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Guppycur

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Everything posted by Guppycur

  1. So as to overwrite just to save game, and not the original world. This isn't the most efficient method either, but it would be the easiest in my opinion.
  2. You'd need a server manager that had hooks into twitch, which I've pitched to server manager developers before but I don't know if any have done it.
  3. Easiest way is to create a Navezgane world, don't join the server, stop the server, overwrite the world files with the ones from nitrogen in the saves directory, then restart server.
  4. Look for a mod by Mumphy that changes zombie textures. Basically you add the texture files in the mods folder and then refer to those textures in xml. The trick is extracting the textures.
  5. No, those are Uma clothes and as far as I know, no modder has been able to add new Uma clothing items. You can edit the graphics of the existing ones though.
  6. Right click them in the hierarchy and delete them from the parent/children.
  7. This may be helpful. [video=youtube_share;bO27Kn185TM]
  8. Well I'm only addressing the yellow errors; the red errors indicate that the unity3d file wasn't exported correctly, because the filename and prefab name seem to be correct.
  9. Unity scripts (all of them) must be removed from the unity objects prior to exporting to a .unity3d file. 7 Days to Die does NOT support unity scripts. I hope this helps.
  10. Does this have the drain tunnel leading in?
  11. Be a good question for prime. I pm'd him once, he answered. Nice guy. Worth a try, you should give it a go.
  12. Damocles, can you give me a breakdown of how water.xml works? I just can't seem to "get it", and I figure that since you coded something to write them, you understand it. This is for an 8k map: <Water pos="-4064,33,-4064" minx="-4096" maxx="4096" minz="-4096" maxz="4096"/> ...so I figure the -4064,33,-4064 is the lower left corner of the map (well, padded in a small 32 border) and the water level is going to be 33 high for 4096 blocks to the east and 4096 blocks to the west. Applying THAT logic, I can't get custom areas to work. What are the tricks/limitations/etc? Thanks!
  13. Guppycur

    A19 NPCs DMT Mod

    Sdx has been replaced by dtm; look for that in the launcher.
  14. Sweet. These are what should be craftable... Leave the vanilla ones for loot.
  15. Finally got around to installing this. Looking forward to it.
  16. Thanks homie. I'm looking forward to continued use with NitroGen as part of my normal workflow for creating custom worlds. ...I uploaded that world for use in the prefabs section, I'd love to see custom world creation become a huge part of modding.
  17. Not worth pinning, but this is a demonstration of what you can do using Unity/Gaia to create a height map and NitroGen to generate the roads/prefabs. I've still some stuff to learn, but it's coming along nicely. [video=youtube_share;2jAB7RIogO0]
  18. Feature Request: Set Water Height (in numbers) ...would allow for a specific water height in the world, and would ensure roads do not spawn below this height. The issue right now is I'm playing with my own DTM's and letting NitroGen do the rest, but unfortunately it's generating roads below my self imposed water table.
  19. Where were you when I was making hundreds of prefabs for the Medieval Mod? =)
  20. I have spider nest spawn blocks you're welcome to use...
  21. So... No real change from the previous. Tsk tsk.
  22. Knocking it out of the park Jax... Nicely done.
  23. The model would need to be packaged in the correct unity version, so yep.
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