Author Topic: DS Roads v4  (Read 7839 times)

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Offline Discrepancy

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Re: DS Roads v1
« Reply #15 on: June 05, 2016, 05:59:50 PM »
an instance of the road being a little too hard to see at winter:
http://i.imgur.com/0WhRsFG.jpg
DS Roads v4

This is by changing the material file (Terrain/TiledDecals/StoneRoad02Material.rsc) of my custom Stone Road 02, to link to a different 'RoadTileTexture.rsc', which links to a different 'RoadTile.png' alpha image of the road. But this is making the edges of the road not blend in to the surroundings, so I scrap that idea.

@Tom Sawyer , I have tried and tried to adjust my alpha channel saved in the png-24 file of the road texture (with the material file linked to: Material _material = "Material\TerrainTiledDecal\TerrainTiledDecalMaterial.rsc"), but it doesn't change anything with the road at winter than the pictures I showed earlier. perhaps I'm not doing it right (first real attempt), or I have misunderstood?
perhaps there is a way to edit the 'TerrainMaterial.srsl' file? any help would be greatly appreciated.

@rkelly17 , absolutely, I will definitely include one in an upcoming release :) great idea.

Offline Tom Sawyer

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Re: DS Roads v1
« Reply #16 on: June 06, 2016, 02:23:48 AM »
It sounds as if you had done everything right. Some detail is wrong.

You have Photoshop? Create a blank layer below your texture and an alpha channel. Activate the rgb channel. Do not draw in the alpha channel itself. Erase your texture with 50% opacity, for example. Or only certain areas. I used some tools to select only the dark areas between the little stones for a nice effect. You should now see a semi-transparent texture. Save for Web as 24bit png how you made it. Save it as a separate file so that you keep your visible texture for further modifications. Use the original materials of tiled textures. Just as you have done it.

The compiler gives a warning if the alpha channel of a tiled texture is full white. He should make it without comment.

Offline Discrepancy

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Re: DS Roads v1
« Reply #17 on: June 06, 2016, 02:28:07 AM »
Updated to v2.

  • Adds 135 degree versions of Stone Roads 01, 04 & 05.
  • Adds smaller version of Stone Road 03.
  • Adds Wood Road, with all 4 angled variations.
  • Angled Variation Roads all have their own toolbar menu
  • All textures optimized and adjusted to fit better with surroundings.
  • BETARoads are now visible in the snow (beta, work in progress. I have currently just linked all of the roads Material files to Material _material = "Material\TerrainTiledDecal\TerrainTiledDecalMaterial.rsc").

http://i.imgur.com/5dr9Prq.jpg
DS Roads v4


http://i.imgur.com/7BKNU9g.jpg
DS Roads v4


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



@Tom Sawyer, yes I have photoshop. I haven't been making a blank layer below the texture. I will try as you have explained, thanks :)
... v2.1 coming soon (hopefully).
« Last Edit: June 06, 2016, 02:33:49 AM by Discrepancy »

Offline Gatherer

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Re: DS Roads v1
« Reply #18 on: June 06, 2016, 08:26:35 AM »
This is looking better and better.
Fiat panis

Offline Paeng

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Re: DS Roads v1
« Reply #19 on: June 06, 2016, 03:19:59 PM »
an instance of the road being a little too hard to see at winter:
http://i.imgur.com/0WhRsFG.jpg
DS Roads v4

To me this looks great - it's all snowed in, but we can still see where the roads run...

* This is more or less what the CC roads now look like - apparently they also worked on this in 1.62...  :)
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Offline Discrepancy

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Re: DS Roads v1
« Reply #20 on: June 06, 2016, 05:17:36 PM »
Yes you are right Paeng, the issue I've had with that though is it seems to be pushing up the ground/grass texture during the summer and grass is visible here and there on the paths. I will play around more after work, and will try to show you a picture of what I does. It isn't too bad for some of the roads, but on some it looks dreadful. I would also like the edges to blend in more and not have such a sharp edge.
Hopefully I can alter the textures and get it working better as per Tom Sawyers instructions.

Offline Discrepancy

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Re: DS Roads v1
« Reply #21 on: June 07, 2016, 02:15:26 AM »
I'm slowly winning with the alpha channels with the textures, lots more adjusting to do though before I'm happy with them though. But they are looking better at snowfall.

A weird curiosity here in my testing:
a floating house... Dorothy's flying house somehow arrived in banished land
http://i.imgur.com/YOOgIST.jpg
DS Roads v4

Offline Tom Sawyer

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Re: DS Roads v1
« Reply #22 on: June 07, 2016, 03:20:24 AM »
That looks good. I remember I used the magic wand tool with a tolerance to erase the areas between the stones with 80 or 90%, then invert the selection and erase the rest with 10 or 20%. It takes a few tries but you have a good eye for details. This way should bring a result like the vanilla stone road...

Offline Paeng

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Re: DS Roads v1
« Reply #23 on: June 08, 2016, 04:21:39 AM »
I would also like the edges to blend in more and not have such a sharp edge.

Yeah, good thinking! And it looks better and better... :)

The mean thing is - even if you get nice fading edges - the moment you put two textures side by side (e.g. a stone and a dirt road), you get a hard edge again... (not complaining - I just see the possible frustrations)  ;)


a floating house...

LOL, yeah I see that once in a while, too - I guess that may be a problem with the decal?
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Offline Discrepancy

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Re: DS Roads v1
« Reply #24 on: June 09, 2016, 03:14:02 AM »
Okay, I'm finally getting there with these textures and the snow look. I've done most of the stone roads, the gravel roads and a few of the dirt roads.

This is Stone Road 01
http://i.imgur.com/grGin8B.jpg
DS Roads v4

Offline Paeng

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Re: DS Roads v1
« Reply #25 on: June 10, 2016, 04:52:46 AM »
Oh yeah - this looks quite perfect... Awsome!  :)
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Offline Discrepancy

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Re: DS Roads v3
« Reply #26 on: June 11, 2016, 06:16:56 AM »
Updated to version 3.

check back to the first post for new pictures.



Installation:

Download .zip file, Right-Click and click Extract All...

After extracting the DSRoads.pkm file, move to your Banished WinData folder.

Should be save game compatible, and compatible with most mods.
« Last Edit: June 11, 2016, 06:58:50 AM by Discrepancy »

Offline michbret

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Re: DS Roads v3
« Reply #27 on: June 11, 2016, 06:29:16 AM »
Very nice work ! Thanks

Offline Turis

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Re: DS Roads v3
« Reply #28 on: June 11, 2016, 09:28:50 AM »
Good work! :)

Offline kid1293

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Re: DS Roads v3
« Reply #29 on: June 11, 2016, 10:06:22 AM »
There is so much I hope I have time to see it all.
Fantastic, a real keeper!