Jump to content

MichaelL.

Members
  • Posts

    136
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by MichaelL.

  1. So, I've decided to go ahead and do a pre-release of this tile mod, just to give folks a chance to give it a whirl and get some input.   I've worked out a system where the current water dosen't get all messed up, and I've added several new POI's (as well as modify some of my previous Prefabs and some of the TFP vanilla ones).  So if you like to give a try, have at it!  I'd appreciate any input y'all might have!  

     

     

     

    https://www.nexusmods.com/7daystodie/mods/2458

     

     

     

     

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

     

     

    Been experimenting with a water-based tile set - in anticipation of the new water system that's (hopefully) coming with A21.  The current water system has it's limitations aside from the tearing and divots- I can only get it to three levels deep, or you end up with huge FPS drops.   The lack of the ability to create custom gateway tiles is another hurdle to overcome.  But otherwise the concept appears to work.  I'm planning on making a bunch of shanty-town, shack-on-stilt and floating home POI's that will be scattered about and connected with rickety bridges and floating walkways.  Basically a swamp town.    I'll be making different versions of each tile to add variety - especially the cap tile as it spawns in at much greater numbers.

     

    image.thumb.png.cf193d42a5b9b41e87b9062c93c3ab71.png

     

    image.thumb.png.59b97523aeb10c5606b8e601f8059f91.png

     

    image.thumb.png.6f8199faaae164470716244b73213572.png

     

    image.thumb.png.2d701a9cc9956678eb0df928ccd10950.png

     

    image.thumb.png.8290d47a548d8450882448609a2816eb.png

     

    image.thumb.png.d66aa7e49b4fd33d5278155e76d6829c.png

  2. Speaking of traders:  Are y'all planning on giving us the capability to create custom Gateway tiles?  It appears that the game is coded so that there can be only one GW tile that is used by all cities/towns/etc......   I'm working on a water-based tile system, and the one thing that's throwing it off is the gateway tile....   :(

     

  3. Yeah!   I grew up in the Wasteland (Wyoming), and the glowing, globular zombies that shoot radioactive puss on you aren't anything like I've ever experienced.....    What kind of trickery is TFP trying to pull on us!

     

     

  4. So I've just uploaded my Cave/Underground POI collection on Nexus.


    This collection consists of SEVEN prefabs: Petra/Indiana Jones Temple (modified), the Skywalker Homestead (NEW!), Skeletor's Hermitage, Rave Cave, Rad Cave, and Rainbow Cave. This collection includes Tier-1 through Tier-5 Questable fetch/clear POI's.


    This collection includes customized blocks, so it must be installed as a mod.  To install this mod pack, unzip the downloaded file into either your appdata Mods folder (see illustration in the photo gallery) or into your game's Mod folder.

     

    To find your appdata folder, open up your File Explorer, and type %appdata% in the address bar at the top. Then navigate from there to your Roaming/7Days2Die/Mods folder. Unzip the downloaded folder/files directly into your Mods folder.

     

    If you have any questions regarding the installation of this mod/POI collection, please feel free to drop me a note.

     

    Thanks, and enjoy!

     

    https://www.nexusmods.com/7daystodie/mods/2309/

    Picture1.png

    Picture2.png

    Picture3.png

    Picture4.png

    Picture5.png

    Picture6.png

    Picture7.png

    Picture8.png

    Picture9.png

    Picture10.png

    Picture11.png

    Picture12.png

    Picture13.png

    Picture14.png

    Picture15.png

    Picture16.png

    Picture17.png

    Picture18.png

    Picture19.png

    Picture20.png

    Picture21.png

    Picture22.png

    Picture23.png

    Picture24.png

  5. On 5/19/2022 at 10:52 PM, Deverezieaux said:

    The tutorial actually made it very easy, I was able to skip a lot because I have several decades of experience in Photoshop. I ended up hand drawing the crater, though it still needs tweaking before I copy it into the tile.

     

    crater.thumb.jpg.83bd0398fabb8f9d849499da8edd52cb.jpg

     

    Excellent!

  6. I would use Kingen with a crater heighmap that has been sized to fit your tile and the contrast adjusted to get the desired height/depth you want (when doing this, I generally make different versions of my height map with different levels of contrast so I can bring them all into a single  map and find the one I like)  .  Place this on a full sized greyscale image and use that in Kingen to generate a map.  Then go into the world editor, find the crater then export it out as a prefab.    

     

    https://www.google.com/search?q=crater+height+map&rlz=1C1GEWG_enUS964US964&sxsrf=ALiCzsZ_SzHCYZZgry7DqBnOSkqkLA9NWA:1652726978417&source=lnms&tbm=isch&sa=X&ved=2ahUKEwiv7dXj1-T3AhVLg4kEHVSZAPQQ_AUoAXoECAEQAw&biw=1259&bih=846&dpr=2.25

     

    I started a tutorial on how I do this a while back but never finished it.  But hopefully this should get you started....    

     

     

     

  7. 18 hours ago, Cranberry Monster said:

    Very cool build, thanks for sharing this. The front reminds me of Frank Lloyd Wright's Ennis House (a.k.a The House on Haunted Hill). Keep up the good work!

    Thanks!

     

  8. Just uploaded a new Prefab for y'all to enjoy.  Welcome to the 7 Days Swingers' Pad!   Leave your keys at the door and have fun!  😉  


    LOL!  It really wasn't my intention to make this into a swingers pad, but it just ended up going that way.  You'll see some new decoration tricks I've discovered that really adds a nice splash of color to POI's.  There are also a couple of new traps that I hop y'all will enjoy.   
     

    https://www.nexusmods.com/7daystodie/mods/2093

     

     

    Picture1.png

    Picture2.png

    Picture3.png

    Picture4.png

    Picture5.png

    Picture7.png

    Picture8.png

    Picture9.png

    Picture10.png

    Picture11.png

    Picture12.png

    Picture14.png

  9. 10 hours ago, stallionsden said:

    Not as yet.  Chasing down a major bug past many days but most cp is in being tested outside of wilderness.  Still a bit to go tho but def getting closer. 

     

    Hey Stallion!  Have heard if they've worked out the Biome tagging yet?   

  10. I'll be putting together several video tutorials on some of the interesting tricks I've stumbled across using the 7D2D Prefab Editor.   This is not meant to be an introductory series on using the Prefab Editor - though I will try and provide detailed instructions on how I'm accomplishing these particular tricks.   

     

    This first episode covers how to include hidden noise traps into your POI's.     

     

     

     

     

  11. 12 hours ago, Blackgryphon said:

     

    Weird - just got this same question over on Nexus...   😉   I'll just copy and paste my answer from Nexus here.....   

     

    I'm in the process of doing several video tutorials on this and several other nifty Prefab tricks I've discovered to enhance POI game-play (hidden noise traps, sleeper spawning under water, hidden mines, etc.).   But the short version is that this is supported by columns of terrain blocks that have had their 'density' manipulated in the Prefab Editor (using the down arrow key) to the point where they are no longer visible.   In this state, they still have SI, and neither the zombies nor the players can directly interact with them.  Zombies will not agro against them as they don't even know they are there.   There is a particular property with terrain blocks that makes this possible - which I will explain in detail in the tutorial.  

     

  12. So, I've just completed my first 'mod'.  It's nothing very fancy - it's just one of thos little environmental things that I've felt has been missing from the game (hint, hint TFP..  ;) ).

     

    It randomly spawns downed trees in the various biomes (which you would normally encounter in the real-world).  They are harvestable - just like regular trees.  

     

    Simply unzip the folder into your "Mods" folder (If you don't have a Mods folder, create one in the root 7 Days To Die Folder, making sure it's spelled exactly Mods - with an upper case 'M'.

     

    This can be run on existing maps you've previously generated - you would just need to start a new game.   Or, your can start off with a freshly generated map - your choice!  

     

    [NOTE:  you will see a lot of red error lines in the console view.  This is simply from where the trees are spawning into an area that is already taken up by some other object - such as grass, trees, rocks, etc.  This is normal when spawning in as decoration blocks that take up more than a 1x1x1 space.   It will still work fine.)

     

    Enjoy!  Please let me know what you think of it......    Thanks!

     

    https://www.nexusmods.com/7daystodie/mods/1947/

     

     

    Picture1.png

     

     

    Picture2.png

     

     

    Picture3.png

     

     

    Picture4.png

     

     

    Picture5.png

     

     

    Picture6.png

  13. My complete "fantasy" trader pack is now available.   This would be a good addition if you are using one of the overhaul mods to create a more 'fantastical' environment.   Enjoy!   

     

    (Unfortunately, the water in Trader Joel's 'grotto' is borked.  Hopefully when Pille get's a chance to update his wonderful editor, I'll put out an update.)

     

    https://www.nexusmods.com/7daystodie/mods/1931/

     

     

    Picture1.png

    Picture2.png

    Picture4.png

    Picture5.png

    Picture7.png

    Picture8.png

    Picture9.png

    Picture10.png

    Picture11.png

    Picture12.png

    Picture13.png

    Picture15.png

    Picture16.png

    Picture17.png

    Picture18.png

  14. If people want to learn how to do this, they can simply ask me.  I have provided this information freely on both discord and Facebook anytime I've been asked.  Individuals on the TFP crew are also aware of this technique.  

     

    My position has always been:   I have a lot of fun in making unique POI's for other people to enjoy, and I'm always open to suggestions and criticism in order to learn how to do better for future projects.   

     

    If you are a prefabber, and want to learn how somebody does something  - simply ask.   

     

    The vast majority of people downloading mods/prefab honestly don't care about the technical details as to how they are done.  They simply want to experience something different and have fun playing the game.    This is why I (and practically every other creator) normally dosen't get into the nitty-gritty details on how it was done - they just give a basic description to let the users know something about the project.       

     

    So please, simpy sit back and enjoy what folks are spending long hours on for other people to experience.     This isn't a competition.   If you have any criticism about the POI itself, I'm all open for it.

×
×
  • Create New...