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Laz Man

QA
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Everything posted by Laz Man

  1. Interesting Factoid: For A16, the corners of large prefabs don't get cutoff/cropped anymore when spawned in RWG. Thus, no longer needing to split large prefabs into separate .tts files. See pictures below of the prison spawned as part of the "industrial" prefab group. The Walking Dead Prison Distant POI Mesh: Close Up:
  2. Are these version specific issues? My mcdowells was fine paint wise.
  3. You can specify if your prefab is submerged via the prefabs xml file. I believe the attribute is yoffset. I.e. yoffset=-11. My mcdowells prefab has a basement. I have my yoffset=-6
  4. I believe it's the import prefab feature within the editor for if you want to import a prefab within a prefab?
  5. Only experimental 16.2. Sorry for the confusion.
  6. I work around the issue by saving every few column/row deletes. Edit: Sooooo close to finish my mcdowells prefab. You guys are going to love it. I was prepping installation instructions last night but then 16.2 dropped......T_T Need to do one round of validation testing.
  7. Is there an easy way to add decals to blocks? I havent been able to figure it out yet.
  8. It didnt work for my logitech mouse. So i remapped one of my side mouse buttons to perform the middle mouse button function.
  9. Thanks! Will give these suggestions a try and report back.
  10. Hey gang, so I was able to get my custom sleeper spawns made through pille's editor to work on my first trial. Huzzah!!! However, for some reason after making adjustments to the SleeperVolumneGroup and GameStageAdjust settings for each volume has caused all sleeper spawns to stop working. I even tried undoing the changes and they still won't spawn. No errors in console either. I visited other POIs on the map and confirm sleeper spawns were working so the problem is only isolated to my custom prefab. Deleting the region files resets any damage I caused to the POI however the sleeper spawns remain borked. Any of you run into this problem before? The following is my prefab XML file: <?xml version="1.0" encoding="UTF-8"?> <prefab> <property name="CopyAirBlocks" value="True"/> <property name="AllowTopSoilDecorations" value="False"/> <property name="TraderArea" value="False"/> <property name="ExcludeDistantPOIMesh" value="False"/> <property name="DistantPOIYOffset" value="0"/> <property name="SleeperVolumeStart" value="22,7,10#23,2,18#23,2,12#29,2,12#34,2,12#45,2,13#22,6,10"/> <property name="SleeperVolumeSize" value="34,5,18#12,3,6#5,3,7#4,3,7#10,3,9#10,5,11#34,3,18"/> <property name="SleeperVolumeGroup" value="S_LootRoom_XS,S_LootRoom_XS,S_LootRoom_XS,S_LootRoom_XS,S_LootRoom_XS,S_LootRoom_XS,S_LootRoom_XS"/> <property name="SleeperVolumeGameStageAdjust" value="easy,easy,easy,easy,easy,easy,easy"/> <property name="SleeperIsLootVolume" value="False,False,False,False,False,False,False"/> </prefab> EDIT: Pille, is there a way to specify where columns and rows can be inserted? From the top view it looks like new rows are only added to the top. As a side note, inserted rows are not the same when comparing the top view and the side view. For example, using the insert column feature while in side view inserts a column to the right side of the grid. Toggling to the top view, displays the inserted columns as inserted rows at the top of the grid when it should be at the bottom of the grid. Let me know if this makes sense or not. Thanks
  11. Might be referring to letting the game load the prefab naturally ie from the prefabs.xml file (navesgane).
  12. Once your ready for release, you should make slaan hatten a separate selection alongside navesgane and random world gen.
  13. I thought that might be it. Thanks will try that out later. - - - Updated - - - Another temp. fix might be to increase the air layers above the prefab so it replaces any large mountains.
  14. Hey Slaan, thanks for the vid. For some reason when I place sleepers in game they blow up after a few seconds. Have you run into that problem before. I observed this using Hal's empty world. I just noticed its any block. Any block placed ends up falling and going poof. I suspect this has something to do with hal's empty world.
  15. Thats one seriously awesome vision. I know people love higher risk / higher reward areas. Let me know if you need any custom prefabs to add. Im almost done with my mcdowells restaurant and will be looking for my next project.
  16. Thanks Pille! That works just fine.
  17. Hi Pille, Thanks for the editor. Based on your OP and that the remove layer button/fields are greyed out I am assuming that feature is not implemented yet. If so, do you have plans to add it soon? When using Hal's bbb command to export a prefab, it saves all blocks vertically between a specified x,y coordinate set. I need to be able to delete unwanted layers in order to properly edit these exports.
  18. Love the video slaan. The sleepers will bring slaanhatten to life.
  19. I can only imagine given that the slaanhatten project is essentially an entire city converted into prefab files (.tts files) which now require sleeper spawn definitions. On the flip side, that means you have full control on where every sleeper spawn can occur in your entire city. Imagine the creative spawn definitions you can create on streets, alleys, wherever. Will truly be epic.
  20. Awesome update Pille! Can't want to try the sleeper function out. Given how sleepers are defined in the XMLs (array of data), a feature like this is much needed. Thank you!
  21. Sorry, yes i was aware of the normal sleeper blocks, i was seaching for a special one that spawned the irridated zombie spawn.
  22. Thanks, i forgot about that post. What is interesting is even with a somewhat lower game stage there is a chance to spawn irradiated zeds. I remember seeing my first irradiated zed in the new pawn shop POI. I opened up the pawn shop POI in pilles editor and didnt see any special sleeper blocks in it so not sure how one spawned for me. I have to go through the gamestage xml and see if any of the early gamestages has a small chance to spawm irradiated zombies.
  23. Hello guys, can any of you prefab guru's point me in the right direction regarding sleeper configuration. From the limited reviewing of XMLs I have determined the following files need to be looked at to make sleeper changes. gamestage XML file (defines the different sleeper spawn groups) prefab XML file (specifies which sleeper spawn group is used) prefab TTS file (sleeper blocks) My general understanding is each prefab has a specific sleeper spawn group assigned to it. I didn't see something about a secondary trigger? Am I missing something? Thanks in advance.
  24. Fine fine maybe this weekend lol...
  25. Was debating on waiting until stable was released. With my available time i have so far only played past the first 7 day horde. Been reading up on the posts from others on the changes to the mixer file off/on to prepare myself in the meantime.
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