World of Banished

Conversations => Suggestions and Mod Ideas => Topic started by: triangle on December 31, 2017, 02:41:15 PM

Title: Suggestion: Tiny Indians Theme Mod
Post by: triangle on December 31, 2017, 02:41:15 PM
I have been using quite a few of Kids mini theme mods and I had an idea I would like to throw out there if anyone finds some free time on their hands and likes the idea.. something for a rainy day perhaps.

 I would really like to see a northern plains Indian theme mod that focuses mainly on a more simplistic survival based gameplay

---------
the map
---------
not a map with tons of trees cluttering the majority of the map that grow fast and then fall over and more of a rounded wavy flat empty plains map with small patches of trees in the corners of the map or simply a defined circled area mask dead center of the map where no trees will ever grow.

so that herds of buffalo can move from one spawn-point of the (forest corners) traveling to the opposite corners & only briefly graze for a short time while in the grassy plains, then the herd travels fast disappears and re-spawns again only once every 2-4 days.

 A long period without meat keeps the player focused on herds in such the same way as planting crops in early spring so missing the opportunity to hunt could mean starvation.  as it was living in the 1800's.

so rather building a more permanent foundation by placing buildings and barns rather your main goal is to stay alive by hunting for what moves..quickly breaking down your camps, on the move following the buffalo.

I'm not sure it could be done in such a way that you could take out or hide most elements of the base game such as mines, quarries, iron tools etc..but a complete overhauled theme would be a nice challenge-change
 
(https://upload.wikimedia.org/wikipedia/commons/0/03/Native_American_Tipi.PNG)


----------
housing
----------
Tiny 2x2 size tipi  for 1 small starting family fits 2 people.
2 adults and no children.

material cost = 5 deer pelts + 3 wood

the tiny tipi is only good for building at the very start of a game to simply provide fast shelter, a place to eat, and stay warm..no children will be born unless you build and move into a medium size tipi.

medium 3x3 size tipi for 1 family fits 3 people 2 adults and 1 child
material cost = 6 deer pelts + 4 buffalo pelts + 5 wood

this is a good way to keep numbers low in the very beginning
so if you want your tribe to grow faster & have more children then
be successful at hunting and build a large tipi.

Large Tipi 4x4 size tipi

material cost = 12 deer pelts + 8 buffalo pelts + 5 wood
this is the largest family size tipi and fits 2 adults and 2 children.

--------------
crops
--------------
corn, beans, sunflowers, tobacco, pumpkins, and squash.

a gatherers mound as a place to define  an area for gathering wild rice that grows near water edges & rivers along with all other collectible wild crops & berrys etc..

Appearance wise simply make a mesh that looks something like the charburner hut but rather then the black charcoal color retexture it to a brownish so that it looks like the bent over rounded branches as the outer shell and canvas covered with a small door passage like a common sweat lodge.

--------------
cooking area
--------------

a simple stone cooking pit or spit roast for cooking roasted meats

---------------------
new animal meshes
---------------------
If a new animated buffalo mesh is asking too much then perhaps just edit & re texture the darker cows with perhaps 2 black horns to be  spawned as wild animals alongside deer and rename them buffalo.

buffalo gives you resources:
100 meat + 1 buffalo pelts.

--------
crafting
--------

a tiny 1x2 crafting stand ]_[
here you can turn hides into leather and leather into clothes and
both at the same place!

1 deer pelt can be processed into 2 leathers.
1 buffalo pelt can be processed into 8 leathers.

you can make 1x buckskin war shirt from 2 leathers + 1 deer pelt
you can make 1x furpelt coat from 4 leathers + 1 buffalo pelt

-----------
tools
-----------

I'm not sure who made the questionable animation that takes place when a hunter kills a deer but I'm guessing since I have not yet seen any other mods that even attempts a fix by adding a pointed stick animation + fires a simple gunshot sound so a bow & spear animation are probably pointless wishful thinking..

Anyone can feel free to add , comment , suggest any ideas!
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: brads3 on December 31, 2017, 03:14:40 PM
you do have some interesting ideas. not sure some of it is possable with the game coding though. what i do as far as bison is use the thatch<Nat Div> mod and the fodder mod to make meadows.then use CC decorations to add animals here and there in or near it.a trapper from the pine mod keeps the foxes and rabbits in check and RED's lookout tower does the main hunting. the CC frontier modular does have some indians teepees and huts.the tower hunter does find bison and bears and ducks or pheasants randomly.it is different outputs from year to year.you also have the quick hunter from TOM that lets the hunter follow the herds and get more deer than the standard hunter.

      the indians are considering doing a war dance and protesting since KID made the wild west town and now the new fort pieces. they still have no turkeys and want a medicine man tent or hut too.need a place to make tomahauks or bows and arrows either. do we want to add feathers and make survival coats and headdresses too?
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: triangle on January 01, 2018, 01:35:42 AM
Hi brad,

Quote
you do have some interesting ideas. not sure some of it is possible with the game coding though.

 what I am hoping for here is for an experienced moder with some free time on their hands, and likes the idea..

sometimes some clever tweaking of scripts in such a way that many things can be achieved doing things in different ways to get the basic concepts done.

 I don't usually make mod requests as I am more of a dig into the files and figure it out myself type of person, unfortunately.. lately I just don't have the free time on my hands to start sifting threw tutorial examples how to build my own mods, learn tags, edit scripts, etc.. using banishedkit.

on a positive note:
I have had some experience in low polygon 3D modeling & Texturing so if I am required to at the very least contribute some models to the cause that part ..I can & will Gladly Do! 

All I need to know is what format to export the meshes and who or where to send them to.  :)

Quote
what i do as far as bison is use the thatch<Nat Div> mod..

 This is what I wanted to avoid completely.. I tried a few of the
mega mods and deleted them almost immediately as they are mostly made to be exclusively used by themselves to be used and not in conjunction with other mods by mod authors design..

example: The North Mod which I really like but cant use because it spits out errors after creating a certain resource that can't be stored.. so I had to disable it as I can't edit/fix/decompile source files and make compatible..

I guess that's considered a nono by design so all you can do is try and locate the mod author who is willing to help   ..ehrm  ..good luck!

also mods like CC are not usually compatible with other simpler mods that I really like to use not to mention cause me a-Lot of lag + way to complex for me to care about getting into using.

what I was hoping for with the Tiny Indian theme is a simple icon group
such as the way kid/Nomad did his tiny compilation of building sets.

1 button to rule them all.. heh.

Quote
you also have the quick hunter from TOM that lets the hunter follow the herds and get more deer than the standard hunter.

yes, I also use the gohunting *simple click* mod & really LIKE that one as it eliminates hunter lodge cabin. where hunters walk past deer wandering around aimlessly doing "absolutely nothing" because they are programmed to do that.. killing like max 3 deer -per- period of time.

 simple mods like that is the point I was making above as that was a clever little tweak that help simplify many things so there is no need for a big cabin that takes up a percentage of wood gathering space and at the same time eliminates the whole point of its very existence by also removing a chunk of deer population...a useless building made better.

using that gohunting mod along with the tiny garden wood shed by nomad I have so much venison meat I can't even store or trade it all after hunters go off and slaughter like 60 deer after I forget about the *gohunt click* ..come back to find the forest littered with deerskins it's still kind of funny tho..

Quote
the indians are considering doing a war dance and protesting since KID made the wild west town and now the new fort pieces. they still have no turkeys and want a medicine man tent or hut too.need a place to make tomahauks or bows and arrows either. do we want to add feathers and make survival coats and headdresses too?

If it ever gets to the point where little people are doing war dances on their tomtoms, It may be time to shut the gate and prevent a crisis..

  Starve thum palefaces.. if they not starve we get scalpums!

lol
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: twilightbreeze on January 01, 2018, 03:02:38 AM
I'd really like to see some research done first, so that this mod doesn't buy into the general stereotypes most people assume about Native Americans. 

The Northern Plains was home to several different tribes. War dances, feathers, headdresses, tomahawks etc. Not all Northern Plains tribes used such, nor did all hunt buffalo, or live in teepees. Pick one tribe, please, then pay attention to what customs and styles that particular tribe used and lived as.

As a member of the Cherokee Nation here in the US, I only ask for research and sensitivity. And yes, I would play this mod if it was presented well.

I myself would prefer the term Native Americans, or even Indigenous People, as opposed to the ignorant misnomer Columbus saddled us with.
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: triangle on January 01, 2018, 04:00:53 AM
Aho twilight..

 I hope you didn't take my lil joke to heart or be offended by it..

For most of my young adult life I lived among the culture while living on the Lac du Flambeau, Chippewa-Ojibwe Reservation, and so I do understand and respect both the Native Americans + your comments..

perhaps also the main reason for this idea as in many ways I miss it =)
__________________________________
edit: typo corrections  ..I kan speel, reely!
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: brads3 on January 01, 2018, 08:03:38 AM
good points,TWILIGHT. here in the mid-atlantic states,we had the iroquois and senecas.neither lived in teepees but had longhouses. CC uses these as storage not housing.trying to mix them and find a good balance might be challenging.
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: wiscoke on January 01, 2018, 08:12:52 AM
great idea for a mod. @kid1293  did a western-mod. that mod would fit very well with a native american mod. maybe kid is interested!

I would like to suggest some things :

- a totem pole. this instead of the church.
- maybe a large campfire for a gathering place
- a shaman instead of the tradional herbalist
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: estherhb on January 01, 2018, 09:46:09 AM
Until someone creates a separate mod, there are some mods that will help you establish a Native village.  There's a separate Bison mod at BlackLiquidSoftware.com. I place these and the Horses (brown & white) and some Sheep in fenceless pastures to create the feeling that they are not "caged up"  Also, you can download the smaller Frontier mod which includes the fort (which you may or may not want to use) along with the Native pieces which includes two types of teepees, two types of wigwams, a longhouse and a totem pole. These can all be used as houses or storage. Also, in this mod Bison have replaced the Deer roaming around. Adding RedKetchup's I See Fire mod is great for campfires.  Since I'm from California, I also like using kid1293's Mission along with this.
Title: started tipi
Post by: triangle on January 01, 2018, 10:26:58 AM
I'm posting a pic of a small "testmodel" I am working on..

I am aware that there are building stages that load separate models as workers progress, however for now I did the finished version so I know what it should look like when built.. a simple cone of poles should be the first stage but I can do that later..

(http://i66.tinypic.com/k33wbc.jpg)

Don't be too harsh as I stated it's just a "TEST" model as I still have no idea how to add the models in myself but need something to move forward with.
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: kid1293 on January 01, 2018, 10:34:10 AM
For a 'simple' model like the tipi you only need one build stage. (with poles only)

Now - I said simple but you are clearly familiar with 3D modelling to show a model so quickly.
There is a need of fresh blood :) so I recommend you learn how put the models into game.
It is a rather steep learning curve but several small steps and suddenly it feels simple.
And it is fun if you have the time to spare.

:)
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: RedKetchup on January 01, 2018, 10:51:18 AM
take care at your size.

not sure which program you used... (you will need to export to .fbx) and what are the metrics of your grid , there on the ground, usually each square you see on the grid.. are usually 10 tiles per 10 tiles (at least on 3dsMax thats 10 tiles)
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: twilightbreeze on January 01, 2018, 10:52:37 AM
Here are the main tribes that roamed the Northern Plains:

Assiniboine
Crow
Blackfeet
Plains Cree
Plains Chippewa (Ojibwa)
Hidatsa
Arikara
Sioux/Lakota

Pick one, maybe the Chippewa/Ojibwa, since that seems to be the one Triangle is most familiar with. Study that tribe's customs and style, then base the mod off that. Please do try to avoid stereotyping with things not of that tribe, thank you.
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: RedKetchup on January 01, 2018, 10:53:49 AM
i am a descendant from Atikameks  :P
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: twilightbreeze on January 01, 2018, 10:59:19 AM
That is cool. The Atikamekw are from Quebec, Canada, but did speak a variation of the Cree language.
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: triangle on January 01, 2018, 11:03:05 AM
Hi kid,

Yeah, although I don't have a lot of time on my hands I guess I enjoy the game enough to start reading threw some of the tutorials.

It's been a long time since I got involved in moding anything, Last game I did work for was Scorched 3D an open source game back in 2004

but I do still remember what a pain in the ass learning xml and python scripting was so I'm not real sure at this point I am ready to dive into it.

I may be too old to be doing this..  lol

Thanks for the info about the model stage.. I'll go do a search for some tutorial examples.

 :D
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: kid1293 on January 01, 2018, 11:17:38 AM
If you need example code just tell.
The format is fbx and the models and points are scaled to 0.1 prior to save (don't apply)
I don't know what program you use. I use Blender and it is sometime a pain.... but it
costs nothing!

You are never too old for this! I will probably be modding past my retirement. :)
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: RedKetchup on January 01, 2018, 11:24:55 AM

You are never too old for this! I will probably be modding past my retirement. :)

yeah we are kinda 3 who have started moding at our retirement here, so never too old


----------

my grandmother was a pure Atikamek, my mother half-breed, and me, a quarter breed LOL
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: twilightbreeze on January 01, 2018, 01:44:38 PM
I'm over 50, and I'm still modding for Sims 2. Creativity has no age limit.
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: triangle on January 04, 2018, 04:42:23 PM
Thanks for all the support guys..
 Sorry It took me so long to post any progress but there was no real progress to report,

Firstly the answer to your question Red Ketchup is I mainly use Milkshape 3D as it's Stupidly Simplistic and has like 12 buttons on it so not only is it easy to learn to use, I can spit models out very quickly. It may lack any of the polished plugins and functions 3dsmax-maya-lightwave may have but the key selling point for me is the KISS factor.. 'it's how I roll'..

@ Kid  I have had a couple days to sort things out and much credit for that is due to discrepancy and his Blender tutorial.. & Yeah, I don't like blender much either, but like you stated it's free..and I 'think' I see why now:

 I had a few sudden outbursts trying to figure out its uv texturing.. and my attempts fail at understanding why there are 10 thousand microscopic buttons per square inch fighting for space.. my eyes are not very good and so my nose was touching the screen the entire time but I did manage to get most things squared away.

as you can see by the picture here the Small Tipi is NoT at all small..

+1 cookie point to goes to RedKetchup for an earlier warning to mind my scaling.

(http://i63.tinypic.com/ka43tv.png)
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: RedKetchup on January 04, 2018, 04:48:26 PM
hehe thats what i thought when i saw the size of the tipi inside your 3D program :)
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: Discrepancy on January 04, 2018, 04:59:59 PM
You have done really well to get where you are :)

I must update that blender tutorial, as I now do many things differently.

Here is an indispensable how-to in baking the AO (ambient occlusion) shadow maps by Necora : http://worldofbanished.com/index.php?topic=1424.msg28417#msg28417 (http://worldofbanished.com/index.php?topic=1424.msg28417#msg28417)

Also a good tip made to me early on in my 3d modding excursions for rounded buildings is at the end, once you've made the model, in blender when in Edit mode, select all vertices, press Mesh - Faces - Shade Smooth (or in edit mode press W and you can select Shade Smooth). This will round off the sharp edges making it look nicer. You also do not need to do this to every surface and might look better only on some, if that is the case only select the faces you want smoothed.
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: triangle on January 04, 2018, 05:51:54 PM
Thanks Discrepancy, your tutorial is not at all bad and it wasn't an issue I was having with baking the AO texture file that was all well documented. 

you did a very good job explaining steps 1 by 1,

What I was having issues with was trying to figuring out all the proper steps to remap coordinates of the highlighted faces in the uveditor so that I could re texture the model from the top views and side views of the model.

UV Image editor was giving me slices of triangles grouped in rows & that's not useful for textures lazily pre-pasted into Photoshop.

but I figured it out:

edit mode & selecting faces first
ctrl + E to mark the seams,
then button 'view'> align view > center cursor and view all
then hover mouse in the 3d viewport and pressing U >the UV Menu popup gives you a choice to project from view.

That all drove me nuts trying to figure out so I just used milkshape and it was done in like 60 seconds.  =)

as far as your tutorial goes it was right on the money & does exactly what the tutorial says it does, it gets your model in the game and anything else falls under the catagory:

learning blender in the blender forums under
"learning how to use our 3D Software"

Thanks Again.

Title: Re: Small Tipi Almost Fixed
Post by: triangle on January 06, 2018, 12:16:30 PM
I have the small tipi scaled after countless import>export *re-scalings*

here is a picture of all the build stages :

(http://i64.tinypic.com/9sv386.png)

-------------------------
Problems
-------------------------

1) I need to figure out how to replace the ground texture mask that is burned onto the map with an alpha blank texture as that square tiled print on the map under it looks wrong..

edit: looking threw the banishedkit examples I see the ApiaryFootprint.png and that seems to be what I need to edit,

I'm using discrepancy's tutorial source files that are all simply renamed as my template and there is no footprint.png included in those files..

Does anyone know what the filename is for the small wooden house footprint?

2) The model is Very Dark!

in blenders material tab I changed all properties to:
Diffuse intensity = 1.0
Specular intensity = 0.095
Shading Emit = 1.0
Ambient = 1.0

the baked SmallTipiAO.png texture is in the correct folder
so I don't know what's happening here but it looks bad still.

any suggestions or help is most welcomed.
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: Maldrick on January 06, 2018, 12:39:08 PM
Looks great, @triangle !

Go, go, go. :)
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: RedKetchup on January 06, 2018, 02:22:53 PM
the game doesnt handle the
Quote
in blenders material tab I changed all properties to:
Diffuse intensity = 1.0
Specular intensity = 0.095
Shading Emit = 1.0
Ambient = 1.0

If you have to change the luminosity/colors of your texture you need to do it directly on the .png


For the footprint i suggest to pick up photoshop or like me , Gimp2.0(free) and do a 256x256 transparent  one and use a brush to paint a brown circle in the center midback of your SmallTipiFootprint.png
you can do a 128x128 or 512x512 depending how precise you want it. but those number needs to be written in your decal function in your tipi house template
Code: [Select]
float _mapWidth = 256.0;

DecalLocation _decalLocations
[
{
float _x0 = 0.0;
float _y0 = 0.0;
float _x1 = 256.0;
float _y1 = 256.0;
}
]

if you want to use Gimp2.0 here's my footprint brush .gbr (in goes inside GIMP2/share/gimp/2.0/brushes/Texture folder)


the name of your footprint is ruled by those 2 linesin your template. You decide where you put those and You decide its name:
Code: [Select]
DecalDescription decal
{
MaterialInstance _materials
[
"Models\Buildings\SmallTipi\MaterialInstance\SmallTipiFootprintMaterial.rsc"
"Models\Buildings\SmallTipi\MaterialInstance\SmallTipiFootprintDamageMaterial.rsc"
]
the footprint setup has usually 4 files:  3 x .rsc files and 1x .png file (the lines inside those need to reflect where you put your .png/.rsc files)
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: triangle on January 06, 2018, 06:59:22 PM
Thanks RedKetchup I think I get it now.

I use Photoshop, I tried gimp when I was using a linux distro once & didn't care for it much, Thanks for the effort in helping me though, I appreciate any help I get while trying to learn by example.
Title: Re: all fixed now
Post by: triangle on January 07, 2018, 11:57:59 AM
All fixed up except for the brightness
I can't figure out how all your models are more emissive, and crisper.

editing/cranking up the textures.png brightness levels did nothing and my model is still as pitch dark as before.

(http://i68.tinypic.com/2vi423c.png)
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: Gatherer on January 07, 2018, 12:01:15 PM
You should keep the footprint only visible at stages 1 and 2.
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: triangle on January 07, 2018, 12:23:09 PM
@Gatherer that's a good suggestion but unfortunately unless you provide me with an example on exactly how to do that your request has been denied.

the other vanilla buildings don't do that so I wasn't aware that was possible.. if it is, I will gladly do so as you suggest provided you can point me in the right direction.. I'm still learning BTW ---> only day 6 @ modding this game.  =)

edit: If your sayin it looks bad.. what I can do is shrink the texture so that it's not hanging out so far & mostly hidden in the final stage.
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: RedKetchup on January 07, 2018, 12:32:27 PM
@Gatherer that's a good suggestion but unfortunately unless you provide me with an example on exactly how to do that your request has been denied.


the footprint you draw and appear on the ground as soon you put the building down is there to stay forever till to destroy the house.
it is always there.

what gatherer means, you need to precisely draw your circle so once the building completed, you dont see any brown outside the house. do your brown circle so there is not a single pixel that goes further of your tipi mesh.take the eraser and delete the unwanted pixels.
Title: Re: Footprint Rescaled
Post by: triangle on January 07, 2018, 02:04:27 PM
the staff in the 3D Development Department has approved your request.

(http://i65.tinypic.com/2rqzwqh.png)


moving along..

RedKetchup how did you and Kid add your 'Mod Collections toolbar [].'

I noticed on the icons bar that your flour mill bakery is grouped together in that MCT next to KidMarketFoodV2 

  [RK] & [Kid]

If there's a simple answer to do this I would like to do something like this at some point. perhaps a 4winds Medicine Wheel Icon to distinguish the mod by itself in its own catagory ?
(http://aktalakota.stjo.org/images/content/pagebuilder/Four_Directions.jpg)
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: kid1293 on January 07, 2018, 02:15:34 PM
Easiest way to put you mods on toolbar is to have this link.

http://worldofbanished.com/index.php?topic=1467.0
Title: Re: thanks
Post by: triangle on January 07, 2018, 02:31:01 PM
thanks kid, I should probably start using the search bar and start exploring these forums.. who knows I might find something outside of this post. j/k

thank you for the link.
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: RedKetchup on January 07, 2018, 03:00:27 PM
yeah and you can make your own icon to set on the community toolbar with something colored [Tri]  ;D
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: angainor88 on January 08, 2018, 07:37:14 AM
If your in game models are still too dark, it might mean you need to lighten up the AO using Gimp2.0 or any other image editing software. I had that problem a lot too for mine. The background colors (where your model is not) should either be transparent or white, and you can lighten up the other parts as well.
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: triangle on January 08, 2018, 01:06:22 PM
thanks angainor88  my AO png seems to be baked 99% white so I'm guessing perhaps my transparency setting was overlooked.. I will check that next & thx.

here's my icon set I did last night. TY Red..
(http://i66.tinypic.com/312ejxx.png)

Edit: Back from testing that and that seemed to do the trick angainor!

Blender baked the outside of the UV coordinates of the models texture black ..so changing that to transparent the mystery/issue is now solved, Thanks to your Advise it's looking better.
--------
Todo:
--------

Last things I need done to finalize the SmallTipi project and move on to other things is:

1) Figure out how to add material texture set variants by pressing the F key.

2) Figure out how to add a custom damaged model which was not covered in the tutorial.

Then I should be able to start making larger versions without issue & start sorting out what else I need to plan on doing.
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: Gatherer on January 08, 2018, 02:31:43 PM
Offtopic: Is it just me or does the community toolbar look like a helmet with a nose guard and protective cheek plates? I've been seeing it since the beginning and just can't unsee it.
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: Turis on January 08, 2018, 02:34:05 PM
I only see a trio of human figures with their arms up.
Title: Stuck @ Snow Texture
Post by: triangle on January 09, 2018, 01:24:20 PM
done/sorted.

fail/try again later

not there yet.
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: Tom Sawyer on January 09, 2018, 03:38:18 PM
Snow and damaged texture will be added by the game automatically. You just need to code it the right way. That's simple and can be copied from the MaterialInstance folder of any vanilla building.
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: triangle on January 09, 2018, 09:18:49 PM
Quote
Snow and damaged texture will be added by the game automatically.

That is what I did not understand.

Quote
You just need to code it the right way.

HAH! if it were only that simple..
 It's tracking down those 1-4 files that this 1 tag in a file needs references too in the file structure that I have these issues with.

That is my biggest problem perhaps, I can stare at code until I'm blue in the face  ???  hoping that "eventually" I will understand..

8/10 I get it but the other 2 drives me insane and then I just feel like breaking things..  fuS RO DAH! (https://www.youtube.com/watch?v=3_Bain8uRkU) <))

Quote
That's simple and can be copied from the MaterialInstance folder of any vanilla building.

=)  Thanks, you have been very helpful, I will try that.
Title: Small Update
Post by: triangle on January 14, 2018, 05:24:26 AM
3 variants thanks to Kid, and Discrepancy for help.

(http://i63.tinypic.com/2mfcaqa.png)
(http://i65.tinypic.com/259eq34.jpg)
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: Maldrick on January 14, 2018, 10:07:45 AM
They look awesome! :)
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: kid1293 on January 14, 2018, 10:16:43 AM
Hehe, persistence is rewarded! :)

Great job!
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: adelegarland on January 14, 2018, 11:41:27 AM
These are absolutely amazing!   Where can I get them?   You've got to do more sizes and add all the usual buildings in Tee Pee form and we can all go Native American!!
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: triangle on January 14, 2018, 05:00:59 PM
@ adelegarland

1)http://worldofbanished.com/index.php?topic=2207.0 (http://worldofbanished.com/index.php?topic=2207.0)

2)https://www.nexusmods.com/banished/mods/73/? (https://www.nexusmods.com/banished/mods/73/?)

3)http://s000.tinyupload.com/index.php?file_id=90755725483405142362 (http://s000.tinyupload.com/index.php?file_id=90755725483405142362)


enjoY
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: Discrepancy on January 14, 2018, 05:54:55 PM
The Tipi's look great :)

(https://i.imgur.com/0IMcbjr.jpg)

Quote from: triangle
Known Issues:
there is not a damaged model so if you run the game with disasters turned on and the tipi burns to the ground.. you will most likely see remnants rubble that is the same as the small wooden house (or) it may crash horribly so don't expect much it is still in beta stage but I am confident that it works fine as it should otherwise.

It doesn't crash when they catch fire, all is okay. The game itself handles the initial texture changes via the code that you have included in the mesh file:
Code: [Select]
Skin _skins
[
{
MaterialInstance _materials
[
"Models\MaterialInstance\SmallTipi01Material.rsc:damage"
]
}
]

within the material file you have something similar:
Code: [Select]
MaterialInstance damage
{
Material _material = "Material\OpaqueSnow\OpaqueSnowDamageMaterial.rsc";
Texture _textures
[
{
String _name = "diffuse";
ImageBuffer _texture = "Models\MaterialInstance\SmallTipi01Texture.rsc";
}
{
String _name = "damage";
ImageBuffer _texture = "Models\Buildings\DamageTexture.rsc";
}
{
String _name = "snow";
ImageBuffer _texture = "Terrain\TerrainSnowTexture.rsc";
}
]
}

(https://i.imgur.com/IJ0kvFH.jpg)

Normally a building will only have this code and revert back to the build01 stage. With the code handling the charred damaged look to the texture.

(https://i.imgur.com/rbiddjq.jpg)

Now once the fire is out, your models are still showing the banished footprint texture. The footprint works the same as the material texture code and simply alters the original texture, so you don't need another footprint.

In terms of altering the model itself, by calling 'destroy' in your template file 'ComponentDescription resource':

Code: [Select]
DestroyDescription destroy
{
ComponentDescription _replaceEntity = "destroyed";
}

this code it calls can than act as the destroyed model. The Template/IronMine.rsc file has the key into doing this: (the Quarry.rsc has part of the code in it, but a destroyed model was not obviously made and it isn't called up)

what makes the iron mine different is this part, which acts as the call code for what the game is seeing as a new building(the destroyed variant):

Code: [Select]
ComponentDescription destroyed
{
// how often to update
UpdatePriority _updatePriority = None;

// declare types that will be used
Description _descriptions
[
"map",
"zone",
"decal",
"modeldestroyed",
"radius",
"happiness",
]
}

the "modeldestroyed" is the part that is different to the other buildings,

this code simply calls up another model that you can make and texture how you'd like:

Code: [Select]
ModelDescription modeldestroyed
{
MeshGroup _meshes
[
{
GraphicsMesh _mesh
[
"Models\Buildings\IronMine\IronMineDestroyMesh.rsc",
]
}
]
int _displayIndex = 0;
int _subIndex = 0;
bool _randomIndex = false;
}

with your 3 f-key variants, just duplicate the code call like the other models, they can be the same or different otherwise only 1 model will show a destroyed version:

Code: [Select]
ModelDescription modeldestroyed
{
MeshGroup _meshes
[
{
GraphicsMesh _mesh
[
"Models\Buildings\IronMine\IronMineDestroyMesh.rsc",
]
}
{
GraphicsMesh _mesh
[
"Models\Buildings\IronMine\IronMineDestroyMesh.rsc",
]
}
{
GraphicsMesh _mesh
[
"Models\Buildings\IronMine\IronMineDestroyMesh.rsc",
]
}
]
int _displayIndex = 0;
int _subIndex = 0;
bool _randomIndex = false;
}




Overall, great work though, they do look nice.
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: Discrepancy on January 14, 2018, 06:03:39 PM
oh, but if you add this damaged/ruined building you will need to be able to rebuild.

so include the "ui", call within ComponentDescription destroyed.
also make code and the calls to be able to select the model - so the 'picking' and 'highlight' just like the normal models:
Code: [Select]
ComponentDescription destroyed
{
// how often to update
UpdatePriority _updatePriority = None;

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

"map",
"zone",
"decal",
"modeldestroyed",
"pickingdestroyed",
"highlightdestroyed",
"radius",
"happiness",
]
}




Title: Re: thanks Discrepancy.
Post by: triangle on January 14, 2018, 10:04:03 PM
Thanks D, I was stuck with that and didn't want to pester anyone.
I will look into updating it when I get some time.

For anyone else wondering how to build a SmallTipi right away when first starting the game on hard setting and then notice you Require 8 Leather..

I Highly recommend using Tom Sawyers Hunting and Gathering V3 (1.07) or you wont be able to build it!

I use his mod along side this SmallTipi mod and it works perfectly.

Tips and Tricks: 

When you first start a new game plot your Tipi's but pause the construction on all but One, Deligate 2-bannies to gather wood, 1-2 bannies to gather stone, and 3-4 hunters to Hunt for deer to collect leather Right Away!

Focus ononly one Tipi at a time so that your hunters gather leather to drop into the wagon and then take to the Tipi construction site.

 once the first TP is built they store that TP which has 600 storage with the excess Venison so that your little wagon storage does not fill to the maximum storage limit.

otherwise the wagon will fill up with venison meat and they subsequently can't store the leather that they need to build all the Tipi's with.

Equally important: If you notice the bannies start gathering the meat firstly and mostly plainly ignoring the leather deer pelts for last you can & should increase priority by clicking on the leather pelts individually on the map that then should highlight red to ensure they take priority of gathering leather over meat.

so one at a time after the first one is built *unpause* construction to the next TP until you eventually run out of leather. you should always be able to build atleast 4 tipi's if done correctly. I tested this over 20 times on hard and never lost 1 bannie so I know it works.

have fun with it. =)
Title: Re: Suggestion: Tiny Indians Theme Mod
Post by: adelegarland on January 14, 2018, 10:18:33 PM
Hi @triangle
just playing around with it now, Love it!  You're right, they are hard to build n the beginning,   I'm using Red's Watch Towers to hunt down leather fast, but still takes work!  But they look so good in game!  Thanks!
Title: =)
Post by: triangle on January 14, 2018, 11:14:04 PM
no problem, I was afraid to release it mainly because I didn't know what might happen to some once the damaged model triggered. I never fully tested everything, but I saw the code reference the wooden house in the rsc files in there from the tutorial source but I am glad Discrepancy cleared all that up.  so no worry's and I will update it in a few days if I have time.