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Maritimes Development Thread - taniu - 01-07-2017



Those buildings look fantastic. I have a question . Do fort will have F - variant [light brown]? [img]<fileStore.core_Emoticons>/emoticons/58462f70003fe_EmojisApplebyKawaiiDarkToxic553.png[/img][img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" title=":D" width="20" />



 





Maritimes Development Thread - Necora - 01-07-2017



<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/4543-taniu/&do=hovercard" data-mentionid="4543" href="<___base_url___>/index.php?/profile/4543-taniu/">@taniu</a> no, or at least, not for now. That would make an awful lot of buildings, perhaps when I've done more of the rest of my ideas I will come back and add another colour to them for people to download as an alternative mod, not sure if you can make a mod change texture colour with another little patch. But as far as F-variants go, I think it will be too many. Perhaps if there is serious demand I'll do it in the future.




 




So you might say I got carried away today... when I talk about lots of buildings, it is because I have added all of these...




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I was making a corner house, and it was waaaay to big for an early game house, so I broke it into two. I came up with this kinda modular design for the corners. The bigger one has one bland wall, but the smaller one, if placed at 90 degrees to it, fits up against it and looks like one big building but is functionally two houses.




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Added a few F-variants to give them row house capability, and you have a continuous row of houses. I am going to copy the school and town hall buildings into smaller houses to fit beneath the large over hangs.




 




 





Maritimes Development Thread - stiles - 01-07-2017


umm shouldn't they have windows on the backsides?? they look almost solid black on the backs.




Maritimes Development Thread - Necora - 01-07-2017


<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/8298-stiles/&do=hovercard" data-mentionid="8298" href="<___base_url___>/index.php?/profile/8298-stiles/">@stiles</a> well, I wasn't going to, but these ended up being much larger than I planned... I wasn't going to because it is meant to be a fort like compound with everything facing inwards, like IRL, however I might add a few small windows to some of the buildings. There are a couple of things planned for the outsides though...




Maritimes Development Thread - Necora - 01-08-2017



Boom.




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Maritimes Development Thread - stiles - 01-08-2017


wth?? is that suppose to be a fake window??? just for that we want open cutouts with moving parts inside too. lmao jk




Maritimes Development Thread - ShockPuppet - 01-08-2017


Quote:
15 minutes ago, stiles said:




wth?? is that suppose to be a fake window??? just for that we want open cutouts with moving parts inside too. lmao jk




[img]<fileStore.core_Attachment>/monthly_2017_01/images.jpg.beb60cdabfb5a808c5421fe60e4622d1.jpg[/img]




Maritimes Development Thread - Necora - 01-08-2017



Haha no, it is not a fake window, it actually wasn't as a reply to earlier posts just a bit of a teaser of the last few bits of decoration for the set...




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Maritimes Development Thread - stiles - 01-08-2017



wow that changes the look from before. you did say "boom" so i thought you made a crane lift of some sort.lol.




   there was a mod long ago called the fountain. the guy was expanding it into mechanized buildings.





Maritimes Development Thread - ShockPuppet - 01-08-2017



For variety, did you want one of our cannon models?




<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/5518-necora/&do=hovercard" data-mentionid="5518" href="<___base_url___>/index.php?/profile/5518-necora/">@Necora</a>