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Deverezieaux

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Posts posted by Deverezieaux

  1. Hi all, I came up with a method to include my 3 duplex house POIs in a row in game as intended. I modified the countryresidential intersection tile to include a 60 by 60 area which spawns the 3 houses, each of which are 60 by 20. I duplicated this tile and named it rwg_tile_countryresidential_intersection_02. This will spawn randomly along with the original tile in countryresidential areas. *You may notice the houses are slightly raised, each sitting on a roughly 1 block rise above ground level, this is by design as this is how these houses really sit.

     

    To use this you'll need to add the custom tile: https://drive.google.com/file/d/1ULj8FuuWTPVvWNEI3rRHNXn0euK3iksa/view?usp=sharing

     

    The 3 duplex POIs: https://drive.google.com/file/d/1DUcZteuc_LqV3nmDl92DajeKl4jMgfX6/view?usp=sharing

     

    And these lines of code to your RWG mixer at the very end, but before the </rwgmixer> tag:

        <streettile name="rwg_tile_countryresidential_intersection_02">
            <property name="maxtiles" value="1"/>
            <property name="mintiles" value="1"/>
            <property name="maxdensity" value="800"/>
            <property name="spawn_custom_size_prefabs" value="true"/>
        </streettile>

     

    It looks really great in game, in my opinion:

    duplexes.thumb.jpg.09811e4b6203402596bbda17c55c987c.jpg

    • Like 2
  2. 12 hours ago, ate0ate said:

    Absolutely gorgeous work! The links from your post I quoted above are both the same and lead only to the appliance repair store POI. It appears the actual link for the bank/urgent care office is missing. Sorry to be a bother and thank you so much for your work here.

    Try this link and let me know if it's okay! https://drive.google.com/file/d/1TnDDcugdSFT033PDvo5Q1OwvT8Mg-zlo/view?usp=sharing

     

    I'll update the link above as well.

    • Like 1
  3. Here is my updated business strip, now updated to be a full 42 by 42 city block: https://drive.google.com/file/d/1WDWlNumcjPAozaRbM5IHAdzixHqVpBdU/view?usp=sharing

     

    I added two new buildings including a taxi company and an electrical substation. I also finally learned how to do key/button triggers so there are a couple in there. It has been tested in multiple random gen maps. the back alley is occasionally in a slightly awkward position, but it works well overall.

    blockext1.thumb.jpg.485740dc514f2b9bd7fe021a718f9df2.jpgblockint1.thumb.jpg.f8ed7a3b6e763a179b405eca297a24dc.jpg

  4. Hi all, here is the bank/urgent care office updated for a20:

    https://drive.google.com/file/d/1TnDDcugdSFT033PDvo5Q1OwvT8Mg-zlo/view?usp=sharing

     

    I made this countrytown only because downtown wouldn't work with the drivethrough part of the bank. Inserted new link 1/5/2022, I had to change the tag from diagonal to no diagonal.

     

    I also made some minor tag changes to the appliance store which can be found here: https://drive.google.com/file/d/1v0lF9A2ljnla1Q2F4plCz9fbrdfhBo-n/view?usp=sharing (I also updated the link above).

     

    I only have a few of updates left before I begin new POIs for a20. The most troublesome are my duplex houses, which are roughly 30 by 60 blocks. I don't want to make these wilderness POIs as they are designed to be in the style of houses where I live which is an urban area. They could work as 60 by 60 spaces in tiles if I come up with a way to add an additional 30 blocks. I thought about making a destroyed version which could sit next to these and fill up the extra space. This kind of makes sense since they are designed to be in rows.

     

    The other option would be to make a custom tile specifically designed for this type of POI, which would probably work better, but which is of course more complicated. I'd like some thoughts?

     

     

    • Like 1
  5. Hi all,

     

    Here are two POIs with their associated RWG Tiles. The Government Skyscraper, and University Campus were too large to function without their own tiles. In order for each POI and Tile to work, the POI files must be in the POI folder, and the Tile must be in the RWGTiles folder. They will also each need code added to the bottom of the rwgmixer.xml file which I will include below the files.

     

    Here is the Government Skyscraper updated for a20: https://drive.google.com/file/d/1WTUua4uRi10DJXx7EJfqU03lfIiMRYZ-/view?usp=sharing

    And here is the downtown rwgtile for it: https://drive.google.com/file/d/1dLNjd6UFrYy3dQmbsugHeAeznW6v9tXD/view?usp=sharing

     

    Here is the University Campus updated for a20: https://drive.google.com/file/d/1IGRkMkskipcU2utj0njA7XEKSfc0Bvy1/view?usp=sharing

    And here is the rwgtile for it: https://drive.google.com/file/d/1TDmZT6pVN6W8Hd_PyfHlYzZHdZ68XcNx/view?usp=sharing

     

    In order to work they need the following code added to the bottom of the rwgmixer; after the last code block, but before the </rwgmixer> tag.

        <streettile name="rwg_tile_downtown_straight_govtcenter">
            <property name="maxtiles" value="1"/>
            <property name="mintiles" value="1"/>
            <property name="maxdensity" value="1000"/>
            <property name="spawn_custom_size_prefabs" value="true"/>
        </streettile>
        
         <streettile name="rwg_tile_downtown_straight_university">
            <property name="maxtiles" value="1"/>
            <property name="mintiles" value="1"/>
            <property name="maxdensity" value="1000"/>
            <property name="spawn_custom_size_prefabs" value="true"/>
        </streettile>
        
    There you have it. If you have any issues, I'm happy to help. Keep in mind they may not spawn in every map generated if the Random Gen doesn't decide to pick those tiles.

     

    Lastly here are some images of the POIs and tiles in game:

    govttile.thumb.jpg.ae0e1ba14181f2214575b250e4586e3e.jpg

    unvitile.thumb.jpg.f0ea4208eb4632938d5639f1e9a4d6b2.jpg

     

    • Like 2
  6. Thanks arramus, I'll take a look.

     

    In the meantime everyone please find the following links to several of my POIs update for A20:

    "Lost Arms" Apartments: https://drive.google.com/file/d/1GfE8TYk6dW94kB-fX5cNB-u7u3HfZ4oK/view?usp=sharing

    Appliance Repair Shop: https://drive.google.com/file/d/1v0lF9A2ljnla1Q2F4plCz9fbrdfhBo-n/view?usp=sharing

    Beauty School: https://drive.google.com/file/d/1tGGNlV88sX5zA0xv_gZT26SiBsD5BnaA/view?usp=sharing

    Pump Station: https://drive.google.com/file/d/1kGfIWBNc7qk6peMyY81HKOzkcwyqwJMg/view?usp=sharing

     

    I've resized them to fit the new predefined sizes, and added some new content using the parts system.

     

    Thanks to help from @stallionsden I am currently building a custom tile to house the Government Skyscraper. I couldn't put it in game as is, even if it was sized properly. I will use this method to build a custom tile for the university campus as well.

     

    • Like 2
    • Thanks 1
  7. Hi all, I'm adding this issue here to see if I can get some more input. I originally posted in the POIs forum as it's affecting my ability to update my POIs.

     

    I've noticed the draw distance in the editor for (most) unpaintable blocks is very low, making it harder to review my work, and to capture prefab thumbnails of my larger POIs as major components are not visible, especially windows. To give an example; here is a picture of a POI from a19 (this is before it was finished):

    uc?id=1jvnXJuKV3kbx6ezyB9F1k7QFrPbicFcH

     

    And here is a picture of that same POI while I am updating it now for a20.

    gs_ext_01.thumb.jpg.a10c87aa6c8cbf0042a7684d209f40a1.jpg

     

    While not a 1 to 1 comparison, as the first image was taken before the a19 version was complete, you can see the issue I'm having. It's most obvious with the windows, but the other unpaintable objects like sandbags, road decor, gore, etc. become unviewable within 20-30 blocks. The draw distance for unpaintable objects has always been lower than paintable objects, but it seems to have gotten very low compared to a19. I thought this may have to do with a new feature like dynamic mesh, but I have adjusted all of the settings which had no effect. I've also tried messing with all the other video settings.

     

    This may have to do with a value within certain unpaintable objects and have nothing to do with my settings, as some unpaintable objects have different draw distance than others, but I don't know. If anyone has a suggestion I'd appreciate it, it affects my ability to review my prefabs, and to take prefab thumbnails.

  8. Just bumping my question above guys. I have two POIs ready, but I can't even take a thumbnail shot due to the issue I'm having.

     

    To reiterate: I've noticed the draw distance in the editor for (most) unpaintable blocks is very low, making it harder to review my work. Windows are a particularly big issue. Anyone know if there is a setting for this? I didn't see it. It's fine in game, just not the editor.

  9. Hi all,

     

    I just wanted to provide an update that I'm converting and modifying my POIs as necessary for A20. This includes updating and replacing missing blocks and resizing them to fit the tiles. As I complete each one I will add a link to this thread.

     

    I'm starting with the Government Skyscraper (I'm trying to go from biggest to smallest), adding a fountain plaza and parking lot. Should take a few days.

     

    Quick question; I've noticed the draw distance in the editor for unpaintable blocks is very low, making it harder to review my work. Anyone know if there is a setting for this? I didn't see it. It's fine in game, just not the editor.

     

    Thanks all!

  10. Hi all,

     

    I'm planning to update all of my current POIs to fit the new predefined sizes. I already started doing a little work to this end before A20 released, but I'm wondering if I should wait until A20 stable to begin the resizing and any other fixes. Maybe it doesn't matter at all when I start and experimental vs stable is irrelevant? Who knows? Not me! Just wanted some thoughts.

  11. I thought about adding some varied terrain height, maybe a small pond to add some variety, but messing with terrain always seems to look chunky and unnatural. Using the add and subtract terrain tool hasn’t proved to be very effective for me either, and since I didn’t want to make this a huge POI like my last one I pretty much just settled with the final product. I thought about making this a whole campground, with hiking hills and fishing ponds, boat launches and like. I should mention that this is the first POI I’ve done that doesn’t have a dungeon path, simply because it’s too flat and open for that. I’m interested to see how the developers handle the rural terrain stamps they’re using in A20.

    • Like 2
  12. I could have made it using standard trees instead of the random helpers, and have it look good every time, but then I'd have run into the biome issue. Unfortunately there's no perfect solution. Most of the time it looks okay, but occasionally the trees will be too thin, or too full.

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