Maritimes Development Thread
#11


<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/9053-mackgideon/&do=hovercard" data-mentionid="9053" href="<___base_url___>/index.php?/profile/9053-mackgideon/">@MackGideon</a> thanks and hopefully I will. The modelling I really enjoy, and the buildings so far have been relatively simple so go quite smoothly. It is the making it into something that functions well in game that will be the hard part I think. Hopefully I'll figure out that process sometime soon.




<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> oh it should, when finally ready, work just fine with all other mods. I don't want to have multiple instances of resources etc. and it is my aim for this to be a companion for <abbr title="Colonial Charter">CC</abbr>, NMT, and the DS sets and others.


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#12


<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/4-shockpuppet/&do=hovercard" data-mentionid="4" href="<___base_url___>/index.php?/profile/4-shockpuppet/">@ShockPuppet</a> So I put together some dock pieces to link up the buildings, only got around to doing the 1x1 set. I have made the 1x2 and 1x3 but not got round to putting them together. How do you get the bannies to walk on the dock and not underwater?




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I think the poles need to be scaled down a bit, too thick and too high. If I make the poles over hang so that when the docks are put next to each other they overlap and make only 1 pole rather than 2 next to each other, will the game crash?




 


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#13


The game won't crash if things overlap 




In order for a person to walk on the 3d object, you need to make a "floor"




There's example code of this in the fishing hut template.




Basically, in 3d, you make a surface for them to walk on. This can be just a flat plane. It needs to be the same height as the dock, with its pivot at "0 z"




It doesn't need to be part of "points" or anything, just gets called from the rsc files.




I can't upload an example yet as I'm on my phone sorry [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" />

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#14


Cracking... I was wondering what the floor was all about when it was giving me errors...




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#15

Awesome [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" /> Really well done

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#16

i dont think your les need scaled down,but would recommend an "F" variant of the dock piece without poles. think that will make it look better.

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#17


So I lowered the poles a little, and raised the covering. I tried out offsetting the poles too, so you get 1 not 4 in a group. I think it looks less cluttered and "blocky" (for lack of a better word) now. Oh and <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> I added a piece with no poles too.




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There are 6 pieces, all 1x1, all F-variants. i) no poles ii) poles iii) covered with rope rails iv)rope rails v) rope corner and vi) rope on just one side.




 




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I also have 1x2 and 1x3 versions, but have yet to change them to the new layout.




Once I figure out how to get my packaging to work I'll put them up, and can use them to see how they fit with the fishing huts.




 




Now... on to making the fishers produce mussels...


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#18

Very well done [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" />
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#19


<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/4-shockpuppet/&do=hovercard" data-mentionid="4" href="<___base_url___>/index.php?/profile/4-shockpuppet/">@ShockPuppet</a> Thanks! Although I am now having a bit of difficulty with making them produce anything. Using the mussel files you put up, I've tried to make a shore house produce mussel. I have it employing a worker and running without crashing but it won't produce anything (ran for 2 years so far). I have been through all of the files time and time again and compared it with the apiary files and some other resource files in the mod kit but can't seem to see what I have missed.




Any ideas what would be preventing production?




I have attached the mod files if anyone gets a chance to go through them...




 



<a class="ipsAttachLink" href="//blackliquidsoftware.com/applications/core/interface/file/attachment.php?id=298">PEIShore.zip</a>
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#20

You need to just add in a create_001 point to your .fbx model. This is the point that resources will spawn to when created. With that added I think it will produce.

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