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Posts posted by Laz Man
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New and improved Prison Armory
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oooooh the prison is coming along nicly
got a question : o will there be only one of these bases in RMG or were there be more then one. i would pref it be like a unique building POI instead of cloned . that would be boring ><
If im not mistaken you can make it unique per hub, but no longer per world. I hope we get that option back at some point.
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Was able to squeeze in a few hours of work.
New Inmate Visitor's area.
New Prison Wing Specific Colors.
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U figured out what causes the baby thing yet?
(Congrats, but how didn't you learn your lesson from the twins?)
Long story.....lol
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Sorry about the long delay folks. New promotion at work, twin babies and a third on the way in a few months. Free time is quickly vanishing for me.
I have a massive 7d2d itch right now though so I may wrap up all unfinished work and put all the extra additions I had planned on hold for now just so I can get a release out for people to play with for now.
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Is it ready to be downloaded for A16.3? please say yes...i would love to check it out
Sorry for the delay. I could maybe do a Alpha 16 pre-release with a bunch of unfinished sections if people really want to check it out that bad. Much like the fun pimps, I rather finish all of the planned updates so you get one HUGE awesome experience vs. many good experiences. The following is my current status.
Status:
Rebuild and Paint iconic Cell Block C (Rick and the gang's main living quarters in the TV show) - Complete
Redesign and Paint iconic exterior guard towers - Complete
Update and Paint building exterior lof prison - 90%
---------Update iconic exterior jail yard (The area that Rick and the gang cleared of walkers when they first arrived to the prison)
---------Basketball court
---------Prison Security Fencing & Barbwire
Replace Incorrectly A16 Converted blocks - 90%
Update Prison Command Room - 75%
Update Prison Cell Corridoors (The narrow hallways that rick and the gang stumbled around in the dark clearing zombies) - 75%
Update Prison Library and connecting rooms. - 0%
Update Prison Laundry Room - 0%
Update Prison Kitchen - 10%
Update Prison Infirmary - 10%
Update Prison Boiler Room - 0%
Update Prison Armory - 0%
Update Prison Guard's Quarters - 0%
Re-add exterior trees, bushes, boulders, etc. - 0%
Add Sleepers & Traps - 0%
General Block Density Pass (blending of organic and flat block transitions) - 25%
Add new areas to explore - 0%
--------Prison Sewers
--------Prison Isolation Cells
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Superb work Laz Man. I wish I would end up in this prison.
Edit:
Damn there are at least 4 new innovative ideas in the screenshot.
Is there a camp at the roof?
Yes, but its an old one from 13.6. I will most likely replace it.
Edit: if you didnt notice it, the burnt wood blocks are paintable. Might be some creative uses for it.
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As promised here is an update pic.
Alpha 13.6 jail yard (after Hal's A16 converter):
Alpha 16.3 WIP (expanded to be more proportional to the tv show):
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I am starting to feel something like christmas anticipation. Do not withhold our gift.
Lol...your editor and hals empty world has helped me tremendously with the improvements. : )
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Sorry about the delay guys. Im on a business trip for the next 2 weeks. Plus just had my girls 1st birthday. I do have a few new before/after pics that i could post this weekend when i get back.
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Ive been meaning to map out all the decals for pille so he can properly label them in the editor. Haven't gotten around to it yet...
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Unfortunately, version 0.4 is still not ready (soon® though). So instead of an update you get some hints regarding rotations (that's something I've discovered recently).
There are blocks having the property OnlySimpleRotations. If you open the block.xml and remove all occurrences of the line
<property name="OnlySimpleRotations" value="false"/>
you should have more available rotations for certain blocks (e.g. for the garage door). However, there are other rotations which will still remain inaccessible ingame (you can set them in the editor though even if you haven't modded the blocks.xml).
Does anybody how we can make all rotations available (without editor / for ingame usage)?
Thats cool to know! Side note about the garage door. You have to be careful how you place it as placing it to near to certain blocks can cause cast ray errors. I assume this is due to some collision detection for the door when it opens/closes. I ran into this problem when using it as the door for my outdoor garbage enclosure within my mcdowell's prefab.
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Ofc this was a little exaggeration. lol ���?
Without your editor, theres a good chance there would be no custom prefabs for A16
And hurry up with your tower so everyone can be amazed at all the fine craftsmanship .
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hi Pille
have a little bug to Report: Iam not able to safe density-changes !
I wanted to test a bit around with the block-density. But when I wanted to safe the Changes it switched back to the default-settings.
This means: I changed a line of blocks density from 127(=default) to 0 for experimental Reasons.
But as I clicked on the safe-button all density-changes has reset to the starting-values (=127).
y iam asking for that?:
My goal is to get rid of that little gab between POI's that have square-shaped blocks acting as surface,
and the landscape around them consisting of earth-blocks (=diamond-shaped blocks).
Request/Question:
Is there a way to search a specific block in all the prefabs in the prefabs-folder, and list the hits in a txt-window or somewhere else ???
y iam asking for that?:
Sometimes i need to change a specific block in all prefabs manually. Then it would be great to know in which prefabs it is contained - and which prefabs i dont have to care about.
thx ahead
Mag, set the block density of the organic block to -92 and leave the density on the square block alone. This works for me to get a smooth transition.
If that doesnt work try the other way around. Im not on my pc to confirm atm.
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Duuude... A15+ has been damn kind to this prefab. NICE!
I had to increase the depth of the prison by 6 layers to get that room to look like that in 16.3. This means the entire prefab will grow in size for more fun/exploration.
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C Block Reference Picture:
Alpha 13.6:
Alpha 16.3:
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You can by using the same process pille did above. Use the 180 option. Then reimport it using hals editor commands or stompys api mod while in game. Which you do by standing in the exact position you need to to import it to where you need
Sounds like he needs to mirror a prefab not rotate it. I don't think thats possible with the editor?
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I have a 3rd due in february
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When youuuuu think it is fully done ?Love the TV -series very much, would be nice if it works on 16.3 and later on higher Versions.
Greets from Germany
I feel like TFPs sometimes. I have given time frames before only for things to come and blow them out of the water....
Rest assured when I do release, it will be a mind blowing experience worthy of the tv show.
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Either you're thorough or very slow. Looks very promising (I don't know the old versions of the prison).
Alittle bit of both lol. My free time is mainly consumed by 2 x 11 month year olds
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Great hospital. Those sleeper spawns really makes the place come alive.
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Is there a working tts file for this? i'd love to have one autospawn into my server!
Still working on updating for A16. Roughly 50% done.
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hey Pille
the block-coloring-function works perfect - i love it - thx for adding that
Now its so easy to find specific blocks
Request/Question:
Case: Tools/advanced - Texture-Replacing
Is it possible to fill in --KEEP OLD-- and --ANY-- to the advanced-Replacing-Tool (category: textures) ???
Does this feature work already? There are a lot of concrete poles in TWD prison with incorrect textures. It would be great if I could clear all these blocks back to their default texture.
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Imho it's a nice video about sleeper volumes but it doesn't explain how to efficiently use Hal's empty world...
I apologize for the lack of explanation. Hopefully the following helps.
Step 1) Install Hal's DLL file and Empty World
Step 2) Enable DM via the console.
Step 3) Enable flight so you character stops falling.
Step 4) Enable edit mode via "bbb ee" command.
Step 5) Load desired prefab for editing via consolte command "prefab load <prefabname>"
Step 6) Press ESC, and disable physics via the corresponding check box.
Step 7) Begin adding/removing blocks and/or painting.
Step 8) Save the changes to your prefab via the console command "prefab save <prefabname>"
By following these steps, I never have to specify the coordinates of the prefab for exporting which saves me time. I could then open the saved prefab within your editor make changes there, and then load it back into the same empty world without having to open/close the gameworld.
In general, I use your editor to do macro editing (multiple rows/columns/layers of blocks + sleeper volumes) and do micro editing and painting within Hal's empty world.
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We need to get on discord. Because I've been wanting to do that and I've not fully figured it out. I've only used the empty world so far as to create Meshes. But I think this method you're mentioning may be a much more "ideal" way. Bare minimum, being able to create a prefab without having to do block cleanup of dirt and air would be fantastic. I think Hal's empty world is something that TFP uses for prefab creation.
And thank you!
This video from slaan should answer all your questions
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[Prefab] The Walking Dead Prison
in Prefabs
Posted
Our new baby was born last week so have not had much time to work on the prison. However, with things settling down a bit I was able to squeeze in a few updates. See below.
Old Library:
New Library:
Old Laundry Room:
New Laundry Room: