World of Banished

Conversations => Suggestions and Mod Ideas => Topic started by: RedKetchup on February 26, 2015, 05:24:53 PM

Title: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on February 26, 2015, 05:24:53 PM
Hello All !

New Thread !

BETA: New Medieval Town : v0.4 with the very first Wonder in the game : Wonderful and Majestic Cathedral !

The Cathedral is the first Wonder in Banished ! This majestic piece of art is Huge ! 12x20 tiles ! takes 150 logs, 800 stones, 120 iron to build ! and 4000 work units.
This is a building that can be built only over the years. This is a structure that would pass the test of Time and last over many milleniums (like the pyramids in Egypt)

also included in this new BETA version : 3 NEW models for the first floor of the New Medieval Houses buildings. They will automatically rotate themselve as you use a model (or you can manually rotate with the 'F' key.


I really want your impressions on this new models and the wonder : Cathedral.


(http://worldofbanished.com/gallery/37_23_02_15_3_55_11.jpeg)


WARNING: With every new BETA Build : ALWAYS DO a backup save of your town and your old MOD ! we are never enough cautious !!!!! We never knows when builds aren't compatible with previous one.




If you want to participe to the BETA Phase ? ? ? Follow the green Arrow ! (also available on my OneDrive Account!)

Magic Link will appear once you are logged ON on the forum !!
If you want to download it .... you need to register on our forum ! Once you have done that, the link will appear just below this green arrow :)
(http://worldofbanished.com/gallery/37_02_09_14_5_45_13.png)


EDIT: New BETA !
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Bobbi on February 26, 2015, 05:32:14 PM
I can't believe I am first to download. Yay!
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on February 26, 2015, 05:39:53 PM
hahaha dont try to build that the very first year ! hehe without any food, any houses... just the cathedral and everyone farm material like crazy..... they all died IMO and i was only at 400/800 stones ^^ i didnt made my 1st work unit on it hehe
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Chon Waen on February 26, 2015, 05:51:37 PM
Oh man! I just left the office, saw this in my phone, and i have solid plans (yes, its with a real gal!), now I gotta wait... Dangit!!!
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on February 26, 2015, 05:53:55 PM
Poor Chon ! hehe
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Dookie on February 26, 2015, 08:15:00 PM
Nice to see an update to this, thanks.  I was just getting back to Banished; been trying to sort out loading more mods. 

Question that might not be related:  I seem to be able to build some "town houses" and "town abodes."  I'm pretty sure I haven't ever enabled any overhaul expansion mods like CC or Fountain.  I did have this older mod called "farmyard" by shockpuppet and was wondering if these houses were included in it OR if I got these through one of your (ie. RedKetchup) housing mods (e.g. 2 Floors little house)?  In any case, I can't build them as I have no rope (no ropery building since no CC).

Would someone please list the buildings in this Medieval Town mod pack?  so then I can sort this out.  if it's posted elsewhere, my bad. 

The cathedral looks great, btw.  There's another cathedral that's based on RedK's monastery but haven't built it yet.  I'm looking forward to building this large impressive structure.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on February 26, 2015, 09:16:00 PM
the house above is not from me. none of my stuff need ropes in order to be built. all that is from farmyard and colonial charter.
my Colorful Little Houses arent included in this one, but i have a new set of same Overlap Technology Houses. you can use both too if you want.

This BETA mod so far has :

Tavern +  its 2-story residence for the tavern
Blacksmith + its 2-story residence for the blacksmith
Tailor  + its 2-story residence for the tailor
HunterCabin + its counterpart residence for the HunterCabin

Watermill and Windmill making flour for the
new Bakery + its 2-story residence for the bakery

New set of Multi-Level (3-story) Houses (same technology as Colorful Little Houses)

and the very first Wonder in Banished : The Majestic Cathedral.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Chon Waen on February 26, 2015, 09:43:51 PM
O.K. got the zip, time to take it home (home has no internets, I travel 2-3weeks a month and don't wanna pay $40 a month for hispeed I use only a week a month) just got back in town from last trip, so went to my desk at the office and dl'ed it to a flash drive, fyi I tend to post here from my smartphone which won't download zips for me.  Time to go home and see the new models, and build a glorious cathedral!
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Dookie on February 26, 2015, 09:56:40 PM
Appreciate the quick answer. 

The New Medieval Town mods sound great; a search through the other threads found nice screenshots too, looking good.

It seems that Towns & Textiles mod's functionality has been added into CC, and I can't find any documentation on it anymore.  I'll just disable farmyard.pkm (and CC) to avoid confusion, although I am going to test NMT with a bunch of other standalone mods.
We'll see... Thanks again.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Chon Waen on February 27, 2015, 12:19:50 AM
New cathedral is great! Took my bannies about a year to build it, was fully compatible with the old version (yes I backed up just in case, and so should the rest of you), and it has a 500 citizen capacity! This makes it about as real estate to member equivalent at about 1/3 the clerics.  Its an expensive way to go, but seriously cool when you have it!

Now to try out the new residences. So far they look pretty good (have seen only the previews so far).
2 questions tho:
1) is it just the first floor residences so far?
2) will the 2nd and 3rd floors hide the diff... Wait on that question. Gonna find out for meself!
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on February 27, 2015, 01:34:19 AM
Red! very nice great job!!
is still a beta version because it is complete but there may be small errors by correcting or because you mean to add other buildings, resources etc.?
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Paeng on February 27, 2015, 01:54:24 AM
Building the Cathedral

Clearing a Site
(https://dl.dropboxusercontent.com/u/5012419/Banished/cathedral/cath01.jpg)

Setting the Footprint
(https://dl.dropboxusercontent.com/u/5012419/Banished/cathedral/cath02.jpg)
* checking on needed materials, conscripting farm-hands...

Piling in Materials
(https://dl.dropboxusercontent.com/u/5012419/Banished/cathedral/cath03.jpg)

Construction Begins!
(https://dl.dropboxusercontent.com/u/5012419/Banished/cathedral/cath04.jpg)

Stage 1 completed
(https://dl.dropboxusercontent.com/u/5012419/Banished/cathedral/cath05.jpg)

Last step - Planting the Cross
(https://dl.dropboxusercontent.com/u/5012419/Banished/cathedral/cath06.jpg)

Relocating Graves, Planting Trees, Gardening and Landscaping
(https://dl.dropboxusercontent.com/u/5012419/Banished/cathedral/cath07.jpg)

(https://dl.dropboxusercontent.com/u/5012419/Banished/cathedral/cath08.jpg)

(https://dl.dropboxusercontent.com/u/5012419/Banished/cathedral/cath09.jpg)

The Area
(https://dl.dropboxusercontent.com/u/5012419/Banished/cathedral/cath10.jpg)


Construction Times -
Stage 0  (Clearing site, Material Delivery, Foundation) = Late Winter '54 to Spring '55
Stage 1 (1000) = 45% in Summer '55
Stage 2 (2000) = 60% in Early Autumn '55
Stage 3 (3000) = 80% in Late Autumn '55
Stage 4 (4000) = 100% in Late Winter '55

No Farmer was harmed.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gatherer on February 27, 2015, 03:25:04 AM
Not so shabby.
(http://shrani.si/f/2u/xb/EUJgRbN/nmt04.jpg) (http://shrani.si/f/2u/xb/EUJgRbN/nmt04.jpg)Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
(http://shrani.si/f/2Y/43/240FE8Zp/nmt05.jpg) (http://shrani.si/f/2Y/43/240FE8Zp/nmt05.jpg)Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder

Options.
(http://shrani.si/f/3F/iq/2bN9WzGZ/nmt06.jpg) (http://shrani.si/f/3F/iq/2bN9WzGZ/nmt06.jpg)Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
(http://shrani.si/f/3J/By/4zg9QhfD/nmt07.jpg) (http://shrani.si/f/3J/By/4zg9QhfD/nmt07.jpg)Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder

First stair is missing.
(http://shrani.si/f/18/zZ/4jujC81d/nmt08.jpg) (http://shrani.si/f/18/zZ/4jujC81d/nmt08.jpg)Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on February 27, 2015, 04:45:21 AM
Quote from: assobanana76 on February 27, 2015, 01:34:19 AM
Red! very nice great job!!
is still a beta version because it is complete but there may be small errors by correcting or because you mean to add other buildings, resources etc.?

both, still numbers to tweak, still errors to fix, still ALOT MORE to come.


So how guys you like it Paeng ? Chon ? Gatherer ?

(gonna check for this 1st step of the stair... what happended with it.)



So far Chon : 4 models of 1st floor, 1 model of 2nd floor, 1 model of 3rd floor. yes they all fit together :) thats the goal.
at the end will have 6 of each. bah i hope there will be ^^
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Rayden on February 27, 2015, 05:20:08 AM
Very good job RK, looking forward to try this tonight. :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Paeng on February 27, 2015, 06:33:27 AM
Quote from: RedKetchup on February 27, 2015, 04:45:21 AMSo how guys you like it Paeng ?

Oh, I took so many photos because I hate it... you funny guy  ;D
It's gorgeous, man!

I wonder if there is a way to slow it down a bit - I was rather surprised I could build this giant in a little more than a year. Sure, with a well developed and advanced town - but who else would attempt to build this? Not that sleepy hamlet near the southern border...   :P
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on February 27, 2015, 06:44:51 AM
the only way to slow it down... is the number of workers, did you put all 8 of them ?
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Chon Waen on February 27, 2015, 12:08:58 PM
Ok, overall, outstanding work Red!

2 possible issues:
1) cathedral missing step verified on my game as well. You already said you were gonna look into it, so nuff said.
2) The new house with recessed doorway has dirt instead of grass on the 2 squares right in front of the door.
I am not sure if this was intentional or not. It seems to work well when you have the overhanging 2nd floor over it, but can be a bit of a detractor when its by itself.

And yes, as you intimated earlier, the new 1st floor houses integrate seamlessly with the 2nds and 3rds!
Please keep up the great work!!!
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Paeng on February 27, 2015, 12:38:42 PM
Quote from: RedKetchup on February 27, 2015, 06:44:51 AMthe only way to slow it down... is the number of workers, did you put all 8 of them ?

Yeah, I did... And a large group ahead to clear the site...

I guess the true challenge would be to start (and finish) is as early as possible... have the Cleric fight for every bit of rock and ore that passes by...  :P
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on February 27, 2015, 12:45:23 PM
hehe you know as well as me we cant do anything about that Paeng ^^
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on February 27, 2015, 12:55:32 PM
btw, there isnt any other stair step missing. they are 5 total. it is probably just the fact the graphic isnt enough down underground and the step is too high to compare the ground level. and also the dirt footprint going too far . gonna fix that.

all that cause the last second changes (bigger from 10x16 to 12x20)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on February 27, 2015, 01:24:41 PM
should be fixed :) i lowered the stairs ... and i deleted some dirt in front of the stairs.

the download at post #1 has been replaced with new one (old one was downloaded 377 times lol)

you will see the change in game only if you build a new one :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on February 27, 2015, 03:10:36 PM
New Medieval Houses : Floor 1 - Model 5 :)

i switched everything around and changed flowers color to blue :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gatherer on February 27, 2015, 04:02:39 PM
Looks beautiful.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: chillzz on February 27, 2015, 06:53:05 PM
been away for a while and i see i missed alot :O
Red surpasses himself what awsome buildings he has created now!
/me downloads new beta's and gonna play a new game :D

Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Dookie on February 27, 2015, 07:42:49 PM
I like how all the buildings in this mod pack come under a single button in the menu.  It really helps organize things.

So far, building 3 story houses has been fun.  The windmill looks fine, but bread production hasn't picked up yet.  My villagers haven't finished the cathedral either.

One note: the mod seems to conflict with Apiary Update 2 by kralyerg in the list (both shown as red), but I loaded NMT first and saw no problems with the apriary or vanilla tavern mead as of yet.  I'll check how the new medieval town tavern works.  It doesn't matter if it accepts pumpkin or honey as long as it produces ales from fruit.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on February 27, 2015, 07:49:59 PM
the conlict with apiary is only the Honey files (the same code honey file and the same 3D graphic files) if you want to use a ressource in your mod you absolutly need to put it there, as they did. and you get a conflit.

or you dont use honey
or you get a conflict.

you have no choice.

but conflict doesnt mean necessarily a problem, nor a possible crash ! sometime just a fair warning !
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Dookie on February 27, 2015, 07:55:54 PM
yes, so far it's running fine and I have at least 15 other mods loaded with no conflicts.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on February 27, 2015, 07:59:12 PM
why your bread production hasnt picked up yet ?
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on February 28, 2015, 12:35:24 AM
:) New Medieval Houses : Floor 1 Model 6 has arrived !!

Balcony in front this time :)

thats will be all for the Floor 1 :)
Next : the 5 other models of Floor 2 ^^
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Nilla on February 28, 2015, 02:00:10 AM
Quote from: RedKetchup on February 28, 2015, 12:35:24 AM

Next : the 5 other models of Floor 2 ^^

Looking forward of that! Keep up the good job. :)

I know you know it already: You're the best!
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gordon Dry on February 28, 2015, 06:52:08 AM
I had an issue with the medieval blacksmith - the reason could be elsewhere, but just in case:

There was never any pile of coal in after I switched to steel tools.
I got about 500 units of coal and a blacksmith markart in front of the blacksmith so what could be the reason?



... and some off topic but perhaps you know some about it:

In early builds of the game people mentioned that roads never were built because of the build priority.

Now it's vice-versa, roads are always built first, no matter what.

Is it by the main game being "fixed" or by a mod?
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on February 28, 2015, 07:03:59 AM
oh because ... i see.... i changed it to become compatible with the new CC
dang..

euh... no ... thats not that......

Vanilla Blacksmith :

StorageDescription storage
{
   RawMaterialFlags _storageFlags = Fuel | Wood | Iron;
   bool _areaBasedLimit = false;
   bool _available = false;
   int _volumeLimit = 1000;
}


My New Medieval Blacksmith :
{
   RawMaterialFlags _storageFlags = Fuel | Wood | Iron | Material;
   bool _areaBasedLimit = false;
   bool _available = false;
   int _volumeLimit = 1000;
}

i only added Material to be compatible with the next CC Mod.

also,
the Vanilla Coal =    RawMaterialFlags _flags = Fuel | CoalFuel;


gonna add coalfuel to new BS to see whats happening.
during that time.... dont you use any mod that change Coal ? deny the use of coal for heating house ? or coalasmaterial Mods ?
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: paralias on February 28, 2015, 09:23:17 AM
comparing the buildings townhall-kralyergs cathedral 14-22 (bigger RedKetchups monastery)-RedKetchups new cathedral-RedKetchups monastery-church and the 3 storey houses. my opinion is that still isn't as big as it should. a 3 storey house is almost the same height. i would prefer the hight of the house would be at the same height as the lower roof (green)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on February 28, 2015, 10:21:54 AM
arrrgggh what they did with my monestary ? it wasnt intended to be so big !
check the original to the right ! thats the real dimensions it was intended lol

what people think about all this ? should be bigger ? way bigger ?
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Chon Waen on February 28, 2015, 11:25:40 AM
Bigger is better!!! I would say to rough scale 14x21, 16x24, 18x27, and perhaps 20x30 and see how they compare to a 3story residence.  Then cleanup the one that looks best
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Dookie on February 28, 2015, 12:46:03 PM
I've built all the buildings in this modpack by now.  The honey is working fine.

Bigger is better.  This new medieval cathedral takes a whooping 8000 labor units, and while it is beautiful, the scaling of real medieval cathedrals are sometimes even more imposing compared to its surroundings.  I've also had an issue of multistory houses potentially blocking its view.

Another thing I've been able to do is build the 2nd story of a tavern over something else creating a ladder to an invisible room.  I've also been able to put stack two second story houses over a bakery and blacksmith.  I think this is normal for how this is supposed to function though.  I just haven't gotten use to how to place/position the upper stories.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Bobbi on February 28, 2015, 12:53:27 PM
I think it could be bigger. @Chon Waen has a good suggestion. Definitely should not be overshadowed by three story houses.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Chon Waen on February 28, 2015, 04:53:40 PM
There should be one further tweak if/when you make the building larger.
As is, a normal chapel is 8x12 (96 squares) with a capacity of 200 followers (about a 1:2.1 land/follower ratio).

Your current design is 12x18 (216 squares) with a capacity of 500 followers (about a 1:2.3 land/follower ratio).

14x21 (294 sq) should be 600 followers (1:2.1 ratio)
16x24 (384 sq) should be 800 followers (1:2.1 ratio)
18x27 (486 sq) should be 1000 followers (1:2.1 ratio)
20x30 (600 sq) should be 1200 followers (1:2 ratio)

Also, much like your college, your cathedral should probably have multiple clerics. I would say approximately 250-300 followers per cleric.
We all know that it won't really affect building function anymore than having 3 teachers at the college will, but it will surely look better from a rp standpoint that way.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gordon Dry on February 28, 2015, 11:54:44 PM
Quote from: RedKetchup on February 28, 2015, 07:03:59 AMdeny the use of coal for heating house ? or coalasmaterial Mods ?

I only use endiadika6CoalasMaterial.pkm -> Coal as Material (Colonial Charter mod) v2.1

Edit:

after some testing I got this:
http://banishedinfo.com/mods/view/279-Coal-as-Material-Colonial-Charter-mod#comments
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 01, 2015, 12:44:07 AM
thats exactly the problem source.

this program is a non-sense and extremly bad. even for CC:EA ^^

Quote from kralyerg made 2 days ago on BanishedInfo :

Have you actually tested the materials stockpile in the game? It should store all the materials, and the materials resource models in Excellent Adventure aren't ready for stockpiles. It will crash the game, that's why we removed it. Coal is will work, but some other materials will make it crash.

http://banishedinfo.com/mods/view/279-Coal-as-Material-Colonial-Charter-mod#comments (http://banishedinfo.com/mods/view/279-Coal-as-Material-Colonial-Charter-mod#comments)

------------------------

but it isnt the only problem. it mess up every other blacksmiths / coal users buildings. gonna check if i can make it work even with it. but you still would want to get rid of it at some points. unfortunatly, the cities you used it are permanently infected ^^
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 01, 2015, 01:01:13 AM
alright, i made it work whatever this mod will decide to do and whatever if you dont use this mod at all :)

keep in mind i cannot change any of their other bad things made to other building (like vanilla BS, vanilla stockpiles.... etc) I.E. all the collateral damage this guy did.
the only thing i did, is making MY Medieval BS working universaly and compatibly. :)

below green arrow there will be your download, Gordon. Use it and replace your BETA 0.4 by this 0.4B. you will need to 'remove' all your NM BS building and rebuild them at same place so the changes are applied.



Magic Link will appear once you are logged ON on the forum !!
If you want to download it .... you need to register on our forum ! Once you have done that, the link will appear just below this green arrow :)
(http://worldofbanished.com/gallery/37_02_09_14_5_45_13.png)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Dookie on March 01, 2015, 01:15:44 AM
(http://oi60.tinypic.com/514xlk.jpg)
(http://oi58.tinypic.com/34pxeuv.jpg)

Some images of the cathedral and other buildings.  Resolution is crap; town design is mess, testing. 

You might be able to see where I put the 2nd story residences in the wrong position possibly?  ... as well as how one tailor has 2 residences both stacked above it :D  My bad. 

In any case, it's been fun and i'll keep experimenting.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gordon Dry on March 01, 2015, 01:58:19 AM
Thanks for the download AND the clarification.

I will turn off "Coal as material" and start a new game with your new mod version to test it out.

btw what is the loading order suggestion? Above CC or below CC?
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 01, 2015, 02:00:56 AM
Above, thats works the best
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gordon Dry on March 01, 2015, 02:10:58 AM
Thanks, now I see that it also conflicts with
http://colonialcharter.com/index.php/forum/fountain-archive/307-fountain-mod-colonial-charter-version
Fountain Mod - Colonial Charter Version
which is not based on the newest fountain mod but 2 months 1 week old.

When I want to check what's incompatible I get this UI bug that I only see dots but no entries in the list.

I guess this bug depends on the game itself, some arrays too small or like.

Edit:

My question  ;D

Load order?

Edit 2:

Hmm. Actually it's not clear if The Fountain Mod for CC is based on 1.54 or 1.541 ... ??

And soon the confusion will get greater because of
https://www.facebook.com/TheFountainMod/photos/a.793285700727908.1073741828.789958311060647/842078002515344/?type=1
and
https://www.facebook.com/TheFountainMod/posts/834758099914001
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gordon Dry on March 01, 2015, 03:22:30 AM
Started a quick test game with debugging tools to build up a mine and both blacksmiths, the vanilla one to be upgraded.
I checked if they both produce steel tools.
They did.

It worked with this list:

Quoteccandmore=0
MrFlopsiesStoneBridge=1
TradingFix=2
TradersAcceptAll=3
SpecializedTradingPorts=4
beautifulworld=5
MultipleStarts=6
roadbound=7
tighterroadsextended=8
BusyLaborersVersion2ByDarkbibou=9
Canal=10
Wildlife=11
newmedievaltown=12 (the version you gave me here: http://worldofbanished.com/index.php?topic=786.msg13400#msg13400)
fountain=13
endiadika6CoalasMaterial=14 (v2.5 http://banishedinfo.com/mods/download/279-Coal-as-Material-Colonial-Charter-mod/6653)
ColonialCharterEAGerman=15
elfSmallerVendors=16
LessFog=17
AllTheProfessions=18
SeasonFX=19
flatten=20
endiadika6ImmigrationPhase1=21
SJGL_Stacked_Houses=22
vBetterRainSound=23
DeleteQuarryandMine=24
mountainfield=25
GrowHerbs=26
betterharvesting=27
AlternativeCursor=28
oneyearisoneyear=29
XP-Schools=30
BetterStatusIcons=31
BobbiDoctorHouse=32
chapelimp=33
JapaneseShrine=34
localshop=35
NeckcenMarkart2=36
quieterlivestock=37
smallwell=38
tombstone=39
college=40
library=41
Cathedral=42
littlehouse=43
Wooden_signs=44

Edit:

Darn!
Somebody should code a tool to export the registry values of [HKEY_CURRENT_USER\Software\Shining Rock Software LLC\Banished], then create a text list like I did, listing the mods in correct order.
It should also have an option to only list the mods that are existing in the WinData folder, because in the registry are all the mods listed that have ever been installed and are long deleted.
I do this cleaning up manually, when I decide to throw a mod away then I also delete the two entries for ModEnabled and ModIndex by hand.

For this above list I had to export the .reg, use a text editor to delete everything unnecessary and sort it.

This sucks.

And to create a picture like http://i.imgur.com/FwS6As8.jpg in http://colonialcharter.com/index.php/forum/help-support/229-mod-compatibility#792 is hard, because it seems he did several screenshots and puzzled them together.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 01, 2015, 06:18:28 AM
Quote from: Gordon Dry on March 01, 2015, 02:10:58 AM

Edit:

My question  ;D

Load order?


like i said above (you asked above or below ^^) put mine first. i anyways doesnt damage any other mods :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Rayden on March 01, 2015, 07:59:22 AM
@Gordon Dry - By your picture I can see a lot of unnecessary mods, some are already included on CC:EA others like Traders Accept All and Easy Trading it clearly says on the website by the author that if you use one you don't need the other, and some that are not compatible with CC:EA. Also the load order are very important as I had the same problem you had. No coal to make steel tools available even when I had a mine producing it, as even when I loaded the CoalAsMaterial, I managed to produce coal but the blacksmith and RK Monastery could not use it. After speaking with RK I deleted that CoalAsMaterial mod and change the load order to NM Town and LittleColourfulHouses first along with some other small mods that had indication to load above CC:EA and things now work how it should.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gordon Dry on March 01, 2015, 08:07:33 AM
Quote from: RedKetchup on March 01, 2015, 06:18:28 AM
Quote from: Gordon Dry on March 01, 2015, 02:10:58 AM

Edit:

My question  ;D

Load order?


like i said above (you asked above or below ^^) put mine first. i anyways doesnt damage any other mods :)

Sorry, in that case I asked for the load order above or below The Fountain Mod (CC)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gordon Dry on March 01, 2015, 08:08:16 AM
Quote from: Rayden on March 01, 2015, 07:59:22 AM
@Gordon Dry - By your picture I can see a lot of unnecessary mods, some are already included on CC:EA others like Traders Accept All and Easy Trading it clearly says on the website by the author that if you use one you don't need the other, and some that are not compatible with CC:EA. Also the load order are very important as I had the same problem you had. No coal to make steel tools available even when I had a mine producing it, as even when I loaded the CoalAsMaterial, I managed to produce coal but the blacksmith and RK Monastery could not use it. After speaking with RK I deleted that CoalAsMaterial mod and change the load order to NM Town and LittleColourfulHouses first along with some other small mods that had indication to load above CC:EA and things now work how it should.

That was an example from the Colonial Charter site.

These are not my mods!!
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gordon Dry on March 01, 2015, 08:10:31 AM
Finally!

I created a batch script to create a text file with a sorted list of mods in it.

http://worldofbanished.com/index.php?topic=790.0
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 01, 2015, 08:48:51 AM
put my NewMedievalTown very first on the list, the first mod you will load.

@Gordon Dry question: when you talk about vanilla BS.... when you build it, is there an icon to upgrade it to something higher ?
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gordon Dry on March 01, 2015, 08:57:59 AM
Quote from: RedKetchup on March 01, 2015, 08:48:51 AMabout vanilla BS.... when you build it, is there an icon to upgrade it to something higher ?

yes.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 01, 2015, 05:05:07 PM
Quote from: Gordon Dry on March 01, 2015, 08:57:59 AM
Quote from: RedKetchup on March 01, 2015, 08:48:51 AMabout vanilla BS.... when you build it, is there an icon to upgrade it to something higher ?

yes.

this is NOT the vanilla blacksmith :) it is a modified one by CC:EA mod ^^ and this is why it can maybe work with his coalasmeterial mod.
but the real vanilla BS cant work.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 02, 2015, 12:39:49 AM
Red forgive me!!  :'(
I think with the next post I will make you piss off!  ;D
I proceed????  ::)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 02, 2015, 02:36:22 AM
can't wait!!  :-\
at 12:00 I will escape to publish them!!  ;D
forgive me, Red!  :'(
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 02, 2015, 03:06:18 AM
Red forgime me!!  :'(
I know .. you hate when players do use the "wrong" of your mod!
but I could not resist !!  ;D
I did everything quickly so be magnanimous if you find some small mistake!

here is the "condominium estuary" and "mini-suq" !!


Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 02, 2015, 03:08:03 AM
maybe it's the fault of the fact that I use the old version but I found these little flaws ..
or from the fact that I make a wrong use of the mod!  ;D
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 02, 2015, 03:30:26 AM
Quote from: assobanana76 on March 02, 2015, 03:08:03 AM
maybe it's the fault of the fact that I use the old version but I found these little flaws ..
or from the fact that I make a wrong use of the mod!  ;D

LOL

yeah. 1 st arrow: under and beneath the 3rd floor of the house: it is normal. really not intented to be build over a river and specially have the 3 rd floor hanging in the air :S

the 2 next arrows : the windows that end directly half way of the next house roof : i need to fix that. i ll do when i ll do all the 2nd floor models.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 02, 2015, 03:52:38 AM
but is "not on the air"!  ;D
beams rest on the home side!

in Italy (Venice in particular) there are many houses suspended on the canals / rivers!!
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 02, 2015, 04:01:21 AM
yeah but it hasnt been intented to be use like that. already hard to make what i want ...... without taking care of people... extravagance ^^ ..............

:P


;D wink  ;D
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 02, 2015, 04:04:46 AM
absolutely no problem!
I will screenshot with a view from the left so hide it!  ;D ;D
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 02, 2015, 04:15:59 AM
but... ya... i need to fix windows of 2nd floor (probably there is same problem with 3rd floor) when i ll do the 6 models upstairs
and i will go back on floor 2 model 1 and fix the windows and with that fixed second floor i will work with it to make the other models (2 to 6)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 02, 2015, 04:22:35 AM
nice!
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gordon Dry on March 02, 2015, 05:42:43 AM
Hi.

There is a supporting beam missing in 2nd floor medieval house - see attached picture.

My wishlist:

*edit: I doubt that it is possible in Banished to have different needed build resources for cycle variants, but who knows...

That's much but finally - it would be great.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Paeng on March 02, 2015, 06:21:12 AM
Well, like Red said - if you use the mod like that, you'll get funny things once in a while...

I been also experimenting a lot with all the modules, trying different things - it's a lot of fun for markets, or even the fishing hut...


Btw - for that "missing" beam - you can just rotate the lot completely, that way you get "logical" left and right ends... there is a tiny offset - an imperfection I actually like... yeah, I'm weird that way, I know - but I'd prefer the whole set a little less perfect, a little less all straight, a little less clean... oh well  ;D


Here is a little waterfront market -

(https://dl.dropboxusercontent.com/u/5012419/Banished/wf-market/wf-market01.jpg)

(https://dl.dropboxusercontent.com/u/5012419/Banished/wf-market/wf-market04.jpg)

:)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Henry on March 02, 2015, 02:36:28 PM
Hello,

Do you have a non-zipped copy of your latest mod, Beta New Medieval Town with Cathedral 0.4B, on Mega? 

The regular download keeps crashing around 4-6KB range.  The windows 'wizard' prompt keeps telling me that the compressed folder is empty, even though the size of the file is clearly shown in the download folder.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gordon Dry on March 02, 2015, 05:03:08 PM
Quote from: Henry on March 02, 2015, 02:36:28 PM
Hello,

Do you have a non-zipped copy of your latest mod, Beta New Medieval Town with Cathedral 0.4B, on Mega? 

The regular download keeps crashing around 4-6KB range.  The windows 'wizard' prompt keeps telling me that the compressed folder is empty, even though the size of the file is clearly shown in the download folder.


I don't see a problem, just downloaded both versions again.

What browser do you use?
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 03, 2015, 04:18:33 AM
I also noticed the lack of that pillar I, but I did not dare ask for Red not piss him off!  ;D
also because I already know the answer would be: "the first plane can not fly in the air!"  ;D ;D
I solve alongside some other building!
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 03, 2015, 05:09:27 AM
lol  ;D
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Henry on March 03, 2015, 12:51:18 PM
Chrome, I've also tested it with Firefox, IE, and Opera with the same results.

Clicking the link on reply #41 of this thread is no longer a productive course of action for me. So I will continue to enjoy what I have available to me at the moment and ponder on any other possible solutions.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: WorldofBanished on March 03, 2015, 01:02:10 PM
I have been having the same problem as Henry.
I've tried downloading both a couple times now, but no joy.  :'(

I'm on Firefox.

I didn't have any problem downloading the medieval houses from the "Feel so rusty" thread.  (that was a few days ago now)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gordon Dry on March 03, 2015, 03:01:42 PM
Perhaps you got the DS Lite vs. Dual Stack issue?

Real IPv6?

Ask your provider if they can switch you to Dual Stack instead of DS Lite...
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 03, 2015, 05:20:38 PM
i sent you both a direct link to my OneDrive.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Henry on March 03, 2015, 11:25:42 PM
RedKetchup,

Thank you, I appreciate you providing this for me.   I'd did a quick test and not only did it download at a reasonable rate it also appears to be functioning correctly in the game.  :)

Thank you


Gordon Dry,

I'm not sure exactly what a DS Lite or Dual Stack signifies, but I do know that I'm at the very end of the line of service for the company. Literally the house next door can't get the same service. So I'm not sure I could sway them from their previous choices. Of course I'm questioning the economics of my decisions at the moment. But I've found another solution to this problem of archaic speeds and humongous downloadable folders if it ever occurs again.   Thank you anyways though. :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 04, 2015, 05:10:49 AM
NP @Henry :) keep the link in your prefered shortcut :) so you ll have it for next time :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 04, 2015, 05:26:59 PM
sent you a PM with a link to my OneDrive.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 04, 2015, 06:40:23 PM
you are welcome.

if people dont say anything cause too shy to let a reply .... i cannot know and i cannot help.
so guys , let me know if there is something !
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 04, 2015, 09:59:09 PM
gonna work on those floor 2 tonight for a little 3-4 hrs :)

first : Floor 2 - Model 1 - FIX :

A. I lowered all both side wall windows. Hopefully we wont see them anymore if there is a roof getting there from neighbor house.
B. I ve put a double of the 'wooden legs' that supposely 'Hold' the house in the air if there is no first floor beneath it.
C. I ve put a thin inner wall inside the stairway to block sight if there is no first floor beneath it. (will do same when i ll be at 3rd floors)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gordon Dry on March 04, 2015, 10:41:35 PM
Wonderful...

What time zone do you live in?  ::)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 04, 2015, 11:11:20 PM
east cost of America. GTM -5 ?
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gordon Dry on March 04, 2015, 11:36:31 PM
 :P I just wondered how you define "tonight"  :P

I guess you meant GMT.

But I like GTM cars...
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 05, 2015, 12:21:58 AM
Quote from: RedKetchup on March 04, 2015, 09:59:09 PM
gonna work on those floor 2 tonight for a little 3-4 hrs :)

first : Floor 2 - Model 1 - FIX :

A. I lowered all both side wall windows. Hopefully we wont see them anymore if there is a roof getting there from neighbor house.
B. I ve put a double of the 'wooden legs' that supposely 'Hold' the house in the air if there is no first floor beneath it.
C. I ve put a thin inner wall inside the stairway to block sight if there is no first floor beneath it. (will do same when i ll be at 3rd floors)
you are great, man !!  ;)
no more houses in the air and no more children into the river because they fall down the stairs!  ;D
but the wall of the stairs you have put also to those of the 3rd floor?  ???
whatever .. thanks !!
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 05, 2015, 12:58:58 AM
lol yes to both, Gordon and Asso

Floor 2 Model 2 done

the next model will have alot more changes than previous (and will be longer to make too ^^)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 05, 2015, 01:43:33 AM
I need advices on this one :) whats your thoughts if.....

i do some models with brickwalls instead of stucco/wood ?

Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 05, 2015, 01:53:39 AM
I dislike both ..
I would keep them both ..
can you three models stucco and three models brick change with "F"?
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: KIM16 on March 05, 2015, 02:38:53 AM
I hardly notice change in number of windows, maybe add flowers on windows on second floor too,and  lantern, like in first floor, and change color of wall and roof a little, so you can really see the difference. I like brickwalls on 2nd floor , thats nice and ok too :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 05, 2015, 03:20:02 AM
Quote from: assobanana76 on March 05, 2015, 01:53:39 AM
I dislike both ..
I would keep them both ..
can you three models stucco and three models brick change with "F"?

so i take it you dont like it :S

and yes the models rotate with "F"
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 05, 2015, 03:25:25 AM
Quote from: KIM16 on March 05, 2015, 02:38:53 AM
I hardly notice change in number of windows, maybe add flowers on windows on second floor too,and  lantern, like in first floor, and change color of wall and roof a little, so you can really see the difference. I like brickwalls on 2nd floor , thats nice and ok too :)

1. if i add to much flowers it will lag more, flowers have alot of polygons even if i reduced 80% the number of polygons
1b i would rater maybe put a flower or 2 in the first model than having 4 windows full of flowers.
2. yes roof can be changed color without too much problem, but the wall would be bad, cause if you get a color on 2nd floor and another color at 3rd floor ... it wouldnt match at all anymore.
3. brickwalls make it strange a bit too me... so this is why i ask people thoughts
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 05, 2015, 03:46:31 AM
Quote from: RedKetchup on March 05, 2015, 03:20:02 AM
Quote from: assobanana76 on March 05, 2015, 01:53:39 AM
I dislike both ..
I would keep them both ..
can you three models stucco and three models brick change with "F"?

so i take it you dont like it :S

and yes the models rotate with "F"

oh s***t!!
damn Google Translate!!
I wrote: "mi piacciono entrambe" and it translate "NON mi piacciono entrambe"??  >:(
I LIKE both!!  ;D and so much!!
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 05, 2015, 03:51:00 AM
Quote from: RedKetchup on March 05, 2015, 03:25:25 AM
3. brickwalls make it strange a bit too me... so this is why i ask people thoughts
I'm not an medieval expert so I can not tell. but I also LIKE brick!
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 05, 2015, 04:16:43 AM
Quote from: assobanana76 on March 05, 2015, 03:46:31 AM
oh s***t!!
damn Google Translate!!
I wrote: "mi piacciono entrambe" and it translate "NON mi piacciono entrambe"??  >:(
I LIKE both!!  ;D and so much!!

"dislike" = the opposite of "like" lol
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 05, 2015, 04:23:44 AM
Quote from: RedKetchup on March 05, 2015, 04:16:43 AM
Quote from: assobanana76 on March 05, 2015, 03:46:31 AM
oh s***t!!
damn Google Translate!!
I wrote: "mi piacciono entrambe" and it translate "NON mi piacciono entrambe"??  >:(
I LIKE both!!  ;D and so much!!

"dislike" = the opposite of "like" lol
in fact I can not understand how it can something so wrong !!
translate the opposite!  >:(
I copied / pasted without re-read!
serious mistake with Google Translate!  ;D
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 05, 2015, 04:36:30 AM
lol ok

meanwhile i did better ... slop on the roof (red arrows)
it will help to not look too much stupid if i decide to change the color of the roof ^^
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 05, 2015, 04:44:55 AM
Quote from: RedKetchup on March 05, 2015, 04:36:30 AM
lol ok

meanwhile i did better ... slop on the roof (red arrows)
it will help to not look too much stupid if i decide to change the color of the roof ^^
great!
do you think to reuse the colorful texture of little house 2nd floor?
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 05, 2015, 04:46:27 AM
lol i dunno. that's what people really want ??  ;D

i made a test, with same tiles but more black
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 05, 2015, 04:52:09 AM
Quote from: RedKetchup on March 05, 2015, 04:46:27 AM
lol i dunno. that's what people really want ??  ;D

i made a test, with same tiles but more black
in fact I've always used the color "brown" ..
the more realistic for the time ..
But I suppose like them also the other colors .. at others players..  ;D
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 05, 2015, 05:02:40 AM
yeah me too :)

this screenshot show the black roof with a slightly different color of stucco, less pink, more white but more dirty.

the problem with changing too much colors.... with a 3rd floor randomly with colors i had before.....
it will look weird
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Rayden on March 05, 2015, 05:15:39 AM
About the roofs, I like brownish and black/grey, don't really like the other colors like in your little houses project.

About the bricks, I prefer them only on the ground floor, the other floors the stucco and wood  looks better.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: sandysan on March 05, 2015, 06:09:49 AM
Nice work once again @RedKetchup
I like both versions of the walls.
It's nice to be able to vary the houses in small towns.
I use different colors of your other mod "little house 2nd floor" and it would be great to be able to use the same colors for this one. (if it's not too demanding for you of course)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gordon Dry on March 05, 2015, 07:19:36 AM
I also prefer the stucco variant.

Roofs in dark grey (slate shingles) or dark brown (wooden shingles) are nice.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 05, 2015, 07:22:53 AM
i will probably stay conservative and continue as i was doing :)
but testing different colors / material was ... instructive.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: rkelly17 on March 05, 2015, 07:35:27 AM
Quote from: RedKetchup on March 05, 2015, 07:22:53 AM
i will probably stay conservative and continue as i was doing :)
but testing different colors / material was ... instructive.
Quote from: Gordon Dry on March 05, 2015, 07:19:36 AM
I also prefer the stucco variant.

Roofs in dark grey (slate shingles) or dark brown (wooden shingles) are nice.

I tend to prefer the "conservative" approach and agree with Gordon Dry about roof colors.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: KIM16 on March 05, 2015, 08:11:17 AM
Maybe add a little balkony  :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Vulgarian on March 05, 2015, 09:17:25 AM
Quote from: KIM16 on March 05, 2015, 08:11:17 AM
Maybe add a little balkony  :)

I had the same idea but you beat me to the punch. Either extending past the outside wall or receded would certainly mix up the appearance. Or for something really fancy, a double-wide veranda with double French doors. (Who says outcasts can't live in style?) :D
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Paeng on March 05, 2015, 09:56:29 AM
Yeah, some good changes there - I like that you added a little thickness to the roofline, that looks good...

Some (gentle) color variations for the roof are cool, I like that slate grey you showed.

As for the brick walls for the second floor - does not really appeal to me, I prefer brick for the ground floor, stucco for the 2nd and 3rd floors... including the little coloring variations you did...  :)


If you spread those variations over the F-chain, I'm sure that will add to the overall look when building rows and clusters of these buildings, because they won't look completely uniform, but more like they were built in different years... doesn't need much, some subtle shades of greys and whites like you did now will do the trick nicely  ;)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 05, 2015, 11:11:31 AM
yeah me too. these brickwall at second floor gave me a little strange look. i didnt expected it.
these little test helped me to figure out better how it can looks like, and also i ve explored a bit some suggestions made.

the balcony i already thought alot about it from the very start.

but...
Quotea double-wide veranda with double French doors.
sorry i am french but i have no idea what is 'french doors' LOL

and yeah i can use some very very subtil (more subtil than my experiences) shades of greys and white.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: irrelevant on March 05, 2015, 12:01:40 PM
@RedKetchup French doors are double doors that open from the center, often with sidelights.

Example:
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 05, 2015, 05:18:20 PM
oh ok, thanks mon Ami !
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 05, 2015, 11:15:16 PM
Floor 2 Model 3 :)

i had to go back after the screenshots to fix a couple of little error but nothing serious :)

Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 06, 2015, 12:50:39 AM
added some flowers to it :)
model 3 completed.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gordon Dry on March 06, 2015, 05:07:32 AM
nice
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Stephen122334 on March 06, 2015, 05:35:14 AM
Cant seem to download this for some reason, anybody know what is wrong?
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: irrelevant on March 06, 2015, 05:47:27 AM
@RedKetchup Very nice modeling!
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 06, 2015, 06:45:30 AM
Quote from: Stephen122334 on March 06, 2015, 05:35:14 AM
Cant seem to download this for some reason, anybody know what is wrong?
maybe cause too big for the forum banwidth ? i dunno. gonna send you a link to my MSN OneDrive. there you will find all my mods too and this BETA.



Quote from: irrelevant on March 06, 2015, 05:47:27 AM
@RedKetchup Very nice modeling!

you like it ?
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Vulgarian on March 06, 2015, 07:09:42 AM
Quote from: RedKetchup on March 06, 2015, 12:50:39 AM
added some flowers to it :)
model 3 completed.

Fancy! :D
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 06, 2015, 09:11:22 AM
Quote from: Vulgarian on March 06, 2015, 07:09:42 AM
Quote from: RedKetchup on March 06, 2015, 12:50:39 AM
added some flowers to it :)
model 3 completed.

Fancy! :D

it is just the french door. look weird. like if missing something ^^
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Denis de la Rive on March 06, 2015, 09:45:09 AM


it is just the french door. look weird. like if missing something ^^
[/quote]

It could be that the vertical edges between the window panels are too thin, and the horizontal ones too thick, it makes it look like 4 windows patched together, you could also add a contrast color as a frame around each individual door.  ;)

I really like your application of your ™ technology, it makes your work so useful.

On an other note; could you make the empty squares around your magnificent cathedral into road tiles so we can improve its placement in town squares.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Vulgarian on March 06, 2015, 09:58:58 AM
Quote from: RedKetchup on March 06, 2015, 09:11:22 AM
it is just the french door. look weird. like if missing something ^^

Could also be wider. Either the doors themselves or adding the side windows to make the doors more pronounced. But I'm not criticizing. I'd be happy to use it as-is.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: rkelly17 on March 06, 2015, 10:15:15 AM
Quote from: RedKetchup on March 06, 2015, 09:11:22 AM
it is just the french door. look weird. like if missing something ^^

I don't know; it looks OK to me. But if you're not happy, keep working at it. You're the artist!
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Paeng on March 06, 2015, 12:52:19 PM
Quote from: Denis de la Rive on March 06, 2015, 09:45:09 AMthe horizontal ones too thick, it makes it look like 4 windows patched together

Yeah, that kinda nails it...

Also - the planters on the upper floor clip into the handrail of the balcony, which gives an "Escher'esque" effect  :)
Last not least I'd just remove the one in the middle, if seems to be "in the way"...  :)


Skip that - I just realized that they are kinda hanging on the outside of the balcony... so it still looks a bit strange, but is more of a trick on the eye...  ;)

Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gatherer on March 06, 2015, 02:34:59 PM
A real door. Not windows.

:=)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 06, 2015, 05:28:57 PM
yeah i guess it is that. i ll have to open my photochop and make a real door with these windows :) and pass an hour on that :P i didnt want to but i guess i have no choice.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: irrelevant on March 06, 2015, 05:35:38 PM
That's right, no choice, get busy; chopchop! ;D

Glad to see you still here and cranking out mods, frère Ketchup!  ;)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 06, 2015, 08:07:52 PM
LOL @irrelevant


a bit better like that ?

Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Jonarus_Drakus on March 06, 2015, 08:31:48 PM
I was originally going to post this as a stand-alone suggestion on the CC forums, but looking at the multi-level houses, it would go better here...

Anyway, I think I recall some suggestions for some ground-floor business variants? Well, allow me to add my 2c to that pile: Barbershop!
Structurally it wouldn't be too different than the existing ground-floor houses, but with added sign and red/white spiral. As for what it would do... I figure just make it a low-powered variant of the hospital (maybe 50% as effective - max. Maybe with a limited area of effect too?)

~JD
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 06, 2015, 08:51:00 PM
Barbershop ?

yes , extremly good addition to my commercial list !
excellent !

i will add clinics too to my list :)

did you know these 2 buildings date from very long time ? even in old CEASAR 3 game  (very old game about roman city building...) has that ! :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: irrelevant on March 06, 2015, 08:52:53 PM
I love the barbershop idea! Happiness circle, lots of idling  ;D
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 06, 2015, 08:56:39 PM
talking about Ceasar 3 ....

they have also another thing, Bath houses. i will add that too but it will need a seperate building.
did you know at begining the developper had the idea of this one... but he gave up. i still found some mentions in files.

this little .png had the name of it :
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 06, 2015, 09:15:31 PM
i can say... in game it looks great :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 06, 2015, 11:09:58 PM
Floor 2 Model 4 now :)

didnt made alot of changes from Model 3 :

shorter balcony
changed color of the wood of the balcony
changed color and moved some flowers
added a bit of roof with a little window in it.
a little bench.
added many windows all around on sides and in the back

thats about it :) i like it alot.

Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gordon Dry on March 07, 2015, 05:50:18 AM
Like that
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: rkelly17 on March 07, 2015, 06:24:36 AM
Yeah, nice!
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 07, 2015, 06:28:32 AM
Floor 2 Model 5 :

hmmmmm that one i am not sure. it didnt gave me the look i was expecting when you put the 3rd floor on it (cause the roof).
i will maybe have to continue to work on that ^^

what are your thoughts ?
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Bobbi on March 07, 2015, 07:14:17 AM
The download link on the first page says last edited in February. So I take it none of the new models are included in that?
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 07, 2015, 07:25:54 AM
not yet @Bobbi :) soon will have an update :)

we got 1 at page 3 : http://worldofbanished.com/index.php?topic=786.msg13400#msg13400 (http://worldofbanished.com/index.php?topic=786.msg13400#msg13400)
did you got it ?

once i finish the 6th model of the 2nd floor I will post another update :) probably this weekend :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Vulgarian on March 07, 2015, 08:19:46 AM
These are looking great, imo (a mon avis). The overhanging roof looks fine on a 2-story, but I see what you mean when a 3rd is placed on top. It's not bad, though. Hmm. Weird idea. Maybe you can place an oversized 3rd floor so that it hides the roof. As I recall, some medieval houses did that, creating a claustrophobic appearance.

eg.

(http://www.syntagmamedia.com/wp-content/OldHouses.jpg)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Denis de la Rive on March 07, 2015, 09:26:11 AM
I like the whole thing, the new second floor looks just fine, the overhanging roof is a common feature and adds a lot of character to the whole, it will be very nice either as a single or multiple row.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Denis de la Rive on March 07, 2015, 01:39:11 PM
FYI  :D
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 07, 2015, 05:56:01 PM
yeah i guess i can maybe short it just a little bit and make all 3rd floor alot oversized... almost up to the road (enough to cover the roof)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Paeng on March 07, 2015, 06:58:22 PM
Yeah, specially for timberframe houses that overhang (also called a 'jetty') is quite common, e.g. as weather protection... I think that will add another nice note to your buildings...  :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 08, 2015, 04:11:43 AM
i am still not sure about this .... floor 2 model 5 :)  :o Edit: after more modifications... i like it that way : updated the screenshots

i ve got to return to Floor 3 Model 1 to make it fit with new dimensions of roofs :) and in same time.....

@assobanana76  will be happy, i fixed his request ^^ (interior walls under floor 3)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 08, 2015, 05:20:56 AM
NEW BUILD AVAILABLE !!!!!!!

WARNING: With every new BETA Build : ALWAYS DO a backup save of your town and your old MOD ! we are never enough cautious !!!!! We never knows when builds aren't compatible with previous one.


BETA New Medieval Town with new House Models v0.5

- New first Floor models ( up to 6 )
- New 2nd Floor models ( up to 5 of 6 )
- Fix of Floor 3 Model 1 ( for Asso ^^ )

(http://worldofbanished.com/gallery/37_08_03_15_5_24_36.jpeg)



PS.:  Itried 3 times to upload the .zip on this post, all failed. (35MB zip file) so i posted a .txt and .pdf inside the files there is a link to download it from my OneDrive and a link to download from MegaStorage. just click the link provided :) If troubles, PM me and i ll send the link by PM :)





If you want to participe to the BETA Phase ? ? ? Follow the green Arrow ! (also available on my OneDrive and MegaStorage Account!)

Magic Link will appear once you are logged ON on the forum !!
If you want to download it .... you need to register on our forum ! Once you have done that, the link will appear just below this green arrow :)
(http://worldofbanished.com/gallery/37_02_09_14_5_45_13.png)

Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gordon Dry on March 08, 2015, 06:24:06 AM
A 2 MB .docx file?

How about a .txt file?

Btw I use libreOffice and the link inside is not easy to open with some security settings turned on.

Edit:

no way, when I open that link I'm forwarded to login.live.com and should login...

Either you set the download to private or OneDrive sucks.
I don't create an account there.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 08, 2015, 06:28:17 AM
Quote from: RedKetchup on March 08, 2015, 06:26:41 AM
anyone the link worked fine ? 13 download so far.

it is a .zip that contains a .docx. a docx is MS Word and MS Wordpad (provided by windows 7+) file extension. it should open by itself. inside there is a doc with presentation of the BETA Mod and a picture, and the link you just have to click on it and OneDrive should open :)

anyone tested and worked fine ?

alright then i will replace it with a poor little bad .txt file LOL (cant even put an image inside boooo)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: chillzz on March 08, 2015, 06:51:56 AM
Downloading the new version.. looking at the pictures you've outdone yourself again Red!

about docx/txt :  MS Office nowadays can save as .PDF  which is a standard an can be opened with loads of different readers ..  it can have links and images.. and is a small file ;)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 08, 2015, 06:52:39 AM
the .txt now contains :

a OneDrive download link.
and a MegaStorage download link.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 08, 2015, 06:54:43 AM
alright, i ll do that next time. i saw .doc allowed so i try to make a .doc but a .doc is a ms works doc and noone on the planet use that anymore LOL.
wordpad and word use .docx ^^

i ll do pdf then :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gordon Dry on March 08, 2015, 07:03:11 AM
Thanks for Mega link.
Works fast. I always get my 100 Mbit.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 08, 2015, 07:09:42 AM
anyone can test this .pdf ?

i did same as the .docx and .txt with links and an image :)
if it works fine, i ll do that from now.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: chillzz on March 08, 2015, 07:16:39 AM
PDF works like a charm. Image and link working. :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 08, 2015, 07:20:36 AM
Awesome !

that way the forum wont failed to provide the download :) i ve got alot of PM from people that cant download and it often fail midway.
and it will lighten the bandwith
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Rayden on March 08, 2015, 08:41:37 AM
Nice work, it works flawlessly both link and lots in game. Now we have a lot more choices to play with ;)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 08, 2015, 09:04:54 AM
thank so much Red!
magnificent job judging from the screenshots!
balconies! balconies with roof !!
I can not wait to get my hands on!
I'll make a wise use of the 3rd floor !!  ;D ;D
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: paralias on March 08, 2015, 09:21:12 AM
every time it gets better and better ..have you change the dimensions of the cathedral (to be bigger of course) in this?
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 08, 2015, 10:22:04 AM
not in this build, sorry. next one, promise :) i lost too much time with Floor 2 model 5 ^^

when i ll do it, i ll add like 2 tiles width by 2 tiles long. and also people want me to do something all around it like paved ground in stone or something.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Jonarus_Drakus on March 08, 2015, 10:45:21 AM
I know I've already bothered you once with my 'Barber Shop' idea, but this one actually came up on the CC forums - People have been following a practice of having multiple herbalists - one to gather, one in the city to 'dispense'... The obvious problem being that the vanilla herbalist building looks kinda out of place in an 'urban' environment. Thus the idea of another 'ground level shop'...

...

Wait a second! Make it a second floor "shop" (Herb dispensary?) to go above the barber shop (or whatever)! Flower-boxes on a balcony, but with herbs instead of flowers! Put a little hanging sign at the bottom of the stairs, and bam! done!

*ahem*

I'll just leave it at that...

~JD

Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 08, 2015, 11:03:18 AM
i see...

QuoteI'd rather place a hospital where I put the second herbalist in the city. How do other people deal with this? Is there another mod that deals with this? Would this mod ever consider allowing hospitals to dispense herbs?

it cannot be done that way. a building cannot do 2 different things in same time :P or a doctor heals people, or an herbalist gather herbs. it needs to be 2 seperated building.
but in a city you can have many different building and different name :

doctor : hospital, clinic, barber (barber can count as taking care of hygiene and by that people get more healthy)
herbalist : herbalist hut, apoticary, florist, etc... even druid (druid were strong in herbs and healing purpose of herbs)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Denis de la Rive on March 08, 2015, 11:41:24 AM
FYI: the old version of my farm house, and the new one with the improved houses.  ;)

Thanks for your good work.  :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 08, 2015, 02:03:54 PM
downloaded!
Red, Now I just have to take a wife-murder to try your new house!!
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 08, 2015, 10:11:32 PM
Floor 2 Model 6 !!!  ;D

no balcony this time, made already too many.
bigger windows in front, with window railings :)

oh an a 3rd roof gable :)

thats the last one for the Floor 2 Models :)
next the longest and hardest to do : the 3rd floor with final roof.



EDIT: Can't post screenshots :P is server full ?
yay i can do now, screenshots are back !
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 09, 2015, 05:37:08 AM
started the models for Floor 3 ..........  ;D


i remade Floor 3 model 1 Final ..... it will be so sick !!!!
/drooll

Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 09, 2015, 05:42:22 AM
oooooooooohhhhhhhhhh  :o
ola!!
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 09, 2015, 05:45:29 AM
Quote from: assobanana76 on March 09, 2015, 05:42:22 AM
oooooooooohhhhhhhhhh  :o
ola!!


hihihihi

i am rolling on the floor laughing hard of excitements ^^
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Nilla on March 09, 2015, 05:52:43 AM
Wow! @RedKetchup, you are a creative person!

Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 09, 2015, 05:54:40 AM
This will be the first building that will build my future Las Vegans!  8)
but will still be a 6x4?
will be at an angle of the first farmhouse!
if you assure me that all future updates will be saved compatible I start this evening (wife permitting)  ;D
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 09, 2015, 06:02:17 AM
haha

still6x4. the towers (and all other things i ll do ... will be Graphic Overlap Technology ™ and won't count ^^)


about  saved compatible.... hehe we never know ! Always do a backup of your save and a backup of your previous Beta build, in case ! we never know ! haha.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 09, 2015, 06:15:03 AM
another svreenshot from another angle :)

notice the windows of lower levels :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 09, 2015, 06:17:42 AM
Well that goes wrong, I should remove the buildings that changes in the next version ..
I could begin when you finish the section "house" ..
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 09, 2015, 06:23:49 AM
a screenshot just for you @assobanana76  :) to show you how it has been done under the house ^^

i dunno what will happends to your river passing beneath ... but keep in mind that is only 1 model, maybe other models will fit better at all your planning ^^
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Rayden on March 09, 2015, 06:24:09 AM
Yesterday I tried the new version with an old save and everything worked just fine. :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 09, 2015, 06:26:53 AM
sweet @Rayden  :) keep in mind sometimes i can make little adjustements... a window to the left here.... a wall going much further there... it is still save compatible, but to see the changes you need to build a new one, or replace your old model. your old model will still function though.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 09, 2015, 06:28:29 AM
ok. saw the footprint so I would say that's not good for the house on the creek!
but maybe using the flatten terrain tool ...
or the first farmhouse then will be entirely on the mainland!
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 09, 2015, 06:32:53 AM
like i said, it is 1 model, i dunno yet what my imagination will provide for the next ones.... but it can be totally something different and can work with your creek ^^
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Vulgarian on March 09, 2015, 06:59:07 AM
Those images are looking great, RedKetchup. Very impressive!

Quote from: Rayden on March 09, 2015, 06:24:09 AM
Yesterday I tried the new version with an old save and everything worked just fine. :)

I have several towns "on the go" and had some issues with the latest mod. I found that if upgrading from too early a version of this newmedievaltown, the game would crash when loading the city. But if I went to an intermediary version first, I could save that and then load it correctly using the newest version.

This worked for all but one of my towns -- I can't find a version of the newmedievaltown mod that would allow it to load, so that save file is likely corrupted. (I do have a save from before adding the newmedievaltown mod, so it's not a total write-off.)

If I placed more than one version of the mod in the mod folder, they all appeared to have the same version number in the mod list. If that number could be updated frequently, it would make it easier to troubleshoot. But it's not the end of the world. I guess that's the price of being on the cutting edge. :D

Cheers!

V
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Rayden on March 09, 2015, 07:06:15 AM
I'm playing the same map since the first version of this mod, link on page 3, I think, and overwriting the older versions with new ones. So far so good, town is now on year 114 and no crashes until now.  8)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 09, 2015, 07:31:27 AM
alright. yeah it is a given-taken about old saves.,... we never know what can be wrong in a save while the other is just fine.
i will try to put a number of beta version in it so we can know better.

my bad ^^
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: rkelly17 on March 09, 2015, 08:25:01 AM
Holy front porches and towers, Bat Man, this just keep getting better and better! Thanks for your work, @RedKetchup.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Bobbi on March 09, 2015, 09:34:42 AM
These just keep getting better and better. (Jumping up and down). Will you do a third floor model with the gables? Pretty please? Love the gables on second floor, but they will disappear when I put on third floor.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Chon Waen on March 09, 2015, 12:31:06 PM
Absolutely stunning work, man!
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gatherer on March 09, 2015, 03:37:36 PM
Brilliant stuff Red!!!

Is it possible to include that tower also as a standalone structure in your mod? With a door and just for eye candy purposes?
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 09, 2015, 04:26:28 PM
thanks you @rkelly17  , @Bobbi  , @Chon Waen  and @Gatherer  :)

there willl certainly have alot of gables around, Bobbi, i have 6 models to do :)
i will do more than just that with this tower, Gatherer :) it will be part of a new wall / tower system set :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Bobbi on March 09, 2015, 04:30:06 PM
Yay! (Claps hands)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: chillzz on March 09, 2015, 06:48:20 PM
Wow! génial! Awsome work Red!
Quote from: RedKetchup on March 09, 2015, 04:26:28 PM
it will be part of a new wall / tower system set :)
8) Oh man!
medieval walls and towers... great to build real medieval fortified cities like Carcasonne, Edinburgh and escape Loevestein castle like Grotius ;)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 09, 2015, 09:16:48 PM
i will use the same texture as my house stone walls. i dunno if i ll do a castle, maybe just parts and people will make their own castle as they want. the house tower can maybe be a part of it :)

will be kinda a modular castle and you do your own castle as you wish ^^
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 10, 2015, 01:33:59 AM
Quote from: RedKetchup on March 09, 2015, 09:16:48 PM
i will use the same texture as my house stone walls. i dunno if i ll do a castle, maybe just parts and people will make their own castle as they want. the house tower can maybe be a part of it :)

will be kinda a modular castle and you do your own castle as you wish ^^
oh yeaahhhhh !!  :P
set Mathiueso is going to go in the attic!  ;D
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gatherer on March 10, 2015, 01:50:12 AM
Sweeeeeeeeeeeeet!

I am a happy bunny.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Paeng on March 10, 2015, 06:14:51 AM
Quote from: RedKetchup on March 09, 2015, 09:16:48 PMwill be kinda a modular castle and you do your own castle as you wish

Yeah, that's smart... A "full" castle you build once, and then it's boring... while small modules you can use again and again, in a thousand different configurations.

As for textures - well, you know my mind a little bit by now... sooner or later you may introduce some variety there, too  ;D
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 10, 2015, 06:57:06 AM
tonight i spent 4 hrs lol. not on something big, just little details ^^ i had to do it anyways at some point :)

i had 2 models of 1st floor which had some windows in the back that were cut off by the new back tower. so i had to fix that. in same time i ve edited all 6 models in first floor (i had to edit 2 anyways) and i ve had to fix all the roof with real 'front panel' roof like i did last models of 2nd floors (and the 3rd floor).

the little screenshot show well about the roof facings i am talking about (showing and pointing by the green arrows)

none of the 1st floor had those, and I still have to do the same for 4 of the 6 second floor models.


little details sometimes can take alot of time IMO.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 10, 2015, 07:35:09 AM
after that i made a pause for today, but i am still trying to think and try to find a way to optimize my models and reduce like crazy the number of polygons total the meshes have.

without losing too much details i think i can save alot just with my walls.
if you always read what i wrote, you should know i do my models like with lego blocks models. piece by piece of 1x1 tiles. so a wall of 2x4 tiles long is made of 8 blocks of 1x1. and they are made like a cube, a box.
As you know , each box have 6-sides (like a dice) and before it is converted in .fbx, the program divide each side into 2 triangles. So a 1x1 block wall has 12 triangles.
it is called 12 polygons. the total of polygons in a mesh equal the number of triangles total the mesh contains for everything.

so a wall made of 2x4 tiles has 8 blocks , so 8 blocks multiplied by 12 polygons each => 96 polygons total for the wall.

and if instead to use ONE wall 2x4 tiles long, the entire wall would have only 12 polygons instead of 96 ! it is only 12.5% ! i save and delete 87.5% of all the wall polygons! thats a huge %.

i used a 256x256 png for my texture of brick wall.
if without losing too much detail i do a texture containing 2x4 tiles.... (2x4 copy paste side by side) and i resize everything back even lower than it was ..... (a 256x128 png) I obtain almost same quality with a little bit of smoothing between the blocks.

so instead to use a texture of 76.2 kb (256x256) i use a texture of 19.7kb (128x256) at the end, multiplied by thousands of time.... i can optimize and save alot !


My New Medieval Town mod has 78,3 Mb so far. it is starting to be huge ! and will probably end up with a 250MB Mod like CC:EA even more lol



----------------

So i not necessarily working on the mod but .... as personal experiments and personal tweaks as a modler , I am trying to learn to be more efficient as modler ^^


----------------

and if i am trying to experiment it is because some people told me with their low computer, they have very hard to play Banished with my mod :P they have the impression they lag very much more. personally i dont see any difference, but i can understand that.


-----------------

EDIT: Tell me if you see alot of difference in this screenshot :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: chillzz on March 10, 2015, 07:54:11 AM
Quote from: RedKetchup on March 09, 2015, 09:16:48 PM
... i dunno if i ll do a castle, maybe just parts and people will make their own castle as they want. the house tower can maybe be a part of it :)

will be kinda a modular castle and you do your own castle as you wish ^^
that was exactly what i was thinking when you said it would be a wall / tower set :D
Yay!

Quote from: assobanana76 on March 10, 2015, 01:33:59 AM
oh yeaahhhhh !!  :P
set Mathiueso is going to go in the attic!  ;D
Lol my thoughts exactly.. actually : i only have RedKetchup mods in the latest cities. I've banned fountain mod and CC a while back !

Quote from: Paeng on March 10, 2015, 06:14:51 AM
Yeah, that's smart... A "full" castle you build once, and then it's boring... while small modules you can use again and again, in a thousand different configurations.
Yeah the 'castle' from fountain is like that... it becomes boring real quick.

Quote from: RedKetchup on March 10, 2015, 07:35:09 AM
EDIT: Tell me if you see alot of difference in this screenshot :)

Looks good to me! the less polygons and textures the better! even on big and fast computers banished will eventually become sluggish due to the hugh amounts of calculations and drawing.. the more you can save the better :D
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gordon Dry on March 10, 2015, 07:55:41 AM
It's just allright like that.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 10, 2015, 08:13:59 AM
my stucco wall png is : 256x256 and has 158kb
and my roof is : 512x512 and has 360kb

and specially if i do my roof in just 1 piece, i would also eliminate the graphic gliches we see sometimes when it is snowing in the game on certain roofs. ( i also saw some graphic gliches on stucco walls in the Paeng's screenshots )  :-\
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Vulgarian on March 10, 2015, 08:34:46 AM
Quote from: RedKetchup on March 10, 2015, 07:35:09 AM
EDIT: Tell me if you see alot of difference in this screenshot :)

I don't see any difference, aside from the fact that you're using a single object for the entire wall rather than 8 separate ones. :D In terms of quality, I don't see any difference.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 10, 2015, 08:51:26 AM
forgive me Red. allow me only a small request.
I do not even know if you can but you know that I am that of the strange things...
if you can do the "door" input whose pylons are based on earth but whose input can remain on the water.
ok. I did not explained well.. a kind of door/ bridge..
is clear?
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gordon Dry on March 10, 2015, 09:12:19 AM
My two cent:

Some inspirations, mixed by a travel blog.
http://mischas-reisen.blogspot.de/2013_07_01_archive.html
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 10, 2015, 09:15:12 AM
haha , i admit, you got me there @assobanana76  :P

it is not a traduction problem, i used goggle and translated to french, that exactly what i ve read....

but it is the idea i dont ... catch , figure, or understand ^^


if you can take Microsoft Paint.exe and try to make me a very crude draw.... maybe i can figure out your idea :)


:P

;D
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 10, 2015, 09:19:37 AM
thx for the link @Gordon Dry , i bookmarked it (like many link/picture i have and use as inspirations for my medieval floors :) ^^)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: chillzz on March 10, 2015, 09:28:52 AM
@assobanana76 do you mean a castle / city gate (Porte de Ville / Porta cittadina) like this :
http://en.wikipedia.org/wiki/City_gate#mediaviewer/File:Koeln-Hahenentor-web.jpg

and maybe with a drawbridge ( pont basculant / ponte levatoio )
http://nl.wikipedia.org/wiki/Ophaalbrug#mediaviewer/File:Oostpoort_Delft.jpg

or better yet.. both combined :
http://en.wikipedia.org/wiki/Loevestein#mediaviewer/File:Slotloevestein.jpg

Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: rkelly17 on March 10, 2015, 09:45:05 AM
Personally, if you do decide to do a castle or towers, etc., @RedKetchup, I would prefer that they be in a separate package. I love the houses, but I'm not sure I would want a full-on castle in the same package. I do like log palisades, though.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 10, 2015, 09:57:38 AM
Quote from: rkelly17 on March 10, 2015, 09:45:05 AM
Personally, if you do decide to do a castle or towers, etc., @RedKetchup, I would prefer that they be in a separate package. I love the houses, but I'm not sure I would want a full-on castle in the same package. I do like log palisades, though.

and you would refuse or prefer to not use the mod anymore if it include a castle in the package ?
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: chillzz on March 10, 2015, 10:11:22 AM
Quote from: rkelly17 on March 10, 2015, 09:45:05 AM
Personally, if you do decide to do a castle or towers, etc., @RedKetchup, I would prefer that they be in a separate package. I love the houses, but I'm not sure I would want a full-on castle in the same package. I do like log palisades, though.
Oh log palisades :D  back to early medieval times or even pre historic ;)

seperate package? hmmm  it's the New Medieval Town mod, with both houses and work related buildings in medieval style, all grouped under its own menu icon. 
I wouldn't mind if it's one package with separate buttons for each item/group.
However, i can understand the "split" since one are functional buildings houses/workplaces  while the "castle parts" walls / towers  would be decorative  (e.g. NMT-Decorative)

Quote from: RedKetchup on March 10, 2015, 09:57:38 AM
and you would refuse or prefer to not use the mod anymore if it include a castle in the package ?
I personally would not ever refuse a RedKetchupTM mod, but based on size growing even bigger then CC.. i can understand someone might. However with your new knowledge of reducing size.. it might actually become a smaller mod, with more items :D
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Denis de la Rive on March 10, 2015, 11:05:21 AM
I don't think anyone would reject such a quality mod on the basis of size, or the inclusion of walls. It has so many cool things that all work well together that size should not matter.  ;)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 10, 2015, 11:15:31 AM
http://cloud-4.steamusercontent.com/ugc/529509748766703099/5643FAE24B3896B7628EEFE0B0BEA827FE01DB17/
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 10, 2015, 11:20:15 AM
oh that ??? i see , no problem there at all !
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: rkelly17 on March 10, 2015, 11:20:57 AM
Quote from: RedKetchup on March 10, 2015, 09:57:38 AM
and you would refuse or prefer to not use the mod anymore if it include a castle in the package ?

If that were the only way to get those wonderful three-story houses I would use a mod that included every other mod ever produced throughout human history!  ;D  So, no, I certainly wouldn't refuse. As to preferences, my preference is always for mods that keep it simple and do one thing well. Just look at the mod list at http://worldofbanished.com/index.php?topic=808.0 and you'll see what I mean. You'll also see a huge list of @RedKetchup mods, so what you have been doing is what I like.  :D  Now maybe if you made the castle look like early Quebec . . . .

This is why I have somewhat conflicted feelings about the CC mod. I love many of the buildings and would like to have them, but the whole package is just too much for my simple mind. I would not complain at all if the CC authors released a set of packages of specific buildings, but I wouldn't want to interfere with them pursuing their vision.

As to log palisades, @chillzz, they fit right into my vision of Banished as 17th-18th century settlements in northeastern North America. If they fit other scenarios, well, that's so much the better.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 10, 2015, 11:28:25 AM
Quote from: rkelly17 on March 10, 2015, 11:20:57 AM
Quote from: RedKetchup on March 10, 2015, 09:57:38 AM
and you would refuse or prefer to not use the mod anymore if it include a castle in the package ?

If that were the only way to get those wonderful three-story houses I would use a mod that included every other mod ever produced throughout human history!  ;D  So, no, I certainly wouldn't refuse. As to preferences, my preference is always for mods that keep it simple and do one thing well. Just look at the mod list at http://worldofbanished.com/index.php?topic=808.0 and you'll see what I mean. You'll also see a huge list of @RedKetchup mods, so what you have been doing is what I like.  :D  Now maybe if you made the castle look like early Quebec . . . .

bah it would look like... how you want to make it look ^^ it wont be a giant 20x20 tiles square and you put it there and... thats all ^^ you would build it with some pieces :) and if you want to use the pieces and do something else that is not a castle... would be your call :)


Quote from: rkelly17 on March 10, 2015, 11:20:57 AM
This is why I have somewhat conflicted feelings about the CC mod. I love many of the buildings and would like to have them, but the whole package is just too much for my simple mind. I would not complain at all if the CC authors released a set of packages of specific buildings, but I wouldn't want to interfere with them pursuing their vision.


yeah me too i feel like overwhelming :) like a brain wash ^^
i dont think my mod would be like that. they filled all the toolbars everywhere, me, everything is inside 1 bar :)

if you dont want to open THAT bar... everything else look like ... it always did :)



EDIT: threat that like a big giant 3 story house but with maybe 4-5 lvl that you add this there, add that hmmm... here... gonna put that thing at that place... and 3 years later put a couple more pieces, this one there, and that one there.... and life go on :) like you do with my houses ^^


Keep in mind, all, i already have alot to do ! it can be ... one day !! hehe
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 10, 2015, 11:37:56 AM
Quote from: RedKetchup on March 10, 2015, 11:20:15 AM
oh that ??? i see , no problem there at all !
oh!! great!!!!
but.. the main river will can float under?
that of Mathiueso can't do!
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 10, 2015, 11:39:32 AM
Quote from: assobanana76 on March 10, 2015, 11:37:56 AM
Quote from: RedKetchup on March 10, 2015, 11:20:15 AM
oh that ??? i see , no problem there at all !
oh!! great!!!!
but.. the main river will can float under?
that of Mathiueso can't do!

of course ! same as a TP or fishing dock, or a bridge lol
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 10, 2015, 11:47:18 AM
I dunno why Mathiueso can not think about it!
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: chillzz on March 10, 2015, 11:51:30 AM
Quote from: rkelly17 on March 10, 2015, 11:20:57 AM
Just look at the mod list at http://worldofbanished.com/index.php?topic=808.0 and you'll see what I mean. You'll also see a huge list of @RedKetchup mods, so what you have been doing is what I like.  :D  Now maybe if you made the castle look like early Quebec
yep, about the same list of mods i use, RedKetchup mods take 95% of my modlist ;)
The awesome thing about what RedKetchup is willing to make, at least what i've understand about it, is that you can build a walled medieval city to your likings... so Quebec, Carcassonne, Edinburgh etc.
http://en.wikipedia.org/wiki/Carcassonne#mediaviewer/File:Cit%C3%A9_de_Carcassonne.jpg

Quote from: rkelly17 on March 10, 2015, 11:20:57 AM
This is why I have somewhat conflicted feelings about the CC mod. I love many of the buildings and would like to have them, but the whole package is just too much for my simple mind. I would not complain at all if the CC authors released a set of packages of specific buildings, but I wouldn't want to interfere with them pursuing their vision.
yeah exactly!  too much gameplay change in my opinion. can't have just one part, without installing the complete set :(
Quote from: rkelly17 on March 10, 2015, 11:20:57 AM
As to log palisades, @chillzz, they fit right into my vision of Banished as 17th-18th century settlements in northeastern North America. If they fit other scenarios, well, that's so much the better.
yeah like the palisades / forts they've build in the early 1600's in North America.. heck Wall street in New Amsterdam is named after one ;)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 10, 2015, 12:13:26 PM
Quote from: assobanana76 on March 10, 2015, 11:47:18 AM
I dunno why Mathiueso can not think about it!

you can do what you want with water , river and creeks :P

on the screenshot, unfortunately, the building is too short but .... you see it works.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: chillzz on March 10, 2015, 12:16:12 PM
nice! Venice, Amsterdam, and actually any place in the Netherlands with loads of water comes to mind now :O :D
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 10, 2015, 12:22:18 PM
hehe
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Vulgarian on March 10, 2015, 12:28:04 PM
Quote from: chillzz on March 10, 2015, 09:28:52 AM
and maybe with a drawbridge ( pont basculant / ponte levatoio )
http://nl.wikipedia.org/wiki/Ophaalbrug#mediaviewer/File:Oostpoort_Delft.jpg

You beat me to it. I'm guessing this as well. The old drawbride across a moat. (Of course, we can't create moats in Banished... yet.) :D
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 10, 2015, 12:33:16 PM
Quote from: RedKetchup on March 10, 2015, 12:13:26 PM
Quote from: assobanana76 on March 10, 2015, 11:47:18 AM
I dunno why Mathiueso can not think about it!

you can do what you want with water , river and creeks :P

on the screenshot, unfortunately, the building is too short but .... you see it works.
first floor on water?
how can it possible??
I want it! I want it!! lol
or under there is a trick like use "flatten terrain tool"?
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 10, 2015, 12:37:13 PM
no, not at all, 100% functionning lol

you can do everything you want about that LOL, just need to make the graphic that look realistic and .... works great ! imo
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: chillzz on March 10, 2015, 12:37:57 PM
@RedKetchup
http://1.bp.blogspot.com/_wZDF7r2C01A/TDGXAsODFjI/AAAAAAAADAQ/ZNNvCr24PN0/s1600/binnendieze+huis.jpg

Actually a house on the river bank, gradually expanded with room(s) above the river :)

Quote from: Vulgarian on March 10, 2015, 12:28:04 PM
You beat me to it. I'm guessing this as well. The old drawbride across a moat. (Of course, we can't create moats in Banished... yet.) :D
hahaha not yet!  though there is a decorative canal mod..
i thought i did see a topic about excavation and landfill ..
but seems it's not possible yet, just the flatten to just above river height.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 10, 2015, 12:44:20 PM
hehe sure, just need time and skills :) specially time IMO
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Chon Waen on March 10, 2015, 03:29:51 PM
The main thing I dislike about CC:EA is mainly the industrial inclusions.  In order for everything to work you need "these" industries producing "that", or to trade for them. 
Although you can do without this pretty easily (and I tried), the biggest problem for me is trade merchant clutter.  All of a sudden the boats are full of candles, glass, bricks, rope, etc.  He might have about 25 stone and a couple logs tucked away somewhere, but its a pain to get what you want in the quantities you want.

Thankfully, most of your buildings utilize stock resources (wood, stone, iron)  to create them.  This means that they can be more easily split out into separate packs if it comes down to it.  Although you could split the packs about 4 ways (houses, industries, castle, and town services), if you are going to split it, only industries(with their houses) should possibly be split out.  Truthfully, only the mills and bakeries should really be split, unless there is a major change of how the others operate.

In short:  Same resources used but tweaked <----- over here, over there-----> new resources created even if its a redone building.

If you want to add new processes like was discussed over in the food stretching thread, it should be lumped in with mills and bakeries, because you are creating a new resource.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Bobbi on March 10, 2015, 05:22:10 PM
A) The reduced poly walls look fine to me.
B) I don't think shops should be split from houses into separate mods because ultimately, of course, you are going to design first level shops like apothecary, medical clinic, barber and other stuff. Right?  ;D ;D ;D
C) The decorative walls and stuff for castle could be separate if that's what most people want, but I would download both anyway, so it makes no difference to me.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Chon Waen on March 10, 2015, 07:25:58 PM
@Bobbi here's the thing, apothecary=herbalist but smaller shop. Thats fine lumped in with everything else.

What I want to see separated from the main are those structures that add resources not in vanilla (miller, food preservationists, dairymen, bakers, etc.). Unless the barber requires soap to work he's fine lumped in with the new houses as well.  What is daunting to many is the overwhelming influx of new production chains required to get your town to work. 

If you don't want to build the new cathedral, you don't have to.

If the mod adds flour, bread, jerky, new clothes, rope, books, soap, wax, candles, glass, bricks, and whatever else, you will have to deal with those resources in the game whether you want to or not.

Thats the difference, and imo, the proper dividing line for a split.

In the case of what we have, the mill, bakery, and bakery residence should be in a different mod. If its possible to keep the current build ui tree if someone does want the enhanced resources as well, that would be perfect.

Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Bobbi on March 10, 2015, 08:24:11 PM
I think I get what you are saying. I like production chains, they add complexity. Within reason. But it would be nice if they were optional, choose to add production chains or not. One of my things is that I do not like the addition of all kinds of extra foods and such that serve no additional purpose except to expand the crazy number of items listed in the game. Cherry pie AND apple pie AND blueberry muffins AND plum pudding AND the list goes on.   :o Why? They serve no purpose, unless they combine two nutritional needs. Or more trade value. But even so, do we really need so many? But clearly, this is just MY opinion. Everyone else keeps asking for more and more products on the menu. I used to try to play as minimized game as possible, one fruit, one grain, one veg, one protein, just so that I wouldn't have to keep track of so much stuff in my markets. If you never buy nor produce something, it never shows up on the list. Now I just give up and deal with the fact that I'm going to have to keep track of five billion products.
OK, my rant is over.   :-X  And like I said, apparently I am pretty much alone in this opinion.  :'(  ;D
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 10, 2015, 09:46:17 PM
i see. very good comments from both of you. thats what i call : constructive comments and constructive criticism.

not just a simple criticism 'you should do this' or 'you should do that' and try to make it pass as constructive :P cause you said the 'word'


i will think about your opinions :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gatherer on March 11, 2015, 02:17:25 AM
I've recently downloaded CC:EA and am now a bit afraid to start a new game with it + RK's mods. I only wanted CC:EA for the small vendor stalls but the whole industry that comes along is huge.

Any chance of RK style small vendor stalls ever seeing the light of day? Capable of fitting nicely under the 2nd story house?
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gatherer on March 11, 2015, 02:22:34 AM
I am also against introducing way too much items in the game if they serve no real purpose. It should be kept simple and to the point. Even with just the canned products there is an overflow of items, different canned fruits, meat. That's already 2 dozen items on the list.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Nilla on March 11, 2015, 05:23:49 AM
Quote from: Bobbi on March 10, 2015, 08:24:11 PM
I think I get what you are saying. I like production chains, they add complexity. Within reason. But it would be nice if they were optional, choose to add production chains or not. One of my things is that I do not like the addition of all kinds of extra foods and such that serve no additional purpose except to expand the crazy number of items listed in the game. Cherry pie AND apple pie AND blueberry muffins AND plum pudding AND the list goes on.   :o Why? They serve no purpose, unless they combine two nutritional needs. Or more trade value. But even so, do we really need so many? But clearly, this is just MY opinion. Everyone else keeps asking for more and more products on the menu. I used to try to play as minimized game as possible, one fruit, one grain, one veg, one protein, just so that I wouldn't have to keep track of so much stuff in my markets. If you never buy nor produce something, it never shows up on the list. Now I just give up and deal with the fact that I'm going to have to keep track of five billion products.
OK, my rant is over.   :-X  And like I said, apparently I am pretty much alone in this opinion.  :'(  ;D

No, no you're not alone. I fully agree! Some more diversity than original is OK and also some alternative trade products to ale and firewood, but not too much.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: chillzz on March 11, 2015, 07:31:10 AM
Quote from: Bobbi on March 10, 2015, 08:24:11 PM
I think I get what you are saying. I like production chains, they add complexity. Within reason. But it would be nice if they were optional, choose to add production chains or not. One of my things is that I do not like the addition of all kinds of extra foods and such that serve no additional purpose except to expand the crazy number of items listed in the game. Cherry pie AND apple pie AND blueberry muffins AND plum pudding AND the list goes on.   :o Why? They serve no purpose, unless they combine two nutritional needs. Or more trade value. But even so, do we really need so many? But clearly, this is just MY opinion. Everyone else keeps asking for more and more products on the menu. I used to try to play as minimized game as possible, one fruit, one grain, one veg, one protein, just so that I wouldn't have to keep track of so much stuff in my markets. If you never buy nor produce something, it never shows up on the list. Now I just give up and deal with the fact that I'm going to have to keep track of five billion products.
OK, my rant is over.   :-X  And like I said, apparently I am pretty much alone in this opinion.  :'(  ;D
definitely not the only one thinking that. i play the same way, although i have at least 2 fruits, 2 protein etc. if one crop fails due to bad weather, infestation and the likes, i always have the other.
Usually take the seedlings for trading instead of the firewood, just one of the baked goods to sell for cheaper foods.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 11, 2015, 07:57:16 AM
Red , but if it's all a matter of square , why do not match perfectly?  :-\

(http://cloud-4.steamusercontent.com/ugc/529510034463584691/8A8B023D4B68F96EEA621C864194329FB1C64253/1024x0.resizedimage)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: rkelly17 on March 11, 2015, 08:30:44 AM
Quote from: Bobbi on March 10, 2015, 08:24:11 PM
I think I get what you are saying. I like production chains, they add complexity. Within reason. But it would be nice if they were optional, choose to add production chains or not. One of my things is that I do not like the addition of all kinds of extra foods and such that serve no additional purpose except to expand the crazy number of items listed in the game. Cherry pie AND apple pie AND blueberry muffins AND plum pudding AND the list goes on.   :o Why? They serve no purpose, unless they combine two nutritional needs. Or more trade value. But even so, do we really need so many? But clearly, this is just MY opinion. Everyone else keeps asking for more and more products on the menu. I used to try to play as minimized game as possible, one fruit, one grain, one veg, one protein, just so that I wouldn't have to keep track of so much stuff in my markets. If you never buy nor produce something, it never shows up on the list. Now I just give up and deal with the fact that I'm going to have to keep track of five billion products.
OK, my rant is over.   :-X  And like I said, apparently I am pretty much alone in this opinion.  :'(  ;D

Rant away, @Bobbi. I usually end up planting all of the vanilla fruits and vegetables, but mainly so my farms look pretty. Even though chickens a re superfluous I also usually have at least one chicken ranch because, after all, what is an agricultural community without some chickens. So far I haven't added any new crops except for honey when I can't get traders to bring grains, even new crops by my favorite modder.  ;D

Speaking of my favorite modder, @RedKetchup, you seem to have invented houseboats for Banished! What a great idea. If you actually release these in some form we can now make use of lake space that has been going to waste. We could even combine these with some of @Paeng's ideas for fishing wharves using "Flatten Terrain" and make the lakes truly useful. Brilliant!
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 11, 2015, 08:46:18 AM
Quote from: assobanana76 on March 11, 2015, 07:57:16 AM
Red , but if it's all a matter of square , why do not match perfectly?  :-\


cause all whole models are kinda just a little some millimeters too much to the back. not easy to put it right in the middle if after later in game you rotate it from north-south to south-north
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Bobbi on March 11, 2015, 09:37:37 AM
Glad to see I am not alone, after all. I do actually like the CC mod, but I do wish it was broken into parts. I guess that would probably be difficult to do. As is, they have a lot of stuff I just don't use. Like 20000 different crops, and people asking for even more, such as pineapple and banana, because that stuff grows so well in the snow.  ;) I only buy seeds that are needed for different production chains if I am using them, and skip the rest. The vendor stalls are really cool.
My favorite modder is still @RedKetchup, of course (shameless suck up)  ;D
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 11, 2015, 10:59:58 AM
thanks you :)
you are a very nice person :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 11, 2015, 02:32:13 PM
well.... i just took time to optimise my flowers :)

in the screenshot , to the left : Old flowers with 8238 polygons

every first floor models had like 2,3, even 4 of these 8238 polygons flowers.


NOW:
in the screenshot, to the right : New flowers with only 2882 polygons

i took 2 hrs to draw new bacs of flowers, leaf by leaf (I took 1 leaf, i optimized it and deleted lot of forms in it and kept 17 polygons only, and then i copy pasted it like 25 times, rotating them modifying a bit their forms.... and then i did same for the flowers)
Not only it has more leaves, more flowers more spreadout..... i reduced and saved 65% of polygons and triangles (34.98421...% of the original)


imagine when a model that had 3 flowers like that : 24,714 polygons in just flowers ^^
now 3 flowers will result in just 8646 polygons. that it way more acceptable :)



EDIT: I need to do the barrel of flowers now :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Chon Waen on March 11, 2015, 02:52:44 PM
I really see what your point of view is now, as well.
Truthfully, I believe the stock foods are enough overall with the possible exception of classifying potatoes with the grains, since there are loads of other veggies and only 2 stock grains.

That being said, when I was thinking of 2nd tier food production, I truthfully was annoyed when folks started on with sauerkraut and such. I was thinking more on the lines of no more than 2-3 new food resources being made from any given building, preferably 1-2.  An example: Drying Shed- Apples make "dried fruit", Cherries make "dried fruit". Peaches make, you guessed it, "dried fruit"
Likewise a smokehouse would make "jerky" whether you used beef, mutton, venison, or (blech) chicken.

I do think that further splitting the industrial resource adding buildings from food resource adding buildings would probably be a good idea.  The difficulty will be doing this in such a way as to keep new industries from being a requirement for new foods and vice/versa.

One of the CC:ea bits that come to mind is candles(industry) requiring beeswax(food).
Now if that same beeswax was a component for sealing "pickles"(food) it will work with the divide.
Use of any vanilla resources would be fine with either.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Bobbi on March 11, 2015, 04:17:59 PM
QuoteThat being said, when I was thinking of 2nd tier food production, I truthfully was annoyed when folks started on with sauerkraut and such. I was thinking more on the lines of no more than 2-3 new food resources being made from any given building, preferably 1-2.  An example: Drying Shed- Apples make "dried fruit", Cherries make "dried fruit". Peaches make, you guessed it, "dried fruit"
Likewise a smokehouse would make "jerky" whether you used beef, mutton, venison, or (blech) chicken.

Yes, keep it Banished style, where all fruits (and wheat) make one product, Ale. So, all fruits make Pie, all vegetables make "Canned vegetables" etc. Works for me. And I have no idea why anyone would feel compelled to have sauerkraut in the game.
I support the notion that mods that add new "resources" from those that don't. For instance, @RedKetchup's second story houses for blacksmith, tavern, tailor and hunter just improve upon the Banished originals, while bakery, windmill, and watermill add products. Mind you, I would download them anyway, but they could be separate for those that do not want to add new products. The new apothecary would just be an in town herbalist, with the same profession, and the clinic would just be a small hospital with same doctor.  ;D

@RedKetchup, the lower poly flowers look great. My computer would be one of those that slows to a crawl if I get close to 1000 people.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 11, 2015, 05:20:01 PM
Quote from: Bobbi on March 11, 2015, 04:17:59 PM

@RedKetchup, the lower poly flowers look great. My computer would be one of those that slows to a crawl if I get close to 1000 people.

Yeah i understand that.

1: i can understand my computer is maybe better than many people....
2: i anyways didnt played a single game .... since we got the toolkit lol 6 month ago ? lol
3: so i dont know how it goes if i have 1000, 2500 or 5000 bannies lol

i just finished to fully optimize Floor 1 Model 1. While the .fbx file just passed from 727kb to 389kb , the number of polygons passed from 27,980 poly to 11,346 poly ONLY !!
so i did cut more than half of the graphic charge on the computer for that model. we are saving 60% !!!!!!!

i know you guys you dont care about those numbers... but for me they are important ! :)


EDIT: Of course, if there wouldnt any flowers.... the numbers would be cut to 10% and it would be nothing, but i think to have flowers.... really finish the models and give a graphic enhancement that the game never had before :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Bobbi on March 11, 2015, 08:11:48 PM
Low poly is great, but please please don't get rid of the flowers. They give a nice European flavor to the houses.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 11, 2015, 09:00:49 PM
i know ! this is why i added them to the models :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 12, 2015, 01:28:54 AM
considered that with the water of the river you can do all .. why not an old pier decorative with two or three boats ?

enough medieval??  ;D ;D

(http://www.realityinscale.com/WebRoot/StoreNL/Shops/61537336/503E/2096/7133/0421/CA60/C0A8/28B9/27B6/35196_The_Old_Pier_2.jpg)

(http://previewcf.turbosquid.com/Preview/2014/05/25__17_25_41/BoatDockSample_002.jpgfaf34e4f-d32a-40c4-9d84-60290777f523Larger.jpg)

(http://previewcf.turbosquid.com/Preview/2014/05/23__16_23_57/Pier_boats.jpgd22a27e4-f6fe-44b4-b7ac-6cadae8a60cfLarger.jpg)

(http://3.bp.blogspot.com/-QZ3NG_jy7Zc/UMHwUGJ6zJI/AAAAAAAAWFA/WFCHkwPsu5U/s640/35205_Rowing_Boat+(1).jpg)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 12, 2015, 01:35:23 AM
other medieval ideas I will think of you .. get ready !!  ;D
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 12, 2015, 05:23:58 AM
an innovative way to get over the mountains..
integrated with the medieval walls?

(http://www.polyvore.com/cgi/img-thing?.out=jpg&size=l&tid=46031653)

Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Denis de la Rive on March 12, 2015, 08:42:15 AM
Quote from: RedKetchup on March 11, 2015, 05:20:01 PM

i know you guys you dont care about those numbers... but for me they are important ! :)


Now why would you think this, I understand what you are doing and why, its just an other example of the quality of your work.  :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Vulgarian on March 12, 2015, 08:44:17 AM
Quote from: assobanana76 on March 12, 2015, 01:28:54 AM
(http://previewcf.turbosquid.com/Preview/2014/05/23__16_23_57/Pier_boats.jpgd22a27e4-f6fe-44b4-b7ac-6cadae8a60cfLarger.jpg)[/img]

That would make a nice alternate fishing dock.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Jonarus_Drakus on March 12, 2015, 10:01:23 AM
Some kind of medieval 'long range' fishing dock perhaps? Much larger AoE, but slower production speeds?

~JD
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Chon Waen on March 12, 2015, 02:27:01 PM
Alternate for looks, sure. The biggest problem I foresee though is the simple fact that Banishim don't want to use boats at all.  The magical mystical venerable boat merchants seem to have that one locked up.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 13, 2015, 12:36:21 AM
my ideas were simple decorative pieces for the river..
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 13, 2015, 08:52:56 AM
presently my time is dedicated to reduce the charge on CPU and GPU. i optimized Floor 1 Model 1 to 4 earlier this week, i did Floor1 model 5 and now i am at Floor 1 Model 6.

once that made, i will post the numbers :)
and i will also make some little adjustments which i always need to do ( make sure this roof or that one doesnt overflow the 2nd floors and get graphical bugs ... )
and then i will combine ALL Floor 1 in one single .FBX file :) and i hope i really understood the @slink  explanation about to have all model their own dummies ( use_001 , build_001 , build_002 and points ) ^^


btw also now we have more flowers colors :) Red ones, Blue ones, Yellow ones, Orange ones, White ones and Purple ones :)
and that in 'bac of flowers' and 'barrel of flowers'
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Bobbi on March 13, 2015, 09:15:53 AM
Appreciate all your hard work, Red
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 13, 2015, 10:26:37 AM
Quote from: Bobbi on March 13, 2015, 09:15:53 AM
Appreciate all your hard work, Red

a pleasure :) i still love to do that :)

Floor 1 ALL 6 models OPTimized now !!


OLD Non-Optimized      |     NEW Optimized
_______________________________________________
Floor 1 Model 1:       |
- FBX File: 727kb      |   389kb
- Polygons: 27,980     |   11,346 polygons
                       |
_______________________|_______________________
Floor 1 Model 2:       |
- FBX File: 846kb      |   499kb
- Polygons: 32,556     |   14,642 polygons
                       |
_______________________|_______________________
Floor 1 Model 3:       |
- FBX File: 868kb      |   438kb
- Polygons: 32,521     |   12,060 polygons
                       |
_______________________|_______________________
Floor 1 Model 4:       |
- FBX File: 745kb      |   447kb
- Polygons: 28,690     |   12,372 polygons
                       |
_______________________|_______________________
Floor 1 Model 5:       |
- FBX File: 714kb      |   437kb
- Polygons: 27,215     |   12,329 polygons
                       |
_______________________|_______________________
Floor 1 Model 6:       |
- FBX File: 679kb      |   413kb
- Polygons: 25,111     |   11,722 polygons
                       |
_______________________|_______________________


Total:                 |
- Total FBX: 4,579kb   |   2,623kb
- Total Poly: 174,073  |   74,471 polygons


2,623kb instead of 4,579kb = 57% (saved 43% disk space and memory)
74,471 polygons instead of 174,073 = 42% (saved 58% CPU charge)

Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Chon Waen on March 13, 2015, 10:55:23 AM
Sweeet!  Hopefully this will help reduce my lag!  I start to lag at about 500 citizens currently. 
I am honestly not sure if its due to graphical rendering (honestly I don't think so), or pathfinding routines (much more likely on my older dual-core laptop)

But any optimization is an awesome thing in my opinion!

Although I understand the logic of using libraries for programming, it still bugs the hell out of me that sometimes you have to put a 500mb file into memory just to get a couple of 2mb (or smaller!) routines out of it.  This isn't as much an issue for Banished, just in general.

Regardless,  thank you @RedKetchup  for your hard work on this!
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Denis de la Rive on March 13, 2015, 11:19:23 AM
Wow! nearly 100 000 ploys, must be a lot of work, you must be  :P by now, thanks for the hard work.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Vulgarian on March 13, 2015, 12:00:34 PM
Quote from: Bobbi on March 13, 2015, 09:15:53 AM
Appreciate all your hard work, Red

+1

And I'll raise you a "love your work" to boot.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 13, 2015, 12:14:31 PM
Quote from: Denis de la Rive on March 13, 2015, 11:19:23 AM
Wow! nearly 100 000 ploys, must be a lot of work, you must be  :P by now, thanks for the hard work.

yeah thats specially cause the flowers. this is why there arent alot of those things in the game, yes there are the trees but that about it and the crops. the original flower mesh i took on the internet was 50% smaller (i had to double it to cover a bac of flowers that is made in more in width) had 388,000 polygons (so after double side flowers = over 776,000 polygons).
when i got it and saw the number of polygon , i right away used a tool to optimized it and delete 80% of total polygon. then i tweaked it a bit, deleting some useless elements in it (pistols in center of the flowers... hidden stalks of the leaves.... etc) and lower the number of polygon overall. And then i worked with it.

i still found that too high, and this is why i over tweaked it this week.


after that,
the most useless polygons i have in my models are all the pieces of wall, of wood, of every element. all their hidden sides. like a dice, they have all 6 sides. when they imbricate one in one, there are always some side of the dice that become useless because they are 'inside' of another piece...

but i really dont want to delete everything and make as what i call : " an empty cardboard box " like the Majestic Cathedral. thats an example of empty cardboard. it is ONLY a facing. and when you try to take out some pieces , and try to make a progressive building process (build01,build02,build03... at 25% 50% 75%....) it is just a useless s*ht.
a piece of wall that is only 1 simple plane , it is just a facing, and not a real 3D piece. that is really bad. once in game you turn the camera some wall disappear from the screen and reappear in another camera angle while other wall disappear. thats totally ugly and useless.

so i never wanted my building are made like that cathedral. so when i do the building process, all pieces are made of real 3D pieces and look awesome.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 13, 2015, 12:37:15 PM
now take that wall in screenshot.

when i built it, this wall was made of 3 boxes width of 1x1 , by 2 boxes height. each box is like a 6-sides dice, and has 6 sides. 3x2 boxes = 6 boxes of 6 sides each = 36 sides.
and the engine divide these sides into 2 triangles. so 72 triangles

so my new wall of 3 tiles per 2 tiles height is 1 unique box. 1x a 6-sides dice. i ve cut all the not required sides which imbricate inside the wood at each end. (the top, the bottom, and the left side and right side) and now has only 2 side total. instead of 36 sides.

but those things takes so much time, i am an human, not a computer ^^


EDIT: the cathedral i downloaded has only 1 side. the front, there isnt even a 'back' :(
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gatherer on March 13, 2015, 03:33:07 PM
You're doing a great job. Thanks for everything.

:)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 14, 2015, 09:33:53 PM
presently working to optimize my 2nd floors :)

i really didnt checked about the savings about Floor 2 Model 1 and Model 2 because yes i saved what i could but i also added flowers to their windows (which had totally none) ^^

but about Floor 2 Model 3 i checked the optimized stats :

old : 36469 polygons
new: 15954 only

thats 43% or the original :) (saved 57%)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 14, 2015, 10:44:40 PM
i can say ..... really tired doing that !!!!!

i want to get back to creation !!
ROFL
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: sandysan on March 15, 2015, 12:23:05 AM
Courage @RedKetchup .... we are with you ... :)
You have already done this much change ... it's soon end ... :P
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 15, 2015, 12:34:08 AM
yeah 2 more model to go /cry

Floor 2 Model 4 :
old : 39621 polygons
new: 13512 only
------------------

34% of the original (saved up 66% on that one)

i am getting real physical headaches this weekend  :'(
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 15, 2015, 03:47:14 AM
Floor 2 Model 5 :
old : 32250 polygons
new: 13111 only
---------------------

40% of the original (saved up 60% on that one)


1 more to go !
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 15, 2015, 08:20:56 AM
Floor 2 Model 6 :
old : 32824 polygons
new: 13400 only
---------------------

41% of the original (saved up 59% on that one)


YAY the 2 first level models are completed. just need to make them work ^^ hehe, cause i made alot of new texture names and i need new .rsc files to match them.
an hour or 2 to spend on that tonight :)


so ... if i scroll back, and read all my numbers.... it is roughly 60% i saved all the time. cant wait to see the MB of my .pkm i will get. it will certainly go down alot. i need to not forget that the houses arent alone in this mod. all the other buildings i made (BS,Tailor,Tavern,Bakery,Mills.....) arent changed.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 15, 2015, 08:34:29 AM
What is a 3D Polygon?

Definition: In general terms, a polygon is any two-dimensional shape with multiple (multiple=poly) sides connected at vertices to enclose the shape. Triangles, squares, pentagons, hexagons - all of these shapes are considered polygons.

In 3D animation, a polygon is the exact same thing, only these polygons are connected to build your 3D model. Individual polygons are stitched together along the sides or at the vertex points to create the full model. Think of it as putting together puzzle pieces to create a whole, except that rather than seeing a printed image on the pieces, you're instead forming a whole other three-dimensional shape whose boundaries and volume are defined by smaller two-dimensional shapes. Polygons are the wrapper on the chocolate easter bunny; the candy coating on your M&Ms.


More polygons in a model can mean more detail and smoother renders (better graphics), but it can also mean longer render times (more computer calculations = slower, lag) and more problems caused by overlapping lines and vertices (graphic gliches).
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 15, 2015, 10:22:34 AM
well ! i didnt made alot of errors in the code to match all my new textures :)

i dont understand why the game doesnt accept my 192x128 textures, i thought i needed 32 pixels increments (32,64,96,128,192 etc...) maybe i m wrong and only like the 64 ones (64,128,256,512...) i easily fixed it.

the most funny error was a name of texture i called 'StoccuWall256' in floor 2 model 2 instead of 'StuccoWall256" lol. i found it funny.

once those 2 errors fixed, the compiler made it :)

i didnt saved alot of MB in the .pkm file : 69.7MB instead of 78.3MB previously  :'( but it is all about polygons and computing power :) i saved 9MB on 2x floor x 6 model each (12 model). i guess thats good. i have alot of stuff in this mod :)

i built all models in game, so i can see all the roof i need to fix (that was expected) and it will be the next thing to do.


my flowers are looking so great ! i LOVE all those colors ! maybe just the blue one i need to tone down, too much fluorescent ^^. out of that , they look gorgeous !! :)

Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: chillzz on March 15, 2015, 11:14:38 AM
actually it's a bit more then 9MB in file size, since windows calculations are a bit different (rounded). look at the real file size in bytes.

9mb is quite a lot actually, since you've only done the houses, not yet the other buildings.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Vulgarian on March 15, 2015, 12:04:12 PM
Quote from: RedKetchup on March 15, 2015, 10:22:34 AM
my flowers are looking so great ! i LOVE all those colors ! maybe just the blue one i need to tone down, too much fluorescent ^^. out of that , they look gorgeous !! :)

Agreed. The blue aren't terrible. Maybe if you made them look more purple, they might pass as violets. But they're not overpowering.

Nice work!
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: paralias on March 15, 2015, 12:07:12 PM
this topic (mod) is enjoyable and educational.... keep up the excellent work RedKetchup
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 16, 2015, 01:29:40 AM
you're doing a really great job Red !!
I had no idea how much trouble gave put a 3d model in a mod .. I thought it was a simple thing .. create home, rescale and put into ...
instead there's really a lot of work behind !!
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 16, 2015, 03:51:44 AM
there is ALOT of work to make a model in the game !! Often people who dont know how it works, and people who dont know how to make a 3D Draw have that impression, they think it is super easy, they just have to take whatever draw and they just have to give a 'name' and it is done, the game will take it !

No ! Not at all. it is far from there. and this is why, all inside all my threads, i always try to explain what i am doing, and how i am doing it. so it can serve as reference and as manual to learn to better do things and do better mods. there are always some tips i give here and there :)
Like @paralias  says : 'educational' :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Chon Waen on March 16, 2015, 06:41:10 AM
Its also why there are so few moddlers as compared to stat tweak modders.

Adjusting the behavior of things seems to me a lot easier than creating a game model from scratch (or even another 3-d model) and assigning behaviors.  The former requires decent analysis skills for a good result.  The latter requires artistic talent.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 16, 2015, 06:46:19 AM
Quote from: Chon Waen on March 16, 2015, 06:41:10 AM
Its also why there are so few moddlers as compared to stat tweak modders.

Adjusting the behavior of things seems to me a lot easier than creating a game model from scratch (or even another 3-d model) and assigning behaviors.  The former requires decent analysis skills for a good result.  The latter requires artistic talent.

yeah exactly. and it takes a good 2-3 months to learn a such program like 3dsMax. i am still learning for years (i was talking about just the basics)
the problem with other model (like i talked about the Majestic Cathedral) they optimized it too much they becomes useless. it is only 1 facing thats all (an empty cardbox like i call them)

i have a bigger artistic talent than an analysis mind. but i have an angelic patience and a methodist mind.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: purringcat on March 16, 2015, 10:50:58 AM
Love your new three story buildings with the window box flowers.    Great addition to the game.   And really love having the original blacksmith/weaver again.   
Can just feel that warm coat that was tossed for a Navy pea coat.       
Wish there was a small rural school   8)

How do buildings (and other models) made for SC4 in 3D Max compare to those made for Banished.   There are a lot of models floating around from that game.
I know most of them are high poly tho.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 16, 2015, 11:14:30 AM
thx for the reply :)

yeah it certainly feel so good to return to the basic of a lovely vanilla banished game with something that doesnt mess everything around like crazy ^^

for SC4 i never tried to download an sc4 3D ... i am not even sure what is exactly :P starcraft ? i thought they were only at starcraft 2 :P
see ? i dont even know what  SC4 is !! hehe


EDIT : OH
QuoteGuest   11:08:56 AM Viewing the topic SimCity 4 Deluxe.

Oh i guess it is SimCity 4 !!! haha, my bad ! maybe at some point gonna try to find one to dl and see.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: purringcat on March 16, 2015, 11:54:40 AM
lolol    I just assumed that people here were all former (still) SimCity 4 players.    Sorry about that    ;D

(http://i1122.photobucket.com/albums/l528/purringcat/MedievalFirestation.jpg)

This is an example of Xannepan's models that he uploaded for others to use.   It's in max format along with his textures. 
It's also 4.63MB
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 16, 2015, 02:08:44 PM
not bad, seems very high though :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Bobbi on March 16, 2015, 03:55:00 PM
@purringcat, you said
QuoteWish there was a small rural school
. What do you consider the basic Banished school? Just curious.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 16, 2015, 05:47:05 PM
btw, i just fixed an issue with bakery and CC:EA mod if CC:EA was first in the list. it was making the bakers unable to store flour in the bakery and returning back and forth with the flour in the hands for the eternity ^^.

in next build the problem should be fixed, no matters if NMT or CC:EA comes first :)

THANK YOU @kralyerg :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: purringcat on March 18, 2015, 04:00:56 AM
Quote from: Bobbi on March 16, 2015, 03:55:00 PM
@purringcat, you said
QuoteWish there was a small rural school
. What do you consider the basic Banished school? Just curious.

The CC-modded school can accommodate 40 students and is twice the size of the stone house.    It would be nice to have a small version the size of the stone house to put in very rural settings like the gatherer/hunter area.    Would also be nice if it fit under Red Ketchup's multi-story house.    8)

Just a personal wish   :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 18, 2015, 04:38:59 AM
i will keep the suggestion in mind, i would need to think a concept about school and fitting under a 2nd Floor or even a 3rd Floor medieval house residence.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: paralias on March 18, 2015, 08:58:36 AM
from what i have seen all this time @RedKetchup  your fan club want you to make a new banished at least at the model side of the game
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: rkelly17 on March 18, 2015, 09:18:25 AM
Quote from: RedKetchup on March 18, 2015, 04:38:59 AM
i will keep the suggestion in mind, i would need to think a concept about school and fitting under a 2nd Floor or even a 3rd Floor medieval house residence.

This would be great! Many Medieval and Reformation era university professors had a lecture hall on the ground floor of their house where they did most of their teaching. Here's a picture of Philip Melanchthon's house in Wittenberg which is typical, but a half-timbered house like you normally do would work well.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Bobbi on March 18, 2015, 09:19:44 AM
@purringcat
QuoteThe CC-modded school can accommodate 40 students and is twice the size of the stone house.    It would be nice to have a small version the size of the stone house to put in very rural settings like the gatherer/hunter area.    Would also be nice if it fit under Red Ketchup's multi-story house.
I hadn't noticed that. I guess I haven't built any CC schools. Isn't the original school still there and available? I must admit I haven't been playing much, waiting to start a new game when @RedKetchup is further along in his medieval mod. A little school under the multi-story would be awesome.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 18, 2015, 12:25:06 PM
CC School isnt my old College ?
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: purringcat on March 18, 2015, 01:14:51 PM
Quote from: RedKetchup on March 18, 2015, 12:25:06 PM
CC School isnt my old College ?

The CC School is the original Banished school but employs two teachers and twice the number of students. 

Quote from: paralias on March 18, 2015, 08:58:36 AM
from what i have seen all this time @RedKetchup  your fan club want you to make a new banished at least at the model side of the game

Definitely   ;D   And while you're creating .... a small doctor's office that fits under your houses would be great too.    The first floor house model can work for both of these with some added touches:    Sign hanging outside or school bell by the door.    Not asking for a swing set or anything   ::)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 18, 2015, 02:24:42 PM
yeah this weekend i will continue my 3rd floor models.
once that completed, i ll go back to 1st floor and do a set of commercial/services that will be able to put there

once the 3rd floor models completed i ll release a beta build (with 1 in german ^^)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Brathaehnchen on March 18, 2015, 02:25:43 PM
I miss somehow a nice rocking chair I can put in the front gardens.  ;D
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: chillzz on March 18, 2015, 04:27:59 PM
Quote from: rkelly17 on March 18, 2015, 09:18:25 AM
Quote from: RedKetchup on March 18, 2015, 04:38:59 AM
i will keep the suggestion in mind, i would need to think a concept about school and fitting under a 2nd Floor or even a 3rd Floor medieval house residence.

This would be great! Many Medieval and Reformation era university professors had a lecture hall on the ground floor of their house where they did most of their teaching. Here's a picture of Philip Melanchthon's house in Wittenberg which is typical, but a half-timbered house like you normally do would work well.


during and after the reformation even churches were build inside a house (attic/basement) or living quarters in the low lands, to hide em in plain sight.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Vulgarian on March 18, 2015, 08:21:55 PM
Quote from: purringcat on March 18, 2015, 01:14:51 PM
The CC School is the original Banished school but employs two teachers and twice the number of students. 

That's odd. I'm running CC:EA and have never been able to increase the number of teachers in the standard school. Are you sure that's part of CC or could it be another mod increasing the vanilla schoolhouse?
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: chillzz on March 18, 2015, 08:25:53 PM
Quote from: Vulgarian on March 18, 2015, 08:21:55 PM
That's odd. I'm running CC:EA and have never been able to increase the number of teachers in the standard school. Are you sure that's part of CC or could it be another mod increasing the vanilla schoolhouse?
My guess would be ApophisXP Better Schools : http://banishedinfo.com/mods/view/34-Better-Schools
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: purringcat on March 19, 2015, 01:33:36 PM
Quote from: chillzz on March 18, 2015, 08:25:53 PM
Quote from: Vulgarian on March 18, 2015, 08:21:55 PM
That's odd. I'm running CC:EA and have never been able to increase the number of teachers in the standard school. Are you sure that's part of CC or could it be another mod increasing the vanilla schoolhouse?
My guess would be ApophisXP Better Schools : http://banishedinfo.com/mods/view/34-Better-Schools

It is ApophisXP Better Schools not CC 
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Bobbi on March 19, 2015, 06:01:13 PM
Interesting school mod, but my preference is to have small schools all over the place so that the students don't have to walk too far, and one Adriana's college in town, of course. A school with 2 teachers that holds up to 50 students would be useful in a higher pop situation, but mine never get that large. Once I approach 1000, the lag is horrible, so I just start a new town as soon as there are interesting new mods to try out. I used to love the challenges on WoB, forcing me to do new things, but neither of the most recent suggestions have interested me. I can't play without pausing, and I didn't want to build a town with just boarding houses.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 20, 2015, 03:23:09 PM
so it is kinda a nerf or a cheat. same school ? with exact same model ? exact same building cost ? taking the exact same space ? but +150% more students ?


btw : weekend arrived :)
tonight i have a little raid (the one that was saturday got rescheduled tonight friday) but after i ll continue my models :) and tomorrow i m free all day ^^
i just fixed all the roofs that were overlapping the other models, so now what ever the first floor model or 2nd floor, we shouldnt see anything anymore when you build a new floor, a new story, ontop of it :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: chillzz on March 20, 2015, 06:24:47 PM
Quote from: RedKetchup on March 20, 2015, 03:23:09 PM
so it is kinda a nerf or a cheat. same school ? with exact same model ? exact same building cost ? taking the exact same space ? but +150% more students ?
Exactly same cost to build, same model. max 50 students, max 2 teachers. no clue what 'nerf' is, but it's kind of a cheat yes. Although a building like that should already hold somewhat more students then the default 20 and somewhat more teachers..

Quote from: RedKetchup on March 20, 2015, 03:23:09 PM
btw : weekend arrived :)
tonight i have a little raid (the one that was saturday got rescheduled tonight friday) but after i ll continue my models :) and tomorrow i m free all day ^^
i just fixed all the roofs that were overlapping the other models, so now what ever the first floor model or 2nd floor, we shouldnt see anything anymore when you build a new floor, a new story, ontop of it :)
Enjoy your raid! :D
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 20, 2015, 06:28:06 PM
nerf is maybe more a world of warcraft term that mean about all difficulty has been deleted and made more trivial
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Vulgarian on March 20, 2015, 09:56:29 PM
Quote from: RedKetchup on March 20, 2015, 06:28:06 PM
nerf is maybe more a world of warcraft term that mean about all difficulty has been deleted and made more trivial

I think it goes back to the "nerf" toys -- the ones made of soft, spongy styrofoam. The ones that you could use to hit someone as hard as you wanted and they would barely feel it. :D

So it works for the way it's used in gaming. As you said, making it trivial (painless).
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Brugle on March 21, 2015, 07:21:26 AM
Quote from: Vulgarian on March 20, 2015, 09:56:29 PM
I think it goes back to the "nerf" toys -- the ones made of soft, spongy styrofoam.
Not that it matter, but nerf is made of polyurethane foam, not styrofoam.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 21, 2015, 06:18:35 PM
just finished to optimize my big 3rd floor model :) the one with the tower in the back :)
it is starting to be long to do ^^ they are big, and they also cover some lvl 1 and lvl 2 floors on one side :)

i didnt kept the old model to compare but i know the final .pkm just shrunked again of another 2MB (just for that model ^^)  ! ! !

tommorow i will do a new one ' Y-A-Y ' ^^
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Bobbi on March 22, 2015, 10:27:01 AM
Great! Pleased to see the work continues. Hope you enjoyed your raid.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Fellow Villager on March 23, 2015, 06:59:09 AM
hey red, when do you release this new masterwork????
now!!!
:-) love you
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 23, 2015, 07:03:38 AM
Red, I need a suggestion... perhaps is a stupid question..
how do I begin a new city making it compatible with your next releases? build only houses leaving lose, at the beginning BS, bakery etc.?
in this way your next releases will not crash my new city because I do not insert new any resources in the game?
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 23, 2015, 08:33:43 AM
Quote from: Fellow Villager on March 23, 2015, 06:59:09 AM
hey red, when do you release this new masterwork????
now!!!
:-) love you
they will always be compatible :)



Quote from: Fellow Villager on March 23, 2015, 06:59:09 AM
hey red, when do you release this new masterwork????
now!!!
:-) love you

i dunnno i was working on the Floor 3 Model 3 when i started to get BSoD every 5 mins :( so i lost my entire day yesterday.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Fellow Villager on March 23, 2015, 09:24:04 AM
keep on working  :P :P :P :P
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 23, 2015, 01:24:09 PM
@RedKetchup
but.. are u sure?
introduce new items sells by yours new shop at ground floor of medieval house don't cause the crash of saved game?
I ever read that is this things the problem between new mods and saved games..
I'm wrong?
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 23, 2015, 01:47:14 PM
Quote from: assobanana76 on March 23, 2015, 01:24:09 PM
@RedKetchup
but.. are u sure?
introduce new items sells by yours new shop at ground floor of medieval house don't cause the crash of saved game?
I ever read that is this things the problem between new mods and saved games..
I'm wrong?

i dont see how it can crash a game

what can crash a game if there is an item and you have some stock of this item or even a mention like OldItem: 0 in town hall or TP and sudenly it disappear from the game : that can cause a crash, but not adding a new one.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 23, 2015, 03:02:11 PM
and if you add an items that I've already have by another mod like what's happened with flour and CC?

last question before start..
can I will "upgrade" a ground floor house in ground floor shop?
same 4x4?

thanks Red!
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 23, 2015, 03:45:41 PM
Quote from: assobanana76 on March 23, 2015, 03:02:11 PM
and if you add an items that I've already have by another mod like what's happened with flour and CC?

last question before start..
can I will "upgrade" a ground floor house in ground floor shop?
same 4x4?

thanks Red!

first question : depending which one come first... will prevail, the other will be same and become same as 1st one.

2nd question: no if you want a shop you will need to demolish the residence first. cannot be an upgrade because you cannot have a drop box list of which shop you ll want to get. an upgrade button is a 1 button choice
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 24, 2015, 12:39:27 AM
perfect for as regards the resources! I' ll put before your mod of "CC: EA."
with regard to the shop ( I can not wait because it has been one of my first suggestions in all forums!) I wanted to know.. if I build a house of 3 floors will need to demolish the whole or the shop on the ground floor fits perfectly between the two stairs in a 4x4?
or will be a new model of the house of different sizes with a shop on the ground floor?
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 24, 2015, 04:27:45 AM
no, all the story have their own footprint. same as you can build a story over a river.... you dont need to destroy any other floor than the one you really want to destroy and build something else.

you will only need to destroy the 1st floor residence, only, and build a shop instead that will perfectly fit under. :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 24, 2015, 04:55:48 AM
sooooooo perfect!!  ;D
you are great, man!!  ;D

tonight, allowing children, I start with Las Vegans!

I will use the house of the beta and gradually I'll replace them with subsequent releases!

will be a city devoted to trade!  ;)
even if in a small map:
- 2 trading posts
- 5 markets 12x12
- a large rural market with individual stalls under the houses
- at the end, in the urban area, shops under the houses

great! great!  ;D
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 25, 2015, 01:39:35 PM
so i am kinda working back on my Floor 3 models :)

before i was starting to get BSoD every 5 mins this weekend....
i was working and made an hexagonal tower and try to use it for a floor 3 model....

today i was back to it and try to fit it in a model...
after i passed a lot of time to try different positions...

i came up with that... i dunno , i need your opinion on this screenshot :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 25, 2015, 02:06:41 PM
i can say , in game it is very impressive !!

it is not an house ... it became a Manor !!!
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 25, 2015, 02:22:51 PM
but ya, with these houses ... i really need to make my wonder Cathedral ... alot BIGGER lol
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Brathaehnchen on March 25, 2015, 02:26:35 PM
And the camp / the barn looks next to a 3-storey house very puny.  ;D
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gatherer on March 25, 2015, 03:28:25 PM
That is one BIG house. I like it.

On a side note: any possibility of implementing a single piece back wall (1x4 size)? I'd like to close the back if using market stalls under 2nd floor.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 25, 2015, 03:38:13 PM
you mean add interior wall in the back, and maybe to the side of all 2nd floor models ?


can you find a screenshot in this thread and open it with maybe paint.exe, and use the sinple tool to illustrate your thoughts ?
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 25, 2015, 03:46:17 PM
btw this is really an impressive screenshot i have here :)

cathedral bigger (also i made some changes : 4 builders (down from 8 = 2x more time long to build) , i also doubled the amount of #workunits (so x2 x2 = 4 more time long) the footprint gone up from 12x20 to 14x24 tiles
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gatherer on March 25, 2015, 04:02:38 PM
(http://shrani.si/f/3J/By/4zg9QhfD/nmt07.jpg)

This stall looks out the back of a house. If I positon it to the front then I'd like to close the back with a wall. 1x4 size wall would only work if there are 2nd and 3rd floors built. If only 2nd floor is built then there needs to be a side wall too.

This is only theoretical, since I'm only asking about this because of CC:EA mod which uses small vendor stalls. It not need be part of NMT mod. It can be a standalone micro-mod with just one 1x4 wall for the back and one 1x5 wall for the side.

Hope this gibberish makes sense.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 25, 2015, 04:14:02 PM
i am not sure exactly where the wall should end to be but i know something, it absolutly need to be part of the 2nd floor because this :

if i do a stand alone wall : it will automatictly need to be 1x4 tile (or minimum 1x1 tile and the 3 other in graphic overlap) because you need to be able to 'destroy' it and also depending this 1x4 or 1x1+ tile will prevent the house to be build (you will get a 1x1 red forbitten tile that will prevent any construction over it)

understand what i mean ?

so it needs to be part of the 2nd floor.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: chillzz on March 25, 2015, 04:17:12 PM
Quote from: Gatherer on March 25, 2015, 04:02:38 PM
This is only theoretical, since I'm only asking about this because of CC:EA mod which uses small vendor stalls. It not need be part of NMT mod. It can be a standalone micro-mod with just one 1x4 wall for the back and one 1x5 wall for the side.
Actually, Small Vendors mod has a farm stand, which will fit perfectly underneath too.

Quote from: RedKetchup on March 25, 2015, 04:14:02 PM
i am not sure exactly where the wall should end to be but i know something, it absolutly need to be part of the 2nd floor because this :

if i do a stand alone wall : it will automatictly need to be 1x4 tile (or minimum 1x1 tile and the 3 other in graphic overlap) because you need to be able to 'destroy' it and also depending this 1x4 or 1x1+ tile will prevent the house to be build (you will get a 1x1 red forbitten tile that will prevent any construction over it)

understand what i mean ?

so it needs to be part of the 2nd floor.
ground level 1st floor.. 2x4 ?  i believe it will still fit with a stall ;)

and just looked at the new screen dumps.. awsome!  can't wait until new beta release :D
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 25, 2015, 04:24:51 PM
@Gatherer  i just modified your screenshot you provided to understand where in the back :

2 screenshot : 1 with wall fully in the back , equal with other wall in there (i made a copy paste) and the other one, i used a black pensil to try to draw a wall more further inside the house, but still in the back of the house
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 25, 2015, 04:28:46 PM
Quote from: chillzz on March 25, 2015, 04:17:12 PM
Actually, Small Vendors mod has a farm stand, which will fit perfectly underneath too.

thats me who did the design and the graphic of that mod, i provided the graphic files to Elfecutioner :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: chillzz on March 25, 2015, 04:39:33 PM
Quote from: RedKetchup on March 25, 2015, 04:28:46 PM
Quote from: chillzz on March 25, 2015, 04:17:12 PM
Actually, Small Vendors mod has a farm stand, which will fit perfectly underneath too.

thats me who did the design and the graphic of that mod, i provided the graphic files to Elfecutioner :)
Yes thats the one.. couldn't remember the mod creators name.. 
and yes you did both the stall and the shop ;)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Darkbibou on March 26, 2015, 01:15:31 AM
This mods keeps getting better and better !  :D

I'll need to translate it into french and publish it for the french community !
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gatherer on March 26, 2015, 01:45:14 AM
@RedKetchup

Yeah, that's what I had in mind. At first I thought of "closing" the back by just putting trees behind the house.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 26, 2015, 01:49:11 AM
where does that single stall?
I do not think one of those CC: EA ..
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Stephen122334 on March 26, 2015, 09:18:56 AM
The smaller vendor stalls are in the tab with the market and rural market in CC:EA
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 26, 2015, 10:56:29 AM
so that model is completed :) i had to do couple of little changes because it didnt hide 100% completly some Floor 2 models, but now it is good :)

i LOVE how the tower imbricates with the walls of all floors in the back :)
maybe at some point i will just have to go back on Floor 1 models and just side the window in the back a little bit to the right :) but it doesnt urge :)


now i need to get another awesome idea for next model. it needs to be very different, no more towers.... 2 is enough ^^
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 26, 2015, 11:11:56 AM
by the way... this is Floor 3 Model 3 (Floor 3 Model 2 = the square tower in the back) , the Floor 3 Model 1 is the one you have, but i will modify it a bit, i will add gables to it :) 2 or 3 gables and will look similar to floor 2 models :)
(it is for Bobbi :) hehe)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: chillzz on March 26, 2015, 12:24:56 PM
Quote from: RedKetchup on March 26, 2015, 10:56:29 AM
now i need to get another awesome idea for next model. it needs to be very different, no more towers.... 2 is enough ^^
Looks superb!
What is it that you are looking for? which era.. early middle ages, late middle ages, gothic, tudor, Hanseatic League, Renaissance VIesiècle (500) Haut Moyen Âge, crusades. Which region?

Gables :
http://fr.wikipedia.org/wiki/Pignon_à_échelons (http://fr.wikipedia.org/wiki/Pignon_%C3%A0_%C3%A9chelons)
http://fr.wikipedia.org/wiki/Pignon_à_volutes (http://fr.wikipedia.org/wiki/Pignon_%C3%A0_volutes)
http://fr.wikipedia.org/wiki/Hanse (http://fr.wikipedia.org/wiki/Hanse)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 26, 2015, 12:48:08 PM
none of these presently :-\

presently working on a big abrupt roof that goes high but starting lower, almost at lvl 2, with maybe a large plane on top

and with a large gable to the right part in front that goes out of the roof and going further but sustained by wood beams so it doesnt fall of the roof (which we dont see yet on the screenshot)  ;D
a bit like the one i made to the left but square

i will maybe make curves in the roof each side like '(' <= this caracter
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: chillzz on March 26, 2015, 01:06:11 PM
ah yeah.. i can see what you want to do. looks promising :)
basically you want the wood structure to support, about the same style you did with the medieval tavern ?


What about a Gable Dormer? like in the image included. 
you could easily do 3 variants.. 1 to the left (right side regular roof)
1 to the right (left side regular roof)
1 in the middle

when building a "street"  with 5 houses in a row : Left gable dormer,  regular (lvl 3, type I),  middle gable dormer, regular (lvl 3, type I), right gable dormer.  it will look like a huge medieval city block :O
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 26, 2015, 01:35:14 PM
a little bit more fantasy like the draws i made on your picture with paint.exe but a little more huge. like if the roof has been made long time ago and that gable has been added recently to expand the house :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 26, 2015, 01:39:46 PM
but presently i am trying to figure out how i can close the roof for the other gable to the left ^^

i shouldnt have made an hexagonal piece ^^ complicating everything LOL
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: chillzz on March 26, 2015, 02:50:11 PM
Quote from: RedKetchup on March 26, 2015, 01:35:14 PM
a little bit more fantasy like the draws i made on your picture with paint.exe but a little more huge. like if the roof has been made long time ago and that gable has been added recently to expand the house :)
yes thats' exactly what i was thinking.  another option would be to have the roof in a 90 degree angle, so the original level 3, type I roof,  but copied, turned around and pasted against the roof.

enclosed is a topview of octogonal roof gable and a way to continue the roof on the gable.

ah crap.. HEXagonal..  well the method should be the same.. from the midpoint of the gable, where you have a straight line from x-y 90deg from the roof.
then add it to the existing roof, like image 2.
I know easier said then done, i'm no 3d modeler ;)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 26, 2015, 03:52:35 PM
i should have rather made an Octa then an Hexa ^^
where thing is complicating is :

you have something at 0 degrees , to the right it is 90 degree , and between should be 45 degres...
but you also have a 45 degres also in the other way (the highest point toward the back of the plane).

in 3dsmax is easy to take the front and rotate the top to the back of it and give 45 degres. same to take the right panel and sent the top to the back of it at 45 degres. where thing complicate is the 45 degres panel i cannot rotate 45 degres toward 'its' back of that 45 degres lol

it is or rotate x or rotate y , but not rotate a 45 degres between the xy ^^.


i ve put there a cone at 6 face (an hexagonale cone) and i am trying to place those pan accordingly to these 45 degres pan (of the hexa cone) but not easy lol. and the shape , that way the hexa cone texture if , it doesnt seems a perfect triangle like in your picture, it is more like .... hmmmm. i ll do a draw lol


the black triangle = a perfect triangle, but the 45 degres panels looks more like the green triangle ^^ (or at least the way the hexagonal cone seems to draw it ^^)
i forgot how they called these kind of triangle with all 3 sides different lenght ^^
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 26, 2015, 04:11:51 PM
my best draw but so far of perfect, i know the game will show me all the imperfections like a big red ballon in the blue sky ^^
specially when it snows ^^ it will be ugly lol
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: chillzz on March 26, 2015, 06:06:15 PM
Quote from: RedKetchup on March 26, 2015, 03:52:35 PM
i should have rather made an Octa then an Hexa ^^
where thing is complicating is :

you have something at 0 degrees , to the right it is 90 degree , and between should be 45 degres...
but you also have a 45 degres also in the other way (the highest point toward the back of the plane).

in 3dsmax is easy to take the front and rotate the top to the back of it and give 45 degres. same to take the right panel and sent the top to the back of it at 45 degres. where thing complicate is the 45 degres panel i cannot rotate 45 degres toward 'its' back of that 45 degres lol

it is or rotate x or rotate y , but not rotate a 45 degres between the xy ^^.


i ve put there a cone at 6 face (an hexagonale cone) and i am trying to place those pan accordingly to these 45 degres pan (of the hexa cone) but not easy lol. and the shape , that way the hexa cone texture if , it doesnt seems a perfect triangle like in your picture, it is more like .... hmmmm. i ll do a draw lol


the black triangle = a perfect triangle, but the 45 degres panels looks more like the green triangle ^^ (or at least the way the hexagonal cone seems to draw it ^^)
i forgot how they called these kind of triangle with all 3 sides different lenght ^^

yeah an octa does look somewhat easier to make.  i think you mean a acute or obtuse scalene.
i never was a math wonder in school but geometry looked like fun..  it does make more sense nowadays ... basically you want to make a (partly) hexahedron bipyramid as roof for the gable, with one part 'vanishing' into the base roof.

hmm rotating in x,y,z plain shouldn't be that hard i guess. doesn't 3dmax allow you to rotate negatives like -45deg. or as full circle : 0,45,90,135,180,225,270,315,360 (and anything inbetween) ?

Quote from: RedKetchup on March 26, 2015, 04:11:51 PM
my best draw but so far of perfect, i know the game will show me all the imperfections like a big red ballon in the blue sky ^^
specially when it snows ^^ it will be ugly lol
Lol!  it's not that bad.. it's huge now in preview.. but in game?   i probably won't even notice  since i dont have to zoom/hack  and most likely too busy with managing ;)

Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 26, 2015, 06:35:55 PM
Quote from: chillzz on March 26, 2015, 06:06:15 PM

hmm rotating in x,y,z plain shouldn't be that hard i guess. doesn't 3dmax allow you to rotate negatives like -45deg. or as full circle : 0,45,90,135,180,225,270,315,360 (and anything inbetween) ?

yes but i cannot rotate in 2 axes in same time, thats the real pain and real problem. i need to an axe, and then the other, and come back and to go back... a such pain.

for the moment i gone back to hexagone cone and textured it.... i am srill not satisfied cause it is too much 'blurred'
i ll see later

i still progressed over all :)

but warcraft raid is calling me now LOL

Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: chillzz on March 26, 2015, 06:41:16 PM
Quote from: RedKetchup on March 26, 2015, 06:35:55 PM
yes but i cannot rotate in 2 axes in same time, thats the real pain and real problem. i need to an axe, and then the other, and come back and to go back... a such pain.
Ugh! you would think software like that should be able to do that!

Quote from: RedKetchup on March 26, 2015, 06:35:55 PM
for the moment i gone back to hexagone cone and textured it.... i am srill not satisfied cause it is too much 'blurred'
i ll see later

i still progressed over all :)

but warcraft raid is calling me now LOL


Sure is progression!
hahaha enjoy your raid!  i'll either go get some sleep almost 3am, or play some banished... decisions, decisions... hmmm :P
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 26, 2015, 11:59:58 PM
i think i came up with something good :)

OPINIONS ???
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gatherer on March 27, 2015, 02:08:59 AM
^^Too many spikes imo.

(http://shrani.si/t/1k/fz/3ajgqg7u/progress-but-still-not-s.jpg) (http://shrani.si/?1k/fz/3ajgqg7u/progress-but-still-not-s.jpg)

What about placing that hexagon/octagon to the left side and higher than the main roof?
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gatherer on March 27, 2015, 02:15:04 AM
Also, how would that flat roof look like in the middle of two normal ^ shaped roofs?
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 27, 2015, 04:36:36 AM
I believe that this really beautiful 2nd floor I can't put it on air!! lol
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: irrelevant on March 27, 2015, 06:02:44 AM
Quote from: RedKetchup on March 26, 2015, 03:52:35 PM
i should have rather made an Octa then an Hexa ^^
where thing is complicating is :

you have something at 0 degrees , to the right it is 90 degree , and between should be 45 degres...
but you also have a 45 degres also in the other way (the highest point toward the back of the plane).

in 3dsmax is easy to take the front and rotate the top to the back of it and give 45 degres. same to take the right panel and sent the top to the back of it at 45 degres. where thing complicate is the 45 degres panel i cannot rotate 45 degres toward 'its' back of that 45 degres lol

it is or rotate x or rotate y , but not rotate a 45 degres between the xy ^^.


i ve put there a cone at 6 face (an hexagonale cone) and i am trying to place those pan accordingly to these 45 degres pan (of the hexa cone) but not easy lol. and the shape , that way the hexa cone texture if , it doesnt seems a perfect triangle like in your picture, it is more like .... hmmmm. i ll do a draw lol


the black triangle = a perfect triangle, but the 45 degres panels looks more like the green triangle ^^ (or at least the way the hexagonal cone seems to draw it ^^)
i forgot how they called these kind of triangle with all 3 sides different lenght ^^
@RedKetchup whenever I need to draw a hexagon, I first draw a rectangle 5x8, then I draw 4 triangles, two along each long side. These triangles are 30-60-90, so the lengths of the sides are 3, 4, and 5.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 27, 2015, 07:02:35 AM
i resolved my problem yesterday finally by drawing a pyramid form, i applied the texture, look ok. then i deleted the face at bottom, i deleted the face in the back , and i pulled out each side to match the octagonal form i had (which i thought was an hexa)

then i placed 2 straight panel each side that go hide in the main roof :)


and it looks like that



so nobody love this new model ? /shrug
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Nilla on March 27, 2015, 07:22:53 AM
Like most of your other work; this is amazing!  :D
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Chon Waen on March 27, 2015, 07:32:03 AM
Is there any way to add a small ladder shack or some kind of access to the railed area?
Although I like the idea of a roof balcony, I don't much care for one that has no visible means for access.
Everything else is as usual, simply amazing!
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 27, 2015, 08:00:42 AM
first i will need to modify a bit, there is some roof parts of floor 2 models that isnt covered like you will see in this 'ingame' screenshot. out of that, generally it looks great
i saw i forgot the chimney :) so i will need to add it, maybe not at same place as the others... who cares the old one has been destroy and built a new one when they did the 3rd floor on that house :P

;D

i can maybe add a ladder on the roof the other side (it will help citizens to go ontop and clean their chimney once per year ^^ hehe) :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Vulgarian on March 27, 2015, 08:30:45 AM
Quote from: RedKetchup on March 27, 2015, 08:00:42 AMi can maybe add a ladder on the roof the other side (it will help citizens to go ontop and clean their chimney once per year ^^ hehe) :)

It's about time we found a way to put those troublesome children to work. Always running around and watching people work... :D
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: OldnRetired on March 27, 2015, 09:11:32 AM
Instead of a ladder to the roof maybe a trapdoor from one of the dormers?
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: irrelevant on March 27, 2015, 09:12:25 AM
Quote from: OldnRetired on March 27, 2015, 09:11:32 AM
Instead of a ladder to the roof maybe a trapdoor from one of the dormers?
Yes, with a belvedere!  :D
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Bobbi on March 27, 2015, 09:37:43 AM
I go away for a day, and look what you've done  ;D. On the gables, all I meant was a model that looked like the second floor model on page 10, but made as a third floor. But of course if you want to have more fun with it that's OK too!
Question re @Gatherer's request for a "back wall": won't that block in the vendor so that they have no way to get out, and get trapped back there and die? Had trapped people before in certain situations, for some reason they have no problem getting back behind something, but can't figure out how to get out.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 27, 2015, 10:38:02 AM
the model has changed a bit :) kinda tried to please everyone :P  ::)

i forgot the chimney so i ve got to fit it. i reduced the number of spikes by making the roof fully going up. there is no ladder though, maybe another model (still have 2 to do) and maybe in one of these there will be a belveder ^^.

i still have 1 problem to fix (an overflow of roof floor 2 on certain model in front) i fixed in the back, but still in front to fix. (and i dunno how ^^)(yet)

i am gonna go check live to see how it looks like :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 27, 2015, 11:13:22 AM
new in game screenshots :)

on the 2nd screenshot you can see what i still have to find a way to fix that ^^
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Stephen122334 on March 27, 2015, 12:34:53 PM
These look amazing
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gatherer on March 27, 2015, 03:39:05 PM
Quote from: Bobbi on March 27, 2015, 09:37:43 AM
Question re @Gatherer's request for a "back wall": won't that block in the vendor so that they have no way to get out, and get trapped back there and die? Had trapped people before in certain situations, for some reason they have no problem getting back behind something, but can't figure out how to get out.

Vendor stalls from CC:EA are 3x3 size. 1st floor RK's houses are 4x5 size. No prob there imo.


@RedKetchup

The new roof cresting looks ok. Maybe too much height though.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: chillzz on March 27, 2015, 04:51:48 PM
looks good @RedKetchup ..
i wouldn't use 2 next to each other, because it will look crowded. but once ever x houses.. sure :D

Quote from: Gatherer on March 27, 2015, 03:39:05 PM
Vendor stalls from CC:EA are 3x3 size. 1st floor RK's houses are 4x5 size. No prob there imo.
the farm stand from Elfectioner will fit underneath too.   they can access from the front.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 27, 2015, 05:33:36 PM
Quote from: chillzz on March 27, 2015, 04:51:48 PM
looks good @RedKetchup ..
i wouldn't use 2 next to each other, because it will look crowded. but once ever x houses.. sure :D

This is why there are 6 different model and they all automatically rotating to reduce chances to get 2 same model next each other :)
thats the goal :)


but..... i am starting to be tired ^^ need to finish that soon to make something else ^^
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 28, 2015, 12:25:00 PM
well i spent couple of hours to see if i can fix those... while keeping the model. i dont see how without changing everything :(

gonna wait and see  >:(
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: bubbamcgee on March 28, 2015, 03:05:25 PM
Red...  I love your models and how this whole project is turning out.  It looks great.  But, maybe I'm missing something, or you can explain something.  What is the purpose of the spikes on top of the third floor... especially on the rooflines where they are not flat?  I think they look very odd, especially with how tall they are.  I just don't see the purpose to them, nor do they look good, and don't they add unnecessary polys?
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 28, 2015, 06:28:26 PM
thats something i saw on some of games and some 3D, and pretty sure it exist also in real life. it is a decoration on some roof. it is usually made of wrought iron. yes they add abit of poly, but saved what i could and i didnt put flowers :) it is another style. anyone else never seen those (or saw them?)


keep in mind that is a bit.... gothic ^^

let me find some link to show you :)

http://tf3dm.com/imgd/l78450-medieval-house-50139.jpg (http://tf3dm.com/imgd/l78450-medieval-house-50139.jpg)
http://www.turbosquid.com/3d-models/medieval-house-x-free/606468 (http://www.turbosquid.com/3d-models/medieval-house-x-free/606468)
http://static1.cornucopia3d.net/download/store/PictureFiles/Objects/Architecture/Large%20Buildings/Historical/Medieval_house4_3ds_6_0_imgM.jpg (http://static1.cornucopia3d.net/download/store/PictureFiles/Objects/Architecture/Large%20Buildings/Historical/Medieval_house4_3ds_6_0_imgM.jpg)
http://i1015.photobucket.com/albums/af274/TinyGiant123/1006Emp13.jpg (http://i1015.photobucket.com/albums/af274/TinyGiant123/1006Emp13.jpg)
http://static.planetminecraft.com/files/resource_media/screenshot/1238/DME07_Warhammer_house_3677097.jpg (http://static.planetminecraft.com/files/resource_media/screenshot/1238/DME07_Warhammer_house_3677097.jpg)


Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: chillzz on March 28, 2015, 06:45:11 PM
well i've seen spikes on roofs. Usually to keep pigeons, gulls and other flying rats off the roof.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 28, 2015, 06:58:14 PM
i edited to post some links

i dunno maybe i ve put too many ?  :P
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: purringcat on March 29, 2015, 01:03:18 AM
Nice building but the sharp spikes along the roof ridge line are a bit too much.    And perhaps a little less spiky... more like the Turbo Squid house.
It is a residential house and the spikes would alter the farming town image. 
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 29, 2015, 03:02:33 AM
Floor 3 Model 5 : more conventionnal :P no spikies :P

gah cannot post sceenshots again :S
i ll do when server fixed


1 model to go (+elaborate more the model 1)


(http://dwraith.webs.com/photos/Floor%203%20Model%205a.jpg)

(http://dwraith.webs.com/photos/Floor%203%20Model%205b.jpg)

(http://dwraith.webs.com/photos/Floor%203%20Model%205c.jpg)

(http://dwraith.webs.com/photos/Floor%203%20Model%205d.jpg)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Chon Waen on March 29, 2015, 12:04:45 PM
3rd floor model 5 looks awesome!

Are there any recognition sites out there for mods and modders?
At this rate, although premature, I'd be quite tempted to nominate NMT "mod of the year".

Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: bubbamcgee on March 29, 2015, 01:32:25 PM
Those models without the spikes look really awesome!  Love them Red!!!  I would vote for this 110%!
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 30, 2015, 12:46:36 AM
Red, I have to tell you, that "room" resting on the roof of the house not too keen me..
seems just ... so.. resting ..  ???
I can not imagine "in reality" how you can access and how it can be used .. reading room which is accessed by a ladder little bit accessible?
but it is only my opinion eh .. everything else really outstanding !!  :o

and Red .. forgive me .. but tonight I'll do another experiment ..  ;D ;D
don't worry.. no houses in the air !! I promise!!  :D
but I'll try to use your medieval houses to create a corner ..
putting the access stairs of the first floor in the back of the entry of the ground floor rather than in the side!
we see as it is presented at the end and if it is possible then to continue to make a building "L"!  :P
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 30, 2015, 11:55:14 PM
failed experiment..  :'(
not fit together well!  :'(

(http://cloud-4.steamusercontent.com/ugc/530637206244607402/1D82EB4554FD8251D7CE7D6297056D61905428C3/)

(http://cloud-4.steamusercontent.com/ugc/530637206244608831/8D7AB4BAA1FDBD5DFB63C003B29D7A87230710C3/)

(http://cloud-4.steamusercontent.com/ugc/530637206244609783/D275EA2D8D33FE49CC6CE517120A0A14830DD3BF/)

(http://cloud-4.steamusercontent.com/ugc/530637206244610714/8C9A77AC7C1F5F15213F99FA08D4183A5B52B8E5/)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 30, 2015, 11:57:09 PM
yeah you can say it :) FAIL!  :-\

;D ;D ;D
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 31, 2015, 12:05:36 AM
Quote from: RedKetchup on March 30, 2015, 11:57:09 PM
yeah you can say it :) FAIL!  :-\

;D ;D ;D
the idea was good ..  :-\
this just want to say that you will have to create a corner house !!  >:( ;D ;D
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on March 31, 2015, 12:09:35 AM
Quote from: assobanana76 on March 31, 2015, 12:05:36 AM
the idea was good ..  :-\
this just want to say that you will have to create a corner house !!  >:( ;D ;D

yeah. but there will be only 2 or 3 different model of corners :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: assobanana76 on March 31, 2015, 12:19:12 AM
Quote from: RedKetchup on March 31, 2015, 12:09:35 AM
Quote from: assobanana76 on March 31, 2015, 12:05:36 AM
the idea was good ..  :-\
this just want to say that you will have to create a corner house !!  >:( ;D ;D

yeah. but there will be only 2 or 3 different model of corners :)
ohhhhhh man!!
you are the dream man!!  ;D
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on April 03, 2015, 12:57:10 PM
yay weekend is coming soon ! in couple of couple of hours :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on April 04, 2015, 10:42:20 AM
so i am working on Floor 3 Model 6 ........

and i am starting to ask myself...... Is it too much .................... Modern ? IMO
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on April 04, 2015, 11:43:49 AM
but i can say .... in game it looks super ! it looks great !

look by yourself :)

Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Nilla on April 04, 2015, 12:15:25 PM
Modern? Maybe! A little like Bavarian farmhouse kind of structure, with all the balconies. If you want it authentic medieval, I think you should leave the many balconies, but I am not sure it has to be that authentic. Main thing it looks good and offers a lot of  variation. I think it does.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on April 04, 2015, 12:41:24 PM
Alright, @Nilla  :) thanks you for the heads up :)

whats about the Floor3 Model 5 ?? (if you go back earlier in this thread) do you think i should let it like it is ? or should i try to do something like this model 6 and maybe.... turn it to the other side ? (balcony to right side instead) ?

http://worldofbanished.com/index.php?topic=786.msg14750#msg14750 (http://worldofbanished.com/index.php?topic=786.msg14750#msg14750)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gatherer on April 04, 2015, 12:52:45 PM
@RedKetchup

It looks great as a standalone 3 story building. Not so much when many put together. The roofs cut into neighbouring buildings.

I think the upper balcony should be smaller and the two side windows removed altogether.

(http://shrani.si/f/12/gD/3OgikrrW/nmt08.jpg) (http://shrani.si/f/12/gD/3OgikrrW/nmt08.jpg)

What about putting the chimney here where the arrow is but without it touching that side wall of the roof room? Align it at the center of that vertical wall and make it taller than the roof?

Just food for thought.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gatherer on April 04, 2015, 01:00:04 PM
What about something like this for 3rd floor model 5 instead of that room on top?
(http://www.dodden.co.uk/JPEG/Lofts/Balconey/Balcony%201.jpg) (http://www.dodden.co.uk/JPEG/Lofts/Balconey/Balcony%201.jpg)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on April 04, 2015, 01:40:07 PM
Quote
@RedKetchup

It looks great as a standalone 3 story building. Not so much when many put together. The roofs cut into neighbouring buildings.

For that i kinda have no choice, unfortunatly.
to be put all together, side by side, you need no roof going further than the wall. at all. but if happends that house is a standalone, or it complete a corner, if no roof is going further than the wall, it looks ugly and stupid too.

cannot make a kit for 'all together' and a kit for 'standalone' ^^ so i always tried to satisfy both. not make the roof go too far so it doesnt clip too much into neighbors house, but enough far for the case there is no neighbor that side ^^.

not an easy task, and kinda impossible to be done.


QuoteWhat about putting the chimney here where the arrow is but without it touching that side wall of the roof room? Align it at the center of that vertical wall and make it taller than the roof?

i can try this. even if i doubt that, at the end, it will look great ^^


QuoteWhat about something like this for 3rd floor model 5 instead of that room on top?

if i do smaller balcony on model 6 and do that (2nd picture) for model 5 .... dont you think the 2 models will be ... almost the same ?
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: chillzz on April 04, 2015, 01:49:01 PM
the balcony look alright to me.. even for a medieval building, as these were actually available at that time.  Modern as in : these are build nowadays,   yes revival of that style ;)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on April 04, 2015, 02:00:27 PM
i deleted the side windows .... and the chimney toward where you said...
this screenshot show how it would look like...
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on April 04, 2015, 02:06:58 PM
i think the 2 side windows out look ok :) but the chimney look weird there, gonna try to put further back, a bit.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on April 04, 2015, 02:12:23 PM
i think will be better like that, still in the top room but more on the side against interior wall
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: paralias on April 04, 2015, 02:13:58 PM
i think this is not the position @Gatherer suggested for the chimney. @RedKetchup turn the arrow to chimney
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Gatherer on April 04, 2015, 02:46:20 PM
I made a mistake when using an arrow. Should of just used a rectangular.

Think of the arrow itself as a chimney.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on April 04, 2015, 02:46:26 PM
Quote from: paralias on April 04, 2015, 02:13:58 PM
i think this is not the position @Gatherer suggested for the chimney. @RedKetchup turn the arrow to chimney

i dunno, even if i go back read 2-3 times, i really dont catch it that way.

but what i did at the end..... i think it is great and ok. but the model 5 is really ... a NO GO lol
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on April 04, 2015, 03:11:48 PM
and what if i do that for model 5 ? in middle, towards the back of the house, and no windows, just to make a 'form' on the roof ?

it gives a look similar... to the tavern
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: paralias on April 04, 2015, 03:20:58 PM
 i was thinking what @assobanana76 is doing with your houses and i have a new suggestion...a variant of the first floor...arches...houses to be buildable on a road..the road to pass through them
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on April 04, 2015, 03:41:06 PM
yeah thats looks great ! :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: chillzz on April 04, 2015, 03:47:18 PM
Oeh that does look great.. just like the one above the river i posted a while back :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Nilla on April 04, 2015, 03:56:09 PM
The balcony on the roof certainly looks a bit odd on that picture together with the other model.
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Paeng on April 06, 2015, 09:15:25 AM
I answer your questions (http://worldofbanished.com/index.php?topic=652.msg15079#msg15079) here, so you have the feedback all in the same place  :)

Quotequestion: this is the new Cathedral size? how you like it? was the changes better?
did it took more longer to make, although you seems to have a full developped size city...?

Yes, it's the Cathedral from the latest version... I feel the size is much better now, it properly "dwarfs" adjacent buildings, specially the 2 and 3 floor ones... As for building time - yeah, in a fully developed city it still seems fast  ;)  I think 8000 labor time is okay though... 800 Stone feels okay, too... but I still find it cheap with 150 Lumber and 120 Iron - you could double those two, imho (300 Lumber and 240 Iron).


The 1, 2 and 3 floor units all work fine... I really like the rounded (well, octagonal) Tower, it immediately adds 'movement' to the otherwise square/rectangular modules... I'd really love to see some arched passages or entrances, as was suggested  ;)

One piece I miss is an L-shaped module, to build compounds "around the corner"...

Personally I'm glad you reduced the "spikes", looks better now (imho)  :)

I feel one has to be a bit careful not to overdo the balconies (too many of them on adjacent houses look a bit strange), but that's the player's "problem" to choose an appropriate F-variant... so not something you'd need to worry about  ;)



EDIT
One question - is it possible to have the Cathedral surrounded completely with a stone road instead of grass? These grassy corners look rather odd...
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on April 06, 2015, 09:59:24 AM
Quote from: Paeng on April 06, 2015, 09:15:25 AM
Yes, it's the Cathedral from the latest version... I feel the size is much better now, it properly "dwarfs" adjacent buildings, specially the 2 and 3 floor ones... As for building time - yeah, in a fully developed city it still seems fast  ;)  I think 8000 labor time is okay though... 800 Stone feels okay, too... but I still find it cheap with 150 Lumber and 120 Iron - you could double those two, imho (300 Lumber and 240 Iron).

alright , thanks for suggestions :)
done!


Quote from: Paeng on April 06, 2015, 09:15:25 AM
One piece I miss is an L-shaped module, to build compounds "around the corner"...

corners will come at some points... i have fun with shops for now :)


Quote from: Paeng on April 06, 2015, 09:15:25 AM
EDIT
One question - is it possible to have the Cathedral surrounded completely with a stone road instead of grass? These grassy corners look rather odd...


sure ! testing that right now :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on April 06, 2015, 11:14:41 AM
done!

in next build it should be ok for that :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: Paeng on April 06, 2015, 01:04:15 PM
Quote from: RedKetchup on April 06, 2015, 11:14:41 AMdone! in next build it should be ok for that

Yeah, that's cool - this way we can really build a plaza around the cathedral...  :)
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: rkelly17 on April 08, 2015, 08:02:36 AM
Quote from: RedKetchup on April 06, 2015, 11:14:41 AM
done!

in next build it should be ok for that :)

<Montgomery Burns voice>Excellent!</Montgomery Burns voice>
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: iloveyou on April 12, 2015, 08:20:06 AM
Hello,RedKetchup!
  I'am a BANISHED lover of China.Few days ago,I saw your MODs-- New Medieval Town-- at WORLD OF BANISHED and felt very interesting in them.I recommend your mods to my friends,they all like it,too.but a serious problem is that a lot of my friends can't uderstand English very well,include me ^o^.So I want to get the stingtable.rsc file from you so that I can translate MOD's English into Chinese and let more and more Chinese people love your MOD!
                                                                                                                                                                                  Your sincerely
                                                                                                                                                                                             JACK
PS  My E-mail address is 1059157192@QQ.com
Title: Re: BETA: New Medieval Town : v0.4 with Cathedral Wonder
Post by: RedKetchup on April 12, 2015, 03:20:32 PM
sure ! they are all already in this thread http://worldofbanished.com/index.php?topic=817.0 (http://worldofbanished.com/index.php?topic=817.0) but i still can send you personally the stingtables :)