Hi all,
There was a mod that allowed you to add roadways etc inside buildings before they were built, so you could create a different ground for your buildings (cobblestone, road texture etc), and I thought I had it & enabled it, but I still can't add to my footprints, they are all red tiles and it's driving me nuts, (more so than usual), now either the mod is woefully outdated, or it doesn't allow you to alter all the tiles in a buildings footprint.
So, is there another way to lay ground covering before (even after) building, or I just have to hope that the old mod gets an update? (OR a new one is made for the new version of Banished).
I really am getting a little tired of grass everywhere! Especially in the city areas and new housing etc.
The mod I am (was, it's not working now) is Roadbound by
@Owlchemist who I believe has stopped modding.
If you use Colonial Charter, it has tiles you can use of all their road textures plus a few others found under the Decoratives tab-I think in ghosted items. You can use them under buildings and even over roads.
Quote from: QueryEverything on March 01, 2017, 11:35:55 PMThere was a mod that allowed you to add roadways etc inside buildings
Yeah, "Roadbound"... it's a pet peeve of many players (myself included) when you cannot draw a driveway or a plaza etc. right up to or even inside a building... Roadbound did a sort of "traffic-enabling" (term borrowed from SC) by extending those little green arrows all the way. It was kept up in CC for a few iterations, but then slowly "died"... not sure, it might be a tedious thing for the modders to do...?
That's where the ghosted groundtiles GrammyCat mentions come in handy... I recently mentioned my dream to have all ground textures available as ghosted items (in a standalone mod for easy updates, as these textures always change or expand). :)
I second that Paeng-that would be a dream come true for Banished players.
Quote from: Paeng on March 02, 2017, 05:24:27 AM
Quote from: QueryEverything on March 01, 2017, 11:35:55 PMThere was a mod that allowed you to add roadways etc inside buildings
Yeah, "Roadbound"... it's a pet peeve of many players (myself included) when you cannot draw a driveway or a plaza etc. right up to or even inside a building... Roadbound did a sort of "traffic-enabling" (term borrowed from SC) by extending those little green arrows all the way. It was kept up in CC for a few iterations, but then slowly "died"... not sure, it might be a tedious thing for the modders to do...?
That's where the ghosted groundtiles GrammyCat mentions come in handy... I recently mentioned my dream to have all ground textures available as ghosted items (in a standalone mod for easy updates, as these textures always change or expand). :)
but you need to have all those textures "physically", need to have all .pngs to make a such mod.
Quote from: RedKetchup on March 02, 2017, 12:01:48 PMbut you need to have all those textures "physically"
Yep, understood... but there are not so many different sets of ground textures - CC, DS, Tom, RK...?
They should all be readily available? :)
*
ASctually K already made a small test mod with the CC textures for me - but it's a PKM so I can't look "inside"... though I'm sure he'd share it with you guys, too :)
I hope he does-we've all been good little Banished players. :-*
Quote from: Paeng on March 02, 2017, 12:22:22 PM
Quote from: RedKetchup on March 02, 2017, 12:01:48 PMbut you need to have all those textures "physically"
Yep, understood... but there are not so many different sets of ground textures - CC, DS, Tom, RK...?
They should all be readily available? :)
* ASctually K already made a small test mod with the CC textures for me - but it's a PKM so I can't look "inside"... though I'm sure he'd share it with you guys, too :)
i dont even have the real stone road .png in my folders. i saw it once on the internet.... but not sure why i dont have it. the only ground texture i have is the ones i used with CityRoads.
some of the textures in the CC decorative squares are good but i hate using them. they look too fake.they show lines as seasons change. it is also easier to place roads than individual squares. i wasn't sure if some of the older road mods were ghosted or not. i do like a gravel 1 for around mines.
Thanks
@grammycat that answered the nagging question I had ... I was sure I saw some somewhere! :)
@Paeng from your words to modders creative minds :) Maybe one day we will be lucky. I can already hear
@RedKetchup mind ticking over with thought processes :D :D :D
Quote from: brads3 on March 02, 2017, 02:29:52 PMit is also easier to place roads than individual squares
Ghosted ground squares are not meant to
replace roads, but to enhance them - e.g. in spots you cannot reach (red squares), diagonal sidings etc... ;)
I'm not opposed to sharing the CC ground texture files with
@RedKetchup if he wanted to do a better version.
I've never been completely happy with the ground squares in CC. I agree that some of them do look a bit fake. :)
I also thought that bigger pieces would begood. Like a 2x2 or 3x3. Or a "patch" of the tile, that kind fades out, like the roads, instead of the straight line they have now.
Quote from: kralyerg on March 03, 2017, 06:14:07 AMa "patch" of the tile, that kind fades out, like the roads, instead of the straight line they have now.
That would be cool, yes... setting road tiles (ghosted or not) side by side so far makes hard lines with most textures... :)
The "fake look" usually softens once the true road tiles are upgraded by the builders...
Other than that I feel it always depends what you choose for any given situation... check the two attached samples - showing diagonals against housing works well... or that little plaza, without the diagonal fillers it would look very strange...
Dressing scenes like that always needs some patience and figuring out the right "tools" or "working around" problematic areas... for me, that's part of the fun, as long as I have
some "tools" to use ;)
there are 2 different things in that :
Roads : roads dont have a building and it is only a decal "texture" on the ground.
Ghost objects dont have a decal "texture" cause their size are 0 tile and needs to be from a 3d object, as thin as it needs too.
Quote from: RedKetchup on March 03, 2017, 01:54:47 PM
Ghost objects dont have a decal "texture" cause their size are 0 tile and needs to be from a 3d object, as thin as it needs too.
The ghost ground squares I made are just planes with a texture attached to them, they have 0 height.
Quote from: kralyerg on March 03, 2017, 07:05:59 PM
Quote from: RedKetchup on March 03, 2017, 01:54:47 PM
Ghost objects dont have a decal "texture" cause their size are 0 tile and needs to be from a 3d object, as thin as it needs too.
The ghost ground squares I made are just planes with a texture attached to them, they have 0 height.
it is still a 3d object called by a "model mesh function" as thin as they are : plane with 0 height.
For those that don't want to be placing 1 x 1 x 1 down a road, or in a large building space, perhaps have a couple of 'roads' be made like the dock pieces: 1 x 1; 1 x 2; 1 x 3; 1 x 4 etc, that way we can place more pieces quicker, without having little tiny individual tiles everywhere.
I really love the texture
@kid1293 uses in his Large Trader, but he has said he can't make it into a layable road, but, something like that could be made into the 'ghosted overlay', and it look like a road, and rather than just taking 1 1x2 section from it, a 1 x3 or as above could be done. (just a throw it out there thought).
By changing the way these roadways can be laid, we could have some more diversity.
At the moment my issue is that layout of the wells, and the Nomad Well I have. I want to put it in the middle of the market place area I am designing, but I can't place it on a road, and as such I have the map texture in it's place. I have since started using the CC option that
@grammycat suggested, and it works, but there are still only very limited pieces.
I know ... I ask a lot, but, as an idea, moving forward, how hard would it be (genuinely asking) for road makers to also add a 'ghosted decorative' piece into their mod, to allow the continuation of the road into a building, or a market place?
Quote from: QueryEverything on March 03, 2017, 07:27:09 PM
I know ... I ask a lot, but, as an idea, moving forward, how hard would it be (genuinely asking) for road makers to also add a 'ghosted decorative' piece into their mod, to allow the continuation of the road into a building, or a market place?
It's not that it's particularly difficult, but it's a completely different process. As RedKetchup was describing, they're two completely different things, not just something you can just make a little tweak to the first to create the second.
Thank you
@kralyerg :)
I am learning a lot the last few days about modding for the game (I still won't be able to mod), but I enjoy the learning part about how it all fits together :D
Thank you for sharing your knowledge, all of you :)
Many months ago,
@elemental asked me about making some ghost pieces and even longer ghost curved/corner road pieces to match my DS Roads. I started it, but getting them to line up is very difficult.
It is something that I will return to one day, but as it is now, they are only decorative, will not influence how the bannies walk, so to me are pretty low on my list of things to mod.
i was playing a bit tonight with roads.... and with a texture..... there is something i dont understand.
if i do a mod that add a stone road texture.... it has its own icon , on its own toolbar.... i click it and click and drag on the ground (scalable as many tiles you want....) and then the "builders" build it ....
everything there is ok.
but what i dont understand, it is when : if i do a real vanilla stone road somewhere else... all the tiles i made with my own road.... everything... .instantly swap texture to the vanilla stone road :S
and if after i do even 1 tile of my own texture ... everything switch back to my texture, even the vanilla one i made they switch to mine :S
is there something i do bad ?? or it is already like this for all the mods that add a new stoneroad texture ?
and can only exist ONE stone road texture per map ??
LOL
i just put ON CC 1.72.... and their stone roads dont disappear and switch ....
and the most stunnning... mine stop to switch back :S too
and when i take out CC .... mine restart to switch texture asap i put vanilla one :S
@kralyerg ?? any idea ??
I think I have it right:
there is a part of code in the road template file:
CreateRoadDescription createroad
{
uchar _index = 122;
ComponentDescription _rawMaterial = "Template/RawMaterialStone.rsc";
}
whatever road has the same uchar _index = #; number, will replace all others of the same.
whatever uchar _index = #; number is lower, will be buildable over a higher number.
Quote from: Discrepancy on March 15, 2017, 03:23:13 AMwhatever uchar _index = #; number is lower, will be buildable over a higher number.
Kralyerg made a list of those index#...
still searching for it... here -
EDIT
http://blackliquidsoftware.com/index.php?/topic/767-roads/#comment-2428
Alright :) THANKS YOU BOTH !!!!
@Discrepancy and
@Paeng :)
i would never guessed that alone :-X
Over on BL someone requested a round end to the road, so a separate piece would need to be made (I'm guessing, unless you can program the road to 'round on end'), would it work in theory? Or do each piece need to be square?
in fact.... no idea ^^
I don't think you can do it with the road, it would have to be a separate piece like the coverings mentioned previously.
The road tiles are placed on a large texture, seemingly at random. I've no idea how the game chooses where to put each tile on the texture.
That's what I thought
@Necora :) Thank you.
QuoteYeah, "Roadbound"... it's a pet peeve of many players (myself included) when you cannot draw a driveway or a plaza etc. right up to or even inside a building... Roadbound did a sort of "traffic-enabling" (term borrowed from SC) by extending those little green arrows all the way. It was kept up in CC for a few iterations, but then slowly "died"... not sure, it might be a tedious thing for the modders to do...?
That's where the ghosted groundtiles GrammyCat mentions come in handy... I recently mentioned my dream to have all ground textures available as ghosted items (in a standalone mod for easy updates, as these textures always change or expand). :)
Yeah, that is why I decided to most of my newer buildings are build in such a way that roads get very close or even a bit under the walls.
Only thing with that is that Bannies cut corners and walk through the walls on the corners if the road is too close.
But if I understand it right, ghosting roads is possible to tile over about anything?
I am not able to make ghost stuff yet as I don't know how to do it code wise.
I shall ask RedKetchup or Kralyerg for an example when they get some time to send me one so I can learn that.
Quote from: embx61 on April 06, 2017, 04:01:17 PMBut if I understand it right, ghosting roads is possible to tile over about anything?
Depends... I fear I cannot explain this well :-[
You can lay ghost tiles over any ground, even decals... however, if there is some base texture included in the model (like for example the base plate of your saltworks, or some quay pieces in CC), you cannot put ghosted tiles over them - they either won't show at all, or only partial, or they give you a jittery on/off, specially when you rotate the screen... not sure, maybe there is some "height-above-zero" thing with models, you would know that better than me :)