Despo begins to modding :-)
#21

<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/12323-despo20/&do=hovercard" data-mentionid="12323" href="<___base_url___>/index.php?/profile/12323-despo20/">@despo20</a> so how did you take the snow away? Add black to the alpha channel? Does this effect the shadows in the summer?

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#22


Thanks <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/3183-ketchup/&do=hovercard" data-mentionid="3183" href="<___base_url___>/index.php?/profile/3183-ketchup/">@Ketchup</a>. but my experience ends where yours experience starts. Blender is totally new for me (I like to learn new software); UV mapping and Ambient Occlusion are used in a different way in game design. Not to mention the code!!! I've a lot to learn from you.




 




For the timing... I do not know exactly how much time I spent on it. I started Monday




I just completed this week the final design of an airport terminal on the job, all in 3D modelling...




I work on this small house in the breaks to relax [img]<fileStore.core_Emoticons>/emoticons/happy.png[/img]/emoticons/happy@2x.png 2x" title="^_^" width="20" />



 



Quote:
33 minutes ago, Necora said:




<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/12323-despo20/&do=hovercard" data-mentionid="12323" href="<___base_url___>/index.php?/profile/12323-despo20/">@despo20</a> so how did you take the snow away? Add black to the alpha channel? Does this effect the shadows in the summer?




<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> I don't use the alpha channel. I simply painted on a new upper layer with multiply overlay.




In summer it seems just a little dirty or worn.




[img]<fileStore.core_Attachment>/monthly_2017_03/H20House_wip12.jpg.290a1334a9c00560106d34a6ae834495.jpg[/img]



Probably on a white or light colored surface it can be much evident.




I used RGB 50,50,50. 100% black is excessive.




 




You can use also the alpha channel, but don't use a 100% black.




 




 




 


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#23

I like the worn patch it gives to the door on the deck there

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#24


Guys I need your help again!




Now that I have completed the changes and I'm happy with my first house, I'm ready to package the mod.




And... error!




[img]<fileStore.core_Attachment>/monthly_2017_03/error.PNG.95ad8a24e25917e1e9fb9565fdcb3618.PNG[/img]



What could be the problem?




The Build.bat work properly without error messages


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#25

Quote:
5 hours ago, despo20 said:




<a class="ipsAttachLink ipsAttachLink_image" data-fileid="1740" href="<fileStore.core_Attachment>/monthly_2017_03/D20House_wip7.jpg.468db25f3fd9f8414287468d4cc103cd.jpg">[img]<fileStore.core_Attachment>/monthly_2017_03/D20House_wip7.thumb.jpg.af40f71ff17db1150e8383b82e9cdc43.jpg[/img]</a>




<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/11115-bartender/&do=hovercard" data-mentionid="11115" href="<___base_url___>/index.php?/profile/11115-bartender/">@Bartender</a> I look forward to your Natural Diversity Mod. Mushrooms in the snow are a bit... unrealistic, to say the least [img]<fileStore.core_Emoticons>/emoticons/laugh.png[/img]/emoticons/laugh@2x.png 2x" title="xD" width="20" />



I'm working on it ;)!




This building is looking better and better! I have a little question: how do you guys change the colour of the alpha channel of an AO or texture? I feel that it's messing up some things for me with semi-transparent textures getting white edges, but I don't understand how to solve it.


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#26

Quote:
13 hours ago, despo20 said:




Guys I need your help again!




Now that I have completed the changes and I'm happy with my first house, I'm ready to package the mod.




And... error!




[img]<fileStore.core_Attachment>/monthly_2017_03/error.PNG.95ad8a24e25917e1e9fb9565fdcb3618.PNG[/img]




What could be the problem?




The Build.bat work properly without error messages




Make sure your mod folder name (D20House) is the same as the toolbar file name (D20House.rsc) and also the Package.rsc file has the same name at the top "PackageFile D20House"




Also I sometimes get that if I haven't edited the .bat files with the correct file names.


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#27


I think I use mods from all of the modders who have made replies in this thread and with the look of that building <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/12323-despo20/&do=hovercard" data-mentionid="12323" href="<___base_url___>/index.php?/profile/12323-despo20/">@despo20</a> I'm going to be adding another name to the list very soon! [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" />



I'm also one of the people who likes buildings with odd angles, nooks and crannies so I'm really looking forward to your ideas for future mods.


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#28

Quote:
20 hours ago, despo20 said:




Thanks <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/3183-ketchup/&do=hovercard" data-mentionid="3183" href="<___base_url___>/index.php?/profile/3183-ketchup/">@Ketchup</a>. but my experience ends where yours experience starts. Blender is totally new for me




<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> I don't use the alpha channel. I simply painted on a new upper layer with multiply overlay.




Blender is new for <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/3183-ketchup/&do=hovercard" data-mentionid="3183" href="<___base_url___>/index.php?/profile/3183-ketchup/">@Ketchup</a>aswell. [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" /> He can give you all the help you need in 3dsmax though!




Aaand somebody figured out something new regarding AO. Great! I'll be home from my 2 week vacation tomorrow and i cant wait to start putting everything i learned to good use.




 




Oh, and... Gorgeous house!


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#29

Quote:
On 3/23/2017 at 5:23 PM, despo20 said:




[img]<fileStore.core_Attachment>/monthly_2017_03/D20House_wip2.thumb.jpg.4e1e1690b1d7dbfaebf5b87c741ced8b.jpg[/img]



Beautiful model!


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#30


Thanks a lot to everyone! [img]<fileStore.core_Emoticons>/emoticons/blush.png[/img]/emoticons/blush@2x.png 2x" title=":$" width="20" />



Thanks <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/6338-discrepancy/&do=hovercard" data-mentionid="6338" href="<___base_url___>/index.php?/profile/6338-discrepancy/">@Discrepancy</a>! I'll try to solve with your suggestion [img]<fileStore.core_Emoticons>/emoticons/wink.png[/img]/emoticons/wink@2x.png 2x" title=";)" width="20" />



 



Quote:
On 24/3/2017 at 7:11 PM, Bartender said:




I have a little question: how do you guys change the colour of the alpha channel of an AO or texture? I feel that it's messing up some things for me with semi-transparent textures getting white edges, but I don't understand how to solve it.




<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/11115-bartender/&do=hovercard" data-mentionid="11115" href="<___base_url___>/index.php?/profile/11115-bartender/">@Bartender</a> probably the alpha channel doesn't fit well with the texture, or the texture itself can have white edges. I'll try to show you how you can modify it.




I use photoshop in italian, so the commands in screenshots are in italian. I hope to translate them in the right way.




A. For this example I cut out a sunflower;




<a class="ipsAttachLink ipsAttachLink_image" data-fileid="1818" href="<fileStore.core_Attachment>/monthly_2017_03/A.jpg.291c70fbb5c29d612a901ccb6a0a9df3.jpg">[img]<fileStore.core_Attachment>/monthly_2017_03/A.thumb.jpg.0f21a8d375ed53684402019ec90bb567.jpg[/img]</a>




B. Like in the Ketchup's tutorial on WoB, switch to channels (1) and add a new channel (2) Alpha 1;




<a class="ipsAttachLink ipsAttachLink_image" data-fileid="1819" href="<fileStore.core_Attachment>/monthly_2017_03/B.jpg.ff51aac66bf6878ae846f0ce559adefb.jpg">[img]<fileStore.core_Attachment>/monthly_2017_03/B.thumb.jpg.7b427525a0247520e6f32b10e4590fa5.jpg[/img]</a>




C. The new channel is 100% black. (black = transparent, white = opaque). Light on the RGB channel by clicking on the small square on its left (3) and come back to layers (4);




<a class="ipsAttachLink ipsAttachLink_image" data-fileid="1820" href="<fileStore.core_Attachment>/monthly_2017_03/C.jpg.28ad3f9ebcd225cc8ccb206207ebe79d.jpg">[img]<fileStore.core_Attachment>/monthly_2017_03/C.thumb.jpg.8741a7ff9b20cc05ebe706bc87798690.jpg[/img]</a>




D. The red filter shows the alpha channel superimposed on the image. Red = black (you can change the color by double clicking on the miniature of tha Alpha 1 channel, if you don't like that [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" title=":D" width="20" /> . But it's only a visualization, It doesn't act on the image).




Left click + ctrl on the layer miniature (5) to select all the visible pixels of the layer (our beautiful sunflower!);




<a class="ipsAttachLink ipsAttachLink_image" data-fileid="1821" href="<fileStore.core_Attachment>/monthly_2017_03/D.jpg.6be3284ebfc2db1a971b03b35c16a6e5.jpg">[img]<fileStore.core_Attachment>/monthly_2017_03/D.thumb.jpg.458309bf47639898aab0c0ae8aaa118f.jpg[/img]</a>




E. switch to channels again and make sure that Alpha 1 is selected. Open edit menu (6), select Fill (7), use white (8) and click ok (alternatively you can use a white brush, but "Fill" is faster and more precise);




<a class="ipsAttachLink ipsAttachLink_image" data-fileid="1823" href="<fileStore.core_Attachment>/monthly_2017_03/E.jpg.34ac5467a92653dbe828c06134f27b13.jpg">[img]<fileStore.core_Attachment>/monthly_2017_03/E.thumb.jpg.fcd789d26f36c4878f0e8475c6aaec08.jpg[/img]</a>




F. Now our alpha channel is ready. (red = trasparent, colored = opaque).




But if the image is a cut-out image from the web, it can be not properly cutted. It can have white edges.




<a class="ipsAttachLink ipsAttachLink_image" data-fileid="1824" href="<fileStore.core_Attachment>/monthly_2017_03/F.jpg.d3b42eb58a0b4740b574933501655310.jpg">[img]<fileStore.core_Attachment>/monthly_2017_03/F.thumb.jpg.7fb7bc8a54b758f65b5fb0871815d92b.jpg[/img]</a>




G. We can improve the cutting in this way. Reselect all the pixel of the image (in case you had deselected it), open select menu (9), select modify (10) and contract (11).




2px of contraction should be sufficient. Click ok (12);




<a class="ipsAttachLink ipsAttachLink_image" data-fileid="1826" href="<fileStore.core_Attachment>/monthly_2017_03/G.jpg.058307edc79efd947781b398fb14e167.jpg">[img]<fileStore.core_Attachment>/monthly_2017_03/G.thumb.jpg.aae7d77c9e3965bf2e394c8d11a0a7fd.jpg[/img]</a>




H. open again the select menu and click Inverse (13) to invert the selection. Repeat step "E", but this time use black to fill the selection;




<a class="ipsAttachLink ipsAttachLink_image" data-fileid="1828" href="<fileStore.core_Attachment>/monthly_2017_03/H.jpg.22ac3722ed98b4ffbc717d6861c75e8f.jpg">[img]<fileStore.core_Attachment>/monthly_2017_03/H.thumb.jpg.feb3f2febce9902cc820c73633b75d7e.jpg[/img]</a>




I. zooming in we can see that now the red covers a bit of the image. We increased the transparent area.




<a class="ipsAttachLink ipsAttachLink_image" data-fileid="1829" href="<fileStore.core_Attachment>/monthly_2017_03/I.jpg.ee0273402581b4e4d3b95388952d5c56.jpg">[img]<fileStore.core_Attachment>/monthly_2017_03/I.thumb.jpg.36f454f2712610211edcb304d94bf01d.jpg[/img]</a>




J. We can use the same selection to cut properly the image. Select the RGB channel (14) and press Delete key.




<a class="ipsAttachLink ipsAttachLink_image" data-fileid="1833" href="<fileStore.core_Attachment>/monthly_2017_03/J.jpg.d47d0e3883da3afc3074b49f0d8c7cf4.jpg">[img]<fileStore.core_Attachment>/monthly_2017_03/J.thumb.jpg.139db04bb3a05d171cdf17c821201617.jpg[/img]</a>




K. To ensure that there is no white border you can create a new temporary layer, place it below and fill it with black.




<a class="ipsAttachLink ipsAttachLink_image" href="<fileStore.core_Attachment>/monthly_2017_03/K.jpg.1c9228e69f89c78fb842368df09e4b17.jpg" data-fileid="1835">[img]<fileStore.core_Attachment>/monthly_2017_03/K.thumb.jpg.1c611985dea708816b24d43e13bcd058.jpg[/img]</a>




 




N.B.1 : The alpha channel can also be modified by using the brush or other tools, in the same way of the "main image". So you can use the black brush to refine a part of the alpha channel without problems. The only difference is that the alpha channel works in grayscale.




N.B.2 : To edit the "main image", RGB channel must be selected in the channels palette. To edit alpha channel, Alpha 1 must be selected.




N.B.3 : In the alpha channel black = 100% transparent, white = 100% opaque, and the various gray levels correspond to different levels of semi transparency.




However I don't know if Banished use grayscale or only the B/W on/off system. I don't have knowledge in this.




 




I hope I've answered your question. Ask me again if it isn't clear or if this isn't what did you want to know [img]<fileStore.core_Emoticons>/emoticons/wink.png[/img]/emoticons/wink@2x.png 2x" title=";)" width="20" />



Probably I said some things that might be obvious, but might be useful for someone (or at least I hope it [img]<fileStore.core_Emoticons>/emoticons/laugh.png[/img]/emoticons/laugh@2x.png 2x" title="xD" width="20" /> )


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