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Guppycur

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Everything posted by Guppycur

  1. The import heightmap THEN have it spawn roads and prefabs is nice. Would you consider making it so that it will import ANY piece and only generate the missing pieces? Like I could have just the heightmap, and it creates roads, biomes, pois, but if I had the heightmap AND biomes, it would only create roads and pois, etc? That way we could flexibly only use the parts we need? I could go backwards and just edit the splat3 after you create it, but I'm lazy...
  2. So far just this one; I only resort to Sdx when vanilla can't deliver exactly what I want. In this case, I wanted vehicles out in the world. Gas was totally reworked and a lot harder to maintain, AND you can't make it. Although I respect how others want to play, I feel vehicles are not balanced without the sdx version.
  3. The gitlab is updated, the github is not. If the light mod is throwing errors, I'd be happy to look at a log. Yeh the lack of accessory files on the cart single modlet (and non sdx version) is intentional, as I dropped support for it a while back; like everything that's NOT the SDX overhaul mod, they're only still there because I was asked to leave them for other modders or server admins or end users to use and implement how they want, since I only consider the overhaul mod "complete" so to speak (even though I'm not finished yet), and have focused all updates and whatnot on it. Ragsy took the time to update the modlet version to include the accessory files, but from my PoV, they're just "there" for people to implement how /they/ want. The damn vanilla spawner sucks too much for my taste. =) The auto workbench in particular is aggressively high in vertices, so I'd be surprised if anyone used it except me. =)
  4. Hi, I'm getting a lot of questions about my vehicles that have some of these same issues, and I build mine in an entirely different way than Manux and Dust, so I think it's safe to say that either: 1 - Vanilla be bugged 2 - Mod support for custom vehicles has bugs ...not a lot to be done from us on either front, I'm afraid. I'd be interested in the FULL log you see those errors in though, so I can stand a better chance of finding out, thanks!
  5. I had unzipped it and clicked on the .jar file that's associated with java. I'll try the line item, but the 8k map did "more", it just never got around to generating the map. =)
  6. Any thoughts? Seems it does not like doing 4k worlds.
  7. Do you find your roads smoother than vanilla?
  8. What's it using for prefab placement? Curious what it's using to know what to place where.
  9. ...this stands out... configfile=D:\7D2D\Alpha17\Darkness_Falls\Darkness_Falls\SaveConfig.xml 2019-03-30T09:16:07 35.610 INF Parsing server configfile: D:\7D2D\Alpha17\Darkness_Falls\Darkness_Falls\SaveConfig.xml 2019-03-30T09:16:07 35.726 ERR Error parsing configfile: GameName is empty or contains invalid characters 2019-03-30T09:16:07 35.726 INF Allowed characters: A-Z, a-z, 0-9, dot (.), underscore (_), dash (-) and space ( ) - - - Updated - - - ...as does this... 2019-03-30T09:15:32 0.603 INF [EAC] Not loading, not started from launcher Could not open file D:/7D2D/Alpha17/Darkness_Falls/Darkness_Falls/7DaysToDie_Data/resources.assets for read - - - Updated - - - ...and a few other things.
  10. Both server and client need installs for ALL mods that have more than just a configs folder.
  11. Yeh unity opens them; think of the assets as zip files and uabe as an extractor.
  12. Heh, first car I ever raced. I was in an 84 Ford escort, and I had no idea what that beast was. I found out quickly.
  13. So for a 4k world, make a 4096x4096 .raw file that's a medium to dark grey, then gradients up to a white on the borders. Start a 4k world, exit the game, delete the region files you were just in, copy the dtm.raw file you just made to the worlds folder of the world you just made, and voila. Flat world with slopes at the borders. Kritta is old news, for back when we didn't know why biomes.png was crashing (we now do). BeatKidz has a .PSD file with the biome and road presets already set up, available for download.
  14. I can't speak for png, those are compressed, but for .raw files, yes. I think it's the compression that kills it, either going from 16 to 8 bit, or straight up using a compressed file like a .png. The game supports/supported .tga's, which had an option to NOT be compressed, but I don't know crap about file formats but I don't think .png is lossless. - - - Updated - - - Looking at your pics, you're doing biomes, which CAN be compressed, so the "steps" should have nothing to do with that. Only the dtm.raw (the actual height map) would cause that as far as I know. - - - Updated - - - You're in uncharted territory, my friend; I think you're on your own. =)
  15. Sweet. If you need the package lemme know. ...I kinda like that big wheel thing homie posted...
  16. Is it what I think it is? /Giddy with excitement since 1971
  17. Jesus frack. Hey khaine, I demand you submit to my will. Hey khaine, I'm having trouble with x, would you consider doing y? Hm, which one to say, which one to say...
  18. Yeh one makes them sway in the wind (at a performance cost) and the other does not.
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