Hello everyone! I hope you're all doing well.
I noticed that we don't have many modded animals with animation, or only a few rare ones do.
I wanted to ask if something similar could be done like what happens with crops, where plants and orchards have a system for leaf changing and color variation.
Let me explain: if we can see visual changes in the foliage and crops on farms due to some regular exchange system in those objects, maybe we could do something similar for decorative animals. From time to time, we could see a change in the pose of each decorative animal.
What do you think of this idea? Would it be possible?
;D A good thought, but the only thing I can use that for is
turning the giraffes blue. No movement is involved. No new models.
Only a slow decay of the texture layer. If I place another layer below
I can make that show in the winter when the upper layer disappears.
That's a shame. So it would only change textures and not from one model to another.
I knew movement wouldn't be possible, but I thought at least the pose of a certain animal standing could be changed to make it look like it was lying down resting, or at least turning its head from one side to the other.
Quote from: kid1293 on October 04, 2024, 02:17:19 PM;D A good thought, but the only thing I can use that for is
turning the giraffes blue. No movement is involved. No new models.
Only a slow decay of the texture layer. If I place another layer below
I can make that show in the winter when the upper layer disappears.
Changing an animal's colors would be funny.
Only slaughter a green cow when it turns orange. lol
It is funny. If I use the vanilla function only, I can make things disappear in winter.
Or sway in the wind, But I do not think it would be nice on animals. Distortion.
Could you create a Weather Tower that changes its color according to the weather?
Here in Brazil, there was an object that did something similar to weather forecasting a few years ago.
Here's the information.
"Rooster that 'predicts' the weather: learn how the 'meteorological' item in Brazilian homes works
A decorative piece uses chemical reactions to indicate weather changes, such as temperature and the possibility of rain.
Popular in Portugal, the item was created in 1960 by José Dias Cardoso, based on the Rooster of Barcelos, a symbol of the country. Since then, the ornament has become a favorite among Brazilians and, according to the older generations, it indicates whether the day will be sunny or rainy, hot or cold.
But do you know how the weather-predicting rooster works? Superstitions aside, the decorative item uses chemical reactions that can indicate momentary climate variations. It all starts with an aqueous solution of cobalt chloride hexahydrate, a type of salt, which covers the rooster's 'body.' In practice, it's simpler than it seems.
The balance of this combination can be altered by meteorological conditions, and there are two factors that can trigger chemical reactions: air humidity and temperature variations.
When the weather is dry, the salt loses its hydration molecules and turns blue, indicating low humidity and a low chance of rain. On the other hand, when there is moisture in the atmosphere and the salt becomes hydrated, it turns pink, signaling the possibility of rain.
Thus, the weather-predicting rooster is also able to indicate whether the day will be cold or warm. On hot days, the balance tends toward the reaction that absorbs heat, and the object turns blue. In low temperatures, the reaction releases heat, making the rooster turn pink.
Nowadays, there are more efficient devices and instruments to determine weather conditions. Even so, the weather-predicting rooster remains a part of Brazilian home culture and, in a playful way, has certainly helped many families figure out if it's a good day to go to the beach or not."
i dont think you can make a deco having animations, i remember to have asked Luke personally about building animations, and he told me that was something he would had loved ro do but never made and integrated in game.
a deco is still a building, a building super simple with no features, but still a building.
the seasons changes and food are things you do in the alpha chanel of the textures itself
And what about the fire we see in campfires?
How does the animation work?
This animation doesn't depend on weather changes.
Regarding the texture changes with the seasons and the possibility of an object disappearing/becoming invisible in winter, could you make a decorative object disappear while another appears depending on the season, just like changing colors?
If you could combine what happens with the campfire and the texture swapping, maybe you could create a simulation of 'movement.'
I believe something could be done, even if it's about creating variants of a decorative object for each season of the year. And if it's an animal, we could see a deco giraffe in one spot and it disappearing while another one appears.
Maybe this would simulate the giraffe being in one place during a season and moving to another depending on the time of year.
This could bring more life.
You are the masters of mods, and I'm just here trying to bring a new idea. I hope this takes you somewhere, even if it's for something simpler.
P.S.: Kid, I took your giraffe example to bring this idea.
In summary, what I had in mind is to have variants of the same decorative object for each season of the year, and the player chooses where to place each variant across the map. The object visible in a certain spot during the summer disappears in the fall, and its fall variant appears in another spot on the map, according to the player's choice, and the same goes for its variants in the other seasons.
bah the firecamps , as it is same as the LightHouse, it is a particle system added and attached to a dummy point in the model. it is not a 3d animations with a skelie like animals (livestock and wild) are made, ie. trully rigged.
ParticleDescription particle
{
PointList _pointList = "Models\Buildings\LightHouse\NMT30LightHousePoints.rsc";
ParticleAttachment _systems
[
{
bool _addOnCreate = false;
Particle _particle = "ParticleSystems\Fire\Bonfire2x2.rsc";
String _attachNode = "BigFire";
}
]
}
this is a modification of the particle system made by the developper for when an house get in fire
ParticleSystem resource
{
// true if instanced
bool _instanced = true;
int _instanceCount = 3;
// maximum number of particles
int _maximumCount = 68;
// material
MaterialInstance _material = "ParticleSystems/Fire/FireMaterial.rsc";
// emission
float _emissionRate = 20.0;
float _emissionAcceleration = 0.0;
float _emissionDrag = 1.0;
Time _emitterLifeTime = 0.0;
// emission direction and position
Vector3 _emissionDirection { float _xyz [ 0.0f, 1.0f, 0.0f ] }
float _emissionSize = 0.5;
float _emissionHeading = 180.0;
float _emissionPitch = 10.0;
// particle movement
float _particleVelocity = 2.00;
float _paritcleVelocityTolerance = 0.0;
float _particleVelocityAcceleration = 1.0;
float _particleVelocityDrag = 1.0;
float _particleRoll = 0.0;
float _particleRollTolerance = 180.0;
float _particleRollSpeed = 60.0;
float _particleRollSpeedTolerance = 15.0;
float _particleRollAcceleration = 0.0;
float _particleRollSpeedDrag = 1.0;
float _particleLifeTime = 0.8;
float _particleLifeTimeTolerance = 0.5;
float _particleForceInfluence = 1.0;
Vector3 _particleForce { float _xyz [ 12.0, 8.0, 5.0 ] }
// particle appearance
float _particleSize = 0.68;
float _particleSizeTolerance = 0.16;
float _particleSizeAcceleration = 12.0;
float _particleSizeDrag = 1.0;
Color _particleStartColor = 0x50FFFFFF;
Color _particleEndColor = 0xC0FFFFFF;
float _particleStartColorTime = 0.0;
float _particleEndColorTime = 0.66;
Time _particleFadeIn = 0.5;
Time _particleFadeOut = 1.5;
}
about the herbs/trees , there is no specific code for fall/spring everything is inside the code made by the developper.
and it is called inside the texture itself.
It's a shame that my suggestion didn't lead to something useful for this purpose, but now I think it would be cool to use what was discussed here and apply it to new mods for simple things like leaves in the wind, for example. I believe the name is whirlwind or dust devil.
And for something more elaborate, like will-o'-the-wisps and teleportation portals.
As for the last example, I'd like to make a request, but I think it's better to take it to a new thread
I just watched a video about generating schools of fish using the particle system with the BOIDS physics feature in Blender.
What do you think about creating something like this for a mod that lets the player add schools of fish to rivers or lakes? I think it's cooler in lakes, but it's up to each player's preference what to do with the mod.
As stated, animations can't be made for Banished but there is deco will o' the wisps and magic portals in Kid Fairy Garden mod. The portals is deco or a nomad attractor.
Quote from: Abandoned on October 07, 2024, 06:46:47 AMAs stated, animations can't be made for Banished but there is deco will o' the wisps and magic portals in Kid Fairy Garden mod. The portals is deco or a nomad attractor.
Yes, I've noticed that it's hard to do, but using particles is something that can be added like schools of fish, just like the will-o'-the-wisps. The particle system is the same as the one used for fire seen in campfire mods. That's why I changed the approach to using particles and not animations like the ones for bannies or animals.
The school of fish would be like the campfire or the will-o'-the-wisp in Kid's mod, but positioned at a lower angle, allowing it to be added into a lake or river.
So, I gave up on animation, but I believe something cool could come from using particles, since it's like a '3D GIF' that the player could place anywhere they want, but with moderation to avoid demanding too much from the computer.
Quote from: Abandoned on October 07, 2024, 06:46:47 AMAs stated, animations can't be made for Banished but there is deco will o' the wisps and magic portals in Kid Fairy Garden mod. The portals is deco or a nomad attractor.
I'm reading your story and I found the mod so cute. Everything is so harmonious and beautiful.