what you think of this one ? ^^
Is that a new model for a stone house? I like it! :)
Except for the chimney. It has a too industrial look about it. Too 'fat', and don't think those features on the top fit given the design of the other chimneys in the game. Other than that it looks marvellous.
Have you made this yourself? Incredible work. Luke should hire you ;)
Edit: Perhaps reduce the beam-ends on the top of the roof too. They look a little dominant.
everything you said can be made :)
The half-timbered house is beautiful! Will it be considered wooden, or as stone?
Have to agree with
@Pangaea about the chimney cap, it's a bit out of place (although very nicely modeled) :)
Have to agree also with what was said about the chimney, but otherwise like what you've made. Maybe the half-timbered house could be an intermediate model between wood and stone houses, as far as how much firewood they use, the resources required to build, etc...
about mats to build and firewood ?
planing to make it between the wood and stone ? in middle of it or at 2/3 toward stone as efficiency.
the chimney i can take it out and finish it like those in the game :)
These are beautiful1 I fall more and more in love with
@RedKetchup every day! ;D
hehe
@Bobbi :)
looks like i ll need to rebuild completly the chimney, it is an empty block Inside , not 4x walls :( and in game it glich graphictly.
You could just remove the cap on top and leave it fat, it would lose the "industrial" look
thats what i did but it gliches in game cause it s not made of 4 cubes. just 1 big one empty
:D
These houses look so nice. Another high of your developments!
Maybe the color is a bit strong, that reddish-color on the roof specially. Could you make a sample a bit "paler", just to see how it looks like (am not sure that it would be better)
But we need color! Is not bright red like some lego houses I could mention.... ;D
Fachwerk houses! Oh, yes! For authenticity you might want the timbers a bit darker (they were traditionally painted with oxblood, though nowadays people use all sorts of colors). I's see these as sitting between log houses and stone houses in terms of materials required and benefits offered.
Tile roofs are good. Any thought to thatched roofs?
I'm just full of ideas for other people to implement. ::)
Myself, I am looking for white-or-cream colored stuccoed houses with red tile roofs, for my Mediterranean climate. I suppose half-timbered with stucco could work.
Quote from: Bobbi on September 26, 2014, 05:17:43 AM
But we need color! Is not bright red like some lego houses I could mention.... ;D
Sorry, can´t help it, I am Scandinavian and we like it a bit more minimalistic, simple and clean as you people from the other side of the big ocean or those from southern Europe. ;)
yes thats easy to change the picture pixels of (http://worldofbanished.com/gallery/37_26_09_14_12_24_49.png) and make it look like (http://worldofbanished.com/gallery/37_26_09_14_12_25_46.png)
more brownish. or put them blue or green or what ever.
and cause that if i would want to make different models (press "F" key) changing only the color would be way more easy than trying to make full diff models ^^
and i do same for the walls.
Encore, you find the right mix of visual and functional, this looks late medieval or tudor in style which is great. I agree with the above comments, BTW when do you sleep?
i just slept :P from 8am to 2 pm :P
so i modified some .png colors to match this brownish roof ....
and know what ? i LOVE it ! :)
of course i ll need to redo completly the chimney :) but after little chapel is done :)
Excellent work, as always :)
Think I liked the original colour on the roofs better, but it's a bit difficult to judge without seeing loads of them, as we will see in actually played maps. Some of the stone hosues don't look that bad, one by one, but put 20 together and I'm feeling ready to balance on thin ledges high up :D
Is it tricky to fix the missing parts of the chimney?
Originally I thought this house(-es?) could be replacements for the stone houses, as I strongly dislike them, but it's probably better with something in between woodhouse and stonehouse. They could cost less wood than woodhouse and less stone than stonehouse, so a bit more balanced. And be in between in terms of retaining heat as well. If I recall correctly, heating for woodhouses is 60 (of whatever value it was measured in), while stonehouses is 90 (so +50%). Maybe this house could then be 75.
i think redoing the chimney is easier than succeed to make that little window with occupants work ^^ (which strongly resisted me^^)
Now that I see the roofs close up I can see they are not tile (the color fooled me) but wood shingles. I like the darker color better--looks more realistic.
The darker color is better for me too, but I really like the contrast of the chimneys, it's very nice; you do good work
@RedKetchup !
However, removing the grain marks in the png file could turn shingles into tiles.
I'm thinking the chimney could match the stone of the foundation, with the lighter roof shingles and a slightly darker wood for the framing, could give a nice contrast to the building. I think you are right to make it a middle building type, it adds options and will fit well with the existing houses. :)
With this level of technology, the chimney wouldn't have a cap like that, it would rather have simple extensions of the flues, or maybe a simple small roof over the top.
i redid the chimney completly, i had no options if i had to delete these 'pipe' frames.
was not a big deal, i finally found the time to do it :)
the screenshots show you the process and the results. tell me if it s ok :)
Quote from: RedKetchup on September 26, 2014, 09:58:17 PMtell me if it s ok
Looks good, maybe make the 'walls' of the chimney thicker...
and now ?
Yes, that looks better. I was thinking as
@Paeng but I see they are already fatter :) Looks like a glorious house. Is it possible to get a few variants of it too, like with the other houses with F? If that would be too much work, by all means say so. You're producing incredible amounts of work as it is :)
yeah it is possible, of course will take alot of time. the frame of the house isnt any usable to modify and do another model. it s an empty cardboard box. it doesnt have walls like my chimney only what we call here 'a facing'
so i would need to make the other model myself and add the material colors. it is the only model i ve got for an house. i have a stable and a sawmill that goes with, but no other houses.
oh and a barn :)
Great work
@RedKetchup :)
Do you build it from scratch or is it based on a model ?
Quote from: RedKetchup on September 27, 2014, 02:27:03 AMand now?
Yep, that looks better :)
Quote from: RedKetchup on September 27, 2014, 02:56:03 AMit is the only model i ve got for an house
What kind of format(s) does a model need to have, for you to get it into Banished?
mostly .obj
I like the new chimney. Any thought of making it stone color like the other chimneys in the game? Would that mess up the aesthetics or rendering of the house? I'm just thinking that the citizens don't seem to know how to make bricks.
lets see.....
i turned the brick png from red to grey... and that what it gives :)
Yes!
so what i should do with this ? let it like that ?
try to make a bit bigger 5x6 ? 6x4? 7x5 ? and try to get more appart inside for a 2nd family ? or just let it that way and try to make 3-4 models ?
what about the roof ? really better Brown, and dont like to have some colorful deifferent roofs ?
When is your house going to be ready for download, oh evil
@RedKetchup? Probably going to start a new game tonight with new version of dec mod, spotted cows, the new sawmill and new vendor buildings by elf.
you want this house ... like alone like this ?
i just have to put the .zip if you want it like that
oh but... i need to figure out before how to make this 'occupant window' working :P
i forgot that ^^
Quote from: RedKetchup on September 27, 2014, 08:29:53 AM
so what i should do with this ? let it like that ?
try to make a bit bigger 5x6 ? 6x4? 7x5 ? and try to get more appart inside for a 2nd family ? or just let it that way and try to make 3-4 models ?
what about the roof ? really better Brown, and dont like to have some colorful deifferent roofs ?
At this point it would probably work best at the current normal houses size. Once we get to semi-detached (duplexes) and townhouses, then many possibilities are opened. I could see it as a step between wood and stone, so more mats than wood, less than stone; better insulation than wood, less than stone. I like it as it stands, though, of course, as you make more variations I would use them all. I can see a village with a wonderful mixture of houses--all surrounded by fences and trees, of course. ;)
alright. (and we can still think it is occupied by a rich class of the citizens ^^)
but before to release it, i still need to figure out whats going on with this house window. i completly copies the stone house .rsc and with change to the mesh (3d) and mats to build and ... i m getting no housing window. i lost like alot and alot of hours on that and still doesnt work. i find it stupid now how it laughes in my face :P
starting to think i should send the package to
@slink and see if she find something i cant figure out :P
I'll look at the code for stone houses and see if I can figure out how the occupancy window gets made.
Quote from: RedKetchup on September 27, 2014, 10:41:44 AM
alright. (and we can still think it is occupied by a rich class of the citizens ^^)
but before to release it, i still need to figure out whats going on with this house window. i completly copies the stone house .rsc and with change to the mesh (3d) and mats to build and ... i m getting no housing window. i lost like alot and alot of hours on that and still doesnt work. i find it stupid now how it laughes in my face :P
starting to think i should send the package to @slink and see if she find something i cant figure out :P
I see windows on the sides and on the dormers, just not front and back--and with that awesome chimney the back may not need windows.
I was thinking the same thing at first, but I believe he's referring to the resident/inventory information panel. ;)
Quote from: irrelevant on September 27, 2014, 02:06:41 PM
I was thinking the same thing at first, but I believe he's referring to the resident/inventory information panel. ;)
Silly me! :-[
sent you my folder
@slink yeah now a little graphical window on walls :P but the resident/inventory information panel silly ^^
It looks just like imagined it, awesome again. :D
Got it. Look in the template file. Change
int _displayPage = 0; // set to 1 for tab layout
to
int _displayPage = 1; // set to 1 for tab layout
Works fine then. :)
"you want this house ... like alone like this ?"
No, I will be patient. Although it is great just the way it is. It would be great to have four variations just like the other houses.
"what about the roof ? really better Brown, and dont like to have some colorful deifferent roofs ?"
I like it both in red and brown, so whatever the rest of the community thinks.
"try to make a bit bigger 5x6 ? 6x4? 7x5 ? and try to get more appart inside for a 2nd family ? "
I think it looks more like a single occupancy home, but if you want to make it bigger, that's OK too.
Sorry I did not reply earlier, real life intruding again. Those pesky family obligations.
no worries
@Bobbi your feedback is great :)
Thanks alot to
@slink who resolved my problem :) but why stone and wood house have "0" there and it works, and this custom one needs a "1". ........ OH I SEE ! they have "1" too !!!!!!
i guess i didnt slept enough lately ^^ when you dont see something..... it can takes days before it flash in your face ^^ LOL
THANKS YOU Slink :)
whats gonna do, i ll do for the moment, 4-5 different colors with same mesh , and put them in the "F" chain. and see from there :)
i ve put the hands on alot awesome others models (alot of some other 3D medival buildings), and i can check with them to make duplex (2 families) or triplex ^^ (3 families) with it.
Well done
@RedKetchup! This will be a great add to our towns.
thanks you mon ami :)
alright, i made 4 different copy of different color :))
they are ... lets see .... kinda a bit .... surprising :)
i dont hate at all , in fact :)
it is .... more colorful :) :)
of course probably since it s me who done it .... i am more easy satisfied lol and more easily liking them, more than you all ^^
oh ya !
like this ... it s ... PERFECT !
(http://worldofbanished.com/gallery/37_27_09_14_11_33_27.jpeg)
Quote from: RedKetchup on September 27, 2014, 11:34:08 PMlike this ... it s ... PERFECT!
Ummm... Really? I mean - candy-colored houses? :-X
I was more hoping for 3 or 4 color variations, like from the brown barn-roof to the blackish stone roof, in
subtle steps of varying darkness, so in a total view a village does not look as uniform as it does now...
(https://dl.dropboxusercontent.com/u/5012419/Banished/redk/roofcolors.jpg)
In any case - the candy-colors are still much too saturated... :)
I guess I think
@Paeng examples fit the game world better, but I kinda like the "candy" colored ones, too. Maybe if they were black-blue and black-green?
the black one is not bad, but the copper, the gold and the silver one... i think it s too much ... copper gold and silver metallic ^^ reminds me the color pencils i used when i had 4 years old :) Prismacolor, i loved those ones :)
I like
@RedKetchup's colors of roof, especially the red and the blue. We don't need more black roofs, although if he includes a black roof it won't bother me.
and like that with less saturation ?
(http://worldofbanished.com/gallery/37_28_09_14_6_05_17.jpeg)
Not as much, that way. They look faded, which is realistic for wood shingles but makes it harder to pretend they are tiles. ;)
i would be ok for the black Paeng, there is the roof tile png, play with it , and find something better than the primacolors and i ll add it too :) with your black :) that you ll give me too in a seperate .png :)
yeah me too i kinda like the nice shinny colors :)
Here's a bunch of roof tile candidates. Oops, one too many.
screenshot of what it gives
@slink :) with your tiles :)
Spanish tiles looks the best of the five. I like the texture of Red Roof Tiles 1 and the color of Red Roof Tiles 2, but neither of them lines up correctly on the roof. The Blue Roof Tiles look like they are made of metal, which I suppose is possible. The hexagonal tiles are okay. They line up correctly on the roof but lack texture and depth of color.
personally i prefer my cartoon original tiles :)
in game, none of these gave any good impression. on those house, they seems like coming from another world. i know the house itself is cartoon like
My goodness, such possibilities! My natural inclination is to go with something like what
@Paeng suggested, but I can see
@slink's point that we have plenty of black roofs in Banished. As for the tile pictures, my memory of fachwerk (sp?) houses is that the roof tiles look more like the hexagon-red-slate or red roof tiles_2. I also remember some that look like Spanish_Tiles_Red_Fume. Here's a picture of a roof under repair which shows both weathered and new.
Actually, I like the Spanish style one best. Maybe the tiles can be a bit smaller?
Quote from: RedKetchup on September 28, 2014, 05:50:24 AMi think it s too much ... copper gold and silver metallic
tehehe... well yeah, the shininess needs to be dampened, so it doesn't look 'metallic'... but the small swatches have loads of 'highlights' - compare to Luke's textures, they are using much more base colors (without any 'highlights')... My quick and dirty experiment just tried to pull different roof colors closer into the color scheme of Banished... ;)
I'm attaching two trials, one a warmer wood, the other a darkish grey, hopefully less stark than 'Banished Black'... but I fear that blue, green or red roofs are just not "me" (at least not for Banished), less so if they are made of ultra-modern materials... But hey, that's cool... takes all kinds - and I know you're just warming up ;D
I also prefer the more rustic look with more drab colors. I think with some variation possible that would make a very attractive town. If fear that the bright colors and the manufactured roofing mats will seem jarring and out of place when applied to more than just a few houses. I can't imagine a whole town made out of those.
Here is Spanish at one-quarter size.
@slink that's better.
Maybe there could be two versions of this dwelling mod; a colorful one for fun-loving folk, and a drab one for fuddy-duddies like me ;)
ok, so these spanish tiles, i do 1 house with it ? do i do more colors ?
I'm happy with one house, but you can include some more colors, too. :)
I see no reason why there can't be as many houses as fit on the F-cycler.
Think I liked the original house the best, with same colours, but with the 'industrial' chimney removed. The grey chimney colour was fine, but I'm not so hot on all these fancy coloured roofs. Don't think it fits all that well into the Banished art style.
You mean Early Primitive Depressed? ;D
Quote from: slink on September 28, 2014, 12:33:14 PM
You mean Early Primitive Depressed? ;D
:D
Not that early!
I guess it depends on what you want to do with the houses. Some people want more variety in the present set of buildings. Others, such as I, want to create a different culture such as the shore of the Mediterranean. There's no reason we can't all have what we want, eventually. :)
Different themes would be great. Just now I was looking for 3d models, trying to find more house alternatives, and came across some classical Chinese houses. A Chinese theme would be great too.
However, when sticking to the default-ish game, I'd like the new buildings to fit into what is already there, and I don't think flashy coloured houses really fit. A bit more variety in the game would be nice, also colour-wise, but going 'extreme' isn't necessarily the best solution. This is the great thing with modding though. Given time, everybody's wishes will be satisfied.
Here is a house which is closer to my mental image. It is
@RedKetchup's model with stucco walls and the Spanish red tile roof. I think it looks pretty nice, myself. :)
not bad. i wish to see it .... less.... right out from an Ikea store :) so shinny , not even a little dirt :) ^^
joking :)
of course i cant do 200-300 diff of these but i can be willing to add more hehe :)
*grinning* The housewife scrubs the outside walls every morning, and her husband scrubs the roof tiles on the weekends. Oh wait, they both work non-stop. Oh well.
Here's the stucco.
got it , thx
Quote from: slink on September 28, 2014, 02:01:17 PM
Here is a house which is closer to my mental image. It is @RedKetchup's model with stucco walls and the Spanish red tile roof. I think it looks pretty nice, myself. :)
Ooh, ooh. I want. I want.
(You have to imagine the above in a Three Stooges voice.)
Quote from: slink on September 28, 2014, 02:01:17 PM
Here is a house which is closer to my mental image. It is @RedKetchup's model with stucco walls and the Spanish red tile roof. I think it looks pretty nice, myself. :)
great!!
That house does look great. More diversity is good, particularly lighter versions of the houses already in the game. The stone houses are so dark. The actual stones in the game aren't nearly that dark, so I don't understand why Luke chose to make them so dark.
20/20 hindsight though...
There are at least three shades of rock used in the buildings (stone house has one, town hall etal have two more, and possibly the hostel may have a fourth), as well as three types of boards (rough on most buildings, smoothed on the tavern, and painted on the schoolhouse), and at least four types of roofs (the chapel and the tavern each have unique roofs). That's why it doesn't seem to me to be so important to make every new building match the original ones, because the question that arises is "which original building?"
Did all the indecision about what everyone likes best stop the little houses in their tracks?
When little houses?
@RedKetchup, in this mod you don't have AO files for the partial skins. I am trying to make a mod with two skins, but they both have an AO file. When I try to use your method, the game won't place the building. It crashes instead. Is that why you don't have an AO file for all of those skins?
you need an AO file for each building and each 'buildXX' for those buildings.
AO files you can do like me, very very very simple : a big white square of 64, 128,256 or 512 pixels.
be sure it is square 64x64, 128x128 ... etc
in attachment there are my 4 AO files of my college
and each one needs an .rsc file to go with it :)
ImageBuffer resource : "Texture/AOTexture.rsc"
{
String _imageName = "Models\MaterialInstance\CollegeBuild01AO.png";
}
is an example
Does the Repeat command require that the files be numbered 01 - xx? Therefore will other names not work?
usually Luke use
=Clamp
=Clamp
but personnaly i prefer
=Repeat
=Repeat
i dont know if any other than that exist
clamp i think stretch it while i ask to put another one side by side
the 01-xx ?
no that it s my system i found, got an illumination of how i can make it work without have to make this stupid thing that takes 96 hrs to build ^^
And you can give the name whatever you want , me i use a system easy to copy/paste 01 02 03 04 i just have to change the number to all .rsc files.
you can call it WallFront, WallBack, Roof, door, windows, ... whatever you want. but you need to do many .rsc files for each textures you put.
personnaly i always get like around 12 diff texture per building.
Ah, okay, so Repeat is like "tiled" on the desktop wallpaper. So that is not my problem.
I have the two files SJGLBreweryWallsTexture.png and SJGLBreweryRoofTexture.png, and their AO files also (named SJGLBreweryWallsAO.png and SJGLBreweryRoofAO.png), and the rsc files for all four of them, plus the ones named SJGLBreweryWalls.rsc and SJGLBreweryRoof.rsc, and SJGLBrewery set that is the copies of the aviary like your littlehouse set.
The names SJGLBreweryWalls and SJGLBreweryRoof appear in the model, in the editor, just like your names do.
I am going to have to start from the beginning with a renamed copy of the tavern, and then begin again to make changes.
no no no no the AO files are for the build01 build02 build03 and the mesh one.
the texture are different and not require AO file
a texture require a Monestary01c.rsc file for example and a Monestary01cTexture.rsc file
so you have :
SJGLBreweryWallsTexture.png
you need a :
SJGLBreweryWallsTexture.rsc
and
SJGLBreweryWallsTextureTexture.rsc (double texture cause you named the 1st one with already texture in the name)
the rsc one =
MaterialInstance resource
{
Material _material = "Material\OpaqueSnow\OpaqueSnowMaterial.rsc";
Texture _textures
[
{
String _name = "diffuse";
ImageBuffer _texture = "Models\MaterialInstance\SJGLBreweryWallsTextureTexture.rsc";
}
{
String _name = "snow";
ImageBuffer _texture = "Terrain\TerrainSnowTexture.rsc";
}
]
}
MaterialInstance damage
{
Material _material = "Material\OpaqueSnow\OpaqueSnowDamageMaterial.rsc";
Texture _textures
[
{
String _name = "diffuse";
ImageBuffer _texture = "Models\MaterialInstance\SJGLBreweryWallsTextureTexture.rsc";
}
{
String _name = "damage";
ImageBuffer _texture = "Models\Buildings\DamageTexture.rsc";
}
{
String _name = "snow";
ImageBuffer _texture = "Terrain\TerrainSnowTexture.rsc";
}
]
}
and your texture one that link to png :
ImageBuffer resource : "Texture/ModelTexture.rsc"
{
String _imageName = "Models\MaterialInstance\SJGLBreweryWallsTexture.png";
AddressMode _addressU = Repeat;
AddressMode _addressV = Repeat;
}
or =Clamp;
=Clamp; if you prefer
you also need to go in 3ds and name it : SJGLBreweryWallsTexture for each SJGLBreweryWallsTexture.png you use
and
SJGLBreweryRoofTexture for every SJGLBreweryRoofTexture.png you use. the brown labelled square on top of your 'green square' material.
a screenshot sometimes worth 1000 words ^^
I like the idea of pressing 'F' for styles and colors.
But for me it seems the buildings look too 'clean and fresh' and because of the game engine they will look like that forever.
So I suggest a new feature! Yeah... - but I guess actually it's impossible to implement that, a very later modkit of a very later game including functions could achieve that: patina! Or 'getting older and worn' by the time passing by.
I had a problem in the code, because the other stuff worked fine once I did that part over again. All except for the smoke, which isn't coming out of the chimneys even though I went back in and edited them. However, we know that there might be something strange about how 2015 version of the editor handles saves except for OBJ.
My files were named correctly to the ones in the editor, by the way. I just hadn't numbered them in sequence the way you did. :) Thank you for explaining what the Repeat meant, and reassuring me that the files did not have to be numbered that way. You encouraged me to start over with the tavern.rsc and work through it all again.
Now I just have to fix the smoke points.
smoke point expl.:
in your template, do you have this:
ParticleDescription particle
{
PointList _pointList = "Models\CollegePoints.rsc";
ParticleAttachment _systems
[
{
Time _fadeInOutTime = 2.0;
bool _addOnCreate = false;
bool _addOnNotify = false;
Particle _particle = "ParticleSystems\Fire\FireLarge.rsc";
}
{
bool _addOnCreate = false;
Particle _particle = "ParticleSystems\ChimneySmoke\ChimneySmoke.rsc";
String _attachNode = "smoke1";
}
]
}
very important to have the pointlist placed there. and do not name it smoke, use an number, like smoke1 smoke2 ... got some bugs at some point.
secundo:
if you want to move the smoke dummy box :
very important, ungroup and dismiss your group named 'points' and then move your dummy boxes
and when you are satisfied of their new placements : reselect all the dummies, create a new group called 'points'
NotaBene:
i always have to put the dummy box way more higher in the air than where is the chimney in reality, like 2m to 3m higher, you will see
My smokes are named smoke1 and smoke2, and the smoke always comes out above and behind their placement. I just made a completely new set of points, and the result was the same.
Code is:
ParticleDescription particle
{
PointList _pointList = "Models\SJGLBreweryPoints.rsc";
ParticleAttachment _systems
[
{
Time _fadeInOutTime = 2.0;
bool _addOnCreate = false;
bool _addOnNotify = false;
Particle _particle = "ParticleSystems\Fire\FireMedium.rsc";
}
{
bool _addOnCreate = false;
Particle _particle = "ParticleSystems\ChimneySmoke\ChimneySmoke.rsc";
String _attachNode = "smoke1";
}
{
bool _addOnCreate = false;
Particle _particle = "ParticleSystems\ChimneySmoke\ChimneySmoke.rsc";
String _attachNode = "smoke2";
}
]
}
delete your group named 'points' and move the dummys around till they are at the good place in the game, and then regroup them all and rename 'points'. dont delete all your dummys, just move them properly the good way. if you move them without deleting the grp 'points' you will ONLY move them in your 3ds screen without budging of an iota in the game.
I reloaded from OBJ file and created all new dummies. I never group them until I am ready to export. I moved the smokes into place, but they came out in the exact same spot as before. Am I supposed to be converting them to meshes and moving them with vertices? *confused look*
no. and you dont need to reload from obj for the dummies, only for your building at some point. surely there still something you dont do correctly, but i am not in your back, there in your room , behind you to see you going. you need to find it.
if you dont find it till tomm, send it to me and when i ll woke up i ll place them and send back, but just before packing for real.
did you fixed your footprint.png ?
No kidding. ;D
the first part of Colorful Little Houses are available for Alpha testing :)
if some wanna test out :)
all the little house have been ... totally remade. new meshes.
(i had to do new real meshes not just empty cardboard boxes for the 2nd part of my genius plan)
Will test dem in my next game. Always liked the design.
Testers, Please show us some picture.
design still is about the same..... about same texture materials as .... chapel/silo , but with colorful roof. they are maybe more straight and less craggy it s cause my project in progress :)
Two of them are missing footprints, the one with the black roof and the one with the deep red roof.
Edit: How to you get snow just on the roof and not on the walls?
i dunno it always been that way . in fact, i cant figure out you can get snow on the walls and not on the roof ^^
mysteries :-\
yeah my footprints arent done yet, they are only old dummys on the first 4, i extended it to 6 models, but forgot to extend the dummys too.
They look adorable in game. Thank you!!!!! :-* :-* ;D
:)
yeah i love them !
and if i succeed to do the 2nd part..... i ll love them 2x more :)
Dang you,
@RedKetchup you keep coming up with new stuff I want to use and I have to keep starting new towns. ;D
hahaha
but what it s coming is so........... freaking HUGE !!! (sorry but i cant find words strong enough to address that feeling of what i am doing) IMO
alright gonna give a preview of whats it s coming ........ ;D ;D ;D
whats about that ? ? ? ?
Amazing!!! ;D
So a true two family dwelling, not like the boarding house where they will move out at the first opportunity? Incidentally, I did not have to start a new game to implement the "little houses".
Yes
Like it very much
I have tried some larger houses from other mods that are able to take up to 8 person, but I am sorry to say; only one family, but this is something different!!!!!!!
Is it an elevated copy of the little house, which one builds as a separate building once the bottom is built?
I'll be the first on downloading these houses!
hehe amazing ? ^^
i <3 it !
:)
and yes these are 2 seperate houses, 1 at first floor, and 1 at 2nd floor. since it s 2 seperate houses they will of course making babies in each floor :)
i am trying my best to minimize the citizen clipping animations :)
(http://worldofbanished.com/gallery/37_19_10_14_11_11_46.jpeg)
Quote from: Fellow Villager on October 19, 2014, 10:41:52 AM
I'll be the first on downloading these houses!
No, I am! ;) ;D
check this screenshot :) just to confirm it :)
Freaking awesome 8)
Very good work with the graphics. :)
thanks you :)
They are so nice: please don't change anything!! Can't wait to add those in my village!
And I like the half-timbered look of the double-little house and the new little houses. It'll add something more "bourgeois"to the center of the town... :D
Really lovely!!!!!
Actually had been wondering if this was possible after seeing the "overlap" on the root cellars - but these are more beautiful than I thought!
Would a residence over a shop be possible - somehow I have a vision of a row of shop/residences - like an English country village? Maybe shops with awnings, stairs at back?
[Have been lurking here to see all these wonders! Won't have time to play probably until after the full modkit comes out, but oh, the anticipation!]
unfortunatly (some will say hopefully LOL) i cant control what people will do with these... 2nd floor.
the game doesnt allow me to control where it is built (only ontop of a colorful little house first floor only) and they can be build alone, without any first floor IMO.
the game doesnt allow something to be built ontop of another building. So i used the 'graphic overlap' system i developped with the root cellar ™ :)
the first floor has a graphic to fit on a 5x5 but the footprint is 3x5 only. the 2x5 footprint left is used for the 2nd floor stairway (which has also a 5x5 graphic) hehe :)
Genius idea and modelling!!!!!
I have no skills at working with the modkit or with the models, so look forward to whatever you do.
btw !!!!! should I say:
Redketchup's Graphic Overlap Technology ™
or
Redketchup's Graphic Overflow Technology ™
? ? ? hehe (quickly before i release it ^^)
I think you should go with Redketchup's Graphic Overlap Technology ™
Yes, Overlap technology ;D
thanks you :)
POSTED ! and Available to download !!