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EMBX61's New Work in Progress Thread

Started by embx61, June 04, 2018, 05:33:53 PM

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zak4862

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)

brads3

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.

embx61

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.

[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

Goblin Girl


rkelly17

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.   ;)


embx61

I will look at some textures for a nice stone floor around the pool :)

[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

RedKetchup

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!

UIDescription ui
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int _displayPage = 0; // set to 1 for tab layout
Dialog _dialog = "Dialog/StandardDialog.rsc:entity";
ElementController _controllers
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{
ObjectType _type = ControlUI;
ElementDescription _element = "enableSchoolWorkButton";
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DialogControllerConfig _config = "workButtonConfig";
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ElementDescription _element = "Dialog/NMTBathHouseUpgrade.rsc:NMTBathHouseUpgradeButton1";
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ElementDescription _element = "Dialog/NMTBathHouseUpgrade.rsc:NMTBathHouseUpgradeButton4";
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ElementDescription _element = "Dialog/NMTBathHouseUpgrade.rsc:NMTBathHouseUpgradeButton5";
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String _insertAt = "pageBuild";
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ElementDescription _element = "Dialog/Destroy.rsc:destroy";
String _insertAt = "pageDestroy";
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String _toolTipText = "EnablePriestTip";
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LabelDescription labelSchoolWorkCheck : "Dialog/Work.rsc:labelEnableWork"
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SpriteSheet _spriteSheet = "UI/NMTownSpriteSheet.rsc";
String _spriteName = "NewMedievalBathHouse";
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LabelDescription labelSchoolWorkUncheck : "labelSchoolWorkCheck"
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ComponentDescription _upgradeTo = "Template/NewMedievalBathHouseA.rsc";
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ComponentDescription _upgradeTo = "Template/NewMedievalBathHouseB.rsc";
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ComponentDescription _upgradeTo = "Template/NewMedievalBathHouseC.rsc";
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ComponentDescription _upgradeTo = "Template/NewMedievalBathHouseD.rsc";
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UpgradeUIConfig NMTBathHouseUpgradeConfig5
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ComponentDescription _upgradeTo = "Template/NewMedievalBathHouseE.rsc";
}
> > > Support Mods Creation developments with Donations by Paypal  < < <
Click here to Donate by PayPal .

embx61

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.

[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

RedKetchup

you know you can add a new design of floor mesh to the upgrades ?
> > > Support Mods Creation developments with Donations by Paypal  < < <
Click here to Donate by PayPal .

embx61

The floor for the resort  is different shape then the quarry so figured that out but thanks for the heads up. :)




[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

zak4862

Thank you! I am happy. I do like that fishing hatchery.
    Regards    zak4862  :)

galensgranny

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.

embx61

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 :)
[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

rkelly17

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

embx61

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.
[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]