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Evil_Geoff

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Posts posted by Evil_Geoff

  1. 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? 

     

  2. On 2/6/2023 at 5:03 AM, Ganeshakw said:

    Can anyone suggest any youtube channel who has done or is doing a complete series on "The Wasteland" mod ?

    I searched on youtube but I couldn't find any.

     

    Thanks in advance.

     

    @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.  🤣

     

  3. @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:

     

     

    ImportPOIs.jpg

  4. OK, for example, in the CP All Plus Vanilla Town Property List,

    "small_town;3;8;center:residential,countrytown" - is telling Teragon to set the town center tiles to residential and country town POIs. 
    and
    "FABBERSVILLE;5;any;outskirt:fv,fab" - doesn't tell Fabbersville to generate any tile sets in the center, so there may, or may not be any tiles in the center.

    Correct?


    But changing that to "FABBERSVILLE;5;any;center:fv,fab;outskirt:fv,fab" would add tiles tagged as fv or fab in the center, right?

  5. 5 minutes ago, Riamus said:

    Any with a maximum size greater than 8 (the second value after the town name) or set to "any" should have firsts set for "center".  CP doesn't do that and so you end up with towns that have empty spaces in the middle.  You can copy what it has for outskirt and put in center as well and it will work.


    Thank you for that information!  That is very useful to know.

     

  6. On 1/29/2023 at 10:26 AM, zztong said:

     

    A large number of rubble blocks can be a side-effect of how the destroyed POI was made. For instance, if I make one I start with a complete POI and then shoot it with a rocket launcher a lot of times.


    I anticipate having fun creating the damaged version of the Washington Monument for The Wasteland...  🤣  💥
     

  7. I'm doing a Fallout themed server, and would love to have multiple Fallout themed prefabs to place on the map.  The game world is built around The Wasteland overhaul, by Bdubyah.

    Bdub has created several already, and I am working on the Washington Monument currently.  The view from the observation deck is pretty gnarly.  What's your favorite Fallout game?  Favorite place to explore/quest in?  Would you be willing to recreate it in 7DtD to share with other Fallout fans?

     

    WashMon022.jpg

    ViewE.jpg

    ViewN.jpg

    ViewS.jpg

    ViewW.png

  8. I'm working on a Washington Monument prefab, because this is going to end up on a Fallout themed server with The Wasteland overhaul.


    The view from the observation deck is rather awesome, if I do say so myself...

    WashMon022.jpg

    ViewE.jpg

    ViewN.jpg

    ViewS.jpg

    ViewW.png

    2 minutes ago, Riamus said:

    Very nice!  Are those custom tiles in the cities?

    CompoPack 48.6 presets for Teragon.  I used the CP All + Vanilla one

     

  9. Washington, DC area.  Custom height map made with US Geological Survey public source info.  Run through Teragon using the Create Environmental Biomes setting.  No rivers, Sea Level at 5, Flat Water map at 8.

    preview.jpg

  10. In A20, TFP made the decision to merge the Wasteland and Burnt Forest biomes.  Personally I prefer them as separate biomes as well.

    You can still manually add Burnt Forest where you want some on a map, but the difference between them is negligible.  Wasteland has scrap metal and concrete blocks that can be harvested, and the chance of land mines, Burnt Forest does not have those and has more smoke in the air.
     

    En A20, le TFP a pris la décision de fusionner les biomes de la friche et de la forêt brûlée.  Personnellement, je les préfère également en tant que biomes séparés.


    Vous pouvez toujours ajouter manuellement la forêt brûlée là où vous le souhaitez sur une carte, mais la différence entre les deux est négligeable.  Le terrain vague contient de la ferraille et des blocs de béton que l'on peut récolter, ainsi que des mines terrestres, alors que la forêt brûlée n'en a pas et dégage davantage de fumée.


    Traduit avec www.DeepL.com/Translator (version gratuite)

  11. File path in Mod Launcher for the item icons I added for my modifications to The Wasteland:

    C:\7D2D\Custom\MyMods\7_Days_to_Fallout\Mods\Xtended_Wasteland_2_0\UIAtlases\ItemIconAtlas

    Default path would look like:
    C:\Users\username\AppData\Roaming\7DaysToDie\Mods\Xtended_Wasteland_2_0\UIAtlases\ItemIconAtlas

     

  12. I'm not going to drop the whole monument on someone else to figure out, but here is a quick and dirty illustration of the construction.

    Ground/first layer - Full cube blocks
    Second layer - Wedge Narrow High (oriented vertically).
    Third layer - Cube 3/4
    Fourth layer - Wedge Narrow Middle
    Fifth layer - Cube 1/2
    Sixth layer - Wedge Narrow Low
    Seventh Layer - Cube .25m
    Eighth Layer - Wedge Narrow Tip

    Concept1.jpg

    The Wedge Narrow Corner pieces work splendidly.

    Concept2.jpg

    The full cube obviously fits the full cube corner layer, and the Cube 1/4 fills the Cube 1/2 corner.

    But I can't find anything that works for the Cube 3/4 or the Cube .25m corners.

    Concept3.jpg

  13. I am in the process of trying to build  a replica of the Washington Monument... Yeah, ambitious, I know.  It actually is looking pretty good, but there is an issue I have run into.  WashMon015.thumb.jpg.5a7293bce89ecebc6791a1d04c2e10fd.jpg

     

    The pics are pretty self-explanatory, but still I will try to give details of the issue.  The monument is not strictly vertical, it does narrow the taller it goes.  So I used the narrow wedges aligned vertically to create layers.  The problem is filling the gaps at the corners of the monument where the .25 cube layers meet, and where the 3/4 cubes meet.

    A pole is to narrow for .25 cube layers, and the 1/4 cube, while perfect for the 1/2 cube layers, is way to small for the 3/4 cube layers.

    Any ideas? Fill_Piece.jpg.701d19443a61b6acabeff46c528e7477.jpg

    Fill_Piece_25.thumb.jpg.9ffa0c53b2693a6aca3b2fe1e3a033a8.jpg

  14. On 1/26/2023 at 4:52 PM, Riamus said:

    You can easily specify which POI you might want only in mountains or allow them to appear anywhere (default).  There are other regions as well, such as coast and water that can be used to limit where certain POI are placed.  It also will allow you to have POI or cities placed on really uneven terrain as it adjusts the terrain so it works.


    Any information regarding what needs to be changed/adjusted/added to Teragon settings or .ini files, to make biome or terrain specific placements possible, would be GREATLY appreciated.

     

  15. 17 hours ago, smithsguild said:

    Does Kinggen offer an option to allow for multiple players to spawn near each other on game start like nitrogen was supposed to?

    KingGen is not compatible with the latest Alpha, and is, for the time being, not being worked on.  If you are using A19 and KingGen, there is a setting you can set to create one spawn point.  Otherwise, you can open the spawnpoints.xml file and remove unwanted spawn points, or edit the coordinates so they are closer together.

  16. On 1/30/2023 at 1:39 PM, BFT2020 said:

    The first one you listed is actually A19 while the second one was updated for A20.

     

    Just as an fyi thing, apparently none of the light blocks were changed between A19 and A20.  Drs Pick Up Lights(A19) works for A20.  I've been using it in solo and server play since A20 Exp rolled out (and I'm up to 20.6) and haven't encountered any issues with it.  👍

     

  17. I am in the process of trying to build  a replica of the Washington Monument... Yeah, ambitious, I know.  It actually is looking pretty good, but there is an issue I have run into.  The pics are pretty self-explanatory, but still I will try to give details of the issue.  The monument is not strictly vertical, it does narrow the taller it goes.  So I used the narrow wedges aligned vertically to create layers.  The problem is filling the gaps at the corners of the monument where the .25 cube layers meet, and where the 3/4 cubes meet.

    A pole is to narrow for .25 cube layers, and the 1/4 cube, while perfect for the 1/2 cube layers, is way to small for the 3/4 cube layers.

    Any ideas?  I really don't want to put any more time or effort into it if I'm going to have to settle for a Minecraft looking POS.


     

    Fill_Piece.25.jpg

    Fill_Piece.jpg

    WashMon014.jpg

    If this should have gone in the Prefabs section, please move it.

     

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