World of Banished

Conversations => Suggestions and Mod Ideas => Topic started by: Bobbi on October 02, 2014, 03:00:56 PM

Title: Specialized market buildings
Post by: Bobbi on October 02, 2014, 03:00:56 PM
@rkelly17 said on BanishedMods forum:


"RE: Elfecutioner's Smaller Vendor Buildings Compilation
These are very helpful additions to the game--a number of places where a full market is overkill but distribution is needed.

I think I've asked this before, but have you thought about making shops that split up the inventory of the current market with the same radius and capacity. I would like to build a town square with the vendors around the edges rather than in the middle more like many small towns are set up. I could see a food shop for food (maybe even a meat market and produce shop if one want's to go all out), a building materials yard and a dry goods store built around a park-like square or at a crossroads.

I know I should learn to mod and do this myself--I'm full of great ideas for other people to work on. "

This is my dream, too. Hardware store, meat market, grocery store with just veg, that sort of thing. All looking different, of course. Anybody up for it? Sure wish I could mod....
Title: Re: Specialized market buildings
Post by: slink on October 02, 2014, 06:11:07 PM
I played with it this evening, using a wooden house as a temporary model.  I found a flaw in the system.  Although setting the contents to only proteins prevented the vendors from fetching anything but beef, mutton, fish, poultry, and eggs, the farmers dumped their produce into the meat market at harvest time.   >:(  There may be another place I can set something, so I have not yet given up, but that was distressing after two hours of wrestling with the rsc files.  It's time now for me to calm down for the night so I can sleep.  I'll continue my experiment tomorrow.
Title: Re: Specialized market buildings
Post by: RedKetchup on October 02, 2014, 06:17:54 PM
hehe welcome in the stressful world of moddling p ^^
Title: Re: Specialized market buildings
Post by: Bobbi on October 02, 2014, 06:44:47 PM
Good luck, @slink  :). Sleep well and live to mod another day!
Title: Re: Specialized market buildings
Post by: rkelly17 on October 03, 2014, 08:11:10 AM
Thank you for giving this a go, @slink. I started looking at this and was very intimidated by the complexity.

Meanwhile I've come up with a new idea which will involve some graphics work (@RedKetchup?). Aren't I just a fount of work for other people?  :o

So the new idea: Two or three market designs. All do the same thing, but each is a different graphic with a different layout. Market0 is what we have now. Market1 is set up around a crossroad so that there are buildings in the four corners and roads come in from each side and cross in the middle; it could take up about the same amount of space as the current market. Market2 has the road along one side and buildings face the road; it would take up about half the current space.

My frustration is that, while it is now possible to decorate market squares with all sorts of wonderful things (thank you @RedKetchup  :) ), my market squares still all looking more or less the same with the market in the middle and various layouts around the edges. I can hang them off roads or boulevards or I can dead-end the roads or boulevards; I can make them more civic, residential or industrial, but there is still not much variety.  :(  Many small towns have a park-like square with buildings around it. Many villages are just a couple of stores at a rural crossroads. I'd like to be able to do those things in Banished.

I did download The Fountain Lite by Cosacks (this morning I noticed he has added the hedges, the stone bridge and an inn--smaller version of boarding house) and I noticed that the larger house he has in there has "road-capable" squares (what in SC 4 world are called "transport enabled"--the little green arrow squares) all through the model, so I am assuming that there is nothing to prevent someone from putting roads through the middle of a model. I could be wrong, of course.

So there is the idea. Anyone who wants to can go for it and take all the credit.

Meanwhile I guess I'm going to have to take a course in 3D modeling or something and get serious about modding or I will become very unpopular with people who actually know what they are doing.

Title: Re: Specialized market buildings
Post by: RedKetchup on October 03, 2014, 08:34:31 AM
so if i understood, you want a market similar the one we have but instead to have the roads that goes all around on the 4 sides, you want them to pass though middle like a cross instead ?
Title: Re: Specialized market buildings
Post by: irrelevant on October 03, 2014, 08:41:52 AM
He also wants one that is like 6x12, where the road just goes down one side.
Title: Re: Specialized market buildings
Post by: Bobbi on October 03, 2014, 09:33:51 AM
I just want the extra specialized buildings so I can make my own crossroads or plaza, although I am sure I would also use this new market creation. The small vendors compilation by Elf and collaborated on by our own @RedKetchup has an excellent market building that provides sufficient radius for a crossroads in small town that I am envisioning with hardware store, etc, that I am envisioning.
Title: Re: Specialized market buildings
Post by: RedKetchup on October 03, 2014, 10:07:33 AM
something kinda like that ? a market but without roads alll around , it s a road that pass through it ?
(http://worldofbanished.com/gallery/37_03_10_14_10_00_06.jpeg)
Title: Re: Specialized market buildings
Post by: RedKetchup on October 03, 2014, 10:09:04 AM
or just 2-3 building meshes so you can do all you want with them , till they are looking different ?
Title: Re: Specialized market buildings
Post by: slink on October 03, 2014, 10:25:57 AM
I have gotten some smaller markets working now, but I don't have unique models for them yet.  My package is due to arrive today, and then I will have the wherewithal to edit some downloaded models.  Whether or not I develop sufficient ability to produce something that the game will use is another question, but I won't know until the package arrives at the front door.

My current plans include a Vegetable Market (stocks vegetables and grain), a Meat Market (stocks protein sources), a Fruit Market (only stocks fruit), a General Market (stocks firewood, clothing, tools, and herbs), a Hardware Market (stocks stone, iron, wood, textiles, and coal), and maybe some other thing.  I have a handle on keeping the farmers from dumping their produce in non-food stores.  I had a handle on making toobar buttons but I've lost that for now.  Right now there are just little nubs instead of nice big buttons.  They do have tooltips, though, so I can see what I am testing.

I managed to edit houses so they don't use coal for fuel, I think.  At least they were burning up their supplies of coal and only replacing it with firewood even though coal was available.  The problem I have with that particular test village is that it is due for a disease within about two years after the save and that messes with my testing.  They seem to gather things more or less at random so I can't get the answer quickly.
Title: Re: Specialized market buildings
Post by: Pangaea on October 03, 2014, 10:32:44 AM
@slink, alternatively you can start a save with the bug mod active. You can add citizens, make all educated, add resources, all kinds of cheating stuff, but it should be useful for testing stuff like this, how things work in an actual village, that you can erect fairly quickly.

The non-roaded part of the default market is 12x12, right? So keeping to similar size, it would be great with four 6x6 buildings that carry the same goods, or alternatively six 4x6 buildings.
Title: Re: Specialized market buildings
Post by: slink on October 03, 2014, 10:50:36 AM
At the moment the building models I am using are the six wooden houses, which are 4x4 plus their road frontage.  Each one has an inventory of 1000, which if there were nine of them would equal 9000.  That is close to the inventory in the standard market, which is 10000.  The dimensions of the final buildings will depend on what I can either adapt or build for myself.   :)

I do have my debug mod, so I suppose I can build a test village with that.
Title: Re: Specialized market buildings
Post by: RedKetchup on October 03, 2014, 11:19:01 AM
if you can give me a bit of time.....

for the moment i cant even check any mods anymore :S
Title: Re: Specialized market buildings
Post by: slink on October 03, 2014, 02:47:02 PM
I've got the buttons back for the individual buildings.  The inventory isn't set quite right yet, but they are working correctly.
Title: Re: Specialized market buildings
Post by: Bobbi on October 03, 2014, 03:19:31 PM
Looks exciting!
Title: Re: Specialized market buildings
Post by: RedKetchup on October 03, 2014, 04:22:25 PM
i ll take care of you @slink as soon my warehouse finished and uploaded (if still need me) before someone steal my idea ^^
is it ok ?
Title: Re: Specialized market buildings
Post by: slink on October 03, 2014, 05:15:04 PM
Sure, you go ahead with your magic warehouse.   ;)
Title: Re: Specialized market buildings
Post by: Bobbi on October 04, 2014, 04:46:01 AM
@slink, it sounds like you are thinking "house" size for your store fronts, which would be OK I guess if they don't look like houses. I was thinking more 4x6 or 6x6, but if I could mod, I wouldn't have to pester other people, right? I hope you have fun playing with your new toy!
Title: Re: Specialized market buildings
Post by: slink on October 04, 2014, 05:33:12 AM
I was thinking house size because all I had to work with were houses, but now I have 3ds MAX I can potentially make any size.  *slight cough*  Well, it only took the program two hours to install off the DVD, and about half-an-hour for me to register it because I had to circumvent the crashing browser code that they wrote.  It's finally registered now.  Oh, and I downloaded the third-of-a-gigabyte help files.   You'd think for that much money they could put the help files on the DVD, wouldn't you?  They are already up to Service Pack 2 on a 2015 product, which also had to be downloaded.  Anyway, hopefully I can begin working on models now.
Title: Re: Specialized market buildings
Post by: rkelly17 on October 04, 2014, 07:41:12 AM
Quote from: RedKetchup on October 03, 2014, 10:07:33 AM
something kinda like that ? a market but without roads alll around , it s a road that pass through it ?

Sorry I didn't get back quickly.

Right, something kind of like that. Plus one where two roads cross in the middle. Oh, and one where the road through the middle is two tiles wide. I' pretty demanding.
Title: Re: Specialized market buildings
Post by: rkelly17 on October 04, 2014, 07:42:27 AM
Quote from: slink on October 03, 2014, 02:47:02 PM
I've got the buttons back for the individual buildings.  The inventory isn't set quite right yet, but they are working correctly.

Nice work, @slink. I get so excited thinking about what might be possible with this.

PS: When you finish could you zip up a package of all your modified files so that one could study it to learn something about modding? Learn By Example? Thank you.

Title: Re: Specialized market buildings
Post by: slink on October 04, 2014, 08:30:30 AM
Yes, @rkelly17, I can do that.   :)
Title: Re: Specialized market buildings
Post by: RedKetchup on October 04, 2014, 12:32:15 PM
if you want to download stuff and play with it @slink : http://tf3dm.com/search/?q=medieval&format=All+Formats&search=Search
Title: Re: Specialized market buildings
Post by: slink on October 04, 2014, 12:50:07 PM
I've got that link, thanks!   :)  I only downloaded a few things while I was awaiting delivery of the program.  I need to get halfway competent with 3ds Max now.  In an effort to understand I have made a Box House from one box and one pyramid.  It looks very primitive in the graphical sense.   ;D
Title: Re: Specialized market buildings
Post by: RedKetchup on October 04, 2014, 01:13:12 PM
no ! from my experience, working with 1 box or 1 "pyramid" is never good.

check my example of warehouse, and go piece by piece. place your floor, then do your foundations. and then start to raise some studs (wood pieces) at each corner, and build your structure. once structure there, you start to make walls, roofs, windows and doors.

https://www.facebook.com/photo.php?fbid=569329843196774&set=pcb.825106057541536&type=1&permPage=1
Title: Re: Specialized market buildings
Post by: slink on October 04, 2014, 05:31:22 PM
For the button discussion.  Notice nub for the group button.
Title: Re: Specialized market buildings
Post by: RedKetchup on October 04, 2014, 05:32:50 PM
and where is your main toolbar icon ? do you have his 3 png in sprite ? and its entry in your stringtable and it s entry in spritetable?
Title: Re: Specialized market buildings
Post by: slink on October 04, 2014, 05:35:03 PM
Quote from: RedKetchup on October 04, 2014, 05:32:50 PM
and where is your main toolbar icon ? do you have his 3 png in sprite ? and its entry in your stringtable ?

I gave to you the source code.  It should be using the same honeycomb graphic as the other buttons, but that is what I am having problems with.  Instead, it only shows a little round place, which does open but does not display the tool tip or the graphic.
Title: Re: Specialized market buildings
Post by: RedKetchup on October 04, 2014, 05:35:59 PM
make 3 copy of your apiary.png and call the smallmarkets.png, smallmarketsWork.png and Buildsmallmarkets.png
Title: Re: Specialized market buildings
Post by: slink on October 04, 2014, 05:36:38 PM
And then what?
Title: Re: Specialized market buildings
Post by: RedKetchup on October 04, 2014, 05:46:02 PM
it didnt load ?
Title: Re: Specialized market buildings
Post by: RedKetchup on October 04, 2014, 05:49:51 PM
here in your toolbar file your said

Toolbar smallmarkets
{   
   Toolbar _parent = "Game\Toolbar.rsc:storage";   
   int _sortPriority = 500;   

   Action _action = ShowGroup;

   String _toolTip = "SmallMarketsTip";
   String _image = "ToolSmallMarkets"; <====

   bool _autoHotKey = false; 
}

then in your spritesheet file you should have a

   Sprite _sprites
   [
      { String _name = "ToolSmallMarkets";         String _source = "UI/Sprite/ToolSmallMarkets.png"; }



and then in your sprite folder you should have a ToolSmallMarkets.png
Title: Re: Specialized market buildings
Post by: RedKetchup on October 04, 2014, 05:51:45 PM
sorry for the 3png. hard to tell by internet with tons of [ codes ]. you can delete the 3pngs , just keep one named ToolSmallMarkets.png
Title: Re: Specialized market buildings
Post by: slink on October 04, 2014, 05:59:24 PM
I had a similar line.  In the copy that I just sent to you there is no path because I was trying everything, but I did have UI/Sprite in front of it.  I'm going to take a nice bath and read my new book on hostas.   :)
Title: Re: Specialized market buildings
Post by: RedKetchup on October 04, 2014, 07:17:15 PM
lolllllll

it hard an hardskin ^^ still defying me lol
everything i do he refure to show the icon and the tooltip. still working on it
Title: Re: Specialized market buildings
Post by: slink on October 04, 2014, 07:24:47 PM
Thank you for your efforts!   :)  I am now clean and relaxed, and managed to not drop my book in the bath.   ;D
Title: Re: Specialized market buildings
Post by: RedKetchup on October 04, 2014, 07:43:40 PM
lollll if you are still working on it, and make changes. if you want, before close your pc, you can maybe resend a new package with all you ve done. i still trying to resolve its problem. i never saw this before ! it still defy me, never saw something so much ... stubborn!

it really wants to know nothing and continue to do like it wants ^^

i dunno if it s linked the way how it call all the parts...
Title: Re: Specialized market buildings
Post by: RedKetchup on October 04, 2014, 08:16:09 PM
ha! got it !

definetly it is all linked the way you called all your program.

when i changed everything around like my decorative item pack is called.... bang ! icon show up !
Title: Re: Specialized market buildings
Post by: RedKetchup on October 05, 2014, 04:34:15 AM
but keep in mind , while i finally moved everything around ... i maybe put the finger on it ^^ but ... i would still be surprised :)

btw , i made a little store 4x4+1 road, exactly same size as the little wood house you are using. i put alot of effort into it, to finish. if you like it , if you want it ....

i ll send it to you :)

i made it also kinda abit customized so you can change some textures around:


LittleStore01a.png = all pieces of wood
LittleStore01b.png = left roof
LittleStore01c.png = right roof (turned 180)
LittleStore01d.png = walls (stucco)
LittleStore01e.png = windows
LittleStore01f.png =  foundation stone walls
LittleStore01g.png = floor
LittleStore01h.png = post sign
LittleStore01i.png =  door
LittleStore01j.png = chimney
LittleStore01k.png = roof finitions

so you can change the mats as you like without destroying anything else :) and you can make 2-3 models just by changing textures :)
and if you are good for drawing, you can even edit the post sign and write : general store, meat store... ect , or draw a pictogram :)
Title: Re: Specialized market buildings
Post by: Bobbi on October 05, 2014, 05:46:20 AM
Whimper. As houses is really cute, but as store it looks too much like a house. Can it be stretched to six long, or made taller, maybe?
Title: Re: Specialized market buildings
Post by: slink on October 05, 2014, 05:57:10 AM
How would this one suit you?  Mind you, this picture is from the graphics program and not from the game.  I have not yet gotten the game to accept it.
Title: Re: Specialized market buildings
Post by: RedKetchup on October 05, 2014, 06:00:20 AM
i hope you arent too much lost in your folder now ? with the little changes i made ^^
Title: Re: Specialized market buildings
Post by: RedKetchup on October 05, 2014, 06:06:01 AM
Quote from: Bobbi on October 05, 2014, 05:46:20 AM
Whimper. As houses is really cute, but as store it looks too much like a house. Can it be stretched to six long, or made taller, maybe?

my rent owner , in front of my house, has a store, a bio vegan store, and it is the house, she lives at 2nd floor. the house next to it, its a barbershop, and again it s in the house, he took 1 room of it and made a barber shop place, and it  s within the house. 3-4 house further, it has been turn into an antiquities.... in the village alot of houses has been turned into a restaurants :S  alot of house are self made stores. it is not all the time an ikea , or a warmart :)
Title: Re: Specialized market buildings
Post by: slink on October 05, 2014, 06:19:53 AM
Quote from: RedKetchup on October 05, 2014, 06:00:20 AM
i hope you arent too much lost in your folder now ? with the little changes i made ^^

I am still exploring, but you seem to have conquered my problem.  Before I could have the button show, or have the button work, but not both.  Now it shows and it works.   :)
Title: Re: Specialized market buildings
Post by: RedKetchup on October 05, 2014, 06:44:32 AM
so i guess you dont want the building ? thats ok, i will surely find something to do with it ^^
Title: Re: Specialized market buildings
Post by: slink on October 05, 2014, 07:21:30 AM
Nah, I need to learn how to make mine work.  The tutorial videos and the help files are starting to make a little sense to me now, so there is hope.   ;D
Title: Re: Specialized market buildings
Post by: RedKetchup on October 05, 2014, 07:25:17 AM
alright
Title: Re: Specialized market buildings
Post by: rkelly17 on October 05, 2014, 07:33:39 AM
I wasn't paying much attention to this thread yesterday because I was off playing with model trains (My other hobby where I get to control a small piece of the world  ;D ) all afternoon and evening. @RedKetchup and @slink, you two are just wonderful people for doing all this work. Thank you both.
Title: Re: Specialized market buildings
Post by: Pangaea on October 05, 2014, 07:38:01 AM
Looks like you've got it working properly now, but I'd still like to make a comment on the extra buttons in the toolbars. When playing with mods that change the toolbars, I often have problems, as the game sometimes leave 'empty' buttons that crash the game when I click on them. Firing up the game, and just closing it down again, and then starting it again, seems to fix the issue, and the buttons are properly removed/activated.
Title: Re: Specialized market buildings
Post by: rkelly17 on October 05, 2014, 07:42:35 AM
Quote from: Pangaea on October 05, 2014, 07:38:01 AM
Looks like you've got it working properly now, but I'd still like to make a comment on the extra buttons in the toolbars. When playing with mods that change the toolbars, I often have problems, as the game sometimes leave 'empty' buttons that crash the game when I click on them. Firing up the game, and just closing it down again, and then starting it again, seems to fix the issue, and the buttons are properly removed/activated.

Doe this happen with the latest patch/ The developer's blog indicated that he had fixed this issue.
Title: Re: Specialized market buildings
Post by: Pangaea on October 05, 2014, 07:50:05 AM
Oh, I missed that little note, but haven't updated the main game anyway, as I don't want to run the risk of losing a 2000-pop city (you never know, but I don't want to risk it when I don't need to update the main game).

I'll assume this newest patch has fixed the toolbar issue then.
Title: Re: Specialized market buildings
Post by: slink on October 05, 2014, 10:32:19 AM
The problem was defining the display for the intermediate button.  I had a nub instead of a nice button, but it worked properly.
Title: Re: Specialized market buildings
Post by: Bobbi on October 05, 2014, 11:17:24 AM
@slink "How would this one suit you?  Mind you, this picture is from the graphics program and not from the game.  I have not yet gotten the game to accept it." Yes, perfect size. Thank you for jumping on my idea and working so hard on it!  :-*
Title: Re: Specialized market buildings
Post by: slink on October 05, 2014, 05:02:31 PM
When artwork is wasted ...

Here is the icon I created for the Meat Market.  Nice, but rather indecipherable at normal size.   ;D ;D

Obviously I need to make a larger symbol.
Title: Re: Specialized market buildings
Post by: RedKetchup on October 05, 2014, 05:54:36 PM
meatmarket  hmmmm a good tasty Tbone !
Title: Re: Specialized market buildings
Post by: slink on October 05, 2014, 06:11:21 PM
I'm re-using some of the game's own icons.   :)  It looks pretty good now, except for the models.  I have six markets: meat, vegetables, grain, fruit, general, and industrial.  The industrial market doesn't cause happiness, so people won't hang around it and be tempted by coal for heating their houses.

The wretched models won't surrender their skins!  They appear to have, in the words of the tutorial file, been burned onto the model.  That would be fine if I could now get rid of the requirement for them, but the compiler goes looking for them anyway and I don't have the file.

I need to go prepare my bread dough for tomorrow's baking.
Title: Re: Specialized market buildings
Post by: assobanana76 on October 06, 2014, 12:39:59 AM
I had missed this thread !!
you are a hotbed of mod !! ;D
Title: Re: Specialized market buildings
Post by: Fellow Villager on October 06, 2014, 08:58:17 AM
when do you release this wonderful mod?
Title: Re: Specialized market buildings
Post by: slink on October 06, 2014, 09:25:37 AM
When I get six buildings that aren't houses.   :P

Seriously, I am working on one of them now.  I am baffled because, although I carefully turned the house and scaled it so that it fit with the size and orientation of the apiary, when it comes into the game the building is turned on one end and the store is huge.  And I do mean huge!

Edit: I've attached a copy of what it looks like in the editor, in comparison with the apiary.
Title: Re: Specialized market buildings
Post by: Fellow Villager on October 06, 2014, 09:40:50 AM
I don't see anything wrong.

you have introduced it
http://en.wikipedia.org/wiki/The_Dubai_Mall
Title: Re: Specialized market buildings
Post by: slink on October 06, 2014, 09:55:27 AM
Quote from: Fellow Villager on October 06, 2014, 09:40:50 AM
I don't see anything wrong.

you have introduced it
http://en.wikipedia.org/wiki/The_Dubai_Mall

;D

Going to be hard to enter the building with one door on the top and one door underground.
Title: Re: Specialized market buildings
Post by: Fellow Villager on October 06, 2014, 09:59:27 AM
It's a commercial strategy. people in this way stay in the market and keep on buying
Title: Re: Specialized market buildings
Post by: rkelly17 on October 06, 2014, 12:19:42 PM
Quote from: slink on October 06, 2014, 09:25:37 AM
Seriously, I am working on one of them now.  I am baffled because, although I carefully turned the house and scaled it so that it fit with the size and orientation of the apiary, when it comes into the game the building is turned on one end and the store is huge.  And I do mean huge!

Now that's what I call a store!  ;D

It can also be used as an observatory.
Title: Re: Specialized market buildings
Post by: irrelevant on October 06, 2014, 12:40:29 PM
It's Banished's first big box store.
Title: Re: Specialized market buildings
Post by: Pangaea on October 06, 2014, 12:52:31 PM
Is the ratio set correctly? From what I can gather it's supposed to be set in inches.

Wouldn't necessarily reject such a store though, or at least such storage. Stuff it full of stone, logs, iron and coal, half a million? Sure! :D
Title: Re: Specialized market buildings
Post by: slink on October 06, 2014, 12:53:25 PM
Maybe that's my problem.  My scale was metric.  I'll have a look at that.
Title: Re: Specialized market buildings
Post by: slink on October 06, 2014, 01:18:27 PM
Nope, changed my scale to inches and it looked the same on the screen - both of them.  More importantly, I rotated it in the editor and it did not rotate in the game.  I'm missing something ...
Title: Re: Specialized market buildings
Post by: Bobbi on October 06, 2014, 05:08:00 PM
Well, you provided me with a really good belly laugh
Title: Re: Specialized market buildings
Post by: slink on October 06, 2014, 05:43:36 PM
I've sent the whole thing to @RedKetchup to see if he can figure out how to make that building look right.
Title: Re: Specialized market buildings
Post by: RedKetchup on October 06, 2014, 05:57:16 PM
hehehe. what you gonna do you will replace it as it was before you tried to turn it and change back the scale. you didnt rotated it properlly, and didnt scaled it properly, only at your 3ds screen, not in game :)

i prefer you do it yourself cause next building you ll do the same errors :)

and no worries, we all pass by that :) you are doing fine :)

the screenshot shows how your .fbx included in your pack looks like :)
Title: Re: Specialized market buildings
Post by: RedKetchup on October 06, 2014, 06:26:56 PM
once you replaced it at your screen (opposite of what you did) you will have to learn to play with it properly, but only once you replaced it at your screen cause if now you do something that has a real impact in the game, it would show you having the roof at the ground and the floor in the sky imo. so

so place it ok at your screen before you really modify it correctly  :)
Title: Re: Specialized market buildings
Post by: slink on October 06, 2014, 06:35:57 PM
Thanks for the lesson in using the editor.  I'll figure it out myself someday, I suppose.
Title: Re: Specialized market buildings
Post by: RedKetchup on October 06, 2014, 06:42:27 PM
now after replaced at your screen you will follow that :

you will click on your building to select it: 1

you will click on : modify icon : 2

you will click on vertex : 3

you will click and drag a select square to select all the blue dots and turn them into red dots : 4

you will use the box to rotate your camera : 5

and you will right click and use the sub menu : 6

there you will select rotate , move and scale to do things properly


if you arent in this mode, all the changes in the screen wont apply to the game, only at your screen
just be sure to have the camera at good angle, or you ll get some headaches :)
Title: Re: Specialized market buildings
Post by: RedKetchup on October 06, 2014, 06:58:00 PM
let me know when you ve seen this post. i sent you an email sayig to check that post, but i am not sure if outlook sent it or not (sometimes hotmail outlook bugs out)
Title: Re: Specialized market buildings
Post by: slink on October 06, 2014, 08:15:20 PM
In my program the house is facing the back, in the file that I downloaded.  That is exactly how it is in the download.  I have not edited anything.

I converted the polygons to an editable mesh, and then followed your instructions exactly.

The result was the same.  A huge store on one end.

Thank you for trying.  It's my bedtime now.



Title: Re: Specialized market buildings
Post by: RedKetchup on October 06, 2014, 11:51:59 PM
i tried to make a youtube video of what i am doing, unfortunatly we cant see my mouse pointer and the submenu when you do right click. but if you check closely you can follow. also put in 720p for better video, youtube tends to down alot about quality

i started with your .fbx as you sent me (renamed GeneralStore2.FBX)

the [ youtube ]  [ / youtube ] add button is not working properly :P

https://www.youtube.com/watch?v=z6vXJJtx4A4 (https://www.youtube.com/watch?v=z6vXJJtx4A4)
Title: Re: Specialized market buildings
Post by: Pangaea on October 07, 2014, 05:57:27 AM
Perhaps it has something to do with recording software, but sometimes I see a 'glow' around the cursor in various videos, like in this one for example (completely random video, I don't speak Spanish, but it has the feature): https://www.youtube.com/watch?v=-bXEM-oiozo

Title: Re: Specialized market buildings
Post by: slink on October 07, 2014, 09:49:06 AM
I downloaded the video but until I can get it to start on one end in the editor, there isn't any hope of my making it work.
Title: Re: Specialized market buildings
Post by: RedKetchup on October 07, 2014, 10:15:38 AM
what you mean ?

take the fbx you sent me, put your .max save in the recycle bin ^^
and do same thing as me.

and if you cant do it..... i ll send you my fbx :)
Title: Re: Specialized market buildings
Post by: slink on October 07, 2014, 10:44:43 AM
Quote from: RedKetchup on October 07, 2014, 10:15:38 AM
what you mean ?

take the fbx you sent me, put your .max save in the recycle bin ^^
and do same thing as me.

and if you cant do it..... i ll send you my fbx :)

I mean that, as I have said twice before, the FBX file from the zip file, as I downloaded it from the 3-D model website, loads into my copy of 3ds MAX in the position that I posted a picture of here:

(http://worldofbanished.com/index.php?action=dlattach;topic=524.0;attach=4302)

I thank you for your offer of doing it for me, but as you correctly said earlier, if you do it for me I will not know how to do it correctly next time.  I want to do it correctly this time, but there is no way I can do exactly as you did when I am not starting where you started.  It doesn't matter what I do to the model, with vertices rotation on a mesh or with the toolbar rotation on polygons.  It still looks exactly the same in the game, which is not how it ever looked in my editor.
Title: Re: Specialized market buildings
Post by: RedKetchup on October 07, 2014, 10:51:17 AM
 ;D

took me almost 2 good months to learn how to use this 3d program, i am sure you ll do it in less than 25% long than me :)
how 3ds see things, and how the game see things... are 2 different things :)

but you fbx you gave me... it s yours ! it is not mine. it is part of your work.
you will also have to learn to export sometime just for re-importing. it is part of the process to make it BanishedGame compatible :)
99% of case, you cant do it without it :)
Title: Re: Specialized market buildings
Post by: slink on October 07, 2014, 10:58:06 AM
Quote from: RedKetchup on October 07, 2014, 10:51:17 AM
;D

took me almost 2 good months to learn how to use this 3d program, i am sure you ll do it in less than 25% long than me :)
how 3ds see things, and how the game see things... are 2 different things :)

How do I load the FBX file into the editor so it displays for me in the editor as it does in the game?
Title: Re: Specialized market buildings
Post by: RedKetchup on October 07, 2014, 11:00:34 AM
i edited my previous reply.


you clean your 3ds by choosing : "Reset" in the menu. (new doesnt reset everything, reset does)

and then you go in 'import' and go pickup your .fbx
Title: Re: Specialized market buildings
Post by: RedKetchup on October 07, 2014, 11:09:03 AM
also sometimes you will load something made by someone else and it will be in 4-5 parts, even if you group it and call mesh ... it wont be compatible with the game. you ll need to do all your edit, and when really rdy to put it in the game and check : you will need to export it as .OBJ and then reset your 3ds. and after you go back re-import your OBJ but with a check box checked : load as a single mesh' and everything will change and make it compatible with the game

that thing i just told you, changed completely how it worked for me, it was like : ALLELUIA !! everything started to flow as a charm :)
this is a big secret :) it took me a full month to discover it after weeks of frustrations ^^
Title: Re: Specialized market buildings
Post by: slink on October 07, 2014, 12:24:02 PM
Here are my steps. I reset before the first step.
Title: Re: Specialized market buildings
Post by: RedKetchup on October 07, 2014, 12:27:45 PM
this fbx is not the one you gave me. it has 106kb and the one you gave me has 57kb.
Title: Re: Specialized market buildings
Post by: slink on October 07, 2014, 12:40:25 PM
No, but it is the one I started with.  It is before I did all of the "wrong" things to which you alluded.

After another reset, I imported one of my saves from last night.  There it sits, looking normal.  In the game it sits on one end.

No matter what I do to any version of the file, it still sits on one end in the game.  And yes, I am copying over the saved and changed file to my modding directory, erasing the bin directory under SmallMarkets, and recompiling before testing.

Title: Re: Specialized market buildings
Post by: Pangaea on October 07, 2014, 12:46:11 PM
Perhaps not relevant here as you're using custom files, but I like to use a .bat file with /onlypkg when testing out compiles mods with the modkit, as then the modkit won't load files from resources but only use the pkms and pkgs.
Title: Re: Specialized market buildings
Post by: RedKetchup on October 07, 2014, 12:58:56 PM
but.........

maybe it s something about "2015" version ? something they did in that upgraded version and probably not a good thing ?

i have 2014 :P
Title: Re: Specialized market buildings
Post by: RedKetchup on October 07, 2014, 01:03:28 PM
i have a dog looking at this when i load it with 2014:

(http://worldofbanished.com/gallery/37_07_10_14_1_02_11.jpeg)

is it same for you ?
if on yours he stands on his 4 legs ... then 2015 is garbage lol ask a rebate or a 2014 version ^^
Title: Re: Specialized market buildings
Post by: slink on October 07, 2014, 01:06:55 PM
It had a lot of errors importing, but it looks like yours.

Title: Re: Specialized market buildings
Post by: RedKetchup on October 07, 2014, 01:09:06 PM
haha at least ^^ not totally garbage ^^

btw , if you pur your viewport as : Orthographic instead of perspective ? any changes ?
Title: Re: Specialized market buildings
Post by: slink on October 07, 2014, 01:12:04 PM
Aha!  I imported the OBJ version of the farmhouse and had the option to flip the z and y axis.  It was checked, so I unchecked it.  Now my farmhouse looks like your farmhouse.
Title: Re: Specialized market buildings
Post by: RedKetchup on October 07, 2014, 01:13:20 PM
HA! exactly as i see it !

now try to rotate scale and move as i show you

vertex, poly, edges, faces .... till you select all  the parts of the building.
Title: Re: Specialized market buildings
Post by: slink on October 07, 2014, 02:10:52 PM
Okay, it works!  As long as I avoid MAX files, anyway.  It means I have to re-create my points every time I start working on a new file, but I can live with that.  Points won't save to an OBJ file.
Title: Re: Specialized market buildings
Post by: RedKetchup on October 07, 2014, 02:16:44 PM
yeah. bah so ... good news ?

btw :

build_001, _002 ... are for the builders, the number you put = the number of builders allowed to build the building (not set inside the .rsc files)

the use_001, _002... are for using the building , like place citizen drop resources in the building, or where he goes when he is creating a resource like 'honey'

the create_001, 002... are where the new resources created appear on the map, where 'it spawns'

for a market you dont use any create_ but you will use the use_ ones, always better to have 4-5 of these ones. and 0 create_ since you dont create anything in a market.

and smoke1 , smoke2 are for the smoke from chimney. better to use 1 ... 2 ... 3 than 'none' like 'smoke' it tends to bug out(sometimes), always prefer to use 'smoke1' and if need a 2nd chimney, then use 'smoke2' :)
Title: Re: Specialized market buildings
Post by: slink on October 07, 2014, 02:26:30 PM
Yes, good news.  Thank you so much.  :D  You gave me the idea when you spoke about using OBJ files to make one mesh out of several.  I thought, "what if I import the OBJ file instead of the FBX file?" and that worked, as we agreed.  Then I made some changes and saved it to MAX.  I tried the exported FBX from that in the game and it worked but not enough shrinking, so I loaded the MAX file and tried more shrinking.  Nothing happened, just like before.  I went back to the original OBJ file and went through the steps over again, except this time I saved to an OBJ file and lost the points.  Each time I reloaded from the OBJ file and the changes I made showed up in the game.  Maybe something else was the problem, but this works.  FINALLY!
Title: Re: Specialized market buildings
Post by: RedKetchup on October 07, 2014, 02:43:30 PM
finally !

and will all my tricks ( i learned with my blood and my sweat...) ^^^you ll get in 1 week what it took me in 2 months ^^ lol
Title: Re: Specialized market buildings
Post by: slink on October 07, 2014, 05:25:45 PM
The general store works now, although it is too dark and the "to be built" surface underneath does not disappear when it is completed.  I have started on another one with lots of individual materials.  I started to follow your example in the little house, but I got confused part way through and will have to start over.  But I did reduce the model to one mesh, so that lesson was learned.  I am tired now, so no more for tonight.  We got up early this morning to take my husband to the physician.  He had strained the tendons in his hands and arms, and he could not sleep for two nights because of the pain.  He has medicine now and went back outside this afternoon to work more.  ::)  But hopefully he will sleep tonight, and the work needs to be done.  It involves shoveling dirt.  I could help but my arms are too weak to break up and spread so much dirt very quickly.  The most I can shovel are wood chips, and I did that part already.

WINTER IS COMING!
Title: Re: Specialized market buildings
Post by: irrelevant on October 07, 2014, 05:31:34 PM
@slink Shoveling dirt, or compost, or mulch, or pretty much anything is a nightmare, and gets worse every year. I had an enormous shoveling project last year (something I could have done ten years ago without really thinking about it), and it really hurt me, so I definitely sympathize with your husband. Hope he has some good drugs and recovers quickly.

Congratulations on your breakthroughs here, and well done @RedKetchup as well, for your patient tutoring.

Really looking forward to this mod; this is what I'm waiting on to start a new town. No pressure or anything!  ;D
Title: Re: Specialized market buildings
Post by: assobanana76 on October 08, 2014, 03:07:44 AM
ok .. too complicated to translate 7 pages with Google Translate ...  ;D
but .. you're working with animals finally free ??
Title: Re: Specialized market buildings
Post by: slink on October 08, 2014, 05:46:19 AM
No animals were released in the process of making this mod.   ;D

I think I might be able to get six buildings together today, but no promises.  I am going to remake the one building with different proportions and give it different skins.  If they all look good, it will be finished.  I hope.   ;)
Title: Re: Specialized market buildings
Post by: irrelevant on October 08, 2014, 05:48:35 AM
@assobanana76 if you want free range farm animals, you can build a pasture, put some animals in it, and then delete the pasture. They won't wander around, but they will stand around grazing and doing nothing else.
Title: Re: Specialized market buildings
Post by: Bobbi on October 08, 2014, 06:21:08 AM
I never thought of that. Works for the orchards.
Title: Re: Specialized market buildings
Post by: assobanana76 on October 08, 2014, 07:42:05 AM
Quote from: irrelevant on October 08, 2014, 05:48:35 AM
@assobanana76 if you want free range farm animals, you can build a pasture, put some animals in it, and then delete the pasture. They won't wander around, but they will stand around grazing and doing nothing else.
really???
are u jocking me???
I ask this to 3 month!!!
really??? animals free in my vegan village????
isn't possible!!
Title: Re: Specialized market buildings
Post by: assobanana76 on October 08, 2014, 07:44:58 AM
Quote from: slink on October 08, 2014, 05:46:19 AM
No animals were released in the process of making this mod.   ;D

I think I might be able to get six buildings together today, but no promises.  I am going to remake the one building with different proportions and give it different skins.  If they all look good, it will be finished.  I hope.   ;)
LOL  ;D ;D ;D
and what about the dog??
six new buildings?? can't wait!!!
great!!
Title: Re: Specialized market buildings
Post by: Mahnogard on October 08, 2014, 08:01:49 AM
Quote from: irrelevant on October 08, 2014, 05:48:35 AM
@assobanana76 if you want free range farm animals, you can build a pasture, put some animals in it, and then delete the pasture. They won't wander around, but they will stand around grazing and doing nothing else.

And then can you build where they are? So with proper planning I could have a town square full of cows?

That is awesome. I am so doing this.
Title: Re: Specialized market buildings
Post by: irrelevant on October 08, 2014, 08:02:46 AM
They won't necessarily end up where you want them to be, and they won't reproduce and will eventually die out, but sure.
Title: Re: Specialized market buildings
Post by: Bobbi on October 08, 2014, 09:24:13 AM
Ohhh that's sad, they die? Still, good for screen shots
Title: Re: Specialized market buildings
Post by: irrelevant on October 08, 2014, 09:32:51 AM
All things must pass. ;)
Title: Re: Specialized market buildings
Post by: slink on October 08, 2014, 11:43:54 AM
Deleted in favor of a new, uglier but smaller, version 0 below.

Title: Re: Specialized market buildings
Post by: Pangaea on October 08, 2014, 12:24:10 PM
Quote from: irrelevant on October 08, 2014, 05:48:35 AM
@assobanana76 if you want free range farm animals, you can build a pasture, put some animals in it, and then delete the pasture. They won't wander around, but they will stand around grazing and doing nothing else.

There was an odd occurance in my game. A cow was seen roaming around free in the south-west part of the map, and suddenly she had gotten a calf (is that the right word?). The calf ended up walking across the entire map to the pastured area in the NE, but the mother was still standing around. Have forgotten to check it out again the last few years, but I assume she is dead now. Very odd, though. I've never seen anything like that before.

Title: Re: Specialized market buildings
Post by: Pangaea on October 08, 2014, 12:31:17 PM
Quote from: slink on October 08, 2014, 11:43:54 AM
This file is too large to upload here, for some reason.  It is a 0th version of the mod.  Please give me feedback on the physical dimensions, internal capacity, and color of the buildings.  Thanks.   :)

Oh crap just copy and paste it!

ftp://www.drislink.com/storage/SJGL_Small Markets_0.zip

I don't see any new building choices?

Loaded it up in the modkit, saw nothing, so made sure the mod was selected and restarted it again (with /onlypkg) to make sure the menus is built right (there are still issues with it in the last patch too, as yesterday I had 4 crash-enducing non-buttons). But there was nothing after the restart either. Tried R and F with the normal market in case there was something done there, but no sight of any new buildings :(

Edit: Tried it in the normal game too, but I see no new building choices in any of the toolbars there either.
Title: Re: Specialized market buildings
Post by: slink on October 08, 2014, 01:41:21 PM
It's under storage buildings, last button.
Title: Re: Specialized market buildings
Post by: rkelly17 on October 08, 2014, 02:03:07 PM
Quote from: slink on October 08, 2014, 01:41:21 PM
It's under storage buildings, last button.

It isn't showing up there for me in first try. I'll go at it again.

I have Elfecutioner's (sp?) general store/farm stand as well as @RedKetchup's warehouse and grain silo loaded, so maybe they take up the space. I'll check without them and report back.
Title: Re: Specialized market buildings
Post by: slink on October 08, 2014, 02:08:06 PM
Okay, thanks.  *worried look*
Title: Re: Specialized market buildings
Post by: rkelly17 on October 08, 2014, 02:12:13 PM
No luck. Darn!

By the way I have 1.0.4 Build 141003 on Steam.

Thank you for all the work you've done on this. I've been trying to learn 3D modeling and the learning curve is unbelievable.
Title: Re: Specialized market buildings
Post by: slink on October 08, 2014, 02:50:26 PM
Tell me about it.  The least little mistake in how I handle the file and I have to revert to an older OBJ save because it stops working in the game.  I'm not even sure entirely what causes it except that keeping it in the default file type (MAX) is a sure kiss of death, at least in the 2015 version of the editor.

Right now I am trying to figure out how to make the intermediate building types display (foundation and partial progress), and I haven't had any success.  I see in @RedKetchup's little house files that he doesn't seem to have gotten it to work either.  I built meshes for the two stages, named them appropriately, and substituted them in the rsc files.  They compiled properly, but the models don't display and the game locks up when the building is completed.  Obviously the two new parts are not beneficial in the way I have them.
Title: Re: Specialized market buildings
Post by: RedKetchup on October 08, 2014, 03:32:10 PM
strange i heard my name again ^^
thats what took my out of my sleep ^^

what i do to make build01 and build02 ?

once i completed my building and nothing more to do with it, no more move , no more scale, not adding a piece of wood.

then i do my buildXX

i make sure than i am not in any editing mode, and i place myself in mode create. very important. you need to make 2 copy (clone) of your building, moving them at your screen ONLY but not in the game. i select my building (again make sure you are in create mode, not modify) i right click to call the submenu and i choose clone. i select 'copy' (NOT instance) and i call it build01 and a new building is created right ontop of the main mesh building. i do a right click and i choose 'move' and i move it from the original building. i usually put it 2 line futher on the plan. and then on this build01 building i do a right click and i clone again and i call it build02 and i move it between the build01 and mesh.

if you did correctly, at your screen should have 3 buildings all seperate, in the game you have 3 building exactly ontop of each other.
and i start to demolish build01 to the foundations. and build02 midway.

let met know if i need to do another youtube video :)
Title: Re: Specialized market buildings
Post by: Pangaea on October 08, 2014, 03:38:31 PM
Quote from: slink on October 08, 2014, 01:41:21 PM
It's under storage buildings, last button.

Nothing shows up for me, and I've checked every sub-menu (storage etc). The last button in the storage menu is TP. There are no new buttons anywhere in the toolbars. Does the same file work for you?
Title: Re: Specialized market buildings
Post by: RedKetchup on October 08, 2014, 03:42:26 PM
oh i see..... the mame of the package isnt bad ?? no _____ allowed i think.
Title: Re: Specialized market buildings
Post by: Pangaea on October 08, 2014, 03:48:11 PM
Hmm, don't think so, because "SJGL_No More Seeds" works, and there are both _ and spaces.
Title: Re: Specialized market buildings
Post by: RedKetchup on October 08, 2014, 03:48:36 PM
yup even if you take them out, its too late, you need to recompile without underscores
Title: Re: Specialized market buildings
Post by: RedKetchup on October 08, 2014, 03:49:22 PM
oh i didnt see the space
Title: Re: Specialized market buildings
Post by: Pangaea on October 08, 2014, 03:51:33 PM
Tried renaming it to SJGLSmallMarkets.pkm and it still doesn't work -- but I don't know if it would even work to rename mods like this. Would that invalidate them?
Title: Re: Specialized market buildings
Post by: RedKetchup on October 08, 2014, 03:54:18 PM
yup, tried it too. no space no underscore, no space with underscore... it s all too late.

need to be recompiled without space and strange caracters. i thought we discussed that when we try to implement a naming convention. we cant add any strange caracters
Title: Re: Specialized market buildings
Post by: slink on October 08, 2014, 03:57:03 PM
It works with underscores and spaces, and with renaming after the compilation.  Every mod I have uploaded to date has been compiled with a private name and then renamed to include spaces and underscores in the name.  Sorry to burst your bubbles.

I don't know why it isn't working for you, @rkelly17.

Title: Re: Specialized market buildings
Post by: RedKetchup on October 08, 2014, 04:00:42 PM
i dunno. that was my first impression. maybe it was a bubble like you says . but itsnt working for kelly, not working for me neither, and pangaea ? working for you ?
Title: Re: Specialized market buildings
Post by: slink on October 08, 2014, 04:11:27 PM
Rename it to smallmarkets, then.  From now on I will name my mods SJGLThisIsAMod1OhMyGodHowCanIReadThisWithNoSpacesOrUnderscores ...   ;D
Title: Re: Specialized market buildings
Post by: Pangaea on October 08, 2014, 04:14:56 PM
I tried to rename it, but it didn't work then either, so I think something has gone awry when it was compiled.
Title: Re: Specialized market buildings
Post by: RedKetchup on October 08, 2014, 04:15:20 PM
renamed it everything else still didnt made it work. i still have no icon anymore.
Title: Re: Specialized market buildings
Post by: slink on October 08, 2014, 04:31:10 PM
How is anyone using the No More Seeds mod?  That was compiled with the name "override", then renamed to "SJGL_No More Seeds".

This mod works for me, named back to smallmarkets which is the name it was compiled to.

PackageFile smallmarkets
{
String _name = "Small Markets";
String _author = "Slink";

Title: Re: Specialized market buildings
Post by: Pangaea on October 08, 2014, 04:45:04 PM
Your other mods that I've tried work fine, so I'm not sure what is wrong here, but if it doesn't work for any of us, I suspect something has gone wrong in the compiling process. Do you use the exact same file, and it works on your end?

I've tried it both in the modkit and the normal game, with original name and shorter ones, but it simply doesn't load, or doesn't work properly. I don't have that extra menu button. No other mods are loaded.
Title: Re: Specialized market buildings
Post by: slink on October 08, 2014, 05:36:36 PM
The exact same file, renamed back to smallmarkets.pkm, is working for me.  As a matter of fact, it was working for me with the other name, but at that time I had a newer version named smallmarkets.pkm and that was apparently allowing the old version to run.  When I removed the new version, the older, renamed, version, stopped working.  This is a new thing for me, because I have been renaming my mods on a regular basis.  Perhaps I compiled the No More Seeds with the previous version.  Or it may have had something to do with the crash that occurred when we loaded anything but an override, in the briefly available version.  That crash indicated that Luke had been messing with the mod handling system.  In fact, No More Seeds is an override rather than something completely new, so that fits the theory.  It is possible that overrides can be renamed now, but not anything new.

At any rate, naming the file you have back to smallmarkets.pkm should make it work again.  In the future I will be naming my files with the final name of the mod, as cumbersome as it is to type SJGL_Small_Markets or the like in every place it is apparently required with the newest version of the modding kit.  I have already tested that and it does work with underscores.  I will have to leave the version number out of the actual mod name from now on.  I don't want to go through those changes for every version.
Title: Re: Specialized market buildings
Post by: Fellow Villager on October 09, 2014, 12:40:51 AM
I have to problem with this (wonderful mod)

the first, I can't find the button....
the second, It's not compatible with specialized storage... :-[
Title: Re: Specialized market buildings
Post by: assobanana76 on October 09, 2014, 01:12:53 AM
Quote from: irrelevant on October 08, 2014, 05:48:35 AM
@assobanana76 if you want free range farm animals, you can build a pasture, put some animals in it, and then delete the pasture. They won't wander around, but they will stand around grazing and doing nothing else.
It works !!!! It works !!!!  :o :o
I have written thousands of threads asking for the freedom of the animals !!
what to expect you to give me the solution ??  >:( ;D

(http://cloud-4.steampowered.com/ugc/44233222347312857/FD1C7B5EBBC9C9B1DADA3CEADAB0AA4F14FC4C40/)

(http://cloud-2.steampowered.com/ugc/44233222347326529/F884F04196841CA35B59E8DB3D4567C2B1519B43/)

New Veganville will now be filled with chickens, cows, sheep, pigs, llamas, wild boars, hares finally free !!

THANKS!!!
Title: Re: Specialized market buildings
Post by: Fellow Villager on October 09, 2014, 02:07:59 AM
asso, cow was made to be eaten, not to wlk around... ;D
Title: Re: Specialized market buildings
Post by: assobanana76 on October 09, 2014, 02:40:05 AM
if you were able to kill them with your hands I would agree ..
if you just buy sliced ​​at the supermarket .... mmmmm ...
Title: Re: Specialized market buildings
Post by: Pangaea on October 09, 2014, 03:57:01 AM
Quote from: slink on October 08, 2014, 05:36:36 PM
The exact same file, renamed back to smallmarkets.pkm, is working for me. 

This worked, now I got the build choices showing up. I'm having a problem with assigning workers, though. The professions table is skewed, and I can't increase or decrease labourers, and only assign a max of 5 vendors, which isn't enough to fill all buildings. I had this problem before with a mod, so tried saving and reloading, and restarting many times with just this one mod selected (I started the game with only this mod too). But it still hasn't resolved itself, and I see the same when starting new games again as well. Thought this new patch was going to solve issues like this and the empty boxes on the toolbars menu, but it clearly hasn't, not fully.

I'll try to clear out all the mods in the registry and see if that does something, as there are probably many names just for this mod by now, for example.

;D ;D I see in the screenshot I was a bit quick on the trigger there, as there were five builders, not five labourers.... With 10 people, no wonder I couldn't assign more vendors :D
Title: Re: Specialized market buildings
Post by: assobanana76 on October 09, 2014, 03:57:53 AM
screenshot!! screenshot!!  :P
Title: Re: Specialized market buildings
Post by: irrelevant on October 09, 2014, 05:34:30 AM
Quote from: assobanana76 on October 09, 2014, 01:12:53 AM
Quote from: irrelevant on October 08, 2014, 05:48:35 AM
@assobanana76 if you want free range farm animals, you can build a pasture, put some animals in it, and then delete the pasture. They won't wander around, but they will stand around grazing and doing nothing else.
It works !!!! It works !!!!  :o :o
I have written thousands of threads asking for the freedom of the animals !!
what to expect you to give me the solution ??  >:( ;D
New Veganville will now be filled with chickens, cows, sheep, pigs, llamas, wild boars, hares finally free !!

THANKS!!!
@assobanana76 You're welcome! Now reclaim the pasture, and maybe you can use it again for sheep and then chickens?
Title: Re: Specialized market buildings
Post by: Fellow Villager on October 09, 2014, 06:16:16 AM
don't know why, but this mod seems to add nothing..gives only incompatibility with storage mod.....
I tried to disable everything except it, but nothing...and there is a strange thing: when i download it i can read "0 mega of 34,4".....the "0" grows but when it reach 34,4 mega the download doesn't stop!!!!!
Title: Re: Specialized market buildings
Post by: rkelly17 on October 09, 2014, 07:42:14 AM
@slink, I want this mod badly--and I really appreciate all the work you are doing. Do you have a current version to try out?
Title: Re: Specialized market buildings
Post by: slink on October 09, 2014, 08:16:39 AM
It's ugly right now, @rkelly17, because I am trying to make the textures smaller and also create a footprint that doesn't look like raw mud with ashes smeared around.  In the process, I had to remake the models and they aren't all where they should be.  And I don't have the nice faded whitewash color.  But with that, here is another version 0.

Removed in favor of replacement below.
Title: Re: Specialized market buildings
Post by: slink on October 09, 2014, 08:19:44 AM
Oh, and it is named the name it was created with.  No renaming necessary.   ;)
Title: Re: Specialized market buildings
Post by: irrelevant on October 09, 2014, 08:32:39 AM
Quote from: rkelly17 on October 09, 2014, 07:42:14 AM
@slink, I want this mod badly--and I really appreciate all the work you are doing. Do you have a current version to try out?
Me too! This mod is what I'm waiting on, to begin a new town; so, chop-chop, @slink !  ;)
Title: Re: Specialized market buildings
Post by: Bobbi on October 09, 2014, 09:47:46 AM
We will wait (im)patiently for your masterpeice  ;D
Title: Re: Specialized market buildings
Post by: rkelly17 on October 09, 2014, 11:34:34 AM
Quote from: slink on October 09, 2014, 08:16:39 AM
It's ugly right now, @rkelly17, because I am trying to make the textures smaller and also create a footprint that doesn't look like raw mud with ashes smeared around.  In the process, I had to remake the models and they aren't all where they should be.  And I don't have the nice faded whitewash color.  But with that, here is another version 0.

Thanks. I'm going to try it out ASAP--after Grandson's big football (Canadian style) this afternoon.

I'm going to do the registry cleaning trick and see if that makes any difference.
Title: Re: Specialized market buildings
Post by: slink on October 09, 2014, 11:59:40 AM
Here it is smaller yet, with improved textures.  Now I am going back to work on the models.  They don't all line up with the lots, and some of them don't seem to be what I recall saving.  I was too tired, I guess.
Title: Re: Specialized market buildings
Post by: slink on October 09, 2014, 02:33:35 PM
And here is version 1!   :)

Title: Re: Specialized market buildings
Post by: rkelly17 on October 09, 2014, 02:34:47 PM
Woo Hoo! It worked! Showed up in the menu. I'll try the latest version, too.

The football game was a nail biter! Grandson's team won on the 2nd last play of the game.
Title: Re: Specialized market buildings
Post by: slink on October 09, 2014, 02:35:41 PM
Quote from: rkelly17 on October 09, 2014, 02:34:47 PM
Woo Hoo! It worked! Showed up in the menu. I'll try the latest version, too.

The football game was a nail biter! Grandson's team won on the 2nd last play of the game.

Good on him for the win!   :D
Title: Re: Specialized market buildings
Post by: slink on October 09, 2014, 04:04:36 PM
Here are four color options.  The dark brown is the one that came with the building.  I didn't like that one, so I tried making it a lighter shade of brown.  That is still depressingly dark, but not so much.  The other two colors are the one that is in the current version 1, and the one that was in the version 0 that no one could load except me.  I've attached screenshots of the buildings in the four colors.  Comments are welcome.

Title: Re: Specialized market buildings
Post by: Bobbi on October 09, 2014, 05:43:16 PM
Option 3, I think. Thanks for all the hard work. They will be awesome when you are done!
Title: Re: Specialized market buildings
Post by: Bobbi on October 09, 2014, 05:56:26 PM
I downloaded the most recent version into my current game. Did not conflict (so far) with any other mods, including Elfecutioners smaller vendors building. Game saved with no problems. You must be anticipating a lot of vegetarians, produce store is the biggest one, meat market the smallest.  ;D
Title: Re: Specialized market buildings
Post by: slink on October 09, 2014, 06:04:27 PM
I wonder why it conflicts with someone else's markets?  He must be using the same name for one or more of the buildings.  I suppose I'll have to download his mod and poke around in it.   ???


Edit:
Aha.  I didn't need to poke around in it.  He's got a general store, and although I call mine a general market where everyone else can read it, it's called a general store inside.  I can fix that.  *smirk*

Title: Re: Specialized market buildings
Post by: Bobbi on October 09, 2014, 06:13:52 PM
I said it DIDN'T seem to have any conflict with Elf's mod. But I only played with it a minute. Did somebody else report a conflict?
Title: Re: Specialized market buildings
Post by: irrelevant on October 09, 2014, 06:35:57 PM
Yes, #3 or #4; the others are so dark. I like these buildings, a nice sleek feel.
Title: Re: Specialized market buildings
Post by: slink on October 09, 2014, 07:29:40 PM
My bad, @Bobbi, I thought I read "except for".  I guess I was expecting a conflict and so I read that there was one.  Duh.  Doesn't matter, it's a simple enough thing to change, to make sure no one ever conflicts with my buildings.   ;)
Title: Re: Specialized market buildings
Post by: Fellow Villager on October 10, 2014, 02:10:27 AM
this is a terrific mod slink. if I can suggest something, I think that you can make market specific for blacksmith, and one for tailor.....but these are detail...
love u :-D

however, the only conflict i can see is with specialized storage mod...
Title: Re: Specialized market buildings
Post by: rkelly17 on October 10, 2014, 06:13:11 AM
Quote from: slink on October 09, 2014, 04:04:36 PM
Here are four color options.  The dark brown is the one that came with the building.  I didn't like that one, so I tried making it a lighter shade of brown.  That is still depressingly dark, but not so much.  The other two colors are the one that is in the current version 1, and the one that was in the version 0 that no one could load except me.  I've attached screenshots of the buildings in the four colors.  Comments are welcome.

I am a fan of lighter versions as those look most like the wooden buildings already in the game.

Quote from: Bobbi on October 09, 2014, 06:13:52 PM
I said it DIDN'T seem to have any conflict with Elf's mod. But I only played with it a minute. Did somebody else report a conflict?

I'm using Elf's "Smaller Buildings" alongside @slink's and no problems. Admittedly, I didn't get in much playing time yesterday, but no crashes or glitches here. I have two town squares laid out which I should be able to finish building today and can post pictures later.

Now I'm going to be a real pest and cause @slink to want to reach out through the internet and choke the life out of me.  ::)  @slink, what would you think of combining the fruit and vegetables (and maybe grain) into one building? I love the buildings and the flexibility in design they provide, but the current number takes up a lot of room around the square and requires a lot of stockpiled building materials to build and a lot of workers to staff. Maybe four stores in total? Feel free to tell me exactly where I can shove this "helpful suggestion" should you so desire.  :)
Title: Re: Specialized market buildings
Post by: Bobbi on October 10, 2014, 06:16:46 AM
I thought the whole point was to have more buildings for our main streets/town squares? I loves buildings.
Title: Re: Specialized market buildings
Post by: rkelly17 on October 10, 2014, 06:19:27 AM
Quote from: Bobbi on October 10, 2014, 06:16:46 AM
I thought the whole point was to have more buildings for our main streets/town squares? I loves buildings.

Well, of course, but everything in moderation. Plus I have to leave room for whatever the library/school/?  building @RedKetchup is working on. And I like "beer gardens" (that's going to be my next brilliant mod sugestion) and then there is . . . .
Title: Re: Specialized market buildings
Post by: slink on October 10, 2014, 07:49:45 AM
I can add some more combinations, if everyone is happiest with the vaguely redwood color.  I've been thrashing around trying to introduce a second color option and so far neither way has succeeded.  *gazes thoughtfully off into the distance*  I think I know why the one method is failing.  It is not meant for multiple skins but rather for multiple meshes.  What I don't understand is why adding the word "blue" to the file names under models causes the compiler to revert to asking for a file by the name of the skin that was exported with the mesh from 3ds MAX.  I'm not using that file with the red copy of the mod, and it works fine.  In any event, the blue color was supposed to be passed off as faded whitewash.  It is really too blue for that, which is probably why I like it.  My own house is pale blue.  I don't feel they have the ability to make blue pigmented house coatings.  Whitewash and clay colors such as red are about at their level of technology, in my opinion.
Title: Re: Specialized market buildings
Post by: slink on October 10, 2014, 09:23:41 AM
Okay, it is live now, as version 2 with three more markets added.   :)
Title: Re: Specialized market buildings
Post by: slink on October 10, 2014, 09:29:59 AM
Now, @rkelly17, which parts did you want to see in the raw format?  All of it?  Here it is.  I have no idea why it is so much smaller before it is compiled than afterward.  I guess I was not efficient, or something?  Or maybe text file zips up tighter than binary files.  Anyway, here it is.  If you have any questions, I might be able to answer them.
Title: Re: Specialized market buildings
Post by: slink on October 10, 2014, 09:32:07 AM
Oh, and someone let me know if this mod still conflicts with the specialized markets mod.  What does that mod do, anyway?
Title: Re: Specialized market buildings
Post by: rkelly17 on October 10, 2014, 12:07:52 PM
Thanks for the updates and raw files (I'm going to use them as "Learn by Example"). Here are pictures as promised--this is version 1.

My first "slinkized" square from all four corners:
Title: Re: Specialized market buildings
Post by: slink on October 10, 2014, 12:38:04 PM
Wonderful, @rkelly17!  :D  I hope the new footprint and the three new buildings (actually re-treads of the models, but the contents are different) make it look even better.
Title: Re: Specialized market buildings
Post by: rkelly17 on October 10, 2014, 04:21:37 PM
So here is a "crossroads" village using version 2. You'll note @RedKetchup's Little Chapel to make the small farming village look complete.

By the way, a game saved with version 1 protested violently when I tried to load it with version 2, so I moved  on. The Farm Market (foods) vendor in version 2 may not be getting meat/proteins. I built a meat market after watching for awhile, but I need to do a more extensive test.

@slink, you are the best. This is so much  what I was looking for. Thank you. Now I have to start thinking of even more work for other people to do.

Title: Re: Specialized market buildings
Post by: slink on October 10, 2014, 05:00:54 PM
Version 1 didn't have so much of my mark on the routines.  I tried to mark things as mine (SJGL) so they would not overlap with other mods.  I did not go down to the lowest level because I started running into a problem that I did not understand until I was actually packing it up for posting.  By then it was too late for that version.  But a few parts labelled with SJGL in Version 2 is still enough to blow Version 1 out of the water.

Well duh, I entered the word "Meat" in the farm market instead of "Protein".  The meat market is okay, though.  That goes in a patch, eventually.  The meat market is a small building, though, so you aren't suffering too much for the time being.   ;)

I know what you want next.  Here is a sneak preview.  It makes Ale from wheat and herbs.  Sorry about no barley and hops, but that's not within my skill set at this time.   ;D


Title: Re: Specialized market buildings
Post by: irrelevant on October 10, 2014, 05:23:29 PM
Nice! @ both of you!
Title: Re: Specialized market buildings
Post by: Bobbi on October 10, 2014, 08:00:57 PM
Love love love the brewery! The look fits in well with the Banished buildings!  :-*
Title: Re: Specialized market buildings
Post by: Fellow Villager on October 11, 2014, 03:26:14 AM
very cool! I wait the release!

I have a question: I use the butcher, and so there is the resource "pig", "sheep" etc etc, that goes to the butcher...this kind of resources are collected by one of this markets?
Title: Re: Specialized market buildings
Post by: slink on October 11, 2014, 04:44:50 AM
@Fellow Villager, yes, the Meat Market will collect those.  Eventually the Farm Market will also, but right now it does not.
Title: Re: Specialized market buildings
Post by: RedKetchup on October 11, 2014, 04:45:18 AM
if the pig meat or the butcher meat is flag 'protein' yeah will be
Title: Re: Specialized market buildings
Post by: Fellow Villager on October 11, 2014, 05:42:32 AM
but new raw version is not available to install? i don't know how
Title: Re: Specialized market buildings
Post by: RedKetchup on October 11, 2014, 05:46:26 AM
Quote from: slink on October 10, 2014, 05:00:54 PM

I know what you want next.  Here is a sneak preview.  It makes Ale from wheat and herbs.  Sorry about no barley and hops, but that's not within my skill set at this time.   ;D

but still have all the markets to finish :) a week or 2 i guess :)
Title: Re: Specialized market buildings
Post by: slink on October 11, 2014, 05:56:39 AM
@Fellow Villager

The compiled version is under Mod Downloads.   :)

http://worldofbanished.com/index.php?action=downloads;sa=downfile&id=18 (http://worldofbanished.com/index.php?action=downloads;sa=downfile&id=18)
Title: Re: Specialized market buildings
Post by: Fellow Villager on October 11, 2014, 05:57:59 AM
really really nice!
Title: Re: Specialized market buildings
Post by: RedKetchup on October 11, 2014, 06:25:34 AM
it is not final ? ......
Title: Re: Specialized market buildings
Post by: irrelevant on October 11, 2014, 07:31:34 AM
Is the storage cap of the small market buildings still 1000 each?
Title: Re: Specialized market buildings
Post by: rkelly17 on October 11, 2014, 07:57:02 AM
Quote from: slink on October 10, 2014, 05:00:54 PM
I know what you want next.  Here is a sneak preview.  It makes Ale from wheat and herbs.  Sorry about no barley and hops, but that's not within my skill set at this time.   ;D

Oh you temptress!  ;D

I really don't know whether I will be capable of patiently waiting for this. Once this is out the citizens can have a nice Hefeweizen or two while waiting for barley and hops. [emoticon for slightly inebriated contentment]

By the way, in this brewery will wheat continue to be so inefficient for brewing?
Title: Re: Specialized market buildings
Post by: slink on October 11, 2014, 09:56:23 AM
@rkelly17, no, 1 whatever of ale will be made from 10 whatevers of wheat and 1 whatever of herbs.  Given that the Banished Ones only eat about 100 whatevers per year of everything put together, and drink 1 whatever of ale all in one go, it makes no sense to require 100 whatevers of wheat for 1 whatever of ale.  I almost imagine that was a typing error.  I'd hate to think how "contented" I would be if I drank, all at once, all of the ale that could have been made from my entire food supply for a year.   ;D
Title: Re: Specialized market buildings
Post by: slink on October 11, 2014, 10:01:06 AM
Quote from: irrelevant on October 11, 2014, 07:31:34 AM
Is the storage cap of the small market buildings still 1000 each?

Not for all of them.  That can change for those that are capped at 1000.  Your wish is my command.  No demolition would be required.   ;)
Title: Re: Specialized market buildings
Post by: irrelevant on October 11, 2014, 10:05:42 AM
No change needed, I was just wondering. The limit seems appropriate given the low construction cost and the flexibility they provide.
Title: Re: Specialized market buildings
Post by: slink on October 11, 2014, 10:07:16 AM
Well, some of them were made larger because the items stored there take up more room.  It seemed silly for an industrial market to be keeping three stone blocks, two pieces of iron, and a log (to exaggerate a little).
Title: Re: Specialized market buildings
Post by: rkelly17 on October 11, 2014, 04:12:07 PM
For pictures of the vendors in action: http://worldofbanished.com/index.php?topic=551.0

Thank you for these @slink. I've been having so much fun.
Title: Re: Specialized market buildings
Post by: slink on October 11, 2014, 04:29:17 PM
You are welcome, @rkelly17.  Feel free to try the beta brewery.  It's pretty much okay except that the smoke doesn't come out of the right spots.  It's levitating from the chimneys.
Title: Re: Specialized market buildings
Post by: RedKetchup on October 11, 2014, 04:41:09 PM
if they are levitating, you mean floating over the chimney ? then bring the box dummy closer to the ground. (even if it means to put it at 6 inches from the ground ^^)
Title: Re: Specialized market buildings
Post by: slink on October 11, 2014, 04:44:56 PM
As I said, creating new smoke points and moving them to a lower and more forward position before including them in the group with points did not move where the smoke is coming out in the game.  Maybe it requires a much greater movement, but not tonight.   ;)
Title: Re: Specialized market buildings
Post by: Fellow Villager on October 12, 2014, 05:51:54 AM
does the tailor shop collect every textile? also cloth?
Title: Re: Specialized market buildings
Post by: slink on October 12, 2014, 06:16:08 AM
The tailor shop should collect everything flagged Textile inside its definition.

Edit:

Here is the set of flags for what the standard barn will hold.

RawMaterialFlags _storageFlags = Edible | Tool | Health | Clothing | Textile;
Title: Re: Specialized market buildings
Post by: Fellow Villager on October 12, 2014, 07:01:50 AM
got it, thx
Title: Re: Specialized market buildings
Post by: RedKetchup on October 12, 2014, 07:04:54 AM
did you succeeded to fixed your smoke points, Slink ?
Title: Re: Specialized market buildings
Post by: slink on October 12, 2014, 07:56:52 AM
Doesn't it look like it in the screenshot?  YES.
Title: Re: Specialized market buildings
Post by: assobanana76 on October 16, 2014, 03:58:44 AM
Quote from: irrelevant on October 09, 2014, 05:34:30 AM
Quote from: assobanana76 on October 09, 2014, 01:12:53 AM
Quote from: irrelevant on October 08, 2014, 05:48:35 AM
@assobanana76 if you want free range farm animals, you can build a pasture, put some animals in it, and then delete the pasture. They won't wander around, but they will stand around grazing and doing nothing else.
It works !!!! It works !!!!  :o :o
I have written thousands of threads asking for the freedom of the animals !!
what to expect you to give me the solution ??  >:( ;D
New Veganville will now be filled with chickens, cows, sheep, pigs, llamas, wild boars, hares finally free !!

THANKS!!!
@assobanana76 You're welcome! Now reclaim the pasture, and maybe you can use it again for sheep and then chickens?
I'll do in my new city!!!
all the animals free!!
but.. if I rebuild the pasture of cows is not that then come back inside?
Title: Re: Specialized market buildings
Post by: irrelevant on October 16, 2014, 04:02:48 AM
Not if you don't set it to take cattle.
Title: Re: Specialized market buildings
Post by: assobanana76 on October 16, 2014, 04:08:33 AM
Quote from: irrelevant on October 16, 2014, 04:02:48 AM
Not if you don't set it to take cattle.
so I should be reaching the upper limit on the pasture of cows, pretend demolition and rebuild it for chickens and so on ..
never rebuild it for the free animals, or they take up inside ..
Title: Re: Specialized market buildings
Post by: Pangaea on October 16, 2014, 05:20:19 AM
Will the animals keep breeding if you do this? If not, the pack will simply die after a few years.
Title: Re: Specialized market buildings
Post by: slink on October 16, 2014, 02:37:23 PM
Quote from: assobanana76 on October 09, 2014, 02:40:05 AM
if you were able to kill them with your hands I would agree ..
if you just buy sliced ​​at the supermarket .... mmmmm ...
I killed the rabbits that I raised, with my bare hands (and a hatchet).  Does that make me better than someone who buys rabbit meat at the supermarket?

I stopped raising rabbits for meat because I had a nightmare that I don't care to discuss with the general public, but I still eat meat.  I just feel now that it is wrong for me to kill what I nurture.
Title: Re: Specialized market buildings
Post by: irrelevant on October 16, 2014, 04:03:40 PM
Quote from: slink on October 11, 2014, 10:01:06 AM
Quote from: irrelevant on October 11, 2014, 07:31:34 AM
Is the storage cap of the small market buildings still 1000 each?

Not for all of them.  That can change for those that are capped at 1000.  Your wish is my command.  No demolition would be required.   ;)
I'm using a Farm Market; its capacity is 10,000!
Title: Re: Specialized market buildings
Post by: assobanana76 on October 20, 2014, 01:27:39 AM
what I meant is that 90% (including me before I opened my eyes) do not even think about what's behind a slice of ham ..
it is just something you put in your shopping cart ..
you do not think about the suffering of the animal ..
those who have the courage to kill an animal with his own hands, he obviously has a conscience carnivorous, blame him, but I can understand ...
Title: Re: Specialized market buildings
Post by: slink on October 20, 2014, 05:47:12 AM
Quote from: assobanana76 on October 20, 2014, 01:27:39 AM
what I meant is that 90% (including me before I opened my eyes) do not even think about what's behind a slice of ham ..
90% do not think about much of anything.   ;D
Title: Re: Specialized market buildings
Post by: Pangaea on October 20, 2014, 09:43:02 AM
Put it this way, there is a reason meat in shops (almost) never looks like an animal. It gives associations the producers don't really want us to have ;)
Title: Re: Specialized market buildings
Post by: slink on October 20, 2014, 10:24:03 AM
I remember once, when I was a teenager and experimenting with cooking different foods, I served a whole eel for supper.  It was skinned, gutted, cooked, and in every way an attractive piece of meat, in my opinion.  My mother ordered me to take it back to the kitchen and cut it into chunks.  She said she was not eating anything that looked that much like a snake.  I did as I was told, but I was baffled.  It just looked like a snake cut into chunks after I was done.   ;D

Then there was the time when I lectured on the ink sack in squids during a squid dinner.  That went over big, too.
Title: Re: Specialized market buildings
Post by: assobanana76 on October 21, 2014, 12:57:59 AM
this is the problem .. people don't want the problem consciously ..

I remember early on vegan ..
in the canteen when I ask: "there is no meat in this?"
and the cook told me: "no!! only pasta, beans and.... ham" !!!!!  >:( ;D
Title: Re: Specialized market buildings
Post by: Fellow Villager on October 31, 2014, 08:51:11 AM
slink there is a problem with tailor market...it doesn't work...i tried almost every market and they are ok, textile market don't...please i love this mod fix it
Title: Re: Specialized market buildings
Post by: slink on October 31, 2014, 09:18:23 AM
The lastest version has the fixed tailor's shop.   :)
Title: Re: Specialized market buildings
Post by: Fellow Villager on October 31, 2014, 10:22:57 AM
damn, i have old version!
Title: Re: Specialized market buildings
Post by: BlackRhino on September 29, 2020, 10:51:27 AM
Sorry to bump a 6 year old thread but I've been trying to make this mod for 3 days, but it's already been made! This is AWESOME and exactly what I was trying to make!

(also I need to make a reply to keep my account active so this seems like a good way to do that)

big love
x