World of Banished

MODS Garage => Mod Talk => Topic started by: littbarski on May 08, 2025, 12:40:22 PM

Title: cow resources for movement
Post by: littbarski on May 08, 2025, 12:40:22 PM
Hello,

after all I understood at least how the toolkit and the resources work :).
I am not a developer at all.

I tried now to change the fast turning movement of the cows to be more relaxed or shorter.
All I found was the cowanims.rsc, but whatever I change there has no effect. My guess was that the animation itself has not to be changed (which is good), but only the parameter somewhere to tell the cows "look into this direction now". This should be more like a simple rsc file.

Just wanted to share this that I did not find it :), as I mentioned it before. Of course I am happy for any hint.
Title: Re: cow resources for movement
Post by: kid1293 on May 09, 2025, 12:09:47 AM
The game files under the 'resource' folder are not used by the game
they are only there when compiling the game. No matter what you change
in those files it won't happen. You have to make an override-file
that can be used to tell the game to include your changes.

My advice to you is - do not touch those files! If you want to change
anything: copy the file and work on the copy. You will learn how later.
Title: Re: cow resources for movement
Post by: littbarski on May 09, 2025, 01:48:47 AM
Hello and thank you again. Ok, I thought this would work, because I already managed to make the grouses a bit smaller in the pkm, and there are also the aging mods where the citizen.rsc is changed.

I did not find information about how to override a file. We will not play professionally Banished :), so a bit mediocre modding would be ok and just for fun.
Title: Re: cow resources for movement
Post by: littbarski on May 09, 2025, 08:54:22 AM
I changed the cowanims.rsc a bit an made all I could from this tutorial:
https://worldofbanished.com/index.php?topic=452.msg5799#msg5799

I get a pkm but nothing seems to change. So probably the animations of the animals and especially the "reset" (turn around) of the animals is setup in another place?
Title: Re: cow resources for movement
Post by: kid1293 on May 09, 2025, 11:07:10 AM
Many 'small' things are hidden in the code and unavailable. It is a pity.
I would like the possibility of adding turning windmills. No chance.
Title: Re: cow resources for movement
Post by: littbarski on May 10, 2025, 04:16:15 AM
Sure, I just hoped that this cowanims.rsc has any sense and could be changed, but I doubt about it now. And I did not find any other animal animations files. Should not directly been saved into a fbx, but I don't know much about them, but the position where the animals appear and walk and turn, this is probably not saved in the fbx, but rsc or - as you say - unfortunately hard coded.
Title: Re: cow resources for movement
Post by: RedKetchup on May 10, 2025, 08:12:07 AM
did you made some mods and offered them yet ?

cause once you do, we can offer you the "modders" title and get access to our hidden forum with all our code and asset available :)
Title: Re: cow resources for movement
Post by: littbarski on May 10, 2025, 10:16:03 AM
no, and I won't become a modder, just wanted to change little things, actually only perhaps an aging and the animal animations mod. Have not ever made a pkm that works and has additional value :).
Title: Re: cow resources for movement
Post by: RedKetchup on May 10, 2025, 11:33:09 PM
do eet !
Title: Re: cow resources for movement
Post by: littbarski on May 29, 2025, 12:34:13 PM
Quote from: RedKetchup on May 10, 2025, 08:12:07 AMwith all our code and asset available

still would like to ask: is it - in theory - to imagine that one could change the animal animations, or is this not possible even with the quoted "code and asset" from you experts :) ? So is it though somehow possible (for modders) to extract and use the fbx and other files, that I can not use?

I learned a bit and I am able now at least to change the citizen.rsc and make one day a mod for aging and other citizen things. So I am really happy that I know now how to create such a little nice pkm :). But when I try this with the cowanims.rsc I get many errors.

Actually I would be even "glad" to learn that this just does not work with the cowanims.rsc, even with your code and assets, then I could just stop trying.
Title: Re: cow resources for movement
Post by: kid1293 on May 29, 2025, 08:58:03 PM
Hi.
RedKetchup had a friend who was working with animations.
He gave us several animals, released by RedKetchup.
So yes, it is possible to add and change the animations.
I have tried but I get only errors.

I think the turning of the animals is hardcoded, though.
There is no variation in either the code or the fbx files.

Title: Re: cow resources for movement
Post by: littbarski on May 30, 2025, 04:25:05 AM
hello, yes some parts can't be changed for sure, but I am happy enough to have found the following setting.

It is in the livestock rsc in Template, like livestockcow.rsc.

CharacterDescription character
{
   float _headingOffset = [value to be found out]
   float _turnFilter = [value to be found out]

The thing is, when you reduce the turning speed (=increase turnfilter until 0,99x), then the cow is turning so slow that it is partly walking to the side :). The other setting is not clear to me, but it is related to the other. So here I have to test a lot until I find a good setting, but the start is done. And for the chicken and sheep, those are fine already in vanilla I think, so only minor changes are to be made, if at all.
Title: Re: cow resources for movement
Post by: RedKetchup on May 30, 2025, 07:07:01 AM
like Kid said, the turning is kinda hardcore. in the animation FBX, there is nothing about turning of the animal.
it is only 1 walk and 3 idles
Title: Re: cow resources for movement
Post by: RedKetchup on May 30, 2025, 07:12:30 AM
even if you can say we are "expert" lol, we kinda been left in the dark as you ^^

the developper give us very very few info and most of them were from emails and questions we sent him back in the day.
It is all about : here examples and do the same. thats all
Title: Re: cow resources for movement
Post by: littbarski on May 30, 2025, 07:19:52 AM
thank you - I was glad to find the other rsc (see my last post), so I do not need any fbx or similar. There is indeed the turning and other movements of the animals specified in the two value I mentioned. I even had the cows walking backwards. So this is not perfect, but really a start to make the cows moving a bit more natural. Of course most people won't agree it is necessary at all, I like the idea :).

Title: Re: cow resources for movement
Post by: littbarski on May 30, 2025, 12:40:54 PM
by the way, RedKetchup, I want to thank you for the really good music (mod), it makes Banished exactly the atmosphere that is meant, I think.
Title: Re: cow resources for movement
Post by: RedKetchup on June 18, 2025, 06:19:05 AM
oh welcome

should have heard abour RotP music ^^ totally submersive into egyptian style.
Title: Re: cow resources for movement
Post by: littbarski on June 18, 2025, 10:19:07 AM
no, I do not know it :). Is that where the music comes from - if it is secret, don't tell me :).
Title: Re: cow resources for movement
Post by: littbarski on July 09, 2025, 08:06:45 AM
about the music, RedKetchup: is it somehow possible to combine two music mods or tracklists?
As written above, I really enjoy your music a lot and I would always choose it if I had one to choose.
But from time to time (or track to track) I also would like to hear some original music.
I made from the original music this list of tracks I like. Can I somehow include your mod there or the other direction?

MusicList resource
{
Track _tracks
[

{ float _minStatus = 0.0; float _maxStatus = 1.01; int _minMonth = 0; int _maxMonth = 11; SoundEffect _track = "Audio/Music/Zoom.rsc"; }
{ float _minStatus = 0.0; float _maxStatus = 1.01; int _minMonth = 0; int _maxMonth = 11; SoundEffect _track = "Audio/Music/Merchant.rsc"; }
{ float _minStatus = 0.0; float _maxStatus = 1.01; int _minMonth = 0; int _maxMonth = 11; SoundEffect _track = "Audio/Music/ShiveringPines.rsc"; }
{ float _minStatus = 0.0; float _maxStatus = 1.01; int _minMonth = 0; int _maxMonth = 11; SoundEffect _track = "Audio/Music/Zoom.rsc"; }
{ float _minStatus = 0.0; float _maxStatus = 1.01; int _minMonth = 0; int _maxMonth = 11; SoundEffect _track = "Audio/Music/IceStorm.rsc"; }
{ float _minStatus = 0.0; float _maxStatus = 1.01; int _minMonth = 0; int _maxMonth = 11; SoundEffect _track = "Audio/Music/Cemetery.rsc"; }

]

}

PS: I just notice that one track is twice, I made this because I like it, but in a combined music track list this would not be necessary.
Title: Re: cow resources for movement
Post by: RedKetchup on July 09, 2025, 09:10:30 AM
the only way to "combine" is making a new mod which you will place at top of your mod list when you play
Title: Re: cow resources for movement
Post by: littbarski on July 09, 2025, 09:35:43 AM
ok thanks, so this would be one mod only then, and including the tracks on the rsc "combined" ? But would this work with both original tracks (virtual files) and added custom tracks together?
Title: Re: cow resources for movement
Post by: RedKetchup on July 09, 2025, 01:24:48 PM
i need to give you my tracks you will add the game ones (if you keep them)

i uploaded the tracks to Mega and i sent you the link to download it in Personal Message to you