World of Banished

MODS Garage => Mod Discussions 107 => Topic started by: kid1293 on July 24, 2017, 10:19:26 AM

Title: Kid - Abbey V1.11
Post by: kid1293 on July 24, 2017, 10:19:26 AM
Kid - Abbey V1.11

https://worldofbanished.com/index.php?action=downloads;sa=view;down=338

"A retreat for the devout."

V1.1 - Reworked the model and made room for a road to the bell tower.
Raised attendance to 320 people on popular demand.

V1.11 - Renamed all source files to avoid conflict with CC.
This means it is not save-game compatible!!

(https://worldofbanished.com/gallery/2582_10_01_24_8_04_07.jpeg)

A sturdy building where your Bannies can find some consolation.

My thanks go out to Bartender for his glass material.
Title: Re: Kid - Abbey V1
Post by: taniu on July 24, 2017, 01:56:50 PM
@ kid1293 :)Fantastic abbey, Great use of transparent glass . Thank you. Cheers! :)
Title: Re: Kid - Abbey V1
Post by: twilightbreeze on July 24, 2017, 02:06:19 PM
It's very beautiful. I'd like to use it but it has a cross on it. Maybe make it a little more generic? Many people, myself including follow something other than Christianity.
Title: Re: Kid - Abbey V1
Post by: kid1293 on July 24, 2017, 02:18:57 PM
Quote from: twilightbreeze on July 24, 2017, 02:06:19 PM
It's very beautiful. I'd like to use it but it has a cross on it. Maybe make it a little more generic? Many people, myself including follow something other than Christianity.

In most religious questions I agree with you. A person should be free to choose.
But in this case I went for an Abbey which is a Christian retreat for monks and nuns.
Also used as center for community worship and some administration.
Luke made crosses in the graveyard so i am not so far away from the game.

I have had this discussion with QueryEverything and Abandoned concerning my
Forest Outpost church. I couldn't decide so I made two churches. With/without cross.
This time it is not possible since most of the idea with this building is the painted
glass window on the back which depicts a cross. That's why it became an abbey.
I can very well find an interesting islamic mural pattern which I want to use and
then you have to go to a mosque.

Sincerely. No hard feelings. I'm a happy person. Take care.


Title: Re: Kid - Abbey V1
Post by: twilightbreeze on July 24, 2017, 03:58:29 PM
I'm not Islamic either, lol.

I'm Native American and have a more "eclectic" ideal, let's say. But thanks for the reply, I understand an abby. Just wish there were more nice 'religious' buildings here that had more generic icons. I have a few already, just that some of the prettier ones have crosses. Thanks anyway.  :)
Title: Re: Kid - Abbey V1
Post by: QueryEverything on July 24, 2017, 04:46:25 PM
@kid1293 I really like this :)  I'll just place a big tree on the front door step ;)
*joking
In this case - the cross suits the concept, it's an abbey, it's the way it's meant to be.   

But you know I'm not going to turn down a non-symboled building either ;) 
Damn Luke and not attributing happiness in a way that wasn't just linked to religion icons .... you know, like - the Arts, Literature, Theatres etc ...  Imagine what we could do ....

Oh wait now ....  Kid ... Oh hhhhhhh Kid!

Could a matching Theatre, or city performance space (thinking "Workers Profession", but in reality jugglers etc) - have the same 'happy code' of the Church - and the same seating capacity - that way, when one clicks on it, the outwards of it, looks like a theatre, or Arts building, and there is seating capacity - but of course, the game reads it as a church, and gives it the 'church' boost?

The building would suit the style, there were many, many theatres in stone work that were built, and open air performance spaces ....

Perhaps a question for another thread, I'm happy to move along - But, no harm in asking. 


Moved the request: 
http://worldofbanished.com/index.php?topic=1871.msg37925#msg37925 (http://worldofbanished.com/index.php?topic=1871.msg37925#msg37925)

-----

Back to this one - looks beautiful, it would do well alongside Red's NMT and your Stone house building mods.
Thank you :D


ps:  Just want to clarify, I was the one who was requesting the non-cross for my Bannies in the forest, cos they were Nekkid Moon Dancing Pagan Womenists ;)
haha *seriously - cos, I did :D
Title: Re: Kid - Abbey V1
Post by: Whoyou13 on July 24, 2017, 05:20:28 PM
WOw so many ideas, I don't mind if there's a cross on it, but I am sure you are making other ideas, so I am waiting for the compilation of it. hahahahaha  Maybe a theater house, just for fun?
Title: Re: Kid - Abbey V1
Post by: Gatherer on July 25, 2017, 03:05:21 AM
Just when I thought I have finished selecting mods for the next map a beauty like this Abbey comes along. Thank you Kid.
Title: Re: Kid - Abbey V1
Post by: Paeng on July 25, 2017, 09:27:19 AM
Quote from: Gatherer on July 25, 2017, 03:05:21 AMa beauty like this Abbey

Yeah, that's a nice one...

My problem is not so much crosses or half moons or whatever, mainly my gripe is with the small capacity (and large size) of most Temples... like by the time I can (want to) afford to build one with a cap of 40 or 60 or so, I already have enough peeps for 3 or 4 of them... LOL

So this Abbey with cap 100 comes in handy, also the small village church by Embx...

My favorite is still the menhir - open air, small footprint, decent cap...  ;)
I'm tempted to ask for a standalone version of that one...  :-[   ;)
Title: Re: Kid - Abbey V1
Post by: kid1293 on July 25, 2017, 10:25:06 AM
A larger menhir? :)

Good to see, bit by bit. I hope it lasts.
I also hope it was a joke about a standalone menhir?
I have no more plans for pagan adventures in the woods.

I raise the bar ('Because I like you', said in an mexican accent)
120 people in the abbey. Will make it tonight.
Now time for dinner and a cold beer.
Title: Re: Kid - Abbey V1
Post by: kid1293 on July 25, 2017, 10:31:19 AM
@Paeng - Version 1.01 is in download. 120 peeps
Title: Re: Kid - Abbey V1
Post by: embx61 on July 25, 2017, 10:43:00 AM
Cold Beer I can see but who needs dinner if you have that cold beer?  :D

wait for Kid that he Mod Obelix in the game. :)

Title: Re: Kid - Abbey V1
Post by: kid1293 on July 25, 2017, 11:07:37 AM
Quote from: embx61 on July 25, 2017, 10:43:00 AM
wait for Kid that he Mod Obelix in the game. :)

Wish I could!!!
Would be a good laugh.

Or a Santa
Title: Re: Kid - Abbey V1
Post by: Maldrick on July 25, 2017, 01:48:34 PM
Quote from: Paeng on July 25, 2017, 09:27:19 AM

My problem is not so much crosses or half moons or whatever, mainly my gripe is with the small capacity (and large size) of most Temples... like by the time I can (want to) afford to build one with a cap of 40 or 60 or so, I already have enough peeps for 3 or 4 of them... LOL

Just ran into this exact thing on my current map.  Was going for small-ish but by the time I did my typical forestry song and dance (can't help myself it seems) and even thought about churches already had enough people for 4 of what I'd planned on using.  Poor planning on my part, really, but this is exciting to see.  And glad I'm not the only one. :P

The abbey is beautiful and can't wait to play with it.  Thought about adding it to what I'm doing now but I'm past about halfway done and will on the next one. For some reason this strikes me as needing copious amounts of alcohol production with it.  Brewist monks in a remote location maybe? :)

Thank you for yet another gorgeous addition, @kid1293
Title: Re: Kid - Abbey V1
Post by: Kimbolton on July 25, 2017, 04:12:41 PM
Thanks for this one Kid. I like it very much! :)
Title: Re: Kid - Abbey V1
Post by: Paeng on July 26, 2017, 01:36:17 PM
Quote from: kid1293 on July 25, 2017, 10:31:19 AMVersion 1.01 is in download. 120 peeps

Thanks, every bit helps  ;)

Quotehope it was a joke about a standalone menhir?

Ummm... well... err...  :D


Quote from: Maldrick on July 25, 2017, 01:48:34 PMAnd glad I'm not the only one.

Tehehe... well, at least by now we have some variety - I hate to built the same thing more than once, when it's supposed to be sort of a highlight of a village... and needing to build 5 temples for 500 peeps (where only 300 are big adults, the rest slim kids) seems over the top to me  :)
Title: Re: Kid - Abbey V1
Post by: kid1293 on July 26, 2017, 04:34:21 PM
I will keep your thoughts, @Paeng .
The church, or whatever, can actually have administration for thousands of people.
Not all go there at the same time.
Title: Re: Kid - Abbey V1
Post by: elemental on July 26, 2017, 04:53:52 PM
Quote from: Paeng on July 26, 2017, 01:36:17 PM
and needing to build 5 temples for 500 peeps (where only 300 are big adults, the rest slim kids) seems over the top to me  :)


Yep, I agree. I just use the Leap of Faith mod. I guess it's a bit cheaty but so what. One church should be able to cover a town. If it's a matter of limited seating they can have more than one service.
Title: Re: Kid - Abbey V1
Post by: ancientmuse on July 26, 2017, 05:26:35 PM
Quote from: elemental on July 26, 2017, 04:53:52 PM

Yep, I agree. I just use the Leap of Faith mod. I guess it's a bit cheaty but so what. One church should be able to cover a town. If it's a matter of limited seating they can have more than one service.

What's the "leap of faith" mod ??
Title: Re: Kid - Abbey V1
Post by: elemental on July 26, 2017, 07:46:02 PM
It makes it so that one church is all you need, regardless of how many people you have. You aren't limited to only one church - you can still build as many churches as you want - but you only need one.

It's an old mod but it still works. I can't find it anywhere on steam or google so I've attached it here.
Title: Re: Kid - Abbey V1
Post by: Maldrick on July 26, 2017, 08:58:20 PM
Quote from: ancientmuse on July 26, 2017, 05:26:35 PM
Quote from: elemental on July 26, 2017, 04:53:52 PM

Yep, I agree. I just use the Leap of Faith mod. I guess it's a bit cheaty but so what. One church should be able to cover a town. If it's a matter of limited seating they can have more than one service.

What's the "leap of faith" mod ??

I was really hoping it was going to be a mod that miraculously links a Banished village to the Assassin's Creed game of your choice so you can run around, climb buildings, and perform leaps of faith (an assassin's creed thing).  :D

Seriously, would love to be able to do that.  I'm a legit AC fanboy and have been running around in historical villages and cities for a decade in those games. Occurred to me when I built my first banished town how cool it would be to be able to explore it as an assassin.
Title: Re: Kid - Abbey V1
Post by: QueryEverything on July 26, 2017, 09:32:44 PM
@elemental thank you, downloaded it :)  Added it to my collection, that is fabulous. 

@Maldrick +1 I was thrilled to see it, then ever so sad to read the mundane description of it, of course that's not Elementa's fault, that's just that we won't have Ezio gracing us with his presence ... oh dear ... :(  *sadness

@Paeng
Quote from: Paeng on July 26, 2017, 01:36:17 PM

Quotehope it was a joke about a standalone menhir?

Ummm... well... err...  :D


Quote from: Maldrick on July 25, 2017, 01:48:34 PMAnd glad I'm not the only one.

Tehehe... well, at least by now we have some variety - I hate to built the same thing more than once, when it's supposed to be sort of a highlight of a village... and needing to build 5 temples for 500 peeps (where only 300 are big adults, the rest slim kids) seems over the top to me  :)


Lalalala  no further comments other than +1 ;) 

I won't bore you all to snores again on my proclamation that this part of the game is completely broken, because lassie knows I've beaten you over the heads with it enough - but, definitely agree with the sentiments here - the larger churches, I think you should throw "cheaty" out the dictionary, because to be honest a true church would have different sermons times, have different events, cater to a massive amount of villagers etc, so small numbers doesn't make sense. 
Even in the 'Tiny' mods, a 10 seater model (or however many, let's roll with that as an example), should at least seat 50-70 when you take into consideration 5-7 services over a 3 day period (at the very least). 

Bah.  If I was on a Banished 2 Production focus group, this would be where I would be kicking pants.  ugh.

Back to your normal programming ...  ;)
Title: Re: Kid - Abbey V1
Post by: Paeng on July 27, 2017, 06:00:33 AM
Ah, good to see I'm not alone with this little gripe...  ;D


Since we're at it - how about cemeteries? They are a lot more important than churches, but the real estate needed is bugging me, too... can their cap be raised?

Or, better yet - can you model / mod a crematorium? That would be cool to match with a temple, and maybe some small cemetery, but ease up on the large chunks of land... and still keep peeps happy.
Title: Re: Kid - Abbey V1
Post by: embx61 on July 27, 2017, 06:10:44 AM
I think what can be done is to let the graves disappear faster so less cemetery's are needed because the graves recycle faster.

I shall look into it some later and maybe it can just be a little override.

EDIT:

Yeah, it is in the Tombstone file


TombstoneDescription tombstone
{
float _lifetimeInMonths = 60.0;
float _lifetimeTolerance = 12.0;
}


So set the number 60 lower should make the tombstone disappear faster I believe.

I did not really play for a while since a couple of days but not sure what the game months are.
If I follow the code above the graves should disappear in about 5 to 7 years but if I remember right it takes longer then that.

I can make later a override. What are the numbers you want? 40.00 - 8(About 1/3 faster), 30 - 6.0 (Cuts in half)
Title: Re: Kid - Abbey V1
Post by: elemental on July 27, 2017, 07:11:46 AM
I'm sure there are already a few mods that change tombstone lifespan. I don't know what the numbers on them are though.

What about some catacombs? Small above-ground footprint but holds lots of dead bannies. Is something like that even possible?
Title: Re: Kid - Abbey V1
Post by: embx61 on July 27, 2017, 07:26:01 AM
The code is rather limited to do much with grave yards.

Shorten the lifespan of the graves and make different minimal sizes is all we can do as far as I know.

I just made a little override what cuts the time in half. So from 60 to 30. and Tolerance from 12 to 6.

I did not test if it works besides that it don't crash :)

Will Upload in a minute.
Title: Re: Kid - Abbey V1
Post by: QueryEverything on July 27, 2017, 07:31:01 AM
This Abbey would look lovely next to a building for a crypt, mausoleum, Ossuary, etc; I like that idea ...
I like where @Paeng & @elemental were going ....
I rarely make cemeteries on my maps - it's a 'me' thing, but, if there was a building that would do in it's place, something to pair with this Abbey (or similar, I don't want to single this out - just an example) - I would do so more often I think.

Could a crematorium be made @embx61 where the building is X design, but the code is cemetery based - however with a fast turn over, so say time is 1 - so 1 every month?  A crematorium, in reality, would do many in a week, so 1 a month is more than fair, perhaps?

Thoughts?
Title: Re: Kid - Abbey V1
Post by: embx61 on July 27, 2017, 07:41:10 AM
I doubt it.

As I said, the code is rather limited for grave yards in the Mod kit.

Luke's cemetery work a bit like a pasture (Dragging a field) and then  behind the scenes if a banie dies it takes a spot in that field and put a random tombstone graphic there.

So nothing with a building.

Here the code of the cemetery template file
{
// how often to update
UpdatePriority _updatePriority = Fourth;

// declare types that will be used
Description _descriptions
[
"ui",

"map",
"zone",
"toolbar",
"createfenced",
"decal",
"work",
"radius",
"storage",
"model",
"interact",
"highlight",
"statusicon",

"statemachine",
"cleararea",
"build",
"workplace",
"multiobject",
"destroy",
"happiness",
"cemetery",
]
}


MultiObjectDescription multiobject { }
InteractDescription interact { }
StorageDescription storage { }
ClearAreaDescription cleararea { int _workerCount = 8; }
StateMachineDescription statemachine { }
ZoneDescription zone { }
DestroyDescription destroy { }

HappinessDescription happiness
{
HappinessType _happinessType = Spirit;
int _idleRange = 0;
}

RadiusDescription radius
{
int _radius = 30;
// MaterialInstance _decalMaterial = "Terrain/TiledDecals/SelectAreaMaterial.rsc";
}

StatusIconDescription statusicon
{
SpriteSheet _spriteSheet = "StatusIcons\BuildingIconSpriteSheet.rsc";
bool _fixedSize = true;
float _size = 0.04;
float _zoffset = 1.33;
}

MapDescription map
{
PathType _pathType = Normal;
bool _addOnCreate = false;
bool _neverAdd = true;

bool _addToOverhead = true;
Color _mapColor = 0xFF80694D;
}

ToolbarDescription toolbar
{
SpriteSheet _spriteSheet = "Dialog/SpriteSheet.rsc";
String _spriteName = "BuildCemetery";

StringTable _stringTable = "Dialog/StringTable.rsc:objects";
String _stringName = "Cemetery";
String _stringNameLwr = "CemeteryLwr";
String _toolTip = "CemeteryTip";

String _statusStrings
[
"CreateOk",
"CreateTooSmall",
"CreateTooBig",
"CreateBlocked",
]

int _group = 2;
}

CreateFencedDescription createfenced
{
PathBits _placeBits = Normal | Obstacle;

int _maxWidth = 20;
int _maxHeight = 20;
int _minWidth = 7;
int _minHeight = 7;

bool _centerBuilding = true;

ComponentDescription _sections
[
"Template/CemeteryGate.rsc",
"Template/StoneFenceEnd.rsc",
"Template/StoneFenceCorner.rsc",
"Template/StoneFenceStraight.rsc",
"Template/StoneFenceStraightLong.rsc",
"Template/StoneFenceGate.rsc",
]

ComponentDescription _allowAndRemove = "Template/Clear.rsc";
}

CemeteryDescription cemetery
{
ComponentDescription _tombstone = "Template/Tombstone.rsc";
}

WorkDescription work
{
int _defaultWorkers = 4;
int _maxArea = 400;
}

WorkPlaceDescription workplace
{
// no actual work done here once the building is built
//Profession _profession = null;
//Profession _pickupProfession = null;
}

DecalDescription decal
{
MaterialInstance _materials [ "Terrain/TiledDecals/PastureMaterial.rsc" ]
bool _tiled = true;
float _initialAlpha = 1.0;
}

ModelDescription model
{
int _displayIndex = 0;
int _subIndex = -1;
bool _randomIndex = false;
}

HighlightDescription highlight
{
// materials for drawing selection with no mesh
MaterialInstance _maskMaterial = "Material/SelectionMask/SelectionMask.rsc";
MaterialInstance _edgeMaterial = "Material/SelectionEdge/SelectionEdge.rsc";
}

BuildDescription build
{
int _workRequired = 1;
bool _scaledWithSize = true;

BuildRequirement _buildRequirement
[
{
ComponentDescription _rawMaterial = "Template/RawMaterialStone.rsc";
int _count = 1;
}
]
}

UIDescription ui
{
Dialog _dialog = "Dialog/StandardDialog.rsc:entity";

ElementController _controllers
[
{ ElementDescription _element = "groupEmpty"; String _insertAt = "userGroup0"; }
{
ObjectType _type = WorkPlaceUI;
ElementDescription _element = "Dialog/Work.rsc:workPlace";
String _insertAt = "userTitle0";
}
{
ObjectType _type = StatusIconUI;
ElementDescription _element = "Dialog/Building.rsc:icons";
String _insertAt = "userTitle1";
}
{
ObjectType _type = CemeteryUI;
ElementDescription _element = "Dialog/Cemetery.rsc:cemetery";
String _insertAt = "userGroup0";
}
{
ObjectType _type = BuildUI;
ElementDescription _element = "Dialog/Build.rsc:build";
String _insertAt = "pageBuild";
}
{
ObjectType _type = DestroyUI;
ElementDescription _element = "Dialog/Destroy.rsc:destroy";
String _insertAt = "pageDestroy";
}
]
}

GroupDescription groupEmpty
{
int _minWidth = 287;
int _minHeight = 64;
}


And here for the tomstone.

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

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

MapDescription map
{
PathType _pathType = Immovable;
bool _addOnCreate = true;

int _width = 1;
int _height = 1;
}

ModelDescription model
{
MeshGroup _meshes
[
{ GraphicsMesh _mesh [ "Models\Buildings\Cemetery\TombstoneMesh.rsc:grave01" ] }
{ GraphicsMesh _mesh [ "Models\Buildings\Cemetery\TombstoneMesh.rsc:grave02" ] }
{ GraphicsMesh _mesh [ "Models\Buildings\Cemetery\TombstoneMesh.rsc:grave03" ] }
{ GraphicsMesh _mesh [ "Models\Buildings\Cemetery\TombstoneMesh.rsc:grave04" ] }
{ GraphicsMesh _mesh [ "Models\Buildings\Cemetery\TombstoneMesh.rsc:grave05" ] }
{ GraphicsMesh _mesh [ "Models\Buildings\Cemetery\TombstoneMesh.rsc:grave06" ] }
{ GraphicsMesh _mesh [ "Models\Buildings\Cemetery\TombstoneMesh.rsc:grave07" ] }
{ GraphicsMesh _mesh [ "Models\Buildings\Cemetery\TombstoneMesh.rsc:grave08" ] }
{ GraphicsMesh _mesh [ "Models\Buildings\Cemetery\TombstoneMesh.rsc:grave09" ] }
{ GraphicsMesh _mesh [ "Models\Buildings\Cemetery\TombstoneMesh.rsc:grave10" ] }
{ GraphicsMesh _mesh [ "Models\Buildings\Cemetery\TombstoneMesh.rsc:grave11" ] }
{ GraphicsMesh _mesh [ "Models\Buildings\Cemetery\TombstoneMesh.rsc:grave12" ] }
]

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

TombstoneDescription tombstone
{
float _lifetimeInMonths = 60.0;
float _lifetimeTolerance = 12.0;
}


Title: Re: Kid - Abbey V1
Post by: Maldrick on July 27, 2017, 07:57:56 AM
What about density?
Title: Re: Kid - Abbey V1
Post by: QueryEverything on July 27, 2017, 07:58:27 AM
Ok, I promise this is the last of it from me tonight - but rogue idea, then I'll be in your naughty corner too @embx61   ;)  promise.

The overhang code & model development - the one that some of the houses are now using, could that be used?
So - the idea being - the code for the cemetery as above, can't be changed - but, what can go over it?

A cemetery is made, with the 'overhanging' Crypt, Mausoleum etc that goes over the top. 
Then the code for the reduced time and voila - crematorium :D

*waves good night ;) 
Title: Re: Kid - Abbey V1
Post by: embx61 on July 27, 2017, 08:23:01 AM
Yes, that can probably be done.

Just as Kid does with his green house over the crop fields.

But we never know how big the player makes a grave yard.

What is possible is to take the grave yard code and limit the size to the size of the ghosted building.
The graveyard will just work as in the game but the ghosted building will cover it all up.

It will be a two part process. Build the cemetery and then put the ghosted building over it to cover it all up.

If we set the tombstone code pretty low so the graves (not visible) disappear within in a year or so the building not have to be that big.

I however am not ready to make one so shortly after my wife passed away.
I already felt shivers when I made that little tombstone override :(

Sounds maybe crazy but that is just the way I feel.

So maybe somebody else want to try it.


Title: Re: Kid - Abbey V1
Post by: ancientmuse on July 27, 2017, 05:45:30 PM
Quote from: elemental on July 26, 2017, 07:46:02 PM
It makes it so that one church is all you need, regardless of how many people you have. You aren't limited to only one church - you can still build as many churches as you want - but you only need one.

It's an old mod but it still works. I can't find it anywhere on steam or google so I've attached it here.

Oooooo, that's definitely a mod that I want then !

I hate having to build so many churches just to keep the peeps happy... the amount of people these huge churches only allow is ridiculously low for their size.

I've never heard of this mod, so thank you for giving us the file, muchly appreciated !

;D
Title: Re: Kid - Abbey V1
Post by: Paeng on July 28, 2017, 03:52:17 AM
QuoteIt's an old mod but it still works.

Cool, never saw this... thanks for posting  :)
Title: Re: Kid - Abbey V1
Post by: Maldrick on July 28, 2017, 08:20:47 AM
@kid1293

Had a chance to play around with the Abbey this morning.  It's beautiful.  The glass is amazing and I found myself panning around just to see the perspective change inside.  Very well done.  Thank you for this addition.

Question...If you ever make any changes to this, would it be possible to add road spaces around it, especially on the left side leading up to that door?  Not sure how that works with the roof overhang but thought I would ask.  This building is ripe for decoration and being able to put something other than grass around it, especially at that side door, would be really great.
Title: Re: Kid - Abbey V1
Post by: kid1293 on July 28, 2017, 08:24:56 AM

Hmm. It WAS my intention to have two entrances.
But I miscalculated and placed the tower door totally off!
Now there is no way to undo that. (build a new abbey, no)
You have to be satisfied with ghosted props.


And yeah, the back window came out real nice. :)
Title: Re: Kid - Abbey V1
Post by: Maldrick on July 28, 2017, 08:33:16 AM
Unfortunately, I only know of one that changes ground tiles and it's limited.
Title: Re: Kid - Abbey V1
Post by: kid1293 on July 28, 2017, 08:54:42 AM

Don't you think it hurts my stomach making such a mistake?
Two doors, two entrances and no way to reach one of them.
Title: Re: Kid - Abbey V1
Post by: Maldrick on July 28, 2017, 09:02:24 AM
Well don't let it do that!  It's beautiful.  Just thought I'd ask about road spaces.
Title: Re: Kid - Abbey V1
Post by: kid1293 on July 28, 2017, 11:20:28 AM
Either I hate you or I kiss you, @Maldrick ...

Here is pre/beta/test version with 2 doors.

The doors seem to be working. I have changed attendance to 320. @Paeng  ;)

edit - Testing is over. New file in download

The rock road is within the new footprint.
As you can guess, it is not save-game compatible.

Time for dinner and ...some beer.
Title: Re: Kid - Abbey V1
Post by: Paeng on July 28, 2017, 12:11:13 PM
Quote from: kid1293 on July 28, 2017, 11:20:28 AMchanged attendance to 320. @Paeng  ;)

Yeah! Now that's what I call a cap! Great!



As for the thing about being able to run a road all the way to an entrance or inside or right up to a building --Kid, I hope you don't mind, I'm not looking at you in particular  :)-- well, this is something that is missing in many, many mods - I call it "traffic-enabling", a term borrowed from SC...

I guess it often just gets forgotten, as for a modder it's probably not high priority - it's a special "Builder's gripe"  :D
Title: Re: Kid - Abbey V1
Post by: kid1293 on July 28, 2017, 02:37:31 PM
Builder's gripe or what you want, I agree 100% that building should be leaving options
for builders. Not just square and 'stiff' but a small extra tile here and some roadtiles for deco there...

And @Maldrick - I want you to test if it works as you (and others) wanted.

And others - the same. Test! The abbey is a bit narrower now. At first I would gladly find a machete
and go headhunting, but now I think it serves a purpose.

See you tomorrow.
Title: Re: Kid - Abbey V1
Post by: Savidan on July 28, 2017, 05:44:28 PM
Kiiiiiiiiiiiiiiiiiiiiiiiiiid, I want it with 3 doors   ;D !!!!

*I'm kidding :) *

Ok, ok I leave --> [ ]

Title: Re: Kid - Abbey V1
Post by: Maldrick on July 28, 2017, 06:04:51 PM
@kid1293 Absolutely will, shortly.  Thank you for having a look at it!

Edit:  I've been curious about modding for some time and you've got me wondering where the gotcha was with this.  Pretty sure I've seen mods get road spaces added later...Or maybe footprints changed?  Is there a point of no return with that kind of thing or something in particular with this specific building?
Title: Re: Kid - Abbey V1
Post by: kid1293 on July 28, 2017, 09:25:58 PM

There are no real point of no return. You can always build a new model.
See it like this with the abbey - The tower couldn't be moved on its own.
It was integrated with the walls of the abbey. so I had to move the tower AND
the wall. (and door and windows and a lot of points in the model).
Now I had the door more or less aligned with the grid. And a lopsided abbey.
So I had to move the wall on the other side too. End result a more narrow abbey.
I didn't just change the scale of the model, that would make the door too narrow and
the tower elliptic in shape. It's frustrating how many small things there are to consider.
No point of no return.

Title: Re: Kid - Abbey V1
Post by: Abandoned on July 28, 2017, 09:36:46 PM
Well worth the effort, the Abbey looks great.  :)  I love the bell tower, especially in winter.  The stain glass window is fabulous.
Title: Re: Kid - Abbey V1.1
Post by: kid1293 on July 28, 2017, 10:17:36 PM
Thanks!

I fixed the footprint before I uploaded.

Quote
Will the wind ever remember
The names it has blown in the past?
And with its crutch, its old age and its wisdom
It whispers, "No, this will be the last"

And the wind cries Mary

Jimi Hendrix, 1967
Title: Re: Kid - Abbey V1.1
Post by: Maldrick on July 29, 2017, 12:13:35 AM
It's perfect.  Thank you for giving it a look.
Title: Re: Kid - Abbey V1.1
Post by: Maldrick on July 29, 2017, 04:25:20 AM
Quote from: kid1293 on July 28, 2017, 09:25:58 PM

There are no real point of no return. You can always build a new model.
See it like this with the abbey - The tower couldn't be moved on its own.
It was integrated with the walls of the abbey. so I had to move the tower AND
the wall. (and door and windows and a lot of points in the model).
Now I had the door more or less aligned with the grid. And a lopsided abbey.
So I had to move the wall on the other side too. End result a more narrow abbey.
I didn't just change the scale of the model, that would make the door too narrow and
the tower elliptic in shape. It's frustrating how many small things there are to consider.
No point of no return.



Thanks for the explanation.  I can see how one thing can lead to another etc and you really need to get to a lock point or that's all you will do is have one change necessitate another endlessly.  In my former career I spent nearly a decade in motion picture post production.  You can almost always change anything in a completed movie.  Time and money spent fixing everything else that ripples off of that change is an entirely other matter, though.

I was just curious why road spaces couldn't be added, really.  Like if everything got compiled together at a point or what.  But it sounds like in this case it went back to the structure of the building itself.  Very interesting.  One day I'm going to have to try out modding something as I find it all terribly interesting.

Thank you again.  Both for the new version and the explanation.  I wasn't too worried about the machete since there's a rather large pond between us. :P. But I have enough girlfriends pissed off at me on this side of the pond at it is and I hate to think I've added to your general stress level.  The abbey is beautiful and I already have some ideas for what I'd like to do with it.  Thank you.  :)
Title: Re: Kid - Abbey V1.1
Post by: embx61 on July 29, 2017, 05:09:25 AM
While it is surely possible to select polygons or elements in the 3d modeling software and "detach as clone" what separates it from the mesh so it can be moved wherever you want.
As it is a clone the original piece is still there too so have to be deleted.

Select the vertices and break them works the same.

I do it sometimes if I have to because I messed up somewhere but it is still a bit of a hassle. For sure if the mesh is big and compilcated.

Title: Re: Kid - Abbey V1.1
Post by: Abandoned on July 29, 2017, 06:41:37 AM
 :) We have a nice new abbey and it looks like we have a new @kid1293  :)
Title: Re: Kid - Abbey V1.1
Post by: kid1293 on July 29, 2017, 06:47:18 AM


Quote from: embx61 on July 29, 2017, 05:09:25 AM
While it is surely possible to select polygons or elements in the 3d modeling software and "detach as clone" what separates it from the mesh so it can be moved wherever you want.
As it is a clone the original piece is still there too so have to be deleted.


I could not make a clone and delete old. There was no complete wall!
I had the tower a bit inside the abbey but the tower itself was empty,
only double walls with open door. I didn't add a tower to a completed abbey.
I built wall by wall.


edit - here is a picture from inside. (oops, some bad texturing and AO)
You can clearly see that the tower is not separate.
Title: Re: Kid - Abbey V1.1
Post by: embx61 on July 31, 2017, 02:44:35 AM
Quote from: Maldrick on July 29, 2017, 04:25:20 AM
Thanks for the explanation.  I can see how one thing can lead to another etc and you really need to get to a lock point or that's all you will do is have one change necessitate another endlessly.  In my former career I spent nearly a decade in motion picture post production.  You can almost always change anything in a completed movie.  Time and money spent fixing everything else that ripples off of that change is an entirely other matter, though.

I was just curious why road spaces couldn't be added, really.  Like if everything got compiled together at a point or what.  But it sounds like in this case it went back to the structure of the building itself.  Very interesting.  One day I'm going to have to try out modding something as I find it all terribly interesting.

Thank you again.  Both for the new version and the explanation.  I wasn't too worried about the machete since there's a rather large pond between us. :P. But I have enough girlfriends pissed off at me on this side of the pond at it is and I hate to think I've added to your general stress level.  The abbey is beautiful and I already have some ideas for what I'd like to do with it.  Thank you.  :)

Roads are not part of the mesh. They are set in the Template file.
It is possible to do a road everywhere on the buildings foot print but the problem with that is that the bannies will walk straight through the walls everywhere.

In the top part it reads stuff like fast, Faster, water, deepWater and by using the numbers the modder can tell the game which tiles can be for fast travel or which tile need to be in water.

So for the Fishing Dock

The 0 is Normal, Obstacle.
The 1 is Normal, Obstacle, Water, DeepWater.
The 2 is Water, DeepWater.
The 3 means road buildable (Fast, Faster)

The lower part of the code:

The _ means bannies can walk there.
The # means Bannies can not walk there.
The . means a road can be build on that tile.

So with playing a bit with those values you can steer the Bannies a bit.
It is not perfect as Bannies cut corners and so you see them sometimes go through a wall on the corner of a building.

With many ghosted deco road pieces mods players can fill up about everything what the modder not assigns as road buildable.

Here the code in the Template File.

CreatePlacedDescription createplaced
{
PathBits _placeBits = Normal | Obstacle | Water | DeepWater;
PathBits _placeBitArray
[
Normal | Obstacle,
Normal | Obstacle | Water | DeepWater,
Water | DeepWater,
Normal | Obstacle | Fast | Faster
]
String _placeBitmap =
"2222
2222
2222
1111
0000
0000
3333";

int _width = 4;
int _height = 7;

int _footprintRotation = 0;

ComponentDescription _allowAndRemove = "Template/Clear.rsc";
}

MapDescription map
{
PathType _pathType = Immovable;
String _pathBitmap =
"###_
#___
#_#_
###_
###_
###_
....";

bool _addToOverhead = true;
Color _mapColor = 0xFF545454;
}
Title: Re: Kid - Abbey V1.1
Post by: kid1293 on August 03, 2017, 04:50:19 AM
As we are talking 3D modeling I want to share a thought.

I am doing a new house and I wanted it to be a bit 'extra'
so I made a modeled stone wall (left picture) and counted polygons. Too much.
I substituted the wall for a flat texture to get much lower polygon count. (right picture)
I gained 4270 triangles by making that change! That's 2 complete houses!

As soon as I try to make something that stands out the polygon count goes up very fast.
Another culprit is the railing. Looks nice but so costly!
Title: Re: Kid - Abbey V1.1
Post by: embx61 on August 03, 2017, 05:24:51 AM
Yes

Details like railing or round fruits in a market e.g. make the poly count go up.

It is always a balancing act between looking good and poly count.

A railing have 8 polygons (4 faces) because you van delete all the end caps as they are not visible.

If I put a barrel or crate on the floor I delete the bottom parts also as they will not be visible. same for posts, window frames end caps which will not be visible. e.g.

Most of my walls are just planes and when I do the build 2 stage I just detach as clone move it a bit to the inside and flip the faces. Instant double wall but only for the build 2 stage :)

If I make a hole in the wall to fit a window or door I move the extra vertices and weld them with the corner vertices of the planes.
Optimizing can take a bit of time but it can save quite some poly's.

Title: Re: Kid - Abbey V1.1
Post by: kid1293 on August 03, 2017, 07:53:19 AM
Yes, I know the frustration. :)
I sit a lot with Sketchup and the models I import are often closed.
I can not remove unnecessary faces without tricks, but it pays off.
If I know I have a lot of hidden faces I can select all I can see and
invert selection and delete.

One other thing - I often change the look to get more effect out of
a 'shoe-box'. Bevel the edges, raise details or make an extra corner.
It's different from model to model so I have to improvise.

But it is fun.  ;)
Title: Re: Kid - Abbey V1.1
Post by: embx61 on August 03, 2017, 08:05:49 AM
I do this as well

Adding details as boards on the side of the roofs, posts, beams, which stick a bit out of the model walls.

Most my roofs are just a plane too. I start them as a box and around the wall perimeter I leave them double faced but delete all the inside the wall poly's.

This also helps against the moire in the game what happens if two face sides are too close together but not always easy to avoid unless you want for example a table top made too thick.

If the model is closed and the build stages are done it helps a bit to delete all the faces of posts, window frames, door frames, e.g. of the main mesh facing inside so they become a U as those will never be visible unless using transparent glass.


Title: Re: Kid - Abbey V1.1
Post by: RedKetchup on August 03, 2017, 08:09:25 AM
but to have a double wall (real thick wall) isnt really this that makes your overall polycount jumping they are flat walls that cover most of the mesh...  it is all the bunch of little details that add alot
Title: Re: Kid - Abbey V1.1
Post by: RedKetchup on August 03, 2017, 08:12:53 AM
about the stone wall... another thing could have been a semi transparent stonewall with precise stone cutting that clone that 4k stone effect.
and have this semi transparent stonewall be placed at 0,05 of another beige flat wall
Title: Re: Kid - Abbey V1.1
Post by: embx61 on August 03, 2017, 08:33:54 AM
If a wall is build up like in the picture a double wall will add a lot. :)

(http://worldofbanished.com/gallery/474_10_07_17_3_22_55.jpeg)

I will some later redesign the New England set from the ground up as fixing this will take more time then to start from scratch.
Title: Re: Kid - Abbey V1.1
Post by: RedKetchup on August 03, 2017, 09:46:21 AM
in that screen it is not the wall that add alot....

thats all the windows and all the windows wood sticks

the wall itself with holes isnt that much. they are 2 poly by planes , if you dont ask to retriangulate all the polys , they stay 2 poly by planes with holes inside :) of course the holes will cost something. specially your mesh has 32 holes :)

windows can be huge pain, even if you try your best to low down a window (with all its wood sticks) to a low 72 poly... multiplying like in your mesh by 31 windows ...
it is 2232 polygons right there ^^

screen1 = 72 poly window.

let me do a thick wall with 32 holes (with the door)

i did a 10x8x 3 height box and by pro-boolean substraction another box of 9,8x 7,8 to give walls a 0,1 tiles thickness....
i get a thick form of walls of 32 poly.
then i add 32 holes.

i get a doubled walls of 604 poly. then i delete all the unecessairly hidden sides ... i get a double walls with just 332 poly (the interior wall only cost 166 polygons)
i dont think a cost of 166 poly is too much to give a 3D aspect with a very nice view inside the building ... personally i think the expanse worth it.

of course the 31 windows will cost alot at the end ^^ it is not necessairly the walls that cost alot overall, that is all the little details we add to it can make something jumps very quickly
Title: Re: Kid - Abbey V1.1
Post by: embx61 on August 03, 2017, 11:11:07 AM
Every square/rectangle you see on the walls in the picture are 2 polygons.

The modeler of those houses did not use pro Boolean but build a plane wall with a bunch of edge connect lines to cut out the windows.
That is fine as long as you move the vertices and weld them, or even better use edge connect in a more economic way, what was not done here.

So I selected only the 4 walls and the poly count is 317 for 4 simple plane walls. If they had a double wall it would have been 634 polygons.

I agree that double walls not have to add much if you know how to model them but CAN add a lot if modelled like in the picture by overuse of edge connect lines.

I made quickly the same plane wall with 10 windows cut out  and I end up with only 14 faces = 28 Polygons.
Title: Re: Kid - Abbey V1.1
Post by: Gatherer on August 04, 2017, 02:28:51 AM
My 2 cents worth of thinking:

Something that's been bothering me for a while is the sheer number of windows on many houses in many mods. Let's take Red's pic as an example.

(http://worldofbanished.com/index.php?action=dlattach;topic=1868.0;attach=20696;image)

If we assume or pretend that the interiors are divided into many separate rooms how many windows should there really be? IMO the front should stay as it is while the sides and the back should only have 2 windows each per floor.

My country was once part of Austria-Hungary and for some time back then the number of windows was taxed. The more windows the higher the tax.
Title: Re: Kid - Abbey V1.1
Post by: RedKetchup on August 04, 2017, 02:54:48 AM
if it would be an apartment house... maybe it is a 4x 3 1/2 room ?

but it is an abbey, no ? if they abbey count 34 brothers... should have 34 windows ^^
Title: Re: Kid - Abbey V1.1
Post by: kid1293 on August 04, 2017, 09:33:43 AM
Cell division?
Title: Re: Kid - Abbey V1.1
Post by: brads3 on August 04, 2017, 12:34:47 PM
i'm not a modder but can the window be made as part of the wall somehow to use less poly? or maybe just the frames and then add the glass?  or instead of making 4 sides to picture frame the window,make it 1 piece and remove the middle where the glass goes? trying to think outside the box.
Title: Re: Kid - Abbey V1.1
Post by: embx61 on August 04, 2017, 01:02:07 PM
Yes, that is possible but you have to use a texture that paint all the windows on the walls where they go on the mesh.
Not easy to do but also it will look all very flat.

Having a building using 2K to 3K poly is fine.
The engine handles it fairly well.

It is crops, trees, where we modders have to be careful with as many of those are placed/spawned on a map.

10 buildings placed a 2K each is 20K poly's . 1000 trees a 150 poly each is 150K poly's. :)
Title: Re: Kid - Abbey V1.1
Post by: kid1293 on August 04, 2017, 02:04:49 PM
Quote from: embx61 on August 04, 2017, 01:02:07 PM
10 buildings placed a 2K each is 20K poly's . 1000 trees a 150 poly each is 150K poly's. :)

Yes, I have learned that. That's why I only put my trees as deco. (and the thing that they never fall)  :(

But why limit ourselves to what is good from the worst scenario? I build houses that 2-3000 polys
or more and I am not ashamed.
Title: Re: Kid - Abbey V1.1
Post by: Paeng on August 05, 2017, 02:28:27 AM
Quote from: kid1293 on August 04, 2017, 02:04:49 PM10 buildings placed a 2K each is 20K poly's . 1000 trees a 150 poly each is 150K poly's.

Yeah, a key wisdom...  ;)

I also been wondering - how much impact does all the swaying in the wind have? I mean it's cool when tall trees sway (and fall), but do we really need that for every tiny grass or flower or whatnot?

It seems to cause a lot of flickering and jittering in the general scene, worse when scrolling...

Similar for the now widespread use of AO - many building seem to come to a ghostly life with it, something like huge tribes of ants running up and down a building, again causing lots of flickering.

Not complaining, just wondering if we have not yet gotten the right measure where all these features truely add to a model / scene or are just bogging down general performance... thoughts?

:)
Title: Re: Kid - Abbey V1.1
Post by: kid1293 on August 05, 2017, 04:00:47 AM

Hi!
AO-mapping is integrated and enabled by default in every model.
I don't know how it can be disabled.
And for the ants, yes I have seen them and it's a bit annoying. But the
level of detail is worth it I think. I can not think a game without AO now.


Using billboard or foliage material can maybe degrade performance but
they are there as a compromise. Billboards are actually 2 dimensional
and turn towards the camera. That is huge gain when modelling trees.
You dont have cover every angle when you make them.


Again the swaying is integrated in the code. The only way to disable it
is to omit the third UV-map, but I think the calculations goes on anyhow.
Might as well use them.


All in all we could go on playing without AO or moving fauna if we never
zoom in. Detail level can be achieved by manipulating the textures.
Making plants more frail gives them a more 'airy' appearance and then you
maybe don't need movement.   ?


We can be glad the game does not support bump/reflection maps. :)
Title: Re: Kid - Abbey V1.1
Post by: grammycat on August 05, 2017, 07:52:25 AM
Paeng-I agree as the flickering drives me nuts!  I have Meinere's Disease which affects the inner ear thus causing extreme motion sickness.  I build all my towns without turning the map around, yet the flickering was really getting to me.  I just don't use mods that have flickering and turn off reflections in options.  That said-I am content with however the creator wants to make their mod.  I certainly can't create, so I'm dependent upon the generosity of our modders.
Title: Re: Kid - Abbey V1.1
Post by: RedKetchup on August 05, 2017, 07:56:52 AM
i certainly dont understand by what you guys mean by "flickering ants" :P
when i try to figure out, i only can think about the bad shadow engine.
Title: Re: Kid - Abbey V1.1
Post by: embx61 on August 05, 2017, 07:58:43 AM
The flickering is also in Vanilla by scrolling and zooming.

It is a engine thing is my guess as I not see this behavior in other games and wonder if Luke can do something about it.
But I guess it will be too much work for him so we just have to deal with it.

I agree with so many mods added it has become some worse but beauty comes with a price.
Title: Re: Kid - Abbey V1.1
Post by: embx61 on August 05, 2017, 08:06:18 AM
I noticed that sometimes I see some black like it is crawling over some roofs.

It looks like the textures are moving. I redid once a whole roof from scratch as I thought it was my error and it still did not make a difference so gave up on it.
Indeed probably some bad shadow engine code somewhere.

It is a engine thing so nothing us modders can do about.
On some buildings it is worse then others I noticed probably depending on the angle of the roof.
I have seen it on some of the Vanilla buildings too, but way less though.

By scrolling and zooming, even in Vanilla, the game always flickers for a few seconds before coming to a stand still.
Title: Re: Kid - Abbey V1.1
Post by: Paeng on August 05, 2017, 08:50:42 AM
Thanks for all the explanations  :)


Quote from: embx61 on August 05, 2017, 08:06:18 AMBy scrolling and zooming, even in Vanilla, the game always flickers for a few seconds

Right... though it is very much pronounced lately... but as you said, beauty has a price, and I guess the more mods we load, the higher the price  :D


Quote from: grammycat on August 05, 2017, 07:52:25 AMcausing extreme motion sickness

Sorry to hear that it affects you so badly...   :(  I know that motion sickness thing, I get that when uprights become extremely slanted and thereby kinda change the perspective (I forgot the proper game term for it, something to do with zooming or panning)...
Title: Re: Kid - Abbey V1.1
Post by: RedKetchup on August 05, 2017, 10:25:33 AM
i personally dont have a motion sickness but i have a kind of vertigo sickness lol
everytime my toon was about falling from a mountain in world of warcraft or intentionally jumping down.... my heart was really stopping or losing counciousness ^^
even if it is just a game lol
Title: Re: Kid - Abbey V1.1
Post by: embx61 on August 05, 2017, 12:03:40 PM
I played WoW only about half a year.

I found the average community in chat a bunch of pricks and morons with their useless ongoing drivel.

I played later some Lord of the Rings Online and the community there was way more mature with just an occasional prick in chat.
Till they went so called FTP (Free To Play) that is because with the new influx of new players came a lot of idiots who created havoc in chat and even in the game world by disturbing some community organized RP gatherings.

But sadly Turbine went for cheap money grabs when they introduced the store with the FTP so players could buy in game stuff for real $$$.
Me, and some others, predicted that it would go downhill from there and were laughed at in the Forums but man, were we right.  ;)

Later Turbine developed the new patches in such a way as you had to grind your ass of to complete something and the only way out was or to grind with no end in sight or buy your way out or of course leave it for what it was. But more and more grinds where introduced and it became just one big grind fest unless you paid your way out of it.
That was for me the limit and cancelled my and my beloved wife subscriptions and we called it quits.

No more MMO's for us since then as we were not really appealed to them anymore and I am still not.
Title: Re: Kid - Abbey V1.1
Post by: taniu on August 14, 2017, 02:15:29 PM
@ kid1293 :)Thank you. :) :) :)You always have great ideas. Abbey is fantastic just like your other mods - I often use my game
Title: Re: Kid - Abbey V1.1
Post by: galensgranny on August 27, 2017, 10:27:04 PM
This abbey building is beautiful!  Thanks for making it, Kid (http://worldofbanished.com/index.php?action=profile;u=2582)! 
Title: Re: Kid - Abbey V1.1
Post by: tuggistar on June 05, 2018, 05:06:38 PM
The Abbey building is really very beautiful and I often use it. But when I play with the Colonial Charter Journey that arises a conflict in the name, there is also an abbey building with the same name and the use of both buildings is unfortunately not possible. You can somehow fix the name with a patch or other way.
Title: Re: Kid - Abbey V1.1
Post by: kid1293 on June 05, 2018, 09:58:16 PM
Fixed - but since I renamed all resource files you can NOT load it in a saved game.
Title: Re: Kid - Abbey V1.1
Post by: RedKetchup on June 05, 2018, 10:16:31 PM
Quote from: kid1293 on June 05, 2018, 09:58:16 PM
Fixed - but since I renamed all resource files you can NOT load it in a saved game.

yeah the game highly hates changing names  >:(
Title: Re: Kid - Abbey V1.1
Post by: tuggistar on June 06, 2018, 07:06:10 AM
Thank you very much for the quick review kid1293. ;D I will try on the new map at once.