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Astralweaver

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Everything posted by Astralweaver

  1. <Astralweaver> <append xpath="/item_modifiers" > <item_modifier name="Dye: Sunset" installable_tags="clothing,armor,weapon,tool,vehicle" modifier_tags="dye" type="attachment" rarity="0.2"> <property name="DescriptionKey" value="modDyeGroupDesc"/> <property name="Stacknumber" value="1"/> <property name="CustomIcon" value="modDyeBlack"/> <property name="CustomIconTint" value="251,157,50"/> <item_property_overrides name="*"> <property name="TintColor" value="251,157,50"/> <property name="CustomIconTint" value="251,157,50"/> <property name="UMA.Overlay0Tint" value="251,157,50"/> </item_property_overrides> <item_property_overrides name="apparelTankTop"> <property name="UMA.Overlay0Tint" value="skin"/> <property name="UMA.Overlay1Tint" value="251,157,50"/> </item_property_overrides> <item_property_overrides name="apparelTShirtPlain"> <property name="UMA.Overlay0Tint" value="skin"/> <property name="UMA.Overlay1Tint" value="251,157,50"/> </item_property_overrides> <item_property_overrides name="apparelTShirtZUWhite"> <property name="UMA.Overlay0Tint" value="skin"/> <property name="UMA.Overlay1Tint" value="251,157,50"/> </item_property_overrides> <item_property_overrides name="apparelJacketLetterZU"> <property name="UMA.Overlay0Tint" value="154,31,42,255"/> <!-- stays red --> <property name="UMA.Overlay1Tint" value="251,157,50"/> <property name="UMA.Overlay2Tint" value="251,157,50"/> </item_property_overrides> <item_property_overrides name="apparelDenimShortsPants"> <property name="UMA.Overlay0Tint" value="skin"/> <property name="UMA.Overlay1Tint" value="251,157,50"/> </item_property_overrides> <item_property_overrides name="apparelCoatPufferCoat"> <property name="CustomIconTint" value="251,157,50"/> <property name="UMA.Overlay0Tint" value="251,157,50"/> </item_property_overrides> <item_property_overrides name="apparelFlannelShirt"> <property name="UMA.Overlay0Tint" value="133,14,14"/> </item_property_overrides> <property name="PickupJournalEntry" value="augmentGunsTip"/> </item_modifier> </append> </Astralweaver> Put your numbers where the color values are in an item_modifiers.xml Then for each item you want to change the color on add it in with the item name used in the items.xml file.
  2. You have a lot of errors not sure which ones you are referring too. 2020-08-15T20:53:18 66.030 ERR XML loader: Loading and parsing 'recipes.xml' failed 2020-08-15T20:53:18 66.030 EXC No item/block/material with name 'medicalSnowberryExtract' existing Exception: No item/block/material with name 'medicalSnowberryExtract' existing This one means you have an ingredient in the recipes that you don't have an item for. So if you changed any item names they need to be changed in recipes as well or removed. 2020-08-15T20:53:18 66.221 WRN XML patch for "loot.xml" from mod "Apex's " did not apply: <append xpath="/loot/lootcontainers/lootgroup[@name='schematicsModsAndGeneralT2']" 2020-08-15T20:53:18 66.221 WRN XML patch for "loot.xml" from mod "Apex's " did not apply: <append xpath="/loot/lootcontainers/lootgroup[@name='labEquipment']" 2020-08-15T20:53:18 66.221 WRN XML patch for "loot.xml" from mod "Apex's " did not apply: <append xpath="/loot/lootcontainers/lootgroup[@name='modGunMeleeT2']" 2020-08-15T20:53:18 66.222 WRN XML patch for "loot.xml" from mod "Apex's " did not apply: <append xpath="/loot/lootcontainers/lootgroup[@name='modMeleeT2']" 2020-08-15T20:53:18 66.222 WRN XML patch for "loot.xml" from mod "Apex's " did not apply: <append xpath="/loot/lootcontainers/lootgroup[@name='modMeleeT3']" 2020-08-15T20:53:18 66.343 ERR XML loader: Loading and parsing 'loot.xml' failed This means your loot containers are not matching up with the loot groups. This is usually an easy fix. Because Fun Pimps usually change names or add loot groups you will need to go through you loot file and match the loot groups with the correct name. 2020-08-15T20:53:18 66.343 EXC Item with name 'BeefCake' not found! Exception: Item with name 'BeefCake' not found! Looking through your items Xml there was no item called BeefCake you would have to create one. 2020-08-15T20:53:19 67.237 WRN XML patch for "progression.xml" from mod "Apex's " did not apply: <remove xpath="/progression/perks/perk[@name='perkLivingOffTheLand'][@name='HarvestCount']" Not 100% sure on this without more info. 2020-08-15T20:53:20 67.893 EXC Item with name 'Salt Shaker' not found! Exception: Item with name 'Salt Shaker' not found! Looking through your item file there is no Salt Shaker in there you have to make one. 2020-08-15T20:53:22 69.705 WRN XML patch for "biomes.xml" from mod "Apex's " did not apply: <set xpath="/worldgeneration/biomes/biome/subbiome/layers/layer/resource[@blockname='terrOreSilver']/@prob" 2020-08-15T20:53:22 69.706 WRN XML patch for "biomes.xml" from mod "Apex's " did not apply: <set xpath="/worldgeneration/biomes/biome/subbiome/layers/layer/resource[@blockname='terrOreGold']/@prob" 2020-08-15T20:53:22 69.706 WRN XML patch for "biomes.xml" from mod "Apex's " did not apply: <set xpath="/worldgeneration/biomes/biome/subbiome/layers/layer/resource[@blockname='terrOreDiamond']/@prob" 2020-08-15T20:53:22 69.706 WRN XML patch for "biomes.xml" from mod "Apex's " did not apply: <set xpath="/worldgeneration/biomes/biome/layers/layer/resource[@blockname='terrOreSilver']/@prob" 2020-08-15T20:53:22 69.706 WRN XML patch for "biomes.xml" from mod "Apex's " did not apply: <set xpath="/worldgeneration/biomes/biome/layers/layer/resource[@blockname='terrOreGold']/@prob" 2020-08-15T20:53:22 69.706 WRN XML patch for "biomes.xml" from mod "Apex's " did not apply: <set xpath="/worldgeneration/biomes/biome/layers/layer/resource[@blockname='terrOreDiamond']/@prob" I have not done anything with the Biomes file so am not sure how to help here. However, hope to get started on a biome project soon would like to add a meadow biome just haven't messed with biomes yet.
  3. @Telric just wanted to let you know before I head to work everything is working fine. Changing those numbers was the only problem. The error I got was because I had one of the prefabs open in scene and unity didn't like that it packaged fine once scene was closed. Thanks again for all the help and input.
  4. Ok thank you so much for all your help! Have a goodnight!
  5. I think your write because I have 45 posters and I just tried to export again and it looks like only 16 went through. Is 45 to much should I break it up into 3 collections or just keep trying til they all work?
  6. Your awesome Telric thanx for reading my post. Your method worked with my DeanTest, however, I got excited and changed it on all my dean posters, but than when I tried to load up the game got an error: ERR Loading AssetBundle "E:/Steam/SteamApps/common/7 Days To Die/7daystodie_Data/../Mods\Astral/Resources/DeanWinchesterCollection.unity3d" failed! 2020-08-04T20:06:20 220.806 ERR Model '#@modfolder(Astral Mod):Resources/DeanWinchesterCollection.unity3d?DeanAbs' not found on block with name DeanAbs 2020-08-04T20:06:20 220.806 ERR XML loader: Loading and parsing 'blocks.xml' failed 2020-08-04T20:06:20 220.806 EXC Model '#@modfolder(Astral Mod):Resources/DeanWinchesterCollection.unity3d?DeanAbs' not found on block with name DeanAbs Exception: Model '#@modfolder(Astral Mod):Resources/DeanWinchesterCollection.unity3d?DeanAbs' not found on block with name DeanAbs I controlled clicked them all to include them in the collection if that matters. It is very weird because they all look exactly like the DeanTest only difference was I tried packing them all at once.
  7. Changing them to 0 completely erases the image in both the parent and the child. Its just that blue/gray background when I try that.
  8. . The first one is the child, the second one is the parent. This is the XML code. <block name="DeanTest"> <property name="CreativeMode" value="Player"/> <property name="Material" value="Mglass"/> <property name="StabilitySupport" value="false"/> <property name="Shape" value="ModelEntity"/> <property name="Model" value="#@modfolder:Resources/DeanTest.unity3d?DeanTest"/> <property name="Place" value="TowardsPlacerInverted"/> <property name="CustomIcon" value="DeanWorkOut" /> <property name="CanPickup" value="true" /> <property name="IsDecoration" value="true"/> <property name="ImposterDontBlock" value="true"/> <drop event="Destroy" name="DeanWorkOut" count="1"/> <property name="FilterTags" value="fdecor,fother"/> <property name="SortOrder1" value="7000"/> <property name="SortOrder2" value="0002"/> <property name="DescriptionKey" value="DeanWorkOutDesc"/> <property name="EconomicBundleSize" value="1"/> <property name="SellableToTrader" value="true"/> <property name="EconomicValue" value="275"/> </block>
  9. @Telric That is how I had it Telric then Xyth said to add the TagManager.asset to my folder which in my case is E:/Unity/7D2Dtest/7D2D/ProjectSettings. I added the tag manager, reviewed it, and it looked like the tag may have changed in the manager it has T_Mesh_B in either slot 3 or slot 4 depending on if Items is slot 0 or 1. unless that doesn't matter anymore the tutorial said they had to be in a specific order, but Xyth said lots has changed. Anyway I changed them back to what you just stated Telric and it did not work. I will post a code up later I have to go to work in a few. @Xyth is that the appropriate folder? I read very carefully where to put it and it seemed like the right spot. Thanks for advice guys!
  10. So changed tags yet again and imported them to game same issue can be picked up and such in prefab editor but not in game. Tried tag 4 and tag 3 for the T_Mesh_B with no luck. I don't know if the issue is xml code or something in Unity but find it really annoying that it all works fine in prefab editor but not in game. The xml code is pretty much copied of the pictures that come with the game with some minor adjustments like them being able to be picked up, descriptions, and when destroyed get turned into an item for the player to pick up. Been using the destroy pick up as a substitute for just being able to pick them up.
  11. Ah okay so T_Mesh_B if I am understanding this right is tag 4? So I changed the tags repackaged and imported and the same thing is still happening. The E option appears in Prefab Editor where all the posters can be picked up. But the posters still cant be picked up in game, Unless tag 4 is not the T_Mesh_B. The only other it can be is 3 if items is tag 0.
  12. Okay so I tried following Xyth's tip, thank you btw and got rid of the air spot but now have another really weird issue. In the prefab editor where I test the posters, I can pick up the poster using the E option that appears. However, in the actual game there is no E option:( so they just stick to the walls. I know in Unity I put the T_Mesh_B tag on them in tag 2 just like Xyth's tutorial stated and it is really weird that they can be picked up in editor and not in game. Any suggestions on an xml code line or something I may be missing? Thanks, Astral
  13. Thank's so much Xyth love the Guppy Zombies and was hoping they wouldn't be gone for too long. Your time, effort, and work is much appreciated!
  14. I would like to request a tutorial in unity on how to add your own custom posters and pictures. I have been trying to make some posters and pictures in Unity recently and thought i could figure out the process on my own. However, i came into an issue that has been driving me crazy. I get the posters in game and working except for one small annoyance there is a big space of air between the poster and the wall. I know it is because the poster is on the front of the cuber but I cant figure out how to get it to the back of the cube so it sticks on the wall. I have been comparing it to other poster and just can't figure out how to get rid of that space of air, it is not even a full cube space its like 1/4 maybe. No luck finding any tutorials in Utube or online. I am sure it is something ridiculously stupid I am over looking. No rush just when someone has time to do a tutorial please do. Thanks Astral
  15. So I have had a massive FPS drop in the new update and wondering if there is a way to work around it until the next update comes out. I went from 65-70 FPS to 4-12..... The game settings are set on medium and had no issues until update... Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: NVIDIA GeForce GTX 980 Ti (ID=0x17c8) Vendor: VRAM: 6097 MB Driver: 27.21.14.5167 Thank You, Astral
  16. So I am currently changing prefabs over to A19 and I am getting a couple of red errors i wanted to ask about. -not allowed to access triangles/indices on mesh Door_DMG0(is Readable is false : Read/Write must be enabled to import settings) -not allowed to access triangles/indices on mesh Commercial_Door_Frame Instance(is Readable is false : Read/Write must be enabled to import settings) -not allowed to access triangles/indices on mesh cashRegisterEmpty_LOD0(is Readable is false : Read/Write must be enabled to import settings) There are a couple other items that error up, exact same error just a different door,pack, or whatever file. Is it something to be concerned about? i have changed the old doors to the new doors in the prefab but the error still comes up when it is loaded. The doors appear fine. i just wanted to know if I should change the old ones out or not. I have a ton of prefabs that I am converting over and would rather not have to go through them twice to change the doors or whatever item is registering that read error. Thanks, Astral
  17. Well thank you for that but a fresh install seemed to work. I used my backup prefabs after install and everything seems fine. Lots of extra work but feel much better now!
  18. No No I updated the 7D2D to 18.4 and all the stuff I had converted in 18.3 with the editor was reverted back to question marks. It messed up all the prefabs I had already converted. I had both the prefabs and the blocks in a back up file but even when I pasted over the converted ones in didn't work. I think the pimps changed something with their blocks. I noticed that this line that I had in 18.3 <property name="Model" value="#@modfolder:Resources/PlantedCocoa.unity3d?plantCocoaGrowing1" /> had changed. Everything is put in a bundle folder now I am thinking it might have something to do with that. Been trying to figure it out all morning and am in the process of doing fresh installs. Thats why I stated I wasn't sure if it was your editor or something they did in 18.4 everything worked find til I updated.
  19. Pille, Could you help me to get this to work again I recently updated to 18.4 and now all the blocks that this converted from 18.3 got turned to missing again. I don't understand why I followed the steps exactly like before and they worked fine before. Now when i try to convert them it freezes on 25% and just closes I am extremely frustrated now. I don't know if it has something to do with the 18.4 update or if its the editor or what. I had everything saved in a backup and even when I put them in to copy over the prefabs with the missing blocks the blocks still end up missing when I look in editor. Not sure what to do. Thanks, Astralweaver
  20. @jdzane - You dont put the folder in the app data. The map generates in Nitrogen output folder and than you copy it to the 7D2D worlds folder, the worlds folder is in the 7d2d data directory, you just copy or paste the nitrogen folder with the name of your world in the worlds folder. When you load up the game pick the map you named. There shouldn't be anything you have to do with a generated worlds folder.
  21. @Jeraal There is a prefablist in the resource folder that comes with Nitrogen its a simple text file. You will need to look up values on all the WOTW prefabs in the prefab editor in 7D2D. --------------This is the Vanilla Location - It is where places spawn when using Vanilla map generator. ---------------------^^^^^^^^^^^^^^^^^^^^^---------------------------------------------------------------------- ---------------------^^^^^^^^^^^^^^^^^^^^^----------------------------------------------------------------------- dwalls_Store_Class,Commercial;Downtown;Industrial, 0,0,32,14,27,industrial < The last place here is where the prefab will spawn in Nitrogen. There are a list ----^^^--------------------------------------------------^^^^^^^--------------of places in the Nitrogen prefab list That you can place them to spawn much ----^^^--------------------------------------------------^^^^^^^-------------like the vanilla list in the first part. Be sure the , and ; are placed correctly. ----^^^--------------------------------------------------^^^^^^^ This is the name of the prefab. -------------------------^^^^^^^<<-The first zero is the rotation to face north. ---------------------------------------------------------------------------The second zero is the Y offset, you will have to look up these ---------------------------------------------------------------------------numbers in the prefab xml file when filling out the prefab list. ---------------------------------------------------------------------------The next 3 numbers are the X,Y,Z numbers and can be found ---------------------------------------------------------------------------When the prefab is loaded in the game prefab editor. They are ----------------------------------------------------------------------------the 3 numbers in the upper right when esc key is active. You will have to go through all the prefabs in WOTW and put the information in Nitrogen prefablist. I just use the vanilla list for mine but it is customizable. Make sure all the WOTW prefabs are in the vanilla prefab directory. I am sure there are other ways to probably do this but this is how I did it and they spawn in Nitrogen no problem.
  22. http://7d2d.rocks/xml/16e_b108/XML.txt this does not explain everything but does have a lot of info. Courtesy of Gazz.
  23. @Jeraal It is a very time consuming project but not too difficult. First you have to use Pille Prefab editor here https://forums.7daystodie.com/forum/...b-editor-alpha to convert the A17 WOTW blocks to A18. There are instructions on how to do that in his thread on page 75, 76, or 77 don't remember exactly which. Then you have to add them all to the prefab list you use to build your worlds. I can explain that better once you get the first part done.
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