World of Banished

MODS Garage => Mod Discussions 107 => Topic started by: embx61 on August 18, 2017, 02:42:56 AM

Title: EB Roads - Version 17005 - Sept 13 2017
Post by: embx61 on August 18, 2017, 02:42:56 AM
EB Roads - Version 17005 - Sept 13 2017

http://worldofbanished.com/index.php?action=downloads;sa=view;down=345 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=345)
Title: Re: EB Roads - Version 17001 - Aug 18 2017
Post by: Maldrick on August 18, 2017, 07:45:13 AM
These look amazing!  Thank you, @embx61
Title: Re: EB Roads - Version 17001 - Aug 18 2017
Post by: PredatorBeing on August 18, 2017, 08:56:53 AM
Love it! Looks wonderful in game. Been a long time fan of DS Roads, but always play with no snow because the roads wouldn't get snow covered. It irritated me to no end. Same goes for structures.

The king has been dethroned.  ???

Oh, btw, if/when you get to a version update for roads could you rearrange the wood roads since they are 3 different sizes of wood? It would just make one more thing in game a little easier/faster, not that this is a major time factor, I'm just a bit on the OCD side. Just arranged in order, small , medium, large where it currently stands medium, large, small. No big deal, only if you want to...  but you saw how easy it was to get dethroned.  ;)
Title: Re: EB Roads - Version 17001 - Aug 18 2017
Post by: embx61 on August 18, 2017, 09:09:22 AM
I think Ds Roads get some snow just as mine.
I used the same technic Discrepancy used as explained by Tom Sawyer in Discrepancy's thread by using an alpha channel and a transparent layer and erase with 50% opacity.

The roads get some snow on them but are still visible in the snow.

Maybe you are mistaken with "45 roads with no end" mod which get completely covered in the snow and are not visible at all?

I will rearrange the wood roads from small to big in the next version :)
Title: Re: EB Roads - Version 17001 - Aug 18 2017
Post by: PredatorBeing on August 18, 2017, 03:24:34 PM
Unfortunately, its DS Roads v4, which I believe was the last update made to it. I downloaded it again, cleared reg, played vanilla with just the roads mod and no snow. Even tried the download from a different site. I seen the pics in the thread, it was working, so perhaps wrong version was uploaded. Never asked, just took it for what it is, still a great addition. Is anyone using a version with proper snow coverage?
Title: Re: EB Roads - Version 17001 - Aug 18 2017
Post by: embx61 on August 18, 2017, 09:53:16 PM
I downloaded v4 of DS Roads and took a quick look.

I see now what you mean with the roads. It looks like they not gathering any snow at all and look about the same with or without snow.

Discrepancy probably uses a different opacity then me to his preference. I use 50% on all the roads and it looks like there is some snow on the roads but the roads are still visible.
Discrepancy's roads are way better then the 45 roads mod though. The 45 roads Mod have no alpha channel as the developer probably did not know at the time about that and that is why those roads completely disappear in the winter.
I played with that road set for a while though because it was the only one available at that time.

But if I remember right many roads looked very odd with strange colors and only a few were in that set I considered placing.
But the complete covered up in the winter finally made me decide to scrap the Mod and just stayed with the 2 Vanilla ones.

The king is not dethroned. :)
All of Discrepancy's mods are very nice and well developed. I like the detailing skills in Discrepancy's mods as I try to do as much as possible detailing too in my mods.
Without that thread from Discrepancy I never would have known how to make the roads to show in the snow so credit to Discrepancy and Tom Sawyer. :)

That is the good thing here on WoB. We not hide our stuff and discoveries from each other and that is why we learn so much from each other.
I said it before. We are not really not that different then Black Liquid. Black Liquid is (was?) a team while we are separate modders under one roof but still share about all our stuff and discoveries.
I learned some coding stuff from kralyerg as well.

In the next version I will add the delete road and cancel delete road buttons on the toolbar to save the player some clicks.

Title: Re: EB Roads - Version 17001 - Aug 18 2017
Post by: wiscoke on August 19, 2017, 01:11:36 AM
@embx61 I am playing on a map for over 70 hours and I've just added this mod. I also using the grassy mod from the BL-team and I've used their grass mod to create some nice looking gardens.
but while testing out your roads, I 've noticed that using stone road #6 replaces the grass road from the grassy mod. so , now the grass is gone and everything is covered with your stone road #6 :)

just letting you know.
Title: Re: EB Roads - Version 17001 - Aug 18 2017
Post by: embx61 on August 19, 2017, 01:21:18 AM
Thanks for the report.

I used kralyerg list of U char numbers and nothing showed in the 300 range so I used those numbers.

I will change the U char for stone road 6 in the next version to a number 1 higher.

http://blackliquidsoftware.com/index.php?/topic/767-roads/#comment-2428 (http://blackliquidsoftware.com/index.php?/topic/767-roads/#comment-2428)

Just uploaded a new version where I have set the Uchar number of Stone Road six 1 higher and also so for stone road 7 and 8.
Should be save compatible. :)
Title: Re: EB Roads - Version 17001 - Aug 18 2017
Post by: embx61 on August 19, 2017, 01:57:45 AM
Just downloaded the grassy roads mod to test and the U char numbers are NOT as in the list made by kral.
According to the list they are between 38 and 51 but they are in apparently in the 300 range as well  ::)

More roads are screwed up because of the same U char because I thought according to that list the 300 range was not used.
I go from the 300 range to the 400 range.

Should upload a next version in about an hour.
Will also change the wood order from small to big as I forgot in version 17002.
Title: Re: EB Roads - Version 17001 - Aug 18 2017
Post by: embx61 on August 19, 2017, 02:10:40 AM
Uploaded new version and I changed all the roads to the 400 range.

The version are so close together so I kept it as version 17002.
Title: Re: EB Roads - Version 17001 - Aug 18 2017
Post by: Turis on August 19, 2017, 02:20:12 AM
Suggestion: The icons in the toolbar menu need to be changed so we can see what we're choosing. ;)
Title: Re: EB Roads - Version 17001 - Aug 18 2017
Post by: embx61 on August 19, 2017, 02:23:27 AM
Yeah, By looking at Discrepancy Roads and the grassy roads I am already working on that.

I did a test again with the newer version and no grassy road will change the roads anymore.

Now up to finishing the Icons.



Title: Re: EB Roads - Version 17001 - Aug 18 2017
Post by: elemental on August 19, 2017, 03:11:26 AM
Will the new version be save compatible? Do I need to delete any of your roads before I update?
Title: Re: EB Roads - Version 17001 - Aug 18 2017
Post by: embx61 on August 19, 2017, 03:31:20 AM
Will be save compatible as I only changed the U chars in version 17002 and in the next version I only update the sprites and maybe add some roads and adding textures never give problems.
Title: Re: EB Roads - Version 17001 - Aug 18 2017
Post by: embx61 on August 19, 2017, 08:50:54 AM
Uploaded version 17003 of the roads.

Added images to the buttons and added a remove road and cancel removal button on the roads toolbar.
Title: Re: EB Roads - Version 17001 - Aug 18 2017
Post by: elemental on August 19, 2017, 03:40:25 PM
Adding the remove tool is only a minor change but it's a huge improvement.  :)
Title: Re: EB Roads - Version 17001 - Aug 18 2017
Post by: PredatorBeing on August 19, 2017, 03:45:28 PM
Any thoughts about having bridges with the same road as the roads we drop? Then it looks like one seamless continuous road across the river/creek.
Title: Re: EB Roads - Version 17001 - Aug 18 2017
Post by: embx61 on August 19, 2017, 03:57:27 PM
It surely is possible but if I later add more roads I end up with as many bridges.

Not that it is hard to do but it will grow the mod and not sure if I can do F Key variants as there will be no indication what bridge belongs to what road as it will not be visible while dragging the bridge I think. you only can see if it has the right road after the dragging is done so if it is the wrong road, try again and so on. That is tedious and players will just hate me. LOL

That means all the bridges have to be on toolbars just as the roads are now instead of F keying them.
But it is surely possible and after I have made a bridge I will look into it and will just make the toolbars as the roads are now.

Dirt roads I will not have to add though as it makes no sense to make a bridge and cover it in mud or sand :)

Title: Re: EB Roads - Version 17001 - Aug 18 2017
Post by: brads3 on August 19, 2017, 04:25:17 PM
hmmm i aint a modder but i can be nuts. what about faking it. build the bridges and then a ghosted road pice that can be used to continue the road as it was? would it look decent then?
Title: Re: EB Roads - Version 17001 - Aug 18 2017
Post by: embx61 on August 19, 2017, 04:41:52 PM
I don't know how to make ghosted roads (yet)

I think only CC have ghosted road pieces as far as I know. The ghosted roads have to be made in 3ds max on a plane instead of just a decal as the real roads I think.

It is easy enough to make a plane but the scaling of the road to match exactly the real roads from the texture is going to be cumbersome I think unless a game tile is 64x64 pixels because that is (and 128x128 depending on the resolution) what I used to create my 1024x1024 road textures.

I think that is the reason Discrepancy not made ghosted road pieces yet either.


Title: Re: EB Roads - Version 17001 - Aug 18 2017
Post by: Savidan on August 19, 2017, 04:48:18 PM
The roads from @RedKetchup  are ghosted ... or no ...  the sidewalk actually is ghosted.
Title: Re: EB Roads - Version 17001 - Aug 18 2017
Post by: embx61 on August 19, 2017, 05:04:24 PM
Red's roads are completely a mesh though.

They are not real roads (Decals) as in the game.

So it is easier to scale the right sizes for his ghosted pieces as everything is in the mesh.

With Banished roads nothing is a mesh. It is just a decal painted on the floor.
I need to play with the scaling a bit on a 1 tile road plane in Max to see what works this weekend.

Title: Re: EB Roads - Version 17001 - Aug 18 2017
Post by: elemental on August 19, 2017, 05:19:32 PM
I'm not 100% sure but I think maybe you have the wrong pics on the buttons for your two dirt roads.
Title: Re: EB Roads - Version 17001 - Aug 18 2017
Post by: embx61 on August 19, 2017, 05:28:02 PM
The first one is for sure the texture I used.

The second one it is possible I used the wrong texture. It is just a grain type texture. The problem is I deleted by accident my PSD files and the PNG have 50% opacity so I cannot really look anymore.

I had to go by placing the roads in the game and remember from memory what textures I used.

I also used in (some) of the PSD files color balance, curves, saturation and so I had to gamble there a bit by looking at the roads in the game.

I will look in the game in a bit and look a bit more and maybe I have to re scale road one as I am 100% sure I used the right texture.

Title: Re: EB Roads - Version 17001 - Aug 18 2017
Post by: embx61 on August 19, 2017, 05:33:22 PM
I see it now.

The texture are right but I switched the buttons. Road 1 button refers to road 2 and vise versa.

Will be fixed in the next version. Thanks for the report :)
Title: Re: EB Roads - Version 17001 - Aug 18 2017
Post by: RedKetchup on August 19, 2017, 06:09:13 PM
there are 2 different thing...

a road on the ground allowing citizens to walk on those and get speed from it...
my sidewalks arent road , they are decoration mesh , same thing as a building , or a statue. but in a form of a sidewalk floor, just that.

the game has different feature that works totally different, along with their different coding code.

roads works different and dont have a 3D mesh. they are just a "painting" on the ground with a .png