World of Banished

Conversations => Suggestions and Mod Ideas => Topic started by: embx61 on August 06, 2015, 10:01:20 AM

Title: Some modding questions
Post by: embx61 on August 06, 2015, 10:01:20 AM
Hi all,

I have some questions about modding.
I have imported a decorative table mesh in 3ds max, scaled and changed it a bit and it works in the game.
The only thing is that if I rotate the game world on certain points while I rotate the game world the table texture becomes black/very dark in the game.
So it basicly goes from okay to dark to okay to dark etc at certain points while rotating the gameworld.
Same with a street lantern I made.

I played with the apiary mod, changed some stuff around and there are no issues there.

Any of the modding guru's here can shine a light on this and what I can do to avoid that the texture becomes so dark?

@RedKetchup , In your decorations mod topic you talked about lightning when you talked about that the fences where dark here and there.
Is that maybe the same problem I am facing? Any insight what you did with the lightning stuff in 3ds max?

Thanks in advance.
Title: Re: Some modding questions
Post by: RedKetchup on August 06, 2015, 02:05:32 PM
can you provide a screenshots or 2 ? to show what it does ?

it is not a lightnin thing, but more about more than 1 texture at same place, like 2 piece at exact same place and when you rotate you see 1 and then see the other one which is dark
Title: Re: Some modding questions
Post by: embx61 on August 06, 2015, 06:34:02 PM
I took 2 screenshots.

First screenshots the streetlights are black/very dark.
(http://i.imgur.com/UynazSw.jpg)

Second Screenshot after rotating the game world some they look fine.
If I rotate some further they get black/dark again and so fort.
(http://i.imgur.com/vnbt2sH.jpg)

I double checked in 3ds Max and only 1 image is applied as texture.
Title: Re: Some modding questions
Post by: RedKetchup on August 06, 2015, 06:46:29 PM
thats very strange, never got this. for sure it is something inside your .max
i cant say whats the problem since i dont have the item in my 3ds.

it is up to you if you want me to check.
Title: Re: Some modding questions
Post by: embx61 on August 06, 2015, 07:55:20 PM
Thanks Red.

I started a new test town with the items and everything looks okay in there.  ???
It seems when I added the mod to a saved town in progress (With other mods but no conflicts) the glitch happens.
No clue why but at least I am happy it is apparently not in de max file.

The new town have all the other mods enabled too BTW.


Title: Re: Some modding questions
Post by: RedKetchup on August 06, 2015, 08:21:20 PM
so it was your names and textures names that was messing up with another mod ?
Title: Re: Some modding questions
Post by: embx61 on August 06, 2015, 08:58:38 PM
No. I renamed nothing. There where no conflicts with any other mod at all. It seems when I added the mod to a saved in progress town the glitch happens.
Starting a new town with all the mods including mine and all look good.
It is weird indeed.

It must be some sort of glitch with either some saved towns or something behind the scenes in Banished itself.

But again, thanks for your help and insight.



Title: Re: Some modding questions
Post by: RedKetchup on August 07, 2015, 04:30:37 AM
np, glad you resolved
Title: Re: Some modding questions
Post by: embx61 on August 07, 2015, 12:48:48 PM
Hmmmm.... After I loaded that save later today the problem came back again.  :(
Again flickering of the table set and lantern.

No clue what this can be.
Started again a new game added the mod, build a lantern and the table set and the problem went away.
But who knows if I later load that save again.

Can send you the source folder Red so you can take a look if I screwed up somewhere?
Title: Re: Some modding questions
Post by: RedKetchup on August 07, 2015, 04:39:44 PM
yes, upload it on the cloud and send me in PM the link. i will check
Title: Re: Some modding questions
Post by: RedKetchup on August 07, 2015, 07:05:15 PM
sent a PM back after checked, @embx61
Title: Re: Some modding questions
Post by: RedKetchup on August 07, 2015, 07:36:45 PM
so after i ve been able to build them.... i saw nothing wrong at all with the colors. everything fine even while turning camera.

like i suggested in 1st PM.. rename your textures to be sure to not conflict anything else....
and destroy the ones in your save game and rebuild those. if they are built with old graphics, old tests, it can internally conflict with new one.
Title: Re: Some modding questions
Post by: embx61 on August 07, 2015, 08:07:12 PM
Will do.

Thanks a ton for your help Red.
Title: Re: Some modding questions
Post by: embx61 on August 16, 2015, 10:01:32 AM
I resurrect this topic because I have another question.

In the template file of a rawmaterial is in the rawmaterial section the entry

int _createChance = 1;

I have seen other values in other files like the rawmaterialWheat file where it has a value of 4.

What exactly does this do?
Title: Re: Some modding questions
Post by: RedKetchup on August 16, 2015, 11:26:52 AM
absolutly no idea ^^
i always used =1

i dont know which are the other possible values :P
and i dont know the purpose of it.

the developper gave us a game and gave us a modkit to make mod for it, but he never explained anything, he never created a legend or an instruction book of all the parameters of all functions :( he just said : there is 3-4 example and do same. thats all.
Title: Re: Some modding questions
Post by: embx61 on August 16, 2015, 01:14:10 PM
I see that 1 is the most used.

I looked at all the rawmaterials in the resources files supplied with the modkit and it seems that only all the materials from cropfields have the value of 4.
Everything else has the value 1.

I agree that documentation is severely lacking.
I know he works alone and is busy with porting and stuff but good grief, he certainly can sit down a day or 2,3 and throw us a bone by making flags and limits dynamic at least?

I understand the game is considered finished but a bit more mod support from Luke can go a long way.

Title: Re: Some modding questions
Post by: Pangaea on September 22, 2015, 01:23:31 PM
Quote from: embx61 on August 16, 2015, 10:01:32 AM
I resurrect this topic because I have another question.

In the template file of a rawmaterial is in the rawmaterial section the entry

int _createChance = 1;

I have seen other values in other files like the rawmaterialWheat file where it has a value of 4.

What exactly does this do?

I've no idea what this means either, but a way to perhaps see what it does is to boost it up to 100.

Is there a clue in some of the other files, like objects that actually spread in the wild, like trees and gatherer pickings?
Title: Re: Some modding questions
Post by: ShockPuppet on September 30, 2015, 08:31:30 PM
Create chance 4 or 1 determine how many of a resource gets created at harvest time. It's used for roots and other wild crops to boost their harvest so the gatherer has a decent yeild for only plucking 1 plant
Title: Re: Some modding questions
Post by: RedKetchup on September 30, 2015, 09:26:04 PM
good to know :) thanks you ShockP