Jump to content

xyth

Moderators
  • Posts

    3,036
  • Joined

  • Last visited

  • Days Won

    9

Everything posted by xyth

  1. Only xml files are pushed by a server. If you load new objects such as blocks or billboards, those .unity3d files need to be on every client. just copy the entire Mods folder to each client game directory
  2. I can make any size or shape work. Im projecting the video onto a simple plane that I layer onto any model. So yea if you like the billboard i can reuse that and scale it up, or if you want to send me a model you make as a Unity package I can rig that up as well. Just let me know if you like the lights as is etc.
  3. I started on a model, old school radio set. Only issue is that your .mp3 files would need to be converted to .mp4 for it to work as a modlet. It takes a minute to do using free conversion websites. Cool videos guys, glad to see you are doing good things with the modlet. BTW, there is no reason why it can't have more than 3 channels, but that seemed like a good place to start.
  4. Did you load the new version 1.01? Based on timestamp, I think our posts crossed during editing.
  5. Sorry, fixed a pathing issue. Should work now. Also, they don't need power, just hook up a wire to them then unhook the wire.
  6. Added the Video Players modlet. This adds 2 new televisions, one free standing and the other a replacement for the small vanilla wall mounted TV.
  7. Fixed. Version 1.01 It was a typo in the path caused by renaming the mod just prior to uploading it. Pro tip: Don't do any changes after testing :-)
  8. I'll look into that. Thanks
  9. Posted a new modlet, Billboards! Now you can easily watch your own videos in game. Enjoy.
  10. You can edit the loot.xml file. Easiest way would be to increase the number of times the rubber lootgroup is listed in the JunkItems lootgroup. So this would triple the chance of rubber items over other types: <lootgroup name="itemJunk"> <item group="paperJunk" /> <item group="steelJunk" /> <item group="rubberJunk" /> <item group="rubberJunk" /> <item group="rubberJunk" /> <item group="mechanicalJunk" /> <item group="electricJunk" /> <item group="clothJunk" /> <item group="plasticJunk" /> <item group="woodJunk" /> <item group="stoneJunk" /> <item group="brassJunk" /> <item group="ironJunk" /> <item group="electronicJunk" /> <item group="glassJunk" /> <item group="leadJunk" /> </lootgroup> Alternatively, you could just add the scraprubber item directly into the vanilla <item group="itemJunk" /> group list with it dropping multiple counts
  11. Glad the video helped. I learned the little I know about Unity just playing around and making lots of mistakes but it gets easier. I assume your using the tutorial project that had the flag example in it? Try moving the T__Mesh_B tag to the Polest object. In general, that tag should be on an object that has a collider component. I guess when I did that example I never tested picking it up. I will fix that. If its not that, then you might not have your xml correct. Do you have a these lines in your xml? <property name="MultiBlockDim" value="1,5,1"/> and <property name="CanPickup" value="true" /> ? I uploaded a version 2 of the tutorial template with the fix. It has the new export script as well.
  12. You don't need SDX to make the 4 things you want, and I made some video tutorials that will teach you how to easily do this. You can find those links in the tutorial section. Start here: https://7daystodie.com/forums/showthread.php?72130-Creating-and-Exporting-Models-from-Unity-for-use-in-7D2D
  13. Maybe, but there is already an SDX mod by Three08 for remote cameras.
  14. By request, I pushed a copy of the booksTemplate unitypackage for those who want to make their own books. http://github.com/7D2D/Templates-and-Utilities
  15. Just a FYI on the "Xythomatic" Xray device, it will appear to render very darkly in some biomes due to TFP adding a "fog" overlay onto the cameras to obscure distant terrain popping in. The device works very well is you use Dust2Death's HDHQ mod which removes much of that nasty effect. I won't make his mod a requirement for using the Xythomatic moddlet, but please be aware of its limited usefulness in some biomes like the burnt lands without his fixes.
  16. xyth

    sphereii's DMT Mods

    Glad to see someone enjoying this new modlet.
  17. Yup, my bad. Will fix shortly. Fixed. I removed the check against the progression xml. If you have the schematic, you can make anything in this mod. Regarding repairing bats, I don't see how anyone could repair a aluminum bat so you need to find new one. Wood bats are not as good but you can always make a new one once you have a lathe.
  18. Fun with Flags updated to version 1.3. Now with Rally Point Flags! See post #2 for more details.
  19. We have not heard from our coder Morte for several months so at this point I'm guessing there will not be a Starvation A17.
  20. (DMT is for mods that use scripts or patch scripts, compiled by the DMT tool) (Modlet is a mod crafted with XPath edits and merged directly by the game) (API is for mods that use an API, like server managers) (Pack is for curated collections of XPath modlets that work well together) (Overhaul is a game change done by manually overwriting xml game files)
  21. Version 1.31 - Fixed: Localization, added wood bat schematic to common book loot, Lathe schematic to rare books loot. Thanks for finding those.
  22. One option is to use the bat template on my repo and use the bat as a positioning template. It works for holdtype 2. https://github.com/7D2D/Templates-and-Utilities/blob/master/BatTemplate.unitypackage
  23. Likely you are moving the top parent object rather than the child object. The top parent object must remain at 000.
  24. In Unity, a block and an item is the same except for two things. First, you do not need to add a collider or a tag on an object that will be used as an item in game. The second difference is the positioning of the object. Blocks need to be at 000 (xyz coords) but items need to be aligned with a position dictated by the handhold position in xml. The best way to align an item is to extract an item's mesh from the games resource file, one that uses the handhold that you plan to use with the new item, and use that mesh as an alignment tool.
×
×
  • Create New...