Banished Ventures

Making a new tavern – Part 2

Welcome back to my little Making-of. Now the lifeless model needs a few functions to work in game. I made two separate models for tavern and apartments and exported both as collade files (dae).

I switch to Blender, a powerful open source 3D software and perfect to create models for computer games. The first thing I do is to scale the models to 0.6. Now 1 measurement unit = 1 game tile. I clear up the models by removing duplicate vertices. Then I create points to define locations of chimney smoke, where workers should be when building and using the house and a point to create resources. Finally a floor where citizens will walk along the z-axis when entering the tavern. Otherwise they would ignore my porch. Last but not least I unwrap the meshes, add temporary texture files and export it to FBX. If you are creating a model for Banished in Blender, it should look like this:

The new tavern model in Blender

Tavern apartments in Blender

Of course, we also need a lot of resource (text) files to define the new objects with strings, icons, placement, user interface, building requirements, professions, production and other details. If everything is done correctly the Banished ModKit compiles a new version to test it in game.

The new tavern model in game

The new models are placed on the map with the ‘overlapping technology’ that you already know from Medieval Town by Red Ketchup. Our new barkeeper is working and the apartments are inhabited. Nice! …

Not really, it needs a proper texture. But this is a lot of work and I need a beer too. So see you next time to finish the new tavern. Cheers!

Part 1 – 3D Modeling
Part 3 – Textures

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