Assorted Farm Buildings

This bundle is marked as pending. It has not been reviewed by a staff member yet.
Description:
Edited versions of classic Models added team color and build and work animations.
Just some old models that I made in the past... I hope you will find them useful.

Updates:
  • Removed Bank, Chapel and Cottage. (They will be added to another pack under the theme "City Buildings")
  • Replaced the door of the Wind Mill and Granary
  • Removed and repositioned some vertices
  • Added new models (Outpost, Stables, Bell Tower, Watch Tower, Animal Pen and an upgradable Farm)
  • Removed excess geoset extents
  • removed unused textures and materials
  • added missing opening tracks
  • Resized Collision shapes
  • Fixed particle emitters
  • Added additional Team Color to the Bell Tower
  • Added Icons
  • Fixed Inn's Collision shape
  • Fixed health bar for all models
  • Fixed sequences for Particles and Geosets
  • Fixed particles animation tracks
  • Fixed geosets animation tracks
  • Fixed particles animation in Animal pen, Bell tower & Farm



"All models passed Sanity Check!"
Contents

Animal Pen (Icon)

Animal Pen (Model)

Barn (Model)

Barn (Icon)

Bell Tower (Model)

Bell Tower (Icon)

Farm (Upgradable) (Model)

Farm 1 (Icon)

Farm 2 (Icon)

Farm 3 (Icon)

Granary (Icon)

Granary (Model)

Inn (Edited) (Icon)

Inn/ Lodge (Model)

Outpost (Model)

Outpost (Icon)

Stables (Model)

Stables (Icon)

Tavern (Model)

Tavern (Icon)

Watch Tower (Model)

Watch Towewr (Icon)

Wind Mill (Model)

Wind Mill (Icon)

Reviews
ILH
ILH
Good work on the changes, but particles are still appearing at the end of Birth, Death and Decay animation (such as the Animal Pen, Bell Tower, Farm). You might want to troubleshoot them in-game by using the Animation - Play command in the trigger...

Kyrbi0

Arena Moderator
Level 38
Joined
Jul 29, 2008
Messages
9,039
I won't be posting on every one of these, but I just want to say "nice models", and also "good job giving Chapel/Granary/Mill TC & a Stand-Work anim so they can be quite useful"

Nice models! And especially glad to see the TC & Stand-Work anims on the Chapel/Granary/Mill. : )
 
Level 25
Joined
Sep 17, 2010
Messages
2,378
Where have I seen this before... OH RIGHT!
I am not trying to pull you down or anything, but I think we have way too many medieval walls already :p
I fail to see the relation :peasant-neutral:
 
Level 20
Joined
Feb 11, 2020
Messages
68
There are still a few things left that can be fixed:
  • Some structures have their collision boxes too small.
  • Particles should stop emitting at the end of "Birth", "Death" and "Decay" animations.
Can I ask about attachments? Some of my models was check by sanity checker to be missing attachment "Origin" but when viewed in model editor the "Origin ref" is actually there. So I can't seem to find a way to fix it.
 

ILH

ILH

Model Reviewer
Level 19
Joined
May 8, 2012
Messages
868
Can I ask about attachments? Some of my models was check by sanity checker to be missing attachment "Origin" but when viewed in model editor the "Origin ref" is actually there. So I can't seem to find a way to fix it.
Is it about this bundle? They seem to pass the Sanity Check without that issue. But if it's unrelated to the bundle let's continue this conversation somewhere else so I can try to assist you with it. (PM or just chat me in profile)
 

ILH

ILH

Model Reviewer
Level 19
Joined
May 8, 2012
Messages
868
Some issues from my previous review still persist.
  • Inn's collision shape is still smaller than the model.
  • All of the buildings except the Farm have their health bar way too high. Must've been caused by the portrait background.
  • Animal Pen, Bell Tower, Outpost, Stables, Tavern and Watch Tower needs to have their particles stop at the end of Birth and Death animation.
  • All of the buildings' geosets should be invisible at the end of Decay animation and also have their particles stopped.
 
Level 20
Joined
Feb 11, 2020
Messages
68
Some issues from my previous review still persist.
  • Inn's collision shape is still smaller than the model.
  • All of the buildings except the Farm have their health bar way too high. Must've been caused by the portrait background.
  • Animal Pen, Bell Tower, Outpost, Stables, Tavern and Watch Tower needs to have their particles stop at the end of Birth and Death animation.
  • All of the buildings' geosets should be invisible at the end of Decay animation and also have their particles stopped.
with regards to the last bullet. Do I still need to put the last track of the decay animation (e.g. "77599: 0") even if I have set it to ":0" already at the beginning of the Decay Animation?
 
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ILH

ILH

Model Reviewer
Level 19
Joined
May 8, 2012
Messages
868
with regards to the last bullet. Do I still need to put the last track of the decay animation (e.g. "77599: 0") even if I have set it to ":0" already at the beginning of the Decay Animation?
Well if you've set them to 0 at the start of Decay then it shouldn't have appeared. The one that needs to disappear at the end are the burnt rubbles and also the smoke particles. You may take a look at the default human farm's decay animation for an example.
 
Level 20
Joined
Feb 11, 2020
Messages
68
Well if you've set them to 0 at the start of Decay then it shouldn't have appeared. The one that needs to disappear at the end are the burnt rubbles and also the smoke particles. You may take a look at the default human farm's decay animation for an example.
I actually set it to "0" in the very recent update but I will double check it thanks
 

ILH

ILH

Model Reviewer
Level 19
Joined
May 8, 2012
Messages
868
Good work on the changes, but particles are still appearing at the end of Birth, Death and Decay animation (such as the Animal Pen, Bell Tower, Farm). You might want to troubleshoot them in-game by using the Animation - Play command in the trigger editor to see them.
 
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