i fxed id fortunely]

probably the reason you couldn't download it from here too.
you might try Opera as browser, its based on Chromium (open source)  but more stable then Firefox and Chrome.


Quote from: RedKetchup on May 07, 2015, 04:18:01 AM
dont ask me to do diagonals lol. was already hard to make them match together ^^
What about diagonal moats to go with diagonal castle walls ;) :P
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 07, 2015, 08:02:40 AM
bridge done :)

look awesome :)
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: Bobbi on May 07, 2015, 09:03:44 AM
These look wonderful  ;D. You are the best!  :-*
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: MightyCucumber on May 07, 2015, 09:42:00 AM
Looking awesome Red! :P Perhaps making a variant with rails for people to hold onto would also be a nice addition too.

Also, for more rural areas, if possible, a simple straight bridge made of wooden planks would be cool too. :)
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: chillzz on May 07, 2015, 10:21:54 AM
absolutely fabulous @RedKetchup , as usual!
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: gerns on May 07, 2015, 11:06:09 AM
red-i'm building a castle and noticed on the 2 door wall section the stairs at the top go to the wall ? is their any chance of turning them 90 degrees either way to look better ?just a thought.they look and work great ,thank you so much
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 07, 2015, 09:23:29 PM
Quote from: gerns on May 07, 2015, 11:06:09 AM
red-i'm building a castle and noticed on the 2 door wall section the stairs at the top go to the wall ? is their any chance of turning them 90 degrees either way to look better ?just a thought.they look and work great ,thank you so much

gonna check if i can make those smaller... no promises though

-------------

just did 2 more canal bridges, so 3 total.
- One with full stone.
- One with half stone, half wood.
- One with full wood.
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 07, 2015, 10:06:50 PM
Also i just added a 'remove / flat ground' Tool at the end of the New Medieval Moat/Canal Toolbar :)

THANKS ALOT to @kralyerg  for the code :)
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 07, 2015, 10:49:16 PM
trap door ontop of the Double doors (both with 1  and 2 road wide) have been fixed :)
thanks for the notification :)
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 08, 2015, 12:00:39 AM
Quote from: Bobbi on May 04, 2015, 04:59:20 PM
Just when I think I can't be amazed more, wow. Little boat people use the canal.  ;)

for the moment, it is not really working good or super good...
gimme some times at some points. i can maybe arrive with something great (a special TP working with these)
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: chillzz on May 08, 2015, 04:09:11 AM
Quote from: RedKetchup on May 08, 2015, 12:00:39 AM
Quote from: Bobbi on May 04, 2015, 04:59:20 PM
Just when I think I can't be amazed more, wow. Little boat people use the canal.  ;)

for the moment, it is not really working good or super good...
gimme some times at some points. i can maybe arrive with something great (a special TP working with these)
Warehouse Inc will have a trader docking in a 90 degree angle of the building if it is near water (a few tiles away).
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 08, 2015, 06:07:39 AM
Quote from: chillzz on May 08, 2015, 04:09:11 AM
Quote from: RedKetchup on May 08, 2015, 12:00:39 AM
Quote from: Bobbi on May 04, 2015, 04:59:20 PM
Just when I think I can't be amazed more, wow. Little boat people use the canal.  ;)

for the moment, it is not really working good or super good...
gimme some times at some points. i can maybe arrive with something great (a special TP working with these)
Warehouse Inc will have a trader docking in a 90 degree angle of the building if it is near water (a few tiles away).

tryint to make a special one...

if you want to compare ... :)
of course the building to the left will be very different.... more actual ^^
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 08, 2015, 07:55:33 AM
for those who are worrying about the brick walls of the little pasture part of the TP.... 90% will be hidden as you can see in this screenshot. the plane 001 in pink show the ground level :)
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: chillzz on May 08, 2015, 03:23:17 PM
:D


do you need to completely dig out the canal, or does placing the new docks do the trick for you?


can't wait to play erm. *beta test* this version ;)
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 08, 2015, 05:42:03 PM
yeah. the problem with a TP , they need tiles tagged ' DeepWater ' and tagged 'Water' in order to get those you need to terraform the ground first a land of 4x11 tiles long, destroy them and then , build the Trading Post in the hole left. and then rebuild the canal over it but it always leaves some holes that are super ugly.

this is why i am doing one that will have its canal part into the mesh and will just need to add an entrance and/or and exit
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 09, 2015, 04:01:17 AM
i did a couple of hours to continue the Canal TP :)

far from having finished.... i wanted to see how it looks after i did the buildings :)

conclusion: the lowest part of my dock is in water lol
also the roof of the front building is too straight and too steep ( ? )

alot still to do but i appreciate the look :)
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: Gatherer on May 09, 2015, 04:37:28 AM
Looks great. IMO the roof is ok as it is.
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 09, 2015, 07:27:45 AM
way better !!
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: Stephen122334 on May 09, 2015, 08:26:54 AM
That new TP is absolutely stunning, the vanilla TP looks very visually unappealing in comparison, Great work as usual Red  8)
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 09, 2015, 09:05:53 AM
Quote from: Stephen122334 on May 09, 2015, 08:26:54 AM
That new TP is absolutely stunning, the vanilla TP looks very visually unappealing in comparison, Great work as usual Red  8)

thanks you @Stephen122334  :)


i dunno where he took his ideas ... draws... or he bought them... i don't know but...
LOL @ this screenshot ^^
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: chillzz on May 09, 2015, 04:49:30 PM
Nice!


i believe Luke did all the graphics himself, according to his blog.
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 10, 2015, 03:54:09 PM
really disgusted presently about my TP and bullheaded merchants that doesnt want to dock my TP^^
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: chillzz on May 10, 2015, 04:29:24 PM
those darned merchants messing things up  :'(


we could beta test without merchant though.. there is no rush on that one i think!
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: assobanana76 on May 11, 2015, 01:10:10 AM
Red !!
I am almost survived a bronchitis in order to use this mod and 07.a !!
and as usual did not disappoint ever !!
I was just planning 2nd trading post on the edge of the map and you pull me out of the hat this another masterpiece !!!
great !! great!!  ;D
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 11, 2015, 02:19:51 AM
for the moment there wont be a TP :( something is wrong.

if you put a real TP in a lake, and you use moats to dig a canal .... merchants take it and go to the TP :) but
MY TP , no merchants want to go to it, they just pass by even if you put it on a lake or main river.

there is something wrong. and maybe i have an idea why : maybe in the mesh, the graphic file, we need to put a 'dummy' we call (same dummies as build_001, build_002... for builders positions, use_001 use_002 ... for the workers like working in apiary or put stuff like at market, create_001 create_002... for resource to appear like honey....)
there is certainly , maybe, something missing to tell where the boat need to go and dock to the TP

and because it is missing, the merchant pass by.

and it need a name, but what name ? ? ? merchant ? merchant_001 ? ? boat ? ? ? boat_001 ? ? ? ? i have no idea :(
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: assobanana76 on May 11, 2015, 02:24:46 AM
I'm sure that eventually you will solve this problem !!
have you tried to seek help from Shock or Kralyerg?
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 11, 2015, 02:27:44 AM
i can ask before going to bed, if they are UP ! lol
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: chillzz on May 11, 2015, 03:56:26 AM
maybe take a closer look to warehouse inc files... because close to water, it will have a docking merchant.
And that is what you're looking for right?
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 11, 2015, 12:21:16 PM
Quote from: chillzz on May 11, 2015, 03:56:26 AM
maybe take a closer look to warehouse inc files... because close to water, it will have a docking merchant.
And that is what you're looking for right?

in my warehouse file there isnt any dummy specific for the merchant, i know that s me who did it. if there is a specific dummy we need to put, it is nowhere mentionned. that s the problem with moddling this game. we dont have any manual, any info of what are the parameters and the members and what are those little things we need to put here and there without being mentionned anywhere.

i pass my time to send him email for this or for that because thats the only way to learn what he didnt put in a manual cause he was too lazy to make one.
and most of the time, he doesnt even answer or email back, like last time, he never sent me back an email, nothing
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: chillzz on May 11, 2015, 02:46:27 PM
Quote from: RedKetchup on May 11, 2015, 12:21:16 PM
in my warehouse file there isnt any dummy specific for the merchant, i know that s me who did it. if there is a specific dummy we need to put, it is nowhere mentionned. that s the problem with moddling this game. we dont have any manual, any info of what are the parameters and the members and what are those little things we need to put here and there without being mentionned anywhere.

i pass my time to send him email for this or for that because thats the only way to learn what he didnt put in a manual cause he was too lazy to make one. and most of the time, he doesnt even answer or email back, like last time, he never sent me back an email, nothing
I understand the frustration..
it's hard to mod something when there isn't any documentation available at all, or source code to figure it out.
I've been there with several projects for clients. 


I know you are the one who build Warehouse inc, thats why i said it.. without building it, you don't have access to the source and models.
Like i said, somewhere in the code or model (most likely the code) there should be something that makes the merchant dock, else it would not dock i guess.
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 11, 2015, 03:56:18 PM
alot of things in this game we dont have access, it is hard coded, we say when we talk about those inaccessible things.

warhouse doesnt have any dummy in the graphic for the boat and some poeple reported to have a merchant trading if the building was placed too near of water.

after couple of test to trying to resolve the problem, i succeeded to get boat docking by placing a dummy named 'boat_001' in my graphic file. all building place on the river receive its merchant :) but i dont receive it if the tp is in mainland with canal/moat yet.

nowhere this 'boat_001' is told anywhere by anybody. if that is, i ve been lucky to put the finger on it with the exact spelling without trying 100 different words/spelling.

screenshot shows my dummy in graphic, and 2-3 different view of the boat docking. i dont know if i can control the rotation of the boat yet.

my screenshot also shows that the brickwall is wrong and will disappear. it was only a test. it looks dumb when placed on river / lake.



Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: chillzz on May 11, 2015, 04:21:31 PM
Quote from: RedKetchup on May 11, 2015, 03:56:18 PM
warhouse doesnt have any dummy in the graphic for the boat and some poeple reported to have a merchant trading if the building was placed too near of water.
yes, i am one of them who noticed this. Since it doesn't have a dummy for the boat, logic deduction would say it's something in the code, or something hardcoded in gamesource, but triggered by something unknown.


Quote from: RedKetchup on May 11, 2015, 03:56:18 PM
after couple of test to trying to resolve the problem, i succeeded to get boat docking by placing a dummy named 'boat_001' in my graphic file. all building place on the river receive its merchant :) but i dont receive it if the tp is in mainland with canal/moat yet.

nowhere this 'boat_001' is told anywhere by anybody. if that is, i ve been lucky to put the finger on it with the exact spelling without trying 100 different words/spelling.

screenshot shows my dummy in graphic, and 2-3 different view of the boat docking. i dont know if i can control the rotation of the boat yet.

my screenshot also shows that the brickwall is wrong and will disappear. it was only a test. it looks dumb when placed on river / lake.
Trial and error.. and bingo!
Maybe you cannot rotate the boat, but the anchor point / dummy boat_001 ? or else the complete model of the trading post
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 11, 2015, 04:28:54 PM
my model is awesome cause it is like the old one... but fresh and shinny new build with some different textures to match NMT but...

it really wont make it. but i have good ideas coming soon :) to match canals and being in center of the town :) and same for a new fishy buildings :)

i ve put the hand in some awesome deviant art / pictures, these look, so awesome, that it is pushing me to rebuild everything :)
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: chillzz on May 11, 2015, 04:37:12 PM
Gorgeous!
somehow it does remind me a little to this :
http://en.wikipedia.org/wiki/Binnenhof (http://en.wikipedia.org/wiki/Binnenhof)
http://en.wikipedia.org/wiki/Ridderzaal (http://en.wikipedia.org/wiki/Ridderzaal)
http://en.wikipedia.org/wiki/Hofvijver (http://en.wikipedia.org/wiki/Hofvijver)
http://en.wikipedia.org/wiki/Loevestein (http://en.wikipedia.org/wiki/Loevestein)
http://en.wikipedia.org/wiki/Kasteel_de_Haar (http://en.wikipedia.org/wiki/Kasteel_de_Haar)

http://en.wikipedia.org/wiki/%27s-Hertogenbosch
http://en.wikipedia.org/wiki/Gravensteen

too bad there isn't much / anything left from the medieval town of Rotterdam.. all bombed away in 1940.
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 11, 2015, 05:24:52 PM
so i made 2 more test to confirm :

i moved the boat_001 around to see if it really control it :)
A: YES

then i tried to turn in around at 90 degres rotation :)
A: YES, it rotate the boat.

so who on the earth could even guess a such dummy when nowhere on internet it doesnt mention it at all ?
A: I guess ME :P


warcraft raid tonight, but after all night, i'm gonna play a bit with canals and port/fishing docks.
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: chillzz on May 11, 2015, 05:33:29 PM
like i said before : @RedKetchup le roi des mods !
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: assobanana76 on May 12, 2015, 12:20:10 AM
I had said!
I knew you'd be able to finish!
very nice work!!
it's a shame that you can not use the same texture of the moving river!
It will mean that we will imagine that in that space the water is stopped, or slowed down, for lack of current ..
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 12, 2015, 03:13:25 AM
Quote from: assobanana76 on May 12, 2015, 12:20:10 AM
I had said!
I knew you'd be able to finish!
very nice work!!
it's a shame that you can not use the same texture of the moving river!
It will mean that we will imagine that in that space the water is stopped, or slowed down, for lack of current ..

yeah cause the dev is a bit noob and didnt been able to imagine what the moddler who love to do. ^^
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: assobanana76 on May 12, 2015, 03:33:44 AM
Quote from: RedKetchup on May 12, 2015, 03:13:25 AM
Quote from: assobanana76 on May 12, 2015, 12:20:10 AM
I had said!
I knew you'd be able to finish!
very nice work!!
it's a shame that you can not use the same texture of the moving river!
It will mean that we will imagine that in that space the water is stopped, or slowed down, for lack of current ..

yeah cause the dev is a bit noob and didnt been able to imagine what the moddler who love to do. ^^
perhaps you can clear up some blueness?
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 12, 2015, 10:44:47 AM
mwahaha  ;D

i am a god ! lol

(http://worldofbanished.com/gallery/37_12_05_15_10_49_00.jpeg)

(http://worldofbanished.com/gallery/37_12_05_15_10_40_20.jpeg)

Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: rkelly17 on May 12, 2015, 11:02:23 AM
Quote from: RedKetchup on May 12, 2015, 10:44:47 AM
mwahaha  ;D

i am a god ! lol

Beautiful canal, but maybe it's time for an intervention?  ;D
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: noobee on May 12, 2015, 11:47:03 AM
Wow. That looks marvelous. I assume the water level is much lower then the in-game one, did you try it with you trading post already?
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 12, 2015, 12:27:30 PM
Quote from: noobee on May 12, 2015, 11:47:03 AM
Wow. That looks marvelous. I assume the water level is much lower then the in-game one, did you try it with you trading post already?

yeah water is lower than river and lake, for a perspective effect, we need to see a good high wall behind those docks and behind people standing there.
about TP i will retry probably tommorow when i ll do a new design and hopefully i will find out how to make mechants willing to go for it ^^


but for the moment :

A very New Area of fishing is BORN!!!


just need to add a couple of items linked to fishing like maybe nets... a rope with some fishies hanging... something like :)
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: michbret on May 12, 2015, 02:57:00 PM
Hello Redketchup,

I am amazed. You are really good (and fast!) at modelling.

Some time ago I just made a suggestion about moat or canal around your nice walls (douves) and you have built a new world from this idea. Wonderful work since you also solved the water level problem (with some help from Kralyerg if I followed everything).

The only very little problem I see with your work is only aesthetic. As far as I can understand, Luke has used some greyish texture for the water and, I assume, particles effects.

This creates some transition in colour and in effect between the legacy river waters and you canal waters. According to your screen captures, your water have also a small tiling look (carrelage).

Solving the transition created by particles effect is probably very difficult. But basic texture (color) is probably easier.
Did you look after some texture that could smooth the transition between standard in game water and your nice system of inland waters.

For example, http://texturelib.com/#!/category/?path=/Textures/water/water (http://texturelib.com/#!/category/?path=/Textures/water/water) is giving free of right several textures whose greyish look could better match the basic in-game water look.

That's just a suggestion and I have no idea about how the game would render this.

By the way, many thanks for your excellent work. I am really enjoying it each time I play Banished.

Merci

Michel
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: chillzz on May 12, 2015, 03:28:13 PM
Not even gone for a day and @RedKetchup presents new beta 0.7a AND moats with a pier/scaffold  on which they can fish! Amazing!

Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: Bobbi on May 12, 2015, 08:05:18 PM
These are so cool.  8) Will this be a new fishing dock, or is it just animation of people fishing?
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 12, 2015, 08:31:42 PM
it is a real fishing dock. and the production efficiency is based on the amount of deepwater around, i mean amount of canal pieces around  ;D

of course i only allow 2 fisherman per dock which will make it total less productive than a real one on a lake but... i still saw a 600-900 production per year.

if you build the dock alone in a hole by itself in a plain.... each fisherman grab 1 fish per attempt each. asap you start to add more pieces around like pair of straight each side.... it add 1 more fish per cast. typically it seems they get like 5 or 6 or 8 fishes per cast when inside a full lenght of a canal inside their radius


the radius has been lowered to fit the design but if production isnt enough efficient, i can add more radius :)

EDIT: just added a rack with some fishies hanging :) oh and a sign post :)
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 12, 2015, 11:35:38 PM
Quote from: michbret on May 12, 2015, 02:57:00 PM
Hello Redketchup,

I am amazed. You are really good (and fast!) at modelling.

Some time ago I just made a suggestion about moat or canal around your nice walls (douves) and you have built a new world from this idea. Wonderful work since you also solved the water level problem (with some help from Kralyerg if I followed everything).

The only very little problem I see with your work is only aesthetic. As far as I can understand, Luke has used some greyish texture for the water and, I assume, particles effects.

This creates some transition in colour and in effect between the legacy river waters and you canal waters. According to your screen captures, your water have also a small tiling look (carrelage).

Solving the transition created by particles effect is probably very difficult. But basic texture (color) is probably easier.
Did you look after some texture that could smooth the transition between standard in game water and your nice system of inland waters.

For example, http://texturelib.com/#!/category/?path=/Textures/water/water (http://texturelib.com/#!/category/?path=/Textures/water/water) is giving free of right several textures whose greyish look could better match the basic in-game water look.

That's just a suggestion and I have no idea about how the game would render this.

By the way, many thanks for your excellent work. I am really enjoying it each time I play Banished.

Merci

Michel

yeah.particles..... any attempts resolved in crash. but i m not surprise cause the game doesnt support building animations. and having a river flowing... is kinda an animation.
the only animation we can add to a building is a smoke dummy ^^

the color (the texture.png) comes from a screenshot of the game i made. a screenshot over a lake. i made 5-6 attempts to get a nice texture. but i can try to redo 3-4 other attempts over a river if you want me too.
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 13, 2015, 12:41:42 AM
i made like 30 more attempts they all way worst to ugly

that one is the less worst i ve got
(pass 2-3 hrs on that)
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: Fellow Villager on May 13, 2015, 06:18:08 AM
less worst?
maybe you have a different concept of ugly than me  ;D
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 13, 2015, 07:15:11 AM
i mean the less worst of all the 30 i tried yesterday, the other was ugly.

if you compare that one and the one i used in all my screenshots ... which one you prefer ? that one ? or the one i had since 2-3 days ?




-----------
btw i made all those ugly fishies myself lol
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: rkelly17 on May 13, 2015, 08:11:59 AM
A canal fishing dock! Outstanding! I was wondering whether those people on the first dock picture were doing something useful or just hanging out and admiring the view. As to the water, the ultimate test is what it looks like where it enters the river or lake, but one thing I notice is in the screen shot from several days ago the water looks like it curves down into the side of the canal but the most recent screen shots it looks flat. That, I would say, is an improvement.

One way to deal with the contrast between canal water and lake/river water might be to have an a "start" piece with something like a lock gate on the river/lake end with the gate closed. Canals have locks anyway, so it wouldn't be out of place. There would be a bit of an aesthetic/realism problem since the merchant would just plow through the closed lock like it wasn't there. Having a lock might also be a way to deal with height differences between adjacent pieces of the canal--or is that not a problem?

By the way, it strikes me that, since merchants will use a creek/stream to get to a TP, one could build a canal either from or to a creek to get merchants into a lake. How would that look in a screen shot?

While it would definitely be nice to have a TP in the canal, for me that is not a deal killer. After all, the point of the canal is to get merchants from the river into a lake that would otherwise be inaccessible, so I would just build TPs around the lake. The canal fishing is an added bonus.

Are you thinking of having the canal system as a separate mod or as part of the Medieval package? My vote would be for a separate package--just because I like to pick and choose and prefer not to have my game full of mods that I'll never use just because I want one or two items in a package. That's why I didn't use the original Fountain Mod or don't use CC: Too much stuff I don't want even though parts are really nice. That's just my opinion, of course, so you are free to ignore it.
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: michbret on May 13, 2015, 01:28:09 PM
Hello Redketchup,

I didn't intend to lead you into a lot of work with this texture topic. Drop it when you want. Your work is already amazing.

About texture, if you use a screen capture of a game you will get all the effects of the graphic processing chain (DX or OGL engine the AA filters, anisotropic, morphologic,...).

I think that it is better to start from a real picture (taken with a true camera) and that's why I suggested this web site (hundred's available) where the author claims to use camera pictures to be the basis of texture like these in http://texturelib.com/texture/?path=/Textures/water/water/water_water_0081 (http://texturelib.com/texture/?path=/Textures/water/water/water_water_0081).

Don't bother a lot with this too much. Your work is impressive.

Cheers

Michel
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: MightyCucumber on May 13, 2015, 04:15:35 PM
Red, you are completely awesome man.  :o Like you said a few posts back, it's amazing how you and the rest of the modders are treading this path almost blindfolded and can still create such outstanding breakthroughs, both aesthetically and functionally.  8)

Water textures aside, that little fishing dock could have maybe some nets hanging under the fish, or a rope/fishing rod or two laid over the planks next to where the villagers are fishing. ;P

Oh, by the way, can you also make a version that we can place near the water without needing to build a moat (without stone attached)? You know, like the vanilla fishing docks.
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 13, 2015, 09:08:07 PM
Quote from: rkelly17 on May 13, 2015, 08:11:59 AM
A canal fishing dock! Outstanding! I was wondering whether those people on the first dock picture were doing something useful or just hanging out and admiring the view. As to the water, the ultimate test is what it looks like where it enters the river or lake, but one thing I notice is in the screen shot from several days ago the water looks like it curves down into the side of the canal but the most recent screen shots it looks flat. That, I would say, is an improvement.

One way to deal with the contrast between canal water and lake/river water might be to have an a "start" piece with something like a lock gate on the river/lake end with the gate closed. Canals have locks anyway, so it wouldn't be out of place. There would be a bit of an aesthetic/realism problem since the merchant would just plow through the closed lock like it wasn't there. Having a lock might also be a way to deal with height differences between adjacent pieces of the canal--or is that not a problem?

By the way, it strikes me that, since merchants will use a creek/stream to get to a TP, one could build a canal either from or to a creek to get merchants into a lake. How would that look in a screen shot?

While it would definitely be nice to have a TP in the canal, for me that is not a deal killer. After all, the point of the canal is to get merchants from the river into a lake that would otherwise be inaccessible, so I would just build TPs around the lake. The canal fishing is an added bonus.

Are you thinking of having the canal system as a separate mod or as part of the Medieval package? My vote would be for a separate package--just because I like to pick and choose and prefer not to have my game full of mods that I'll never use just because I want one or two items in a package. That's why I didn't use the original Fountain Mod or don't use CC: Too much stuff I don't want even though parts are really nice. That's just my opinion, of course, so you are free to ignore it.


FIRST:
Thanks you all for all the replys :) i didnt got so much to read since long time  :P

@rkelly17 :
yeah before , the water tile was very much bigger in the pass because i was trying to fill the adjencent tile in case they had none. and it was making a problem, the game graphic is deal very badly with 2 textures placed in exact same place, when you move the camera, zoom in or out, or turn around, it cause some flickerings. so i had to curve them to reduce the amount of double pixels.
but i changed all the way they work now, and i dont try to 'cover' adjacent tiles anymore. i did it when i redone them all to make the canal pieces bigger.

the first dock down the canal you saw first, is just a decorative dock, but with it, i copied it entirely, and made a fishing dock with it. (i was planing to make one)

about making a piece that would serves as 'entrance' from a lake or river : yes i should and i need to make one, because i cannot make it look better , it doesnt 'melt' good together. so yes definitely :)

merchants are really cooperating to use a canal, or a moat to get access to a lake they didnt had before and he is taking it. they just dont want to cooperate if the trading post is on a canal or moat, not yet. but yes, they use it to get access to a lake where is a trading post sitting on the inaccessible lake.
we can put 10 TP on beach of a lonely lake now and give it access. it is still an improvement.

so now you want me to do:
New Medieval Town mod.
New Medieval Castle mod.
New Medieval Canal mod.

what else should i split ? there is something inside NMT i should put it alone ?
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 13, 2015, 09:15:09 PM
Quote from: MightyCucumber on May 13, 2015, 04:15:35 PM
Red, you are completely awesome man.  :o Like you said a few posts back, it's amazing how you and the rest of the modders are treading this path almost blindfolded and can still create such outstanding breakthroughs, both aesthetically and functionally.  8)

Water textures aside, that little fishing dock could have maybe some nets hanging under the fish, or a rope/fishing rod or two laid over the planks next to where the villagers are fishing. ;P

Oh, by the way, can you also make a version that we can place near the water without needing to build a moat (without stone attached)? You know, like the vanilla fishing docks.

@MightyCucumber  : yes i can try to find or make those nets and/or fishing poles
i can also make a fishing dock, for river / lakes but keep in mind, the visual effect will be very different because there wont have walls in their back anymore since i wont make a moat anymore. the water level of river/lake is way more higher than my moats/canal.
but a such item should be placed in a different mod, maybe like medieval town, not walls/castle/canal or whatever the split i will maybe do.
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 13, 2015, 09:23:13 PM
@michbret  : i can try to use this but i dont have alot of hope.... i lost alot of time already with this.

most people dont realize that all this (build something 3D) takes alot of time and doesnt happends like a snap of fingers ^^ losing a 1-2-3 hrs on something, a very little detail, is very common in 3D / Moddling
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 13, 2015, 09:34:23 PM
@michbret  this is how it looks like with it
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: Glenn on May 13, 2015, 10:26:51 PM
Red,

Your mods are coming alone very nicely and are a great addition to the game.
If I was you, I would keeps your mods all separate -- just as you have done with your other stand alone pieces.
That way any new mod can be added into any game/map a person is playing.
Otherwise you will end up being like the CC mods which aren't save game compatible -- very frustrating.
For what it's worth I think the first water texture you used in the canal/moat looks the best.
Not being able to duplicate the water of the rivers/lakes is a nuisance for you and having a separate lock to connect the canal to lakes/rivers would be a nice addition for anyone who may like to use it when you release the mod.
Keep up all the good work.
You're very dedicated to your hobby.
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 13, 2015, 11:21:36 PM
@Glenn  : alright, will do.

so what about a New Medieval icon in the toolbar. when you open it you ll get :

3 icons : New Medieval Town. New Medieval Castle. New Medieval Canals

and from there, will be as usual ? cause i dont want to put 3 new icon on the MAIN bar  :-[

of course, in your mod window you will see all 3 mods in conflict (( red )) because they will share the same bar (they share anyways same textures^^)


-------------------

@MightyCucumber  :
is the screenshot ok for you ? i added fishing poles, but cant make nets because it is made from hundreds of threads/ropes and will be very high in polygons.
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: Glenn on May 13, 2015, 11:52:40 PM
This sounds like an excellent idea for the icon.
It keeps everything together and will not unnecessarily clutter the tool bar.
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: assobanana76 on May 14, 2015, 12:29:14 AM
@RedKetchup It is a real pleasure to return to the forums and see your progress every time !!
you're creating things that no other modders so far failed to create!
and after the 2nd and 3rd floor the fishing dock !!
the last "mesh" water is much more realistic!
and ah ... yes !! you are God !!  ;D ;D
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: assobanana76 on May 14, 2015, 12:56:45 AM
actually as a vegan .. to think of it that wharf would be much nicer as a meeting place as well as the wells ..  ;)
as it appeared in the first picture!
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 14, 2015, 01:04:40 AM
it is still there :) as deco
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: assobanana76 on May 14, 2015, 01:45:00 AM
Quote from: RedKetchup on May 14, 2015, 01:04:40 AM
it is still there :) as deco
then two versions to choose from?
hangout and fishing spot?
I've never had one but .. you are my first God!  ;D

which version water you choose in the end?
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 14, 2015, 07:03:34 AM
the one that i said it was the less worst ^^
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 14, 2015, 07:16:55 AM
well.... i ll have to think in the next days if i should or should not to ... maybe .... make my canal bigger lol

this merchant said nothing but ....
I think I heard him cursing in his mind telepathically :P
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: rkelly17 on May 14, 2015, 07:35:43 AM
Quote from: RedKetchup on May 13, 2015, 09:08:07 PM
so now you want me to do:
New Medieval Town mod.
New Medieval Castle mod.
New Medieval Canal mod.

I am very demanding, aren't I.  :P

Seriously, you are the modder so you can do things the way you want to and none of us will have much to complain about. For me, I would use the town (houses, shops, cathedral, I assume) and the canal, but not the castle.

Quote from: RedKetchup on May 14, 2015, 07:16:55 AM
well.... i ll have to think in the next days if i should or should not to ... maybe .... make my canal bigger lol

this merchant said nothing but ....
I think I heard him cursing in his mind telepathically :P

This merchant is seriously bad at boat handling! I'm pretty sure that he couldn't get his Canadian Pleasure Craft Operator Card.  ;D It does seem that the merchant boat appears oversized for the canal as is, so a bit wider might look better.

And maybe a fence to keep the cows out of the water.  ::)

Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 14, 2015, 07:45:00 AM
talking about fence.... and cow... lol

1 of the merchant had cow.... so i bought it in a test to see if the cows would end ... right into the TP pasture....

nop lol

i will need to find out the super trick to make them appear there lol
(i tried with a dummy named 'create_001' but .... it is not that :( lol)
i will test 2-3 more names, in case i m lucky and find it by myself lol


_________

But ! How you like the look of the New Medieval Trading Post ?? ?
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: MightyCucumber on May 14, 2015, 07:49:55 AM
That's awesome Red! :P About the nets, I guess they don't need to be a hundred percent solid - I know little about 3D modeling, but cant you create a series of polygons hanging under the fish and apply a net textuture over them? (like the crops and the trees for example, Luke didn't model every branch and every leaf). I guess there's no need to do an intricate model. :)

(sorry if I'm not expressing myself correctly, I've just woke up and I'm having a hard time finding the right words eheh).
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 14, 2015, 09:11:29 AM
i made a net, a simple.... 4300 poly :P

i dont even know if we will notice it in game though ^^
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 14, 2015, 09:38:59 AM
we see it, it is there.... but we dont really notice it ^^ we cant zoom enough to appreciate it ^^. i will try another color cause.... for 4300 popy, really not worth it haha
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: MightyCucumber on May 14, 2015, 09:47:05 AM
If you hang one or two nets with a nail on the wooden bar under the fish we'll definitely notice it. :P
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: irrelevant on May 14, 2015, 09:47:26 AM
Good lookin' net, though  ;D
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 14, 2015, 10:04:57 AM
if i put it white, we see it more
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: Bobbi on May 14, 2015, 10:19:47 AM
I love love love the new trading post on canal and all canal project. I do tend to agree with @rkelly17 about mod divisions, although I personally would download all of them, castle too. One more division might be helpful for some. Split off all the shops to "Medieval shops" and have housing separate so that those who do not want to add new products to their game do not have to. It is just a thought. As I said, I will download ALL regardless of how you subdivide them because I love all your stuff.
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 14, 2015, 10:34:38 AM
alright @Bobbi  :)


to comeback at nets...
the building jumped alot in poly with 3 nets.

the 2 on the fish rack... is still not really visible alot /shrug

gonna check tomm what i ll do. maybe will redo another net more .. 'thicker'  :P
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: Nilla on May 14, 2015, 12:05:13 PM
You are really a man of surprises, @RedKetchup! I haven't followed this thread, because I'm not very interested in a castle. And now I see; It's not just a castle; you are making a lot of other nice looking stuff. The canals and the port, not to speak about the fishers; Marvellous!!!! I specially like the fish hanging around to dry. Very nice. Drying is a very old method to preserve food, also fish. In life a drying rack looks a bit different, but it doesn't really matter; this one looks good.
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: rkelly17 on May 15, 2015, 09:03:49 AM
I wonder whether the net might be more visible if it were a bit bigger. Except in specific circumstances any sort of net used to catch fish, not just land a fish that's already on the line, would have to be bigger anyway to be useful--maybe 3+ m. in diameter. Another way to make it more visible might be to have it hanging up to dry--no self-respecting fisher would let his or her net lie around on the dock in a pile!  ;D

While we're at it, I love the fish hanging on the line--it looks like the fishers are both catching and selling from the dock, which would make a lot of sense. You may have done more work than you needed to on the fishing poles (They look very good, by the way). I'm not sure whether or not they had mechanical reels in the Medieval period, but a long pole with a line attached to the end would be appropriate in any era. I still have my childhood "Cane Pole" stored carefully in my basement! I even use it every so often.
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 15, 2015, 09:08:17 AM
yeah i know :S it was for notice that was a fishing pole ^^ cause anyways , unless to use an hacking tool, we cant see nothing when we try to zoom in at mininum/closest camera view.
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: rkelly17 on May 15, 2015, 09:15:16 AM
Quote from: RedKetchup on May 15, 2015, 09:08:17 AM
yeah i know :S it was for notice that was a fishing pole ^^ cause anyways , unless to use an hacking tool, we cant see nothing when we try to zoom in at mininum/closest camera view.

I figured that it was for your own satisfaction since we'll never actually get to see it as close as in your pics of it. :D
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: assobanana76 on May 19, 2015, 01:40:55 AM
@RedKetchup I have not followed all the existing discussion but, looking at the pictures, I had a doubt / suggestion ..
just an idea eh ..  ;D
considering the "problem" of the texture of the water is not better if the channel is as wide as the main river in order to "support" the two sidewalks on both sides and so as to exploit the vanilla texture of the river?
is it possible create a "building" as "divided" by something else?
thinking at CC building  that produces sand and clay I think it is possible ..
I think it will be resolved even the brilliant idea of perpendicular to dock the boat because of the merchant would be able to turn around easily.
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: Brotte on May 19, 2015, 06:27:55 AM
I just wrote a detailed guide to removing the zoom limits using Cheat Engine if you guys want to admire Red's artwork a little more in-game :) :
http://worldofbanished.com/index.php?topic=905.0
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: Paeng on May 19, 2015, 12:06:11 PM
And if you are still confused, here (http://banishedpeople.freeforums.org/the-zoom-hack-t209.html) is my guide (somewhat different in words and images)...

;)

Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: Brotte on May 19, 2015, 02:02:30 PM
I didn't know you had made one already, Paeng. I just had a hard time with it when I started using the hack and the guides I found, were very complex at best :(

Anyway, I just thought I could simplify it a bit and skip some of the unnessecary steps ;)
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: Paeng on May 19, 2015, 02:08:24 PM
Oh sure, it's not easy for those not familiar with that kind of thing, so different types of explanation will help all the different "levels" or backgrounds...  :)

Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: assobanana76 on May 21, 2015, 03:15:29 AM
but do you believe that it is possible to create a mod that does just that?
as well as in Cities: Skyline is the mod "first person camera" ..
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on May 21, 2015, 06:31:55 AM
these kind of thing cannot be a mod.
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: child_of_air on June 10, 2018, 01:01:15 AM
Is this mod still actively being worked on? Just wondering, I'd love to see it finished.
Title: Re: BETA : New Medieval Castle : Beta v 0.1 - Walls
Post by: RedKetchup on June 10, 2018, 01:04:15 AM
Quote from: child_of_air on June 10, 2018, 01:01:15 AM
Is this mod still actively being worked on? Just wondering, I'd love to see it finished.

no, the idea got abandonned since 2-3 years, sorry.