World of Banished

Conversations => Suggestions and Mod Ideas => Topic started by: AzemOcram on December 08, 2014, 11:20:59 PM

Title: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on December 08, 2014, 11:20:59 PM
OK, so I have been playing around with the Colonial Charter Mod in Banished and I came up with an idea. Before I pursue it and try to figure out how to implement it, I would like your opinions. I thought that it might be neat to have new, slightly more modern and urban housing. The brick tenement could be an upgrade to the Boarding House and increase its capacity from 5 families to 7, be treated preferentially like regular housing (so people will form families on their own here) instead of being a place of last resort for homeless people, and use as much firewood as a stone house. The barrier to building this would be that it would require more resources. I think that if I implement it, it will require 60 logs, 30 stone, 14 glass, 7 steel tools, 14 iron, and 105 bricks. Bricks would be made from a lot of sand and clay and a little iron and be made in a new building, the Brick Kiln.

If I use Colonial Charter Mod as a dependency (or they pick up my mod as part of theirs in a future update), then I would only need to add 3 new buildings (the aforementioned brick kiln and tenement and also the clay sifter, which would be built on a shore). However, I would like to hear your opinions before I continue. I don't want to make a mod that will not be used, especially with the learning curve ahead of me.

By the way, I plan on making the tenement (or rowhouses) be two or 3 stories tall. The townsfolk would have to climb stairs to get to their bedrooms. I think I might have 2 models and possibly 2 textures per model. One model would look like 7 tall and narrow rowhouses and the other would look more like a tenement with one main entrance but they would both have the same footprints and the townsfolk will enter and exit through the same places in both.

EDIT: Colonial Charter has added all the construction materials my buildings could ever need so it makes more sense to make it a dependency.
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: RedKetchup on December 09, 2014, 07:34:55 AM
i will just let you know, citizens arent 'climbing' the stairs, they cant follow a path from down there to up there like if it s 3D. they dont have any 'sense' of height. you can put a floor at 1,000 kilometers from the ground and they will jump to it or jump down depending of their x,y location and the angle they come from.
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: rkelly17 on December 09, 2014, 07:41:38 AM
This is a very interesting idea, @AzemOcram which could add to the game. I would think that the first questions are why people would build these and why out of brick. Next question would be why not regular housing rather than a boarding house replacement. When I think of the "first" industrial revolution I think of England in the late 16 and early 1700s when tenement housing for workers was generally wood. It made for nasty slums that burnt like kindling, but was cheap to build. @slink already has done a three-floor walk-up in wood which you might want to look at. I could be wrong, but I think that if you want multiple families to treat something as a "house" (i.e., a unit for family living) it has to be a "separate" structure, which is why @slink and @RedKetchup have resorted to graphical ruses to get multi-story dwellings. Couples will have babies in the boarding house, but everybody moves out at the first chance at a "house."
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: AzemOcram on December 09, 2014, 10:16:35 AM
Thank you for the feedback. Most tenements have internal stairs so I thought it would be easier that way because I never saw any citizens climbing external stairs. I did not know all the dynamics of Banished yet so maybe if I make this mod, I will make a brick walk-up tenement (maybe more "Second Industrial Revolution" era style) that upgrades from the bunkhouse and a 2x6 rowhouse that holds a family of 8. However, my skills are very basic at the moment and I am about to go on a vacation so this is still in the planning stages.
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: slink on December 09, 2014, 11:03:01 AM
They climb external stairs if the stairs happen to be in their way.  That is, if the slope of the ramp is the shortest path between them and their goal, they will walk up the ramp.  If they are beside the highest part, they won't walk to the low end and climb, though.  They will simply leap to the top.

The other point I wish to make is that the boarding house does not function as starter housing and cannot be made to do so.  People won't leave Mom and Dad to form a new family with their significant other, in an apartment.  The only way to make a multistory, multifamily dwelling is to actually build those seven houses for the seven floors.  You can make the graphics such that they all go to the front door of the apartment building to access their homes, but players will have to build all seven floors separately.  An internal staircase will at least make your modelling easier because you won't have to rotate the levels to provide an external door for the higher floor.  Just make the first floor and then make a copy for the second floor with a window where the front entry was on the first floor.  Raise it to second story level.  Then repeat the raising for X levels.  Each of these will have to be a new model and another building selection on the menu system, although you might be able to put them on the selector button like the six wooden houses, etc.
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: AzemOcram on December 09, 2014, 11:56:33 AM
Thank you very much for the info, slink! So, my new plan is to make small-footprint rowhouses that are 3 stories tall each and only hold 1 family, but still hold a family of 8, and be as warm as a colonial manor. I think I will make 1 or 2 models and have 2-4 texture variations. That seems much easier than modding family apartments (since family apartments appear to be impossible). I might make an upgrade to the boarding house later on that increases its capacity and warmth but it would still be treated like a boarding house (where people won't move in to form families), which would mean that there would be little-to-no reason to build many of them.

I will have to do some research into early brick rowhouses once I get back from my trip and I will have to get 3DsMax for students as well. My graphic experience includes a great deal of 2D art (including vector, pixel, and texture art) and very simple shapes in Blender (I think I only managed to make textured rectangular prisms).
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: Paeng on December 09, 2014, 09:33:01 PM
it would require more resources. I think that if I implement it, it will require 60 logs, 30 stone, 14 glass, 7 steel tools, 14 iron, and 105 bricks.

I don't think that works - as far as I understand it, you can only specify three building materials... they can be different (from the standard log, stone and iron), but no more than three..
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: RedKetchup on December 09, 2014, 09:55:43 PM
it would require more resources. I think that if I implement it, it will require 60 logs, 30 stone, 14 glass, 7 steel tools, 14 iron, and 105 bricks.

I don't think that works - as far as I understand it, you can only specify three building materials... they can be different (from the standard log, stone and iron), but no more than three..

he is right
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: salamander on December 10, 2014, 03:57:22 AM
If the three stories are going to be built separately like @RedKetchup's houses, you might could include a different set of building materials for each, so the full three-story building requires more than just three resources.
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: tomplum68 on December 10, 2014, 08:39:28 AM
thats actually a really good idea, giving each story different and harder building requirements.  If you want to increase the density of an area by going vertical you have to pay a resource cost to do so.  do first floor just stone and wood, second floor add your bricks and glass and maybe third floor iron and something else.

also, I haven't tried any of the multistory building mods, but I would think using the 'graphical glitch' for first floor entry and internal stairs sounds like the way to go at least ascetically in game.
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: rkelly17 on December 10, 2014, 09:41:50 AM
I see two issues: The hard limit to three building materials would mean that if you introduce brick, then stone or iron or wood has to go, which would mess up other structures. The alternative I see is to have the graphics look brickish but have stone be the building material. It also seems that you cannot build one building on top of another, so there would need to be separate "footprints" for each floor (as there are for @RedKetchup's and @slink's multi-story houses) even if the graphics overlap. One may need back and side balconies for upper stories in order to get the multiple footprints. One possibility is that the first story is only half the building, the second story adds the other half of the first floor as well as the second floor, then the third story adds back porches and stairs and the fourth story adds a fire escape on the side. At that point I've run out of ideas.
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: AzemOcram on December 10, 2014, 11:51:37 AM
OK, I think I have things straightened out. Any structure can use any 3 resources to be built but only 3 construction materials can be used to build any individual building. By adding brick, I would have to have certain buildings use only 2 other resources. This means I could potentially make my rowhouses (which would hold 1 family each and be their own structures that would look good built next to eachother but don't have to be) require logs, bricks, and steel tools. The tenement however, would be a bit more difficult. I could either make it so that it needs to be built in 3 parts to look complete and that I could require different resources for each part. I could start with logs, stone, and iron, then brick, stone, and steel tools, then brick, steel tools, and glass and have each part hold a family of 8 or just treat each part as a mini boarding house, holding 2 or 3 families (which would mean mostly nomads and disaster victims would use them).

The row/terraced houses sound easier and I think I will just have clay sifter (shore-side building), brick kiln, and rowhouses, and require Colonial Charter to function (in order to get sand for bricks and glass for windows). If using other mods as dependencies is frowned upon, I guess I could make a sand sifter and a glass blower, but I would prefer not to have duplicates with something I want to use in conjunction with my mod. However, if I decide to make the multi-part tenement, that will come in a later update to my mod.

I am not sure if I mentioned this but I am going on a vacation next week and I won't be back for 2 weeks so I will be unable to work on my mod until I get back. I am still in the midst of figuring out how to make mods for banished. I am trying to add a marine climate to the game (for personal use) where it rarely ever snows (if at all), and it rains constantly except in mid and late summer.

--Ocram
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: slink on December 10, 2014, 12:20:44 PM
I can imagine a nine-level building in a 3x3 square.  Each level would have a 1x1 footprint, but a 3x3 graphic.  When all nine levels were built, no one could walk inside the bottom level graphic.  I'm not sure how easy it would be to check on any given level, though, since only the 1x1 would be clickable.
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: AzemOcram on December 10, 2014, 01:29:07 PM
Well, I don't think I will go for something as extreme as a 9 level building. I think my first brick building will look something along the lines of this:

(http://i.imgur.com/piSvYU8.png)

That should fit a family of 8 quite comfortably. I think that will have either a 2x4 footprint or a 3x6 footprint, or possibly a 2x6 footprint (if I make it longer and narrower). That is just a rough idea because that is picture of a SimCity 4 building that I altered and I just want an easy to model (low-polygon) building that looks only slightly more modern than Colonial Charter. Obviously the end product will look different from that because I will make it by hand in 3D and make decisions along the way to make further changes. I wish I could make buildings use up to 4 resource but I guess bricks can be red or grey. So that would be made of bricks, wood (for doors, furniture, and floors), and steel tools (to make it stronger than just iron but without adding a steel resource).

I plan on eventually making row/terraced houses that would fit in with early Paris or London. Most of those have sloped roofs and sloped roofs make more sense for fair and harsh climates.

--Ocram
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: RedKetchup on December 10, 2014, 02:08:04 PM
but if you want to use something from another mod, like sand and or glass from another mod, you still need to setup everything. that mean make its own .rsc make it s own 3D files anyways (even it means to make a straight copy, and ask the sources to the other mod moddler)

you can say to the compiler : ok, glass is coming in another mod, so dont worry ! dont check !
you cant do that.

you need to setup up everything, so why to not just create your own design and dont care about other moddlers ?
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: AzemOcram on December 10, 2014, 09:11:23 PM
Thank you RedKetchup for letting me know.

OK, so I will create Sand, Clay, and Bricks. I will not create glass because there is a limit of 3 types of resources per building. The sand will come from a shore-side building and the clay will come from a clay quarry (though neither will ever run out of resources). The brick kiln will take a lot of sand and clay and a tiny bit of iron to make bricks.

One variant (the one with a sloped wood roof) of row houses will use 25 logs, 40 bricks, and 10 steel tools. Another variant (one that will look most like the picture I posted) will use 20 logs, 50 bricks, and 10 steel tools. After close inspection of the housing in banished (particularly the stone and colonial houses), I will make my row houses 2x4 tiles plus street access (so exactly half the width of the stone and wood houses) but have the same capacity as regular houses (8 people). I will have both be as warm as the colonial manor and use half as much firewood as a stone house, which is 1/3 as much firewood as a wood house. I found out that warmth and fuel consumption are two different variables. I guess the glass windows will just be freebies because my brick row houses will have glass windows and be very warm and energy efficient and there is no way to make buildings require 4 resources.

I hope that my row houses will be properly balanced because I don't want them to be too overpowered for difficulty it takes to construct them. I might increase the amount of bricks needed to build them but once a brick kiln is set up and a blacksmith is set up (and plenty of coal and iron are either mined or bought), it should be a more economical choice to build the brick row houses.

I have one question though, is there a way for a manufacturing process in banished to make more than one unit of a resource at a time? I want 1 iron + 30 sand + 50 clay to make 10 bricks. If that is not possible, I could just make the brick unit be a bundle of 10 bricks, make bricks super expensive to make (but still only use 1 iron because bricks only have a tiny amount of iron), and cut the amount of bricks needed to build houses to be 1/10 (so the brick row houses would use 3 to 5 brick units). It would also make bricks heavier (so banished townsfolk could only carry 1 unit of bricks at a time) and make the brick kiln take longer to make bricks.
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: RedKetchup on December 10, 2014, 10:14:31 PM
i just dont understand why and what the purpose to use steel tool as material to make a building or an house :P i dont see the link
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: slink on December 11, 2014, 05:32:45 AM
I agree with @RedKetchup.  Tools already get used up when the little people work.

The number of an item made in one operation is in its template file.  For instance, the following lines say that between 1 and 2 of this item will be made in one operation.

Code: [Select]
int _lowCreateCount = 1;
int _highCreateCount = 2;
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: rkelly17 on December 11, 2014, 11:56:48 AM
Is the "three materials" rule on a per building basis or is it global for the town? If @AzemOcram sets, for example, clay, sand and bricks as the material for his tenements, does that effect only the tenements or does every building in town have to be made from clay, sand and/or bricks? I've never quite understood how this works.
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: AzemOcram on December 11, 2014, 12:09:52 PM
I am sure that it is a per building resource because in Colonial Charter, the colonial buildings required logs, stone, and rope while the normal houses still used logs, stone and iron. I will use clay and sand to make bricks but the row houses will be made of brick, logs, and iron (or steel tools for greater difficulty).

--Ocram
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: RedKetchup on December 11, 2014, 02:22:57 PM
personally i would use : clay and wheat(straw) to make bricks (never heard about using sand in brick creation)
i would use sand and coal(coal for the fire power) to make glass

and i would use : log, brick and glass to make row house
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: AzemOcram on December 11, 2014, 04:23:34 PM
Sand was used in bricks starting around 1650 or so and most bricks made today have sand. Bricks made with clay, sand, and iron are stronger and lighter than stone. I just looked it up and bricks made during the industrial era were mostly clay, with roughly 1/3 sand and a tiny bit of iron. I just realized that brick kilns require some sort of fuel to fire the bricks. I will see whether wood fuel was ever used, otherwise bricks will require coal just to stoke the fire to cure them.

I guess I could have the row houses require glass as a building material and have them take many building turns to be built.

Thank you everyone for the input and I will be sure to start work on modding as soon as I get back onto my main computer when I come back from my vacation.

--Ocram

EDIT: Do you think it would be better to have the brick kiln manufacture the bricks from raw resources in addition to firing them or do you think I should have a brick maker (that makes raw bricks) and have a kiln take raw bricks and make them into completed bricks? If I go with the second option, I might find a way to add pottery in the game, if I can find a way to have bonus resources increase happiness.

Never mind, I think I will have the brick making structure look like a Bull's Trench Kiln, which is large enough to make bricks from raw materials and fire them all in the same building. This building would only make bricks.

Wikipedia says that bricks use about 50-60% sand, 25-30% clay, and 5-7% iron. That means I will have 20 bricks made for every 50 sand, 30 clay, and 5 iron. Does that sound balanced?
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: RedKetchup on December 11, 2014, 10:20:14 PM
thats where i ve check wikipedia, and i never saw talking about sand, but i maybe misread.
but it s your mod man, you do as you want ! <= which is the most important.


edit : oh ok, i see , in industrial era.

btw i thought about something else too. where do you plan to stock those ? on a stockpile ? barn ? cause..... i think some material like firewood, stones, irons, have some extra 3D files used to make 'visual' piles on the stockpiles.
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: AzemOcram on December 30, 2014, 02:09:02 PM
Looks like Colonial Charter: Iron Curtain beat me at adding bricks first. That means that I will most likely not publish my mod and make my Rowhouses dependant on Colonial Charter. I really don't want to compete with a mod I already use and would rather prefer to build off it. If I get to a point where my Rowhouses look nice enough, I might just submit my mod to the makers of Colonial Charter in hopes they will pick them up, credit me, and allow many people to enjoy my work.
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: irrelevant on December 30, 2014, 05:09:31 PM
@AzemOcram you could certainly finish your mod and release it here on WoB; not everyone is playing CC.
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: AzemOcram on January 07, 2015, 02:55:07 PM
I have an update and with that update, I seek some advice.

I now have 3DsMax 2012 (because 2012 version works with Cities XL as well) for students. Anyway, I was wondering whether I should have the windows be recessed into the wall, stick out of the wall, only have frames that stick out of the wall, or be flush with the wall? The lowest polygon count would come from windows that are flush with the wall and are entirely done with textures. The highest polygon count would either be recessed windows or framed windows but that is also the most realistic and good looking. Furthermore, there don't seem to be LOD's for these buildings, does that mean I should make my buildings low-polygon all the time? If these are to be the most commonly built housing in my games, would it be best for me to make these have super-low polygon counts? It should not be difficult to make these have less than 1000 polygons but if performance is hampered by 100+ of these, maybe I should try to keep these under 200 polygons, which might be more difficult (unless I utilize some texture tricks and don't make the details 3D. Does Banished support bump maps? If so, I could add the details of the windows and maybe even the doors with bump maps.

The absolutely simplest 3D model I could go with tier 1 would be a rectangular prism with a pyramid (which would be a hipped roof) on top (and have all the windows and details be in the textures and maps) and a smaller rectangular prism or 2 for chimneys. The absolutely simplest 3D models for tier 3 and 4 would be be large rectangular prisms with 2 smaller rectangular prisms each for the chimneys. Tier 2 would have dormers so it would be similar to tier 1 but with the polygons from 2 extra rectangular prisms and triangular prisms, and possibly with a gabled roof instead of a hipped room.

I have been playing around with 3DsMax for the past couple of days and went through all the tutorials so it is only a matter of time before I can make high quality models of the buildings I want but I don't know how complex the geometry should be. Furthermore, because my housing will require bricks, I will make my first version be a companion mod for CC but if some other modder, such as RedKetchup, adds bricks (and preferably glass as well) to the game, I could make another version that uses his brick mod. I plan on making the buildings have multiple upgrades (and these upgrades can require different resources from each-other, such that in the CC version, the base building would use logs, stone, and iron and the last upgrade would use bricks, glass, and joists).

Thank you,

--Ocram
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: RedKetchup on January 07, 2015, 10:52:30 PM
bah me i have my own way to do things, the way i m good at it. i dont care much about polygon, and i never delete unseen sides. too much complicated.

i use metric in my 3dsmax.

i usually use from 0.8 to 1.5 meters blocks (0.2 to 0.5 deep) which i color with textures. like a LEGO Blocks model, pretty much
i dont even do an hole in the wall to put my window, i make the window more deep so it get out of the wall on 2 sides. most of time i put 4 pieces of wood all around the window and the doors (which is same technic)

so if my hous has 4x4 , then it has 4 blocks of 1x1x.02 each side.
if you use one of my model ingame, you ll see how it s made (citizen building progress build_01, build_02, build_03... will show you how i made it)
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: AzemOcram on January 08, 2015, 08:03:59 PM
Thank you for the feedback. I figured out how to make recessed doors and windows by subdividing the rectangular prism used to make the main portion of the houses and select a group of tiles on the front face then extruding them. After I got the right shape but before I optimized it, the first building I successfully made had almost a thousand triangles. A picture of the two variations of the first tier rowhouses is below, showing their vertex and polygon counts. I am thinking about making 2 models per tier, each with 2 textures (one with the brick texture, one painted white) for a total of 4 variations. I might decide to go with 8 variations before completing the mod if I want to have grey brick, red brick, brown brick, and whitewashed brick. I will keep the number of variations the same for each tier (so they keep the same color scheme as they are upgraded) but it is possible that instead of 2 models with 4 different textures each, I might have 4 models with 2 different textures each (if I do this, then whitewashed brick rowhouses would have different models from brown brick rowhouses). However, I am getting ahead of myself. I am taking Organic Chemistry Class this quarter so I have other obligations.

(http://i.imgur.com/UylWhww.png)

My mod, when released, will require a mod that adds bricks and glass. The first version of the mod will be a companion mod to Colonial Charter but if some other modders make mods that add bricks and glass, then I will release a version that does not require Colonial Charter. If I get enough positive feedback, I might release a 1 or 2 tier version of my mod made with logs, stone, and iron that uses stone textures and glass-less windows.

--Ocram

EDIT:
Here are all the models I have made. The only work left to do now is texturing (each model will have 2 different color schemes and thus two different texture variations), making the models (and texturing) for the construction phases (I will make the same construction models for all of the variations of each tier, so I will only have to make 4 instead of 16) and turning it into a Banished mod. By mirroring the main building mesh, I managed to add variety easily and by making different textures (making sure to make windows and doors different styles/colors), I will have a good amount of variation.

(http://i.imgur.com/dsLTPk3.png)

Please tell me if any of you think I should change or replace any of the building models.
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: pliton on February 01, 2015, 05:43:09 AM
Hello. Very nice looking buildings. Can't wait 'til it's finished. When?
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: RedKetchup on February 01, 2015, 04:04:46 PM
yeah very nice.

question, all those house are for 1 family ?
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: AzemOcram on February 03, 2015, 06:37:56 PM
I altered the second tier models to all have the same roof picth and I replaced the double chimney tier 3 models with models with pitched roofs and 1 chimney each. I have finished all the models and collected all the textures needed for the last 2 tiers but I want to use stone roof texture similar to the roofs in the stone houses in default Banished for the first 2 tiers. I also need to alter the textures to make them look older (because nothing looked perfectly new back then). I also don't yet know what to write/code for making mods for Banished. On top of that, I have been really busy with college classes and life.

Here is an album with all my progress. The last photos in the album are the newest (farthest progressed). http://imgur.com/a/GXEqI

Sorry for taking so long.

--Ocram

EDIT: @RedKetchup the first tier (what can be placed from the menu) will hold a family of 4, the second tier (first upgrade) will hold a family of 5, the third tier will hold a family of 6, and the 4th tier will hold a family of 8. I still want to go after density so instead of trying to pack more people into one building, I will just pack the same amount of people in smaller buildings.
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: RedKetchup on February 03, 2015, 10:05:15 PM
oh ok. so it is always 1 family and it is just the number of children they can have max that change. gotcha.
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: RedKetchup on April 19, 2015, 02:01:05 AM
so @AzemOcram : What is happening with it ? did you abanonned ?
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: AzemOcram on May 15, 2015, 03:12:28 PM
Sorry for keeping everyone in the dark for so long. I had to put the project on a temporary hold as classes started getting harder (I am taking Organic Chemistry 3 and Microeconomics, while in the early stages of moving from the Greater Seattle Area to Eastern Washington. However, I have gained modeling and texturing (and UV mapping) skills by making a couple of mods for Cities: Skylines. As soon as I have a full day to sit in front of a computer with minimal distractions, I can make all 5 tiers (basic stone abode, nice stone rowhouse with dormers and glass pane windows, 2 story Georgean rowhouse with dormer, 3 story Georgean rowhouse with dormer, and 5 story Italianate rowhouse with basement), with 2 unique models (and their mirror images) for each tier, and 2 texture variations for each model (the 2 rowhouse models with doors on the left will both use the same 2 texture variations (but be mapped differently) and the rowhouses with the doors on the right will use the other 2 texture variations). I am thinking that Sunday will be the best day for me to do the modeling and texturing and for me to make some minor tweaks and coding once CC 1.4 is released. I might also make a brick tenement as an upgrade for the Bunkhouse but that will be for the second released version of my mod and I might eventually create variations of the buildings so that the ground floor would have a shop (but that would require models that overhang their footprints with the housing and shops fitting together perfectly in every combination).

However, I should be able to crank out the 40 assets (5 tiers with identical stats, each tier having 2 different models (each model having a mirror image, each model variation having 2 texture variations) by Sunday and share renders of them here and in my thread on Colonial Charter's forum by Monday. If I have time after that, I might make a brick tenement in either Jacobethan or Victorian style (but be simple and look like it would belong in Philadelphia around the time of the revolutionary age).

--Ocram
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: Kimbolton on May 21, 2015, 03:30:13 PM
I really like your ideas and the different styles of architecture. Thanks for all your work and I can't wait to see results!
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: AzemOcram on May 21, 2015, 03:55:36 PM
I completed all 4 models for the 1st (modest 2 story narrow house) and 5th (5 story brownstones) tiers of my rowhouses. I want to do more research before I make the models for the 2nd, 3rd and 4th tiers and I want to complete all the models before I texture them. I also have some homework I have been procrastinating on.

After I finish the remaining 12 models (4 variations for the middle 3 tiers), I will post a picture with the models. Once I texture all the models, I will post a picture with them all textured. After that, I will work on getting them into the game. They will require Colonial Charter to function (because they will rely on glass, bricks, and joists).

--Ocram
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: RedKetchup on May 21, 2015, 04:19:30 PM
They will require Colonial Charter to function (because they will rely on glass, bricks, and joists).

--Ocram

but if poeple dont have CC, they still can buy glass bricks and joists from merchant boats ? you added those raw material files ?
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: AzemOcram on May 21, 2015, 04:43:01 PM
They will require Colonial Charter to function (because they will rely on glass, bricks, and joists).
But if people don't have CC, they still can buy glass bricks and joists from merchant boats ? you added those raw material files ?
I guess I could make 2 varieties of my mod, one designed for Colonial Charter and one that relies more on stone and less on brick (which would require a change in textures) but requires the town to import the glass and joists at a high price. However, my 2nd release of my rowhouse mod will add a brick tenement upgrade to the bunkhouse (to double its capacity so it will have 10 apartments instead of 5) and have high street shops for placement in the ground floor of special overhanging rowhouses and that later release might not play well with vanilla Banished (without Colonial Charter). I have not written the text files for making my models into a mod yet (so far the only mod I wrote was a climate mod that I used on my own and gave to Kralyerg a couple days ago for adding into CC) so nothing is written in stone.

--Ocram
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: RedKetchup on May 21, 2015, 05:07:19 PM
dont do changes. just wanted to know : you added the glass, bricks and joists .fbx and .rsc from CC:EA and put them inside your mod ?
or you found a way to make your toolkit compiling your mod without the files ? ^^

if those files are there, people can still buy them from merchants :)
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: AzemOcram on May 21, 2015, 05:51:08 PM
dont do changes. just wanted to know : you added the glass, bricks and joists .fbx and .rsc from CC:EA and put them inside your mod ?
or you found a way to make your toolkit compiling your mod without the files ? ^^

if those files are there, people can still buy them from merchants :)
I have not attempted to compile my mod yet because I ended up hating my original rowhouses (especially the textures) before I finished them but I have started anew and I like what I made so far but I am not done (I am awaiting the list of sources brockespectre used to research colonial architecture) and I really need to finish some schoolwork and chores.

--Ocram

EDIT: Update to prove that I haven't been twiddling my thumbs or lying about my progress.
Here is a poorly textured first tier rowhouse (with finalized geometry of the model):
(http://i.imgur.com/0mp1QnR.png)

Here is a quickly textured fifth tier rowhouse (with finalized geomtry of the model and adequate source textures, I just need to make 1 diffuse instead of using materials):
(http://i.imgur.com/veWNHXP.png)
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: Stephen122334 on May 22, 2015, 08:36:28 PM
Looks cool, can't wait to see more of this mod
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: RedKetchup on May 23, 2015, 05:01:09 AM
but for me it totally looks like a block of appartments made in 1980++
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: Stephen122334 on May 23, 2015, 08:12:14 AM
It does look quite modern
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: rkelly17 on May 23, 2015, 08:18:04 AM
but for me it totally looks like a block of appartments made in 1980++

The basic bones of the buildings are very good. What would make it look more 19th century is more decoration, especially around windows, at corners and along the top. Prior to Modernism, people did love their decorative touches.
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: RedKetchup on May 23, 2015, 08:45:51 AM
i dunno. something i have hard, it is the basement, and the windows at basement. only modern building allow a family living at the basement, in my mind. but ... i can be wrong
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: AzemOcram on May 23, 2015, 10:01:03 AM
1. The Brownstone is supposed to have geometry that looks like it belongs in the early 1800s but the textures are barely adequate even for demonstrating using materials and will need to be altered in Gimp once I make a single diffuse map. The bricks are also too small so I will play around with reducing the repeat pattern.
2. I made 4 model variations, 1 that is symmetric with 4 normal floors and a domer (and a relatively steep pitched roof), 1 that is symmetric with 4 normal floors and daylight basement (this one, during the industrial revolution basements were often where the servants or kitchens were), and 2 mirror images with 5 normal floors.
3. Please tell me (or better show me pictures) about what was used to give ornamentation to the rowhouses in the early 1800s (as well as examples of Georgian rowhouses from the late 1600s and the 1700s for my mid-tier buildings). I tried looking for pictures of rowhouses but all the photos were of refurbished rowhouses.

Thank you all for the feedback, keep it coming!

--Ocram
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: AzemOcram on May 23, 2015, 12:40:27 PM
How do you like the new geometry and textures for my first tier row house?

(http://i.imgur.com/idwMDHC.jpg)
I hope this render uses good enough textures.

How do you like the new details added to the 5th tier row house?

(http://i.imgur.com/mkpLJWj.jpg)
The textures are not final for this, I just don't know how to add overlays when still using materials (the easy way to get quick renders).

--Ocram
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: RedKetchup on May 23, 2015, 03:42:38 PM
to put your brick bigger you just need to take a photo program like photoshop or gimp work it out :)
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: RedKetchup on May 23, 2015, 04:16:49 PM
you can try this :)
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: AzemOcram on May 23, 2015, 05:02:23 PM
My brick texture is plenty big enough to make the bricks larger. I just was unsure what a realistic size of bricks would be for that scale.

I think this is better:

(http://i.imgur.com/VhxuPPK.jpg)

I also fixed up my first tier (what is plopped):
(http://i.imgur.com/BY3JH62.jpg)

--Ocram
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: RedKetchup on May 23, 2015, 08:39:35 PM
yes ! your bricks are way better !

but your stone one .... :P
maybe you can try 1 of these 2
Title: Re: Bricks and Tenements/Rowhouses from the First Industrial Revolution
Post by: AzemOcram on May 25, 2015, 10:16:42 AM
OK, I have started work on the second variety of my 6th and final tier of rowhouses. Both of them are supposed to have identical stats and those stats should be similar to those of a Colonial Charter Estate. Do they look like they would hold the same amount of people (family of 8 persons), belongings (2000), and warmth (150)?

(http://i.imgur.com/oeeebbB.jpg)

Obviously the green building doesn't have textures yet. The foreground building is the same one I showed earlier at a different angle and it is a combination of a dozen or so primitives. I will have to collapse all primitives of the pseudo-textured one before giving it a proper texture.

Thank you for the feedback,

--Ocram
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: RedKetchup on May 25, 2015, 12:38:03 PM
question the left building isnt finished yet ? cause looks pretty unfinished to me
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on May 25, 2015, 01:25:19 PM
I am pretty content with the geometry but the textures are not even close to being finished. I have decided to finalize the geometry of everything else before I finish the textures of anything. What do you think of the geometry of both buildings?

--Ocram
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: RedKetchup on May 25, 2015, 03:02:16 PM
like i said previously, the windows at basement dont fit, it gives a 1980s aspect. not sure about the chimneys in metal, looks recent too. the stone texture if very very good though.

what is your target time area ?
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on May 25, 2015, 04:12:46 PM
The pseudo-textured model is the only one with a daylight basement. Daylight basements were common for kitchens and servants as early as 1500 according to what I read on wikipedia. The chimneys are stone topped with terra cotta tiles. This is the 6th tier and is supposed to belong in the early-to-mid 1800s (so 1820-1850). I will make an intermediate 5th tier, which should look normal for the turn of the 19th century (1780-1820). The 3rd and 4th tiers should look like they belong in the 1700s in large colonial cities (such as Philadelphia, Boston, and New York City) or certain areas of England (such as parts of Bath and London). The 2nd tier should look like it comes out of the 1600s and the 1st tier should look like vaguely medieval (or poor colonial, or really poor industrial inner city) stone housing.

I have decided to make the basement windows slightly shorter and the main windows slightly taller. On the one with a pitched roof, I will make the proportions fit those of the revised flat roofed variety.

FYI, this is the construction information (underscores are there because I haven't figured out the quantities yet):
Tier 1: Modest Narrow House
Family of 4, warm as a stone house (Fuel 90), storage: 800
_ Wood
_ Stone
_ Iron
_ construction cycles

Tier 2: Small Terraced House
Family of 5, Fuel 100, storage: 1000
_ Stone
_ Iron
_ Glass
_ construction cycles

Tier 3: Georgian Rowhouse
Family of 6, Fuel 110, storage: 1200
_ Iron
_ Glass
_ Bricks
_construction cycles

Tier 4: Nice Georgian Rowhouse
Family of 6, Fuel 125, storage: 1400
_ Glass
_ Bricks
_ Joists
_construction cycles

Tier 5: Large Georgian Rowhouse
Family of 7, Fuel 135, storage: 1700
_ Building Materials
_ Bricks
_ Joists
_ construction cycles

Tier 6: Large Italianate Rowhouse (or Large Brick Brownstone)
Family of 8, Fuel 150, storage: 2000
_ Building Materials
_ Joists
_ Furnishings
_ construction cycles

The upgrades should get progressively more expensive (by quantity) as well however, I am still in the art creation (models and textures) stage of development for my mod. After the first release, I will make a fork that does not need Colonial Charter but requires the bricks and glass to be purchased (and only includes the first 3 tiers). Afterward, my second release will also bring upgrades for CC housing and the bunkhouse (turn it into a double capacity tenement, like my original idea). My 3rd release will have shops (specialized markets) and production buildings as well as corner rowhouses and rowhouses for putting over certain shops to simulate high streets.

Thanks again for all the feedback, RedKetchup. If anyone else would like to contribute their feedback, I would like to hear it, even negative criticism.

--Ocram
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: RedKetchup on May 25, 2015, 04:16:08 PM
i hope you didnt took what i said as 'negative' feedback  :-[
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: chillzz on May 25, 2015, 04:38:03 PM
Basement windows could/should be around half the regular window size for 'souterrain'  / 'daylight basement'.
usually with cast iron bars for protection. Those have been in existence since middle ages.
Over here in the Netherlands, they could have been designated as living quarters for staff,
but usually they were completely cut off from the main building, to house a complete (poor) family.
Especially if the houses were on the canals, due to stench and possible flooding.

Sometimes the basement had an extension on ground level, called a pot or puthuis ('pockmark' home).

some interesting pictures on the dutch wikipedia (too bad not available in english, but maybe google translate will do a good job)
http://nl.wikipedia.org/wiki/Pothuis (http://nl.wikipedia.org/wiki/Pothuis)

some sketches :

http://www.amsterdamsebinnenstad.nl/binnenstad/234/pothuizen.html (http://www.amsterdamsebinnenstad.nl/binnenstad/234/pothuizen.html)
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on May 25, 2015, 05:07:12 PM
@RedKetchup : Your feedback has been positive and very helpful. The most negative feedback was in the XLNation chatroom when I asked for opinions on the geometry of buildings of the previous picture and someone said that the colors were fugly and hurt his eyes. He eventually told me to add a railing, shorten the basement windows, make the regular windows taller and make the door wider. However, it seems like you are the only one contributing much feedback at all.

@chillzz : Those links are very useful. Thank you! I looked at them and they make a lot of sense but my rowhouses are supposed to be nice and have kitchens (and possibly a Cinderella) in the basement (and there is only one model with a daylight basement).

Here is an update with those 2 buildings (with their altered geometry) and the first tier rowhouse I showed earlier together in one scene for the purpose of showing the scale between the smallest, most basic building and its fancy final upgrade:

(http://i.imgur.com/OEGqH67.png)

As you can see, this is a screenshot of the scene and not a render. I started to make a single diffuse for the middle building but have not finished mapping the UVW, nor have I finished editing the diffuse map. I kept the statistics because their low polygon count should minimize their impact on performance.

Please continue your feedback (which has been overwhelmingly positive) but please, somebody else chime in as well.

--Ocram
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: chillzz on May 25, 2015, 05:21:40 PM
@chillzz : Those links are very useful. Thank you! I looked at them and they make a lot of sense but my rowhouses are supposed to be nice and have kitchens (and possibly a Cinderella) in the basement (and there is only one model with a daylight basement).
Yeah thats what i thought. English rowhouses from edwardian / victorian era and American Brownstones were more or less higher class then the basement housing of dutch canal houses. Although the canal houses themselves were for the ultra rich (merchants), as they actually still are ;)

The 'pockmark' was first used as storage for rainwater which one could grab via the basement. later it became either a kitchen sometimes even with a privy, or as i mentioned housing for either  the staff, or the poor (as tenants).

as for your design : great ! it actually does remind me to the housing you are trying to recreate.. so thats a good thing.
as for texture : maybe a bit too clean, but thats still a work in progress.. so no worries :)

Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: Kimbolton on May 25, 2015, 08:24:14 PM
I like what I see so far. It will be interesting to see how you come along with the textures.

The one building reminds me of these mid 19th century row houses, (the one on the right)  in my hometown of Richmond Va.
These are good examples of mid 19th century Italianate row houses. Both have the basements.

(http://i667.photobucket.com/albums/vv36/Molo14/Putney-Houses-Credit-Morgan-Riley.jpg)

The brick seems to be painted over though.

More images like these can be found here:

http://www.richmondtourguys.com/italianate-architectural-styles-richmond/

Another earlier example from 1790 is the John Marshall House.

(http://i667.photobucket.com/albums/vv36/Molo14/Marshall-House-Front1.jpg)

More info here:

http://www.johnmarshallfoundation.org/john-marshall/historic-landmarks/the-john-marshall-house/

Another example similar to your model is the Lee House, which is early 19th century Greek Revival and again has the basement  and chimneys.

An 1865 image:

(http://i667.photobucket.com/albums/vv36/Molo14/Lee%20House.jpg)

A contemporary view:

(http://i667.photobucket.com/albums/vv36/Molo14/Stewart-Lee_House_Richmond_VA.jpg)

More info here:

http://www.hmdb.org/Marker.asp?Marker=20518

http://en.wikipedia.org/wiki/Stewart-Lee_House

These houses are on a bit smaller scale then yours though. If these are helpful let me know. I can't help with the technical side of modding but I do know a little bit about colonial and early American architecture.  :)




Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on May 26, 2015, 05:28:14 PM
Thank you everyone for your feedback!

@Kimbolton : I turned one of my building models into a taller, narrower version of the Lee House.

(http://i.imgur.com/6UVdky9.png)

I also made some alterations to my 2nd tier of rowhouses and started work on my 3rd tier of rowhouses.

(http://i.imgur.com/N6pvAr5.png)
This is a picture of the 2 second tier rowhouses (the other 2 varieties are mirror images) and an early version of one of the 3rd tier rowhouses (before I made it taller by adding a basement or foundation).

Here is a screenshot of the revised 3rd tier rowhouse:
(http://i.imgur.com/qN9Smkh.png)
--Ocram
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: RedKetchup on May 26, 2015, 06:30:26 PM
what you should do @AzemOcram  is :  stop your work on your 3ds and start to do a bit of code. it is important to go check in game what it looks like before working for nothing and lose your time (beleive me i lost alot of times/days). you need to get the feelings on how it looks like in game.

so just make some code and enough for you can see how it looks and see if your model / size are ok.
thats a tips from an experimented moddler :) i think i am ^^
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on May 26, 2015, 07:39:17 PM
It seems that I must have done something wrong because when I try to start up the modkit for the first time, it doesn't work. I will delete the current directory and start anew from the zip file I already have, unless I find out my version is out of date.
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: RedKetchup on May 26, 2015, 07:45:55 PM
be sure you dont use any space and less possible strange caracters in your folder name, use a name as /Modkit/ similar format.
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on May 26, 2015, 08:46:56 PM
I figured out that the ModKit version I used to use (and tried to use today) doesn't work with the latest version of Banished so I downloaded the latest ModKit version and started successfully modding again; I did the test mod before and a climate mod once so I did the test 'change "New" to "MODDED!!!" mod' to make sure it works. I think I should probably make the "under construction" models for my first tier of rowhouses before I see if the geometry of the final product looks good in the game. I am not sure if I should finish the textures or use a simple texture just to make sure the scale is good.

Thank you Ketchup (and Kralyerg) for the advice for using the modkit!

--Ocram
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: kee on May 31, 2015, 01:55:18 PM
Will we all catch Haussmania with this mod?
It's looking good, I'm looking forward to try it out.
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: Kimbolton on May 31, 2015, 03:50:13 PM
Nice job with the Lee House model. Also like the other models particularly the bay windows.

I hope things are still going smoothly.
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on May 31, 2015, 07:05:00 PM
I have run into a little bit of difficulty. I don't know what files to make differently for housing vs the apiary example. Can someone help me? I made the FBX and most of the files for the Models folder already.

--Ocram
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: RedKetchup on May 31, 2015, 10:18:35 PM
better to go check woodhouse.rsc and stonehouse.rsc (which are in the modkit/resource/template folder).
there is no files different than apiary, even apiary there are more because it calls a new profession (so a profession file) and a new resource (so a new resource file)
an house doesnt need anything from this. i can maybe copy here for you an example of house.rsc file :)
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: RedKetchup on May 31, 2015, 10:20:32 PM
Code: [Select]
// layout of the entity
ComponentDescription resource
{
// how often to update
UpdatePriority _updatePriority = Fourth;

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

"map",
"zone",
"toolbar",
"createplaced",
"decal",
"model",
"highlight",
"picking",
"interact",
"particle",
"storage",
"work",
"statusicon",
"ambientemitter",
"Common.rsc:fireWoodHouse",

"statemachine",
"cleararea",
"workplace",
"build",
"destroy",
"residence",
]
}

AmbientEmitterDescription ambientemitter
{
bool _addOnCreate = false;
SoundEffect _soundEffects
[
"Audio/Effects/FireEffect.rsc"
"Audio/Effects/CrowdEffect.rsc"
]
}

ClearAreaDescription cleararea { }
StateMachineDescription statemachine { }
ZoneDescription zone { }

DestroyDescription destroy
{
int _damagedSkin = 1;
int _damagedDecal = 1;
}

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

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

StringTable _stringTable = "Dialog/StringTable.rsc:objects";
String _stringName = "WoodHome";
String _stringNameLwr = "WoodHomeLwr";
String _toolTip = "WoodHomeTip";

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

int _group = 3;
}

CreatePlacedDescription createplaced
{
PathBits _placeBits = Normal | Obstacle;

int _width = 4;
int _height = 5;
int _footprintRotation = 0;

PathBits _placeBitArray
[
Normal | Obstacle,
Normal | Obstacle | Fast | Faster,
]
String _placeBitmap =
"0000
0000
0000
0000
1111";

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

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

bool _addToOverhead = true;
Color _mapColor = 0xFF545454;
}

DecalDescription decal
{
MaterialInstance _materials
[
"Terrain/TiledDecals/BuildingFootprint8Material.rsc"
"Terrain/TiledDecals/BuildingFootprint8DamageMaterial.rsc"
]
bool _tiled = false;
float _initialAlpha = 0.5;
float _mapWidth = 2048.0;

DecalLocation _decalLocations
[
{
float _x0 = 0.0;
float _y0 = 0.0;
float _x1 = 256.0;
float _y1 = 320.0;
}
]
}

PickingDescription picking
{
MaterialInstance _selectMaterial = "Material/SelectionMask/SelectionMask.rsc";
PickingGroup _meshes
[
{
PickingMesh _mesh
[
"Models\Buildings\WoodHouse\WoodHouse1Build01Picking.rsc",
"Models\Buildings\WoodHouse\WoodHouse1Build02Picking.rsc",
"Models\Buildings\WoodHouse\WoodHouse1Picking.rsc"
]
}
]
}

ModelDescription model
{
MeshGroup _meshes
[
{
GraphicsMesh _mesh
[
"Models\Buildings\WoodHouse\WoodHouse1Build01Mesh.rsc",
"Models\Buildings\WoodHouse\WoodHouse1Build02Mesh.rsc",
"Models\Buildings\WoodHouse\WoodHouse1Mesh.rsc"
]
}
]

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

HighlightDescription highlight
{
EdgeGroup _meshes
[
{
EdgeMesh _mesh
[
"Models\Buildings\WoodHouse\WoodHouse1Build01Mesh.rsc:edge"
"Models\Buildings\WoodHouse\WoodHouse1Build02Mesh.rsc:edge"
"Models\Buildings\WoodHouse\WoodHouse1Mesh.rsc:edge"
]
}
]

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


InteractDescription interact
{
PointList _pointList = "Models\Buildings\WoodHouse\WoodHousePoints.rsc";
}

ParticleDescription particle
{
ParticleAttachment _systems
[
{
Time _fadeInOutTime = 2.0;
bool _addOnCreate = false;
bool _addOnNotify = false;
Particle _particle = "ParticleSystems\Fire\FireSmall.rsc";
}
{
bool _addOnCreate = false;
Particle _particle = "ParticleSystems\ChimneySmoke\ChimneySmoke.rsc";
String _attachNode = "smoke";
}
]
}

StorageDescription storage
{
RawMaterialFlags _storageFlags = Edible | Fuel;
bool _areaBasedLimit = false;
bool _available = false;
int _volumeLimit = 1000;
}

WorkDescription work
{
int _defaultWorkers = 3;
}

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

BuildDescription build
{
int _workRequired = 30;

BuildRequirement _buildRequirement
[
{
ComponentDescription _rawMaterial = "Template/RawMaterialWood.rsc";
int _count = 16;
}
{
ComponentDescription _rawMaterial = "Template/RawMaterialStone.rsc";
int _count = 8;
}
]
}

ResidenceDescription residence
{
int _maxApartments = 1;
int _maxOccupants = 5;
float _temperatureForFuel = 50.0;
float _fuelPerResource = 60.0;
}

UIDescription ui
{
int _displayPage = 1; // set to 1 for tab layout
Dialog _dialog = "Dialog/StandardDialog.rsc:entity";

ElementController _controllers
[
{
ObjectType _type = ResidenceUI;
ElementDescription _element = "Dialog/Residence.rsc:residence";
String _insertAt = "pageTab";
ElementDescription _tabButton = "Dialog/Residence.rsc:buttonTabResidence";
}
{
ObjectType _type = UpgradeUI;
ElementDescription _element = "Dialog/Upgrade.rsc:upgradeButton";
String _insertAt = "pageTabGroup";
DialogControllerConfig _config = "upgradeConfig";
}
{
ObjectType _type = StorageUI;
ElementDescription _element = "Dialog/Storage.rsc:storageShort";
String _insertAt = "pageTab";
ElementDescription _tabButton = "Dialog/Storage.rsc:buttonTabStorage";
}
{
ObjectType _type = BuildUI;
ElementDescription _element = "Dialog/Build.rsc:build";
String _insertAt = "pageBuild";
}
{
ObjectType _type = DestroyUI;
ElementDescription _element = "Dialog/Destroy.rsc:destroy";
String _insertAt = "pageDestroy";
}
{
ObjectType _type = WorkPlaceUI;
ElementDescription _element = "Dialog/Work.rsc:workPlace";
String _insertAt = "userTitle0";
}
{
ObjectType _type = StatusIconUI;
ElementDescription _element = "Dialog/Building.rsc:icons";
String _insertAt = "userTitle1";
}
]
}

UpgradeUIConfig upgradeConfig
{
ComponentDescription _upgradeTo = "Template/StoneHouse.rsc";
}
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: Bobbi on June 01, 2015, 08:56:03 AM
@RedKetchup, you are so kind and helpful to other modlers.  :)
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on June 01, 2015, 01:24:10 PM
Thank you everyone! Especially RedKetchup. I have made all the code and files but now I am having trouble with compiling my mod. It says it "failed to find source node 'dummy' in Modelsd\NarrowHouse.fbx' for point list!" and I have no idea what that means.

I made all the models like I normally do, except for the fact that I made the 3 materials all the same name (because they reference the same picture and I am not sure how to make extra material files).

Thanks again for the help, please continue to help me!

--Ocram
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: RedKetchup on June 01, 2015, 06:36:28 PM
somewhere in your files. rsc you told to search for something called 'dummy' inside your .fbx
as you said in your comment, it looks like it the the dummy usually named 'points'

i think instead to make a dummy called 'points' inside your .fbx, you told in your template (at the point list section) to point a file .rsc
and inside that file you told that the name of the dummy is 'dummy'

you did everything (for that point) backward :)

i made a screenshot to show you what supposed looks like in your 3dsmax
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: RedKetchup on June 01, 2015, 07:44:21 PM
How it is going with your pointlist ?
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on June 01, 2015, 08:04:19 PM
I managed to fix the point list and compile the mod without any errors but now my mod doesn't seem to show up. There is a little circle in the housing toolbar where I thought my sprite should have showed up. If I click it, the game crashes. I can write the error code if that helps.

--Ocram
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: RedKetchup on June 01, 2015, 08:16:30 PM
thats the names and links written in your template.
at the toolbar description.


ToolbarDescription toolbar
{
   SpriteSheet _spriteSheet = "UI/NMTownSpriteSheet.rsc"; // thats the name of your .rsc file in the UI folder that contain the name of your icon and which .png it's linked to.
   String _spriteName = "NewMedievalHouse1F";  // thats the name of your icon for that building inside your spritesheet file

   StringTable _stringTable = "UI/NMTownStringTable.rsc"; // thats the name of your stringtable.rsc file in the UI folder that contain these 3 infos
   String _stringName = "NewMedievalHouse1F"; // the name of this building that will appear when you mouse over the icon
   String _stringNameLwr = "NewMedievalHouse1FLwr"; // the name of this building in lower case caracters
   String _toolTip = "NewMedievalHouse1FTip"; // the text your tooltip will say for this building when you mouse over.

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

   int _group = 2;
}

Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: RedKetchup on June 01, 2015, 08:19:03 PM
the spitesheet.rsc matching this example should have this written inside :

SpriteSheet resource
{
   String _materialName = "UI\NMTownSpriteSheetMaterial.rsc";
   String _imageName = "Build\NMTownSpriteSheet.png";
   int _imageWidth = 512;
   int _imageHeight = 512;
   bool _padForFiltering = true;
   
   Sprite _sprites
   [
      { String _name = "NewMedievalHouse1F";      String _source = "UI/Sprite/NewMedievalHouse1F.png"; } // the name and the .png name of the icon
   ]
}
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: RedKetchup on June 01, 2015, 08:21:53 PM
the stringtable.rsc matching this example should have this written inside :

StringTable resource
{
   Entry _strings
   [

      { String _name = "NewMedievalHouse1F";            String _text = "Medieval 1st Floor Residence"; } // the name and the title we see in game
      { String _name = "NewMedievalHouse1FLwr";         String _text = "medieval 1st floor residence"; } // the same in lower cases
      { String _name = "NewMedievalHouse1FTip";         String _text = "Medieval Houses are set for housing your citizens."; } // the tooltip when mouseover
   ]
}
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: RedKetchup on June 01, 2015, 08:24:59 PM
if you get those line perfect you should get your icon on the toolbar.


then after. as you put them on the ground : it crashes.

can be many cases.
1st : can you post a screenshot of your shematic view 1 in your 3dsmax ?
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on June 01, 2015, 08:56:19 PM
Well, I got the icon to show:
(http://i.imgur.com/N0C71bD.png)

However, when I clicked on it, this happened:
An access violation has occurred in Runtime-x64-profile.dll.
A crash dump has been saved.

Callstack:
Runtime-x64-profile.dll(0x00000000e193ba23)
Runtime-x64-profile.dll(0x00000000e1939bbd)
ntdll.dll(0x0000000077789f1f)
ntdll.dll(0x0000000077788842)
ntdll.dll(0x00000000777bdb38)
Runtime-x64-profile.dll(0x00000000e19b64f8)
Application-x64-profile.exe(0x000000003f437b03)
Application-x64-profile.exe(0x000000003f439b65)
Application-x64-profile.exe(0x000000003f3d3cd8)
Runtime-x64-profile.dll(0x00000000e1a0da38)
Runtime-x64-profile.dll(0x00000000e1a0c353)
Application-x64-profile.exe(0x000000003f398ba8)
Runtime-x64-profile.dll(0x00000000e1973c9a)
Runtime-x64-profile.dll(0x00000000e1974198)
Runtime-x64-profile.dll(0x00000000e1974098)
Application-x64-profile.exe(0x000000003f311a24)
Application-x64-profile.exe(0x000000003f311021)
Application-x64-profile.exe(0x000000003f47f8cc)
kernel32.dll(0x00000000776659cd)
ntdll.dll(0x000000007779b981)

I almost forgot, here is a picture of my 3Ds Max scene showing hierarchy:
(http://i.imgur.com/zJtO5AY.png)

--Ocram
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: RedKetchup on June 01, 2015, 09:05:39 PM
your schematic seems ok. just to be sure : between your draw (when you made your walls, windows, roof, and applied your texture... ) and between this 'save' that you have presently, did you export to an .OBJ (wavefont) file ? and then save and reset your 3dsmax and then 'import' that .OBJ file (and select load everything and merge in 1 single mesh <= it is a check box when you import an OBJ)) ?

i always do that, it fix alot of 'incompatibilties' between 3dsmax and the game banished.


if you didnt done it , and you want to try it, now.  i suggest you to delete the build01 and build02 and then export. dont export the 3 mesh and merge them back in 1 single.

(if i ask you that it is just to make sure your .FBX is totally compatible with the game. if it is the case, then it is your code in one of your .rsc)
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: RedKetchup on June 01, 2015, 09:14:40 PM
and if you want to pass this check up for now... can you post me your template in [code ] [/ code]
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on June 01, 2015, 09:19:47 PM
Here is the template file:

Code: [Select]
// layout of the entity
ComponentDescription resource
{
// how often to update
UpdatePriority _updatePriority = Fourth;

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

"map",
"zone",
"toolbar",
"createplaced",
"decal",
"model",
"highlight",
"picking",
"interact",
"particle",
"storage",
"work",
"statusicon",
"ambientemitter",
"Common.rsc:fireStoneHouse",

"statemachine",
"cleararea",
"workplace",
"build",
"destroy",
"residence",
]
}

AmbientEmitterDescription ambientemitter
{
bool _addOnCreate = false;
SoundEffect _soundEffects
[
"Audio/Effects/FireEffect.rsc"
"Audio/Effects/CrowdEffect.rsc"
]
}

ClearAreaDescription cleararea { }
StateMachineDescription statemachine { }
ZoneDescription zone { }

DestroyDescription destroy
{
int _damagedSkin = 1;
int _damagedDecal = 1;
}

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

ToolbarDescription toolbar
{
SpriteSheet _spriteSheet = "UI/NarrowHouseSpriteSheet.rsc";
String _spriteName = "BuildNarrowHouse";

StringTable _stringTable = "UI/NarrowHouseStringTable.rsc";
String _stringName = "NarrowHouse";
String _stringNameLwr = "NarrowHouseLwr";
String _toolTip = "NarrowHouseTip";

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

int _group = 2;
}

CreatePlacedDescription createplaced
{
PathBits _placeBits = Normal | Obstacle;

int _width = 2;
int _height = 5;
int _footprintRotation = 0;

PathBits _placeBitArray
[
Normal | Obstacle,
Normal | Obstacle | Fast | Faster,
]
String _placeBitmap =
"00
00
00
00
11";

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

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

bool _addToOverhead = true;
Color _mapColor = 0xFF545454;
}

DecalDescription decal
{
MaterialInstance _materials
[
"Terrain/TiledDecals/BuildingFootprint8Material.rsc"
"Terrain/TiledDecals/BuildingFootprint8DamageMaterial.rsc"
]
bool _tiled = false;
float _initialAlpha = 0.5;
float _mapWidth = 2048.0;

DecalLocation _decalLocations
[
{
float _x0 = 0.0;
float _y0 = 0.0;
float _x1 = 256.0;
float _y1 = 320.0;
}
{
float _x0 = 256.0;
float _y0 = 0.0;
float _x1 = 512.0;
float _y1 = 320.0;
}
{
float _x0 = 512.0;
float _y0 = 0.0;
float _x1 = 768.0;
float _y1 = 320.0;
}
{
float _x0 = 768.0;
float _y0 = 0.0;
float _x1 = 1024.0;
float _y1 = 320.0;
}
{
float _x0 = 0.0;
float _y0 = 320.0;
float _x1 = 256.0;
float _y1 = 640.0;
}
{
float _x0 = 256.0;
float _y0 = 320.0;
float _x1 = 512.0;
float _y1 = 640.0;
}
]
}

PickingDescription picking
{
MaterialInstance _selectMaterial = "Material/SelectionMask/SelectionMask.rsc";
PickingGroup _meshes
[
{
PickingMesh _mesh
[
"Models\NarrowHouseBuild01Picking.rsc",
"Models\NarrowHouseBuild02Picking.rsc",
"Models\NarrowHousePicking.rsc"
]
}
//
//PickingMesh _mesh
//[
// "Models\Buildings\NarrowHouse\NarrowHouse2Build01Picking.rsc",
// "Models\Buildings\NarrowHouse\NarrowHouse2Build02Picking.rsc",
// "Models\Buildings\NarrowHouse\NarrowHouse2Picking.rsc"
//]
//
]
}

ModelDescription model
{
MeshGroup _meshes
[
{
GraphicsMesh _mesh
[
"Models\NarrowHouseBuild01Mesh.rsc",
"Models\NarrowHouseBuild02Mesh.rsc",
"Models\NarrowHouseMesh.rsc"
]
}
]

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

HighlightDescription highlight
{
EdgeGroup _meshes
[
{
EdgeMesh _mesh
[
"Models\NarrowHouseBuild01Mesh.rsc:edge"
"Models\NarrowHouseBuild02Mesh.rsc:edge"
"Models\NarrowHouseMesh.rsc:edge"
]
}
]

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


InteractDescription interact
{
PointList _pointList = "Models\NarrowHousePoints.rsc";
}

ParticleDescription particle
{
ParticleAttachment _systems
[
{
Time _fadeInOutTime = 2.0;
bool _addOnCreate = false;
bool _addOnNotify = false;
Particle _particle = "ParticleSystems\Fire\FireSmall.rsc";
}
{
bool _addOnCreate = false;
Particle _particle = "ParticleSystems\ChimneySmoke\ChimneySmoke.rsc";
String _attachNode = "smoke";
}
]
}

StorageDescription storage
{
RawMaterialFlags _storageFlags = Edible | Fuel;
bool _areaBasedLimit = false;
bool _available = false;
int _volumeLimit = 1000;
}

WorkDescription work
{
int _defaultWorkers = 3;
}

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

BuildDescription build
{
int _workRequired = 20;

BuildRequirement _buildRequirement
[
{
ComponentDescription _rawMaterial = "Template/RawMaterialWood.rsc";
int _count = 4;
}
{
ComponentDescription _rawMaterial = "Template/RawMaterialStone.rsc";
int _count = 10;
}
]
}

ResidenceDescription residence
{
int _maxApartments = 1;
int _maxOccupants = 4;
float _temperatureForFuel = 50.0;
float _fuelPerResource = 80.0;
}

UIDescription ui
{
int _displayPage = 1; // set to 1 for tab layout
Dialog _dialog = "Dialog/StandardDialog.rsc:entity";

ElementController _controllers
[
{
ObjectType _type = ResidenceUI;
ElementDescription _element = "Dialog/Residence.rsc:residence";
String _insertAt = "pageTab";
ElementDescription _tabButton = "Dialog/Residence.rsc:buttonTabResidence";
}
//
// ObjectType _type = UpgradeUI;
// ElementDescription _element = "Dialog/Upgrade.rsc:upgradeButton";
// String _insertAt = "pageTabGroup";
// DialogControllerConfig _config = "upgradeConfig";
//
{
ObjectType _type = StorageUI;
ElementDescription _element = "Dialog/Storage.rsc:storageShort";
String _insertAt = "pageTab";
ElementDescription _tabButton = "Dialog/Storage.rsc:buttonTabStorage";
}
{
ObjectType _type = BuildUI;
ElementDescription _element = "Dialog/Build.rsc:build";
String _insertAt = "pageBuild";
}
{
ObjectType _type = DestroyUI;
ElementDescription _element = "Dialog/Destroy.rsc:destroy";
String _insertAt = "pageDestroy";
}
{
ObjectType _type = WorkPlaceUI;
ElementDescription _element = "Dialog/Work.rsc:workPlace";
String _insertAt = "userTitle0";
}
{
ObjectType _type = StatusIconUI;
ElementDescription _element = "Dialog/Building.rsc:icons";
String _insertAt = "userTitle1";
}
]
}

//UpgradeUIConfig upgradeConfig
//
// ComponentDescription _upgradeTo = "Template/RowHouse.rsc";
//

I hope I commented out currently unused code correctly. There are also parts of the template in which I do not know how they work or what they do so I left them alone.

--Ocram
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: RedKetchup on June 01, 2015, 09:26:14 PM
ok first :

here at
   DecalLocation _decalLocations
   [
      {
         float _x0 = 0.0;
         float _y0 = 0.0;
         float _x1 = 256.0;
         float _y1 = 320.0;   
      }

......


you have 6 decal for 6 models. if you have only 1 model, delete all the others :)
or put all the others lines with //


everything else seems fine
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on June 02, 2015, 09:28:11 PM
Thank you @RedKetchup for helping. After redoing a lot of files, I found out that the biggest problem was the .FBX file. ShockPuppet fixed it for me. He said the following in chat.
"had to rename the standard, you called it ModestRowhousetexture, it needed just ModestRowhouse. Also, the dummies inside the fbx were named but not existing in 3d space, no idea why, i rebuilt them. Also, the model himself was thousands of times too big, i think maybe you use meters? Banished uses inches as default"
After those fixes, I got the game to run and build my rowhouses. Proof: http://imgur.com/a/LO7Gl
(http://i.imgur.com/AUA6WWs.jpg)

Now that I have that working, I can finish my mod within one week after I graduate from my community college (which will be in a little over a week).

Thanks again to RedKetchup, Kraylerg, and ShockPuppet!

--Ocram
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: RedKetchup on June 03, 2015, 02:31:28 AM
had to rename the standard, you called it ModestRowhousetexture, it needed just ModestRowhouse

i didnt called anything. just said the standart need to be the same name as your texture ^^. maybe some misunderstanding .. .somewhere :)

thats what i thought about the size :)  i was totally sure it was 100x too big :) this is exactly why i told you to go check in game ;)

i am extremly happy you resolved all your problems. next issus i was about to ask you to mail me your code/files so i fix it. you know, by internet like that, without seeing any file... it is a bit hard to put finger on all the problems :P

personally i use meter ? inch ? i dont know ^^ i used it as it comes when i install it hehe. all i know a box of 1,0 x 1,0 x 1,0 = 1 tile in game. so if i do a building 4x6 tiles, i do my walls 4,0 per 6,0 in 3dsmax.
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: chillzz on June 03, 2015, 04:48:48 AM
looking at the model compared to the wooden house i guess it needs to grow at least 1.5 to 2 times.


yours is a full 2 story building with roof, while the wooden house is 1 story.
wooden house door top is about the bottom of your 2nd story windows.
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on June 03, 2015, 09:36:14 AM
Seeing how bad I made the scale of the height, I will make 2 types of alterations. One will make it a proper 2 story house, and one will make it a short 1.5 story house (with a capacity for a family of 3). I will also change the textures, including a window texture for the front and sides.

--Ocram
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: RedKetchup on June 03, 2015, 09:40:05 AM
take your time :)

took me 2 months minimum to make something that worth something :)
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on June 12, 2015, 11:58:08 AM
I made those two alterations and tested their scale in game. I also made more models and fixed the scale of all the other models I already made. I was also gifted a beautiful model of the Big Ben Clock Tower. I optimized it down to 1/4 the triangle count. I also made a shrunken (and further optimized) model of half the size as the original. The full sized original model will have a limit of 1 per town and the half-sized one will have a limit of 2.

Here are all the models I have made so far:
(http://i.imgur.com/Mq3wq5X.png)

What do you all think?

--Ocram
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: RedKetchup on June 12, 2015, 12:44:59 PM
looks good now :) and the mon-textured houses too :)

you said you tested in game .... and what you find out about the full size bell tower ?
was it huge ? lol

did you tested it to compare the cathedral ?
and your 5 floors houses vs my 3 lvl medieval houses ?
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on June 12, 2015, 07:05:47 PM
@RedKetchup Sorry for the confusion. I only tested the two textured rowhouses (Tiny and Modest) to the left and presumed that the rest of the models had good scale because they have the same (or slightly greater) height per story. Now that you mention it, I would like to ensure that my 5 story rowhouses are taller than your 3 story houses in New Medieval Town. Would you kindly tell me the z value of the highest vertex on your tallest 3rd story NMT house? It would be greatly appreciated.

Thank you!

--Ocram
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: RedKetchup on June 12, 2015, 08:05:45 PM
sure,

the highest point of all model is the big round tower with almost 10,0
most of them are between 8,3 and 9,3
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on June 12, 2015, 09:45:19 PM
Thank you for letting me know. That means that my 5 story brownstones/rowhouses were too short. I made them taller now. Seeing the difference that makes between the new, taller tier 6 rowhouses and the models for the tier 4 rowhouses, I am starting to think that there should be not just 1 but 2 tiers between them. The statistics for the last tier will remain the same (or possibly the capacity for belongings might increase), they will just be upgrade 6 instead of upgrade 5. Upgrade 5 will have similar statistics to upgrade 4 (holding a family of 7 comfortably) but have a higher capacity for belongings. Now the biggest housing units loom over the Tiny Rowhouse (which is about the same height as the wood houses) and the half-sized Clock Tower doesn't look so out of place (however, the original sized Big Ben Clock Tower will always look out of place in Banished).

Latest render for reference:
(http://i.imgur.com/LdK3wJd.png)

--Ocram
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: RedKetchup on June 12, 2015, 10:14:20 PM
dont you think your houses are too thin now ?
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on June 12, 2015, 10:30:31 PM
Now that I have had a good look at them, they do look too thin. I think I know what I will make for the new Tier 6 (remove a story). That way, one can have good looking but slightly shorter rowhouses before spending a ton of resources on higher capacity ones. If you put a whole bunch of tier 7 models together (6 should suffice, which will the final number of model variants per tier), they won't look too out of place but if you have a single Tier 7 Rowhouse in the middle of nowhere, it would look really weird. That is one reason why I want to make Tier 7 so expensive.

--Ocram

EDIT: Here is one last render (for the month) showing examples (but not all planned) of rowhouses from Tiers 0, 1, 2, 3, 4, 6, and 7.

(http://i.imgur.com/yUVI9Tb.png)
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: purringcat on June 13, 2015, 02:09:59 PM
Look similar to Boston row houses except for the 'pyramid' roof ones.   I've never seen roofs like that on older homes.   
Do see lots of flat roofs tho.    All of the houses have decorative detail around the windows, doors and roof.     

(http://iwalkedaudiotours.com/iw/wp-content/uploads/_post_main_image/3295-6ddf6ea1.jpg)
(https://upload.wikimedia.org/wikipedia/commons/thumb/3/34/Bedstuybrownstone1.jpg/1280px-Bedstuybrownstone1.jpg)
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on June 13, 2015, 03:20:08 PM
Thank you for the pictures, purringcat. I will change the pyramid roof of the off-white model (and its mirror image) with a side gabled roof and the pyramid roof of the brown model (and mirror image) next to it with a Mansard roof. I will also add more architectural detail, partially through geometry and partially through textures. Although finding, altering, and rendering/baking textures will take a while, finding textures and researching architecture is all I can do on my laptop (I will be away from my rig for a few weeks).

--Ocram
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: RedKetchup on June 13, 2015, 05:40:08 PM
nice houses :)
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: Paeng on June 13, 2015, 06:54:47 PM
nice houses

Yep, specially the first pic in context  ;)
Maybe worth to note (in terms of scale) that they are only two windows wide...


* As for that very large tower (Big Ben?), I'm so sorry to say , but I cannot see how you would place that in Banished - it would look like a 24th century Arcology...  ;)
For the 'reduced' model, RedK's hint was good, place it beside the NMT Cathedral to see how it relates...
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on June 13, 2015, 08:54:52 PM
1. Those photos are useful and beautiful. I will use them as references when I continue modeling.
2. I will create and adjust models to have 2 columns of windows instead of 3 (except for the symmetric versions with doors between windows).
3. A model of Big Ben with beautiful textures but 82k triangles across 309 objects was given to me as a gift. It is 53 units tall in Banished's scale, thus it is roughly twice as tall as Ketchup's Medieval Cathedral. I optimized the full sized model to 1/4 the triangles and made a half sized model with 1/5 the triangles. I have decided NOT to release the full sized Big Ben as a standalone mod (as requested by the user who made the original model) but I will include it in my eventual Industrial Revolution mod (which will add brick tenement upgrades to bunkhouses, half-width brick tenements with the same capacity, and some more 5-10 story buildings including offices, textile mills, and steel mills) if I ever finish the Industrial Revolution Mod. The half-sized Clock Tower should be roughly the same height as the Medieval Cathedral and will be shorter than my late game half-width tenements and late game steel-framed offices).
4. I will have 2 parallel releases of Narrow Housing: the full one with all the rowhouses and the smaller clock tower, requiring Colonial Charter (should work with 1.4 and the upcoming 1.5) and a lite/early game one that only includes Tier 0, Tier 1, Tier 2, and Tier 3 (with 2 and 3 requiring the player to buy bricks and glass).

Thank you for the feedback!

--Ocram
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: rkelly17 on June 15, 2015, 09:55:02 AM
Now that I have had a good look at them, they do look too thin.

I'm not sure you can make a townhouse too thin. My internship supervisor lived in a house in the Mission District in San Francisco (years ago, before it was cool) that was one room and a hallway wide and three stories tall. I've seen similar houses in Toronto and Montreal. Even in the 18th and 19th centuries city land was valuable and so people built on as small a footprint as possible.
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: Nilla on June 15, 2015, 10:11:40 AM
Another reason for thin houses, is that in many towns the house owner paid taxes, not proportional to the area of the house, but to the width of the streetside of the house.
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: chillzz on June 15, 2015, 03:23:56 PM
Indeed, townhouses can't be too thin. Like @Nilla said, some cities taxed property on width of the facade.
Hence there are buildings in Amsterdam just 160 centimeter wide! Closer to me, in Dordrecht there is one of just 280 cm.
And a lot of other medieval towns here has the same kind of small housing.


some for tax reasons, some for too fast expanding cities, so alleys between houses were used to build more housing :)


here's the one in Dordrecht. rebuild in 1895 after a fire.
(http://upload.wikimedia.org/wikipedia/commons/thumb/a/ad/RM13796_Dordrecht_-_Voorstraat_265.jpg/800px-RM13796_Dordrecht_-_Voorstraat_265.jpg)


Amsterdam -- 160 cm wide


(http://upload.wikimedia.org/wikipedia/commons/thumb/7/74/Fotoreportage_Amsterdam_088.jpg/800px-Fotoreportage_Amsterdam_088.jpg)
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: assobanana76 on June 16, 2015, 03:04:53 AM
oh s@#%t!
considering the stairs how can u live in a house like that ??
rooms 1mx1m ??
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: chillzz on June 17, 2015, 05:14:00 AM
@assobanana76
some have winding staircases to save space, others have stairs to the side.
usually the rooms are long and small. multiple rooms on 1 floor..


actually there is a new interest in micro apartments / micro housing .. you should youtube some of these..
some have ingenious Italian design double use furniture, designed for small spaces. amazing!


smallest house in the world - Warsaw, Poland :

double use furniture :
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: rkelly17 on June 17, 2015, 07:26:27 AM
Indeed, townhouses can't be too thin. Like @Nilla said, some cities taxed property on width of the facade.
Hence there are buildings in Amsterdam just 160 centimeter wide! Closer to me, in Dordrecht there is one of just 280 cm.
And a lot of other medieval towns here has the same kind of small housing.

280 cm! That's awfully extravagant, don't you think?  ;D
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: assobanana76 on June 18, 2015, 03:48:46 AM
@assobanana76
some have winding staircases to save space, others have stairs to the side.
usually the rooms are long and small. multiple rooms on 1 floor..


actually there is a new interest in micro apartments / micro housing .. you should youtube some of these..
some have ingenious Italian design double use furniture, designed for small spaces. amazing!


smallest house in the world - Warsaw, Poland :

double use furniture :

Now I can think of a movie with Renato Pozzetto  .. "Il ragazzo di campagna" (The country boy) ..
where he comes to town from the countryside and offer a flat of 3x3m!  ;D ;D ;D ;D ;D


Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: chillzz on June 18, 2015, 04:21:01 AM
:D i believe i actually have seen that movie long long time ago :O

Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: Kimbolton on July 07, 2015, 12:17:33 PM
Hi AzemOcram,

How are things going with your mod?
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on December 12, 2015, 08:42:24 PM
I just restarted my project yesterday. I couldn't take my rig (which I do all my 3D work on) with me to my new college town so I was completely unable to do anything related to this project besides plan, research, download photos (for reference and texture), and wait.

I should be able to release my Narrow Housing mod for vanilla Banished within a week. It will take a few more weeks to get the full release ready (for Colonial Charter).

Tiers 0, 1, and 2 will be included in this vanilla Banished mod. Tier 2 will have free glass and bricks made of stone.
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: RedKetchup on December 12, 2015, 10:31:06 PM
SWEET :) GOOD NEWS :)
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: Kimbolton on December 13, 2015, 09:34:01 AM
Great News! Glad you are back!  :)
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on January 09, 2016, 03:13:39 PM
When will the stable version of Banished 1.0.5 be released! Railings look so much better with the changes made. Anyway, I've been super busy with family, holiday preparations, appointments, health, and parties that I didn't get as much done as I wanted. I finished modelling the buildings for vanilla (they are the top row with Tier0, Tier1a and Tier 1b) but I have another T3 and T4 model to make (for CC 1.6.1) and I suck at UVW mapping and diffuse maps.

Here is a picture showing all the progress I made over the past 5 weeks:

(http://i.imgur.com/Yp6n3gj.png)
39 models rendered in HD
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: RedKetchup on January 09, 2016, 10:45:36 PM
yeah diffuse maps can be a pain with your way to do. i build and i diffuse asap in same time as i build
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: Denis de la Rive on January 11, 2016, 03:39:28 PM
Frist of all, nice building models, a historical question concerning the two tallest, aren't they a bit tall considering that elevators weren't perfected until the 1850's, and with a bater economy, its hard for me to imagine the game's time period going beyond 1820.

Looking at the various models, I think you should try to have the windows line up across the whole group, or you will get some very strange visuals when people mix and match, that would be too bad since I like the look so far. You could also consider the size of the windows, they look about the same a the doors which might not be the best, possibly go with something like waist high to head high, 45 to 60% of what you have, for a better visual. Looking forward to more updates. :)
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on January 11, 2016, 06:45:16 PM
I will shorten the windows (and the upper floors) but the Tier6 (5 upgrades from the basic plopped Narrow Rowhouse or 1 upgrade from the Tier5 (shorter versions of Tier6) Ritzy Rowhouses) Soaring Rowhouses are late game (1830s) "Brick Walk Ups" with the dormers being storage attics, with the kitchen (with an advanced wood burning stove/boiler) going in the basement, with the master (parents') bedroom behind the living room on the first floor and 2 child/guest bedrooms per floor (with the strongest & oldest children living on the barely heated 4th floor) with the children eagerly waiting for new houses to move out to. The Soaring Rowhouses will be equivalent to Estates with less storage space and more building supplies needed to build.

I will replace the pink Tier0 model with a 1 story version of it for vanilla Banished, called a Tiny Abode. There will be a button for a Tiny Abode and a button for a Narrow Rowhouse. The Tiny Abode will upgrade to the Narrow Abode (red) and the Narrow Rowhouse (Teal) will upgrade to a Nice Rowhouse (gold next to purple but with a shallower roof and shorter windows, 2nd story & tower).
The Tiny Abode will hold family of 3 with less storage than a wood house but slightly more heat.
The Narrow Abode will hold a family of 4 with the same amount of storage as a wood house and the same heat as a stone house. The Narrow Rowhouse will hold a family of 4 with the same storage and slightly more heat than a stone house. The Nice Rowhouse will hold a family of 5 with more storage and heat than a stone house

I really want to eventually modify the Building Supplier to make Fancy Building Supplies (Lumber + Hardwood + Rope + Glass) and Advanced Building Supplies (Reinforced Concrete + Glass + Lumber); modify the Homeware Supplier to make Appliances (1 Stove + 1 Durable Tool + 2 Gears OR 1 Stove + 2 Pewterware + 7 Gears); modify the Forge to make Stoves (from joists), Gears (from joists and bronze with great profit margin), Durable Tools (joists+bronze, no wood) and Reinforced Concrete (1 joist + 20 cement); modify the (brick) Kiln to make 25/42 cement from 20 Clay + 30 shells + 10 sand + 1 stone + 1 iron ore + 1 furnace fuel; I also want to modify the Dredger to produce 24/40 Shells as often as Pearls. These will be for my planned "Industrial Commonwealth Cities" mod.
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: Denis de la Rive on January 12, 2016, 10:07:50 AM
Sound nice, well planned out, I will soon be finished with the CC charts so that should help you see what those values are.  Changing the windows will also remove the stretch impression you get from looking at the models, you mind is looking for something more square than a long rectangle, so it feels wrong. It also account for the impression that the buildings are just too tall. My comment referred to the two grey towers which seem out of place, the 4 and 5 story ones are very nice, and not a problem as I see, Romans had them. :)
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on January 13, 2016, 06:29:27 PM
The Clock Towers are very late game. They will require a lot of Advanced Building Supplies and Gears (especially the taller one), and either Stone (Elizabeth Tower) or Bricks (Small Ben Clocktower). They are modern monuments from 1840. They will be bundled with my Post-Colonial Commonwealth mod (along with the tweaks and some new factories). I might do Nueva España before that and bundle the two in a [postcolonial] "Industrial Commonwealth Cities" mod.

Narrow Colonial Housing will soon be released but Narrow Housing (vanilla) will be released earlier. ICC might never be released.
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: mellowtraumatic on January 13, 2016, 08:37:22 PM
Really looking forward to these, Azem. There's nothing I love more than new housing.
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: Denis de la Rive on January 14, 2016, 09:36:45 AM
Sorry I just thought they were also housing, Having monument is a good Idea, the light grey one might be a bit too high, it could overwhelm the skyscape. There is a general lack of such structures I hope you get them done.  :)
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on January 14, 2016, 02:18:20 PM
The light grey one is slightly shorter than than the real Elizabeth Tower (the Clocktower in Westminster Palace that houses Big Ben) and is shorter than Ketchup's Medieval Cathedral.

ICC will include an office building that inputs paper (made from reeds or sawdust) and outputs Silver Pfennigs or Gold Guilders. Both outputs take a full shift (the longest length of time used in vanilla Banished) to create the money but has the most profits when fully staffed (12) with educated and tool-wielding workers churning out Silver Pfennig. The model will be 8x8 and slightly taller than the dark grey clock tower. It will require Advanced Building Supplies, Fancy Furnishings, and Machinery (an efficient lumber mill, paper mill, steel mill (only makes Joists, Advanced Tools, Gears, and Stoves), flour mill (can also make flour from Wild Seeds and Potatoes), and textile mill will all require Machinery). The super-late game will be easy to import raw materials and export refined materials. The "Central Park" could provide enough food & herbs to feed your populace and logs & hardwood to fuel your industries between shipments.
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: Denis de la Rive on January 15, 2016, 08:15:33 AM
Sound very good, well planned, with many nice additions to CC, and NMT. I only worry that it might just be a lot of work to get some of those more complex functions to work.  :)
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on January 16, 2016, 06:38:48 PM
Remember that my plan is also organized by time.

Narrow Rowhomes is almost complete and will be released soon after Banished 1.0.5 stable is released.

Barely functional (vanilla) Monumental Clocktowers (function as churches) will be next.

Nueva España (vanilla and colonial) should be released in the summer (or late spring) if I start and complete it.

[postcolonial] Industrial Commonwealth Cities will be in "Development Hell" for a while.
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: Denis de la Rive on January 17, 2016, 09:14:23 AM
Looking forward to using them, and spreading the news of that they are out.  :)
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on February 15, 2016, 02:36:11 PM
The proportions were off and it made more sense to have 2 windows per floor (instead of 3) so I remade all components. Whiping up the finalized models will be easy now (but it's midterm week).

(http://i.imgur.com/H0oWcqC.png)
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: Denis de la Rive on February 15, 2016, 07:24:23 PM
Looks real nice, I like the window to door ratio, it makes it more natural looking. I agree that the changes you made are better, it looks cleaner and less compacted.  :)
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: Kimbolton on March 07, 2016, 02:16:01 PM
Looking forward to your next update. Hope all is going well.
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on March 10, 2016, 08:54:31 PM
I didn't realize midterm "week" lasted until Spring Break (which starts tomorrow afternoon)! I also didn't realize that optimizing the models makes texturing more difficult. I will remake the orange, seafoam green, hot pink, and blue models before I attach the roofs (which are already perfect). I will also make a version of the blue with a shorter 2nd floor (for the purpose of tier 0).

I will also test the buildings in Cities Skylines before putting them in Banished.
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: Kimbolton on March 19, 2016, 10:55:57 AM
Hey sounds good. I hope you had a nice spring break and were able to work on this some more.  Looking forward to it! :)
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on March 22, 2016, 11:05:19 AM
They looked bad in Cities: Skylines so I'm going to split the roofs into more triangles.

My ChemE prototype project took 4 days longer than expected to get up and running, which left less time for modding and fun stuff.
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: Kimbolton on May 19, 2016, 08:40:11 PM
Hey there AzemOcram,

Thought I would check in with you now that  Banished 1.0.5 is finally out of beta. Hope you still have plans for these and that all is well with you. :)
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on October 10, 2016, 07:55:00 PM
Bad News: My Surface Pro 3 i5 broke and my backup of my files somehow incorrectly saved my .3ds and .fbx files so all my 3D models are corrupted/broken.

Bad News for me, potentially good news for you: I now have a lot of time on my hands and have been able to model 3D buildings slightly better than before much quicker (I'm going off screen shots and renders)

Good News: I learned how to better apply textures and have access to Textures.com (used to be CG Textures, royalty free) and thanks to SimPE (and my friends), I have textures from GTA IV and The Sims (1-3).

Anyway, I drew many diagrams and perspective sketches for my narrow housing (I'm not making multi-family tenements) and settled on having 4-6 tiers of temperate lumber, temperate/cold stone+lumber, temperate/cold brick, tropical wood, and tropical stone. My menu will have 8 icons (humble wood+stone, lumber, left lumber+stone, right lumber+stone, left brick, right brick, Caribe wood, Caribe stone) and each of the base/tier 1 buildings will have 3-5 upgrades, with the humble rowhouse (same stats as the colonial small shack upgraded to small house) having only 1 or 2 upgrades. It should take me 2 weeks after I start back up on this project (which I haven't officially yet) before these will be ready.
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: Kimbolton on October 11, 2016, 07:07:33 AM
 Hey there AzemOcram,

Sorry about your broken files but so glad that you have decided to continue the project. I think it has a lot of potential and will really add to the game.

Good Luck!  I look forward to seeing your next update. :)
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on December 27, 2016, 12:28:17 PM
I found files from January, tweaked them slightly, and collaborated with ShockPuppet, Necora, and Ketchup to get textures and build states, and Kralyerg to code.

Here are some test screenshots. Proportions are slightly off but will be corrected by release.

(http://blackliquidsoftware.com/uploads/monthly_2016_12/20161226064143_1.jpg.95dcb8029e4fa6f665797f4063c34b2e.jpg)

(http://blackliquidsoftware.com/uploads/monthly_2016_12/20161224042004_1.jpg.9521e0b0b12401a6e1a018d8b71d2e2b.jpg)

(http://blackliquidsoftware.com/uploads/monthly_2016_12/20161227035641_1.jpg.8f52c892e12b9d73891ce27009db2277.jpg)

(http://blackliquidsoftware.com/uploads/monthly_2016_12/20161227035716_1.jpg.54a8209fa958ac1835f7f96d7406ef02.jpg)

(http://blackliquidsoftware.com/uploads/monthly_2016_12/Screenshot116.jpg.cca8857e815df33942578612a83972b7.jpg)

(http://blackliquidsoftware.com/uploads/monthly_2016_12/Screenshot115.jpg.6e6829aa261679fce146a785b1a2f52c.jpg)
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: RedKetchup on December 28, 2016, 05:14:09 AM
adding to your thread the last picture i ve made from my work :)
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: QueryEverything on December 28, 2016, 11:10:53 PM
Being inspired by these new buildings I ventured onto Turbo Squid (don't tell Hubby, he will hold it over me, I tell him off for lurking about there) ...  so MUCH WANT! 
*breathe ...

BTW:  The artists here are amazeballs!  :D :D :D
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on December 29, 2016, 02:52:15 PM
The mod will require Colonial Charter or MegaMod. It will be included in MegaMod (and possibly CC). It will be ready within a day or two, since the coding is mostly done and I just have to tweak the models Ketchup textured because he textured them without correcting the scale (and the scale was originally far too tall).
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on January 01, 2017, 10:13:07 AM
These look especially good with Ketchup's City Roads.

(http://i.imgur.com/qDPAqAt.jpg)

(http://i.imgur.com/n89lOkJ.jpg)
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: QueryEverything on January 01, 2017, 06:40:16 PM
So much winning in those screenshots!  Love!!!
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on March 09, 2017, 02:22:39 PM
This mod has been released as part of MegaMod and a private-ish version which requires CC to produce supplies (if not imported) was shared with me. If you want to build rowhouses without MM, let me know.
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: adelegarland on March 09, 2017, 03:35:52 PM
Love these tenements!  Question - will they ever be available for those of us who don't use CC and MM?
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on March 09, 2017, 05:04:51 PM
My mod doesn't strictly require them but you would need to import the materials that could only be produced in CC.

EDIT: Here's a link to an earlier version: https://drive.google.com/file/d/0B2oKJ9gdaP7dZ1JscWJLWVYwSTA/view?usp=sharing
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: Kimbolton on August 17, 2017, 04:32:07 PM


Hi AzemOcram,

I've been away so I'm still catching up but great to see this mod released. Thanks very much for all your work on this!

Quote
This mod has been released as part of MegaMod and a private-ish version which requires CC to produce supplies (if not imported) was shared with me. If you want to build rowhouses without MM, let me know.

If still possible I would love to have this separate from MM. I am using the earlier version you linked to but I think the MM version has more stuff.

Thanks again as this is a really unique mod.
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on August 17, 2017, 05:44:45 PM
Kimbolton,

Since the latest beta of Banished allows for up to 7 construction materials, I want to release an updated mod that doesn't use "building materials" but does use furnishings. However, the current standalone mod has all the buildings as the MM component, it just requires you to upgrade to get to tiers, 2, 4, and 6.

Here are my new plans for stats:

T0 (can upgrade to T1A)
Family of 3
Storage: 700
Fuel: 75
45 Work, 10 Stone, 20 Wood

T1
Family of 4
Storage: 800
Fuel: 85
58 Work, 20 Stone, 20 Lumber
 

T2 (upgrades from T1)
Family of 5
Storage: 900
Fuel: 100
75 Work, 30 Stone, 15 Lumber, 5 glass

T3 (upgrades from T2)
Family of 5
Storage: 1000
Fuel: 115
90 Work, 35 Stone, 15 lumber, 5 glass, 1 joist, 1 Homewares

T4 (upgrades from T3)
Family of 6
Storage: 1200
Fuel: 130
110 Work, 40 Stone, 16 lumber, 8 glass, 2 joists, 2 Homewares

T5 (upgrades from T4)
Family of 7
Storage: 1500
Fuel: 140
130 Work, 45 Brick, 12 glass, 15 lumber, 3 joists, 10 candles, 2 Fancy Homewares

T6 (upgrades from T5)
Family of 8
Storage: 1700
Fuel: 150
150 Work, 50 Brick, 16 glass, 20 lumber, 5 copper pipes, 5 joists, 12 candles, 3 Fancy Homewares
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: Kimbolton on August 20, 2017, 12:00:45 PM
Hi AzemOcram,

Thanks for the info. I just reached a point in my current game where I was able to construct my first rowhouse and saw the upgrade options when it was completed. Looks great by the way. These will be fun to use in game.

Thanks for the info on the plan for updated stats too.

Would love to see you continue adding to this mod in the future. I know it is a lot of work. Very much appreciated though! :)
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on September 28, 2017, 03:16:14 PM
Let me know if you think these numbers need tweaking. Kraylerg just gave me the zip containing all the files needed to make the old version of the mod. I will get onto updating today. It should be ready by Monday unless I run into trouble.
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: Kimbolton on September 30, 2017, 08:08:32 PM
The numbers seem fine to me. Looking forward to your update.
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: AzemOcram on October 15, 2017, 03:38:50 PM
There seems to be a problem with materials. None of the CC materials show up when hovering, selecting, or trying to build; neither sprite nor name shows up. Until I fix that big, I won’t be able to update the row houses. There is an error with the T6 construction because they use 1 more resource than the example. Once I figure out how to make the construction materials show up properly, I could either change the file to raise the limit or remove copper pioes from requirements of T6.
Title: Re: Brick Tenements and Rowhouses from the Industrial Revolution
Post by: Artfactial on February 03, 2019, 02:08:16 AM
As Hey there @AzemOcram , I see you haven't been active in a while. Sorry for raising a thread from the dead if you're no longer interested.
I found the earlier pre- MegaMod version of your mod.
Have you had any luck to do any sort of updating on the newer version? These buildings are incredible!