Yeah, A Day with many tutorials, modding tries and fun later, I decide to try my own mod
While the coding isnât the problem, design is. So I just opened a thread where you can tell me how bad I am until I cry⌠^^
First try on something big, still Work in Progress so many details (like sail, ropes, prow, rear) are messing. But after spending some hours itâs time for work and time for some feedback
The design itself is not bad, but the ship doesnât really match Stonehearth design, and will also be really hard to use without extreme lag/crashing.
Try making a small ship, then enlarging it (x8 most likely)
I feel the same thing, awesome details and a really nice ship!
(But thereâs a but(t).)
But is it too detailed to fit with the other SH characters and houses? Look at Cthulhu, heâs big but by the amount of voxels. At the same time, the shields would not not look that awesome without details.
I would however love to see the cute StoneHearthians run around on the ship, messing with the sail or the oars⌠despite the perhaps over-detailed ship it would look so awesome
edit: 3 âawesomeâ (4 included that one) in the same post. Iâll leave them all, because you deserve them
Yeah, it it a little too large. The model would not fit in with Stonehearthâs simplistic, yet charming style. It would also lag like hell. The detail is nice though.
WOW! Thank you all for your really kind words
But first of all I have to give an âawesomeâ back to the Stonehearth-Team, because the ship can used without any lags (just a little more loading time^^). Youâre right with the âtoo much detailsâ at some point, but I just started with a detailled shield and a bench and then add the rest. Using a small ship and enlarge it would stretch these things too and a shield would be something like colored a 2x2-square.
Maybe it would be a good option to make a less-detailed hulk and just adding detaillied shields and benches afterwards, so it would look in some ways like a big house. Maybe that would make a nice compromis between loading time and details, have to try that out. And at least this would be the biggest thing in my mod and the other ships could be much smaller. It would be more like a giant âWOW!â effect ^^
So here is just a quick InGame-Screenshot of the StoneHearthians running around (or through :D) the longboat:
very reminiscent of one of our âelderâ members, @TobiasSabathius (who is absolutely among the modeling elite)⌠hereâs a direct link to his Viking ship (but i suggest you start at the top of the thread):
Itâs a really great model, but one of the hardest things about modelling for Stonehearth is getting an easily readable model when using as few voxels as possible.
@Tom makes it look easy, but it isnât. (which is why I secretly hate him. No one should be that talentedâŚ)
Itâs certainly one way. Vanilla SH houses are extremely simple models, with the more complex doors & windows tacked on later - should be possible to do the same with your ship.
Anyway, a lot depends on just how many of these you plan on having. For example, one ship per settlement (likely, if youâre going to fill all those benches with crew !) means you can afford to use many more polygons - if someone builds a few dozen of them on their 6yr old PC and it breaks⌠silly them in my opinion .
[quote=âTeleros, post:11, topic:7090â]
Anyway, a lot depends on just how many of these you plan on having. For example, one ship per settlement (likely, if youâre going to fill all those benches with crew !) means you can afford to use many more polygons - if someone builds a few dozen of them on their 6yr old PC and it breaks⌠silly them in my opinion[/quote]
The player canât build these monstrum. Itâs kind of the final enemy of my mod. It just have to sail till the coast and spawn a little army of brutal warriors. So letâs see how the game can handle the final model.
@SteveAdamo Yeah, I saw his thread and Iâm totally jealous of his talent. There are many great things in his thread!
So I will try to build a second and smaller ship with a less-detailed hulk. Maybe itâs look more like stonehearth =)
One question in progress: Is there a possibility to scale the model ingame? I just own the âHearthtone-Versionâ, so I canât export my model to .obj at the moment. In the json files I found the scale-order, but
"render_info" : {
"scale" : 8.0
}
donât work :S
Little Update:
The Full longboat in high details kills Qubicle. So i will try the less detailed versionâŚ
------------------------------------------------------ EDIT ------------------------------------------------
So here we go again. Now tried to make a hulk out of 8x8-Voxels. Itâs really hard to get the curves right :-/
But here are the first impressions. The hulk as it is in Quibicle:
I couldnât scale the Voxels right now, so I just stretched them to 8x8 little Voxels. But the ingame look is the same, just need some seconds to load.
The hulk aside some small StoneHearthian:
A look at the inside. Playing with the thought of bigger shields. Plus new benches. More details like the Dragonhead, the sail, some ropes or the rear could be added. The small hulk has just so many KB like a handfull villagers, so there is no lag risk.
Last but not least, a comparison between the old and the new one. The new one is a bit longer because every rowbench is now 24 instead of 16 pixel long. So free legroom for every viking
Thatâs it ^^
As always happy about any feedback or improvement proposal! =)
[quote=âNicedude80, post:15, topic:7090, full:trueâ]
Really great I canât waitto explore new land with these EPIC boats listening to EPIC music. (While watching bunnys on my captains shoulder.[/quote]
Haha, thanks a lot.
In my planned mod this isnât possible, but go on and tell @Teleros how awesome a sail mod would be.
And then hope, that he/she/(it) has lot of free time
Working on details is frustrating. Working for hours and after that you see no big difference
But after all, some progress is ready to be shown. Working on the mast, itâs holding and some ropes. To save voxels, every rope is made of 4 (small ropes) or 13 (long ropes) different matrizes. Very annoying work, but it has to be done.
Because of import problems, thereâs only the Quibicle Turntable today:
as said I have some problem with importing my qb-Files to Stoneheart.
Just worked fine for a long time, but now, my modell is all messed up :-/
As seen, the mast is messed up, the shields are on the wrong side (7 shields where 8 should be) and the middle ropes showing in the wrong direction, while the long ropes are totally wrong. Seems, like the hole detail-model is turned 180° and some are just positions are messed up. But in Quibicle everything is alright and the .qb-File looks like it should be:
So I really donât know, why this is so messed up. Thought this could be a side effect of importing two .qb at the same time, but if I just import the details.gb it looks the same way.
Importing just the rope also creates just a messed up modell, so i thought, that some Quibicle-Transformation like âFlip Axisâ arenât supported, but as the .qb-files looks alright, I donât have any clue. Without the ropes, the old detail-version just worked fine, but not now.
I wonder wether there are some settings i could have activated accidentally? Ore are there some operations, that arenât supported? Maybe someone has a clueâŚ