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dalves69

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Everything posted by dalves69

  1. Thanks for the help and info. I may try the "GrowOnTop" option and see if that works. That may be the quickest solution. I also need to learn some more about XML in 7DTD. There are instances where I'm looking to replaced a block, item, or recipe with a new one and don't want to just add a new one. With my new crafting bench, I was adding some different woodframe recipes using "Stone Fragments" as makeshift nails. Unless I went into the main 7DTD XML files and used "<!-- -->" on the existing item, I would have duplicates when adding my mod. (The original woodframe recipe and my custom one) Still very new to all this and have some stuff to iron out.
  2. Hi, Thanks for your help. I am using a combination of the Saw Horse and Catwalk Icons that I edited, to show as a combined item for crafting. So that part was easy. When I was fooling around with making it a workstation, I did see some XML coding for the current workbench that shows it taking up two block. I thought I may be able to do that with my Craft Bench, but would have it reserve the two block spaces vertically. I just wasn't sure if I could have the block information for the Craft Bench reference 2 vanilla blocks and stack them on top of each other automatically. I may have to try experimenting with this and see if I can get it to work. Thanks again...
  3. Hi, thanks for the help, as I don't post on forums often. Yes, I'm trying to make a Basic Crafting Bench that uses the Saw Horse as the base, and the Catwalk (with no railings) as the top. I have it set that combining a Saw Horse and a Catwalk will create the Basic Crafting Bench. However, I have only figured out how to choose a single item to place in the world. So with now I'm using the Saw Horse block. If there is a way for me to place the Saw Horse block in the world and have it include the Catwalk Block on top, that would be ideal.
  4. I am very new to modding, but was looking to make a mod that would include a Basic Crafting Table. This would be used, similar to the workbench, but would be required to build basic items (Wood Frames, Ladders, Hatches, Flagstone Blocks, etc). I made a Prefab using the Prefab Editor that was just a Saw Horse and a Wood Plate on top, like a table. I was wondering if there is a way for me to assign a Prefab as a Block or Item. So I could build it in game and then use it as a Crafting Table? I currently have the Saw Horse as the Workbench, but I have to manually add the wood plate to it after placing it to make it look like a workbench.
  5. I am very new to modding, but was looking to make a mod that would include a Basic Crafting Table. This would be used, similar to the workbench, but would be required to build basic items (Wood Frames, Ladders, Hatches, Flagstone Blocks, etc). I made a Prefab using the Prefab Editor that was just a Saw Horse and a Wood Plate on top, like a table. I was wondering if there is a way for me to assign a Prefab as a Block or Item. So I could build it in game and then use it as a Crafting Table?
  6. Thank you so much for the info. I wasn't exactly sure how the masking worked, but I've been able to use it and this is working perfectly for me. Thank you SOOOOOO much for this. I love 7DTD and your World Generator has made world creation so much better. Thanks again...
  7. Hi Damocles, First I just want to say, Thank you! Thank you! Thank you! for making this world generator. It has been fantastic and I've been spending lots of time customizing new worlds. I wanted to ask in case this is something that can be done with your current software, but I just may not know the right way to do it. I generated a height map that I liked and then edited the height map to have a large flat area in the center of the map. I've been trying to keep that area all forest without any POIs building there. I know I can use the World Editor in 7DTD to remove any POIs that may populate that flatland, but I was wondering if there is a way within your software to update the DTM file by editing the prefabs.xml and water_info.xml and then generating a new DTM file off of those xml files? I ask because I keep generating worlds off of my import_HM.png or the poiHM.png until I get something close to what I want, but there will usually be something that is still off that I'll have to try to fix in 7DTD's World Editor.
  8. I tried opening the DTM.raw file in Photoshop and really wasn't sure what I was looking at. I was expecting something like the POI Height Map, but it looked like there was much more information in there. I have been using NitroGen and love it. Are there any links or information showing how to import the genhm.png and poihm.png to export the DTM.raw file? (Actually I'm doing some testing with NitroGen now and may have figured out how to do this.)
  9. I know I've tried using Gimp and some other editors. I thought I tried using Photoshop yesterday, but I may be wrong... By default, all of the computers that I've tried this on see the DTM.raw file as a sound file. I didn't know if it was possible to create a new DTM.raw file from the existing genHM.png or poiHM.png files I currently have.
  10. I've recently got into modding existing worlds in 7DTD. Editing the biomes, is very easy, but my attempts at editing the height maps have not worked. In the original video posted it mentioned editing the TGA file, but I'm running A17.3 and it only exports the main DTM file (Which I haven't been able to edit). I was wondering if there is a different way to edit the height maps without the TGA file? My apologies if it was posted somewhere on this thread earlier, but I hadn't found any information yet.
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