World of Banished

MODS Garage => Tips and Help => Topic started by: 0108daniel on September 19, 2017, 03:55:00 PM

Title: Start with modding, but stuck at the examples tutorial
Post by: 0108daniel on September 19, 2017, 03:55:00 PM
Hi all,

I play lot's of Banished and read lot's of modding.
Now finally installed the toolkit.
I read at this site the tutorial: https://banishedinfo.com/mods/resources/gettingstarted#prerequisites
But now i'm already stuck on the translations tab.
It says i must 'you'll compile the package using the /mod parameter'
At the CMD i have this: bin\Tools-x64.exe /mod Package.rsc:translationExample /pathres ../example/translation /pathdat ../example/translation/bin
Afther 'pathres' i've put the resource directory.
BUT standard it's /example/translation at the end.
There is no resource file.
Now the 'patchdat' it says 'Set the compiled resource directory. This directory is relative to /bin. The default is /bin/WinData '
BUT this is a example tutorial, so i don't know what i've put there at the dots.

When I put this: bin\Tools-x64.exe /mod Package.rsc:translationExample /pathres example\translation /pathdat ../example/translation/bin

Then i get this error when i run Tools-x64
Assert: Source resource 'D:\Banished mods\BanishedKit\bin\x64\example\translation\Package.rsc' does not exist, and compiled resource not found in pack!

Object\ExternalFactory.cpp(312)

Callstack:
Runtime-x64-profile.dll(0x00000000e8db56c7)
Tools-x64.exe(0x000000003fbe3ffd)
Tools-x64.exe(0x000000003fd645f3)
kernel32.dll(0x0000000076ec59bd)
ntdll.dll(0x0000000076ffa2e1)

So i don't get it.... :(
Title: Re: Start with modding, but stuck at the examples tutorial
Post by: RedKetchup on September 19, 2017, 04:52:13 PM
are you sure the Tools-x64.exe is in the bin folder ? not bin/x32 or bin/x64 folder ?

where is your package.rsc ? and what is the very first line of your package.rsc ?
Title: Re: Start with modding, but stuck at the examples tutorial
Post by: 0108daniel on September 19, 2017, 05:36:17 PM
No, the Tools-x64.exe is in the bin/x64 folder that's how it installed.
The package.rsc is from the example here: C:\BanishedKit\example\translation
First line is: PackageFile translationExample
Then follow by this:
{
   String _name = "Translation Example";
etc
etc
etc
Title: Re: Start with modding, but stuck at the examples tutorial
Post by: RedKetchup on September 19, 2017, 05:51:04 PM
then your .bat should look like this:


bin\x64\Tools-x64.exe /build Package.rsc:list /pathres ../example/translation /pathdat ../example/translation/bin
bin\x64\Tools-x64.exe /mod Package.rsc:translationExample /pathres ../example/translation /pathdat ../example/translation/bin

Title: Re: Start with modding, but stuck at the examples tutorial
Post by: 0108daniel on September 20, 2017, 02:49:09 AM
Ahhh thank you!
Now the 'strange' translation letters are working!
And now i go to tutorial B. A Building and Profession
Hope that people will help me if I do not understand something :)
Title: Re: Start with modding, but stuck at the examples tutorial
Post by: 0108daniel on September 20, 2017, 03:22:29 PM
I have made a simple house in Sketchup without textures.
Only to see if it works in-game.
Now if i read all steps of the tutorial I don't understand anything.

1.Model the building and all intermediate construction models. ◦See /example/building/Models/apiary.fbx
That's done and exported to FBX

2.Make sure the objects are properly centered around their pivot. For example, a building that is 4x5m and it's corner is at (0, 0, 0) should have the pivot at (2, 2.5, 0)
Can't center it in sketchup, only with a plugin that i don't have.

3.Assign materials to the building. The name of the material defines the material name on disk. Materials need to be in a MaterialInstance folder, in the same directory as the model. If not found there, the tool will check parent directories up until the resource root for a properly named material.
I used in this version no materials, only the white/blank version.

4.Add dummy helper objects to define locations for use. ◦Helpers named build_XXX are where workers will stand when constructing the building
◦Helpers named use_XXX are where workers will stand when working at the building.
◦Helpers named create_XXX are resources will be created at the building.
How to add dummy's and where i can make that files?

etc etc etc... :(
Title: Re: Start with modding, but stuck at the examples tutorial
Post by: RedKetchup on September 20, 2017, 04:55:27 PM
first you cannot do things with sketchup and export to the game. you need to at least download blender , import in blender, do things like your textures, pivot, dummys... and then export to .fbx plugins
2nd you absolutely need to texture your model, the game doesnt support "no texture feature"

there is some tuto in here in tuto section how to do things with blender.
me and embx personally use 3dsmax
Title: Re: Start with modding, but stuck at the examples tutorial
Post by: 0108daniel on September 21, 2017, 05:02:12 AM
Ahh really? to bad :(
But on this site that person also used sketchup to make a model.
http://www.banishedventures.com/making-a-new-tavern-part1/
In the middle of the second and thirth photo he says 'I check the proportions in game before I construct all details ...'
So, that is without using blender or script?
In part 2 he switch to blender.
As I can see he used only a roof texture to test the model in-game?
Title: Re: Start with modding, but stuck at the examples tutorial
Post by: RedKetchup on September 21, 2017, 07:11:44 AM
if you read carefully, he did the model with sketchup and then at the end of "part 1"  he says : "And I will prepare it to work in the game." and then you have part 2
at part 2 you see the 1st picture that shows he loaded his mesh in blender

and then he apply some textures.