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About Logansryche

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  • Birthday 10/14/1982

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  • Biography
    Webcomic artist by day, zombie slayer by night :D
  • Location
    Golden Valley, AZ
  1. ill double check but i was sure I had all of that set
  2. Ok so aparently the model's been in the game the whole time, which was frustrating me. I just happened to look up at my ceiling and there were 10+ copies of the arch corner there, meaning there's a position error somewhere. I did attempt to correct this in blender setting the positions to all zeros and the scale to 1 but that hasn't done anything. I've also tried saving the model as both an fbx and a blend and neither have any effect. Suggestions?
  3. Welp, I'm out of ideas - the icon loads, the block loads, but the block doesn't apply the shape from the model. Adding the tag shape with the value new or model comes back with shader not found, restoring to default and making my whole window invisible like I'm in the void. I've tried other clauses to no avail. I've reimported the model into blender, pulled all the sketchup lights and cameras off of it, re-saved it as a dae to convert in unity and still nothing. The model shows how it's supposed to in unity so I'm really confused what's going on. Is there something I'm missing to tell the game to apply the shape from the model?
  4. Ok - I think I've got it now - the prefab clause needed to have a dash in it so it's arch-corner(had to find my dae file to see it). Only issue I'm having now is when I define the shape, my environment goes to the void which I think is from lack of a texture on the object, which I'll fix in the morning. EDIT: I re-imported the dae file into unity with a texture and everything in-game loads except the shape it's acting like it's not even there anymore. This was using the shape tag with the value of new. Anyone have this issue before?
  5. Looked at the model in unity and everything's good but for some reason, the game is still rendering it as a solid block. Adding a sort order does nothing. Removing the extends tag or attempting to define the shape with New or Model throws an exception and doesn't load. I did also comb through the items XML to see if there was anything there and there wasn't plus the rest of blocks.xml and nothing jumped out at me. I did change the XML so it loads simpler but this one has me baffled. <configs> <append xpath="/blocks"> <block name="LogansArchCorner"> <property name="Extends" value="rConcreteMaster" /> <property name="Model" value="#@modfolder:Resources/LogansArchCorner.unity3d?ArchCorner" /> <property name="CustomIcon" value="ArchCorner" /> </block> </append> </configs>
  6. oh i see, interesting. Everything loaded as it should. I think I need to fiddle with it a bit more as the arch came into the game as a solid block, but that's something to fiddle with in unity I think. EDIT: Adding the shape tag or removing the extends tag throws an exception and it fails to load.
  7. Thanks for that Xyth, that came in handy for converting the models and was surprised at how easy it was actually. However, on attempting to load the block ArchCorner, the console tells me in red text that It can't find ArchCorner.Unity3D in the resources folder even though it's clearly there. I thought I knew the XML but I have the feeling I'm missing something, just not sure what. <configs> <append xpath="/blocks"> <block name="ArchCorner"> <property name="Extends" value="pouredRConcreteMaster"/> <property name="CustomIcon" value="ArchCorner"/> <property name="CreativeMode" value="Player"/> <property name="Shape" value="New"/> <property name="Model" value="#@modfolder:Resources/ArchCorner.unity3d"/> <property name="Place" value="TowardsPlacerInverted"/> <property name="SortOrder2" value="0500"/> <!-- SortShape --> </block> </append> </configs> -Logan
  8. Figured I'd make a new thread for it since other questions have popped up, so here we go... 1. I made two arches from my previous thread but unsure how to get them into the game - I know how to set the XML up from looking at other mods I have but 7D2D doesn't recognise dae(collada) files. 2. Is it possible to add additional textures to the paintbrush, and if so, how would that be modded? I don't think their called from XML but not 100% sure. Those two to kick this off. I'm sure I'll have others. Thanks in advance, Logan
  9. Now that I'm thinking about it, for inside corners clipping them probably wouldn't be that bad. Anyone have a guess how that's achieved though? Putting two items in the same blockspace I mean so they clip one another.
  10. It's odd that Bethesda would say no since they allow their games to be modded(they specifically put a feature there for it in fallout 4). Whatever, looking good so far ^_^ would defiantly playtest the crap out of it when it's all done just for the nostalgia.
  11. morning folks, i had this idea in my mind of creating arch corners since their not in the game. Was thinking of coding two arches together in the same block but I think that'd clip something horrible. I then had the idea of going into the assets to find the arch model as I wanted to get the size and curve correct but to no avail. Any thoughts how this could be achieved? would be both a corner and an inverted corner. -Logan
  12. Oh I see how you have it now - yeah would definatly work better i think. Thanks Laz ^_^
  13. For whatever reason when i used the detectors, it would open, i'd walk through, then it'd close then open again(triggered from the second detector). If there was a way for them to operate like sensors on a real garage door, then I'd be all set(ie: fixed look instead of following).
  14. I thought so - be heck of a lot easier then using motion detectors and letting zombies into the base
  15. Requesting a A18 mod for the 4x4 to open and close the powered steel garage door(so it'd be something i can toss into a mod slot on the vehicle). It'd be client-side since it's just me in the game. Thanks in advance, Logan
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