World of Banished

MODS Garage => Mod Talk => Topic started by: Discrepancy on June 13, 2016, 12:37:14 AM

Title: Work In Progress: DS Storage
Post by: Discrepancy on June 13, 2016, 12:37:14 AM
I am working on a new Storage mod, I plan to have many different types of storage options all in one mod.

But  I have problems...
I have only just started really getting to know blender and the process of texturing.
This is my first storage model, a Vegetable Field Cellar:
(http://i.imgur.com/9AjtIkb.jpg)
It looks fine in blender, but in game I select to build it and I can see all of model is black, then when I place, workers deliver resources to build it 20-30 squares away.
As soon as the last bit of wood/stone is delivered, banished freezes and I get this:
Assert: !aabb.IsEmpty() Invalid object rectangle, has no size!


As I said I am new to this, this is the furthest I've gone in making a 3d model for the game. I'm not sure I am adding the points correctly either - in Blender do I just Add - Empty - Plain Axes ? and rename it to build_001, build_002, use_001 etc?
Title: Re: Work In Progress: DS Storage
Post by: RedKetchup on June 13, 2016, 01:50:20 AM
and after, did you grp up (connect) all your empty axe all together under the command of another axe renamed "points" ?
(and that axe dummy named "points" is placed at 0,0,0 ?)

in 3dsmax we use add "dummy" and rename them. i never used blender so i cannot say if "dummy" and "plain axe" are equivalent.
Title: Re: Work In Progress: DS Storage
Post by: tanypredator on June 13, 2016, 02:06:18 AM
@kid1293 have explained me his way to work with points: you put them where you want, then you delete them and save mesh as mesh without points; then you undo that, delete mesh and save points as points. These two models (mesh and points) must be imported with scale 0.01 and exported for game. And to use this points.fbx as a separate file. This way it works.
Title: Re: Work In Progress: DS Storage
Post by: kid1293 on June 13, 2016, 03:01:14 AM
@tanypredator

Sometimes I use different file, sometimes I put points
in main file.

It's all right to put points in the main fbx.
I told you to do export-import and separate file
because you had different scales on your model.
Now you know your way around, so scales are no
problem for you.

@Discrepancy

I see your points are connected to main 'points', fine.

Are all normals correct? It turns up dark in game if they are inverted.

About the crash I don't know.
@RedKetchup - Do you need a floor in the cellar?

I have included a picture -
All points are at z=0, they fall down by themselves

The grey planes to the left is just a copy of what is
in the fishing dock. You can see them sticking out, selected.
They are just empty planes, no texture

If you do need a floor, you have to put something like:

FloorDescription floor
{
PickingMesh _mesh = "Models\rhxfishFloor.rsc";
}

in your template file.
and make a rhxfishFloor.rsc in models
with:

PickingMesh resource
{
String _meshName = "Models\rhxfish.fbx";
String _subObject = "floor";
}


Ask if you want, I am not sure about the floor.

Edit: oops the photo
Title: Re: Work In Progress: DS Storage
Post by: Discrepancy on June 13, 2016, 05:28:58 AM
thanks to all for your help.

Yes @RedKetchup  I have them all grouped under an axe  of 'points'. it was not placed at 0,0,0 though, now changed, thanks :)

@kid1293 I follow what you have said, I will give it a try and see what I happens.

and yes, silly me, I'm sure it would require a floor.

@tanypredator Thanks, I will try that if this other way fails.

Working with blender is all very new, but I have so many ideas for mods that I must progress and learn.
Title: Re: Work In Progress: DS Storage
Post by: RedKetchup on June 13, 2016, 03:33:52 PM
there is 2 kind of floor to can set up in your mesh.

1 floor mesh which you can name: floor
and will be used as the "walking" floor for the citizens.

1 floor mesh which you can name : floor1
and this one with the QuarryFloor function will determine the terraforming done to make an hole into the ground (like the quarry, NMT canals, NMT ClayPit, my own root cellar....)
and this floor will have pieces placed under the ground level and will determine which of the tiles below 0 ground level will be terraformed.
Keep in mind, the game is doing slopes and not cut edges of 90 degres.

i can give you my root cellar template and fbx.
Title: Re: Work In Progress: DS Storage
Post by: Discrepancy on June 14, 2016, 05:46:22 AM
Okay, to update on this, I've solved most of the problems.

I am now able to build it in game and it works as intended... sort of (more of that later).

The fault was a combination of things.
My lack of the 'quarry floor' and 'floor' pieces of code in the template.rsc:
QuarryDescription quarry
{
PickingMesh _floorMesh = "Models\Cellars\VegFieldCellarFloor.rsc";
float _maxDepth = -2.0;
float _initialDepth = -2.0;
}

FloorDescription floor
{
PickingMesh _mesh = "Models\Cellars\VegFieldCellarFloor1.rsc";
}


Also the missing floor meshes in the .fbx model and the out of place 'points' holder not at 0,0,0.

The reason for the textures showing up dark was that I hadn't inverted the AO images.

Plus also none of that made it work until I did the thing that tanypredator describes:
Quote from: tanypredator on June 13, 2016, 02:06:18 AM
@kid1293 have explained me his way to work with points: you put them where you want, then you delete them and save mesh as mesh without points; then you undo that, delete mesh and save points as points. These two models (mesh and points) must be imported with scale 0.01 and exported for game. And to use this points.fbx as a separate file. This way it works.

The problem I have though is that my model is too big in game. Not massively, it is almost the size of the normal barn, but I only wanted it to be 3 tiles wide.

Which leads me to a few questions regarding resizing in blender that someone or anyone might know? I seem to have tried everything. Importing and exporting the model at different scales doesn't seem to change the size at all for me, also changing the object scale doesn't either.

I know I can edit the object in 'Edit' mode and change the size that way, so if that is the case I'm fine with that. What I would like to know is to what scale do you build your models in and how that corresponds in the game?
For example in Blender I can choose between the measurement units of 'none', 'metric' and 'imperial', what do you use? and what size is the game tile in relation?

(I know from the road tiles that a tile uses a 64x64pixel square of a 1024x1024 texture file, but I can't seem to see how I can size my models upon that knowledge)
Title: Re: Work In Progress: DS Storage
Post by: RedKetchup on June 14, 2016, 06:58:22 AM
Kid on blender can surely help you, i dont think i can help further on this by telling what i do with 3ds.
the texture roads cant help you neither because it is just a 2d picture

but i am glad you solves some of your problems :)
i noticed my rootcellar.rsc and .fbx helped you.
Title: Re: Work In Progress: DS Storage
Post by: kid1293 on June 14, 2016, 07:03:13 AM
In Blender I choose metric - one square is one tile in game
You scale your model so it is OK in Blender
Goto Object Mode (with the mouse over main window press control-A)
Object -> Apply -> Scale
Then you have a 1:1 model that OK in game

While you're at it, Place your model so it looks like it's centered at 0,0
If you want it 3x3, the model should stretch 1,5 square to each side
and 2 squares back (away from you) 1 square forward (towards you)
because you will have a road in front so it is 3x4 in reality.
Object  -> Apply -> Location

Apply rotation too so you wont get any surprises.

SAVE Blender - export .fbx

Do that to all your parts of the model (build01 build02 mesh points)
Now import all the fbx's one by one in scale 0.010
and save as your gamefile.

That should work
Title: Re: Work In Progress: DS Storage
Post by: Discrepancy on June 15, 2016, 01:51:19 AM
Thanks so much for your help Kid1293, RedKetchup and tanypredator :)

I've done it, I had no idea I had to apply the rotation and scale - it's seems so silly on my behalf, but to be expected when i haven't read much of the manual and the last time I did 3d modelling was 15yrs ago with some old CAD program...

anyway, I got it into the game with a size I'm kind of happy with:
(the floor decal needs work...)
(http://i.imgur.com/wvbAeJ8.jpg)

(http://i.imgur.com/yKd7DWb.jpg)

(http://i.imgur.com/GG8Fojw.jpg)

The issues I have now is that I only made a single plane roof for the thatch texture and it displays as transparent from within, so that I need to change.
But mostly the ground is not 'dropping' how I'd like it to (I don't think i've got the floors right). My fault for trying to build a more complicated model first.
So I have decided to change it to 'appear to be a cellar - it already takes up enough room above ground anyway.
So I'm going to make changes to the model, perhaps a second inset 'A' roof, like was more common, and maybe a few decorative barrels and bags to hide that the stairs don't actually go down.
Plus I don't like the roof texture as is, and I need to add the wood texture. Everything needs to change :)

started working on a large thatched 'low' style barn, though I think it looks too much like a tent like this right now (I still need to build the stone foundation around the bottom):
(http://i.imgur.com/DTqMsDL.jpg)
Title: Re: Work In Progress: DS Storage
Post by: kid1293 on June 15, 2016, 04:12:03 AM
About the transparent roof.

Select one side of the roof (only the covering, not the frame)

goto menu

Mesh -> Add Duplicate (or press Shift-D)
Move that new roof a tiny, tiny bit out
and left-click mouse.

Now select the inner roof again (the old roofside)
Mesh -> Normals -> Flip Normals

Now you have one outer and one inner roofside

Do the same on the other half.
If you place the new roof carefully you can't see it is
a double roof.
Title: Re: Work In Progress: DS Storage
Post by: Discrepancy on June 15, 2016, 08:12:52 AM
Thanks kid1293, I will do that.


...

and here is a very early beta release of DS Storage...
and no, it does not have either of the models I showed above, but it has this:
(http://i.imgur.com/864QdRs.jpg)

What you get is a small cellar, named 'Small Cellar 02' (I haven't made 01 yet), that will fit up snug to some buildings.
Also there are resource specific stockyards with a different base texture.
This is a beta release and as such things aren't finished.
download DS Storage - Beta v.01 (https://drive.google.com/open?id=0B0D37rA1CD9BT1l0T0lYaC1QNFU)  ** should not conflict with anything, you will find the 'DS Storage' menu within the 'Storage/Market/TradingPost' menu, very left (as shown in the picture above).
Title: Re: Work In Progress: DS Storage
Post by: RedKetchup on June 15, 2016, 12:41:01 PM
Quote from: kid1293 on June 15, 2016, 04:12:03 AM
About the transparent roof.

Select one side of the roof (only the covering, not the frame)

goto menu

Mesh -> Add Duplicate (or press Shift-D)
Move that new roof a tiny, tiny bit out
and left-click mouse.

Now select the inner roof again (the old roofside)
Mesh -> Normals -> Flip Normals

Now you have one outer and one inner roofside

Do the same on the other half.
If you place the new roof carefully you can't see it is
a double roof.

thats how i do the "cloth" roof for tents example. for real roof (wood /clay) i still prefer to make it from real box with 0.01-0.03 thick. sometimes, the shadow engine do bad wild things in this game.
Title: Re: Work In Progress: DS Storage
Post by: Discrepancy on June 16, 2016, 02:46:19 AM
now that I'm getting the hang of this I'm really enjoying making models.

another work in progress barn:

a Viking Turf Roof Stock Vault (the name needs work...)
(http://i.imgur.com/iRhmGiH.jpg)
(http://i.imgur.com/ODJDyWY.jpg)
(http://i.imgur.com/cneRXoK.jpg)
(http://i.imgur.com/NqI8BB7.jpg)
Is only a quick texture make-up to see what it looked like, that is why it looks a little patchy and doesn't line up.
I thought the model was going to be too high, but it's actually too low.
It is my own interpretation of this:
(https://image.freepik.com/free-photo/viking--scandinavian_19-138656.jpg)
Title: Re: Work In Progress: DS Storage
Post by: Turis on June 16, 2016, 04:01:37 AM
*faints with a  :)*
Title: Re: Work In Progress: DS Storage
Post by: Tom Sawyer on June 16, 2016, 04:12:58 AM
Wow! What I can see here makes me happy. A viking storage building.  :)

It could fit nicely in the nordic environment. Have you tested it there? Maybe round the edges of the grass roof a bit for the realistic look.

Edit... I think the dimensions of your building are right. Its not really too high or too low. And the texture is a good choice.
Title: Re: Work In Progress: DS Storage
Post by: kid1293 on June 16, 2016, 04:44:17 AM
Fantastic!

Really high class! :)
Title: Re: Work In Progress: DS Storage
Post by: lyonlee on June 16, 2016, 10:52:46 AM
Hi, Discrepancy.

Your work is good. But I want to say one thing.

'Basic storage yard coal and materials' does not store anything, others work well.
Title: Re: Work In Progress: DS Storage
Post by: Discrepancy on June 17, 2016, 07:09:04 PM
New beta ver.02:

DSStorage_Beta02 (https://drive.google.com/open?id=0B0D37rA1CD9BaGtpWnpRUjFObzQ)
Should be save game compatible.

@lyonlee , I have fixed the issue with the Coal/Materials storage yard, should work fine now.

Also you now get an updated version of the Viking Turf Roof Stock Vault (capacity = 10000, cost = 84 Log + 52 Stone + 140 Build)
I have changed the roof to be a little more smoothed, but still not enough.
I have also improved textures (though I want to still put grass around the stone.
pictures: (I have also added a build03, you will notice that the 3rd picture (build03) doesn't match because I'd forgotten to add the code to the template file when I took first pics)
(http://i.imgur.com/BrCM9W7.jpg)
(http://i.imgur.com/zO81e4a.jpg)
(http://i.imgur.com/TMuvzNR.jpg)
(http://i.imgur.com/L9oRBA5.jpg)

I also fixed the building footprint for SmallCellar02.
Title: Re: Work In Progress: DS Storage
Post by: lyonlee on June 18, 2016, 08:20:05 PM
Thanks for your update, Discrepancy.

But 'Basic storage yard coal and materials' does not store anything still.
And 'Basic storage Yard' could not store 'coal and materials', it could store only 'wood, stone, iron and fuel'.

Title: Re: Work In Progress: DS Storage
Post by: RedKetchup on June 19, 2016, 02:19:46 AM
wouldnt you have a problem with a specific mod ? i know it exist one , somewhere, that always cause problem with coals... but i dont remember the one.
Title: Re: Work In Progress: DS Storage
Post by: Discrepancy on June 19, 2016, 05:38:14 AM
New beta ver.03:

DSStorage_Beta03(6mb) (https://drive.google.com/open?id=0B0D37rA1CD9BWWZPeVJPcFROUjA)
Should be save game compatible (I have loaded up a previous save,  checked all buildings and built new ones, ran for 5yrs, saved and exited, then reloaded, ran for another 5 and no issues).

Changes:
- Fixed issue with not storing Coal/Materials - I had originally misspelled 'CoalFuel' as Coalfuel, I had thought I'd fixed it last time but had altered the wrong file in the wrong folder of an earlier version of the mod. All fixed now, checked and works.

- Changed some string texts and titles (but no filenames so is save game compatible).

- Smoothed out some of the 3d models (thanks to Kid1293).

- Viking Stock Vault now has an increased storage capacity of 12000 (up from 10000).

- Added a new storage option:

Firewood Chopper's Shack
A small capacity roofed firewood pile siting on 1 tile + road. The roof overhangs on one side...
fits perfectly I think with using a small firewood chopper (like Kid1293's excellent Tiny Chopper mod  (http://worldofbanished.com/index.php?action=downloads;sa=view;down=90)[scroll down, there are lots of other great mods also] or alternatively you could use it for anything else...

:) pictures:

(http://i.imgur.com/jFP4OcD.jpg)
(http://i.imgur.com/3CZN8L3.jpg)
(http://i.imgur.com/DsOBgUe.jpg)
(http://i.imgur.com/gPcia99.jpg)
(http://i.imgur.com/d8EJ8WZ.jpg)

.
Title: Re: Work In Progress: DS Storage
Post by: lyonlee on June 19, 2016, 03:39:02 PM
Thanks for early update, Discrepancy.

Now everything works well. :)

Your mod is excellent.
Title: Re: Work In Progress: DS Storage
Post by: Discrepancy on June 19, 2016, 07:42:44 PM
Thanks :)
I'm glad you're enjoying it.
Title: Re: Work In Progress: DS Storage
Post by: Discrepancy on June 20, 2016, 04:45:55 AM
here is something I'm working on. I think I have finally finished the building, now onto the texture.

A large Town Tithe Barn

(http://i.imgur.com/884plgQ.jpg)

sits on a huge 13x8 footprint (15x8 with road tiles)
100000000000001
100000000000001
111111111111111
111111111111111
100000010000001
100000010000001

Not sure yet what the storage count will be, or the build cost.
I have 4 build models, so the build time will be pretty long, these were/are large storage barns.
(is there a limit to the number of build models you can have? )

Title: Re: Work In Progress: DS Storage
Post by: kid1293 on June 20, 2016, 07:32:21 AM
The total build time is what you set as -
   int _workRequired = 400;
- or something, then the game divides that time
with the build phases. It is not evenly distributed
I guess Luke had something in mind.

I have seen 3, never 4 build

Do a test - just a cube or something -
build01 green, 02 red, 03 blue, 04 yellow
then you can see what happens.
Set workRequired  = 100
and you should see percentage of the builds.

Fantastic building, it will dominate the town.
Sad we cant look inside  :(

Title: Re: Work In Progress: DS Storage
Post by: kid1293 on June 20, 2016, 08:31:04 AM
It seems like:
Build01  0%
Build02 33%
Build03 66%
Mesh   100%
Haven't tested with four.
Title: Re: Work In Progress: DS Storage
Post by: RedKetchup on June 20, 2016, 12:25:27 PM
0% = build01 = always when the materials have been put on the building site.
100% = mesh = always when building is complete.

0.1%-99.9% = build02,build03,build04,build05,build06,build07,build08,build09.....
you can put as many you want (even 10-12 step)....
the only thing is your .fbx will be bigger (a 3d design for build01, a 3d design for build02, a 3d design for build03, a 3d design for build04, a 3d design for build05... and so on)

the game count 100% divided by the number of builds in your template
Title: Re: Work In Progress: DS Storage
Post by: kid1293 on June 20, 2016, 02:41:20 PM
Thanks! @RedKetchup
Really useful.
So with enough build stages you get a cinema? :)
Title: Re: Work In Progress: DS Storage
Post by: Discrepancy on June 20, 2016, 03:14:47 PM
awesome, thanks for that insight and information.

Yes I have tested with 4 builds and it worked fine. I just need to find textures I'm happy with.

I may increase my build number up to 6 I think - there is a rather nice oak frame to this building (under the roof). Even with all those builds, this model still won't be as big (poly count) as the apiary example, so it shouldn't be too demanding. Also it is so large, it isn't something you would build a lot of.

QuoteSo with enough build stages you get a cinema? :)

you've got me thinking now!
Title: Re: Work In Progress: DS Storage
Post by: kid1293 on June 20, 2016, 03:26:25 PM
Quote
Quote
So with enough build stages you get a cinema? :)

you've got me thinking now!

Hope I didn't mess something up!  ;D
Title: Re: Work In Progress: DS Storage
Post by: Herrbear on June 21, 2016, 10:06:13 PM
Very nice looking shack and integration with kid1293 mod.  Thank you.
Title: Re: Work In Progress: DS Storage
Post by: Discrepancy on June 26, 2016, 02:46:05 AM
Well I've been able to spend some time today trying again at texturing the Town Tithe Barn. I'm still not happy with it. Still don't particularly like the stone or the roof textures, too blurry and not matching.
Anyway a sneak peak ... you don't get to see the 12 build stages yet/or the version with the doors open either.

(http://i.imgur.com/z996EJJ.jpg)
As you can see it is a very large building.
(http://i.imgur.com/M1yvYAG.jpg)
I have to redo the AO image as it is causing issues with strange shadows and snow in winter.
I'll also up the image to 2048pix from 1024 to have better looking textures, it is a large canvas in game.
(http://i.imgur.com/vRfJ7CJ.jpg)
(http://i.imgur.com/ASIIz7a.jpg)
Thoughts on stone / roof textures? or about the barn in general?
Title: Re: Work In Progress: DS Storage
Post by: Tom Sawyer on June 26, 2016, 03:25:23 AM
What I can see in the pictures looks very good. I like your stone wall texture. Looks medieval and somehow gloomy. The lantern is great. I would make it a bit smaller and hang lower. So that anyone can use it.

If the texture is too blurry try to use a sharp painting filter before you enlarge the image. I use selective sharp painting with about 50% for the most textures. I have a german version of CS3. Can not explain the right way with your photoshop. The wall is not too blurry, the roof maybe.

To me it looks like a church. What is a Tithe Barn? And do you have a historical model for the building?
Title: Re: Work In Progress: DS Storage
Post by: Discrepancy on June 26, 2016, 03:55:12 AM
from wikipedia:

'A tithe barn was a type of barn used in much of northern Europe in the Middle Ages for storing rents and tithes — one tenth of a farm's produce which was given to the Church.'
https://en.wikipedia.org/wiki/Tithe_barn (https://en.wikipedia.org/wiki/Tithe_barn)

i took inspiration from:

(http://www.britishlistedbuildings.co.uk/images/buildings/en/134/134915-29133-800.jpg)

lots more you'll find with a google image search for 'Tithe Barn'.


You are right about the lantern. That was a late addition, I felt the walls needed something to break it up a bit, It does need to go lower and be smaller. while in blender I keep forgetting how big this model actually is in game. I thought the wagon would be too big, but by judging it next to the cows it looks about right.

Thanks for your feedback :)
Title: Re: Work In Progress: DS Storage
Post by: Discrepancy on June 28, 2016, 11:13:59 AM
So I've been working on another barn,

this one is an upgrade-able barn (it can be upgraded to the larger barn behind in the shot below):

(http://i.imgur.com/WLupS7b.jpg)


I've been spending a bit more time making the 'build' models more interesting,

there are 8 build models for each, so 16 all together, 18 models including the finished versions.

(http://i.imgur.com/Ne6KNsL.jpg)

As you can see, the upgrade building 'build01' starts off by including a large portion of what was the original Town Barn:

(http://i.imgur.com/UhQ23YG.jpg)

I'll show more pictures tomorrow, minor adjustments still need to be made with a few textures, and sprites to be done and then that is another barn completed :)

.. time for sleep.
Title: Re: Work In Progress: DS Storage
Post by: Tom Sawyer on June 28, 2016, 01:38:34 PM
Lol you are the master of building stages. Interesting that you implement the idea with the upgrade. I tried it with the cottage to build the porches as an upgrade. But it does not work. The build01 of the next house will only be shown after the spawned materials of the demolished house are removed and the new materials are delivered. So I canceled it. Maybe in case of your barn this effect is more acceptable.
Title: Re: Work In Progress: DS Storage
Post by: Gatherer on June 28, 2016, 02:16:48 PM
Very nice. I am always on the prowl for some new barn designs.
Title: Re: Work In Progress: DS Storage
Post by: Discrepancy on June 29, 2016, 05:22:31 AM
Here are some pictures of the build stages to the barn I showed earlier.

I've called it a Tudor Town Barn,

Build-able from the toolbar menu:
capacity 6000

(http://i.imgur.com/gwt1K6m.jpg)

This barn can then be rebuilt and upgraded for added storage:
10000 capacity

(http://i.imgur.com/ugi8luN.jpg)

... and in the works is a third level upgrade...
because we all know what happens to old barns when they out live their lives as barns? ... they get converted into a house.

I'm still experimenting with textures. I've now got the roof too dark. I'd also like to lighten the wood a bit. Plus you can see the AO image is wrong as the 'snow' is thinning out near the eves when it really needs to get thicker.

:)

all the larger pictures are here:

Tudor Town Barn
build01 view1 (http://imgur.com/Fbgi3Bq.jpg) | build01 view2 (http://imgur.com/12I1AWt.jpg)
build02 view1 (http://imgur.com/tvtxfmX.jpg) | build02 view2 (http://imgur.com/rKMlIZW.jpg)
build03 view1 (http://imgur.com/aadrLNS.jpg) | build03 view2 (http://imgur.com/g3Y6XTX.jpg)
build04 view1 (http://imgur.com/aQi4LyY.jpg) | build04 view2 (http://imgur.com/YDIVz3L.jpg)
build05 view1 (http://imgur.com/LaPWykr.jpg) | build05 view2 (http://imgur.com/rvaBPv3.jpg)
build06 view1 (http://imgur.com/HIwXfdb.jpg) | build06 view2 (http://imgur.com/1eN7Bw4.jpg)
build07 view1 (http://imgur.com/eSkuA7J.jpg) | build07 view2 (http://imgur.com/bLLEvTr.jpg)
build08 view1 (http://imgur.com/ZST8cES.jpg) | build08 view2 (http://imgur.com/qgoYZr8.jpg)
Completed view1 (http://imgur.com/BVgRVoh.jpg) | Completed view2 (http://imgur.com/JINB5EA.jpg)

Tudor Town Barn +
build01 view1 (http://imgur.com/8q77ryE.jpg) | build01 view2 (http://imgur.com/pEzX62W.jpg)
build02 view1 (http://imgur.com/IpkUmNj.jpg) | build02 view2 (http://i.imgur.com/kEVCGcg.jpg)
build03 view1 (http://imgur.com/3ScZ6an.jpg) | build03 view2 (http://i.imgur.com/RA2itA3.jpg)
build04 view1 (http://i.imgur.com/uhDTqZ4.jpg) | build04 view2 (http://i.imgur.com/kHp0ESO.jpg)
build05 view1 (http://i.imgur.com/RiE4ioq.jpg) | build05 view2 (http://i.imgur.com/4CTFPx8.jpg)
build06 view1 (http://i.imgur.com/ZHGORr7.jpg) | build06 view2 (http://i.imgur.com/2A3TB3v.jpg)
build07 view1 (http://i.imgur.com/b6Iuh9p.jpg) | build07 view2 (http://i.imgur.com/89r3tx1.jpg)
build08 view1 (http://i.imgur.com/CyX18eI.jpg) | build08 view2 (http://i.imgur.com/F6RfPrh.jpg)
Completed view1 (http://i.imgur.com/6QmFs5f.jpg) | Completed view2 (http://i.imgur.com/J5LXZtD.jpg)
Title: Re: Work In Progress: DS Storage
Post by: liberty152 on June 29, 2016, 07:09:16 AM
when can we download?
Title: Re: Work In Progress: DS Storage
Post by: Gordon Dry on June 29, 2016, 09:16:01 AM
Very nice.

So you are the trend setter, from now on a minimum of 8 build steps is hot.
Title: Re: Work In Progress: DS Storage
Post by: Tilleen on June 29, 2016, 02:43:12 PM
Quote from: Discrepancy on June 29, 2016, 05:22:31 AM

... and in the works is a third level upgrade...
because we all know what happens to old barns when they out live their lives as barns? ... they get converted into a house.

Actually in my experience they get converted into a model train room. :-)

Title: Re: Work In Progress: DS Storage
Post by: Discrepancy on June 29, 2016, 11:48:16 PM
Quote from: liberty152 on June 29, 2016, 07:09:16 AM
when can we download?

This I'm not sure about, I haven't set myself a deadline as of yet.
I started today to put together an outline of what I want to include in the mod as a minimum for a version 1 release, I am still a way off.

Everything still needs a lot of work, I have been jumping ship too often and doing other things in between... but then again considering where I was 1 month ago I don't think I'm going too bad.

I still have to learn more about texturing and optimizing the usage of textures. I'm trying to put too much onto one texture file, whereas because I'm making many different models in the one mod, I should be sharing texture images across models...

In regards to the question though, I may just generally keep releasing a few beta builds of the mod, though they won't have everything in them. Otherwise I might just send some of you links to do beta tests.

And in that regards, one thing I want to do tests on is the games handling of these models with many build #'s... for now I have put them all in one fbx.
for example, the completed Tudor Town Barn and its 8 build stages are on one .fbx (file size is 256kb, and the complete face count is 4,980 - this is still less than the apiary example and only two build stages), and then the upgrade is on another.
But for the Town Tithe Barn which I'm thinking of increasing the build numbers, I'm thinking it may be beneficial to have the builds on a separate .fbx file?
With that barn the builds have hugely more face counts than the finished version(I delete a lot of the framework for the final build as it isn't seen).

Quote from: Gordon Dry on June 29, 2016, 09:16:01 AM
So you are the trend setter, from now on a minimum of 8 build steps is hot.

Haha, well not all of mine will have that many :) only some...

It is funny, because I started building the builds for this barn only expecting to have 4 of them, but because I go backwards in producing them I soon found that by building the second(what is build 7), there would still need to be many, many more.

Quote from: Tilleen on June 29, 2016, 02:43:12 PM
Actually in my experience they get converted into a model train room. :-)

:) I've always wanted a model train and matching landscape. I'll just have to settle for banished landscape and RedKetchup's Choo Choo mod.
Title: Re: Work In Progress: DS Storage
Post by: Herrbear on July 05, 2016, 04:17:44 PM
Making great progress.
Title: Re: Work In Progress: DS Storage
Post by: Kimbolton on July 05, 2016, 07:52:07 PM
This looks really good. I especially like the Tithe barn.

I appreciate all the work you are doing on this. Thank you. :)
Title: Re: Work In Progress: DS Storage
Post by: Tilleen on July 05, 2016, 10:21:55 PM
Quote from: Discrepancy on June 29, 2016, 11:48:16 PM

:) I've always wanted a model train and matching landscape. I'll just have to settle for banished landscape and RedKetchup's Choo Choo mod.

Never too late for Model trains! Also you could go with the many Virtual train simulators.
Title: Re: Work In Progress: DS Storage
Post by: Discrepancy on July 10, 2016, 04:43:38 AM
I'm not sure how much time I'll be able to spend in the next month or so on modding, so I thought I would just release a new beta version of DS Storage with everything that is complete or semi complete and usable in game.

what's new?

- 'Tudor Town Barn' (capacity 6000), upgrades to 'Tudor Town Barn +' (capacity 10000), this can then upgrade to 'Tudor Old Barn Home' a home for up to 6 occupants.
- F-key variant to the Small Cellar02 (now called 'Small angled Cellar'), and model and texture alterations. (capacity 3000)
- 2 x F-key variant, single tile 'Cellar Entrance' (capacity 1000)
- 'Vegetable Field Cellar' 2x2 (capacity 3000)
- 'Town Tithe Barn' as in previous pictures

** still a work in progress
No part is 100% complete, but should all be usable in game.

Download: DSStorage_Beta4 (https://drive.google.com/open?id=0B0D37rA1CD9BanhocGlKZFlpTEU)
Title: Re: Work In Progress: DS Storage
Post by: Kimbolton on July 14, 2016, 12:57:44 PM

Hi Discrepancy,

I just played with this last night. Everything looks great to me. I need to do some more building and upgrading but I really like what I see.

Thank you very much. :) 
Title: Re: Work In Progress: DS Storage
Post by: TheOtherMicheal on October 27, 2016, 09:57:15 PM
Hi Discrepancy,
I know this is months old but I installed your storage mod yesterday and have been playing with it this morning. Like Kimbolton said, everything looks & works great and I am really liking the models you have made.
I was wondering though if you had any plans for making more buildings like the Viking Stock Vault?

I like the idea of turf & stone structures as the first buildings for a new settlement. Once the town has enough population they can start to build wooden houses, then stone houses and so on but I like the idea that they first start off making turf & stone huts, long houses etc. etc.
So yeah, if you have any plans to do turf houses, I'd definitely use them!  ;D
Title: Re: Work In Progress: DS Storage
Post by: elemental on October 27, 2016, 11:19:56 PM
Superbarn is my favourite barn. It looks great, it's huge, and as an added bones the different stages in the build process are done so well.  :)