Jump to content

turbotutone

The Indie Stone
  • Posts

    212
  • Joined

  • Last visited

Reputation Activity

  1. Like
    turbotutone got a reaction from ac30fspad35 in Preserving food   
  2. Like
    turbotutone reacted to Kyun in [ 05/01 - Build 23/26 - SP & MP ] - Drip irrigation farming   
    Updated for Build 26 (SP & MP).


             

       

    How to install.Single player : as with any mod, put the waterPipe directory inside the mod folder of project zomboid and check "garden hoses" in the in game mod menu. When joining a server, desactivate the mod.

    Multiplayer (on both server and client computers) : The easiest way to install it is to place the media folder of the mod inside the project zomboid installation directory, saying yes to overwriting 2 files.
    - overwriting 2 files (rain barrels and takewater action).
    - I didn't find any other way to activate a mod, I may be missing something.
    - Obviously, don't activate the mod in game anymore.
    - To revert back, delete the mod files (or do a steam check integrity)

    What it does for farming.Plants with a pipe on the same square connected to a barrel will receive 1 water every 2 in game hours. You don't have to check them every day anymore, as long as you have water. Otherwise, refill your barrels.
    - It’s the same amount the plant lose every 2 in game hours, but not accounting for sunny days ( an additional - 0.1 water every 2 hours ). It may be necessary to check some plants after a lot of sunny days.

    Which means you HAVE TO water your plants the first time you plow, otherwise they’ll stay at level 0.

    If you don’t have enough water in your barrels for all plants within a cluster, only some will receive water ( always the same ones, so all may not die ).

    Plants will receive fertilizer if there are enough for all of them within the cluster ( both water and fertilizer ).
    - You can take your time pouring the fertilizer without fearing the trigger.
    - If you have 10 plants and want to fertilize all of them to level 3, add 30 fertilizer doses in total to the barrels of the cluster. They will be fertilized in 3*2 in game hours, unit by unit.

    During winter (october - january) plants will lose health if they are outdoor.

    What is does for rain barrel collectors.Barrel water level is averaged with all barrels within a cluster.
    - You will have the optimal refill when raining at all times.
    - Don’t connect a 40 unit barrel with a 100 unit one, you will lose all water above 40.

    Barrels are filled when connected to a piped source (sink and such). It’s a good idea to have one big cluster when water is still on.

    You can pour in / take water.
    - Water taken is proportional to item number of uses to fill. Water poured is proportional to item number of uses (with water).
    - Amounts of water taken/poured back/transferred are coherent among all items.
    - When taking water, you can interrupt the action, amounts will be coherent.
    - When pouring, as I didn’t implement it over time, if you interrupt it nothing happens; you have to see it through.

    You can pour in fertilizer.

    Please report any bug you encounter, but read the description before.

    Balance suggestions are welcomed too. Note :
    When picking pipes up, you need to pick up 10 to get a garden hose back. It's to avoid having plenty of garden hoses with 0.1 uses or less. It's kind of anoying when you need all of them and misplaced one, as you need to pick up 9 more ... will see if I can change that.
     
    The download link for build 26, SP & MP. or on PZ-mods.
     
    The old download link for build 23 (< build 25).
     
    Community update



     
    Change log.

     
    I hope you enjoy it,
    and my thanks to Robert Johnson for it's rain collector barrel and farming mod,
    Kyun.
  3. Like
    turbotutone reacted to LeoIvanov in 5 story apartment   
    Free for all
    This mod can be added to and extended by the whole community. Crediting the original author would be lovely, but isn't necessary. (Then again, this community values loveliness above all else.)
     
     
    https://www.dropbox.com/s/avq8oj2vgjjfa83/NW%205%20storey%20Apartment.rar - Download link!
     
    ______________________________________________________________________________
     
    Hello!
     
    Since the new mapping tools came out, I was working really hard on creating the HUGE apartment building that I'm currently living at IRL.
     
    It mostly consists of 5-6 entrances, 5 story high, 4 flats each floor. In total, that goes by amount of 120 flats in 1 apartment building.
     
    BUT, since each "entrance" has relatively same "copy-pasted" layout, I thought of an easier solution to do it, rather than having to map it all out with hand.
     

     
     
    This is a ONE ENTRANCE out of 6. 20 apartment flats in total. I've completed the layout, doors, windows, window sheets, walls, stairs and a roof. I figured, all I need to map left are "edges" of a building, since those have additional windows on the sides, and then just copy-paste this "MID" entrance 3-4 times inbetween. Voila - We'll get a huge Russian apartment building with 120 flats. All there is left to do is fill it up with furniture.
     

     
    FLOOR PLANS for one of the stories. 4 flats in 1 picture, building ed ran out of colors to give me for each room name Copy-pasted this floor plan 4 more stories up.
     

     
    A LOOK FROM INSIDE.
     
     
     
    14/01/2014 Update.
     

     
    Planned (To-do) :
    - Furniture for North East apartment blocks.  (Discontinued due to lack of time or interest)
     
    Finished (Already done) :
    - Furniture for North West apartment blocks.
    - Doors, Windows, roof, floors, staircases, balconies.
    - North East version of this apartment (WIthout the edges yet)
    - 2 "Edges" of an apartment (adding windows on the edges)
    - 2 "Edges" of a North East version of apartment.
    - Light switches.
    - Loot distribution/room definitions.
  4. Like
    turbotutone reacted to Thuztor in Vacation Islands (Bug-Report and General Discussion)   
    GUTROT ISLAND

    http://theindiestone.com/forums/index.php/topic/12359-vacation-islands-pre-alpha-1/
     



    Preview:


  5. Like
    turbotutone reacted to mendonca in Random Mapzoid: Random Bitmap Terrain Generator (Python / Win Exe)   
    Yeah, it would!
     
    I think it would be fairly straightforward to add a button that assigns buildings to the sub-zoned regions built as part of the 'pave the world' function.
     
    However, I never got round to figuring out the way the files read in all the relevant information for the world / building lots etc. so I never even tried to get it working.
     
    Fancy a crack at it? 
  6. Like
    turbotutone got a reaction from mendonca in Random Mapzoid: Random Bitmap Terrain Generator (Python / Win Exe)   
    Very nice program!
    Im guessing with proper prefab buildings (or segments even) it would be possible to populate the towns as well?
  7. Like
    turbotutone reacted to mendonca in Random Mapzoid: Random Bitmap Terrain Generator (Python / Win Exe)   
    Random Mapzoid: UNFORTUNATE SUBTITLE v0.60
      

     
    Mapzoid is a little utility provided for the purposes of generating arbitrary, organic looking BMP files to use as the input for the WorldEd BMPtoTMX feature. It works alongside EasyPickins' Mapping Tools, hopefully fairly well.
     
    It's currently in a fairly workable state, but I would appreciate some feedback, bug reports and general feature requests that anybody can think of. I'm personally not exactly swimming in spare time, but I will do what I can to fix any bugs or anything that may be raised.
     
    The Python Code, or Windows Executable Package, can be found in the links below.
     
    SOURCE (Python 2.7)
    EXECUTABLE
     
    SOURCE NOTES:

     
    Current Change List:
     

     
    Read the readme.txt for some instructions on how to work the program, or just ask here.
     
    Alternatively check out the following youtube video:
     

     

     
    EXAMPLE OUTPUT:
     

     
    IN WORLDED:

     
    This program is released open source under a permissive BSD license. Contributions or wholesale rip-offs are more than welcome, if you should so desire to join in.
  8. Like
    turbotutone got a reaction from GeronimoJay in Erosion - Nature takes over   
    Still here, infact i have been working on several things past week.
     
    Some stuff that got added/improved:
    Themes, all the objects and categories are defined in a theme file, so anyone can modify or make their own theme from scratch. Categories (example trees) are class objects where behaviour of the objects it governs is defined, one can also make custom versions of these and add them in a theme file. New growth model, all natural stuff like trees, bushes, grass etc can now have proper stages, so it starts as sapling, small tree etc. Opposed to the old model where grass changed to bush, changed to tree etc. New spawn chance method (experimental) And lastly something else... This "something else" evolved from Rathlord's suggestion of snow, which i was not planning to implement yet but it became too tempting not to try
    So i tried to figure out a system to do this. And thanks to Lemmy who pointed me in the right direction how to do the sprite changes effectivly a whole new world opened up.
     
    So heres a full year seasonal cycle wip vid:

     
    So yea, still a wip, not completly satisfied about all colors yet, and it only has a few different sprites that i kinda butchered togheter with nifty copy pasta for the most part. Take it as a proof of concept ;p.
    (if you go fullscreen, you can see trees drop and gain leaves in autumn/spring, plants can now also have blooming etc)
     
     
    That shouldnt be too bad, what Rathlord said pretty much sums it up.
     
    Regards,
    Turbo
  9. Like
    turbotutone got a reaction from Austin in Erosion - Nature takes over   
    The idea
     
    To slowly have the map detoriate over time, nature grows wild and the urban areas slowly decay.
     
    What will the mod do?
     
    Currently the planning is for Erosion to add the following effects to the game:
     
    Plantlife:Nature will slowly start to take over, popping up on natural tiles. Currently plants have 6 stages (low grass to tree), only the most fertile spots will reach the maximum. Random special objects with a very low chance of spawning (imagine a dead campfire and the likes). Streets:Big cracks in the road that gradually become more intense. Patches of cracked road where grass and stuff grows through. More litter and garbage appearing over time. Random special objects with a very low chance of spawning (a pile of zombie corpses for example). Houses (exterior):Cracks that can appear on over time. Vines that slowly takover a part of a wall. Windows have a chance to be broken over time (idea by RobertJohnson) Doors have a tiny chance to pop open at some point. Random stuff like smudges and what not.  
     
    Textures by Thutzor
     
    Thutzor will be doing the extensive list of additional artwork for the mod. Thank you Thutzor!
     
    build 27 version:
    pz build 27 click here
    Post 25 march 2014 steam update:
    pz build 26B click here
    Pre 25 march 2014 steam update:
    pz build 26A click here
     
    Download Erosion Alpha 0.1
     
     
    Modding Erosion
     
    Videos
     
    Screenshots
     
    Screenshots Archive
    Outdated screenshots from the very first functional version:
  10. Like
    turbotutone got a reaction from Suomiboi in Erosion - Nature takes over   
    Still here, infact i have been working on several things past week.
     
    Some stuff that got added/improved:
    Themes, all the objects and categories are defined in a theme file, so anyone can modify or make their own theme from scratch. Categories (example trees) are class objects where behaviour of the objects it governs is defined, one can also make custom versions of these and add them in a theme file. New growth model, all natural stuff like trees, bushes, grass etc can now have proper stages, so it starts as sapling, small tree etc. Opposed to the old model where grass changed to bush, changed to tree etc. New spawn chance method (experimental) And lastly something else... This "something else" evolved from Rathlord's suggestion of snow, which i was not planning to implement yet but it became too tempting not to try
    So i tried to figure out a system to do this. And thanks to Lemmy who pointed me in the right direction how to do the sprite changes effectivly a whole new world opened up.
     
    So heres a full year seasonal cycle wip vid:

     
    So yea, still a wip, not completly satisfied about all colors yet, and it only has a few different sprites that i kinda butchered togheter with nifty copy pasta for the most part. Take it as a proof of concept ;p.
    (if you go fullscreen, you can see trees drop and gain leaves in autumn/spring, plants can now also have blooming etc)
     
     
    That shouldnt be too bad, what Rathlord said pretty much sums it up.
     
    Regards,
    Turbo
  11. Like
    turbotutone got a reaction from daorkboypl in Erosion - Nature takes over   
    The idea
     
    To slowly have the map detoriate over time, nature grows wild and the urban areas slowly decay.
     
    What will the mod do?
     
    Currently the planning is for Erosion to add the following effects to the game:
     
    Plantlife:Nature will slowly start to take over, popping up on natural tiles. Currently plants have 6 stages (low grass to tree), only the most fertile spots will reach the maximum. Random special objects with a very low chance of spawning (imagine a dead campfire and the likes). Streets:Big cracks in the road that gradually become more intense. Patches of cracked road where grass and stuff grows through. More litter and garbage appearing over time. Random special objects with a very low chance of spawning (a pile of zombie corpses for example). Houses (exterior):Cracks that can appear on over time. Vines that slowly takover a part of a wall. Windows have a chance to be broken over time (idea by RobertJohnson) Doors have a tiny chance to pop open at some point. Random stuff like smudges and what not.  
     
    Textures by Thutzor
     
    Thutzor will be doing the extensive list of additional artwork for the mod. Thank you Thutzor!
     
    build 27 version:
    pz build 27 click here
    Post 25 march 2014 steam update:
    pz build 26B click here
    Pre 25 march 2014 steam update:
    pz build 26A click here
     
    Download Erosion Alpha 0.1
     
     
    Modding Erosion
     
    Videos
     
    Screenshots
     
    Screenshots Archive
    Outdated screenshots from the very first functional version:
  12. Like
    turbotutone got a reaction from Rathlord in Erosion - Nature takes over   
    Eya, the growth of objects will be sporadic like you mentioned, that is the actual growth from small, bigger etc (thats all based on the intensity of their tile). What youve seen is probably the leaves growing back in springtime, which will happen during night, and indeed one morning youll wake up and all trees have leaves
    Technically its much more pleasant to do it this way. What could be an option is to have different kinds of plants change leaves on a different date, so its a little less "all-at-once", i will look into that later as i agree with you that its indeed a bit odd and has been a little thorn in my eye as well .
  13. Like
    turbotutone got a reaction from rorschach in Erosion - Nature takes over   
    That depends, if the new engine retains much of the behaviour of the current one it will be simply a matter of porting the mod.
    If theres many behavioural changes then some erosion stuff will probably break and will need inspection + fixing.
    Eitherway should be doable, as long as theres no critical functionallity disappearing in new engine .
     
    Otherwise theres always this:

    On which i can cry my many tears
  14. Like
    turbotutone got a reaction from SpaceJunk in Erosion - Nature takes over   
    The idea
     
    To slowly have the map detoriate over time, nature grows wild and the urban areas slowly decay.
     
    What will the mod do?
     
    Currently the planning is for Erosion to add the following effects to the game:
     
    Plantlife:Nature will slowly start to take over, popping up on natural tiles. Currently plants have 6 stages (low grass to tree), only the most fertile spots will reach the maximum. Random special objects with a very low chance of spawning (imagine a dead campfire and the likes). Streets:Big cracks in the road that gradually become more intense. Patches of cracked road where grass and stuff grows through. More litter and garbage appearing over time. Random special objects with a very low chance of spawning (a pile of zombie corpses for example). Houses (exterior):Cracks that can appear on over time. Vines that slowly takover a part of a wall. Windows have a chance to be broken over time (idea by RobertJohnson) Doors have a tiny chance to pop open at some point. Random stuff like smudges and what not.  
     
    Textures by Thutzor
     
    Thutzor will be doing the extensive list of additional artwork for the mod. Thank you Thutzor!
     
    build 27 version:
    pz build 27 click here
    Post 25 march 2014 steam update:
    pz build 26B click here
    Pre 25 march 2014 steam update:
    pz build 26A click here
     
    Download Erosion Alpha 0.1
     
     
    Modding Erosion
     
    Videos
     
    Screenshots
     
    Screenshots Archive
    Outdated screenshots from the very first functional version:
  15. Like
    turbotutone got a reaction from RobertJohnson in Erosion - Nature takes over   
    Merci guys,
     
    and to answer these questions:
     
     
     
     
    Heres a image to illustrate a little how it works atm:

     
    top part the raw images, and the bottom part same image with a overlay (tintmod).
     
    it was not clearly visible in the video as it runs a bit fast, but if you look closely youll see some trees change leave colors in autumn, in fact, the sprites that have a season color change color each day but the change is so gradual you wont notice from day to day.
     
    The way it works is with a customized lua table that can take 1 to 12 colors, each color you add represents a month, when the table gets finalized the table lerps the colors you put in to fill in the blanc months. Then during a day change, the current months color gets lerped with the next month with current day of the month as step value. You can bind one or more sprites to such a table so that sprite gets its tintmod set when the table color changes.
    For objects that require only a part to be colored, like trees, the trunk is split from the foliage, the foliage is added to the tree object as a childsprite. Thanks to lemmy's tip the seasonal changing of leaves etc was quite simple to do as they are animations set to and played on a particular month.
     
    Ive also been experimenting with the greyscale sprite colors a bit, first i just greyscaled the image and applied a tintmod (as seen in the crossed out sprite) but that didnt reap great results, so i now have some greyscale/blending mix that produces a better result, still not perfect imo, but atleast theres more of the original sprite's detail coming through.
     
    Regards,
    Turbo
  16. Like
    turbotutone got a reaction from Rathlord in Erosion - Nature takes over   
    Merci guys,
     
    and to answer these questions:
     
     
     
     
    Heres a image to illustrate a little how it works atm:

     
    top part the raw images, and the bottom part same image with a overlay (tintmod).
     
    it was not clearly visible in the video as it runs a bit fast, but if you look closely youll see some trees change leave colors in autumn, in fact, the sprites that have a season color change color each day but the change is so gradual you wont notice from day to day.
     
    The way it works is with a customized lua table that can take 1 to 12 colors, each color you add represents a month, when the table gets finalized the table lerps the colors you put in to fill in the blanc months. Then during a day change, the current months color gets lerped with the next month with current day of the month as step value. You can bind one or more sprites to such a table so that sprite gets its tintmod set when the table color changes.
    For objects that require only a part to be colored, like trees, the trunk is split from the foliage, the foliage is added to the tree object as a childsprite. Thanks to lemmy's tip the seasonal changing of leaves etc was quite simple to do as they are animations set to and played on a particular month.
     
    Ive also been experimenting with the greyscale sprite colors a bit, first i just greyscaled the image and applied a tintmod (as seen in the crossed out sprite) but that didnt reap great results, so i now have some greyscale/blending mix that produces a better result, still not perfect imo, but atleast theres more of the original sprite's detail coming through.
     
    Regards,
    Turbo
  17. Like
    turbotutone got a reaction from LeoIvanov in Erosion - Nature takes over   
    Merci guys,
     
    and to answer these questions:
     
     
     
     
    Heres a image to illustrate a little how it works atm:

     
    top part the raw images, and the bottom part same image with a overlay (tintmod).
     
    it was not clearly visible in the video as it runs a bit fast, but if you look closely youll see some trees change leave colors in autumn, in fact, the sprites that have a season color change color each day but the change is so gradual you wont notice from day to day.
     
    The way it works is with a customized lua table that can take 1 to 12 colors, each color you add represents a month, when the table gets finalized the table lerps the colors you put in to fill in the blanc months. Then during a day change, the current months color gets lerped with the next month with current day of the month as step value. You can bind one or more sprites to such a table so that sprite gets its tintmod set when the table color changes.
    For objects that require only a part to be colored, like trees, the trunk is split from the foliage, the foliage is added to the tree object as a childsprite. Thanks to lemmy's tip the seasonal changing of leaves etc was quite simple to do as they are animations set to and played on a particular month.
     
    Ive also been experimenting with the greyscale sprite colors a bit, first i just greyscaled the image and applied a tintmod (as seen in the crossed out sprite) but that didnt reap great results, so i now have some greyscale/blending mix that produces a better result, still not perfect imo, but atleast theres more of the original sprite's detail coming through.
     
    Regards,
    Turbo
  18. Like
    turbotutone got a reaction from harakka in Erosion - Nature takes over   
    Merci guys,
     
    and to answer these questions:
     
     
     
     
    Heres a image to illustrate a little how it works atm:

     
    top part the raw images, and the bottom part same image with a overlay (tintmod).
     
    it was not clearly visible in the video as it runs a bit fast, but if you look closely youll see some trees change leave colors in autumn, in fact, the sprites that have a season color change color each day but the change is so gradual you wont notice from day to day.
     
    The way it works is with a customized lua table that can take 1 to 12 colors, each color you add represents a month, when the table gets finalized the table lerps the colors you put in to fill in the blanc months. Then during a day change, the current months color gets lerped with the next month with current day of the month as step value. You can bind one or more sprites to such a table so that sprite gets its tintmod set when the table color changes.
    For objects that require only a part to be colored, like trees, the trunk is split from the foliage, the foliage is added to the tree object as a childsprite. Thanks to lemmy's tip the seasonal changing of leaves etc was quite simple to do as they are animations set to and played on a particular month.
     
    Ive also been experimenting with the greyscale sprite colors a bit, first i just greyscaled the image and applied a tintmod (as seen in the crossed out sprite) but that didnt reap great results, so i now have some greyscale/blending mix that produces a better result, still not perfect imo, but atleast theres more of the original sprite's detail coming through.
     
    Regards,
    Turbo
  19. Like
    turbotutone got a reaction from Wiggins in Erosion - Nature takes over   
    Still here, infact i have been working on several things past week.
     
    Some stuff that got added/improved:
    Themes, all the objects and categories are defined in a theme file, so anyone can modify or make their own theme from scratch. Categories (example trees) are class objects where behaviour of the objects it governs is defined, one can also make custom versions of these and add them in a theme file. New growth model, all natural stuff like trees, bushes, grass etc can now have proper stages, so it starts as sapling, small tree etc. Opposed to the old model where grass changed to bush, changed to tree etc. New spawn chance method (experimental) And lastly something else... This "something else" evolved from Rathlord's suggestion of snow, which i was not planning to implement yet but it became too tempting not to try
    So i tried to figure out a system to do this. And thanks to Lemmy who pointed me in the right direction how to do the sprite changes effectivly a whole new world opened up.
     
    So heres a full year seasonal cycle wip vid:

     
    So yea, still a wip, not completly satisfied about all colors yet, and it only has a few different sprites that i kinda butchered togheter with nifty copy pasta for the most part. Take it as a proof of concept ;p.
    (if you go fullscreen, you can see trees drop and gain leaves in autumn/spring, plants can now also have blooming etc)
     
     
    That shouldnt be too bad, what Rathlord said pretty much sums it up.
     
    Regards,
    Turbo
  20. Like
    turbotutone got a reaction from Footmuffin in Erosion - Nature takes over   
    Still here, infact i have been working on several things past week.
     
    Some stuff that got added/improved:
    Themes, all the objects and categories are defined in a theme file, so anyone can modify or make their own theme from scratch. Categories (example trees) are class objects where behaviour of the objects it governs is defined, one can also make custom versions of these and add them in a theme file. New growth model, all natural stuff like trees, bushes, grass etc can now have proper stages, so it starts as sapling, small tree etc. Opposed to the old model where grass changed to bush, changed to tree etc. New spawn chance method (experimental) And lastly something else... This "something else" evolved from Rathlord's suggestion of snow, which i was not planning to implement yet but it became too tempting not to try
    So i tried to figure out a system to do this. And thanks to Lemmy who pointed me in the right direction how to do the sprite changes effectivly a whole new world opened up.
     
    So heres a full year seasonal cycle wip vid:

     
    So yea, still a wip, not completly satisfied about all colors yet, and it only has a few different sprites that i kinda butchered togheter with nifty copy pasta for the most part. Take it as a proof of concept ;p.
    (if you go fullscreen, you can see trees drop and gain leaves in autumn/spring, plants can now also have blooming etc)
     
     
    That shouldnt be too bad, what Rathlord said pretty much sums it up.
     
    Regards,
    Turbo
  21. Like
    turbotutone got a reaction from Cl0nec0mmand0 in Erosion - Nature takes over   
    Still here, infact i have been working on several things past week.
     
    Some stuff that got added/improved:
    Themes, all the objects and categories are defined in a theme file, so anyone can modify or make their own theme from scratch. Categories (example trees) are class objects where behaviour of the objects it governs is defined, one can also make custom versions of these and add them in a theme file. New growth model, all natural stuff like trees, bushes, grass etc can now have proper stages, so it starts as sapling, small tree etc. Opposed to the old model where grass changed to bush, changed to tree etc. New spawn chance method (experimental) And lastly something else... This "something else" evolved from Rathlord's suggestion of snow, which i was not planning to implement yet but it became too tempting not to try
    So i tried to figure out a system to do this. And thanks to Lemmy who pointed me in the right direction how to do the sprite changes effectivly a whole new world opened up.
     
    So heres a full year seasonal cycle wip vid:

     
    So yea, still a wip, not completly satisfied about all colors yet, and it only has a few different sprites that i kinda butchered togheter with nifty copy pasta for the most part. Take it as a proof of concept ;p.
    (if you go fullscreen, you can see trees drop and gain leaves in autumn/spring, plants can now also have blooming etc)
     
     
    That shouldnt be too bad, what Rathlord said pretty much sums it up.
     
    Regards,
    Turbo
  22. Like
    turbotutone got a reaction from Cider in Erosion - Nature takes over   
    Still here, infact i have been working on several things past week.
     
    Some stuff that got added/improved:
    Themes, all the objects and categories are defined in a theme file, so anyone can modify or make their own theme from scratch. Categories (example trees) are class objects where behaviour of the objects it governs is defined, one can also make custom versions of these and add them in a theme file. New growth model, all natural stuff like trees, bushes, grass etc can now have proper stages, so it starts as sapling, small tree etc. Opposed to the old model where grass changed to bush, changed to tree etc. New spawn chance method (experimental) And lastly something else... This "something else" evolved from Rathlord's suggestion of snow, which i was not planning to implement yet but it became too tempting not to try
    So i tried to figure out a system to do this. And thanks to Lemmy who pointed me in the right direction how to do the sprite changes effectivly a whole new world opened up.
     
    So heres a full year seasonal cycle wip vid:

     
    So yea, still a wip, not completly satisfied about all colors yet, and it only has a few different sprites that i kinda butchered togheter with nifty copy pasta for the most part. Take it as a proof of concept ;p.
    (if you go fullscreen, you can see trees drop and gain leaves in autumn/spring, plants can now also have blooming etc)
     
     
    That shouldnt be too bad, what Rathlord said pretty much sums it up.
     
    Regards,
    Turbo
  23. Like
    turbotutone got a reaction from LeoIvanov in Erosion - Nature takes over   
    Still here, infact i have been working on several things past week.
     
    Some stuff that got added/improved:
    Themes, all the objects and categories are defined in a theme file, so anyone can modify or make their own theme from scratch. Categories (example trees) are class objects where behaviour of the objects it governs is defined, one can also make custom versions of these and add them in a theme file. New growth model, all natural stuff like trees, bushes, grass etc can now have proper stages, so it starts as sapling, small tree etc. Opposed to the old model where grass changed to bush, changed to tree etc. New spawn chance method (experimental) And lastly something else... This "something else" evolved from Rathlord's suggestion of snow, which i was not planning to implement yet but it became too tempting not to try
    So i tried to figure out a system to do this. And thanks to Lemmy who pointed me in the right direction how to do the sprite changes effectivly a whole new world opened up.
     
    So heres a full year seasonal cycle wip vid:

     
    So yea, still a wip, not completly satisfied about all colors yet, and it only has a few different sprites that i kinda butchered togheter with nifty copy pasta for the most part. Take it as a proof of concept ;p.
    (if you go fullscreen, you can see trees drop and gain leaves in autumn/spring, plants can now also have blooming etc)
     
     
    That shouldnt be too bad, what Rathlord said pretty much sums it up.
     
    Regards,
    Turbo
  24. Like
    turbotutone got a reaction from harakka in Erosion - Nature takes over   
    Still here, infact i have been working on several things past week.
     
    Some stuff that got added/improved:
    Themes, all the objects and categories are defined in a theme file, so anyone can modify or make their own theme from scratch. Categories (example trees) are class objects where behaviour of the objects it governs is defined, one can also make custom versions of these and add them in a theme file. New growth model, all natural stuff like trees, bushes, grass etc can now have proper stages, so it starts as sapling, small tree etc. Opposed to the old model where grass changed to bush, changed to tree etc. New spawn chance method (experimental) And lastly something else... This "something else" evolved from Rathlord's suggestion of snow, which i was not planning to implement yet but it became too tempting not to try
    So i tried to figure out a system to do this. And thanks to Lemmy who pointed me in the right direction how to do the sprite changes effectivly a whole new world opened up.
     
    So heres a full year seasonal cycle wip vid:

     
    So yea, still a wip, not completly satisfied about all colors yet, and it only has a few different sprites that i kinda butchered togheter with nifty copy pasta for the most part. Take it as a proof of concept ;p.
    (if you go fullscreen, you can see trees drop and gain leaves in autumn/spring, plants can now also have blooming etc)
     
     
    That shouldnt be too bad, what Rathlord said pretty much sums it up.
     
    Regards,
    Turbo
  25. Like
    turbotutone got a reaction from RoboMat in Erosion - Nature takes over   
    Still here, infact i have been working on several things past week.
     
    Some stuff that got added/improved:
    Themes, all the objects and categories are defined in a theme file, so anyone can modify or make their own theme from scratch. Categories (example trees) are class objects where behaviour of the objects it governs is defined, one can also make custom versions of these and add them in a theme file. New growth model, all natural stuff like trees, bushes, grass etc can now have proper stages, so it starts as sapling, small tree etc. Opposed to the old model where grass changed to bush, changed to tree etc. New spawn chance method (experimental) And lastly something else... This "something else" evolved from Rathlord's suggestion of snow, which i was not planning to implement yet but it became too tempting not to try
    So i tried to figure out a system to do this. And thanks to Lemmy who pointed me in the right direction how to do the sprite changes effectivly a whole new world opened up.
     
    So heres a full year seasonal cycle wip vid:

     
    So yea, still a wip, not completly satisfied about all colors yet, and it only has a few different sprites that i kinda butchered togheter with nifty copy pasta for the most part. Take it as a proof of concept ;p.
    (if you go fullscreen, you can see trees drop and gain leaves in autumn/spring, plants can now also have blooming etc)
     
     
    That shouldnt be too bad, what Rathlord said pretty much sums it up.
     
    Regards,
    Turbo
×
×
  • Create New...