World of Banished

Conversations => Suggestions and Mod Ideas => Topic started by: embx61 on June 04, 2018, 05:33:53 PM

Title: EMBX61's New Work in Progress Thread
Post by: embx61 on June 04, 2018, 05:33:53 PM
The other progress thread is rather old so I decided to start a new one.
I am currently working on some production building sets which complement the Village Set as I had planned last year.

A new Water Well, Salt mine, Shoemaker, Tannery, and Oil Press are the first few new buildings I am working on.

Things are progressing okay but I am a bit slow after about 9 months of absence.

The oil Press in 3DS Max.
(http://worldofbanished.com/gallery/474_04_06_18_5_43_03.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on June 04, 2018, 05:43:28 PM
EB can you check the trade values of the cured leather and saddles while you are at this? i think saddles are trading lower than the cured leather.
i am using the pieces not the full set.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on June 04, 2018, 06:00:24 PM
I have a spreadsheet with all the numbers in there in the download section.


Saddles are 17 - Cured Leather is 20.


Uneducated makes 2 saddles out of 2 cured leather so is a loss of 3 each. (I like doing this so once in a while  ;)
Educated make 3 saddles so a profit of 3.67 each.


I leave the leather worker mod(s) in place but honestly the pouches and saddles are trade only so far and a bit meh because of that.
I not planning to make a leather works for the village set.
The upcoming shoemaker (Sort of replacement for the leather worker) will produce shoes and boots as clothing so have a real use.
Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on June 04, 2018, 06:55:03 PM
that doesn't replace. it adds to it. will work well with KIDD's wild west set. now if only someone will do more indian stuff  :D
Title: Re: EMBX61's New Work in Progress Thread
Post by: rkelly17 on June 05, 2018, 09:23:43 AM
That's a nice looking oil press, @embx61. I like the back-woodsy, kind of weather-worn look for Banished.
Title: Re: EMBX61's New Work in Progress Thread
Post by: Goblin Girl on June 05, 2018, 09:43:23 AM
I love the ridgepole! 
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on June 06, 2018, 06:21:49 AM
@rkelly17


Thanks,


The whole Village Set, Bridges has that kind of look.


Almost 3 buildings done (Water Well, Oil Press, and a Shoemaker)
Then I start on a Salt Mine and a Tannery.
Title: Re: EMBX61's New Work in Progress Thread
Post by: Paulo on June 06, 2018, 06:24:22 AM
It looks great, nice to see you back :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: BlueFireChelle on June 08, 2018, 12:07:22 AM
oooh, looks good! I'll be following along for updates. I'm very new to Blender, so I love looking at screenshots from within 3ds and similar programs. I'd always admired the work that modders did but it wasn't until I tried creating my own models that I realised just how much skill is involved. You are all amazing.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on June 10, 2018, 04:35:22 PM

Working on a Sandpit.


(http://worldofbanished.com/gallery/474_10_06_18_4_22_45.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: elemental on June 10, 2018, 04:53:37 PM
I'm looking forward to seeing your new buildings.  :)

If you are doing things that sit in the water, please consider making them fade to invisible under the water. It makes them look so much better in game. DS knows how to code it if you aren't familiar with this feature.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on June 10, 2018, 05:22:37 PM

Has that something to do with the material? Use OpaqueInWaterMaterial.rsc instead of OpaqueMaterial.rsc?


I think i read about it a while ago but forgot which thread.



Title: Re: EMBX61's New Work in Progress Thread
Post by: Discrepancy on June 11, 2018, 12:18:28 AM
Yes that is it :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: Gatherer on June 11, 2018, 12:32:57 AM
Nice work @embx61 ! Will the borders sit on tile edge?
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on June 11, 2018, 05:30:44 AM
Thanks @Discrepancy


The Pit is 7x7 and the outer edges are at the edge of the tiles so a road will touch them.
Title: Re: EMBX61's New Work in Progress Thread
Post by: kid1293 on June 11, 2018, 05:57:21 AM
Just a thought. A small quirk :)

What if you use vanilla thatch?
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on June 11, 2018, 06:24:08 AM
That thatch is nice but if I use it I will have to redo all the buildings from the village sets to stay with the theme.
The thatch I use are on 2 combined textures so it will be a lot of work to change it all.



But I saved the png and probably use it some later for some other buildings not related to the village set.


Title: Re: EMBX61's New Work in Progress Thread
Post by: kid1293 on June 11, 2018, 06:26:37 AM
Okay :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: Goblin Girl on June 14, 2018, 05:24:15 AM
I don't find that having different thatch textures reduces the "realism" at all.  I mean, if you look at a village with thatched buildings, they weren't all done at the same time, so they'll be different colors.  And different thatchers developed their own unique patterns as a signature of their work. 
Title: Re: EMBX61's New Work in Progress Thread
Post by: elemental on June 14, 2018, 05:57:24 AM
EB's textures (thatch and wood and everything else) look great, even better than vanilla. But at the same time EB buildings and vanilla buildings can sit next to each other without looking out of place.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on June 18, 2018, 05:03:18 AM
The creativity is a bit lost after my long absence.
No worry though because I know it will return but things are going a bit slow at the moment.
I work on several projects on and off to try to get back in the flow.


@Goblin Girl
You are right but at the same time if I have several buildings in a themed set and some will not have a certain thatch texture I will finally end up with all F Key variants for every building because some players want all the building roofs to match. This is one of those things whatever i do it will not please everyone.


Some will not care to mix the several thatch roofs, but others want about every building to match the thatch.
I will see if I can add 1 or 2 more thatch roofs to the houses and 3x4 houses to make 3 or 4 variants so to give some more choices.
Title: Re: EMBX61's New Work in Progress Thread
Post by: Goblin Girl on June 18, 2018, 11:39:24 AM
All I know is that the images you posted are beautiful, and I want those buildings in my game.  No pressure, I'm just saying I look forward to your new stuff, whether it matches or not.   ;)
Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on June 26, 2018, 12:37:36 PM
what are you working on? what is your monument building? RED has the white house,DS has the GLOBE theater, KID has a few including his monestary.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on July 14, 2018, 06:09:59 AM

Working on a new Quarry. The sign is a small ghosted mesh so different names are possible.
I like the players to choose four names and I will compile a small mod for them with 4 names they can choose to put on the quarry wall. Details will follow soon.
I also in the process of stripping the wooden houses from the Village set as 3 separate houses addons (Light, Medium, and dark wood color)


All will still reside under the Village set themed toolbar as it was before.


I added 1 wood color to the 4x4 set so light, medium and dark wood set of 6 houses and they will have 5 thatched roof textures for all through F key.
(http://worldofbanished.com/gallery/474_14_07_18_5_42_54.jpeg)


(http://worldofbanished.com/gallery/474_14_07_18_6_08_54.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: elemental on July 14, 2018, 06:31:02 AM
Quarry looks very good. Is that ground texture supposed to be stone? It's very flat and square and it makes the whole thing look very clean and neat. Perhaps too clean and flat and neat? The buildings and the stone that is being excavated look great though.
Title: Re: EMBX61's New Work in Progress Thread
Post by: Abandoned on July 14, 2018, 06:44:14 AM
@embx61 Wow, you have been busy  :)  Looks great
Title: Re: EMBX61's New Work in Progress Thread
Post by: Gatherer on July 14, 2018, 06:46:37 AM
Perhaps the texture should be extended throughout the footprint? And some excavated stone piles placed on the upper part of the footprint. The building with a sign could also work as a standalone structure functioning as a barn or a warehouse where players could define how much and which resources to store.

Love the name on the sign!!! ;D
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on July 14, 2018, 06:47:24 AM
Yeah, I first had the same texture as the walls but looks quite busy on the floors so used the texture for the stone.
I still looking into it and maybe change it back and do a screenshot to see what players think.


I can see if I can add some vertices on the sides to rough it up somewhat so it not looks so square.



Title: Re: EMBX61's New Work in Progress Thread
Post by: Gatherer on July 14, 2018, 06:52:39 AM
You could try to give the upper part floor a sand/dirt type texture.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on July 14, 2018, 07:06:20 AM
Some changes.


(http://worldofbanished.com/gallery/474_14_07_18_7_04_08.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: galensgranny on July 14, 2018, 07:39:17 AM
Your new things look great, of course, @embx61 !   :) Very glad to see some more roof choices on the houses. I like the orange one.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on July 14, 2018, 07:47:14 AM
Thanks Granny :)


6 houses in 3 wood color textures each x 5 thatched roof variants on each = 6x3x5 = 90 combinations.  ???


Three sub toolbars under the village housing toolbar for the 3 wood colors with on those the six houses each.
The thatch roof will be F key so no more then 5 F key presses to cycle through the thatch roofs.

Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on July 14, 2018, 08:59:50 AM
thats ALOT better :)


Castle Rock..... Shining Rock would also have been good ^^
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on July 14, 2018, 09:40:35 AM
I like quarry new texture a lot. As for a name I would prefer RK variant - Shining Rock.
Above all - I love the choice of roof colour on your houses. For me there is never enough different houses  in the game.
Splendid and fantastic work!
        zak4862     :o :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: Goblin Girl on July 14, 2018, 09:50:05 AM
I love all the house color & thatch options!  Like Zak, I can't imagine a number of housing options that I'd consider to be too many.  I love the stone quarry with the stone texture. 

Thanks for all your work!
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on July 14, 2018, 10:03:11 AM
Quote from: zak4862 on July 14, 2018, 09:40:35 AM
As for a name I would prefer RK variant - Shining Rock.



;D Shining Rock is the name of Luke's company ^^
Shining Rock Software
Title: Re: EMBX61's New Work in Progress Thread
Post by: rkelly17 on July 14, 2018, 10:32:13 AM
@embx61, that is one beautiful quarry! I especially like the realism of the shelves of rock as the building stones are cut out. Just outstanding.
Title: Re: EMBX61's New Work in Progress Thread
Post by: LadyMarmalade on July 14, 2018, 03:49:14 PM
Great work, @embx61 Looking forward to having these all in my game.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on July 14, 2018, 05:43:28 PM
Thanks all :)


@elemental worked with some textures I send him. I think it looks cool with some dirt blend in.
Thanks elemental.


(http://worldofbanished.com/gallery/474_14_07_18_5_38_20.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: elemental on July 14, 2018, 06:14:58 PM
Looks good.  :)

It's a combination of a gravel texture and EB's stone texture. Two layers in photoshop and I just erased some of the gravel so the rock shows through underneath. I like the sharp, clean blocky stone but it looked very busy with that one stone texture all over the top and bottom of the quarry.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on July 14, 2018, 06:22:37 PM

That is why at first changed it to a gray smoother texture as seen in the first picture as it was looking too busy but that was looking way too clean as mentioned.
This is looking good, the busy stuff is broken up by the dirt/gravel.
Looks awesome. Now the build stages and AO mapping and hope to release this one tomorrow.


Thanks again :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: Goblin Girl on July 14, 2018, 07:25:15 PM
That quarry is lovely!
Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on July 14, 2018, 07:51:16 PM
teamwork. that looks much improved.good job you 2.
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on July 15, 2018, 12:01:24 AM
Its perfect.  8)
Title: Re: EMBX61's New Work in Progress Thread
Post by: galensgranny on July 15, 2018, 12:54:23 AM
That is one mightily good looking quarry! My looks oriented fussy Bannies would be pleased to live not far from that   :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: catty-cb on July 15, 2018, 04:40:45 AM
nice looking quarry and thanks for the time you have spent making it      ;D
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on July 15, 2018, 07:32:06 PM
Spent a lot of time AO mapping for the quarry.
I started with a little 256x256 AO but still at some parts under the roof was snow and it was lighter then some neighbors.


I finally decided to make a 512x512 AO map and it went a bit better.


So I made a 1024x1024 map and that was almost perfect, but still snow on the top of some of the assembly line posts under the roof  ???


I finally made a 2048x2048 and that went perfect. But a 2048x2048 AO map is madness so i tried something.
I resized the 2048x2048 in PS to 512x512, compiled and run the game.
And the AO was still good :)


I guess 3ds max bakes better on big size maps depending on the mesh unless I miss something else.
Good thing is that resizing after the bake keep the AO as good as with the bigger maps.
So if a AO is not perfect, try bake on a bigger map and just resize after the bake. :)
The rendering takes a bit longer but in my case it was worth the wait.


After the quarry is empied (Or players are sick of it LOL ) it can be transformed into a fishing pool.


(http://worldofbanished.com/gallery/474_15_07_18_7_09_24.jpeg)
Re: EMBX61's New Work in Progress Thread

Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on July 15, 2018, 07:37:40 PM
yeah there are things are working with % of pixels instead of number of pixels, so if you are resizing.. it is still the same % of pixels no matter if the total is 512 or 1024 or 2048 :)

when i say % ... the U is always from 0.000 to 1.000 from left to right and the V is always from 0.000 to 1.000 from bottom to top. no matter of the total size of pixels it has. that how works a UV map. i've put 3 zeros after the dot because the UV accept up to 3 digits after the dot.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on July 15, 2018, 07:42:30 PM
I think some meshes are somewhat complex (Lots of little stuff like the rollers of the assembly lines close together) that baking directly on a small AO is sometimes a miss.
rendering that 2048x2048 took a little while LOL.


But glad that resizing after the bake have no impact on the AO and so can still have small AO maps.


Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on July 15, 2018, 07:43:46 PM
Quote from: embx61 on July 15, 2018, 07:42:30 PM
rendering that 2048x2048 took a little while LOL.



lol yeah i imagine ^^
Title: Re: EMBX61's New Work in Progress Thread
Post by: tuggistar on July 16, 2018, 09:17:23 AM
Sorry, couldn't leave message about your new building on the weekend. The quarry and the new building looks great and beautiful. And turning a quarry into a fishing place is a good idea. :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on July 16, 2018, 12:22:35 PM
i thought it was a swimming pool.
Title: Re: EMBX61's New Work in Progress Thread
Post by: galensgranny on July 16, 2018, 10:19:09 PM
Quote from: brads3 on July 16, 2018, 12:22:35 PM
i thought it was a swimming pool.
I love it to be a swimming pool!  That's what I will do with it and make a little resort area.  Someone now needs to make ghosted lounge chairs and shade umbrellas!
Title: Re: EMBX61's New Work in Progress Thread
Post by: elemental on July 16, 2018, 10:51:55 PM
And a poolside bar selling pina coladas.
Title: Re: EMBX61's New Work in Progress Thread
Post by: Abandoned on July 17, 2018, 05:52:37 AM
@galensgranny use Kid's Stone House Addon mod, there are lounge chairs on the roofs  :) and stone houses would match pool nicely  :)  No pina coladas but I think there is a wine barrel  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on July 17, 2018, 06:19:09 AM
I shall play around with a copy of the mesh to make a pool/resort area.
The fishing idea I "stole" from Tom's The North Mod but a resort area is a very nice idea.
I have to make some ghosted stuff like umbrella's chairs, benches, tables, etc to go with it.


It will delay the release a bit but I am close to releasing the Village Housing mod.
I also will release a new Village Set with the added houses included and a village set with all the houses stripped for a more modular approach.


I made some changes to the toolbars so have to upload newer versions of all the mods I made so load order will not screw up the toolbars.
But till I get there the newest mods above my older mods will work till I have uploaded newer versions of all my mods what will take a bit of time (A few a day till I covered them all)
Title: Re: EMBX61's New Work in Progress Thread
Post by: galensgranny on July 17, 2018, 10:02:53 AM
Quote from: embx61 on July 17, 2018, 06:19:09 AM
I shall play around with a copy of the mesh to make a pool/resort area.
The fishing idea I "stole" from Tom's The North Mod but a resort area is a very nice idea.
I have to make some ghosted stuff like umbrella's chairs, benches, tables, etc to go with it.


It will delay the release a bit but I am close to releasing the Village Housing mod.
I also will release a new Village Set with the added houses included and a village set with all the houses stripped for a more modular approach.


I made some changes to the toolbars so have to upload newer versions of all the mods I made so load order will not screw up the toolbars.
But till I get there the newest mods above my older mods will work till I have uploaded newer versions of all my mods what will take a bit of time (A few a day till I covered them all)
Thanks, Embx, for deciding to make a pool/resort along with ghosted chairs, tables, etc! 

I look forward to the release of all your new stuff!  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on July 17, 2018, 03:40:01 PM
Just released a updated version of the EB Village set.
I added the 4x4 houses set to the set and a small toolbar change. (Added a theme button)

I also released a updated version of the 3x4 houses. No changes, only the theme toolbar.

Released the 4x4 housing set in the village theme. Do not use this set together with EB village set as this set is included in the EB Village Set version 17014 and you end up with double toolbar icons. It is also not recommended to use this set together with older EB Village Mods.
I plan to separate more pieces from the village set so players can choose for a more modular approach or get the full set.

I am almost finished separating:
EB Village Service: all the service buildings like Townhall, Chapel, etc.
EB Village Storage: Barn, Traders, Stock piles, etc
EB Food Production: Pasture, Orchard, Gatherer, Hunter, etc.
EB Resources Production: Woodcutter, Forester, Blacksmith. Mine, Tailor, etc.

Continue also to work on the quarry/resort part and Village production set 1 addon.
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on July 20, 2018, 07:53:54 AM
Thanks again for your work and share. Those houses make the look of village - or town much more nice because
of roof color choice.
    Regards   zak4862  8) :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on July 20, 2018, 08:04:31 AM
Your welcome @zak4862  :)

A little spoiler about the Resort area after the quarry is transformed.
Still more to do by touching up and add some more stuff.
Then have to write the code to make all the pieces ghosted.
Bannies will walk through all the pieces because they will be ghosted and Necora's empty square will not work on a footprint.
It is what it is with ghosted stuff.

Need also do something about the hard edge between the grass area as it is too rigid.
Maybe some very low ghosted separation pieces.

I was thinking to make the bigger building a food only market so besides happiness the resort can act as a little food only market?

(http://worldofbanished.com/gallery/474_20_07_18_7_56_22.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on July 20, 2018, 09:30:25 AM
Very nice!  So, the quarry will have two transform options? Personaly I like much more  fishing pond because of food production
when the city start faster growing. The idea of food only small market is good. Maybe this building could be more like a
small tavern or something similar and serve drinks and food. Just a thought to consider.
  Anyway, awesome work.   Regards  zak4862  :o 8)
Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on July 20, 2018, 09:31:33 AM
did you add the spirit happiness effect to that? how come the European royalty gets all the luxury cultured pieces? us rough-neck colonists fight with bears for food.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on July 20, 2018, 09:53:54 AM
Only one transform because you can not choose between different upgrades AFAIK.

Of course it is possible to upgrade first to fishing and later upgrade again to resort but that is IMHO a bit over the top.
Fishing was my first option as I saw that idea in Tom's the North Mod but some wanted rather a resort/pool kind of area and it not really exsist in the game yet AFAIK so have my preference.
It will serve as a small food market and with the ghosted pieces like small carts, benches, tables etc. players can decorate around the pool as they seem fit.
It also has a happiness bonus.

I will also see about that building. I wanted at least 1 piece of the Quarry to show after transformation as a reminder of the old quarry and use it as a food market.
It will be beside the pool and footprint the only structure what is part of the mesh. The rest will be all ghosted Decoration pieces.
I plan to make more ghosted pieces.

@brads3  Yes, at the moment I added Spirit happiness.

Title: Re: EMBX61's New Work in Progress Thread
Post by: Goblin Girl on July 20, 2018, 10:26:41 AM
That resort is adorable!

Title: Re: EMBX61's New Work in Progress Thread
Post by: rkelly17 on July 20, 2018, 12:37:05 PM
Quote from: embx61 on July 20, 2018, 08:04:31 AM
Need also do something about the hard edge between the grass area as it is too rigid.
Maybe some very low ghosted separation pieces.

Maybe instead of grass some kind of stone pavement for a deck. Whoever has to clean the pool would thank you tremendously for a stone deck rather than grass.   ;)

Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on July 20, 2018, 12:52:13 PM
I will look at some textures for a nice stone floor around the pool :)

Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on July 20, 2018, 01:11:59 PM
Quote from: embx61 on July 20, 2018, 09:53:54 AM
Only one transform because you can not choose between different upgrades AFAIK.


you can choose different upgrades! just add as many upgrade buttons you want to!

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Color _color = 0xFF2E2B28;
}

UpgradeUIConfig NMTBathHouseUpgradeConfig1
{
ComponentDescription _upgradeTo = "Template/NewMedievalBathHouseA.rsc";
}

UpgradeUIConfig NMTBathHouseUpgradeConfig2
{
ComponentDescription _upgradeTo = "Template/NewMedievalBathHouseB.rsc";
}

UpgradeUIConfig NMTBathHouseUpgradeConfig3
{
ComponentDescription _upgradeTo = "Template/NewMedievalBathHouseC.rsc";
}

UpgradeUIConfig NMTBathHouseUpgradeConfig4
{
ComponentDescription _upgradeTo = "Template/NewMedievalBathHouseD.rsc";
}

UpgradeUIConfig NMTBathHouseUpgradeConfig5
{
ComponentDescription _upgradeTo = "Template/NewMedievalBathHouseE.rsc";
}
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on July 20, 2018, 01:21:22 PM
Thanks Red :)


I all ready found it out by looking at Discrepancy's Tunnel mine code that you can use more upgrades so will add a fishing hatchery as well. :)
So everybody will be happy :)


The destroy part is still given me a headache. I am afraid it is not possible to place a destroyed mesh after a building is upgraded :(
Whatever I do it will instantly remove the to be demolish building and leave a hole.
O well, I have added a flatten tool to the toolbar so if people do demolish the hatchery/pool they can close the hole afterwarths.

Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on July 20, 2018, 01:23:09 PM
you know you can add a new design of floor mesh to the upgrades ?
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on July 20, 2018, 01:40:50 PM
The floor for the resort  is different shape then the quarry so figured that out but thanks for the heads up. :)




Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on July 20, 2018, 11:20:02 PM
Thank you! I am happy. I do like that fishing hatchery.
    Regards    zak4862  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: galensgranny on July 21, 2018, 04:38:31 PM
Thanks for making the resort, Embx!!  :) :D ;D   I love the patio tables with the umbrellas and the food stalls!

QuoteI was thinking to make the bigger building a food only market so besides happiness the resort can act as a little food only market?
Sounds good to me!
Regarding the perimeter, people can add any kind of road they want.   Discrepancy has a variety of roads such as gravel, grass, etc., if people want something different from the basic roads.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on July 22, 2018, 06:10:17 AM
Thanks Granny :)

Still some work to do but I got the destroy mesh and adding a choice (Resort or Fish Hatchery) to work with the help of Red. :)
Red pointed me in the right direction but it still did not work right with the points/dummies.

If I used the dummies from the quarry it all went fine regarding transforming the quarry in either a fish hatchery or resort but it also used the dummies from the quarry what means the vendor dropped the food in the pool and some bannies decided to go for a swim what of course makes sense to swim in a pool but in this case they just disappear way under water to hop wherever on the shore again. Just a funny side but looks odd. The fisherman went into the water to catch fish instead of staying ashore.

I finally decided to put all my 3 separate fbx files into 1 fbx (This step was not really needed but is a bit cleaner ) and gave the point list of the 3 meshes a name like pointsresort and linked those in the code at the right places.

Then recompiled and go testing and yet the bannies did not build the resort/hatchery  :o I thought WTF? ??? ??  >:(
I decided to put it away yesterday evening to do something else.

This morning I saw what was wrong. I named the build_001 etc with a capital B in Max and in the files it is called without a capital.
Changed it and compiled again for a test and then it all worked as intended. :)

So now we have a quarry what can be transformed at players choice in either a resort or a fish hatchery. If either the quarry, fish hatchery or resort get demolished it transforms in a dead object what is just the quarry walls filled with water and cannot be deleted or clicked on. It will be there forever just as the quarry/Mine in the Vanilla game.

Now add some more deco pieces and put them in a addon mod so players can decorate the stuff themselves on the ground.
Of course those deco pieces can be placed anywhere in the game.

When that is all done it is ready for release. I hope before the next weekend :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: rkelly17 on July 22, 2018, 10:01:33 AM
Quote from: embx61 on July 22, 2018, 06:10:17 AM
If I used the dummies from the quarry it all went fine regarding transforming the quarry in either a fish hatchery or resort but it also used the dummies from the quarry what means the vendor dropped the food in the pool and some bannies decided to go for a swim what of course makes sense to swim in a pool but in this case they just disappear way under water to hop wherever on the shore again. Just a funny side but looks odd. The fisherman went into the water to catch fish instead of staying ashore.

You've successfully added scuba diving and spearfishing to Banished!  ;D
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on July 22, 2018, 11:04:21 AM
Quote from: galensgranny on July 21, 2018, 04:38:31 PM
Regarding the perimeter, people can add any kind of road they want.   Discrepancy has a variety of roads such as gravel, grass, etc., if people want something different from the basic roads.


I cannot let players put a road down on the footprint because it will raise the hole.
I found a nice stone texture though instead of the grass.
Title: Re: EMBX61's New Work in Progress Thread
Post by: galensgranny on July 22, 2018, 09:53:00 PM
Everything is sounding better and better, Embx!  I look forward to the finished resort / fish hatchery!
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on July 24, 2018, 04:32:41 PM
Almost finished with the Decoration Addon.
A bit more AO mapping to do, some cleanup and a test, and the Quarry and Resort Deco Addon are ready for release.
Probably tomorrow or Thursday.

See just that in the picture I forgot to place the three wagon vendors which are just straight models of the angle ones so no big deal  :P

All are ghosted and some later I will look if some parts can be made in a mod so they have a function. I was thinking about the vendor wagons and even the stalls to make small markets out of them.

@galensgranny  wanted a round-a-bout I read somewhere I believe so added one in  :)

(http://worldofbanished.com/gallery/474_24_07_18_4_23_52.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: Paulo on July 24, 2018, 04:37:02 PM
Those are looking great. I would be nice if you could transform one of those wagons into an ice cream vendor - input would be fruit plus milk -output ice cream (and maybe a small monkey like the one the old Marco cartoon)
Title: Re: EMBX61's New Work in Progress Thread
Post by: galensgranny on July 24, 2018, 05:11:35 PM
Thanks, @embx61 , for the roundabout (also known as playground merry-go-round)!  :)
All the parts looks great- chaise lounges, benches, swings, the round picnic tables, wagon vendors with colorful tent tops, etc.!  This is going to be great!
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on July 24, 2018, 05:18:49 PM
Thanks Granny :)

Merry-go-round it will be.
A bit of color is what I had to do for a change.  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: galensgranny on July 24, 2018, 05:39:52 PM
Quote from: embx61 on July 24, 2018, 05:18:49 PM
Thanks Granny :)

Merry-go-round it will be.
A bit of color is what I had to do for a change.  :)
Absolutely color is needed for a vacation resort!
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on July 25, 2018, 12:36:52 AM
Wow! Everything look fantastic. Cant wait to use all of those in the game.
     Regards  zak4862  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: Gatherer on July 25, 2018, 03:29:18 AM
Do those tables all come with umbrellas by default? Could use some without.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on July 25, 2018, 03:57:19 AM
The umbrellas are separate placed on the tables. The tables come without them :)


Title: Re: EMBX61's New Work in Progress Thread
Post by: taniu on July 25, 2018, 04:23:53 AM
embx61 :D . Amazing work :D just missing - a shop or cafe selling ice cream and a fish Bar? - are we on vacation and relaxing by the water? :Pit's just my idea, maybe you can add something to this set ? - it's nice - Please, Greetings
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on July 25, 2018, 04:47:20 AM
There will be a small food market with the resort area what is part of the mesh so if they have/sell ice cream (I don't have that yet in my mods but any mod what has ice cream as food will be added to the market) they can get it.
All the pieces showed are ghosted so can be placed anywhere just to dress the area up how the players want it.

The footprint not allow regular buildings to be added unless we use overlap or ghosted.

With ghosted the drawback is that bannies walk straight through them as for the bannies there is no collission because of missing footprint.
Necora's empty Square does not work on a footprint either.

I will however some later make some pieces of this set with a footprint as vendor stalls and wagons but they cannot be placed on the Resort Area footprint as the game not allow that.
Only ghosted stuff can be placed on a footprint.

Don't think it is possible to have a vendor wagon make ice cream and sell it at the same time as well. Buildings can have only 1 function.
Title: Re: EMBX61's New Work in Progress Thread
Post by: Abandoned on July 25, 2018, 07:22:25 AM
oh my gosh, those resort pieces look fantastic.  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: tuggistar on July 25, 2018, 08:03:12 AM
These decorative buildings look fantastic. ;D The second improvement in quarry looks cool too. To build then the beach on a place quarry will be then wonderful, especially with beach houses from Redketchup. :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: elemental on July 25, 2018, 04:03:59 PM
Quote from: embx61 on July 25, 2018, 04:47:20 AM

Don't think it is possible to have a vendor wagon make ice cream and sell it at the same time as well. Buildings can have only 1 function.

Taverns can make products and also allow bannies to consume them. What if the cart was a mini tavern? The ice cream might have to be classed as a luxury/alcohol rather than a food, though.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on July 26, 2018, 02:28:16 PM
Just uploaded newer versions of all of the latest mods I released a week back due to another toolbar change.
Nothing critical but the resources toolbar got too many buttons for my taste so made a sub toolbar for mines and quarry related stuff only.
I added some more sub toolbars to for later use if I ever need them.
Should be save compatible. I also added a fence less pasture to the Village Food Production and EB Village mods.

Added three new mods: The Rock Quarry, Resort Deco Set, and the Quarry Sign Name Mod.
Thanks to @RedKetchup who got me on the right track involving the destroy meshes. :)
Thanks to @elemental for the rock texture blended in with the dirt texture. :)

As always, thanks to all who keep giving critics/advice/ideas/and that kind of stuff as it keep us modders interested. Thank you!

Now I am going to do more stuff on the Village production addon to finally finish that set up.
Also have plans to make the vendor wagons/stalls out of the Resort Deco mod into a small market set.
Will look into a ice cream maker/vendor as well and see where it will get me with the Tavern Code. No promises on that one if it will work but will give it a go.
Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on July 26, 2018, 02:49:27 PM
i thought i'd give you time to catch up before throwing ideas at you.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on July 26, 2018, 02:58:45 PM

The flow is slowly getting better and better again after my long absence :)
It was real hard in the beginning as it felt like so much of knowledge/speed was lost and had to pull myself through that period as I was sometimes so close to give up.
But I feel it is coming all back to me now. :)
That is also why I work on more projects at the same time to try to avoid burn out.


I feel it really helps if you do some coding, then some modelling, and even to get away from this or that building and do some decoration stuff.
It also helped me a lot in the beginning to add thatched roofs to the 4x4 houses as it was more adjusting stuff instead of designing from scratch and that got me a bit back with the code and 3ds Max.


Still a lot on the list but always open for new ideas.
Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on July 26, 2018, 03:57:36 PM
i enabled the resort quarry at the bottom of mod order. had dot icons on toolbar. so i moved it above your other mods.now the market set has the dot icon. when i click the dot,the market icons look fine.it did load into the save game though.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on July 26, 2018, 04:08:13 PM
I uploaded new versions of all the newest mods because of the toolbar change.
Should be save compatible.

It should work if the Rock Quarry mod is above all my other mods though.
You mean the EB Market set i made about a year ago?

If so it not has the updated toolbar changes so keep it below my newer mods.
I just tested a game and loaded my bridges and Market set mod and kept them below my newer mods and the toolbars where fine.

I will very soon upload all my mods with the toolbar changes included to avoid the load order stuff but it will take a bit ( A few a day till I covered them all)

Good thing is that my mods are not related to load order as I not change start conditions etc. and only the overrides are better above the mods but they not contain toolbar code.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on July 26, 2018, 11:59:28 PM
@brads3
Is the issue fixed? If I have the Quarry mod above all my other mods I have all the toolbars working.


I uploaded newer versions of about all my mods I still support after I implemented the toolbar changes.
Should be all save compatible.


Very close at finishing up the Village 3x4 houses addon which have the same thatched textures and 1 extra light wood color as the 4x4 houses set.

Title: Re: EMBX61's New Work in Progress Thread
Post by: tuggistar on July 27, 2018, 03:22:11 AM
Hi embx61. Today punched activate your new mods to the Banished, and encountered a problem activating one mods.
Old List:
Banished UI Mod-on
Buxton Scetch Font-on
Better Stock Piles (DS)-on
Cold Realism-on
SeasonFX-on
Tree Daydream-on
Pine Set-on
RK Editors Choice Edition-on
Maritimes Riffle-on
Horse Wagen-on
Infections +-on
1.0.7 Compaibility-on
The Emporium Building on
CC Addon Mods.
Colonial Charter Journey 1.76-on
The Fountain Mod Highborn Society (v 1.544 beta)-on
CC Addon Mods.
All DS Mods from 1.0.7-on
Fences-EB September 13 2017-on
EB Decoration-September 13 2017-on
EB Ground Irrigation System-September 13 2017-on
EB Unified Mod V17016 Sept 17 2017-on
All Necora Mods from 1.0.7-on
All Kid Mods from 1.0.7-on
Remaining Red Ketchup Mods-on
Tom Sawyer separated from the North Mods-on


New List:
Exactly the same thing.
EB Village Rock Quarry-July 26 2018-on
EB Rock Quarry Sign-July 26 2018-on
EB Resort Deco-July 26 2018-on
EB Village Houses 4 x 4 July 26 2018 Crash the Game
Fences-EB July 27 2018-on
EB Decoration-July 27 2018-on
EB Ground Irrigation System-off
EB Unified Mod V17016 Sept 17 2017-on
Exactly the same thing.


The problem is not understood and links to EB Production Set 1, 2 not found.
Can you add EB Ground Irrigation System in EB Natural Irrigation so that it too can be used.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on July 27, 2018, 05:34:05 AM
If you load the Unified Mod it has couple of things in that Mod what you also have loaded separately.
Production Set 1 and 2 and are also in Unified Mod for example and not needed when loading Unified.

The Unified mod need a update and is quite old.
I suggest to leave it disabled for now till I do a update and get some of the newer separate mods.
I am not sure about Unified as it gets bigger and bigger with a lot of stuff that has to be added over and over.
I have to think a bit if I want to support the Unified Mod in the future.


I understand that 1 mod is good for the mod list but many of my mods are sort of sets anyway so not sure if it is worth it to keep updating Unified every time I make something new.

The ground Irrigation is not really supported by me anymore.
The Natural irrigation Set has succeeded the Ground Irrigation.
So I would disable that mod too.

I promise nothing but will see if I can do some later a overhaul of the ground Irrigation system.

So disable unified and ground Irrigation and make sure one of the newer mods is at top.
I updated about all my older mods I still supported that have the toolbar change implemented so see if you can download the newer versions. They should be save compatible.

The 4x4 houses probably crashes because the houses are also part of Unified but not with the the updated 4x4 houses code/graphics.
Title: Re: EMBX61's New Work in Progress Thread
Post by: tuggistar on July 27, 2018, 05:44:04 AM
Thanks for the good and clear answer embx61, wait then update The Unified mod. Thanks again. :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on July 27, 2018, 05:47:16 AM
let me know if it works out with Unified and Ground Irrigation disabled.
It should work.

Not sure if I keep updating Unified as the mod is big and will get bigger and bigger if I keep adding stuff to it.
Most of my mods are sort of sets anyway and load order between my mods are not really important if you have the newer versions.

All the newer versions are uploaded between July 26 and July 27.
All the other stuff, most are separate buildings are part of the sets and not supported anymore.

The overrides have no toolbar code so can be used even if they are not updated July 26/27. They should work.
Title: Re: EMBX61's New Work in Progress Thread
Post by: tuggistar on July 27, 2018, 06:46:38 AM
Everything goes well and works perfectly without mods-Unified and Ground Irrigation mods.
At least in the game itself.

Tried to go to banished again and Crash at boot.

Can you update the link to -
EB Production Set 1:
File not found.
Possible causes of the error: The specified URL is invalid or the file does not exist.

EB Production Set 2:
File not found.
Possible causes of the error: The specified URL is invalid or the file does not exist.
Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on July 27, 2018, 08:49:59 AM
when i moved the quarry mod above your  others the icons were fixed.the market that went to a dot is most likely higher in the mod order still. i have always had dot icons for the canals no matter what order i use.it opens to a clean toolbar for the pieces so i live with that.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on July 27, 2018, 12:10:34 PM
@tuggistar


Hmmm, something must have gone wrong with the WoB site when I uploaded Files but if you scroll down there are alternate links to google drive and those work.
Okay re uploaded them again and now it works. :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on July 27, 2018, 12:21:44 PM
@brads3

If you download the newer versions of my mods from July 26 and July 27 2018 the load order is not important anymore as they include the toolbar changes.
Should be save compatible.

Canals you mean the Irrigation Channels? I have uploaded newer versions of Above Ground and Natural Irrigation so the toolbar stuff should be fixed.
The Ground Irrigation is old and Natural Irrigation succeeded that mod so better not to use it anymore.

I maybe will do some later a overhaul of that Mod though.



Title: Re: EMBX61's New Work in Progress Thread
Post by: tuggistar on July 27, 2018, 01:35:53 PM
Thanks! Links now work fine for-EB production set 1 and EB production set 2.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on July 27, 2018, 02:03:18 PM
Glad it works now :)

Just uploaded a new version 17003 of the wooden 3x4 village houses.
6 houses in 3 wood colors on toolbars and with 5 different thatch roofs by F key.

I mixed the buttons up between set 3x4 houses and 4x4 houses so uploaded a newer version of 4x4 houses set too to fix it. Should be save compatible.

The 3x4 houses are probably not save compatible because of many name changes in the files to avoid conflicts with the 4x4 set.
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on July 28, 2018, 05:50:11 AM
Found them! Allready download them. Beautiful work. Thank you.
   Regards    zak4862    8) :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on July 29, 2018, 05:23:33 PM
Uploaded new versions of the Unified Mod, EB Village, EB Village Storage, EB Village Resources Production, EB Village Services, and EB Village Food Production.
Long ago there was a crash mentioned when the Food trader boat docked at the Food trader. In that time I was not really active anymore and I forgot about it when I picked up modding again.
But re reading some old threads I saw it again and went over the code and found the bugger.
There was a double TradeScale _tradeScale written in that template file  :-[

The bug is fixed! I did a test and the food trader just docks without a crash.
So three mods where affected Unified, EB Village, and EB Village Storage what all contain the traders and so have the fix implemented in those three mods. The others are just the radius circle fixes.
Title: Re: EMBX61's New Work in Progress Thread
Post by: elemental on July 29, 2018, 05:48:29 PM
That was me that mentioned the food trader crash. Or maybe it was others, too. I was very confused by it because a previous version (or was it a beta?) worked fine, but then suddenly it stopped working. Good to know it is now fixed.  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on July 30, 2018, 06:36:23 AM
Hello there!
I have just one question. I have noticed in your village food production download, changelog notice about radius.
Is it for all of them or just for one - and is it bigger or smaller?
Thank you for your answer in advance and also thanks again for sharing all of your work.
    Greetings from Slovenia to States   zak4862  :)

P.S. Sorry to bother you, but the link for modular food production (fisherman,gatherer,hunter....) leads to town buildings service pkm (town hall,church....).
        Regards again  zak4862  :(  ;)
Title: Re: EMBX61's New Work in Progress Thread
Post by: tuggistar on July 30, 2018, 07:14:02 AM
Thanks to the full update of all mods to the latest version embx61. Now I can play with your buildings again, except (EB Ground Irrigation System). But this mod can wait. Thanks a lot again. And good luck with the new creations. :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on July 31, 2018, 04:01:01 PM
Fixed the downloads for Food Production and Services.

Some circles code was "forgotten" in some template files so I fixed it because some players want to have the circles to see how Happiness is evolving.
No it is not for all buildings because lots of buildings not have happiness so a circle would be just annoying.

But I added the circles for all buildings what do need it like SVChapel, Quarry, Mines, gatherer, forester etc.
The radius was set but as I said i forgot some ui circle code and not changed radius.


Yeah, Ground Irrigation I would not load. I will see some later if i pick it up again and make it compatible.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on July 31, 2018, 04:15:23 PM
Yeah, all mods I support are have newer versions so with that out of the way I can go back to modelling. The rest of the mods are mostly separate buildings which are later included in the several sets I made so not really needed anymore and probably have some old code so will at least screw up the toolbars. Some are overrides and not need updating as they have no toolbar code.
1 file is a spreadsheet with all the production numbers, work time, trade values, etc. from the resources/buildings I added over the years.


Need MS Excel or a similar spreadsheet program to view that file what I adapted after getting permission from @estherhb to use her spreadsheet she made for CC. :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 01, 2018, 07:02:02 AM
Working on a Modular Forester House where a Forester Shed can be attached to.
Each have their own footprint so a house and a forester combined if both are build.
Still have to do some clean up, build stages and AO mapping.

House is 4x5 including road and the attached shed will be 2x5 including road so combined 6x5.

The shed is open on one side so not designed to be placed by itself. It is possible of course but will look very weird.
The house can be placed by itself and there are even 2 windows now hidden by the atttached shed.
Best is to place the shed as in the picture on the right side of the house when the door is at the front because rotation or placing on other sides of the house will either leave a cap and/or the roofs are way off.

I will some later probably design a modular gatherings and hunters hut too.
Storage I will have to think over if I add it later or not. But the wasted space of the vanilla Forester building will be hopefully better with this setup.

(http://worldofbanished.com/gallery/474_01_08_18_6_41_46.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: rkelly17 on August 01, 2018, 07:44:38 AM
@embx61, what a brilliant idea! I can see this foresters' house and shed being very, very handy. Also the gatherers and hunters, too. I would use all three in every settlement, since they ought to up everyone's production. Does the foresters' shed employ 4 and produce in line with the vanilla forester? Maybe a wood cutting shed, too?

PS: I do like the tower in the vanilla foresters' hut. Look out for forest fires and such, eh? Any chance of the shed gaining a tower?
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 01, 2018, 08:05:30 AM
I can probably add a tower as the shed is (too?) small anyway but the footprint will be a bit larger but it is rather small anyway (5x6 total now) so not really a big issue if the footprint will get some extra squares (5x8)
I think the vanilla forester is about that size anyway.

The idea is not new, and many times players ask to do something about those vanilla buildings what are just a footprint, but i never got to it but others have. There are several ways to do this kind of thing.
Using Red's overlap, ghosting, a mix of both, or just using two buildings and line them up right so they attach to each other and that is what I choose.

Woodcutter with a house I will do too and a Herbalist is also possible.

Yes the forester will be acting like the Vanilla one.


Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 01, 2018, 09:37:12 AM
Added a tower at the request of @rkelly17 and I agree, a tower is nice :)
Footprint total will be 8x5 including roads so a bit bigger then Vanilla Forester which is 6x5

(http://worldofbanished.com/gallery/474_01_08_18_9_32_08.jpeg)
Re: EMBX61's New Work in Progress Thread
Title: Re: EMBX61's New Work in Progress Thread
Post by: kid1293 on August 01, 2018, 09:43:09 AM
Nice roof  ;)

I like the idea and absolutely think you should take it with you
and make other forest buildings!
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 01, 2018, 09:51:53 AM
@kid1293

I promised you to use the vanilla roof sometime.  ;D
Yeps, going to develop some more. A gatherer, hunter, herbalist and woodcutter.
First finish this one and release and do the others one by one in between my other stuff.

Later if all are done I will also compile them all together in a little set.


Title: Re: EMBX61's New Work in Progress Thread
Post by: kid1293 on August 01, 2018, 10:52:19 AM
 :) Nice! Good work!
Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on August 01, 2018, 11:08:51 AM
EB can i be greedy? can you close the bottom 1/3rd to half of the tower. split it as a single mod and have it be an option to use as a herbalist,gatherer or hunter.
Title: Re: EMBX61's New Work in Progress Thread
Post by: Goblin Girl on August 01, 2018, 11:22:46 AM
Quote from: embx61 on August 01, 2018, 09:37:12 AM
Added a tower at the request of @rkelly17 and I agree, a tower is nice :)
Footprint total will be 8x5 including roads so a bit bigger then Vanilla Forester which is 6x5

(http://worldofbanished.com/gallery/474_01_08_18_9_32_08.jpeg) (http://worldofbanished.com/gallery/474_01_08_18_9_32_08.jpeg)Re: EMBX61's New Work in Progress Thread
Re: EMBX61's New Work in Progress Thread
Perfect!  I love the tower, and I think this is just the right size.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 01, 2018, 11:35:47 AM
You only want the tower?
What is the reason to close half the tower up?

I can separate the tower but I cannot F key the tower because the several options all need their own template file and F key goes into 1 template file.
So the player end up with three towers on the toolbar and every option would be the exact same building(tower).
Unless I not understand it right.

I am in the process of adding more forest circle buildings.
Depending on the meshes, but i try, it might be possible to add other gather/forester buildings to the other houses I plan to develop so not every forester/hunter/herbalist has to be attached to the same house to mix it up a little.

So the Forester House can have a gatherer component attached to it.
If I go that route I have to take the part Forester out of the stringtable but that is no big deal.

I just call all the houses Modular House instead of Modular Forester House etc.
Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on August 01, 2018, 11:41:25 AM
if it isn't too much trouble,yes. a set of three,1 each gatherer,hunter,and herbalist is fine. why close the bottom? shhhhhhh so we can use them with KID's fort walls. then the fort towers look like they have watchers on them. shhhhhh
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 01, 2018, 12:02:43 PM
I can of course do it but no bannies are going in the tower.

I could have added a floor but because of the steep straight up ladder the bannies will jump straight about 10 meters in the air and down (Not really climb and that will look very odd so the reason I decided not to use a floor so no bannies in the tower.

The Quarry I just finished have also a steep about 4 meter jump but it is hidden in the building so unless the bannies have a icon on top nobody sees it.

The towers will probably not match up with Kid's walls either and it will take quite some work to make it work.

What i can do is just do three towers as they are on a 2x3 footprint including road but you probably have to place them just outside or inside Kid's walls by themselves unless it will match up but I highly doubt it.

Or I can look if Kid added the sources to the Laboratory and use one of his towers with his permission and add the three template files to those.
Then they will match his walls but it is up to Kid if he wants his Fort used that way.
Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on August 01, 2018, 12:20:15 PM
ok,thanks for trying EB.
Title: Re: EMBX61's New Work in Progress Thread
Post by: kid1293 on August 01, 2018, 02:03:10 PM
@embx61 - You are always free to use my sources.
I am not sure about coloring and brightness. Maybe my fort is another scale.

@brads3 - I am sorry I could not make bannies walk on fort walls. I calculated and
would need 3 tiles wide everywhere and I would have trouble making the bannies
go up and down. It is doable but only if you like wasted space inside and out.
Sorry.

Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on August 01, 2018, 04:28:57 PM
i agree ,KID. 3 tiles wide would be wasted space. please don't give much time to it.
Title: Re: EMBX61's New Work in Progress Thread
Post by: rkelly17 on August 02, 2018, 11:43:57 AM
Quote from: embx61 on August 01, 2018, 09:37:12 AM
Added a tower at the request of @rkelly17 and I agree, a tower is nice :)

Thank you! Incredible customer service.  ;D
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 03, 2018, 04:16:43 PM
Created some wall pieces for around the resort at a request from @Abandoned but they can be placed anywhere where it is allowed to build them.
See if i find some textures to make a brick variant or two.

Made out of a copy of the deco market a Ice cream maker at a request from @taniu

Works the same as a Tavern so a worker makes Ice cream out of milk and several different fruits and the bannies take it for happiness.
Flagged as Luxury (Alcohol) Other flags did not work right.
Nothing complicated and it just make Ice cream instead of Apple Ice cream or blueberry Ice cream etc to not add more of the same stuff to the merchants/TH screens :)
Will add some F Key variants in.

Have to do some finishing touches like build stages, F Key variants, Icons, some more coding, and AO mapping it all but is is getting there.
After that I work on a House with attached Gatherer shed.

(http://worldofbanished.com/gallery/474_03_08_18_3_42_41.jpeg) (http://worldofbanished.com/gallery/474_03_08_18_3_42_41.jpeg)
Re: EMBX61's New Work in Progress Thread
Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on August 03, 2018, 05:14:01 PM
those fences will not stop that shark. let me guess you serve hot coffee in the summer and ice cream in the winter? :-\
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 03, 2018, 05:27:52 PM
All is possible so coffee too.
Problem is I have no coffee in my mods so I have to find some in the Laboratory from another modder what I can use otherwise it will depend on other mods or it is waiting waiting for a trader.
I took the milk and yogurt (What I change to Ice Cream and change color of the Yogurt Icon) from Red.
But coffee will be the only one I add as I not want to end up with 20+ cards with all kind of luxuries stuff what gives bannies happiness but also clogs up the inventory/merchants screens.

The towers will not work out too well as kid explained (path issues so they have to be three tiles wide) to you so i add a coffee maker for you :)

The Shark was a joke. I was a bit bored and wrote quickly some code for that mesh to dump it in the pool :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on August 03, 2018, 05:49:39 PM
LOL,coffee was a joke. how you serve ice cream in the summer with no way to keep it cold? don't worry i will slap myself in the head for you.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 03, 2018, 06:01:27 PM
Dunno, but it seems that Ice Cream is existing for a long time (Read even the romans had some in the form of sorbets) and no fridges back then.
It was maybe more a drink (Like a milk shake?) then real ice cream but I have no real knowledge on the subject.
But if the romans had it they must have found a way to keep it cold.




Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 03, 2018, 06:24:03 PM
It seems the romans and other nations around that time got ice and snow from the mountains.
That went on for quite a while till:

Some later wells or natural crevices where filled with snow in the winter and sold in large blocks in the summer.

A breakthrough in the history of ice cream: in 1843 Nancy M. Johnson creates and patents a machine with a manually operated handle to make iced products (an "artificial freezer"), whose basic principles remain valid to this day. Two years later William Young adds a motor. In 1851 Jacob Fussel, the owner of a dairy shop, at the end of the day pours leftover cream and milk into the artificial freezer, and shortly afterwards opens the first ice cream factory, in Seven Valleys.

Title: Re: EMBX61's New Work in Progress Thread
Post by: elemental on August 03, 2018, 07:00:03 PM
Yep, ice boxes were used before modern fridges came along. As in a chest with a big chunk of ice in it. Would depend on where you live, I guess.

A banished ice cream cart wouldn't be impossible.
Title: Re: EMBX61's New Work in Progress Thread
Post by: Abandoned on August 03, 2018, 10:11:01 PM
@embx61 the wall looks great.  Kid's bed & breakfast mod has coffee.  Ice cream is cool  8)

Here in northern US back in my parents day, ice was cut from frozen rivers and small lakes.  It was taken by truck to storage building where it was insulated with straw to keep it cold. Chunks were then deliver to neighborhoods.  I vaguely remember an old ice box.  :)

Edit:  Now that I think of it, it was wagons the ice men used.  And I remember my mother saying in the summer the ice men would chop the chunks of ice from the big ice blocks and would throw the small pieces that broke off to the children.  They would all run after the wagon to get a piece.  Summer fun :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: Tom Sawyer on August 04, 2018, 01:29:33 AM
I think for the old Romans, ice was even a valuable trade good, transported from mountains and stocked in cellars, probably from the Alps or so. Making any kind of frozen sorbet or such should have been possible. Maybe as expensive delicacy for the high society when watching gladiator fights.^^

What I know from my barbarian homeland are still existing but mostly ruinous ice cellars or ice houses. Farmsteads usually had it to store food. They are simple constructions dug into the ground with stonewalls and covered with soil and grass. They probably also had ice blocks there from the winter to keep it cold in summer.
Title: Re: EMBX61's New Work in Progress Thread
Post by: rkelly17 on August 04, 2018, 09:20:48 AM
I'm just old enough to have vague memories of people who still had ice boxes, and even after people had refrigerators (powered by electricity or gas or, if you were off the grid, propane) everyone in my grandparents' and parents' generations called them "ice boxes." In my original homeland of Southern California all ice had to be manufactured and every town had an ice house--most of the ice was actually used in refrigerator cars on the railroad to ship produce "Back East." An early ice house could be an interesting addition to Banished. In the colder climates it could even have a worker who would cut ice from a lake in the winter (all simulated, of course). Pre-mechanical ice houses were often windowless wooden buildings of one or two stories, either near the wintertime source of ice or near the places where it was used.
Title: Re: EMBX61's New Work in Progress Thread
Post by: Goblin Girl on August 04, 2018, 01:16:17 PM
Quote from: elemental on August 03, 2018, 07:00:03 PM
Yep, ice boxes were used before modern fridges came along. As in a chest with a big chunk of ice in it. Would depend on where you live, I guess.

A banished ice cream cart wouldn't be impossible.
I live in Amish country.  Last year the garden club I belong to visited an Amish homestead.  They have a huge spread, with 100+ acres, with pastures, crop fields, orchards and a pond.  They cut ice from their pond in the winter and put it in an ice house, which is the only refrigeration they have (Amish don't use electricity).  The ice house has walls that are 3' thick, and is a shed that sits under a canopy, to shade it from the sun.  So, I guess that's how it was done all over the world before everyone used electricity.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 05, 2018, 06:02:40 PM
Just released the Forest Modular Set.
5 houses where 5 work places can be attached to combine residence and work place into 1.

Gatherer, Forester, Hunter, Herbalist, and Wood Cutter and their 5 houses are in.

Now really need to finish the Village Production Addon set 1 what will contain a shoemaker beside some more buildings like sandpit, oil press, tannery, Water well, and salt mine,
It is about 80% finished so should not take too long.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 06, 2018, 01:33:17 PM
Just released version 17002 of the Forest Modular Set.
Added walls on the back side of the work places so the workplaces can also be freely placed.
Probably save compatible but need to demolish old build workplace buildings before updating the mod.
Houses have no changes so should not have to be demolished.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 06, 2018, 07:50:35 PM
Ouch, wasted several hours at something so silly from my part.  :-[

I redid a bit the sand part of the Sandpit and after texturing it I looked in game and it was all lines at the edges.
Tried remapping and again the lines.
Several times remapping but the lines stayed. I thought what the hell I do wrong?
I miss something here?

Then after some hours it came to me. The sand texture resource file was still set at clamp instead of repeat so all what went out of the UV square made the lines appear.
Changed the resource file to repeat and all was well. :) Sheesh LOL

Some times silly little things we should know slip through and so lose hours for something so easy.
But anyway, made good progress on the Village Production Set Addon although I lost time. :)

I also got a idea while I was working on the sand pit, not sure if it will work but do some testing this week.
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on August 06, 2018, 08:03:36 PM
Quote from: embx61 on August 06, 2018, 07:50:35 PM

Then after some hours it came to me. The sand texture resource file was still set at clamp instead of repeat so all what went out of the UV square made the lines appear.
Changed the resource file to repeat and all was well. :) Sheesh LOL

Some times silly little things we should know slip through and so lose hours for something so easy.
But anyway, made good progress on the Village Production Set Addon although I lost time. :)

I also got a idea while I was working on the sand pit, not sure if it will work but do some testing this week.

i really know how you feel bro !!!!
it is keep happening to me too much often
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 08, 2018, 06:39:30 PM
Just uploaded the EB Village Production Set.

This set can be used together with the EB Village Mod, or with the separate Village Modular Mods, and contains 6 buildings with a F Key texture variant.
Salt Mine, Sandpit, Water Well, Oil Press, Tannery, and Shoemaker.
All buildings are on several toolbars under the Themed Village Set button.
Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on August 08, 2018, 07:07:29 PM
will the shoe maker conflict with the saddle tannery?
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 08, 2018, 07:34:09 PM
No, no conflicts.
the tanneries are both the same but this is just a version more inline with village textures.
Both make cured leather.

The leather worker makes the saddles and pouches in the other mod.
the shoemaker makes three kind of shoes and bannies will use those as clothing.

The boots are the same as the vanilla winter coats (ClothingWarm) so are the best.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 10, 2018, 03:39:41 PM
Just released version 17001 of the EB Statues of Honour Mod.

While we on it I received some messages why my version numbers are so long and what the reason is.
A fair question. It is very simple. The 170 is the game version from Luke and here I went wrong. I always had 170 in my head while it should be 1.07  :-[
Luke made the version numbers integers only so no dots allowed.
We did not know if there ever would be a 1.08 or even 1.10 version so I did this from my hobby programming background so it would later very easy to see which version of Banished the Mod belonged to.
But I had uploaded so many mods all ready before catching that error I decided to leave it at 170. The 01, 02 etc are the sub numbers with the highest being the newest version.
So it is nothing more then 170 Game version and 01, 02, 03, etc the sub versions. That's all :)

Working currently on a sand beach. I also work on another small market set where I will use the wagon stalls from the Resort Deco Mod.

I also plan before not too long another update of the Unified Mod to cramp more crap into that one. :) .
Further I will look into a overhaul of the ground irrigation system. 

So enough on the plate for the time being :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 10, 2018, 08:50:30 PM
The Village Beach in progress. It acts as a Food Market as well and give Entertainment Happiness as long as a vendor is working.
The bannies can go a bit in the water. A bit funny with their clothes on but nothing we can do about it.

Because the sand is lower then 0 z axis I will make a copy of the Quarry resort deco meshes and adapt them so they can be placed lower other wise they will float in the air.
I will include that set with this mod so umbrella's and about all that good stuff can also be placed on the beach.
I will add it to the Village Services toolbar as I think a beach is a sort of public service and enough room on that toolbar.

The two wagons on the wooden ramps I did to make a food market out of the beach resort but also sometimes the corners did not dig well and a 45 degree part was showing.
If this happens, it seem to depend on where the placement is, it will be underneath the ramps so not visible.

(http://worldofbanished.com/gallery/474_10_08_18_8_42_35.jpeg) (http://worldofbanished.com/gallery/474_10_08_18_8_42_35.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on August 10, 2018, 08:57:22 PM
it looks strange a bit. the sand should be a lot more down below the ground level. when you look at the ramp, you see it is going down, but when you look where is the water, it looks like a big hill of sand.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 10, 2018, 09:05:56 PM
The sand slopes from the sides 1 tile because I did not want a whole wall of wood from the inside to be seen and the middle is flat. Then just before the water line it slopes down again.
On the picture it looks a bit like you explained but it really slopes down from about the waterline till inside the water.

The flat I had to do otherwise the ghosted pieces will look weird because they are level and even when i angle them a bit it still depends where the players places them so they are either partly sink in the sand or are partly floating.

\_______WL and goes down

Just checked and the flat part is -52 so more then half a tile below ground level.


(http://worldofbanished.com/gallery/474_10_08_18_9_12_25.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: galensgranny on August 10, 2018, 09:31:58 PM
The Village Beach is looking good!  I am so glad you are making this.  It's fine that the Bannies go to the beach in their clothes- they are modest.  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on August 10, 2018, 09:41:39 PM
i know those things that hug rivers arent easy since the constant change in every river..
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 10, 2018, 09:59:41 PM
A revised version.

I lowered the sand on the edges to see what it looks like. More wood is showing but not too bad I think.
To make it all natural so the sand flows into the Banished green grass is just beyond my abilities so the wooden wall was the only option.

The good part is about 16 more tiles are about flat so more room to place some deco on those tiles.
The ghosted deco can only be placed on the flat part as placed on the slope it will start to float.
What you guys and dolls think?

(http://worldofbanished.com/gallery/474_10_08_18_9_56_01.jpeg) (http://worldofbanished.com/gallery/474_10_08_18_9_56_01.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 10, 2018, 10:07:37 PM
Quote from: galensgranny on August 10, 2018, 09:31:58 PM
The Village Beach is looking good!  I am so glad you are making this.  It's fine that the Bannies go to the beach in their clothes- they are modest.  :)

:)
The idea came up when I was working on the sandpit. Wiscoke mentioned it too so here we go.
Even when I had the meshes of the bannies so I could put swim trunks on some of them the game would still not know who is in for a swim and who not so still bannies go for a swim with clothes on and others go shopping/working in swim trunks. :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on August 10, 2018, 10:15:46 PM
now i know where all the gold is going.the bannies work hard to haul the gold and marble out, and the royal lords are having beach parties....

it does look good,EB.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 10, 2018, 10:47:19 PM
Wherever the gold is going it is not in my pockets.  :( ;D

Another teaser. Later today I start with adapting a copy of the Resort Deco so they fit the beach.
(http://worldofbanished.com/gallery/474_10_08_18_10_45_48.jpeg) (http://worldofbanished.com/gallery/474_10_08_18_10_45_48.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on August 11, 2018, 01:14:28 AM
nice!
Title: Re: EMBX61's New Work in Progress Thread
Post by: Abandoned on August 11, 2018, 05:21:16 AM
Oh, that is fantastic, what fun it will be  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 11, 2018, 12:02:07 PM
Adapted the Resort Deco set so the pieces are on the right height for the Beach Deco Set.
Some small touch ups and then the build stages and AO mapping and it should be ready for release.

I had to go back to the last save as the flattening of the sand at the walls did not work. Part of the hole came through.

I can compile  the beach and beach deco in one set or have them separated.
Because of the odd depth (About -52 below ground) those pieces will not fit anywhere on the map besides the beach unless very lucky at some parts of the map so maybe compile in one set is the better option as without the beach part the deco is of no use.

I don't care which way. Now they are separated but it will not take much time to combine them if players rather have them in one pkm.

Pic of beach with some beach deco pieces placed. Take a little break and then start building stages and AO mapping.
(http://worldofbanished.com/gallery/474_11_08_18_11_52_50.jpeg) (http://worldofbanished.com/gallery/474_11_08_18_11_52_50.jpeg)
Re: EMBX61's New Work in Progress Thread
Title: Re: EMBX61's New Work in Progress Thread
Post by: Abandoned on August 11, 2018, 12:10:33 PM
Very nice  :) I think deco pieces should be combined with the beach, all in one mod.  :)  Very convenient and 1 less mod in list.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 11, 2018, 12:20:33 PM
I agree @Abandoned.

If I keep them separated players will download it without the beach pkm and then find out if the place some pieces on the map beside the beach they sink in the ground and go What on earth is this?  :)

I kept the Quarry resort deco separated because they can be used about everywhere on the map so are not really tied in with the Quarry Resort but this is different.

I make 1 button Beach Resort what I will put under EBtoolbar --> Town Services (I think a public beach can go under town services and enough room on that toolbar) and that button opens a toolbar with all the buttons related to the beach.
I normally have the decorations rather under decoration toolbar but in this case it maybe is better to have it all under 1 main button with a few sub toolbars under it so it fits nicely together.
Title: Re: EMBX61's New Work in Progress Thread
Post by: Goblin Girl on August 11, 2018, 12:55:31 PM
I agree it should all be together since the deco pieces can't work without the beach.  It's lovely!
Title: Re: EMBX61's New Work in Progress Thread
Post by: Abandoned on August 11, 2018, 02:33:29 PM
yes, and I also think under town service all together is good idea.  :)  And other deco pieces separate from quarry.  Nice choices.  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: rkelly17 on August 12, 2018, 02:28:37 PM
Very nice beach, @embx61. I'm assuming that there is some happiness boost connected with it. I know that going to the beach makes me much happier.  ;D
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 12, 2018, 02:39:14 PM
Yes, the beach have a entertainment happiness as long as a vendor is assigned to the beach
The beach act as a small food market too.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 12, 2018, 06:23:16 PM
Just uploaded version 17018 of the Unified Mod.
All mods are now included beside only the picket fences which I will do at a later time as I was tired of adapting code after code after code. :)

Now time for some more moddelling :)

On the menu Ice Cream vendor, Small markets, Clay/Pottery chain.

I also added a new version of the EB Decorations Mod. I found that the 2x4 ghosted stockpile cap was 50 of the pivot.

Title: Re: EMBX61's New Work in Progress Thread
Post by: catty-cb on August 13, 2018, 03:19:41 AM
Thank you for all your hard work its appreciated   :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 13, 2018, 09:46:26 AM
Hard work?
Nah, as long as it is fun it is not really hard work :)

The bannies work harder then I so I was thinking to give them a larger beach so more decoration can be placed.
The smaller beach just remains and this will be another mod and the decoration will also fit this mod.

Footprint will be 22x14. Released beach is 12x12.

I thinking about to enlarge the parts were the wagons are on so more can be placed ghosted.

(http://worldofbanished.com/gallery/474_13_08_18_9_37_32.jpeg) (http://worldofbanished.com/gallery/474_13_08_18_9_37_32.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: Goblin Girl on August 13, 2018, 10:04:12 AM
Oh, this is great!  I have this idea to do a whole area of a map that surrounds an isolated lake--with nothing but mansions and beaches and other fancy stuff. 

Where I live, rich people all have lake "cottages" that they go to on summer weekends.  Some of them retire there and live year round.  Heck, there are even tiny houses (without access to the lake front) for the waitresses, cashiers, cleaning and grounds-keeping staff. 

Having two sizes of beach will really improve my ability to load up the lake shore with them!
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 13, 2018, 10:11:13 AM
Placement can of course be an issue if the river or lake have many bents.
But in that case the flatten tool can come in handy to make the area a bit more straight before placement.

I not consider this a cheat as bannies know how a shovel works. :)
Some maps have just many small bents in lakes and rivers so it is even hard to place the Trading Post.
A lake would be the best is my bet for this beach.

I can make the beach as large as it can be but 14x22 seems okay but you guys and dolls are the players. I am just the modder who hardly plays with all the stuff I created. :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: Goblin Girl on August 13, 2018, 10:43:40 AM
Well if you're taking suggestions.... :D
Seriously, do you think you could make an angled beach?  Or one that is pie shaped, with only a few road tiles but taking up more space in the water?  I have no idea if either of these would be possible. 
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 13, 2018, 10:55:42 AM
Hardest part going to be the digging.
Digging is a square by square thing in Banished.

The game only digs a whole tile at the time so angled is difficult and maybe even impossible.
Need to do stepping of the hole.

That is why you see not much curves in Banished Mods what dig in the ground.
Banished is quite limited with digging.
Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on August 13, 2018, 11:21:41 AM
EB if you angle the sides of the sand instead of squaring it off with the wood sides,will it slide under the ground? maybe the it would look like the sand slopes into the land. if not then you could add a square of the sand texture and players could extend the beach with road pieces.can  the extension sections be set at water level?
Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on August 13, 2018, 11:29:28 AM
problem will be the edges where the roads hit the water edge. 3 different sand textures in this pic.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 13, 2018, 11:38:30 AM
Problem is still the digging.
Making a mesh at a angle is not difficult but to make a angled hole is another matter.

Stepping is maybe the only solution and we always need something on the sides to cover the holes up.
A natural hole is possible.
I think Tom have his sand pit natural and I think he stated it was a bitch to get it to look decent.
If we dig a hole in Banished the ground texture will stretch depending how deep you go. The deeper the worse the stretching gets and will look awful.
That is why most of us cover the hole up with boards, bricks (Red's Canals) as natural flow over is very, very hard.

We need a texture what has sand in the middle part and some green or rock around the edges to make a gradual change over.
But because of the size of the object we need a very large texture (2048x2048) because repeat will show the edges in the middle too.

I found with digging if we get around 1 problem another problem pops up.

If I am in the stage the Large beach can get in the game I will make a test copy of the mesh and play around a bit to see what can be done.
No promise it will work but I will give it a shot. :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: Goblin Girl on August 13, 2018, 12:51:56 PM
Thanks, @embx61 .  Giving it a try is good enough for me!
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 13, 2018, 01:12:40 PM
I sometimes like a challenge so trying never hurts. :)

All what I can lose is some time as I always make backup copies of the meshes before getting crazy with them. :)

A little teaser.
Decoration from the Quarry set can be used on the both planked sides as they are about 0 level.
Then I added some planters between the ramps so players can put decoration scrubs/grass/flowers into them. :)

Still have to remap the textures as they are stretched because of moving pieces around but it is getting there.
Only thing is I probably have to separate the deco part from the beach mod as including them here as well is just overload and will give double Icons if both Beach mods are loaded.

I will make sure I mention in the Beach Deco Mod that it is for the Beach Mods because of the -52 z axis.


(http://worldofbanished.com/gallery/474_13_08_18_1_05_48.jpeg)



Title: Re: EMBX61's New Work in Progress Thread
Post by: Goblin Girl on August 13, 2018, 01:40:22 PM
One request I have is for a railing on the ends of the side pieces that are closest to the water.  It reminds me of beach boardwalks.
https://www.youtube.com/watch?v=EPEqRMVnZNU
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 13, 2018, 01:49:15 PM
So you post the drifters but want a railing?  ::)    :D :D
A railing is in the works though. :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 13, 2018, 08:26:56 PM
Stripped the Deco from the beach set so it will be a separate mod to avoid double icons if both beach mods are loaded.
It will still be visible under it's own Icon next to the 2 beaches buttons on the Village Town Services toolbar.

Tomorrow I will upload the beach and the deco mod.
Still some small touch ups to do and then the build stages and AO mapping. Hope to release by Thursday.

Here a screen shot from in the game.
I used some of Kids ghosted flowers set in the planters, the beach deco set, and some of the resort set as they are at level 0 so fit the boards at the sides. :)

I made the legs of some beach deco a bit longer so they can be 1 tile further to the waterline without starting to float.
The lounges are a good example.
In the pic it is as far as it will go because the sand start dropping.

Looks like the Bannies having a good time :)

(http://worldofbanished.com/gallery/474_13_08_18_8_18_11.jpeg) (http://worldofbanished.com/gallery/474_13_08_18_8_18_11.jpeg)
Re: EMBX61's New Work in Progress Thread
Re: EMBX61's New Work in Progress Thread
Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on August 13, 2018, 10:08:57 PM
nice improvements. :D
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on August 14, 2018, 12:03:13 AM
oh yeah they look to have a very good time :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: Gatherer on August 14, 2018, 03:06:56 AM
And now for some deco bannies to put on those lounges, swings and chairs. And don't forget the swimmers and kids building a sand castle lol. ;D
Title: Re: EMBX61's New Work in Progress Thread
Post by: Goblin Girl on August 14, 2018, 08:19:13 AM
Thank you for the railing! 
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 15, 2018, 05:24:08 PM
Just released the Village Beach version 17002.
I had to strip the Decorations from the set for the upcoming Large Beach as loading both beaches would cause issues.

I released version 17001 of the Beach decorations as stand alone mod.
I made some legs of tables, umbrella's, lounges, a bit longer so the decoration pieces can be placed a bit closer to the waterline without starting to float in the air.

I added the 3x4 houses to the Village Mod and released version 17017 of that Mod.
The large beach is near completion. Only AO mapping to do and will release this one as well.

Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 15, 2018, 08:20:32 PM
Just released the Large Village Beach Resort.

Have fun :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 17, 2018, 11:50:43 AM
Crap  :(


When I adjusted the large beach sand part so players gain a bit space to put decoration on the beach I forgot to adjust the floor as well so bannies sink a little bit in the sand.  :-[
I fixed the issue and uploaded version 17002. It should be save compatible but probably have to demolish the old beach what change it into a destroy mesh.
The issue is not that major so you can keep playing and wait with updating till you start a new map or update and leave the old large beach (If build) alone.
It is not everywhere they sink a bit in the sand but mostly about 3 a 4 tiles from the waterline where I did the height changes.



Title: Re: EMBX61's New Work in Progress Thread
Post by: BlueFireChelle on August 18, 2018, 12:00:32 AM
Oh. My. Gosh!
I've been busy with work and not played much or been on the forum... and when I log on we have A RESORT, AND BEACHES, AND ICE-CREAM!!!! So excited about this! I've hoped for ice-cream in this game for so long ;) Fabulous work. Looks awesome.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 18, 2018, 08:39:04 AM
@BlueFireChelle

No Ice Cream yet. It is in the works though as I working on a Ice Cream Stall in between my other stuff.
It should not be far from release.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 20, 2018, 11:01:18 AM
Wooooohaaaaaa.

Nilla and her Viking friends are raiding my town.  :D

Found this mesh. Cleaned it up a bit and made it about 66% smaller in poly count.
It still is 9000+ poly but it was over 30.000.

More can be redone to clean it more up but it is one of those things where not a whole lot are placed on a map I think.
I have no use for it and will upload the sources soon to the Library.
Maybe Tom can use it in his the North Mod. He is more then welcome to take the sources and do what he wants with them so it suites his needs.

(http://worldofbanished.com/gallery/474_20_08_18_10_53_27.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on August 20, 2018, 11:09:40 AM
do you plant to do m boats and ships? that was nice. how bout columbus' ships? and then some freight movers,tug boats?
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 20, 2018, 11:22:59 AM
Not really. At least not yet.

I stumbled on this mesh but I have no real plans for it beside a ghosted ship.
It will fit The North so I think that Tom can make a real good use out of the mesh.
If not I can always release the mod as it is now. Just a ghosted ship.
But I rather wait till Tom sign in and let me know if he can use it so it all can stay in one mod.

Title: Re: EMBX61's New Work in Progress Thread
Post by: rkelly17 on August 20, 2018, 11:26:19 AM
Quote from: embx61 on August 20, 2018, 11:22:59 AM
I stumbled on this mesh but I have no real plans for it beside a ghosted ship.

That's a relief! I thought that now, in addition to starving and freezing to death, the poor Bannies were going to have to start fending off Viking raids.  ;D
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 21, 2018, 05:44:22 PM
Found a mesh what i been working on.
brads said a couple weeks ago if I wanted to make a sort of a wonder building because other modders did so.

Not really a wonder but it nevertheless I say it is a wonder for the Bannies.
The statue which of course need no introduction and with a real particle flame :) Thanks Red for the sources of IseeFire how to do that. :)

I was not sure what purpose it to give. Just another statue with or without Nomads I not want for this one.
I was thinking about Red's theater what is upcoming in his next release of RK Editor Choice.
So Bannies can buy tickets to visit the statue up close and gain some happiness.
I think that is what I understood how Red set the theater up.

Have to make a railing and some fluff around the statue and probably make the pier it will stand on a bit bigger.

I shall ask Red for some code snippets of his consume flag and his ticket files to see if i can implement it with the Statue of Liberty.
I will allow only 1 of them on a map as the poly count is about 19K and it is a sort of wonder.
That is the same as about 8 to 10 nice houses in poly count so not too bad.
I could get rid of some extra poly but the gain was not enough to keep going with that and left the lady alone who started to look pissed off at me :)  :)

(http://worldofbanished.com/gallery/474_21_08_18_5_28_01.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on August 22, 2018, 04:11:57 AM
here i ve put i think everything. a copy of theater template and tickets and the changes to Dialog newLimitFiles/Townhall.
and a copy of models/icons
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on August 22, 2018, 04:13:31 AM
Quote from: embx61 on August 21, 2018, 05:44:22 PM

I will allow only 1 of them on a map as the poly count is about 19K and it is a sort of wonder.

for a wonder that we put only 1 in a game it is always ok even if you go to 50k
in CC or MM if you put 2x3 Open sky (CC) quarry at 20k each side by side, you were ending up with 120,000 poly in a very small part of your map.
(mine have 10k)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 22, 2018, 05:03:42 AM
Thanks Red,

Will look at it tonight.
I agree, as long as not trees, bushes with high poly it should be fine. :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: Tom Sawyer on August 22, 2018, 07:50:52 AM
These ships look great @embx61. At the moment I can't see how to implement them except as a decoration. Some time ago I tried to replace the trader boat but failed. As far as I know the CC team also tried it and could not get it to work because of missing animation things. I will look at the model, maybe I get another idea. Thank you for thinking about the north mod!
Title: Re: EMBX61's New Work in Progress Thread
Post by: rkelly17 on August 22, 2018, 02:01:18 PM
@embx61, I mean the Statue of Liberty really has to attract nomads, doesn't she? Especially tired and poor nomads? Beyond that you could include some sort of happiness circle to simulate a tourist attraction.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 25, 2018, 08:18:17 AM
As I am not a master at the UI, as Discrepancy is, I finally had the Immigration UI after lots of trial and error in a added tab in the Statue UI.

But then the workers who give out the tickets did not work anymore.
My hat of to Discrepancy that he figures all that UI stuff out. It drives me nuts.

It seems that integrating a Consume Produce building with Immigration does not work.
Looks like the well where combining the put out fire part of the well with a water worker what gathers water does not work together.

So I have to make a choice which it will be. Tickets like Red's theater, or immigration.





Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on August 25, 2018, 11:09:54 AM
yeah there are things that doesnt work well together
Title: Re: EMBX61's New Work in Progress Thread
Post by: Tom Sawyer on August 26, 2018, 12:19:22 AM
@embx61, I would give the statue the immigration function plus a large passive radius for spirit, maybe even covering the whole map without showing the circle. That should work together and it would not totally replace alcohol chains and also not churches which still have the priest bonus. Happiness only if tickets are stored there, sounds a bit strange to me. And with a huge amount of required copper it could be a great end game goal, especially on Colonial Charter maps. Just what comes to my mind.. :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 26, 2018, 05:15:26 AM
@Tom Sawyer


Indeed a possibility too. I need indeed to add copper to my mod as the original is build with copper plates, Iron, and stone for the pedestal.
Title: Re: EMBX61's New Work in Progress Thread
Post by: rkelly17 on August 26, 2018, 06:17:44 PM
Quote from: Tom Sawyer on August 26, 2018, 12:19:22 AM
it could be a great end game goal, especially on Colonial Charter maps.

This gives me an idea. I remember when @RedKetchup first did his cathedral building it as a long-term project which was under construction for several game years. Having an "end game" project that takes a lot of materials and a long time to build could be a lot of fun. In addition to the Statue of Liberty you could do other big decorative projects in former colonies like the Peace Tower in Ottawa or Cristo Redentor in Rio. A player could select one to cap off a settlement.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 27, 2018, 05:26:19 PM
Following the Chess Sinquefield Cup so things are a bit slower.
This is the statue and now need to make the build stages and AO.

I decided to take nomads and give a spirit happiness with a 80 radius.
Also need to get copper in the game as raw material and it should be ready for release.

(http://worldofbanished.com/gallery/474_27_08_18_5_21_43.jpeg)

Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on August 27, 2018, 07:11:57 PM
Quote from: embx61 on August 27, 2018, 05:26:19 PM

Also need to get copper in the game as raw material and it should be ready for release.


all copper files
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 27, 2018, 07:22:47 PM
Thanks Red.

I pulled them all ready from the Editor Choice Beta 12 Sources but all together is a bit easier as I had to look through a lot of stringtables/spritesheets to find all the links :)
I have to update a few mods so they contain the copper ore and copper as well.

Then the Iron Smelter I will rename to Foundry in the string table as it will also produces copper from the ore so iron smelter not really fit anymore.
Add custom5 as a limit in the UI as well.


Title: Re: EMBX61's New Work in Progress Thread
Post by: taniu on August 28, 2018, 12:16:28 AM
@embx61  :D :DDThank you for the wonderful mods EBVillage Beach Set, Beach Large, Beach Decoration, Ice Cream Cert .- I'm in the process of testing all new mods - I'm based on the mods RKCH1.0 Li ght - I have a question related to the mod "EB Willage Beach Large -
1 . for this mod you can add - Smoking cart - to fry fish - just like "Smoking Shed - @ Tom Sawyer
2. fishfishing generally with help - on the pier - I have a fishery @ kid1293. Here we fish on the pier - cool thing - banish would be happy
3. Can you enlarge the market range - because I can put the beaches on a river or a lake - there is a small service range and the village is always away
4. add a beats - as a fishery or an decoration @ Necora
Dock Fishery CC - attached to the pier - does not work
I still have one question - there is no tool to eliminate the beach housing - you can only liquidate the market and the housing is empty. - Loss of space? I am sending a sample of my idea  - you may like my idea and add something to the beach set I would be very happy - you know what I mean to finish this beautiful beach by adding a few details  .Cheers!
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 29, 2018, 11:36:44 AM
1) I shall later look for a smoking fish cart. Need to be ghosted to put on the footprint but the outside sideways where the two market carts are the bannies cannot go so placing them there the bannies will not walk through them. If I make them buildable (Just like the Ice Cream Carts) they can be placed just upfront by the beach.
2) Cannot do, a building can only have one purpose.
3) I can in a update make the radius a bit bigger.
4) The boats in the picture are probably ghosted? I have to find some meshes of small boats but you should be able to use the boats from other modders.
The boats need to be buildable to allow fishing I think and this means the boats need a walkway to the coast or the bannies will not reach it.
Kids house boats are a example of this.

No, this is because the bannies cannot walk on the last tile of the end of the side ways.
That part is ghosted a bit as it extends a bit out of footprint.

You mean if you demolish the beach? If so this is by design as if I allow the destruction without a destroy mesh you end up with a big nasty hole what only can be fixed with a flatten tool.
I think some "wasted" space after demo a certain building is not that bad so once in a while.
It is IMHO part of the game to think where to put certain buildings :)
It is part of the game as the vanilla mine and quarry are designed like that by Luke.
Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on August 29, 2018, 12:58:06 PM
EB do the bannies walk on the boardwalk pier section? i think TANIU ius looking for a way to extend that to a fishing pier.he could add to it but i don't think the bannies will walk past the railing.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 29, 2018, 02:09:51 PM
The bannies walk in the middle of the side boards and that little part where the side steps are so they can go down on the beach.
The last part at the water side is ghosted so bannies cannot go there.

If the bannies are not guided with _ and # they will hop up and down the boards and the beach.
This the reason Kid not made the fort walls walkable as they need to be three tiles wide because both the outside and inside need to be # which means that the bannies cannot go there.
If it is _ it means the bannies can go there but if there is a wall and a bannie walks up to the wall he will jump on the wall.

So this:
#_#     <------ Wall three tiles wide. Outsides bannies cannot go.
___      <------ Wall three tiles wide but bannies see it as they can walk there but because of the floor they hop on the wall and on the other side hop down.

The sides of the boards are like this #_# and only at the side steps it is #__ so they can access the steps to the beach.
It is only one tile but the steps are almost 2 tiles because bannies are cutting corners so will also hop if I made the steps only 1 tile wide.
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on August 29, 2018, 02:47:04 PM
yup this game has a 2D pathing, it doesnt know nothing about what is an height. it only know west-east and north-south. if the tile next would be as high as Jupiter... they wound be teleported as high.
so we need to put some #'s which supposely mean forbitten.

i say supposely, because very often, citizens ignore it if it suitable for them ^^
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on August 30, 2018, 05:21:27 PM
Tomorrow I will upload new versions of EB Village, Village Resources, Village Food, Village Storage, Village Services which include toolbar change, and the Copper  and Copper ore materials which are needed for the upcoming Statue of Liberty.
Thanks Red for the Copper Sources.

The statue of liberty is almost finished and probably can be released tomorrow too.
No immigration as the real fire need a worker and that messes with immigration.
With no worker the fire was showing floating in the air at the build stages and if I set bool _addOnCreate = false the fire never went on even after finishing the statue unless I added a worker.
So it need a trigger mechanism is my guess.

But as long as a fire worker keep the torch of the statue lit the bannies will gain spirit happiness within a radius of 100.
The statue will not be really cheap and only 1 can be build.

Like 22 wood, 80 stone, 54 Iron, and 94 copper with 250 build cycles.

Title: Re: EMBX61's New Work in Progress Thread
Post by: galensgranny on August 31, 2018, 03:31:22 PM
The Statue of Liberty looks great!  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 01, 2018, 07:48:35 AM
Thanks @galensgranny

Uploaded new versions of EB Village, EB Village Resources Production, EB Village Services, EB Village Food Production, EB Village Storage, EB Village production, and Unified Mod.
Most changes are just a toolbar change and Copper Ore and Copper are added to the EB Village and EB Village Resources Production.
The Unified Mod contains now everything I made so far except for the overrides.

Uploaded the Statue of Liberty.
The statue have a radius of 100 and will provide spirit happiness as long as the torch is kept lit by a Fire Worker.
Not really cheap to build but I think not ridiculous expensive either :)
I can always change build cost if feedback is given.

Now I will continue with the clay/pottery chain and a fish cart.

If players play with the beach/deco beach mods make sure the beach mods themselves or any mod with update/release date of September 1 2018 or later which include the village entertainment toolbar changes are at the top of the mod list to avoid broken icons.
Title: Re: EMBX61's New Work in Progress Thread
Post by: taniu on September 02, 2018, 04:32:20 AM
@embx61 :DThank you for adding a cart with fish. I read your statements and other moderators and I know that it is difficult to add something to such a wonderful beach, but I still try to join the beach with other mods. I'm sending screenshots to see if you can add anything? E.g. I added mod @DS  - are at the pier level . Can you eliminate the railing and create a fishing stand on one side? or put boats at the end of the water and fish from the boat? Can you add a piece of platform  the side and stairs and create a fishing stand?
I'm worried that if I build the beach badly, I can not remove it - you wrote that a giant hole will be created, maybe you will come up with something? I'm not as smart as you are - I have only ideas. I apologize in advance for the problem, but I love Banished, I am attracted to such wonderful new mods. Cheers!
Title: Re: EMBX61's New Work in Progress Thread
Post by: taniu on September 02, 2018, 04:38:14 AM
@embx61 :D As you can see it still tests but it does not go too well with the beach, actually people are strangely jumping from the pier to the water and vice versa Cheers!
Title: Re: EMBX61's New Work in Progress Thread
Post by: Abandoned on September 02, 2018, 04:48:46 AM
oh, bad idea to have fishermen and fish hooks where people are barefoot and swimming.  Fishing lines catch on weeds and break, leaving hooks behind.  :(
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 02, 2018, 06:40:30 AM
Yes. the last part is a bit ghosted and I not know the path of that DS piece.A building can only have one thing to do.

It is a market so adding fishing in the same mesh is not possible.
I have to make a piece what extends but then the (part of) railing need to go. If some not want to build the fishing pier they are missing the railing so have to make two versions just for the railing or make ghosted railing what means a button just for a piece of railing which bannies will not recognize as a railing so if take one step further end up in the water.
Same with boats, the bannies need a path to the boats or they will never reach it so the fishermen do nothing more then idling.

A fishing pier from the side is also difficult because the bannies are not allowed on the outer edges of the pier.
I had to do this to avoid the hopping up and down as the ground is not flattened so the pier will be way higher close to the water then the ground.

Ghosting can do some nice things but the problem is that bannies avoid ghosted stuff. For the bannies the piece is not even there (Hence the name ghosted) so they walk through it and also not recognize a floor object in a ghosted piece so fall through.

I understand that a piece what is demolished and left behind is not everyones thing but a hole is what you get if not replaced by a destroy mesh.
I understand also that for some players the survival part and the vision of Luke are not important but on the other hand I also think we as players and modders alike should not wander too much away from the vision of Banished. Players who want to cramp everything in a small space can choose not to use the beach as a small market cart does the same thing on a maybe 2x3 footprint.

The beach is designed for the visual aspect so players choose to lose some space to have a beach they can decorate at will.

A hole and the water plane edges are visible too so even if the hole itself not look to bad the cut off water plane surely does. So only a flatten tool can fix that hole and even flatten tools are not work precisely and there is no way back if players screw up so have to save before messing with the flatten tool. On the water edges the flatten tool not can make the nice slopes as seen on the river banks but will always be almost straight sharp edges.

I really don't care and can ask more players to add their vision on it. If most players prefer it can make a update without the destroy mesh if players prefer that so they can fill that hole up with a flatten tool.

(http://worldofbanished.com/gallery/474_02_09_18_5_59_54.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: Gatherer on September 02, 2018, 10:36:17 AM
We people as a species are so greedy. More, more, more...want, want, want... OK, fine. What are we prepared to do for it? Absolutely nothing. Just give!!!

Why should everything be made compatible? It is a beach where bannies can relax and enjoy some sunshine, ice cream and swimming.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 02, 2018, 11:31:56 AM
I loaded the mesh and changed some stuff a bit to see if I could add a small fish dock.
Here it is. The Beach footprint is now 15x23 instead of 14x22 because I had to get rid of the ghosted part.

I allow only one fisherman on that little dock because of not much room for the create points.
If I create more create points then 2 they overlap and sometimes the game drops them on the shore next to the beach if the others are still not picked up I noticed.
Then the bannie who is on the way to pick it up just go through the side railing and hops on the shore  ::)

Now make a little ghosted railing for those who not want the fishing dock so they can close the end part off.
Then some cleanup, build stage and AO maps and I will upload a new version of the Large Beach with the modular fishing dock included.
Although the beach is under Town services --- Entertainment what have nothing to do with fishing I will do the buttons for the fishing dock and ghosted railing next to the beach buttons so it stays all together.

A picture says more then words so here it is.

(http://worldofbanished.com/gallery/474_02_09_18_11_19_40.jpeg) (http://worldofbanished.com/gallery/474_02_09_18_11_19_40.jpeg)
Re: EMBX61's New Work in Progress Thread
Title: Re: EMBX61's New Work in Progress Thread
Post by: Abandoned on September 02, 2018, 01:04:39 PM
Does this change only affect the large beach? I hope
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 02, 2018, 01:10:11 PM
Yes, only the large beach because the small beach have no side boards which go all the way to the water. (Lucky me) LOL
But it is modular. Even when the docks are included in the upcoming version players not have to build them and so the beach is just as it was before.

The only thing is I had to remove the end cap railings so bannies can access the fishing dock but I included a ghosted railing piece where players who not want the fishing dock can close the side board ends off.

The mod is also still rather small and only some kilobytes are added to the total.
Title: Re: EMBX61's New Work in Progress Thread
Post by: Abandoned on September 02, 2018, 01:18:23 PM
Good to know, thanks EB  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 02, 2018, 03:01:20 PM
Just uploaded version 17003 of the Large Village Beach.
A 2x3 Modular fishing Dock is added at a request from taniu. 1 Fisherman can catch between 5 to 7 fish.
I also added a ghosted end railing which can be placed at the ends of the side walks if no fish dock is build.
The fishing dock can be placed on both sides at the ends of the side walks so two are possible.
I also increased the radius circle from 34 to 44.

The fish dock and ghosted railing button are just next to the Beach buttons under EB Village Town Services --- Village Entertainment.

Should be save compatible but not sure a build one will update the mesh changes and because the beach will be a destroy mesh if demolished it is maybe better to wait for a new map before updating.


(http://worldofbanished.com/gallery/474_02_09_18_2_18_01.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: taniu on September 03, 2018, 05:58:51 AM
@ embx 61 :D :D :D Thank you very much - I did not expect you to do it, I thought I would write to you about giving up my idea - and here's a big surprise I'm shocked - I almost did not get a heart attack. You are a great and talented moderator - mod - it's fantastic - I like that you've stripped beaches on parts - who wants to have only beaches ,I prefer to have beaches and  fishing dock. I am reminded of holidays from the seaside, you can walk to the beach, sunbathe and snack - ice cream or fried fish. Will write about testing the beach and what resulted from this but it's a separate topic - Thanks, Thanks Cheers!
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 03, 2018, 07:23:04 AM
Great, I almost gave you a heart attack  :o so i have to be careful next time.  ;) :D

But seriously, you are welcome. It was not that much work and I am glad it makes you, and maybe others, happy :)
You do a lot of requests which lots of time not get done for various reasons  by us modders but this time I felt like fulfilling your request because it was possible and it make sense.
It is modular so those who not want fishing at the beach can ignore it. :)

I see your point about who only want beaches but to be fair about all the ghosted stuff not really have a meaning either.
They are just fluff to dress up the villages/cities but the bannies not care one bit of them :)
It is more a roleplaying thing and/or make cities nice.

The beach was a request after the Rock Quarry Resort area and nobody did it yet so i made the beach with some ghosted decorations.
I added a small market UI to give it a bit of meaning but the main purpose was just fluff so players can dress up their maps with a beach if they want to.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 03, 2018, 06:43:42 PM
Had a bit of a break today from modding.
Did some testing to try to help out galensgranny with crashing issues.

I also surfed the WWW a bit and stumbled on a nice monument mesh and directly loaded 3ds Max up and started working on the mesh.
Poly count was about 8K but I brought it down with some cleanup and getting rid of some side stuff to around 4.5K poly.

Tomorrow I will release the "Statue of our Founding Father" to honor the leader of the first settlers who were banished and started a new settlement. :)
The mechanics will be the same as the statue of liberty for the moment so a fire worker can keep the torches lit to gain spirit happiness.

Have to do the build stages and AO mapping, Icon, final testing and it will be ready.

EDIT: Maybe Monument is a better name then Statue?

(http://worldofbanished.com/gallery/474_03_09_18_6_22_03.jpeg) (http://worldofbanished.com/gallery/474_03_09_18_6_22_03.jpeg)
Re: EMBX61's New Work in Progress Thread
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on September 03, 2018, 07:17:32 PM
WOW !!!

just...... WOW !!
Title: Re: EMBX61's New Work in Progress Thread
Post by: galensgranny on September 03, 2018, 09:29:41 PM
Wow indeed!  :)   I think "monument" is a better name for it.
Thanks for helping me out trying to figure out my crash problem.
Title: Re: EMBX61's New Work in Progress Thread
Post by: taniu on September 04, 2018, 01:04:29 AM
@embx61 :D Wow!...just... fantastic
I have a new idea - going back to the beach - is it possible to make a monument with a sea-themed fountain? siren, neptune, or sea animal, ship etc? if you find a model and you want to make such a monument from a fountain, I would be very happy. I have EB Statue of Liberty the beach . She's beautiful
Cheers!
Title: Re: EMBX61's New Work in Progress Thread
Post by: taniu on September 04, 2018, 02:17:14 AM
 @embx61 :D I tested the mod of "EB Village Large Beach Resort: Version 17003" I wanted to show my visions of the beach -  I'm sorry to write here but I would like to share my remarks with my sceenshot; test 1
- I had a difficult river bank and I could not put a large beach without the help of tools - "flatten tool" and "terraform tool" - it did not work out well - I wiped a large piece of land and a large dark hole under the pier - though I covered it a bit, but No I could put a fishing dock on the pier
I have a great respect for Luke - and I know that he had other goals in this game - but I could not remove the beach with the tools for handling the objects - - I have the housing - I do not know how you did it? - That's right after removing the beach, there's a big dark hole around - I watched your screenshot
Title: Re: EMBX61's New Work in Progress Thread
Post by: taniu on September 04, 2018, 02:29:07 AM
@embx61  :D"EB Village Large Beach Resort: Version 17003"  test 2
better river bank although the village was a little further, I use tools for flatten i terraform the area but the final effect is better
Title: Re: EMBX61's New Work in Progress Thread
Post by: taniu on September 04, 2018, 03:29:46 AM
@embx61   :D"EB Village Large Beach Resort: Version 17003"  test 3
is best because I put the beach without problem and near the village - that's what I wanted to show my perfect beach with a fishing dock and boats that catch fish - only a lack of flying seagulls over the heads. boats come from the mod "Maritimes" - @ Necora perfectly fit into the fishing dock and fish processing @ RedKetchup. I also have an "Ice Cream Cart" and Donkey - deco donkey from the "Westward Ho V1.02" mod @ kid1293.Now my bannies can rest, fish from the pier, the boats provide sea fishs  , there is a market - they can eat and eat cold ice cream. Only there are no of flying  seagulls over their heads - he jokes -it's enough for my adventure with the beach .Regards   :D

Title: Re: EMBX61's New Work in Progress Thread
Post by: taniu on September 04, 2018, 03:43:57 AM
@embx61 :D have one more request :P - I really like "Beach fishing Dock" jet related to the  from the pier - is it possible to make it as a small separate mod - I like the bright texture of this dock - there is no such dock - Banished Please - Cheers !

Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 04, 2018, 08:45:13 AM
I can make a separate fishing pier. Give me a day or 2.

It can be difficult to place the beach. You need a piece of pretty straight coastline.
The hole I had in the picture was because I changed some code to show what it would look like.
The flatten tool can be a tricky thing and that is why I rather choose for a destroy mesh.

The vendor stalls you have placed in the mud are too deep. They need to be placed on the sand :)
The mud pieces are for plants :)

The big beach can best be placed on a lake as there is more water for the fishing dock.
The dock did not fit because it was too close to the other side shore at the river.
Too close to the other side can also give issues with trading boats.

The deco mod what is realated to the quarry have the same deco pieces as the beach but they are at ground level so can be placed on the side boards.
Title: Re: EMBX61's New Work in Progress Thread
Post by: taniu on September 04, 2018, 03:44:38 PM
@embx61 :D Thank you for the advice - but also during the testing of the beach and its construction I gained experience. Some players have a problem with setting mods - not everything looks pink - I read a lot of moderators' advice - how to set a mod, put it on top of the list or at the bottom of the list of mods - I personally test  - which mod does not match and cause error - delete it or move it. I'm still testing different old and new mods . I noticed that older mods have different raw materials than new ones or for other reasons - but I still do not have enough time to describe problems
I have a question because I do not know if you will make " carts  with fish smoking ". I am sorry to cause you trouble - thank you for adding a small dock, I am very happy - it will be a great set with the beach.
Cheers!
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 05, 2018, 06:04:58 PM
@taniu
Yes, I will make a fish smoking cart but bare with me as I am in a sort of statue mode at the moment :)
My beloved wife loved statues so she would have been delighted to see more of them. :)
I will see if I can find some meshes with some sea animals to make more statues.

Uploaded the Monument of our Founding Father and a Small Fishing Dock.

I found more statues and are creating a small set of statues out of them.
As I have enough statues which either attract nomads or give spirit happiness these set will just be ghosted and smaller footprints.

I made a new Mod List with more pages reserved to go around the 10.000 character limit of the forum so it stays all together. Thank you Red for pinning the New Mod List thread :)
Her some statues in 3ds Max
Still have to do all the coding and buidling stages, AO and all that good stuff.

(http://worldofbanished.com/gallery/474_05_09_18_5_55_59.jpeg)



Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on September 05, 2018, 06:17:31 PM
EB, you move around a lot for being in statue mode. good job on your list thread. i didn't want to dirty it up.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 05, 2018, 06:31:55 PM
@brads3

You, and others, can comment in the New Mod List thread if you want to as I have reserved some pages so all will stay on top. :)
I did not know about the character limitation or I would have reserved some pages in the old thread from the start.
Title: Re: EMBX61's New Work in Progress Thread
Post by: taniu on September 06, 2018, 12:29:38 PM
@embx61 :D Thank you very much for a small dock and for realizing my ideas. Your monuments are fantastic - I dream about a small fountain - we have a monument with a torch and maybe a "monument" with water? I will not answer the council - unfortunately I do not feel well - maybe I will have to go to the hospital  :'(- but thank you once again - I am very happy that here on WoB website are great moderators, who give us a lot of great mods, which make the game more fun - Regards @ Kralyerg and @ Tom Sawyer and thank you for the beautiful mods that are added to Banished. Cheers!
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on September 06, 2018, 12:41:21 PM
Quote from: taniu on September 06, 2018, 12:29:38 PM
unfortunately I do not feel well - maybe I will have to go to the hospital  :'(

i am very sorry to hear @taniu  i hope you will feel better soon.
Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on September 06, 2018, 01:16:52 PM
by water monument do you mean like RED's old fountains? or water themed like a seal or whale or ship?
i hope you get better quicklyit must be the weather or air today.my brain is on strike,can't wake it up and think clearly.
Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on September 07, 2018, 07:47:21 AM
GM,EB. i've been checking out new mods. seems i have a dot icon issue,no matter how i order your mods.under theme sets next to the remove building tool is 1 dot.clicking that dot pulls up 5 dots,cancel remove and terraform tool. i take it these dots are just removal tools? this was with beach decor,beach mods,storage set and village production set. in that order.

       does the village water well store water in the shed? if not ,then can it? can the storage barn and cellar get a texture option? maybe a darker 1.what happens if the stone is removed from the cellar, is it just wood to the ground then? or another idea was to change the stone to a sod look.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 07, 2018, 08:12:34 AM
Yes, this is correct about the icons. It is the new removal bar I implemented in about all my Village Mods but those mods newest versions are not uploaded yet.
I decided to do this after I saw double remove copper ore icons in the Vanilla removal toolbar when Red RK Ed Choice and my Village Mods what using copper too are both loaded.
If a Mod which using copper is also used there are more Icons like collect Iron ore and collect Copper ore in the Village Removal toolbar.

I plan to do this over the weekend.

The storage cellar I have to look as I not really looked at those sources for a very long time.

No storage in the water shed. The footprint is not that big and i have to look if storage is possible.

I hope you are feeling better soon taniu.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 08, 2018, 01:44:44 PM
Uploaded newer versions of all the Village related mods.
It is mostly just a toolbar change as I added a destruction and removal toolbar to the village mods.

This saves the players some clicks as they not have to go back to the Vanilla removal toolbar and then click there way all the way back into the themed village mods toolbars. :)
I also noticed when testing with RK Ed Choice a double Remove Copper Ore button in the Vanilla toolbar so with the added toolbar this issue is resolved.
Should be save compatible.

In some mods I changed the max size of pastures to 25x25 and the orchards spread of the trees is 2x2 instead of the vanilla 2x3.

Now back to work on some more ghosted statues. I still work on the pottery chain too.
Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on September 08, 2018, 02:07:16 PM
did you see all the nice pics of your mods at CC? someone has been busy
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 08, 2018, 03:18:05 PM
Do you have a link?
Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on September 08, 2018, 05:18:38 PM
http://blackliquidsoftware.com/index.php?/gallery/album/30-alex/

Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 09, 2018, 12:28:19 AM
Just a personal thing I want to share. :)

(http://worldofbanished.com/gallery/474_09_09_18_12_21_00.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: kid1293 on September 09, 2018, 04:12:53 AM
Sometimes the line between game and real life get blurred.
I have done such things too. Makes me feel normal when I am
lost in modding or thoughts.

Be strong, bro! We're Banished but we don't give up! :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on September 09, 2018, 08:04:28 AM
/ hug
Title: Re: EMBX61's New Work in Progress Thread
Post by: galensgranny on September 09, 2018, 05:35:01 PM
More hugs {{  }}
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 10, 2018, 08:33:09 AM
Quote from: rkelly17 on August 26, 2018, 06:17:44 PM
Quote from: Tom Sawyer on August 26, 2018, 12:19:22 AM
it could be a great end game goal, especially on Colonial Charter maps.

This gives me an idea. I remember when @RedKetchup first did his cathedral building it as a long-term project which was under construction for several game years. Having an "end game" project that takes a lot of materials and a long time to build could be a lot of fun. In addition to the Statue of Liberty you could do other big decorative projects in former colonies like the Peace Tower in Ottawa or Cristo Redentor in Rio. A player could select one to cap off a settlement.

Something like this?

(http://worldofbanished.com/gallery/474_10_09_18_8_17_31.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: Gatherer on September 10, 2018, 09:52:16 AM
That's gonna eat up a lot of stone lol.

What about Brandenburg gate and the Arc of Triumph?
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 10, 2018, 10:09:24 AM
I think the original in Rio is made out of concrete and was made between 1922 and 1931 but in the Bannie world stone will have to do with some added wood and iron.

It will be just wonder what gives some spirit happiness but not with fire  this time. I wish I could place it on a mountain but the heights of the mountains are different on each map so hard to find a good median so just on the ground will be best I think.
Beside that the builders are not allowed to go up the mountains so it never will be build so it has to be a ghosted or free to build piece to go around that but players will have to look around and juggle a lot to get it on the right height mountain so it noty sink to deep or not start floating. I think too much hassle to go for that.
Some of the limitations of Banished we cannot get around.

Although you would not think this statue is about 25K poly.
I made the pedestal from scratch as the original was over 2.3k poly for something that simple. There are some modifiers in 3ds max to optimize but many times it makes the statues awefull.

I think I have a mesh laying around somewhere of a Brandenburger Tor and have to dig it up and see what can be done with it.
Most of those meshes are pretty high poly but as wonder with only 1 building per map it will work for most players.
Most come without textures and mapping of statues is not that easy as mapping a building.
Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on September 10, 2018, 10:24:22 AM
i was going to say there is a way. CC has the fort towers that do work on hills. the bottoms are like stilts.those can't be built on flat ground thou.i think you are right that you won't see the build steps. it is race day cause it got rained out sunday so i won't check to be sure.i do thnk they are included with the frontier addon mod.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 10, 2018, 10:34:56 AM
I know it is possible but players can not place it just anywhere they want.
The mountain need to be as high as the bottom of the statues pedestal.
That the pedestal maybe sink in a bit is okay but floating or half the statue disappearing in a mountain looks just silly.

Even when i put stilts under it and the stilts show because the mountain is too low it will look weird to have a massive statue sitting on some stilts.

Stilts are not even needed. I can just let the statue float at a certain height and let the players find a good spot.
But what if there is no good spot on that map? On the ground is not possible anymore because the statue will float.

I think too much hassle for the player I think.
Title: Re: EMBX61's New Work in Progress Thread
Post by: rkelly17 on September 10, 2018, 11:28:55 AM
Quote from: embx61 on September 10, 2018, 08:33:09 AM
Something like this?

Yes, exactly. And yes it will and should eat up a lot of stone and labor, since the point is to be a late-game goal that you only accomplish when you have lots of people and lots of resources. Just too bad that Banished won't allow it to be built on top of a mountain.

Maybe WOB denizens from around the world can suggest their favorite giant statue or other such monuments for consideration so we have a world-wide selection of possibilities.
Title: Re: EMBX61's New Work in Progress Thread
Post by: Kimbolton on September 10, 2018, 04:49:07 PM
I am really enjoying all the statues you have added to the game. I would definitely love to see something like the Brandenburg Gate if you get around to it. :)

QuoteJust a personal thing I want to share. :)

Beautiful, hope you are doing okay.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 10, 2018, 05:11:58 PM
I am doing okay @Kimbolton. Thanks

While working on all those monuments and statues which my beloved wife would have loved too I was just brainstorming for a way to put her in the game she loved so much.

A statue what looks like her is not easy to find so i edited a photo I use as avatar in Photo Shop so it looks like it is sketched/painted with soft pastel colors.
Then added a book as she loved to read. I still working on it on and off and want to add two candles and a probably a rose.

She liked green and red so those are the marble colors I used.
As she cannot play the game anymore I found a way to put her in it :)

I am looking for the Brandenburger Tor in my files as I know I have it somewhere.
Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on September 10, 2018, 05:57:48 PM
EB when i asked you about monument mods i should have said monuental or big achievements. i didn't mean for you to work so hard. they do look super thou.if you keep going, you can do  the wonders from civ 5.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 10, 2018, 06:09:05 PM
To be honest the meshes are downloaded ones so I have to clean them up a bit, make the build stages, AO mapping, and write the code so they fit Banished.
So in a certain way it goes a bit faster then designing from scratch.

Only the poly count are mostly not really low for those kind of meshes.

But it are wonders, monuments, landmarks, or whatever and I allow only 1 of each to be placed on a map so it will be okay for most players.
Players can always give feedback about build costs and stuff. They are not really cheap to build but not really expansive either but I just threw the numbers in.       
I am not sure players want monuments what takes thousands of stone, logs, iron to build for just a bit of spirit happiness.

Next will be a set of about 4 or 5 more small ghosted statues and if I can find the Brandenburger Tor mesh I will make a mod out of that too.
Still working on other stuff like the pottery chain, fish wagon, a fountain on and off so to not get burned out by doing the same kind of stuff over and over.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 10, 2018, 07:48:30 PM
Found the old mesh I found in 2016 but it was way over 600.000poly  ???

Looked on the WWW and found one which is almost a 1/3 the size of the first one :)
Still a lot of poly like 188.500 poly.

Most of the poly is in the horses on top of the building when I separated that part from the mesh and that part alone is almost 100.000 poly so more then half of the total.

I have to see if I can optimize that part without distorting it too much. I can also get rid of that whole part but the horses are a major part of the Tor so rather leave them in.
I shall tomorrow write the code and see how it performs in a test game.
Hopefully even with that much poly it will be okay as 5 Cristo Redentor statues will be the same amount of polies as the Tor.

The Brandenburger Tor in 3ds Max :)
(http://worldofbanished.com/gallery/474_10_09_18_7_39_58.jpeg) (http://worldofbanished.com/gallery/474_10_09_18_7_39_58.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: Kimbolton on September 10, 2018, 11:39:33 PM
Wow! Thanks for your effort on this.
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on September 11, 2018, 12:51:52 AM
wow thats so nice !!! you have really a gift to find those !!!
btw, can you find me an egyptian pyramid that look as great ?
Title: Re: EMBX61's New Work in Progress Thread
Post by: taniu on September 11, 2018, 03:49:49 AM
@embx61 :D @RedKetchup  : :D Thank you for kind words - a man feels better when someone is so nice and supports me spiritually, even though we live in a different part of the world - I'm still very weak, fortunately I feel better, I was in the hospital. I'm already home - I'm very happy that I can go back to Banished @ embx61 - I also want to console you with all my heart - I'm counting on you - you're very talented. Returning to the last model - the Brandenburg Gate is beautiful - in fact, we have beautiful monuments from around the world - it is difficult to choose something and look for the right model - you have the gift of searching such models - "pearls". I will be patiently waiting for other mods you are currently working on - the quote "Next will be a collection of about 4 or 5 other small figures, and if I can find the net Brandenburger Tor, I will make it a mod.
He's still working on the potter's chain, the trolley with the fish and the fountain "- that's very good news - I'm very happy. Cheers!
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 11, 2018, 07:57:43 AM
Between modding sessions I mostly surf the web for inspiration and to clear the head.
Sometimes I do a search for a specific thing I want to look at in google and look at the pictures for inspiration.
Sometimes there are 3d models as well as those pictures and so go that site.
I mostly end up at sites as Turbosquid, archive3d, free3dmodels, rigmodels, and some more and then have to look through many free models they have.

I look through models what they ask hundreds of dollars for and sometimes some are free which are very nice.
Lots of sites let you set a filter on free so are a bit easier to find free stuff.

Sometimes it can take hours to find something nice between a lot of models they have and sometimes I not really looking and just browsing through pages of free models and stumble on a nice one. The Founding Father monument what in real is the monument of Alexander II of Russia was a example of this.

Then it is a question of downloading and see what come with it like textures. Some do but many don't have the textures included. Many sites not give the poly count either and after downloading and importing in max I see something like it is 1 million poly. LOL
Mostly 3d models which are scans and/or are for 3d printing are very high poly.

If I stumble on a pyramid I for sure will download it and send it to you Red.
taniu modding is a big hobby of my since I started back in 2015 and as long as it is fun I keep modding and I am glad you doing better.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 11, 2018, 05:33:15 PM
Wrote the code for the Brandenburger Tor and loaded it in game and the whole mesh was screwed up.
In 3ds Max it all looks fine but either the export to fbx or the Banished game engine cannot handle a object with so much poly. (over 170.000 poly)
Most are in the horses and chariot at the top (Almost 100.000)

I tried a lot of stuff like export to object and reimport but nothing helps.

I suspect the game engine cannot handle a object with that much poly as it must be possible to export a high poly object to fbx in 3ds max.

I going to redo the whole mesh from scratch with the original mesh as a guide for scale and placing of objects.
I all ready detached 1 column and with the rings and the square boxes at the bottom and top. The whole column is 1988 poly.
When i remade the column from scratch it is 151 poly.
Little rectangle boxes are 60 poly while it can do with 6 poly. Much is beveled what is not needed at the scale for Banished.
So I have to go through all the objects, detach them, remake them and copy paste them at the right places and then deleting the originals.

This going take a fair bit and i will look for a lower poly chariot and horses as well as almost 100.000 poly is just way too much.

This going to be a project were I work on and of but it will be done one day :)
On the picture the orange column made by me in place. The little red block is 60 poly and can be made so it is 6 poly.

(http://worldofbanished.com/gallery/474_11_09_18_5_30_51.jpeg) (http://worldofbanished.com/gallery/474_11_09_18_5_30_51.jpeg)
Re: EMBX61's New Work in Progress Thread
Re: EMBX61's New Work in Progress Thread
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on September 11, 2018, 05:36:09 PM
yeah i ending to redo and copy everything i can find. those people dont care about the polygons count they just want to look nice ^^
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 11, 2018, 05:41:53 PM
Maybe big engines like Real or Unity can handle that high poly stuff but Banished can't it seems.
The textures were all odd sizes too like 358x127 and I had to crop/resize a lot so they are a power to 2.

It is a nice building so that is why I decided to redo it from scratch in between all my other modding stuff :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 11, 2018, 07:23:42 PM
Made some progress and the array tool in 3ds max is awesome for equal spacing of objects.
Whoever made that mesh was a bit off here and there with column spacing as I noticed when I used the array tool.

The mesh went from 128.935 as seen in the 1st picture to 38.768 poly and that not include the chariot part what i deleted all ready and saved in a different mesh and hope to find a lower poly one, and still more to do. :)
All what is not light green I still have to make from scratch to save a lot more poly.

All the little yellow blocks what I call fries are just 483 poly. Original was 60 poly per 1 rectangle. 1 rectangle is 5 poly when made from scratch.

(http://worldofbanished.com/gallery/474_11_09_18_7_17_42.jpeg) (http://worldofbanished.com/gallery/474_11_09_18_7_17_42.jpeg)
Re: EMBX61's New Work in Progress Thread
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on September 11, 2018, 07:26:02 PM
the place you can save alot are the columns. make them too complicated and you will multiply by 100 when you ll copy them over and over.
keep in mind, in banished we see nothing of our detailled work
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 11, 2018, 07:33:49 PM
Yeah, those colums have rings around them at top and bottom. Each ring original was 672 per ring  ??? 
When i had all small columns in place I deleted all those blocks and rings and poly went down like crazy :)

Remade rings are 56 poly because I made them a bit less round and deleted poly which are not visible because they are hidden by the square block and the column itself.
I must admit it goes faster then I expected.
Title: Re: EMBX61's New Work in Progress Thread
Post by: schueler on September 12, 2018, 05:46:58 AM
There is a relatively low-poly quadriga model on top of this one:

https://3dwarehouse.sketchup.com/model/4a902c1f44223116c4e174b0cf70299/Mausoleum-of-Hadrian

It might be a bit of a hassle to import the sketchup format though. Maybe it's useful, though it's not an exact replica.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 12, 2018, 08:46:11 AM
Thanks @schueler

I can import sketchup stuff in 3ds Max I just founded out. Some nice other stuff I see on that site and will look for some more buildings later on :)
I mostly ignored sketchup stuff because did not know I could import it in Max but I can.

I found however another chariot I took from another model of the Brandenburger Tor which is a little over twice the poly of the Hadrian mesh but is more accurate with the staff and the eagle.
I saved a lot of poly from building the BT from scratch. Everything beside the chariot are redone from scratch.
I went from about 194.000 poly to 21.631 including the chariot which alone is 10.531 poly as seen in the picture below.

I have the textures about ready too and still looking for a few more. I also want to do a couple of doors and windows in the side buildings as the original had them just as a plane texture with windows and doors draw on the texture.

I think the building will be a whopping 28x14 tiles in Banished if I look at the grid lines in 3ds Max.

All in all it went pretty fast to rebuild from scratch so if I find another mesh what is worth it but have a very high poly I will rebuild from scratch too :)

Take a little break and then go do the doors/windows, some cleanup and then texturing.

(http://worldofbanished.com/gallery/474_12_09_18_8_29_56.jpeg) (http://worldofbanished.com/gallery/474_12_09_18_8_29_56.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: Gatherer on September 12, 2018, 12:33:48 PM
This is gonna be awesome!
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 12, 2018, 05:03:58 PM
 :)

Made good progress on the texturing. Had to look for a couple better textures then the original one.
Now working on some stuff inside the gate part where there is a rectangle and a round relief so i going to add those.

Then some more of those 3 blocks designs in a row I go around the other parts of the building as well.
Then some doors and windows in the side buildings and it should be ready for testing and the build stages and AO mapping.

Sitting on 21.868 poly currently and probably stay below 30K with the build stages included.

(http://worldofbanished.com/gallery/474_12_09_18_4_57_41.jpeg)
(http://worldofbanished.com/gallery/474_12_09_18_4_57_41.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: Kimbolton on September 12, 2018, 05:36:52 PM
It looks wonderful!
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on September 12, 2018, 05:38:31 PM
this is really taking forms :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 12, 2018, 06:33:24 PM
Thanks guys :)

The Brandenburger Tor in Banished. :)
Not finished yet but I could not wait to see how it would look :)

brads, You wanted a big wonder so soon it will be available. Big enough? LOL

(http://worldofbanished.com/gallery/474_12_09_18_6_29_51.png) (http://worldofbanished.com/gallery/474_12_09_18_6_29_51.png)
Re: EMBX61's New Work in Progress Thread
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on September 12, 2018, 06:38:48 PM
wow in game that looks so nice !!

what did you decided as function? a decorative item ? a townhall ?
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 12, 2018, 06:50:55 PM
O yeah, it looks great in the game. My heart was pounding when I loaded it for the first time and dumped it down.
Still I see some small issues like black faces here and there I have to fix. Probably do a normal modifier on it in Max to see if it fixes it.
If not I can export to Object and re import because lots of time that fixes that small stuff too.

O nothing decided yet as function. I made all ready quite some happiness and Immigration statues so I am not sure.
Town Hall it sure can be but an expensive one. LOL

Let the players chime in about size (I think it is scale wise close to the real one in Berlin if i look at pictures and see people walking in front of it)
Building cost, and work time. So far I have 10 builders as dummies but can do more but maybe it is something what need a lot of resources and work time to complete, like years, just as the real one. :)

It is 30x15 tiles in the game currently. A nice empty plaza in front to put a lot of ghosted decorations :)

Tons of stone, copper, Iron, and wood are needed I would say.
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on September 12, 2018, 08:48:08 PM
yeah sometime a normal modifier can fix some of these
Title: Re: EMBX61's New Work in Progress Thread
Post by: Kimbolton on September 13, 2018, 08:45:13 PM
It looks fantastic EB!

I think I'll trust your good instincts regarding the scale. Personally I prefer it not to attract nomads. Can a road go through it? :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 14, 2018, 07:22:02 AM
Thanks @Kimbolton

Bannies can walk through at several parts between the big columns but it will not be evenly spaces between all colums.
I was thinking of putting a light color marble paver blocks a little bit above the ground level.

Then I can allow roads to be build at certain points for fast travel (The roads will not be visible)
Because of the spacing between the colums allowing visible roads will look odd as some roads will not be nicely centered between all the columns and some even go slightly into a column.
Title: Re: EMBX61's New Work in Progress Thread
Post by: Goblin Girl on September 14, 2018, 10:08:07 AM
Wow, @embx61  you're on fire!  Amazing work.  Beautiful!
Title: Re: EMBX61's New Work in Progress Thread
Post by: galensgranny on September 14, 2018, 04:37:18 PM
That came out wonderfully, Embx! 
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 14, 2018, 09:36:02 PM
Fixed some minor stuff.
Added the doors and windows in the side buildings.
Changed a few textures as the originals where not seamless and although it was hardly noticeable I changed them anyway to seamless ones.
Added the reliefs around the building and inside the walls of the middle part of the gate.

Footprint is currently 30x16 Including a road. I added a footprint at +4 above ground with a floor object.
Still roads can be build on three parts through the gate and a side one just at the back of the side buildings.
About all the plaza inside can be road build but because of the footprint the roads will not be visible but the bannies gain the speed of the roads.

Tomorrow I start with the build stages and AO mapping and think I can release in a day or 2.

(http://worldofbanished.com/gallery/474_14_09_18_9_22_05.jpeg) (http://worldofbanished.com/gallery/474_14_09_18_9_22_05.jpeg)

Road plan
(http://worldofbanished.com/gallery/474_14_09_18_9_50_55.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: Kimbolton on September 15, 2018, 01:05:57 AM
You've done a great job on this. Can't wait to see it in game! :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: taniu on September 15, 2018, 01:32:39 AM
@embx61 :D Wow! You've done great, a beautiful object - a real "gem". Greetings
Title: Re: EMBX61's New Work in Progress Thread
Post by: Paulo on September 15, 2018, 04:10:25 AM
That is just magnificent.
thank you for everything.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 15, 2018, 07:46:17 AM
Thanks :)

the 4 build stages of the Brandenburger Tor are done and poly went up to about 39000 poly total so it could have been worse.
Take a little break and later do the AO mapping. It looks like I can probably release later today.

Have to figure out the resources needed to build it and the work time.
Logs, Iron, Stone, and copper, and some glass will be needed to build this  building.

As no ideas what the building function can be I decided just a passive happiness with a hidden radius of 200.
If players want it I can make it a Town hall too as that will work together with happiness.

It will be a building what will be quite expensive and take a long time to build and only 1 can be build.
It is a landmark after all and should be a huge project for the bannies to build. :)

I stand open for suggestions about build time and the needed resources and function.
@Kimbolton not wanted Nomads and I can agree with that so even if it become a Town Hall as well I will take out and hide the Nomad stuff.


@RedKetchup, I think it is possible to have the Town Hall not having Nomads?
Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on September 15, 2018, 08:45:47 AM
yes it is EB. KID has several modded TH's that don't bring nomads.
Title: Re: EMBX61's New Work in Progress Thread
Post by: Gatherer on September 15, 2018, 12:29:48 PM
Marvellous, just marvellous!!!

My suggestion for build costs: 4000 stone, 1200 iron, 600 logs, 500 copper and 150 glass. And 50 thousand work units.
Title: Re: EMBX61's New Work in Progress Thread
Post by: galensgranny on September 15, 2018, 01:49:26 PM
I think it would be good to be a town hall with a wide happiness radius.  I don't want it to take 50 thousand work units, as Gatherer suggested.  That is too much.
Title: Re: EMBX61's New Work in Progress Thread
Post by: Gatherer on September 15, 2018, 01:56:58 PM
Mr. Red's cathedral in NMT 2.0.4 required 16 thousand work units and could be finished in 2 years with 4 workers.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 15, 2018, 02:17:59 PM
I wish i knew what the average builder work time is in about a Banished Year.
Then I can do a calculation based on that.

Say I want the building to take 4 years to complete and say it takes average 2000 work time for a builder in a year then it is 4x2000 = 8000 work units per builder but have to take the number of builders into the evaluation too so with 12 builders assigned it will be 8000 / 12 = 666 <======== Great, I end up with triple 6  ???  LOL

50.000 seem to me also pretty high but with 12 builders assigned it will be 50.000 / 12 = 4160 units per builder. The question is how many build cycles a builder makes in a year on average?
I think we cannot set the speed of builders like the professions and I think it is 4-4 or maybe 4-5 for builders so that is pretty fast.

AO mapping almost done and will do some testing on build times.
I just for testing shake emit the glass and Copper from the needed resources because Luke never fixed the Debug so we cannot add those resources directly so I have to setup a chain for glass and copper. (I will email him about that as I think even he not really working on Banished anymore bugs should be fixed or give us  the code for the Debug so we can fix it ourselves ;) ) and let the game run with 3 builders run for a year to see how much building is done in that year.

Bannies are behaving different from game to game so it will not be hard figures but close enough so it all make sense in a certain way.
While I want it to cost something I not want it to make it crazy long either (Like 10 or 20 years) so hardly anyone will build it.

I have emitted the circle but if players want the circle to show when the building is selected or pinned I will enable it. 200 radius is a huge circle and when placing the building the circle is not even in view.

I will implement the Town Hall function and emit the immigration part and hide the immigration Tab from the UI.
Then a spirit happiness, no worker needed so a passive always working one, with a radius of 200 but stand open for suggestions as I build all my mods for the players, not myself. :) .
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 15, 2018, 02:29:37 PM
Quote from: Gatherer on September 15, 2018, 01:56:58 PM
Mr. Red's cathedral in NMT 2.0.4 required 16 thousand work units and could be finished in 2 years with 4 workers.

Ah, thanks for that information. very helpful and save me some testing. I allow at the moment a max of 12 builders so 3x16000 is 42000 for it to be done in about 2 years.
I was just as Granny thinking 50.000 as very high to but I think Granny and me not directly thought of the amount of builders a player can assign.

So either 42000 with 12 builders so it will be done in about 2 years or less workers and less building time but it will be about the same in speed I think.
I can do 6 builders and 21000 work units. It will be the same as 12 builders with 42000 work units.
Was 4 builders the maximum in the Cathedral?
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on September 15, 2018, 03:49:56 PM
dont forget to divide by /100 to get the number of tools needed by the builders to build that building ^^
Title: Re: EMBX61's New Work in Progress Thread
Post by: Gatherer on September 15, 2018, 03:56:38 PM
Quote from: embx61 on September 15, 2018, 02:29:37 PM
Quote from: Gatherer on September 15, 2018, 01:56:58 PM
Mr. Red's cathedral in NMT 2.0.4 required 16 thousand work units and could be finished in 2 years with 4 workers.
Was 4 builders the maximum in the Cathedral?

4 builders maximum, yes.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 15, 2018, 03:59:29 PM
Ah, I was not thinking about tools. 22000 / 100 is 220 tools needed if they are Iron.

But it seems the 4 builders for the Cathedral was okay or did you get "complaints" it took too long to build?
If it is okay I will cut the builders in half so from 12 to 6 with a build time of 22000 so it will get build in a year or 2.

If I add the the Town Hall code without Nomads it is just a question of Hide the Tab with the hidden flag and comment out or delete all the Immigration Code from the Template File, correct?
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 15, 2018, 04:01:53 PM
Yeah, I agree with too many builders it will be finished pretty fast too unless I up the work time to compensate :)
Less builders are a bit better in my view with lower work time the high build time with more builders.
Title: Re: EMBX61's New Work in Progress Thread
Post by: Gatherer on September 15, 2018, 04:06:00 PM
Just for info: The real Brandenburg Gate was built in 4 years, between 1788 and 1791.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 15, 2018, 04:35:39 PM
Yes, I read that too but if i go too high I am think that not many players will build it but I can be wrong.
I use the download numbers of many mods, from other modders and mine alike, as a sort of guide and see what is popular and/or not and notice that big expensive buildings are not as much liked as smaller and cheaper buildings according to the download numbers.

Maybe it is not the size directly but the problem with those big buildings is that it is very hard to give them a good function because of game limitations.
Mostly they end up as Nomad thing, Town hall, or a happiness booster.

While not so important for me personally I am still honest enough to realize when I working weeks on a building and it get downloaded for example 30 times on a forum with over 9200 members it makes me wonder and have to ask myself if it is worth it keep designing those kind of buildings or just do way more smaller stuff like small chains and more houses and stuff.
I honestly do not know as download numbers are only 1 facet and this is not a sneer to players as I will not download and play with a mod I not like either for whatever reason it can be but just a honest observation I have acquired over the last month or 2. :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on September 15, 2018, 04:47:50 PM
Quote from: embx61 on September 15, 2018, 03:59:29 PM
Ah, I was not thinking about tools. 22000 / 100 is 220 tools needed if they are Iron.

But it seems the 4 builders for the Cathedral was okay or did you get "complaints" it took too long to build?
If it is okay I will cut the builders in half so from 12 to 6 with a build time of 22000 so it will get build in a year or 2.


bah the thing still is :
not many built it in 2.04
more people are building it in RKEC at lower costs
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 15, 2018, 05:15:09 PM
So maybe I will release two versions, a cheaper one and a more expensive one for those who like a challenge? I not going to rewrite all the code beside the strings and adjusting the numbers in the template file so only 1 is possible to have enabled in the mod list, not both.
Title: Re: EMBX61's New Work in Progress Thread
Post by: Tom Sawyer on September 16, 2018, 12:11:32 AM
So we are now Banished to Berlin? Then I want a food stall for Currywurst and Döner next to the gate. Döner please komplett with Kräutersoße. ;D
Title: Re: EMBX61's New Work in Progress Thread
Post by: rkelly17 on September 16, 2018, 12:52:29 PM
Quote from: embx61 on September 15, 2018, 05:15:09 PM
So maybe I will release two versions, a cheaper one and a more expensive one for those who like a challenge? I not going to rewrite all the code beside the strings and adjusting the numbers in the template file so only 1 is possible to have enabled in the mod list, not both.

I think that all of these landmarks should be very challenging, something that you build around year 80-100 when you have lots of people and lots of resources, so I'm for the more expensive version.

Quote from: Tom Sawyer on September 16, 2018, 12:11:32 AM
So we are now Banished to Berlin? Then I want a food stall for Currywurst and Döner next to the gate. Döner please komplett with Kräutersoße. ;D

Yes!  ;D
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 16, 2018, 01:12:39 PM
Had some problems with the AO mapping as some of the bases of the columns looked bad.
Had to do some research on the internet and found not much info.

I mean there is much information about 3ds Max but there is so much it is hard to find the right info :)

I fiddled with some settings like the padding and the max. distance modifier and suddenly that seem to do the trick and the AO is okay.

Redid all the AO with those settings and it looked okay in game.
The BT will act as a Town Hall without Nomads and a spirit happiness with a radius of 200.

I did some thinking overnight and decided to make this building as I intended it to be.
IMHO It need lots of resources and time to build a giant like that.

I made the circle invisible as it is so huge it almost covers a medium map completely and some is seen in the outer mountains and is stretched too much so it looks awefull.
But trust me the 200 radius is there, only not visible. :)

If enough players want a cheaper version I will release a cheaper to build version too but will strip the happiness code out of it so it acts as only a Town Hall without Nomads.
As I wrote earlier, I not look forward rewriting the code for two versions so they not conflict so only one can be in game, not both at the same time.

Now for the cheaper version if desired. Please give me some numbers about the resources and build time for the cheaper version.
Currently I was thinking the regular version to be:
22000 build units, max 6 builders, 400 logs, 1000 stone, 400 copper, 400 Iron, and 80 glass.
There is a bit of time left so I can adjust numbers on players feedback.

I will release the original version tonight as well as the 4 small ghosted statues set.
Title: Re: EMBX61's New Work in Progress Thread
Post by: Gatherer on September 16, 2018, 01:33:52 PM
Quote from: rkelly17 on September 16, 2018, 12:52:29 PM
I think that all of these landmarks should be very challenging, something that you build around year 80-100 when you have lots of people and lots of resources, so I'm for the more expensive version.

This was also my reasoning behind those numbers I suggested before. I like to reserve space and have the industry output well established for the NMT cathedral in advance and then build a town around it first. So it will be the same with this wonder.


My revised proposed numbers based on yours @embx61 : 25 thousand build units, 500 logs, 1500 stone, 400 copper, 400 iron and 100 glass.
Title: Re: EMBX61's New Work in Progress Thread
Post by: galensgranny on September 16, 2018, 01:54:48 PM
For me, if the cheaper version would only be a town hall, I don't see the point with such a large building and so much labor involved. 

Regarding the circle to show the range of happiness, I do wish all such buildings showed them when first setting them down or hovering in place.  Though, with a range of 200, it is not so important like it is with churches and markets.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 16, 2018, 02:30:35 PM
I can show the circle but because of the massive radius the texture stretches so much it looks like crap.

I wish those land mark buildings could be more then just a Town Hall and/or some happiness stuff but the game is quite limited in that regard.

I understand everyone plays different with different goals. What for one player looks okay is for the next player way too expensive.
What I cannot do is please everyone without making 100's of versions of the same building but all with different numbers and scales.
Well, I could do it but nothing new would be released anymore for a long time beside that i will burnout rather fast with working on the same code and mesh all the time :)

But as rkelly and gatherer saying, it is not directly about the function but rather the later game challenge to build one of those land marks even when they do nothing game play wise.
The real Brandenburger Tor have no real function either (It was a city gate) while I think there is a small museum in one of the side buildings.
But the Tor is a symbol for peace and unity. So to give it a spirit happiness make some sense in that regard.
That is the idea I got from reading some of those requests and players said it should be expensive as that is part of the challenge to build one.

But not every players wants that kind of challenge and that is why I want to release a cheaper to build version as well.

But I need some numbers as what the players think is reasonable in build time and resources for the cheaper one.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 16, 2018, 03:42:13 PM
Just released the Brandenburger Tor.

I went with the numbers given by Gatherer in his last reply. If enough players let me know they want a cheaper to build version I adapt some code and release it.
Now finishing up the 4 ghosted small statues and will release those shortly.

The decorations toolbar get a bit ugly with all those decoration releases.
I will look into smoothing that toolbar out a bit with some more added sub toolbars.






Title: Re: EMBX61's New Work in Progress Thread
Post by: Kimbolton on September 16, 2018, 11:11:24 PM
Looks great EB. That is definitely one big tor! :)

Now the largest structure in Banished:

(https://i.postimg.cc/1tVTm1mh/cropped_wonders.jpg)

Looks like this needs to be above your other mods to show in the toolbar.

I think there is definitely room in Banished for buildings that don't necessarily have a function but are simply built to make your city more beautiful or interesting. I am always happy to see more of them. I love the gameplay of banished but also love just the city planning and building part as well. Also as you said they are a late game challenge. That is just my opinion though. :)

Thanks so much for all your work on this. 
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on September 16, 2018, 11:41:57 PM
looking at this picture...

i am wondering in real life ... is the bradenburger is more big than the white house ?
how big are your doors ?
Title: Re: EMBX61's New Work in Progress Thread
Post by: Tom Sawyer on September 17, 2018, 01:16:02 AM
The Brandenburg Gate is 65 m in width = about 40 game tiles and the White House is 51 m long = about 30 game tiles, if you make it in real proportions. To have it smaller in game can make sense of course.

I also agree that there is no need of a real function except of happiness and to let the bannies idle there. Immigration is not so fitting like for the Liberty Statue in my opinion. It even can become annoying in late game with too many nomad attractors. In real life, the Tor also does not have any practical function. It was build as a triumph gate and prestige building to show the power of Prussia or so. As a symbol of peace I'm not so sure with the Victory Goddess on top.^^ Of course, today it's a symbol of freedom and unity. So it would be right if the model in Banished is such a prestige building or monument too.. a classical achievement thing where we often talked about and the function is to just have it. I would give reasonable high building costs, without a cheap version. It would support the idea of an achievement. :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on September 17, 2018, 03:53:15 AM
Quote from: Tom Sawyer on September 17, 2018, 01:16:02 AM
The Brandenburg Gate is 65 m in width = about 40 game tiles and the White House is 51 m long = about 30 game tiles, if you make it in real proportions. To have it smaller in game can make sense of course.


ok, good. this is why i am asking... i never seen neither those buildings in real life. and i only know Brandenburg Gate cause Civ V has it as wonder ^^
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 17, 2018, 08:03:23 AM
I looked at a few pictures of the Tor and see people in front of it to gave me the estimated size.
As Tom says, it seems mine is about a 1/4 smaller then the real one.  ??? 30 tiles width instead of 40 but it is big enough as it is if I compare it to the white house on the picture from Kimbolton.

The doors of the Tor are big, not regular sized doors but more like three people lenght.

Either this mod, Cristo Redentor, Monument Founding Father, Statue of Liberty need to be highest of my mods in the mod list or the toolbar will not show up properly.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 17, 2018, 09:12:11 AM
Speaking of Wonders.
Almost a whopping 5.5 Million poly.  ???
The Forum Romanum of the Roman Empire in it's glory days :)

No, I am not going to recreate this but I see enough parts in this mesh what can be of some sort of use for Banished.
Statues, Columns, A arch, Temples, and lots of other stuff which are separately okay poly wise or just need a bit of cleanup to be useful.

But first I am working on a fountain. Still have to finish the pottery chain and a small fish cart.
With so many beautiful buildings like the Tor and now the Forum Romanum, and many others I found on sketchup site I get easily side tracked :)

(http://worldofbanished.com/gallery/474_17_09_18_8_57_41.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 17, 2018, 04:12:21 PM
Working on a fountain.


(http://worldofbanished.com/gallery/474_17_09_18_3_49_53.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: galensgranny on September 18, 2018, 02:15:55 AM
That is some wonderfully fancy fountain!  It would be good near the other fancy, large "wonder" buildings.  I will need to make a wealthy section, with some of the large fancy houses others have made.
Title: Re: EMBX61's New Work in Progress Thread
Post by: taniu on September 20, 2018, 12:55:54 AM
@embx61 ;DI congratulate you on your promotion - you ve got it - you're a great architect WOW! fountain - is wonderful - I like the pyramids - everything that is related to Egypt - I have a question if you can still do this fountain - only - a woman with a jug and a small pool or other small fountains, like small monuments - ghosts? Is it possible to make a fountain at the top for the water to fly down - as it is in mod @ kid1293? I mean something like a screen plan - it's just an idea . Greetings
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 20, 2018, 12:52:06 PM
I've got a promotion? Shall check my bank account as I hope some money came with the promotion :)

I am working on some water flow in some fountains but have to see how it turns out in the game. I am going to make a fountain set. 4 fountains will be in the first release and maybe add some more later. from about 2x2 to about 6x6 tiles fountains.


So much to so, so less time. Fountains, pottery chain, fish cart, Arc the Triumph landmark, found some more statues I like to add to the latest statue set, maybe some aqua ducts, and...... tell that some later if I get a proto type in the game.  :P    :D


Then have to finish the memorial mod for my beloved wife. Have to be done before the 27th as that is her birthday.  :'(
So busy times ahead.



Title: Re: EMBX61's New Work in Progress Thread
Post by: taniu on September 20, 2018, 01:28:37 PM
@embx61 ;D I am very happy - I support you with all my heart - I think that you will succeed in everything you have - thank you and good luck . Banished enthusiast .Cheers!
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 20, 2018, 03:58:57 PM
Still as lot of texturing to do and cleanup some stuff.
I work on 5 to 6 mods together on and off so I not burn out by working on the same kind of stuff all the time.
Some spoilers :)

Fountain Set
(http://worldofbanished.com/gallery/474_20_09_18_3_50_55.jpeg)

Arc 'de Triomph
(http://worldofbanished.com/gallery/474_20_09_18_3_42_34.jpeg)

After the beach the bannies get a swimming pool. Decorations added from the Deco resort set and Deco walls.
(http://worldofbanished.com/gallery/474_20_09_18_3_26_12.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: galensgranny on September 20, 2018, 05:11:43 PM
A swimming pool!  Yay!!!  I was wanting that in the game.  This is great!   :)

Those fountains look real nice, and the other buildings.  But the pool is the best!!
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 21, 2018, 07:16:32 PM
Was a busy day and made some good progress on several mods.

Had to raise the floor of the swimming pool a bit as the kids were going head under. so the kids are about shoulder height in the water and adults about their waste.
Two fountains finished and got the running water flowing worked out so implement it in 1 more fountain.

Searched and found some textures for the statues of the Arc de Triomph.

The pool has three water falls with flowing water. It is because of the size quite subtle but still visible.

(http://worldofbanished.com/gallery/474_21_09_18_7_08_13.jpeg)

Title: Re: EMBX61's New Work in Progress Thread
Post by: taniu on September 23, 2018, 11:17:12 AM
@embx61 : WoW ! Beautiful and poignant altar in memory of your wife .  Fantastic fountains - can you find fountains from a seal or Neptune? - I would like to put a fountain near a beautiful beach -  swimming pool - it is fantastic there is even a waterfall .You are a great moderator. Cheers
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 23, 2018, 12:33:00 PM
Thanks @taniu
Creating the Memorial of Kathy was something very special to do.
I incorporated some stuff she loved like books, candles, roses.

I have found a dolphin to be placed on a fountain.

The pool is almost finished and will be released in a hour or 2.
Title: Re: EMBX61's New Work in Progress Thread
Post by: taniu on September 25, 2018, 10:43:09 PM
Quote from: taniu on September 24, 2018, 05:13:02 AM
@ embx61 :D Thank you very much for fulfilling my request .Cheers!
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on September 29, 2018, 02:20:18 PM
Just released a little set of 3 fountains.
The fountains let the bannies use water to put out fires and they have a safety radius.

I added the same fountains as ghosted as well but no safety and fire protection on the ghosted fountains.

Things were a bit slow around the birthday of my wife. Not felt a lot like modding but instead played the game a bit and was more looking for textures and stuff and some reading on the forums.
But today I finished the fountain set and went back to work on a Arch.

The arc the Triomph was very badly modeled so started from scratch a arch with using the arc just for some scaling.
Textures were not too good either so decided to not going to create the Arc but create something similar with different textures.
Title: Re: EMBX61's New Work in Progress Thread
Post by: galensgranny on October 01, 2018, 01:26:01 AM
The fountains are splendid!  Thanks for making them.

Anniversaries and holidays are tough when there was a loss.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 01, 2018, 05:43:00 PM
Thanks Granny and your welcome :)

Worked quite a bit on the Arch.
Still some stuff to do like do some little tweaking in texture coloring and maybe add a little thing or 2 it is about finished.
It will be the next landmark/monument in the game with a footprint of 6x10 tiles.

Any suggestions the Arch could stand for and a fitting name for it will be very helpful. :)

(http://worldofbanished.com/gallery/474_01_10_18_5_20_24.jpeg)



Title: Re: EMBX61's New Work in Progress Thread
Post by: Maldrick on October 01, 2018, 06:40:29 PM
Looks really nice, EB!

Just getting back to the game and haven't had a chance to play with them yet but loved your other newer ones, too.
Title: Re: EMBX61's New Work in Progress Thread
Post by: galensgranny on October 02, 2018, 02:41:49 AM
Wow, that arch came out great!  I love the details.  Maybe the name could have something to do with perseverance and determination, being as the people were either banished, left to start a new colony, or maybe escaped bad conditions and started from mostly what they could find in nature to make a thriving city.
Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on October 02, 2018, 08:27:09 AM
arch of survival,arch of prosperity,arch of balance.....
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 03, 2018, 06:34:55 AM
Thanks @galensgranny  and @brads3
I like the idea of a arch to be a monument to honor the first bannies who were banished from their homeland and found a new land to settle and claimed independence. :)

I follow the Chess Olympiad so modding time is a bit lower but still can squeeze some hours in. :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: tuggistar on October 03, 2018, 02:29:09 PM
Hi embx61. Could you please update the EB Unified Mod. Because your singles and Sets mods again conflict with the EB Unified Mod. Any list to compose in order of activation of mods can be done.
Title: Re: EMBX61's New Work in Progress Thread
Post by: tuggistar on October 03, 2018, 02:30:10 PM
Your new monument buildings look just amazing. ;D New decorative Sets with Mods narrowrowhouses will look stunning. :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 03, 2018, 02:36:53 PM
I will update the Unified Mod soon. Just give me a day or 2.

Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 03, 2018, 06:44:19 PM
Well, was somewhat bored with modeling so updated the Unified Mod to version 17020.
Everything (If I not forgot something) I made so far is now included in the Unified Mod.

My mods not really have load order issues between them except that I change toolbars a lot so just always put the newest one of my mods on top. The rest not really matter.

And if run the Unified Mod load none of my other mods except overrides and terrain changing mod.
Title: Re: EMBX61's New Work in Progress Thread
Post by: tuggistar on October 04, 2018, 03:14:30 PM
Thanks embx61 for the update of the EB Unified Mod. All is well. But there is no update of the EB Village Beach Large - Changelog Version 17003-
(September 2 2018-Added a modular 2x3 fishing Dock which can be place on each side at the end of the side BOARDS. Added a ghosted end cap railing to close the railing if no fishing dock is BUILD. Radius of from 34 to 44.).
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 04, 2018, 03:26:08 PM
O yes, you are right. I added the small fishing dock but forgot to update the large beach in the unified mod.
Will do so tomorrow.  :-[

Title: Re: EMBX61's New Work in Progress Thread
Post by: tuggistar on October 04, 2018, 03:48:37 PM
Don't worry, everyone can Happen. :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 04, 2018, 03:52:07 PM
Updating right now. should be ready in about 30 minutes :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 04, 2018, 04:08:39 PM
Just uploaded version 17021 of the Unified Mod. As tuggistar found out I forgot to add the newer version of the large beach with the small fishing dock.
The newer version is now added. I think it is save compatible but probably not if a older large beach is build all ready.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 15, 2018, 04:58:42 PM
Did not do much the last couple of days.
Picked up the Arch again and it is almost finished.

I added a Clay Pit and a Pottery to the SV production Set.

The Pottery will produce Amphoras from Clay, Water, and some different Fuels.

The Amphoras will be needed for the Oil Press to store the oils in so will have a real use instead of just a being a trading item.
Later maybe other production buildings resources can have a use for Amphoras as well.

I think I can release both Mods with a day or 2.
Good to see @Paeng and @Necora back again and hope of a soon return of @Nilla as well. :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 17, 2018, 04:14:09 PM
Released yesterday newer versions of the Village Set and the Village Food Modular Mod.
There was a request to make the pastures max size 40x40 instead of 25x25 so i changed this.

Just released the Porta Exilium Mod which is the next land mark for the Banished world :)

Work on the update of the Village Production Addon is near completion.
The set will be extended with three more buildings, a Clay Pit, Pottery, and Preservist.

The claypit will gather clay. The pottery produces Amphoras from Clay and either Coal or Charcoal.
The Preservist will make some Potted Meat from some meats, salt and a Amphora.
Potted Fruits from some fruits, Honey, and a Amphora.

As Banished has no food decay mechanic this is a way to increase the food a fair bit (Mostly 7 for example Venison go in with 2 salt and 1 Amphora as storage container to get about 12 to 14 preserved potted food out which is a in a way telling the game because of preservation we have more food.  :)

I will later add a small Apiary for honey gathering but the rawmaterial file honey will be included in this version so have to either load a mod which have apiary or get honey from a trader till the next update which will have a small apiary.
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 18, 2018, 12:18:33 AM
Hi embx61!
Since you allready added a clay pit, it would be really nice if you would also add an option to produce some bricks and roof tiles to this mod.
We dont have an actual newest small standalone mod with production for glass and bricks & roof tiles together.
It would be even better if you could just add a simple kiln to your production set No2, there is allready a shore hut to collect clay and sand.
Anyway it was just a thought - sugestion.
   Regards  zak 4862  :)

P.S. Very beautiful work on Porta Exilium
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 18, 2018, 10:20:17 AM
I will later add a kiln for bricks. First I going to make some stone houses with different brick/stone and roof textures.
Those will be up scaled houses which will require bricks as requirement.
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 18, 2018, 12:33:27 PM
Awesome,we will have more different houses to build. Since yours deco statues and monuments are so beautiful
I have one more wish - sugestion. I would love to have a really small, old looking statue of a traper - like a settler founder of a village/city.
It should also have a happines radius for banies. What do you think, is it possible?
    Regards zak 4862  :)

Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 18, 2018, 12:49:18 PM
Sure I can find a statue, but what is a traper?
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 18, 2018, 12:54:33 PM
Like frontier man Davy Crocket ( a trapper) or first settler. They were hunters and they build wooden cotagges when they have settled the land. In time they also started
to farming.

P.S. Just type "trapper pictures" in google search.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 18, 2018, 12:59:22 PM
Ah, I see, so just a statue of a man which act as the first settler and just on a 1x1 square and give some happiness.
It will be just as the founding father monument but then smaller?
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 18, 2018, 01:00:55 PM
Yes please, if you could spare some time for that.  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 18, 2018, 01:04:56 PM
Give me a couple of days and I will have one made :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 18, 2018, 01:11:51 PM
Thank you very,very much. Those poeple were really the first settlers and founders. I allways admired their courage
and strong will for survival and success.  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 18, 2018, 06:18:16 PM
While looking for a statue I started working several things.

A set of 4 x 4 stone houses with several Brick and roof textures. 1 House is about finished but want to make some more shapes.

Tomorrow I will start on a small beehive so i can finish the Village Production Addon set.
A Kiln for roof tiles and Brick is also planned so the houses set can use bricks and roof tiles as build requirements.

1 house almost finished in 3ds Max.
(http://worldofbanished.com/gallery/474_18_10_18_6_11_36.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: elemental on October 18, 2018, 06:45:19 PM
I'm interested to see what you come up with.

I've been playing with your village set and it's great. One comment I would make though is that your village houses are all the same height. That isn't a bad thing in itself, but a bit of variety in height is something you might like to consider with this new set. Perhaps some 2 x 3 taller houses or something like that? Perhaps even some fancy overlap multi-storey houses similar to Red's NMT series. Again, looking forward to see what you come up with.  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 19, 2018, 12:24:00 AM
Really nice textures and I support elementals sugestion. :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: Gatherer on October 19, 2018, 02:21:01 AM
And please more than just 6 house shapes that everyone does in their sets.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 19, 2018, 06:07:57 PM
Just released four separate Overrides at a request from @elemental for the EB Village Mod.

With these override(s) enabled the boat come more often and bring more resources.

The overrides can be either used separate or all together. Place above either EB Village or EB Village Storage Mods in the Mod List.
This only affect the EB Village Traders so not the Vanilla and/or any other Modders Modded Trade Ports.

Working still on the stone houses and have three about ready. Still looking for a statue for Zak's request and also will start on a kiln and small Apiary.

If some think those overrides are a bit on the cheaty side or making the game too easy just not use them and everything is as Vanilla :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 20, 2018, 01:30:43 AM
Something like this. Hope this helps in anyway.  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 20, 2018, 06:50:07 AM
No worry Zak, I will find a statue even if it cost me a couple more days. :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 20, 2018, 08:02:07 AM
Found some low poly statues. :)

Which one you want @zak4862 ?

Then I get textures and make a pedestal for the statue and make the Mod ready.

The other statue I can always add later to my other statues mod.

(http://worldofbanished.com/gallery/474_20_10_18_7_57_35.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: Gatherer on October 20, 2018, 08:25:31 AM
WTH!!! Isn't that Lenin?
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 20, 2018, 10:11:34 AM
The one with no tools. Thank you.  :)

P.S. I found a simple western hat for his head on turbosquid,free models, if that is not to much to do.

To Gatherer: yes its Lenin but this statue in the game will be really small, so no harm.  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: elemental on October 20, 2018, 02:03:29 PM
I found these guys. None of them really look like trappers but they might be helpful. Some of them look like different versions of the same model.

http://www.cadnav.com/3d-models/model-39176.html

http://www.cadnav.com/3d-models/model-39175.html

http://www.cadnav.com/3d-models/model-39174.html

http://www.cadnav.com/3d-models/model-20974.html

http://www.cadnav.com/3d-models/model-20974.html

http://www.cadnav.com/3d-models/model-20959.html

Title: Re: EMBX61's New Work in Progress Thread
Post by: tuggistar on October 20, 2018, 07:28:54 PM
Hi embx61. Do you know, but in your mod EB Unified mod There are houses from the MoD EB village Houses 3x4 and Eb village Houses 4x4, Houses 3x4-there icons 3-light, medium dark and dark. In each icon I noticed 6 variants of houses, but then I noticed that with F key of the house in each of 6 variants in 3 icons are identical. The same thing in Houses 4x4-3 icons. It just seemed to me, or because of the shades of the houses, look like me the same. You can just check.
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 21, 2018, 12:23:35 AM
Hi elemental!  :)
Thanks for helping and searching for the statue. I like the look of western sheriff. He looks kinda mixed medieval - western.
    Regards  zak 4862  8) :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 21, 2018, 07:29:19 AM
@tuggistar

The Icons go from a light version to dark version. There are 6 houses on the toolbar. I know the buttons are all the same but I am not good at making Icons and even if I manage to make them the buttons are small so the houses would look about the same anyway on the button so not give the players a hint what the house really would look like in the game.
The F Key are giving the houses different roofs.

So you press either light, medium or dark version of a house then a toolbar opens with 6 buttons, 1 for each different house. Then after selecting one the F Key goes through different roofs.

So 6 houses in 3 different wood colors, and then several different thatched roofs through F Key.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 21, 2018, 07:42:40 AM
LOL. I hope I not started anything with the Lenin statue.

I know the guy was/is not loved by quite a few but we also must be careful to not let politics creep too much into a game.
I understand a statue of Hitler or Stalin is maybe indeed too much but where to draw the line?
What i mean is that I am sure someone on this world will be "offended" by the Statue of Liberty or the Statue of Alxander II of Russia.

Heck, some maybe even "offended" because a certain building have a cross. The Vikings are not looked at in history as really good fellows either so Tom should not be able to make a Viking sort of Mod?

But if you rather have the western sheriff as a statue I will download and look into that one.
I personally not care which it will be. I was looking for relative low poly statues and stumbled on the Lenin ones.
I wonder if I had left the one with the hammer and sickle out if someone would have recognized it as being a statue of Lenin  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: Tom Sawyer on October 21, 2018, 09:07:13 AM
I think it's not about offending people. Just not suitable to use Lenin as American trapper or the Russian emperor as founding father of Banished people. But as long as you don't use a statue of that German guy, everything is ok for me. ;)
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 21, 2018, 09:42:21 AM
I woud like very much "western sheriff" from elemental sugestion,if its not to much to ask? Seems very suitable. You just put on him an old looking statue texture and it should be perfect. We should call him Lucky Luke.  ;D ;) :)

P.S. One question : what is the happiness radius on your big church! DS church is half smaller in it has happiness radius 55.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 21, 2018, 11:03:31 AM
Details like the belts are painted on the texture and not modeled in the mesh so if I change the texture to a stone looking one all the details like the belts will be gone. (See picture)

Left the texture as is. Right a stone/plaster looking texture.

I am not good enough with Photoshop to make the texture into a stone looking one so the details are still visible.
Maybe @elemental can do such a thing with the texture so it looks like a statue rather then a real life person?

(http://worldofbanished.com/gallery/474_21_10_18_10_31_48.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 21, 2018, 11:15:10 AM
It is aaaaaawesome!!!   :o 8) And more one question from previous post. How big is happines radius on your big church? DS chatedral of St. Ernest is half smaller
and it has 55 happiness radius.  :)

P.S. Soory. Old stone or old greenish coper texture if its possible.(like on those trapper pictures) Dont care to much for those details.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 21, 2018, 11:43:32 AM
The Church radius is 70 and the church can have 1200 bannies attending.
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 21, 2018, 11:57:28 AM
Thank you. I only dont understand about banies, because on download site it says 400 banies can attend this church.  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 21, 2018, 12:07:47 PM
Ah, I checked the files.

The stand alone church is 1200 bannies attending.
Many asked for churches to have large numbers so they not had to build many churches a good while back

In the Unified Mod I forgot to change the church attendance change so is 400.
Those little errors creep in if several the same models/files are spread out over several mods.

I changed the 400 to 1200 in Unified so by a next compile it will be 1200 too.
I changed the 400 to 1200 on the download page of the Church.

Title: Re: EMBX61's New Work in Progress Thread
Post by: kid1293 on October 21, 2018, 12:14:23 PM
Hi @embx61
Why don't you take the original sheriff texture files make them black/white, run through
a sepia filter and darken. Almost stone texture with all the details. It rocks :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 21, 2018, 12:14:40 PM
Is this texture okay?

I also wait on elemental respons to see if he is maybe able and willing to blend some textures together so (some?) of the details are still showing and it looks like a weathered copper statue what IMHO would look way better.
In the meantime i start the coding.

(http://worldofbanished.com/gallery/474_21_10_18_12_10_33.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 21, 2018, 12:19:41 PM
I am speechless. Its beautiful. Cant wait to put it in the game.  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 21, 2018, 12:22:17 PM
I will try to do what Kid suggest. Have to look at some tutorials to see how to do it :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 21, 2018, 12:58:04 PM
Okay, played a bit in Photoshop with some stuff like Black and White, Sepia filter and some other filters. Thanks Kid :)

What you think of this Zak?

(http://worldofbanished.com/gallery/474_21_10_18_12_55_51.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 21, 2018, 01:05:43 PM
The first statue (coper) is much,much more beautiful. I dont wont painted statue. So if its possible I would like the first one.  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 21, 2018, 01:09:54 PM
It is your mod so the regular copper texture it will be :)

I had to try though to see what it would look like and learned a thing or two for some future stuff :)



Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 21, 2018, 01:15:48 PM
So,could we call him "trapper Luke" to honor Lukes creation and him?  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 21, 2018, 01:20:16 PM
Sure, Statue of Trapper Luke will do :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 21, 2018, 01:30:51 PM
I am very grateful for all your work and the time you have invested. Thank you very,very much to make my idea/wish possible.
    Regards  zak 4862  :) :) :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: elemental on October 21, 2018, 01:54:53 PM
That looks good. I'm not sure if I could make a better texture.

I wasn't offended by Lenin, but I was a bit surprised. I offered those other models as suggestions, nothing more. There doesn't seem to be much out there in the way of trapper models or other frontier models. I did see your Lenin model while I was searching though. There might be other stuff on that site that you could use, too.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 21, 2018, 02:01:08 PM
It is all okay :)

Zak likes the copper texture and does not mind losing some details like the belts so I will make the Mod as he wants it.

But as Kid suggested it to do can be very useful for future statues.
I looked a lot for trapper models and not find any either.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 21, 2018, 02:04:53 PM
Zak, I made a mistake, the church has 400 bannies instead of 1200.

I placed the church in the game and by looking at the bar it must be 400.
How the 1200 came in the Template file is beyond me but it never was compiled with that 1200.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 21, 2018, 05:15:38 PM
Just released the Statue of Trapper Luke.

After a bit of a break back to the stone houses for a bit.
Title: Re: EMBX61's New Work in Progress Thread
Post by: galensgranny on October 21, 2018, 11:11:26 PM
I like having the statue dedicated to one of the first settlers.  Trapper Luke is looking good, and I am glad it gives spirit happiness.
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 22, 2018, 07:15:54 AM
Quote from: embx61 on October 21, 2018, 02:04:53 PM
Zak, I made a mistake, the church has 400 bannies instead of 1200.

I placed the church in the game and by looking at the bar it must be 400.
How the 1200 came in the Template file is beyond me but it never was compiled with that 1200.


Thank you for knowing me. So, the happiness radius is 70 and a 400 banies is right.  And one more question - how that radius is not visible when you click
on church, like with statue?. It would be much easier to find the best church location with visible radius. :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 22, 2018, 07:25:26 AM
Yes, the radius is 70 and 400 bannies can attend the church.
I will update the church today so the radius will be visible.
I did this with almost all buildings which have a radius a month or so back but must have forgotten the Church.
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 22, 2018, 07:29:40 AM
Thanks and just one more question - problem.The statue of Trapper Luke has no icon for coper in the game.(just 28) Is that on purpose or  a mistake.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 22, 2018, 07:31:34 AM
That must be a mistake, I will directly take a look at the files. Thanks for reporting.
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 22, 2018, 07:33:58 AM
Thank you for your patience and answering all my questions.
   Regards  zak 4862  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 22, 2018, 08:38:13 AM
Found the mistake and uploaded version 17002 of the Trapper Statue Mod.
I also uploaded newer version of the EB Church and EB Chapel. The radius will now show and I upped the radius of the church to 80 and added 100 bannies to attend the church so will be 500.

I uploaded version 17021 of the EB Village Mod.
I found the extra click as it is under the themed sets button annoying so the Village Set and all related Village Mods are now directly on a button on the EB Toolbar.
Make sure the EB Village Mod is always above all my other Mods beside overrides/terrain mods so the toolbars and buttons will show properly.

This also insures copper and Iron Ore will be loaded properly.
Title: Re: EMBX61's New Work in Progress Thread
Post by: tuggistar on October 22, 2018, 10:38:56 AM
It is safe to put the EB Village mod over the EB Unified Mod.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 22, 2018, 10:40:52 AM
No, The EB Village Mod is included in the Unified Mod.

The toolbar of the Village set is a bit different in the Unified Mod.

All my Mods are included in the Unified beside my last two newest Mods (Porta Exilium and the Trapper Statue) so no other mods are needed beside terrain and/or override mods.
Title: Re: EMBX61's New Work in Progress Thread
Post by: tuggistar on October 22, 2018, 10:43:50 AM
And when then there will be an update of the EB Unified Mod. That there were the latest updates. New statue looks cool.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 22, 2018, 10:47:39 AM
This week I will update the unified Mod to include the last two new Mods.
It has everything I still support beside the Porta Exilium and the Trapper Statue.

They can be loaded with Unified but probably a button will maybe be doubled but it should not crash.
Title: Re: EMBX61's New Work in Progress Thread
Post by: tuggistar on October 22, 2018, 10:49:18 AM
Thank you. :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 22, 2018, 11:47:26 AM
Updated the Unified Mod to version 17022 and the Mod contains now everything I created so far and still support :)

Uploaded also the 6 Village Modular mods Prod Food, Prod Resources, Services, Storage, 3x4 Houses, and 4x4 Houses. It is just a toolbar change as I moved the Village Set from the Themed Sets Button to save a click. Save compatible.

If playing with the Village Modular set(s) instead of the EB Village make sure at least one of the six is above all my other Mods so the toolbar functions correctly.

Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 22, 2018, 03:42:33 PM
Another update.

Updated the Village Production Addon to version 17004. 4 buildings added to the set.
A Clay Pit, Apiary, Pottery, and Preservist.

Raw Materials added: Honey, Clay, Amphora, Potted Meat, Potted Fruit.

Oil Press out puts are changed so the oils need also an Amphora.
Amphoras are made in the Pottery from Clay and Coal or Charcoal.

Preservist produces Potted Meat or Potted Fruit from several meats/Fruits, Salt/Honey, and Amphora.
It is a way to create more food to simulate the food is preserved so last longer.

Title: Re: EMBX61's New Work in Progress Thread
Post by: tuggistar on October 22, 2018, 05:19:36 PM
embx61 Hello. You seem to have been a little hasty with the update of the EB Unified Mod. And then I can't find apiary, Clay Pit, Pottery, and Preservist.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 22, 2018, 06:00:37 PM
Yeah, sorry. I had it switched around  :-[

I am now updating the Unified so the Production stuff is added.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 22, 2018, 06:34:49 PM
Uploaded Unified Mod. Same Version number but the updates of the Village Production Addon added.
Sorry to those who have to download again  :-[

Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 25, 2018, 06:39:21 PM
Just released the Village Workshop which produces Lumber, Glass and Brick.

Also in the process of splitting the Village Production set in 11 stand alone mods for those who rather want to choose separate buildings instead of a set.
3 are done and uploaded and over the week I will split more and upload them. Those mods are not needed if playing with the Village Production Set as they are included in that set.
Title: Re: EMBX61's New Work in Progress Thread
Post by: Paeng on October 25, 2018, 08:54:47 PM
Quote from: embx61 on October 25, 2018, 06:39:21 PMAlso in the process of splitting the Village Production set in 11 stand alone mods

Oh, that's right up my alley... Thanks a lot!

Btw, those large pieces for the Quarry and the Sandpit are gorgeous... sometimes big IS beautiful  :D


Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 25, 2018, 09:03:51 PM
Your welcome @Paeng :)

Hope you doing better.
I am a bit bored with 3D modelling so it was the right time to do some coding and splitting so to get fueled again for the stone houses set. :)

I hope to get all 11 done tomorrow. The Oil Press going to be uploaded soon.
7 are done. Tomorrow I plan to do the Shoemaker, Pottery, Preservist, and Apiary and the set is all split into all stand alone Mods.

As lots of textures get shared between the mods there is not really a lot of memory loss by running separate.
Only 1 is always loaded if more are found by the game with the same name.

Only the Mod List get longer with all separates but Mod Manager made by @JM is a nice tool to make it all easier and faster :)

I agree, small have it charm but something bigger has it charm too, did you see the Brandenburger Tor what should be familair to you?  ;)  :D
Title: Re: EMBX61's New Work in Progress Thread
Post by: Paeng on October 25, 2018, 09:15:55 PM
Quote from: embx61 on October 25, 2018, 09:03:51 PMHope you doing better.

Well, I reach my limits fast...  :(
So my towns need to be smaller, else I lose track too easily...



Quotebut something bigger has it charm too, did you see the Brandenburger Tor what should be familair to you?

Oh yeah, that's nice, also the Arc - would have loved those for SimCity...  :P
Title: Re: EMBX61's New Work in Progress Thread
Post by: Maldrick on October 26, 2018, 04:50:23 AM
While you're doing standalone versions of your production stuff, would a standalone version of your glass chain be possible?  The Glassworks, Shore House and Charburner, that is.  Comes in handy with certain sets without necessarily the Apothecary etc and that little set is perfect for a few things.

If it's not a lot of trouble, of course.
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 26, 2018, 05:47:17 AM
Quote from: Maldrick on October 26, 2018, 04:50:23 AM
While you're doing standalone versions of your production stuff, would a standalone version of your glass chain be possible?  The Glassworks, Shore House and Charburner, that is.  Comes in handy with certain sets without necessarily the Apothecary etc and that little set is perfect for a few things.

If it's not a lot of trouble, of course.

I would love to see in these package also a new workshop if its possible and as Maldrick said - if is not to much trouble of course.  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on October 26, 2018, 12:25:25 PM
EB,are all these changes just toolbar changes or did you do other things as well?
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 26, 2018, 12:46:01 PM
They are just stand alone mods made out of the Village Production Set.

So all 11 separate buildings are the same as the 11 buildings in the Village Production Set.
It is for those who rather combine several small mods instead of a Set.

Just uploaded the last two of the 11 separate buildings. I also uploaded version 17005 of the Village Production Set with the Workshop added.

Now see if I can dig up my old files from Production Set 2 to split the glass chain from it so they become separate.
After that I will going back to the stone houses.

Title: Re: EMBX61's New Work in Progress Thread
Post by: Maldrick on October 26, 2018, 01:08:46 PM
Thank you, EB.  Your production is great for that, I find.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 26, 2018, 04:42:06 PM
Just uploaded the separate mods of the Charburner, Shore Hut, and Glass Works as I have split them from the EB Production Set 2 by request.
As I was working on the set I decided to update the Production Set 2 as well as I changed some numbers and included the latest toolbar changes.

Do not use the separates together with Production Set 2

Now back a bit to some 3D Modelling :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 26, 2018, 10:01:37 PM
About 7 houses done beside some touch up here and there.
I probably add one more and after the touch up is done load them in the game.

If all okay in game I AO map them and after the AO do some texture brick/roof tile variants on each house.
Not sure how many but probably about 4 variants on each house.

(http://worldofbanished.com/gallery/474_26_10_18_10_00_25.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 26, 2018, 10:56:45 PM
Looks awesome. Slow down a bit. Take some time for yourself. You did a really huge work in a last couple days.We are all grateful.
    Regards   zak 4862  ;)  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 27, 2018, 08:28:35 PM
Made some good progress on the stone housing set.

Found some textures of roofs and bricks and it looks like 8 houses with 6 different textures the set will contain.
1 main toolbar and then 6 buttons for the brick choice.
Then a toolbar opens with the 8 different shapes of the houses. so no f key which make choosing 1 set of the same brick/roof easy.

The code for the first 8 houses in 1 brick style are done and in game. It all seem to work and I see no problems.
Next step is AO mapping the 8 main meshes. This same AO map will be also on the 5 variants.

After that is done I will copy/paste the next 8 houses and change the textures. Then do the code and test.
Then copy/paste the next 8 and so on till the 5 other variants are done.

Then it is just the build stages and AO map those and it should be ready.
Still quite some work to do but now it is just a question of copy/paste and texturing, do the coding, and see how it look in game.

(http://worldofbanished.com/gallery/474_27_10_18_8_15_10.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on October 27, 2018, 08:45:01 PM
looks great :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 27, 2018, 08:52:53 PM
Thanks Red  :)

I was asked for a bit of height change so this will do i guess. :)

Take a bit a break and then start the second texture set on 8 houses.

Just copy all my xxxxxxmesh.rsc files from the other 8 and use "Bulk Rename Utility" to rename them in one swoop what saves a lot of time. :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: galensgranny on October 27, 2018, 10:59:35 PM
I like these new stone houses.  I am glad you will have different color choices.
Title: Re: EMBX61's New Work in Progress Thread
Post by: kid1293 on October 27, 2018, 11:08:12 PM
Hi @embx61 ! You mentioned bulk rename, it is very handy.
I also use this utility. FNR (find and replace over many files)

http://findandreplace.io/?z=codeplex

A real time saver when changing a lot of files.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 27, 2018, 11:15:40 PM
Thanks Kid :)

Yeah some of those utilities are really handy.
When I just started with modding I did all the renaming by hand but with many variations a tool saves a lot of time.

Download that FNR as it looks quite handy too. It can change stuff within files I think.
Notepad++ can do that too but I will take a look at FNR.



Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on October 27, 2018, 11:33:05 PM
Quote from: kid1293 on October 27, 2018, 11:08:12 PM

A real time saver when changing a lot of files.

hehe me too i have my own .... LeGoupillon which is in french (ok for me but not other people) and TextCrawler Pro
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 27, 2018, 11:46:29 PM
Uoch,

If I think about 2 1/2 years back when I started Modding and did everything by hand.
I knew about some tools but never thought about it while modding.

For small stuff it is not so bad but if you make 6 houses with 6 or 8 variations it gets boring pretty fast.

Now dump some files into a temp folder and run a tool to do the renaming :)



Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 28, 2018, 12:09:06 AM
3 sets of the main meshes ready. 3 sets to go.

24 houses now in the FBX file and the poly count is just over 19000

House with least poly is 574 poly, house with highest poly is 982. :)

Time for some sleep so end this day with another teaser :)
(http://worldofbanished.com/gallery/474_28_10_18_12_00_44.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on October 28, 2018, 12:41:38 AM
lovely !!
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 28, 2018, 12:51:31 AM
Girl, you rock! Looks amazing. Looking forward to this housing set.  :o 8) :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 28, 2018, 12:55:08 AM
Lol

I am not a girl :)

It probably because of the Avatar. The Avatar is a picture of my beloved wife.
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 28, 2018, 01:00:25 AM
Sorry,I know. You are probably somewhere in my ages (I am 57). Just a way of speaking.  ;) :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: Maldrick on October 28, 2018, 02:38:14 AM
They look great!
Title: Re: EMBX61's New Work in Progress Thread
Post by: tuggistar on October 28, 2018, 03:41:06 AM
New homes look very cool. :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: galensgranny on October 28, 2018, 10:31:08 AM
The houses look quite nice in the game, embx.  :)
Quote from: zak4862 on October 28, 2018, 01:00:25 AM
Sorry,I know. You are probably somewhere in my ages (I am 57). Just a way of speaking.  ;) :)
@zak4862 embx is a male.
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 28, 2018, 11:24:09 AM
Holy S...! This avatar really messed me up. Sorry again - my mistake.  :-[ ;D :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 28, 2018, 11:40:23 AM
No worry. :)

Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 28, 2018, 01:47:07 PM
Hi again!
Two days ago I started a new game And I also put in a standalone shore hut. Today I wanted to build it, but there is something wrong with the textures.
Can you please checked out when you will have time. Thank you in advance.  :( :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 28, 2018, 02:06:07 PM
Just redownload.

I fixed this all ready and uploaded a fixed version right after the first download but forgot to mention it.

oops, something with the AO. Do not download yet, I will fix it soon.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 28, 2018, 02:32:53 PM
Fixed the AO Mapping of the Shore Hut and version 17002 is uploaded.
Thanks for the report Zak :)

Also another teaser for the 4x4 Stone Houses Set.
All the six different textures are done on the main meshes.

Now the build stages, the AO mapping of the build stages and it should be ready for release.
The houses going to need Stone, Brick, Lumber, and Glass as to utilize the extra build requirements and give the chains a good use.

(http://worldofbanished.com/gallery/474_28_10_18_2_04_03.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 28, 2018, 02:40:39 PM
Thank you for fixing it. Houses are looking gorgeous!  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 28, 2018, 02:46:25 PM
No problem.

Stuff like this can happen if splitting from a set.
The AO was linked to another AO of the Glassworks. How that happened is beyond me but I guess because to many windows where open and I screwed up in the wrong window :)

I redid the AO mapping and tested it in game and it is good here :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 28, 2018, 08:37:29 PM
Just released Version 17001 of the Village 4x4 Stone Houses Set.
48 houses in the FBX together with some building stages and the poly count is just over 41000 poly :)

Average poly on a house is about 7 a 800 poly so not bad at all. :)

I fixed some small stuff in the Village ClayPit, SandPit, and the Village Production Set. Uploaded newer versions of those mods.
It should be save compatible.

I going over some of my oldest stand alone mods to see what need changes like production numbers so they up to par with the newer mods/sets and toolbar changes.
If done I will release newer versions of those mods. I start with Winery, Oil Press, and Apothecary.


Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 28, 2018, 08:38:54 PM
Quote from: zak4862 on October 28, 2018, 01:00:25 AM
Sorry,I know. You are probably somewhere in my ages (I am 57). Just a way of speaking.  ;) :)

Almost there, about 5 weeks and I am 57.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 28, 2018, 11:09:21 PM
Found some very minor stuff in some mods so uploaded newer versions.
Some standalone Village Mods and the Village Production Set.

Most are just cosmetic changes like the same size of production screen windows.
Save compatible!!
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 29, 2018, 12:04:28 AM
Thank you for let us know for new versions. Downloading now.
So, we are born on the same year "61". Only I put  in my name "62" because of my little brother. He was born in "62" he died soon after he was born
because of heart flaw. No need to be sorry, because I dont have any personal memories on him (I was very small) - just trough pictures and stories.
But  I always wanted a brother, so this is just a way to remember him.
         Regards zak 4862  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 29, 2018, 12:42:57 AM
I just change the standalone versions I am using and I also put your new houses in the game. Everything works perfect here.  8)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 29, 2018, 12:55:21 AM
Good to hear and thanks for letting me know :)

If there are any issues just tell me.
Beside some quick testing with Debug I hardly play the game so small errors like string table/sprites can slip through the cracks.
Sometimes I find them by accident but I have to rely on players who play a longer time to catch mistakes.

Damn, I really wish Luke fixed that Debug or tell us how maybe we can fix it ourselves so the custom flags can be added through Debug.
I had to build some houses to see if the build stages worked properly and had to build some chains to get the materials like Lumber, Brick, and Glass.  >:(  ::)

Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 29, 2018, 03:27:56 AM
Just uploaded some standalone mods.

I also made at those houses with overhang roof of the Stone houses set that a road can go under there.
Save compatible.

Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 29, 2018, 12:25:36 PM
Help! Today I replaced "Village Workshop 17001" with updated version 17002. So i am producing lumber and everything is okay.
Then I am starting to produce glass. Everything is okay from the begining. Craftsman brings in 100 sand and 6 coal. But when he start to working on glass
game crash. I checked 3 times and it is always at the same moment - when he is starting to working on glass game crash.
Please when you will have time take a look. Thank you.  :(
       Regards zak 4862

P.S. Mods which I am using and they need glass: Your new stone houses, your church and RK NMT3.1 MultiFloors houses version 4
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on October 29, 2018, 12:38:30 PM
did you set a .fbx for glass that has the pile0, pile1 and pile2 models, embx ?
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 29, 2018, 05:31:35 PM
I have no crash and it made glass when I was testing for the stone houses.

All the pile meshes are there for Lumber, Glass, Clay, and Sand.

Zak, did version 17001 not crash?
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 30, 2018, 12:06:21 AM
 Hi embx61!
I dont know. With version 17001 I produced only lumber,then you uploaded version 17002 and I changed them. Unfortunately, I deleted the 17001 version
at once. I also tried to change the load order, but the result is always the same. When the craftsman started to work game crashes.
If by any chance you still have the first version, please upload it - I will try it also. Its really strange. In previous game I had no problems with your
glassworks mod and I was using the same mods like in this game. I will also try to disable all three mods which require glass and then enable them one by one.
If I dont find a solution I will start a new game with the old glassworks.  :(
          Regards zak 4862

P.S.  No problems with producing lumber and bricks.But with glass unfortunately nothing works.
        As I said, the craftsman take the sand and coal (you can see that) and then precisely when he starting to work game crashes.
        I will put in the game also old glassworks and see what will happen. If that works I will demolish workshop. If I fail, then I will start a new game.
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 30, 2018, 03:22:07 AM
   Hi again embx61!
First of all, I owe you an apology for all the problems that I inadvertently caused. Among all the mods I use is also Kralyergs "Slightly Ridiculous Storage" for
double storage capacity. After four hours of combining, I finally found out if I give all the mods that need glass above "Kralyergs Storage mod" everything works
normally with no crashes.
   So again - I am very sorry for all unnecessary problems that I inadvertently caused. I'm very embarrassed and I'm really sorry - my mistake.
          Regards   zak 4862  :-[ :-X :)


P.S. Do you have any idea why this happens only with glass and not with lumber and bricks?.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 30, 2018, 08:52:09 AM
I have no idea why it happens if one of the mods which using glass is blow the storage mod from kralyerg.
Because the crash happens right after the coal and sand are delivered I am not sure if the storage Mod is to blame.

I see if I can find that storage mod and do a test.


Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 30, 2018, 09:06:36 AM
Quote from: embx61 on October 30, 2018, 08:52:09 AM
I have no idea why it happens if one of the mods which using glass is blow the storage mod from kralyerg.
Because the crash happens right after the coal and sand are delivered I am not sure if the storage Mod is to blame.

I see if I can find that storage mod and do a test.



I Put all the mods which are in need for glass above the storage mod, but I left the workshop below. For now everything works good.
Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on October 30, 2018, 10:09:07 AM
EB,lately i think we need a list of how items are coded. then that list be used by all modders. the issues lately seem to be where 2 people code an item 2 different ways. like lumber is lumber and used to build houses. but if it is coded by 1 modder and then another modder codes the same item somewhat differently the game gets confused. honey is food but KID coded it 1 way in most mods and did something different to another.not all his mods produce the same honey.i found ways to adjust mod order to solve that 1.

most of the issues other players seem to be finding lately sounds like it is subtle differences from 1 mod to another.it won't solve all issues but more uniformity in how items are coded might prevent some.these mods take so much to code that it is easy to see how you would change a few words or linesmaybe something that you all can copy and paste into new mods would help.

since that sounds like i am being critical which i am not intending,i will say i am impressed that we don't have more issues. am very astonished that old modded markerts and storage barns function so well and store so many items even with the 1.07 upgrade. 
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 30, 2018, 11:03:58 AM
The Glass I used is from the Glassworks mod. Not sure but think Red using my meshes. It is just a wooden box and get stored on stockpiles. Custom5 (Construction)
The Brick and Lumber I got from Red's sources so are identical and also Custom5.

Kid I think has no glass and brick and I think used the same Lumber as Red for the saw mill so is compatible with Red and my Mods.

Some modders not share their stuff in the Laboratory, that is perfectly okay because they not have too, but it makes comparing the code to look for conflicts quite difficult.
CC Has Glass but I do not know what mesh/code they use. I think it is a sort of greenish stuff on the stockpiles.
If Necora has Glass I do not know.
Discrepancy have also Glass I think but not sure what sources he use.
Tom I think have no Glass in the North.

But beside that, the meshes(?) and code differences really should not make the game crash.
Depending on load order the game change maybe graphics/sprites and the values but should not crash.

Game will crash if the glass for example is coded by one modder to be stored in a barn while by another modder on a stock pile.
Because most likely the modder which has a flag so it can be stored in a barn not have the stockpile code so it will crash.

I had that with the salt way over a year back.

I think the Glass is not a storage issue as the game crashes according to Zak after the Sand and Coal is delivered to the Workshop.
It seem like the moment the glass is (being) made there is something happening what crashed the game.
I am sure it not the mod in itself as I made glass while about all my other where active too.

I think it is a issue between mods which have glass as resource, but which one?
If I know all the mods Zak uses what uses glass I can test by elimination.

Either a clash between the meshes of different Glass by modders. I am pretty sure it is not the sprite/stringtable and values set in the RawMaterialGlass Template Files.

No, your not sound critical and indeed some stuff is different between modders and can cause issues.
But it is not directly the modders fault. We passed the period about everything had to be compatible with CC so modders take their own course.

If players choose to be masochistic and still load about every mod there is together it WILL give conflicts.
Many maybe just annoying stuff so players cannot use every building but sometimes a crash too can happen.

I am in awe you try to get many mods loaded at the same time so not see it as being critical at you.
I would not even try it :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on October 30, 2018, 11:16:58 AM
QuoteIt seem like the moment the glass is (being) made there is something happening what crashed the game.

not having the pile0, pile1, pile2 graphic and need it will crash the game asap the resource has been created, not when it is delivered at stockpile. i know, i ve got the same problem with my dock seafood: pearls. i ve put a temporary mesh when created, i gave the herb basket (same for the crab, oysters, shrimps....) and as soon the pearl was created, it crashed.

maybe the .fbx has it, but does the .rsc has it ?

ModelDescription model
{
MeshGroup _meshes
[
{ GraphicsMesh _mesh [ "Models\Resources\EBGlassMesh.rsc" ] }
{ GraphicsMesh _mesh
  [
"Models\Resources\EBGlassPile0Mesh.rsc",
"Models\Resources\EBGlassPile1Mesh.rsc",
"Models\Resources\EBGlassPile2Mesh.rsc"
  ]
}
]

int _displayIndex = 0;
int _subIndex = 0;
bool _randomIndex = false;
}



my mesh is from EB mods. but the other mods? the other people RawMaterialGlass.rsc ? maybe they miss the 2nd group of meshes.
EDIT: And if happends my texture is different than EB use, it has no impact in mods, yes looks different, but cannot cause a crash.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 30, 2018, 11:40:56 AM
I have the pile meshes and the code for it in the Template File too :)

I double checked but I was pretty sure it was there or my game would have been crashed too and it did not.
It just makes and stores the glass.
I learned my lesson after that Salt thing way over a year ago.

Yes, that is my thinking too Red, that is why I told about the Barn and so some glass resources maybe not have the pile meshes or the code part for it.

You use my mesh but with a different glass texture? I maybe going for that too.
I always found the box odd but at the time I could not come up with something else for glass and did not wanted to bother CC crew yet again to ask for meshes as they were busy with the CC update so opted for the box the glass is in to protect it but is a way over the top :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on October 30, 2018, 11:53:25 AM
to put so many mods together takes a lot of give and take as well as trial and error.there is no way to use all in 1. not any modder's failt. many times it is a subtle change in a line of coding that can decide if a mod will work.

      what is weird since the 1.07 upgrade is the 3way mod conflicts. you use A,B,and mod C you crash or cause issues. test with A and B,A and C,etc  and no conflict or crash. hard to find.never seen those before.


i am surprised the pile meshes would cause a crash or building not to function. i would think the game would take the top most mod's mesh and use that. i do know the game will use 2 of the same items to the inventory.i always figure it is something worded different to the coding.like double eggs or 2 flax listed in inventory.
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on October 30, 2018, 12:07:18 PM
Quote from: brads3 on October 30, 2018, 11:53:25 AM
i do know the game will use 2 of the same items to the inventory.i always figure it is something worded different to the coding.like double eggs or 2 flax listed in inventory.

thats because the name of the file are different like : RawMaterialGlass.rsc and RawMaterialRKGlass.rsc the things inside it like a change of name : Glass or RK Glass doesnt make appear 2 resources, you will see or Glass or RK Glass depending which one is on top.
but 2 different name of the file will create 2 resources.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 30, 2018, 12:07:32 PM
Yes double entrees could happen if some name the RawMaterialxxxxxxxxx.rsc different but should still not cause a crash, just double entrees in the Inventory windows.

This happened a while back with Discrepancy's professions because he had DS in front of them so there where double professions but it did not crash the game.

I am with Red that it is probably a pile mesh mesh missing or the code written in the RawMaterial.rsc file for it.
If that mod is on top of the other mods which have glass it will cause a crash as the game not find the pile meshes mesh, code or both as the game overwritten the ones below it which has the meshes/code for it.

It seems that the game overwrites some stuff completely as the RawMaterial Files but not some other files.
I found this out by accident when Kid added the Fuel to the storage cart in one of his mods.

As many mods has this omitted this as we used straight copies from kralyerg I feared it would cause issues but to my surprise it worked with Kids mod on top and one of my mods on top which not have the Fuel flag in the storage cart. I expected with my mod on top to not see Firewood(Fuel) in the cart at start of the game but it was there while I had it not as flag in the storage cart resource file.

It seems to me that the game overwrites some rsc files completely and in others it just apparently add to it from a mod below.
At least that is the logic I sense.
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 30, 2018, 12:11:02 PM
   Exactly: Craftsman deliver 100 sand and 6 coal to workshop. You can see when he start to use them.
He grabs 23 sand and 3 coal. (You can se that in a workshop window because the numbers change). In the
moment when he comes with this sand and coal in the front of workshop doors and tries to work game crashes.

All the mods which are conected with glass : EBworkshop, EB church, EBstone housing, NMT3.1 Multifloors v4.
     Thats it.  Regards zak4862  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on October 30, 2018, 12:11:58 PM
Quote from: embx61 on October 30, 2018, 12:07:32 PM

It seems to me that the game overwrites some rsc files completely and in others it just apparently add to it from a mod below.
At least that is the logic I sense.

depends on how it has been called in the root resource file.
call RawMaterialGlass.rsc and you will process it completly and will lead in everything.
call RawMaterialGlass.rsc:rawmaterial and you will only process the rawmaterial paragraphe while the 2nd one will overwrite all the other parts.
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on October 30, 2018, 12:13:58 PM
Quote from: zak4862 on October 30, 2018, 12:11:02 PM
In the
moment when he comes with this sand and coal in the front of workshop doors and tries to work game crashes.

that can be totally different and can be nothing to do with glass. did he made some work units or not ? need to define if it is when he started to work or it is when the resource should spawn ??

whats the template of it ?


EDITED
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 30, 2018, 12:19:49 PM
When he started to work. He did not make any units. The moment when he was just starting his work.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 30, 2018, 12:20:42 PM
I agree Red, but the storage cart is only the storage cart part called in the Template File.

StorageDescription storage
{
RawMaterialFlags _storageFlags = Edible | Tool | Health | Clothing | Textile | Grain | Vegetable | Fruit | Protein | Custom0 | Custom1 | Custom2 | Custom6 | Custom7 | Custom8 | Custom9;

bool _areaBasedLimit = false;
bool _available = true;
int _volumeLimit = 2500;
}


This is the code from kralyerg we all seem to use.
Kid added Fuel to that list in one of his mod because some said there was no Firewood in the cart at start of the game and I expected with my Mod on top (No Fuel in the storage cart storage) not to see Firewood in the cart but there was.

Here the code as the storage cart is called "Template/StorageCart.rsc:storage",
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on October 30, 2018, 12:22:14 PM
and thats the cart which is causing the glasswork to fail ?
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on October 30, 2018, 12:24:01 PM
EBGlassWorks_V17001-Oct26_2018.rar ?
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 30, 2018, 12:27:08 PM
No, I just gave an example that it seems the game is not consistent with overwriting mods below the ones above it.

It seems some get overwritten completely so some things are missing like the Raw Material Files.
I understand this as the files are called completely.

But in the case of the storagecart.rsc file they are called by the storage part only and it seems the game adds fuel to the storage part higher in the modlist from a mod below it.
Otherwise I should not have seen Firewood in the storage cart with my mod above Kid's with no Fuel Flag in my storage part code.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 30, 2018, 12:31:13 PM
Consume Produce Part of the Workshop

ConsumeProduceDescription consumeproduce
{
Product _products
[
{
ComponentDescription _produceMaterial = "Template/RawMaterialLumber.rsc";
ConsumeRawMaterial _consumeMaterials
[
{
ComponentDescription _material = "Template/RawMaterialWood.rsc";
int _count = 4;
}
]

ResourceLimit _resourceLimit = Custom5;
String _requirements = "EBSVLumberRequire";
}
{
ComponentDescription _produceMaterial = "Template/RawMaterialGlass.rsc";
ConsumeRawMaterial _consumeMaterials
[
{
ComponentDescription _material = "Template/RawMaterialSand.rsc";
int _count = 23;
}
{
ComponentDescription _material = "Template/RawMaterialCoal.rsc";
int _count = 3;
}
]

ResourceLimit _resourceLimit = Custom5;
String _requirements = "EBSVGlassCoalRequire";
}
{
ComponentDescription _produceMaterial = "Template/RawMaterialGlass.rsc";
ConsumeRawMaterial _consumeMaterials
[
{
ComponentDescription _material = "Template/RawMaterialSand.rsc";
int _count = 23;
}
{
ComponentDescription _material = "Template/RawMaterialCharCoal.rsc";
int _count = 3;
}
]

ResourceLimit _resourceLimit = Custom5;
String _requirements = "EBSVGlassCharCoalRequire";
}
{
ComponentDescription _produceMaterial = "Template/RawMaterialBrick.rsc";
ConsumeRawMaterial _consumeMaterials
[
{
ComponentDescription _material = "Template/RawMaterialClay.rsc";
int _count = 10;
}
{
ComponentDescription _material = "Template/RawMaterialCoal.rsc";
int _count = 3;
}
]

ResourceLimit _resourceLimit = Custom5;
String _requirements = "EBSVBrickCoalRequire";
}
{
ComponentDescription _produceMaterial = "Template/RawMaterialBrick.rsc";
ConsumeRawMaterial _consumeMaterials
[
{
ComponentDescription _material = "Template/RawMaterialClay.rsc";
int _count = 10;
}
{
ComponentDescription _material = "Template/RawMaterialCharCoal.rsc";
int _count = 3;
}
]

ResourceLimit _resourceLimit = Custom5;
String _requirements = "EBSVBrickCharCoalRequire";
}
]

StringTable _stringTable = "Dialog/EBSVWorkShopStringTable.rsc";
int _workRequired = 10;
float _workTime = 5.0;
ToolType _toolType = Anvil;
}


RawMaterial Glass

// layout of the entity
ComponentDescription resource
{
// how often to update
UpdatePriority _updatePriority = Fourth;

// declare types that will be used
Description _descriptions
[
"value",
"map",
"model",
"work",
"rawmaterial",
]
}

ValueDescription value
{
SpriteSheet _spriteSheet = "UI/EBSVWorkShopSpriteSheet.rsc";
String _spriteName = "GlassSmall";
StringTable _stringTable = "Dialog/EBSVWorkShopStringTable.rsc";
String _stringName = "Glass";

// how much the item is worth, +- some tolerance
int _baseValue = 8;

// how much is sold in a single sale
int _stackCount = 100;
}

MapDescription map
{
PathType _pathType = Obstacle;
bool _addOnCreate = true;
}

ModelDescription model
{
MeshGroup _meshes
[
{ GraphicsMesh _mesh [ "Models\EBGlassMesh.rsc" ] }
{ GraphicsMesh _mesh
  [
"Models\EBGlassPile0Mesh.rsc",
"Models\EBGlassPile1Mesh.rsc",
"Models\EBGlassPile2Mesh.rsc"
  ]
}
]

int _displayIndex = 0;
int _subIndex = 0;
bool _randomIndex = false;
}

WorkDescription work
{
int _defaultWorkers = 1;
}

RawMaterialDescription rawmaterial
{
SpriteSheet _spriteSheet = "UI/EBSVWorkShopSpriteSheet.rsc";
StringTable _stringTable = "Dialog/EBSVWorkShopStringTable.rsc";
String _name = "Glass";
String _nameSmall = "GlassSmall";

int _lowCreateCount = 7;
int _highCreateCount = 8;

int _weight = 2;
int _createChance = 1;

RawMaterialFlags _flags = Custom5; //construction

float _carryScale = 0.6;
}
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on October 30, 2018, 12:38:27 PM
your rawmaterial is ok... i have my things in Models/Resources/ instead of Models/ but that nothing to do ....
should be good but....

i just tested EBGlassWorks_V17001-Oct26_2018 with RKEC, yours on top. and he start to work. at the moment the glass spawn: it crashed.
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on October 30, 2018, 12:44:53 PM
if i put mine on top of the list, everything fine
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 30, 2018, 12:50:12 PM
I just compared the rawmaterialglass.rsc  from all four mods Zak mentioned he played with so also from Red's sources.

All are identical except at the church the trade value was 6 instead of 8 but that should not cause a crash.

So GlassWorks crash???
But what about the Workshop?



Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on October 30, 2018, 12:54:16 PM
i neeed to download it....

in wait. here's  my files in case
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on October 30, 2018, 01:00:05 PM
Quote from: embx61 on October 30, 2018, 12:50:12 PM
So GlassWorks crash???
But what about the Workshop?

EBSVWorkShop_V17002_Oct28_2018 on top is same: crashed
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 30, 2018, 01:03:53 PM
What on earth can that be?

The template files are the same. The consume produce parts are the same.

Only difference is the Models/Resources Folder you have while I put them right into the Models Folder.

I will use your glass Files and upload a newer version soon after i made that change to see what happens.

Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on October 30, 2018, 01:06:27 PM
i did put RKEC on top and there too is perfect.

i dunno maybe a corrupted mesh ?

note: i didnt tested any glassware though
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on October 30, 2018, 01:07:51 PM
btw, i thought i changed the texture, but i use your original. it is on the glass maker building i changed the glass piles in the courtyard
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on October 30, 2018, 01:09:17 PM
Quote from: embx61 on October 30, 2018, 01:03:53 PM

I will use your glass Files and upload a newer version soon after i made that change to see what happens.

yeah use my files, just change the links to your spritesheet and stringtable.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 30, 2018, 01:14:47 PM
Did the Glassworks and added Red's glass and glasware meshes.

https://drive.google.com/file/d/1JASjPUPpELBgjlNxjRFFhQFTKovsoUs0/view?usp=sharing

If someone want to test :)
If the test is a success I will upload new version of Glassworks, Production Set 2 as the Glassworks is part of that, and add the glassmesh from Red to the workshop as well and upload a new version of Workshop and Village Production Set. Maybe wise to change the Church and Stone Houses as well i guess. I think that is all I have for glass.

Still odd if I use them all by itself it not crashes. It seem to be a sort of conflict between RKED and my mod.
I saw that Red has one extra PNG file in the glass folder. Maybe that something to do with it?

But I used the files Red send me as they are and left that PNG file and the rsc files for that with it and only changed the Spritesheet/stringtable parts
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on October 30, 2018, 01:25:17 PM
YAY Fixed !!!
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 30, 2018, 01:31:16 PM
Cool, thanks for testing and helping Red.

Most have been indeed a corrupt mesh which only shows his ugly face when loaded with RKED. The glassworks I used is a very old mod (2015 I think) and maybe something changed over the years.

Will add your files to all my mods which uses glass/glassware and do a new version.
So Zak it was as I expected not the Storage Mod from kralyerg after all but a corrupted mesh.
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 30, 2018, 01:34:06 PM
Eureka! It works,no matter where you put the mods with glass. I put them all below the Slightly Ridiculous Storage mod. Thanks guys.  ;D 8) :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 30, 2018, 01:39:02 PM
:)

Not done yet as I have to redo all the mods I have which use glass/glassware.

Red, one question. I see you have also a pile mesh for glassware but it is Custom0.

Is Custom0 not go into a Barn so pile meshes are not needed?
I just leave the meshes in as they are small anyway but I just ask :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on October 30, 2018, 01:48:42 PM
yeah exact custom 0 and it goes to barns. so the game dont use it. although thats ok too, if a mod put custom0 in the stockpile... it will have all its meshes
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on October 30, 2018, 01:50:16 PM
Quote from: embx61 on October 30, 2018, 01:31:16 PM
So Zak it was as I expected not the Storage Mod from kralyerg after all but a corrupted mesh.

my vanilla storage cart stores firewood and coal too, i noticed that when i did your tests
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 30, 2018, 02:05:37 PM
Quote from: RedKetchup on October 30, 2018, 01:48:42 PM
yeah exact custom 0 and it goes to barns. so the game dont use it. although thats ok too, if a mod put custom0 in the stockpile... it will have all its meshes

Yes, that makes sense, I left it in as well as the files are rather small anyway.
Title: Re: EMBX61's New Work in Progress Thread
Post by: elemental on October 30, 2018, 02:29:48 PM
Reporting a small bug in your stone houses set. The the third house in the third texture set (orange-red tile roof) has some issues.

Also, perhaps the tile texture in the fourth set just is a little bit too bright. Those roofs look brighter than your other textures. Overall, these houses look great.  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 30, 2018, 02:32:07 PM
I will take a look at i am just updating the stone houses set with Red's Glass meshes so can do an update in one swoop if I see what is wrong with that house and make maybe the texture a bit darker.

Found the problem as it was what I expected. It was pointing to an AO file of another house. Fixed.

Now make the fourth texture a bit darker and will upload a new version. Thanks for the report.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 30, 2018, 02:51:39 PM
Uploaded new versions of the Church, Glassworks, Production Set 2, Village Workshop, Village Production Set, Brandenburger Tor, and the Village Stone Houses Set.

Fixed the Glass and Glassware meshes so it is compatible with RK Editor Choice Mod.
Fixed an AO map issue and made a roof texture a bit darker in the stone houses set.

I think it is save compatible but not 100% sure because of change in meshes/graphic in the Glassware mesh.
Just do a save to be on the save side and try to load and hope it will not crash.
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on October 30, 2018, 02:54:45 PM
this is that moddling for this game, boys. you can spend a terrific long time to find answer to an issue and look after, to see that you lost a full day on this.

when we do mods, it happends often.
and this is the reason big mods can take alot of time, cause it happend 50 times on big ones
Title: Re: EMBX61's New Work in Progress Thread
Post by: tuggistar on October 30, 2018, 03:01:41 PM
I followed the problem that was discussed here about the glass, but what about the production chain of Glass in the MoD CC 1.76.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 30, 2018, 03:10:12 PM
:)

At least there are some very helpful people here who jump in to give suggestions and test so it makes it more a team effort.
I thank you all. :)

Most modders hardly play the game for a serious long time as players do. We do some quick testing, mostly with Debug, and have to rely on players to find mistakes and small stuff we miss and hope those players find those and report it to us.

Never feel bad to point to mistakes or you think certain values are not right.
While we certainly do like posts like "good job" we need to hear about mistakes we make as well.  ;)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 30, 2018, 03:13:25 PM
Quote from: tuggistar on October 30, 2018, 03:01:41 PM
I followed the problem that was discussed here about the glass, but what about the production chain of Glass in the MoD CC 1.76.

CC have it's own meshes so it will be fine.
It was just that my mesh was corrupt or something.
By itself it worked fine but with RKEC Mod together it had crashing issues.

Still not 100% sure what it exactly was but it is fixed by just using Red's meshes in all my Mods what use Glass/Glassware. (Crossing fingers) :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on October 30, 2018, 03:19:59 PM
Thanks again to both of you for solving it.(embx&RK) And yes, its save compactible - I allready put the new versions in the game.  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 30, 2018, 03:27:35 PM
Your welcome :)

Good to hear it is save compatible. You never know for sure when meshes/graphics are changed.
The names of the files were the same and that probably made it save compatible.

Happy gaming :)

Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 31, 2018, 01:14:14 AM
@elemental reported me about the Textile Trader not bringing Flax, Cotton etc.

I checked the files and found a typo in the Trade part.
The flag was set as Textiles instead of textile.  :-[

Also sometimes the boat would dock at the fence part. I had two boat dummies at the port and deleted the second one in the FBX file.

Mods affected and fixed are the EB Village, EB Village Storage Modular, and the Busy Trade ports overrides.
I uploaded new versions of those mods. Save compatible.

The unified mod is affected as well but I am in process off adding the Stone houses, do the the glass fix, add Village Workshop to that mod so will upload either today or tomorrow.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 31, 2018, 02:34:34 AM
At a request from @elemental I created a Village Pottery override.

My Pottery not make pottery as I try to stay away from Trade only items as much as possible.
But it seems CC uses pottery to make homewares so elemental asked for a override so my Village Pottery would produce Pottery beside the Amphoras.

I used Red's sources of Pottery, Thanks Red. :)

I left the RawMaterial Files from Red as they are but only changed the production from 3 Clay to 4 Clay and either 1 Coal or 1 Charcoal.
The Trade Value is even with that change very good.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on October 31, 2018, 06:19:18 AM
Uploaded version 17023 of the Unified Mod. Added the Village Workshop and the Village Stone Houses Set so all is current at the moment.
Fixed the Textile Trader Typo, fixed the Glass issue. Shorehut AO fix.
Changed the Oil Press Production so it is the same as the Village Oil Press production.

If playing with the Unified none of my other mods need to be loaded beside overrides and Terrain Mod(s)  :)

Title: Re: EMBX61's New Work in Progress Thread
Post by: Maldrick on October 31, 2018, 09:27:31 AM
Quote from: embx61 on October 31, 2018, 06:19:18 AM
Uploaded version 17023 of the Unified Mod. Added the Village Workshop and the Village Stone Houses Set so all is current at the moment.
Fixed the Textile Trader Typo, fixed the Glass issue. Shorehut AO fix.
Changed the Oil Press Production so it is the same as the Village Oil Press production.

If playing with the Unified none of my other mods need to be loaded beside overrides and Terrain Mod(s)  :)



Outstanding!  Thank you for all the hard work you've been putting into your set, EB.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on November 01, 2018, 03:26:32 PM
Uploaded new version of the EB Village Set, the 3x3 and the 4x4 houses sets.

The roads under the overhang roofs are now road enabled were needed.
Should be save compatible but old houses probably need to be deleted for the parts under the roof to be road enabled.

As the road enabled part is not a game breaker I wait with changing the Unified as I just updated that big mod a day ago and wait till some content can be added to do an update on Unified.
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on November 01, 2018, 03:53:23 PM
Thank you very much.  8) :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on November 02, 2018, 11:48:18 AM
Played a bit with separates chimney, a porch, and some dormers for the wooden houses sets.

The dormers are a issue because the roofs of the houses are different shape on almost each house so on a house where the dormer fits perfectly it either sink to much in the roof of another house and even the angle at the bottom of the dormers are off which means I have to make too many so it fits every house in the set.
This is a nightmare not only because of the many meshes it needs but even more on how to put that on toolbars.
So the dormers are out for the Wooden houses sets. Sorry.

The idea is a good one though and so I keep that in mind when I design another set of houses and make sure the roofs are the same in shape, angle and height, just like Red's NMT houses for example so separate dormers will be made for that set as only 1 or 2(Double wide?) will be enough and then through F key the textures of the roofs can be selected.

The chimney smoke does not work as I expected but chimneys placing will work.
The porch part works okay so can be added. As each house has 3 main colors I have to make matching colors porches.
1 set of 1x1 tile and 1 set of 2x1 tiles. As it is road enabled the bannies will go through the fence but the floor will work.

Now I going to see about verandas. I expect that to work as luckily all the houses walls are placed about the same.
Title: Re: EMBX61's New Work in Progress Thread
Post by: elemental on November 02, 2018, 01:33:56 PM
Would it work if the ghost dormer had a bit of extra length that could poke into the roof of the house? In other words, it isn't an exact fit. Would that work?

Even if the dormers didn't work on all of them, perhaps it could work on some of them?
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on November 02, 2018, 02:04:47 PM
The roofs have a bend in them and some roofs ridges are not centered on the houses. so one side of the roof is longer then the other side and so the bends are different too.
If A dormer is placed on such a roof the back will be not long enough to reach the roof part where it have to go in.

If I make the dormer longer at the end so it fit the long side roof but if placed on the short side the back will go through the roof and will be seen.
If I make the Dormer longer at the bottom and players place it above an overhang it will get through the roof and will be seen.

If I release it so the player has to be very careful were to place the dormers I will get bombarded with questions and complaints why it not fit on some roofs and will be asked to make more and more dormers so they fit that roof too.
But beside that I rather release mods which work as right as it can be in the scope of what is possible with the Mod Kit so the players not have to be thinking about where something can be placed or not.
I think it will save a lot of frustration from both Modder and Players alike. :)

For example Most of Red's NMT Houses roofs are all the same in a set. Same angle, same height, and same width.
So just 1 dormer, or 2 if decided to do a double wide one, will fit everywhere without having to worry about protruding on the other side or bottom of the roofs.

This is a case just as Luke has added Modding support later. The Mod Kit is quite limited because it was a after thought and Banished was too far developed to integrate more modding options without doing a lot of work.
The dormers adding to a set what is finished is about the same. It is just too painful and too much work to make it work right.

But in new housing set(s) I plan to do I will incorporate separate dormers from the start.

Good news is that chimneys(Even though if players place those on top of a overhang as they go through the roof a floating chimney is seen where overhangs are), Porches, and Veranda's will work.

But if most players want dormers for the sets and not mind being careful I can add the dormers.
Title: Re: EMBX61's New Work in Progress Thread
Post by: elemental on November 02, 2018, 02:12:39 PM
I can understand the difficulties of making dormers fit every roof and I certainly don't mind if they can only be placed on some roofs. I would still use them.  :)

Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on November 02, 2018, 07:36:05 PM
Worked on a Veranda.
First I made a elbow so it could wrap around a 4x4 house and then it hit me that is not possible unless i ghost it because the footprint only can be square and not a L shape.
Ghosted is out because i need a floor object. They will be road enabled.

So I had to make it in two pieces a 4x1 and a 1x1 corner piece for the corners and fit it all nicely together.
Because my roofs are curved a bit it was a pain in the neck to line it all up but it is very, very close at the moment.
A little bit more tweaking and it should be as it need to be.

If this is all done you guys can co crazy like wrapping all around a house or even use different thatch then on the main roofs. :)
Still a lot of work to do.

The houses are in 3 wood colors so I want to make the porches too in 3 wood colors.
Then the 5 thatched roofs as F key for each veranda roof part.

I have to find some icons too.

I plan to make also a 1x3 veranda so they fit the 3x4 houses. The corners can luckily be the same.
Made also some 2x1 porches and need to line the wooden boards up with the Veranda ones.

Then need 1x1 porches too.

EDIT: I am not sure how the AO mapping going to be. AO depends on shadows of objects close by the object to be mapped and because the verandas are AO mapped separately from the houses there is no back wall as the wall of the house would be if AO mapped in one. I cannot AO map in one either because the shadows of a house without a veranda would be weird. The walls of the houses would be way darker.
I do a dummy wall just for the AO and see if that can be done that way so at least the program thinks there is a wall object. If AO mapping is done I delete the dummy wall and see if it works in game.

A spoiler
(http://worldofbanished.com/gallery/474_02_11_18_7_23_32.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: Tom Sawyer on November 03, 2018, 02:45:21 AM
Some time ago I played around with the idea of a modular red cottage consisting of a base building and various porches, doors, fences and shutters to be combined by the player. One problem was AO as you describe it. A model can only have a fixed AO texture and it cannot be correct in both cases with and without a porch for example. There are some other issues but it is still an interesting idea.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on November 03, 2018, 03:01:49 AM
Yes indeed.

That is why I just make a dummy simple box as wall just for the AO so at least the shadow will be okay and hopefully the snow on the ground too as the back will be closed as it will be in the game if attached to a house.

Snow on the ledges of the houses is a problem because the AO map was generated without the porches in place.
The ledges are only a few pixels wide and because it will be pretty dark under the verandas hopefully it is hard to notice.
Title: Re: EMBX61's New Work in Progress Thread
Post by: Tom Sawyer on November 03, 2018, 03:16:35 AM
What I did with the combined herbalist cabin was joining the other parts in Blender only when baking AO (in this case the roof plus details around and vice versa). So the shadows were correctly calculated even without the parts included in the base building. Worked perfectly but for a modular house you have the problem, that it looks wrong if this certain porch is not used (dark patches on the wall etc..)
Title: Re: EMBX61's New Work in Progress Thread
Post by: elemental on November 03, 2018, 04:47:52 PM
I like the look of those verandas. And that's not even my favourite texture from your house set. Can't wait to see where this goes to. Thanks for doing this.  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on November 04, 2018, 11:32:41 AM
Made some progress on the Wooden Houses Addon Set.

Verandas and the corner pieces are done in three wood colors and 5 F Key thatch variants.

Now back to the 2x1 and 1x1 porches and line them up as good as possible to the verandas if both are placed.
Then do the 3x1 Verandas so they fit the 3x4 houses as well.
Title: Re: EMBX61's New Work in Progress Thread
Post by: elemental on November 04, 2018, 12:48:30 PM
I just had an idea with the verandas. You mentioned that you can't make a complete corner piece because the footprint would overlap the house. What if you made the footprint 1 tile only (the tile at the corner) and the rest of it sits off that tile? Same as Red's overlapping multi-storey houses. I don't know if that would be easier or harder than the way you have done it.

Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on November 04, 2018, 12:54:18 PM
The Verandas do work now.

It will be a 4x1, and for the 3x1 houses a 3x1 set and then a matching 1x1 corner piece so with those three pieces it can be wrapped all around the 3x4 and the 4x4 Wooden Houses.
I started with a L shape and then it came to me that it does not work in one mesh because of the L shape and a footprint not allow a L shape.

I read your post again and indeed the overlap could have worked.
But the overlap means they are ghosted so a floor object will not work on the overlap part.

Road enabled is technically ghosted too in a sense that bannies can walk through stuff too because it is road enabled so bannies are allowed to walk there but because road enabled uses a footprint a floor object will work.
Title: Re: EMBX61's New Work in Progress Thread
Post by: galensgranny on November 04, 2018, 01:48:00 PM
Those add-on porches are a great thing!   :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: elemental on November 04, 2018, 08:46:11 PM
EB you mentioned in Red's thread that updating your unimod is a lot of work. Please don't feel that you have to update it every single time you release something new. Once every month or once every two weeks should be enough updates. I know sometimes you do bug fix updates too, not just new content, but if updating feels like a chore then you are probably doing it too often.  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on November 04, 2018, 09:04:41 PM
Yes, I did it a bit too often the last few weeks.
But it was because of real bugs like the glass what would crash the game and the food trader crash fix bug.

Then the typo bug that the textile trader not brought any flax, cotton, etc.

I felt I had to fix those over all mods which were affected. :)
That is one of the reasons I asked players to not only write "nice job" but tell me about bugs ASAP, I know you, beside a couple others, do and I thank you for it, so hopefully I can fix them before doing the Unified update as I mostly wait about a week of 3 to 4 or so after new releases to add them to Unified so bugs in new mods can be dealt with before adding them to Unified.

Few days back I wrote that the road enabled parts for the wooden houses had to wait till i have some new content to update the Unified.
The tiles not being road enabled is maybe a bit annoying but not a game breaking bug so the update can wait a bit till there is a good reason to update. :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on November 04, 2018, 10:10:12 PM
maybe cause that i update like at 6 months - a year LOL
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on November 04, 2018, 10:19:23 PM
LOL

I am just sometimes in a coding cycle so do mostly updates on Unified at that time.
But it can indeed be frustrating if to have to do it like 3 times in 8 or 9 days or so because of annoying bugs. LOL

Takes a while to compile that stuff too, and then almost at the end a damn little error like a typo or an xxxxxAO.rsc file missing so after fixing that have to recompile the whole damn thing again.  :o
Title: Re: EMBX61's New Work in Progress Thread
Post by: RedKetchup on November 04, 2018, 11:29:22 PM
Quote from: embx61 on November 04, 2018, 10:19:23 PM
Takes a while to compile that stuff too, and then almost at the end a damn little error like a typo or an xxxxxAO.rsc file missing so after fixing that have to recompile the whole damn thing again.  :o

thats the joy of making mods LOL
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on November 05, 2018, 01:27:26 AM
Most of the mod is done and I added the Dormers.
The Dormers will fit on about 80 to 90% of the roofs of the 3x4 and 4x4 houses so it is not as bad as I thought it would be but on some roofs although no caps it is not perfect either.
On the picture is seen that the dormers not fit on the house with the long roof on one side.
If pushed to far in the roof the window will get half covered up and at the edge the dormer is too high so a cap between roof and dormer.

All pieces will be free to build and can be deleted just as the ghosted stuff.

Some touch ups and testing after my break and the Mod will be ready for release. Probably later today.

(http://worldofbanished.com/gallery/474_05_11_18_1_21_04.jpeg)

Title: Re: EMBX61's New Work in Progress Thread
Post by: JM on November 05, 2018, 04:48:37 AM
Little idea: ghosted storks nest
Title: Re: EMBX61's New Work in Progress Thread
Post by: Gatherer on November 05, 2018, 09:01:56 AM
@embx61  Would you be so kind to release these dormers and verandas also as a standalone mod? Preferably without them raising the ground when placed and with f-variants that do not include the wooden floor.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on November 05, 2018, 09:44:56 AM
Dormers not have a footprint as they are ghosted and just floating in the air just as the chimney.

The mod will be stand alone. It will be an addon for the Village set as they fit only the Village Wooden 3x4 and 4x4 houses.
Maybe they fit other houses but this will be more a question of being lucky if they fit other houses.
I can make the verandas without the boards and without raising the ground but there are 18 4x1's and 18 3x1's verandas so 36 meshes have to be copied and renamed and have to write the code for them.

If I tell the game not to flatten the ground on the ones with the boards the terrain can come through at terrains higher spots. The boards are only 4 high.
Many will put a road on those tiles under the roof so the ground will be flattened anyway when they do.

There is all ready F key for 6 thatched roof variants, if adding 6 without the boards the players have to click a lot of times the F key to get what they want.
F key is a nice feature but an annoyance if overused on 1 object so better to make a set of verandas without the boards.

It will delay the release a little bit.
Title: Re: EMBX61's New Work in Progress Thread
Post by: elemental on November 05, 2018, 12:45:56 PM
I like the bird's nest idea.  :)

Something else that we don't have is a dog kennel and a birdhouse.

A window flowerbox would also be a good deco piece that could really add a lot of variety to these houses.

And lastly some window awnings. Either cloth or shingles/thatch. These are just some ideas for you to consider, either for this set or for future house sets. I know that this would all be a lot of work if you were to do it, so no pressure.  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on November 05, 2018, 01:12:18 PM
I was in the process of copy/paste some meshes for verandas without the floor board part.
Then I realized I need 18 Corners to copy paste too.

I decided to take another approach which saves poly.

I separate the floor board parts from the verandas meshes and players can place them separate.
This way I can make the floorboard parts in 3 wood colors on the F key too and need only 1 of each as mesh.




Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on November 05, 2018, 01:32:13 PM
A bird nest would hardly be seen because of the low zooming in Banished. It will probably just look like a blob on the ridge board.

The other parts are interesting but a lot of work because not all windows are on the same spots side ways in the walls so a lot of awnings/flower boxes are needed to go over every window as where the pivot is set right for one window it will be off for another.

A dog kennel is easy but where to put it? On the porch? Better find myself a mesh of a dog too, even when not animated. Can better be even a different deco mod or have to do this in an update some later.

This is one of those things like awnings, flower pots, etc. which are easier to do if I do a next housing set and have this idea implemented from the start so windows are all placed at certain pivot points so awnings/flower boxes will always fit.

Title: Re: EMBX61's New Work in Progress Thread
Post by: elemental on November 05, 2018, 01:52:04 PM
Yes, if you keep your windows in the same position across all your basic house models then it would be much easier to make these sorts of add-ons. I think the awnings might look better on the brick houses rather than the wooden houses. Again, they are all just ideas.

Doghouse on porch or veranda would look good. Dog or cat curled up asleep on the porch would also look good. But a doghouse that can be placed anywhere would also be good.
Title: Re: EMBX61's New Work in Progress Thread
Post by: elemental on November 05, 2018, 02:01:23 PM
http://www.cadnav.com/3d/Dog.html

http://www.cadnav.com/3d/Cat.html

Some of those might be useful.
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on November 09, 2018, 01:26:34 AM
Hi embx61!
So, any news on dormers and verandas add-on?.  :)
       Regards  zak 4862
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on November 10, 2018, 09:50:22 PM
A little bug as told to me by elemental is fixed and uploaded new versions of the Village Production Set and the Village Tannery Stand alone mods.
It was a wrong texture assigned to some parts of the build 2 stage.

The verandas, dormers mod is almost finished and I expect an upload either later today or tomorrow.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on November 12, 2018, 12:46:07 AM
Uploaded the Village Houses Addon Set.

I also removed the few porches from the 4x4 Village houses set as to not interfere with the Addon Set.
So newer version of the 4x4 and EB Village Set are uploaded.

I plan in the near future to add some more to the Addon set.
Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on November 12, 2018, 01:45:14 AM
Beautiful! Thank you.  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: elemental on November 12, 2018, 03:19:41 AM
These add-on pieces are great. ;D Thank you very much for doing this. I had a quick look in-game but I'll be taking a closer look tomorrow. Will post some pics.  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on November 12, 2018, 03:32:53 AM
Your welcome.

It will be a bit to get used to using the F key to get the right thatch roofs.
F key auto flip to the next variant after placing 1 piece and that can be a bit annoying if you want the same thatch but that is how F key works in banished.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on November 13, 2018, 05:34:12 AM
Beside some side stuff i am working on some hedges.

They are just basic and very low poly.
I think I end up with 7 different textures and some with some colored flowers like red, white and yellow.

1x, 2x, corner, 4 way, 3 way and end piece so far. I thinking about adding a gate piece as well.
The separate pieces look odd in the picture. This is because of backface culling.
As long as every hedge is closed by an end piece at the ends this will not be visible as the hedges will be closed.

A spoiler
(http://worldofbanished.com/gallery/474_13_11_18_5_33_14.jpeg)
Title: Re: EMBX61's New Work in Progress Thread
Post by: elemental on November 13, 2018, 12:47:45 PM
Interesting direction to take. I love anything plant-related. My towns always have gardens. A gate sounds good. Maybe an archway of some sort, too?

Just looking at the pic, how about a set of those hedge stone garden beds without the hedge? How would they look with your flowers (or Kid's flowers)?
Title: Re: EMBX61's New Work in Progress Thread
Post by: Gatherer on November 13, 2018, 03:01:17 PM
@embx61 Just for comparison here are the hedges from MegaMod Deco Pack as used in my Castle Rock XIII town:


(http://shrani.si/f/a/mX/2dYVUGHj/castle-rock-xiii-year-64.jpg)
(http://shrani.si/f/S/qz/31csTg1X/castle-rock-xiii-year-59.jpg)


In MM DP the individual one tile pieces do not connect well with each other. There is visible space between them. Luckily there is also a one tile piece included that has two ghosted half tile hedge protrusions on each side. So I could put this one in between two normal ones.
Title: Re: EMBX61's New Work in Progress Thread
Post by: Gatherer on November 13, 2018, 03:02:24 PM
Quote from: elemental on November 13, 2018, 12:47:45 PM
Just looking at the pic, how about a set of those hedge stone garden beds without the hedge? How would they look with your flowers (or Kid's flowers)?


That's something I'd like to see as well.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on November 14, 2018, 02:25:07 AM
Easy enough to split the stone garden beds from the hedges and make a couple of extra ones.

All pieces are fitting nicely together so no caps.
I made a gate with a arch.
I probably making a double gate arch as well.

I also make one 2x piece but with half of it ghosted so hedges can be build right onto certain objects as the ghosted part can run through a wall for example.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on November 15, 2018, 02:25:50 AM
Just released version 17001 of The Decoration hedges Set.

I decided to do the garden beds as asked for in a different mod and currently working on that set.

Also in the process of adding one (forgotten) roof thatch texture to the 3x4 and 4x4 wooden houses sets.
Title: Re: EMBX61's New Work in Progress Thread
Post by: elemental on November 15, 2018, 01:14:41 PM
Your hedges look better in game than in your preview pics.  :)  The floral ones in particular look a bit messy in the pics but much better in game. CC has two hedges that are partly see-through, but I think your solid textures are much more realistic.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on November 18, 2018, 10:28:23 AM
Just released version 17001 of the Small Storage Mod at a request from @Gatherer.

Title: Re: EMBX61's New Work in Progress Thread
Post by: tuggistar on November 18, 2018, 12:47:00 PM
Hi embx61. I looked at you a lot of new stunning collections. When you can update the EB Unified Mod.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on November 18, 2018, 02:15:59 PM
After i have finished adding one more forgotten Thatched roof to the 3x4 and 4x4 Wooden Houses I will update the Unified Mod.

You can just add the Hedges, House Addon Set and Small Storage together with Unified if you want to till I update.
Those three Mods are the only Mods not in Unified yet but should work with it separately.

I think sometime in the coming week I will update Unified.
Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on November 19, 2018, 01:53:40 PM
EB can you make a random creamery with a stone roof? similar to the old dairy in CC that gives a random mixture of butter,cheese,and cream each year from milk.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on November 20, 2018, 05:53:48 AM
Have to wait a bit brads.

I am busy with quite some projects all ready. But I will put it on the list for some later.

Working currently on the Garden beds. Looking at the meshes of flowers/trees elemental send me to see what I can do with them. This is quite new to me as I not made any trees yet.
Have to add 1x roof variant to the 3x4 and 4x4 wooden houses.

If that is done update the Unified Mod so it is current.

Working beside all the other stuff on a Jetty Mod.
First part will be the Jetty's and some 3x4 and 4x4 houses. Then later I add some more stuff like Fishing, Town Hall, Chapel, Trade port etc, to them.

Not sure it will be just one themed mod or released in stages. I think I will go for stages like Jetty Main, Jetty Production, Jetty Services and so on.
All will be under the same Jetty Themed toolbar though.

Spoiler
(http://worldofbanished.com/gallery/474_20_11_18_5_44_17.jpeg)


Title: Re: EMBX61's New Work in Progress Thread
Post by: brads3 on November 20, 2018, 07:34:24 AM
that is fine,EB.no hurry at all.
Title: Re: EMBX61's New Work in Progress Thread
Post by: elemental on November 20, 2018, 12:38:13 PM
I thought you might be working on something new, you've been a bit quiet the last few days. Those jetty structures look good. More water stuff is always welcomed.  :)

Are those houses buildable on land too? That would be handy if the set could also be built on land as well as on water, with the jetty poles being completely hidden under the ground.
Title: Re: EMBX61's New Work in Progress Thread
Post by: elemental on November 20, 2018, 12:42:21 PM
Can I put in a request for a set of separate ghosted handrails for jetty walkways? Waist height or thereabouts.
Title: Re: EMBX61's New Work in Progress Thread
Post by: embx61 on November 21, 2018, 06:02:38 AM
I made them to fit water only but easy to change the code to allow on water and land if players prefer that.

Ghosted Fences are almost done.
1x, 2x, Inside Corner, Outside Corner, U End Piece, and a 45 degree piece.

(http://worldofbanished.com/gallery/474_21_11_18_5_54_33.jpeg)

Title: Re: EMBX61's New Work in Progress Thread
Post by: zak4862 on November 21, 2018, 08:27:05 AM
Really awesome sight! Perfect work. I like the fences. And I agree with @elemental (again) - it would be nice that we can build those houses also on land.  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: tuggistar on November 21, 2018, 11:38:46 AM
Embx61 your version of Jetty is very cool looking. :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: elemental on November 21, 2018, 12:25:26 PM
Looks great. Yes, please do allow them to by built on land. More options, more fun.  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: Paeng on November 29, 2018, 04:13:43 AM
Oh yeah... Boardwalks California Style  :D

Would you consider a 1x3 piece with a "hump", where boats could pass under?

* And yeah, houses to be built right at the water edge would be great!  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: elemental on December 12, 2018, 01:54:00 PM
Any progress on this? I don't mean to be pushy or impatient, just curious to know how it's going because I am very much looking forward to this new set.  :)
Title: Re: EMBX61's New Work in Progress Thread
Post by: taniu on December 22, 2018, 01:59:38 PM
@embx61 :DI wish you - Happy and fruitful work when designing new mods in 2019.  ;D Healthy Christmas