Author Topic: DS Roads v4  (Read 9309 times)

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Offline Discrepancy

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DS Roads v4
« on: June 03, 2016, 04:14:56 AM »
DS Roads - v4

Download it from HERE.


3 x Grass Roads - requires 0 resources & 1 Work to build each tile. Fast
8 x Dirt Roads, requires 0 resources & 1 Work to build each tile. Fast
2 x Wood Chip Roads, requires 0 resources & 1 Work to build each tile. Fast
5 x Gravel Roads, requires 0 resources & 2 Work to build each tile. Fast
7 x Stone Roads (+11 variations) , requires 1 Stone & 2 Work to build each tile. Faster
3 x Wood Road (+3 variations), requires 1 Wood & 1 Work to build each tile. Faster
1 x Garden Patch Road (work-in-progress), requires 0 resources & 1 Work to build each tile. no speed bonus

Also some free to build road decorations, edge border pieces.

Also included is the Remove Road, Cancel Removal and Flatten Terrain buttons within the DS Roads toolbar menu.



** I will add screenshots and more info soon....


Installation:

- Download .zip file (21.8mb), Right-Click and click Extract All...
- After extracting the DSRoads.pkm file, move to your Banished WinData folder.

** Unknown if this version is save game compatible with previous versions.



http://i.imgur.com/Tzh7wqL.jpg height=450
DS Roads v4

http://i.imgur.com/B7OrRAv.jpg height=450
DS Roads v4


http://i.imgur.com/Y2gTGiU.jpg height=450
DS Roads v4

http://i.imgur.com/2lVqMs6.jpg height=450
DS Roads v4


http://i.imgur.com/awny5UW.jpg height=450
DS Roads v4

http://i.imgur.com/8d1SBh4.jpg height=450
DS Roads v4


http://i.imgur.com/nau94on.jpg height=450
DS Roads v4

http://i.imgur.com/LTnCHWS.jpg height=450
DS Roads v4


http://i.imgur.com/zGtwlV1.jpg height=450
DS Roads v4

http://i.imgur.com/znultTJ.jpg height=450
DS Roads v4


http://i.imgur.com/trDGwD1.jpg height=450
DS Roads v4

http://i.imgur.com/DeyYHoG.jpg height=450
DS Roads v4



http://i.imgur.com/KgXiyx8.jpg height=450
DS Roads v4



http://i.imgur.com/Q725a72.jpg height=450
DS Roads v4



http://i.imgur.com/3o39Aoq.jpg height=450
DS Roads v4



> > > > >

Change Log (and past version downloads)

Code: [Select]
[url=https://drive.google.com/open?id=0B0D37rA1CD9Bc21uZU1iaWx1ZjA]DSRoads_v3.zip[/url] - version 3 (11062016)
Roads are visible in the snow ([sup]Work-In-Progress[/sup]).
Stone Road 01 now also has a repeating randomly arranged tile piece.
New Grass Road 01, trampled like look upon the ground.
All of the roads have had color and/or size, transparency adjusted.
Version uploaded to Steam.

[url=https://drive.google.com/open?id=0B0D37rA1CD9BM2JxNkxrVG5NVzA]DSRoads_v2.zip[/url] - version 2 (06062016)
adds 135 degree versions of the 3 stones roads, adds a smaller version of Stone Road 03, adds a Wood Road with angled variations like the stone roads.
all textures optimized and adjusted to fit better with surroundings.
Roads with Angled variations now have their own menu button.

[url=https://drive.google.com/open?id=0B0D37rA1CD9BT0ljd1hyU1ctY2c]DSRoads.pkm[/url] - version 1
initial release - 7 dirt roads, 3 gravel roads, 5 stone roads (+ 45 & 90 degree variations of 3 of the stone roads) and 1 wood chip road.
Also includes Remove Road and Cancel Removal buttons in menu.]



stringtable for translators: DSRoadsStringTable_v4

....

DS Roads by Discrepancy
« Last Edit: September 21, 2016, 06:58:43 PM by Discrepancy »

Offline kid1293

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Re: DS Roads v1
« Reply #1 on: June 03, 2016, 09:26:25 AM »
Really - Thank You! - for this mod.

It is much needed and already a favorite of mine.
I didn't know I wanted it until I tested.  ;)

Offline RedKetchup

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Re: DS Roads v1
« Reply #2 on: June 03, 2016, 09:53:49 AM »
Wow thanks you :) it looks awesome !!!!!
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Offline DesoPL

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Re: DS Roads v1
« Reply #3 on: June 03, 2016, 11:00:55 AM »
I definetly missed an wooden roads, thanks. :)

Offline Gatherer

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Re: DS Roads v1
« Reply #4 on: June 04, 2016, 02:48:39 AM »
On my end the roads get covered in snow during winter and are not visible. Is that intentional?

They still provide faster travel though.
Fiat panis

Offline Discrepancy

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Re: DS Roads v1
« Reply #5 on: June 04, 2016, 03:01:32 AM »
 :)

Thanks,

I have more to come. I am working on a few more wood chip roads, and some more natural looking dirt roads... more like little walking paths - to match more to the dirt color of the rivers/streams in Banished.

Also variations of the Stone Roads 01, 04 & 05 - at 135 degrees, so we will be able to create diamond like patterns in town squares :)

And yes, i did notice that. I would like it to have some visibility during the winter so am looking into that as well.

plus more if anyone has suggestions?

Offline Paeng

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Re: DS Roads v1
« Reply #6 on: June 04, 2016, 03:19:08 AM »
Nice work  :)

I would like it to have some visibility during the winter so am looking into that as well.

Yeah, lifting that secret would be cool - as far as I know, so far only the two default roads of Banished show up on snow...  ???
Heads are round so thoughts can take a turn

Offline kid1293

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Re: DS Roads v1
« Reply #7 on: June 04, 2016, 05:26:47 AM »
@Discrepancy - about the snow on the road

In your road-material file, try to exchange -

   Material _material = "Material\TerrainTiledSnowDecal\TerrainTiledSnowDecalMaterial.rsc";
with
   Material _material = "Material\TerrainTiledDecal\TerrainTiledDecalMaterial.rsc";

Just a feeling in my stomach, but you can try.

Offline Discrepancy

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Re: DS Roads v1
« Reply #8 on: June 04, 2016, 06:24:45 AM »
@kid1293
you seem to be on the right track.

I was playing around making different images and calling them through this section of the material file:
Code: [Select]
{
String _name = "tiles";
ImageBuffer _texture = "Terrain\RoadTileTexture.rsc";
}
{
String _name = "snow";
ImageBuffer _texture = "Terrain\TerrainSnowTexture.rsc";
}

and made this happen (after many other attempts of just turning into black/grey/white paths when the snow came):

http://i.imgur.com/pc2GUOV.jpg
DS Roads v4

I thought I was on to something with this.

But yes Kid1293, I tried your suggestion and the road does stay during winter, but not as covered in snow as I'd like, I might do some more testing. Will add more pics when I can.

Using the code swap of:

Code: [Select]
   Material _material = "Material\TerrainTiledSnowDecal\TerrainTiledSnowDecalMaterial.rsc";swapped with:
Code: [Select]
   Material _material = "Material\TerrainTiledDecal\TerrainTiledDecalMaterial.rsc";
the roads look like this:
http://i.imgur.com/zjydCb4.jpg
DS Roads v4



overall I'd like to 'tone-down' the road textures anyway, and try and get them to fit better with the surroundings, perhaps once I do this, It might improve the look of the winter roads if I just use this simple code swap.
« Last Edit: June 04, 2016, 06:46:57 AM by Discrepancy »

Offline Discrepancy

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Re: DS Roads v1
« Reply #9 on: June 04, 2016, 07:02:40 AM »
The picture above showed Dirt Road 07 running between the crop fields.

I now quickly altered the original texture and in game it looks a little better i think:
http://i.imgur.com/1EcDXP3.jpg
DS Roads v4

Offline kid1293

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Re: DS Roads v1
« Reply #10 on: June 04, 2016, 07:07:12 AM »
You are making progress!

It's a delicate balance between summer and winter.
Not too dark - not too bright.

Offline Paeng

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Re: DS Roads v1
« Reply #11 on: June 04, 2016, 11:27:08 AM »
It's a delicate balance between summer and winter.
Not too dark - not too bright.

Indeed, that's the secret here... Agreed, you are on a good way!  :)


On the side -

https://dl.dropboxusercontent.com/u/5012419/Banished/best-of/panic.jpg
DS Roads v4


This scene is outrageous  :o  ;D

What was that farmer up to?  :-X

Heads are round so thoughts can take a turn

Offline Turis

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Re: DS Roads v1
« Reply #12 on: June 04, 2016, 12:52:15 PM »
hmmm... horny cows and no bull in sight?

Offline Tom Sawyer

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Re: DS Roads v1
« Reply #13 on: June 04, 2016, 03:33:20 PM »
Hi @Discrepancy,

the tiled decals use the alpha channel of the png to be blended with the snow texture. So I made my dirt road and the pasture "winterized". With this transparency you can define, where and how much is to be covered with snow.

Offline rkelly17

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Re: DS Roads v1
« Reply #14 on: June 05, 2016, 05:27:20 AM »
Sorry I'm late to the party here. Not paying enough attention to the important things in life, like Banished.

I was looking at you wood chip road. As another option for logs: Once common in swampy and sandy parts were corduroy roads, which were logs laid side-by-side. Recently construction workers in our town (Waterloo, Ontario, Canada) building a light-rail line uncovered one from the 1790s buried under the main street in town. There were two sections about 2 km. apart in what used to be swampy areas near creeks. My grandparents drove on a corduroy road between Yuma, Arizona, and El Centro, California, in the 1920s when they were migrating from Oklahoma to California to cross sand dunes. In either case I'm sure it was a bumpy ride, but it made wagons and early cars possible in places where mud or sand would have been impassible. That might be an interesting option for Banished.