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Evil_Geoff

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Everything posted by Evil_Geoff

  1. Is it possible to make 1/2 blocks connect in the middle of the block? Very highly probability the answer is "Yes". Has anyone done it yet? To the best of my knowledge, no. There are modders who have created functioning double doors and/or single doors that have hinges on left and right so they can be installed like "double doors". I am not sure if there is a stand-alone modlet for that, but I know The Wasteland overhaul and others have incorporated the doors.
  2. There are already overhauls and mods that do that. Darkness Falls, Ravenhearst, and others have maps that have radiation in the wasteland, and "working" hazmat suits. If you want to suggest that functionality to TFP, try the Pimp Dreams or General Discussions. 👍
  3. @Riamus - I appreciate the update on the coming improvements, and look forward to seeing them in action. The biggest reason I suggested tagging the bridge_ends with a driveway or road attachment is the number of them spawning with *no* roads at all. Which doesn't make any logical sense. Who would build a bridge where there is no road to use it? If it hasn't been reported before to be looked at: The map I generated earlier - I'm finding a lot of the bridges don't have pillars under the middle pieces, and are collapsing when I get close. They seem fine for 5, maybe 6 sections from the end, then... *crash, bang, boom*. This not a totally bad issue from my perspective for the map I'm doing. It's Washington, DC. After a nuclear war. Think Fallout 3's Capitol Wasteland. I expect some collapsed bridge spans. So instead of commenting out the ENTIRE bridge, I just comment out the middle sections. 👍
  4. I appreciate the compliment! I worked doing tech support for Bellsouth DSL back in the day. If I could talk a 63 year old grandma getting her Win98 PC connected to the internet? I think I could damn near talk anyone through anything if they will actually listen to the instructions and do what I tell them to. 🤣 Nothing like trying to work with someone who screwed stuff up, knows they screwed it up enough to call for help, and then wants to argue about what you are telling them to do to fix their screw up! 🙄
  5. Rad resistance on armor? Hellooooo, lead lining mod. Easy peasy. To craft it? You need lead, duct tape, cloth + workbench. +20% rad resistance for each piece. Make an "Air filter cartridge" mod for helmets to deal with airborne particles/gas/toxins. Done. I already did that myself to use with early iterations of The Wasteland before bdubyah put that in for power armor. <!-- Adding Lead Liner to Power Armor --> <append xpath="/item_modifiers"> <item_modifier name="modPowerArmorLeadLining" installable_tags="powerarmorHead,powerarmorChest,powerarmorArms,powerarmorLegs,powerarmorBoots" modifier_tags="PAhelmet,PAchest,PAarms,PAlegs,PAboots,PAboots" blocked_tags="noMods,clothing" type="attachment"> <property name="UnlockedBy" value="modPowerArmorLeadLiningSchematic"/> <property name="CustomIcon" value="modPowerArmor"/> <property name="CustomIcon" value="modPowerArmor"/> <property name="Stacknumber" value="1"/> <property name="Group" value="Mods"/> <property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/> <property name="EconomicValue" value="1000"/> <property name="Material" value="Mlead_scrap"/> <effect_group tiered="false"> <passive_effect name="BuffResistance" operation="base_add" value=".2" tags="buffRadiation01"/> </effect_group> </item_modifier> </append> And if this 61 year old boomer gamer, not-a-coder, could figure it out? I'm pretty sure someone who actually understands xpath and xml and how buffs/debuffs work could do a bang-up job with it.
  6. No need to ask forgiveness, no offense is taken. We're all just players, trying to get a map! 🤣 I use Notepad++ and open the prefabs.xml for the map, and then either delete the bridge pieces I want to get rid of, or comment them out using the <!-- and -->. If you are not familiar with how the prefabs.xml is set up I'll use this as an example: <decoration type="model" position="935,115,2448" rotation="3" name="trader_joel"/> The map center is considered 0,0 regarding East/West and North/South. Negative numbers in X are West of center, positive numbers are East. Negative numbers in the Z coordinate are South of center, positive numbers are North of center. The Y coordinate is ALWAYS positive because bedrock is 0. So, in our example above: position="935, 115, 2448" tells us that Trader Joel is 935 blocks East of center, 115 blocks above bedrock (hill or mountain country!), and 2448 blocks North of center. Rotation is relative to the prefab's orientation regarding it's placement towards a road or tile. It's easy to tell which bridge pieces I want to remove. The coordinates of the pieces of a bridge that runs North/South will all have the same X coordinate value (negative numbers are West of 0, positive numbers are East) and bridges that run East/West, all of the Z coordinates are the same. Example: <decoration type="model" position="236,12,-1689" rotation="2" name="bridge_end"/> <decoration type="model" position="1906,12,-1689" rotation="0" name="bridge_end"/> <decoration type="model" position="246,12,-1689" rotation="0" name="bridge_middle"/> <decoration type="model" position="256,12,-1689" rotation="0" name="bridge_middle"/> <decoration type="model" position="266,12,-1689" rotation="0" name="bridge_middle"/> <decoration type="model" position="276,12,-1689" rotation="0" name="bridge_middle"/> <decoration type="model" position="286,12,-1689" rotation="0" name="bridge_middle"/> This example shows the bridge ends first. First piece placed at X,Z being 236 E, 1689 S (-numbers = S of center). Second piece at 1906 E and 1689 S. This thing is a 1.7 kilometer bridge! No, I was not going to post the whole bridge! 🤣 The same Z coordinate tells us this is a bridge that goes E/W. There are 3 kinds of bridge pieces, bridge_ends, bridge_middles, and bridge_pillars. Just like Pokemon, you gotta get 'em all! To comment the pieces out, insert <!-- in front of the first line of bridge code you want the game to ignore, and use --> at the end of the last line you want to ignore. Commenting out the code using <!-- and --> looks like this: <!-- <decoration type="model" position="236,12,-1689" rotation="2" name="bridge_end"/> <decoration type="model" position="1906,12,-1689" rotation="0" name="bridge_end"/> <decoration type="model" position="246,12,-1689" rotation="0" name="bridge_middle"/> <decoration type="model" position="256,12,-1689" rotation="0" name="bridge_middle"/> <decoration type="model" position="266,12,-1689" rotation="0" name="bridge_middle"/> <decoration type="model" position="276,12,-1689" rotation="0" name="bridge_middle"/> <decoration type="model" position="286,12,-1689" rotation="0" name="bridge_middle"/> --> <decoration type="model" position="2824,89,-1685" rotation="1" name="trader_jen"/> <decoration type="model" position="935,115,2448" rotation="3" name="trader_joel"/> <decoration type="model" position="943,109,2586" rotation="0" name="house_old_ranch_04"/> <decoration type="model" position="943,109,2512" rotation="2" name="house_old_mansard_02"/> <decoration type="model" position="855,115,2512" rotation="2" name="xcostum_Farm_06(by_ZZTong)"/> <decoration type="model" position="855,112,2586" rotation="0" name="farm_05"/> In Notepad++ the commented sections change to a uniform color so it is easy to tell where the commented section starts and ends. Commenting things out is the safer way to edit the placements. You can always come back and remove the <!-- and --> to put something you accidentally removed back in. Deleting the code is rather... permanent. As always: COPY AND SAVE A BACKUP! Have fun! Addendum: The position of a prefab is always the SW corner of the prefab. If you teleport to a prefab, you will always arrive there, and the prefab will be to your north and east.
  7. OH! Thought about how to do custom bridge placements. Add a "Set Bridge Ends" command that can be added to the command queue. In that Set Bridge Ends command, the user can enter the coordinates of "Bridge End 1" and "Bridge End 2". If used after the create rivers and create flat water processes are done, and after the preview has updated, the user can use the cursor to get the coordinates of a point on one side of the body of water/river, the move to the other side and get that point. The N/S or the E/W coordinate would be the same depending on the orientation of the bridge. Or if you wanted to get fancy, set up a mouse click to populate the point 1 and point 2 positions. Inserting the "------ Repeat Start ------" and "------ Repeat End ------" commands before and after the "Set Bridge Ends" command would allow the user to determine how many bridges they want, and where to put them. Then when the Create Main Roads runs, those bridge ends get connected and BOOM! Neat and tidy roads and bridges across water. I'm not a programmer unfortunately, otherwise I'd start digging into the code to try to figure out how to do it myself. Maybe someone will be inspired to jump on this
  8. I am totally loving this latest release (0.39.0) of Teragon, other than the bridge building and road generation times. With that said, I have a suggestion or three for consideration in future updates to address the bridges: During the main road or side road creation regarding bridges and bodies of water (rivers/lakes) - First, limit the maximum number of bridges across any given body of water. 3 - 5 would not be an unreasonable number. OR, insert a variable that can be set by the user. Next, set up the bridge ends to be placed before roads generate. The middles can then be spawned whenever in the process, either before or after the rest of the road system goes in. At that point, add the property or tag that forces roads to connect to a Trader (or their tiles) that main roads are connecting to, on the bridge end pieces.. Setting that property/tag for the bridge ends would probably be the easiest fix for having bridges that have no roads connecting them at all. Here's my last map generation, and other than going in and having to delete most of the bridges, I'm delighted with the results.
  9. Maybe look at KhaineGB's Darkness Falls to see how the radiation damage is done there. Also check out bdubyah's The Wasteland. He has ghouls that do an area of effect radiation damage, as well as radioactive containers that can be destroyed for "Clear Radiation" quest locations.
  10. Default path to mods is C:\Users\your_username\AppData\Roaming\7DaysToDie\Mods If there is no Mods folder in the ...\7DaysToDie folder, you will need to right click, select New > Folder and then name it Mods. The game will look for the capital M, naming it mods with the lower case m will not work.
  11. Understand that adding assets to the game can become very complicated, very quickly. Bdubyah's The Wasteland overhaul adds Fallout style power armor to the game. Bdubyah's vehicles add a LOT of vehicles, as does Vehicle Madness. Things like that definitely mean diving into the Unity code of the game, adding meshes and textures, and more. One thing I have found while teaching myself simple .xml edits and modlet making, is that the modding community is very supportive for those trying to learn - I heartily recommend Guppycur's Discord server that Stallionsden mentioned above. Good luck and welcome to the chaos that is modding!
  12. Did you climb to the top of the dirt pile? Looks like there might be an entrance up there. Are there any holes in the walls? Did you *make* a hole in the wall or chop the door open? Where there is a will, there is a way...
  13. There are 4, maybe 5 (or more) airport POIs in the CompoPack prefabs mod - just sayin'. Vanilla game isn't the only place to get what you want. Yas, THIS 👆. Look at how long it took to fix the Azaleas. And water is STILL messed up. And then there was that whole "walls of marble" rendering glitch that took what, 2 - 3 alphas to iron out?
  14. Make sure Create Environmental Biomes is enabled, make sure Create Noise Biomes is disabled, or removed from the command queue. In the Create Environmental Biomes options there is a Diffuse biome transitions box, make sure that is checked, and you can adjust the diffusion range. 6 is default, I was using 2 (I like a sharper transition, but not the stark "on this side of the edge I am freezing, and on that side I am suffering heatstroke"...)
  15. You should be able to open the splat file layers with a decent graphics/photo editor like Krita, GIMP, or Photoshop. There should be Green, Blue, and Red layers, and you can edit the appropriate color layer. If I remember correctly, Green was the secondary/gravel roads, and Red was the primary roads. This map was done with the latest (2/14/23) CP 48.6 CP_All_inc_Vanilla lists. For Create Towns I used Town count 15, min size 3, max size 40, flatness and altitude deviation both 80, and max altitude 120. I did about 7 - 8 passes using a repeat loop for the Create Region POIs on my last map attempt. Each loop I changed the flatness and altitude numbers. Too many bridges but otherwise a decently balanced city placement and a fair number of wilderness POIs. But I am REALLY looking forward to the next update to Teragon and the much improved Wilderness POI generation!
  16. While I am thinking about it - The last few map generations I've done were done with the all of the Create Whatever Heightmaps turned off or removed from the command queue, and just using the imported heightmap. Does creating a FLAT heightmap have any effect on city/town placement if an imported heightmap is being pulled in after? Does importing one first make the map flat-flat? Or does it smooth the map some? Time to run some tests... 🤔
  17. Not gonna lie, this is true. However, please keep in mind that Nitrogen evolved over time with a lot of user feedback and input to get where it was. KingGen was well on it's way and if KingSlayer had been able to continue to devote time and energy to it, I am sure that it would have gotten even better. I'm sure that there are many improvements, bug fixes, etc. already on the way. We are ALL in this together as bug-testers for Teragon at this point. Shake it, rattle it, do things to it that Pille has never imagined users doing to it... break it. Then provide feedback to make it even better.
  18. Actually, no. I went to the US Geological Survey site and downloaded the region maps I needed. Edited them to make a composite that was like 21k x 12k, with QGIS and GIMP, then cut down/scaled to make the 8k x 8k version. I also have heightmaps for the Boston and Las Vegas areas...
  19. If anyone wants a Washington, DC area height map, I have this one for an 8k map. NOTE: This heightmap was made for 16 bit grayscale, and is not 180 degree mirrored.
  20. The Discord servers I frequent are very rarely used for voice chat. There might be a channel or two for game server players/streamers, but almost all information sharing is done in text channels. Just sayin'...
  21. arramus posted the link in his post, but I'll direct link the latest on the 7 Days to Fallout server:
  22. Ugh, last time I did my own roads was in A19.6 using the method that Tallman Brad used in his video series. I don't *think* A20 did any major changes to what the splat3.png does in the game so the roads should be boulder/tree free. Might still be wonky regarding up and down hills, tilted at bizarre angles to the side, etc. I would expect them to be usable though. I just noticed... Why do you have three import POIs in your command que?
  23. @arramus - Already posted TGG's YT link (Thank you, arramus!) that I would have done. I'm one of the aforementioned you might see in the videos or on forums. 😲 Look for my Steam nick - sgt_geoff - in the videos. We do play The Wasteland a good bit, but I have modded the server to make it more co-op play/world rebuilding friendly, and to better reflect Danny's AD... "Oh, SHINY! What's that over there? SQUIRREL!" play/stream style. 🤣
  24. @bobrpggamer: Its not importing the POIs. It takes 3 seconds to process. Make sure you are importing the proper file. You have to have a prefabs.xml file with the POIs already generated for a map IN the GAMENAME folder you are importing your heightmap, biomes, etc from. The Import POIs tab should look like this:
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