World of Banished

Conversations => Suggestions and Mod Ideas => Topic started by: The Pilgrim on July 09, 2017, 03:38:33 PM

Title: New England Colonial Houses
Post by: The Pilgrim on July 09, 2017, 03:38:33 PM
I need help!!
As some of you know the CC community is shrinking, and Shock and Kral have all but disappeared.
This has left the New England Colonial Mod in the lurch. I had merged it with CC on the promise that it would be regularly updated, but alas that does not appear likely any time soon. Here in lies the problem...
I have the files for the models and textures, but not the coding to package them together or to make them a playable mod. I have requested the files, but no one has been around to respond. Therefore, I am taking the models and textures (they are mine not CC's as I purchased them from BL), and need someone to help me reconstruct the rest.
I am really disheartened that it went this way, as I was looking forward to working with the BL team more.
Thanks guys
Title: Re: New England Colonial Houses
Post by: embx61 on July 09, 2017, 03:41:16 PM
Just zip the files up and upload them somewhere, send me the link and I take a look. :)

Are it just houses?

Yeah, it looks like Black Liquid is falling apart :(

Last I read that Shock was in the Hospital and kralyerg is not active anymore for several months.


Title: Re: New England Colonial Houses
Post by: The Pilgrim on July 09, 2017, 03:43:45 PM
For right now it is just the houses. I'll pm you with the details shortly.
Title: Re: New England Colonial Houses
Post by: embx61 on July 09, 2017, 03:45:15 PM
Will do @The Pilgrim

Title: Re: New England Colonial Houses
Post by: RedKetchup on July 09, 2017, 04:01:14 PM
for sure you will find help here @The Pilgrim  ;)
Title: Re: New England Colonial Houses
Post by: embx61 on July 09, 2017, 04:17:28 PM
It seems to be only houses so it going to be easy as not a bunch of raw materials.rsc links to do.

I am modelling so much I need to do some coding anyway to keep my mind sane. :)
Title: Re: New England Colonial Houses
Post by: The Pilgrim on July 09, 2017, 04:27:25 PM
The only raw materials I am using are logs, stone, glass and lumber.
Title: Re: New England Colonial Houses
Post by: embx61 on July 09, 2017, 04:32:51 PM
Okay, no problem :)

Is there any mod out there what has lumber besides CC?

Glass I have in a production chain but no lumber.

Of course the trader can always bring it in but a chain would be nice.

If not people will need CC to create lumber in a chain themselves.
Title: Re: New England Colonial Houses
Post by: The Pilgrim on July 09, 2017, 04:36:47 PM
Maritimes and the North both have lumber.
Title: Re: New England Colonial Houses
Post by: embx61 on July 09, 2017, 04:37:58 PM
Ah Okay, those mods are not as huge as CC so playable for players with some older computers :)
Title: Re: New England Colonial Houses
Post by: brads3 on July 09, 2017, 04:56:55 PM
i think i have your original file. would you like it back,sir?dared 12/27/2016.i wondered about the expansion project ideas.last i heard shockpuppet was out of the hospital and recovering. that has been several months ago.
Title: Re: New England Colonial Houses
Post by: The Pilgrim on July 09, 2017, 05:18:08 PM
@brads3
can the pkm be opened and extracted?
Title: Re: New England Colonial Houses
Post by: embx61 on July 09, 2017, 05:19:40 PM
No. PKM's cannot be extracted.
Title: Re: New England Colonial Houses
Post by: brads3 on July 09, 2017, 05:24:42 PM
i tried. that is pilgrims original files before they were added into CC.he made that last christmas.at least it gives the look of the houses.
Title: Re: New England Colonial Houses
Post by: embx61 on July 09, 2017, 05:38:47 PM
Okay I got the files.

The fbx loaded into max and I could make a save so all good there. :)

It will be three sets 2x3, 2x4, and 3x5 and then some addon pieces what can be placed against the 3x4 and the 3x5 houses.

My guess is also that it uses upgrades?

Title: Re: New England Colonial Houses
Post by: brads3 on July 09, 2017, 05:45:00 PM
i see mills and icehouses and many new things in our future.:) :D
Title: Re: New England Colonial Houses
Post by: The Pilgrim on July 09, 2017, 05:52:38 PM
I see those as well, but I need to get the base of the mod put back together. But if you'd like to help I would be more than happy to have you.
Title: Re: New England Colonial Houses
Post by: brads3 on July 09, 2017, 06:46:23 PM
i know enough to screw you up more than help.
Title: Re: New England Colonial Houses
Post by: embx61 on July 10, 2017, 02:05:41 AM
Okay.

Have the 4 sets separated in 4 Max Files.

named: NCH3x5, NCH3x4, NCH2x4, and NCHLeanto.

The sets need optimizing as lots of poly's can be saved by optimizing.
Each house is about 2000 poly's. This can be brought down by about 500 each house by getting rid of the double walls and make them planes instead.
Lots of faces what can be deleted as they are never in view.

Welding can be done too to save on verts.

The windows have a grid like form and all the inside faces and most faces of end of the frames can be deleted as they are never in view and are just wasted poly's.

Okay.
Yikes, 7 materials for 1 house?

This way is only good if the textures are reused a lot in other parts of the mod or other mods.
Other wise it is better to combine them into 1 or 2 textures to save on draw calls.

The textures are a bit a mess as the names in the fbx do not match the names of the textures you send me.
I have textures named door1 but the material says BLTDoor. CCDoor1, etc.

I don't know why because the way it is the compiler should complain about the names and should not compile.
So I need to know which textures need to go on what part and rename them so the compiler accepts them.

Textures can be optimized too. Some roof textures with some slates on them are 1024x1024.
This can easily brought down to 512x512 as I do this all the time without any loss of resolution.

I mostly combine textures into one giant 2048x2048. If I am in the final stages and all is UV mapped I rescale the texture to 1024x1024 and it still looks all the same.

One 3x5 house have at the moment 1966 poly's

I am going to optimize that house and see what I can save :)

Report back some later.
Title: Re: New England Colonial Houses
Post by: embx61 on July 10, 2017, 03:38:42 AM
By just deleting faces not in view I saved over 500 poly's.

In the picture you can see I deleted al the inside faces of the windows. I deleted all the end caps from the inside parts as well.
There was also add the bottom and top of the walls a bunch of faces what could be deleted as they served no purpose at all.

My guess is that when they deleted the inside of the wall they never deleted the bottom and top parts of that box.

Because of all the window holes you see all the lines so a whole bunch of squares are to be seen. each square is two poly's as the game engines only can use triangles.

That whole horizontal second line from the bottom up is not needed. and all those vertices should be add together and welded.

That crews however the texture mapping up so I leave that as it is .
But with getting rid of that bottom wall horizontal line and do some welding another 100 to 200 poly's can be saved.

so from 1966 to now 1423 saves 543 poly's and more is possible but I will leave that as to not screw the UV mapping up.
25% savings by just deleting faces is not bad. :)

(http://worldofbanished.com/gallery/474_10_07_17_3_22_55.jpeg)

Title: Re: New England Colonial Houses
Post by: The Pilgrim on July 10, 2017, 04:53:08 AM
You are awesome. Ignore the texture assignments that were there. The files I renamed for simplicity with reassigning them. I'll go through the files and get you all the instructions we need when I get home from work this afternoon.
Title: Re: New England Colonial Houses
Post by: embx61 on July 10, 2017, 05:42:15 AM
Okay, I await the instructions :)
Title: Re: New England Colonial Houses
Post by: embx61 on July 11, 2017, 11:31:12 AM
Any idea what texture goes underneath the door?

So the new era variants only the wall textures change to 3 colors if I am correct?

It take a bit of time (Working in between my Village set and this) but we get it to work.

EDIT: There are no 4 variations but 3. The house on the picture what sits by itself (Named C) is the same as the first house front row and not finished at all.
So I guess it going to be Variants A and B.

Whoever worked on this just decided a 2 set with 3 variants for the big 3x5 houses or never finished it.

If I use the same roof texture on some the scale is completely off so I guess it needed a different roof texture(s) on some houses as seen in the picture?

(http://worldofbanished.com/gallery/474_11_07_17_12_14_14.jpeg)
Title: Re: New England Colonial Houses
Post by: brads3 on July 11, 2017, 01:10:16 PM
this might help.
Title: Re: New England Colonial Houses
Post by: embx61 on July 11, 2017, 01:10:58 PM
Thanks brads :)
Title: Re: New England Colonial Houses
Post by: brads3 on July 11, 2017, 01:13:31 PM
10 sets of 3 except the garrison and hoxie. plus 3 sets of 3 additions.
Title: Re: New England Colonial Houses
Post by: brads3 on July 11, 2017, 01:16:20 PM
i gave you a middle and a higher for the build requirements. the 1st 3 houses don't require lumber. the additions all require lumber.this is based on the upgraded to CC set. i didn't put the original file back into the winData.
Title: Re: New England Colonial Houses
Post by: brads3 on July 11, 2017, 01:21:28 PM
still shake my head at you redoing this set. with the file i had,you could have used it . i understand we couldn't expand it without having 2 different mods. it would have been fine too save the work though.of course i trust you all. maybe you can use the ao or what and make the file smaller.
Title: Re: New England Colonial Houses
Post by: embx61 on July 11, 2017, 01:35:29 PM
I did not know it was a set by itself and thought that it was integrated with CC.

Because the state of Black liquid with several of their key modders MIA Pilgrim wanted it out of CC as a stand alone mod.

Now I understand there is all ready a stand alone PKM for it but he is still missing the sources though as BL has them and he gets no answer to his request for the source code.

So now to make the sets as a stand alone Mod and redo the source code so it is usable for maybe future updates.

Title: Re: New England Colonial Houses
Post by: brads3 on July 11, 2017, 01:47:02 PM
yea,PILGRIM made it last christmas. the file i sent is the original before it was added into CC.i found it in my backup files. to bad we can't reverse engineer them. some things might be helpful.
Title: Re: New England Colonial Houses
Post by: The Pilgrim on July 11, 2017, 02:09:35 PM
If there needs to be a model for each variant just make a copy of it. (I'm hoping it's as easy as it sounds). The CC version and the standalone are identical and neither was ever updated which is why we are where we are.
As far as under the door, please use the stone texture
Title: Re: New England Colonial Houses
Post by: The Pilgrim on July 11, 2017, 02:12:33 PM
Also, please don't go by the building requirements from the previous version as it was among the stuff that was supposed to be updated.
BTW @embx61 your texturing work so far looks amazing. Thank you.
Title: Re: New England Colonial Houses
Post by: embx61 on July 11, 2017, 02:12:55 PM
The PKM cannot be extracted.

On one hand that is a good thing other wise everyone could extract the PKM's made by the modders and release it as their own with no credit given.

I don't mind sharing my sources with several other modders but I am not want them be in the open so everyone can grab them and make it their own. :)

Most modders here share their sources on a special hidden part on WoB. :)

Title: Re: New England Colonial Houses
Post by: embx61 on July 11, 2017, 02:17:48 PM
I do not do the texturing :)

That was done by the person who created them (Shock?)

The materials are still in the FBX so I have to just attach the right texture to the right material and look if it looks right.

The pictures posted by brads are very helpful.

I work on this between my other modding stuff so it can take a fair bit but it should be all done in this month. (cross fingers) :)

If I get all the textures right I will do the coding.

It will then be four FBX files instead of the big one so it can always be split up if needed.

Title: Re: New England Colonial Houses
Post by: The Pilgrim on July 11, 2017, 02:20:02 PM
Nice, will it be doable to add the additional siding textures?
Also, very minor thing, the early period texture theme should not have any trim assigned
Title: Re: New England Colonial Houses
Post by: embx61 on July 11, 2017, 02:24:44 PM
Sure extra variants will be doable.

But let first get this all working and then if it all works I can add more variants otherwise I get overwhelmed.

So if I understand it right the earlier period don't have the white trim?

I am now working only on the 3x5 set. I do set by set with the textures.



Title: Re: New England Colonial Houses
Post by: The Pilgrim on July 11, 2017, 02:26:02 PM
That sounds like a great way to do it.
Title: Re: New England Colonial Houses
Post by: embx61 on July 12, 2017, 01:02:23 AM
By looking at brads pictures again do I see it right that some small houses have roof singles on the walls?

At least I understand why there are about 5 roof textures as I could not figure it out :)

I shall download that PKM brads put here so I can see in the game how it is all setup.

It does not need CC to work, correct?
Title: Re: New England Colonial Houses
Post by: embx61 on July 12, 2017, 01:13:20 AM
Okay, it does not need CC to work :)

I get the PKM loaded in my save so this makes it way easier to figure the texturing and the names of the houses out by seeing them in the Bannies world.

The Icons I need too. I shall see if I can find the matching Icons in the sprites from CC kral made public a while ago.
Hopefully they are included as I suck with creating Icons and mostly shamelessly steal them from another modder if they have some what fits  :P

Title: Re: New England Colonial Houses
Post by: The Pilgrim on July 12, 2017, 05:03:54 AM
The textures marked gray shingle and brown shingles are the siding for the early period texture theme.
Title: Re: New England Colonial Houses
Post by: embx61 on July 12, 2017, 02:00:42 PM
What I see in the game and in the FBX are two houses what have the singles and the gray siding what is used as the trim. Hosty and Governers House with also using different windows.
Those houses are both by them selves.

Everything else uses red, white and dark brown siding with 3 different roof textures, white trim, and glass windows, brick chimneys (Except for three houses what have stone as chimney)

I also miss a door texture. If I compare in the game I see a texture I don't have (See Screen shot)

I think I have all the textures assigned to all the sets besides the missing door texture.

Sadly the Icons are not in the set Kral put out in public.

(http://worldofbanished.com/gallery/474_12_07_17_2_00_07.jpeg)
Title: Re: New England Colonial Houses
Post by: The Pilgrim on July 12, 2017, 02:14:49 PM
I wish the icons were there too.
But please remember, what is in the fbx and what is in game from the original is what was never updated and corrected.
Title: Re: New England Colonial Houses
Post by: embx61 on July 12, 2017, 02:32:47 PM
I see if I can find a door texture in my files what matches and replace the one what just don't look right.

I do first what is in the fbx whatever it is at the moment.

So 4 sets: 2x3, 2x4. and 3x5, Lean to.

As I said, I don't see any earlier period houses except the two stand alone ones which have a different texture set assigned to them.

If it compiles and run in the game without bugs we can later add some stuff to it.

I see some ESS (Whatever that is) in the CC Icon set and going to use those as I suck with making Icons.


Title: Re: New England Colonial Houses
Post by: AzemOcram on July 12, 2017, 06:04:59 PM
I have the door texture, I can give it to you tonight or tomorrow.
Title: Re: New England Colonial Houses
Post by: embx61 on July 12, 2017, 06:29:14 PM
Quote from: AzemOcram on July 12, 2017, 06:04:59 PM
I have the door texture, I can give it to you tonight or tomorrow.

Awesome thanks :)
Title: Re: New England Colonial Houses
Post by: AzemOcram on July 13, 2017, 06:58:24 PM
Here is the door texture.

Sorry I didn't get this to you earlier!
Title: Re: New England Colonial Houses
Post by: embx61 on July 13, 2017, 07:02:48 PM
No problem @AzemOcram

Thanks a lot :)
Title: Re: New England Colonial Houses
Post by: embx61 on July 13, 2017, 07:18:02 PM
Made good progress with creating the source files.

@Pilgrim

I send you a link to download the string table so you can edit the text strings to give the proper names for the buildings.
Don't change the String _name part of the string table just the String text entries.
       { String _name = "NECLeanTo1x2"; String _text = "Lean To 1x2"; }
{ String _name = "NECLeanTo1x2Lwr"; String _text = "lean to 1x2"; }
{ String _name = "NECLeanTo1x2Tip"; String _text = "Lean To 1x2"; }

If done send it back.

Download (https://drive.google.com/file/d/0B1Pi5G-4I06jb0h0Y25uN2N0bTQ/view?usp=sharing)

Title: Re: New England Colonial Houses
Post by: The Pilgrim on July 14, 2017, 06:31:02 PM
I am not sure which house is which.  It only says 3x4A etc.  I'm not sure how that matches to the models.
Title: Re: New England Colonial Houses
Post by: embx61 on July 14, 2017, 06:57:59 PM
Ah Okay.

I load the PKM from brads3 in the game and write the names down from that toolbar so I can edit them in the string table.


Title: Re: New England Colonial Houses
Post by: The Pilgrim on July 14, 2017, 07:03:01 PM
Ok. Thank you. I got really confused looking at it.
Title: Re: New England Colonial Houses
Post by: brads3 on July 14, 2017, 07:05:31 PM
how did jerry lweis say that" i shoulda learned how to cook.... i mean make mods.LOL

smallest to largest<left to right>

cape house [z]  note door center,half cape
Title: Re: New England Colonial Houses
Post by: brads3 on July 14, 2017, 07:05:53 PM
 :P
Title: Re: New England Colonial Houses
Post by: embx61 on July 14, 2017, 07:24:01 PM
Thanks brads.

All I have to do is add the rawmaterial lumber to the set, do all the naming of the several buildings in the string table and assign the build requirements.

I can look those up by loading the PKM you provided.

As I don't have the meshes for lumber it needs another mod to create lumber or the player have to wait for a trader.

But it is almost done.
Title: Re: New England Colonial Houses
Post by: The Pilgrim on July 18, 2017, 11:00:26 AM
@embx61   I am up in the mountains visiting family and have sketchy internet at best. I will get back to you as soon as I can have a stable connection. It may be a few days.
Title: Re: New England Colonial Houses
Post by: The Pilgrim on July 22, 2017, 05:37:36 AM
I wanted to give everyone an update on the New England mod. The original files have been completely restored thanks to @embx61. As they are nearly identical to the already available stand alone, I will not be posting that file for download.
That being said the awesome EB is doing the upgrade to the housing that I was looking for, a few new variants, 2 updated models, and a new naming and building requirement scheme. I will need a little help from someone who is good at making icons, please pm me if you are interested.
The next step after release of the Houses mod will be the beginning of the first expansion of the mod adding some small businesses (woodcutter, blacksmith, ect) to be built as additions to the houses as well as a church/town hall (they were one and the same in Colonial New England and called a meetinghouse). A big thanks to @kid1293  who shared a model with me that will be the basis for the new additions, and to @RedKetchup who has graciously shared his new iron ore with me.
Can't wait to get moving forward.
Title: Re: New England Colonial Houses
Post by: RedKetchup on July 22, 2017, 06:35:44 AM
Quote from: The Pilgrim on July 22, 2017, 05:37:36 AM
and to @RedKetchup who has graciously shared his new iron ore with me.

np, it is posted in The Laboratory :)
EB just has to take it there :)
Title: Re: New England Colonial Houses
Post by: embx61 on July 22, 2017, 06:45:18 AM
I send the PKM and the sources to The Pilgrim as I first wanted to see if all was okay with him before releasing.

Good I did that as it need some changes and indeed some Icons as apparently BL never updated the mod as Pilgrim wanted it to be.

I hope to get the changes done in about a week as I am also busy with other stuff and work from one thing to another.
At least I not get bored by changing from one mod to the other. :)

Yeah, that Iron look awesome. I bet you I can make use of that when I am ready to replace the Vanilla production buildings so the blacksmith can make Iron out of Iron Ore what is realistic too instead of picking up Iron Bars from the ground :)


Title: Re: New England Colonial Houses
Post by: The Pilgrim on July 22, 2017, 06:47:41 AM
I am so glad that this community is still strong and vibrant and willing to help each other out.
Title: Re: New England Colonial Houses
Post by: embx61 on July 22, 2017, 06:49:12 AM
Glad I can help The Pilgrim and I hope you find someone who can make the Icons as I suck with that department and mostly steal them from another modder :)

Title: Re: New England Colonial Houses
Post by: RedKetchup on July 22, 2017, 06:52:24 AM
Quote from: embx61 on July 22, 2017, 06:45:18 AM

Yeah, that Iron look awesome. I bet you I can make use of that when I am ready to replace the Vanilla production buildings so the blacksmith can make Iron out of Iron Ore what is realistic too instead of picking up Iron Bars from the ground :)

you ll find a copy already inside of the vanilla ToolMaker.rsc (modified by me for making iron with iron ore) :)
edit : of course i made it so it can make all the tools... but just delete the other extra tools if you dont want them ie. wooden stone carbon.
Title: Re: New England Colonial Houses
Post by: embx61 on July 22, 2017, 08:35:30 AM
Have the 2x4 done

2 variants old and 4 variants new.

Many textures of the walls and roof are not scaled right and I had to rescale them to look right.
Not a big deal though.

I have to see if I can make 1 variant 2x3 out of the middle 2x4 set

(http://worldofbanished.com/gallery/474_22_07_17_8_16_58.jpeg)
Title: Re: New England Colonial Houses
Post by: The Pilgrim on July 22, 2017, 08:54:27 AM
They look great. The 2x3 should replace the middle set.
Title: Re: New England Colonial Houses
Post by: embx61 on July 22, 2017, 09:49:48 AM
Going to take a little bit because I have to rescale a whole lot of textures.

I changed for example the roofs so they had the same texture and on most of them they were way of.
All the sidings are of too.

But now working on the 3x4 set.

We will get there :)
Title: Re: New England Colonial Houses
Post by: The Pilgrim on July 22, 2017, 10:40:16 AM
Sounds great.
Title: Re: New England Colonial Houses
Post by: embx61 on July 22, 2017, 11:04:51 AM
2x4 done
3x4 done
3x5 done

Working on the lean to 's and still have to make the middle 2x4 into 2x3.

Then the coding for the extra variants and changing some names.

Will be done this weekend :)

Title: Re: New England Colonial Houses
Post by: The Pilgrim on July 22, 2017, 12:30:22 PM
Sweet!!
Title: Re: New England Colonial Houses
Post by: The Pilgrim on July 22, 2017, 12:31:30 PM
I'll send you the build requirements shortly.