Thats the way of it! I have two little designs going but it's going to have to be a hard pause since I picked up a couple of contracts that I expect to kick off soon. Hopefully I won't have to relearn too much when I get back to it!
So a bit of recap as to where we had got to in our attempts at adding a turbosquid model into banished, so taking a look at the apiary model available in the modkit using blender, in game the apiary is built in a series of stages all of which is included in the FBX model
You can also see the FBX model has a number of points which tell the game where bannies are to stand when they are building it, placing materials or are assigned to work there, there is also a smoke point to tell the game where to generate the chimney smoke
As I was using a turbosquid model I didn't have to worry about build(s) in the FBX model and having to reference that information thru out the program, I also currently don't have any footprint graphics/programs so when it snows, it snows inside the building, which is something I will have to sort out at a later date
Compiling 'Template\RawMaterialTool.rsc:work'
--> Compiled WorkDescription 'Template\RawMaterialTool.rsc:work'
Compiling 'Template\RawMaterialTool.rsc:rawmaterial'
--> Compiled RawMaterialDescription 'Template\RawMaterialTool.rsc:rawmaterial'
--> Compiled ComponentDescription 'Template\RawMaterialTool.rsc:resource'
Compiling 'Template\RawMaterialCoal.rsc:resource'
Compiling 'Template\RawMaterialCoal.rsc:value'
--> Compiled ValueDescription 'Template\RawMaterialCoal.rsc:value'
Compiling 'Template\RawMaterialCoal.rsc:map'
--> Compiled MapDescription 'Template\RawMaterialCoal.rsc:map'
Compiling 'Template\RawMaterialCoal.rsc:model'
--> Compiled ModelDescription 'Template\RawMaterialCoal.rsc:model'
Compiling 'Template\RawMaterialCoal.rsc:work'
--> Compiled WorkDescription 'Template\RawMaterialCoal.rsc:work'
Compiling 'Template\RawMaterialCoal.rsc:rawmaterial'
--> Compiled RawMaterialDescription 'Template\RawMaterialCoal.rsc:rawmaterial'
--> Compiled ComponentDescription 'Template\RawMaterialCoal.rsc:resource'
Compiling 'Template\RawMaterialSteelTool.rsc:resource'
Compiling 'Template\RawMaterialSteelTool.rsc:value'
--> Compiled ValueDescription 'Template\RawMaterialSteelTool.rsc:value'
Compiling 'Template\RawMaterialSteelTool.rsc:map'
--> Compiled MapDescription 'Template\RawMaterialSteelTool.rsc:map'
Compiling 'Template\RawMaterialSteelTool.rsc:model'
--> Compiled ModelDescription 'Template\RawMaterialSteelTool.rsc:model'
Compiling 'Template\RawMaterialSteelTool.rsc:work'
--> Compiled WorkDescription 'Template\RawMaterialSteelTool.rsc:work'
Compiling 'Template\RawMaterialSteelTool.rsc:rawmaterial'
--> Compiled RawMaterialDescription 'Template\RawMaterialSteelTool.rsc:rawmate
rial'
--> Compiled ComponentDescription 'Template\RawMaterialSteelTool.rsc:resource'
Compiling 'Dialog\ConsumeProduce.rsc:progressRemaining'
Compiling 'Dialog\ConsumeProduce.rsc:textProgress'
--> Compiled TextDescription 'Dialog\ConsumeProduce.rsc:textProgress'
--> Compiled ProgressDescription 'Dialog\ConsumeProduce.rsc:progressRemaining'
Always a great sense of relief when that actually works .... note as some of this was using one of kid's models for a while some of the code is referring to Shroom which is a mushroom instead of the wheelwright (blacksmith)
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Should be in the bottle, but I didn't have the Francophil Sans font so downloaded this and added it what on a windows computer would be the C:\windows\Fonts\.... folder
At this point and am guessing its something to do with trying this on a Linux Mint computer I got a fatal error when I tried running the /bin/x64/Application-x64-profile.exe program so had to go to the x32 version available in the same location which then froze so then had to change it to running in a window and DirectX 9, so far everything seems to be working ok in the developer build of the game, thru I noticed it was picking up my banished village saves that I have been playing using the GoG version of the game, but nothing else from that folder so none of the mods are showing up.
So thinking about this overnight am going to try and get this in-game using the tutorial on the omnibus plus @ScoutAE4 excellent tutorials over at WoB .... @kid1293 at some point in the future I think I'm going to be asking a few questions, with probably the most important one at this stage had do you make them "save game compatible"?
The model isn't mine as I've got a turbosquid account, so I did some rummaging to find something that looked banished and the license on it means I can upload it as a game asset and also tweak it ... also in blender this is an OBJ? file and you can export it out as a FBX file so that bypasses a few steps in the modding process
I am playing around with a more modest model from TurboSquid. I'm curious how the various included textures will work in the game. It comes with an image texture, metallic, roughness, normal, and an AO but I'm not sure how to assign an existing AO map onto a second channel so I'd redo that. I have a lot to learn still.
map starts up ok, but then freezes when I click on the main toolbar so I think I've stuffed up setting up the toolbar, oh and yes I know I'm using the old apiary icons, etc, but will worry about changing them at a later date
It is a LOT of trial and error. Did @kid1293 share the code with you for a blacksmith or are you using the apiary as your example build out? There's a lot I have not worked out about Banished workplaces and how they function. Like the little paths you create to show your Bannies where to set up in the shop to smith! How the heck does that work?!?
From your screen grab it looks like you are running your batch files through a command portal.. is this because you are working on a Linux machine and have to redirect to Windows? Forgive my ignorance, I know nothing about Linux. I run batch files directly within the ModMods folder using the @kid1293 shorter 2 line code (looks like you're using that too) instead of the three step version in Discrepancy's house tutorial, which creates a "pause" between each line.
Am using these as having to do everything thru a program called CrossOver which is built to let you run windows programs on a Linux PC, it works and am now back to where I was previously, in that it compiles, I can activate it in-game (even has its own icons now), but freezes when I click to build it.
Should I ever get this working I will put out a sort of study guide on turning a model into blacksmith ... anyway another step forward, I can get it in-game, activate it as a mod and see it in the toolbar
So basically I've been going around and round with this wheelwright program because I'm not a 3d modeler and never going to be and that what was causing the game to crash each time I tried to run the code, so I borrowed a mushroom that @kid1293 has uploaded as source code and now
still got some steps to go as you can see there is a picture missing for the wheelwright under professions, I also need to change the footprint and currently the mushroom is refusing to make tools, but at least I've now got something I can work with .... so back to taking a break
So I was trying to stick to the apiary example and that creates a new profession "BeeKeeper", which is why I set up a "Wheelwright", but have been looking at standalone blacksmiths done by redketchup and discrepancy and both of those used the existing blacksmith profession so am going to scrub this part of the code and see where that takes me .... and finally got rid of the footprint that was appearing under the mushroom ..... another bit of code from one of @kid1293 source code mods he uploaded into the club, really recommend downloading them cos it does help a lot when you are trying to work out how to do something.
So I removed the profession code, it didn't have any impact on the mushroom ability to make tools, but then had one of those light bulb moments and went and had a look at the FBX model and then compared it to the apiary FBX model which is when I realized why the mushroom and previous to that my original model hadn't been making tools either .....
Yes I'm pretty happy with .... I won't say final results cos now I've got the code sorted, am going to tackle the original model again and also want to see if I can add in the ability to make wheels, once I reach a point that I'm not going to make any further changes I'll create a final release and including the source code with it so anyone who wants to try this will have something to look at re doing their own mods
So apart from adding in build, create, smoke and use points and changing the internal names so they matched the mushroom I didn't make any other changes to the turbosquid model, its obviously a bit on the small side and I need to work out how to get it sitting on the landscape and not in the landscape
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