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Super Aircraft Carrier POI A20


Naz
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Intro
To solve the stability issues of a ship in 7DTD, the carrier has been made to appear logged in an ice lake or an ice lake with years of snow drift. It's a hybrid open style and dungeon crawl, The ground level is at deck 8 (13 total) it has many ways to enter. Decks (excluding the island entrance) 6-9 is open style as you start to delve deeper into the ship you're eventually be funnelled to the centre of deck 9 where the start of the dungeon segments begins. You then proceed through decks 10-13 and up into the island entrance towards the end at deck 6 (flight Deck). The last part of the dungeon crawl is in the island (control tower decks 6-1) and it finishes at the top with a convenient ice/snow cave pit with water to jump into below.

 

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Please be aware

There is an issue with large prefabs where the distant mesh doesn't go away and displays permanently, even inside. I do have detailed instructions to get it working perfectly Included in the main download if you wish to use your own map or add it to an existing map. So to keep things as simple as possible. I have pre-done 3 Vanilla maps, so the only thing you would need to do is choose a map and copy/paste the 2 folders and that's it. Installing it as a new RWG map and manual spawning can get a bit involved.

Performance warning
This prefab has more verts and tris than all 4 vanilla skyscrappers put together, it is very big and very detailed. That said 60fps is possible, so if you're having FPS Performance issues check out the included performance readme in the main download for some tips. However they will only help if you have the necessary hardware, Example if you're running a Pre-Ryzen AMD cpu and 4gb of ram they might not get you to playable performance. I'd recommend the following hardware for this prefab:
CPU: Any 4 core 4+ghz Ryzen 3000-5000 or intel 4000-12000
Ram: 6K map size 8-12gb | 8k Map size 8-12gb | 10K 12gb-16gb
any SSD Storage where 7dtd is installed and the C drive/where your saves are

GPU: The graphics card will play a minimal role while exploring this prefab due to any cpu being the bottleneck, if you can run 7dtd and you're happy with the performance that will be fine here. 
 

 

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Pre done Maps

Everything you need is in each map download. Once installed everything should work, *except the ice. To install on a new/existing map see the main download under the maps.

 

 

Pre-done 6K Vanilla V20.0.0   Pre-done 8K Vanilla V20.0.0   Pre-done 10K Vanilla V20.0.0
Download   Download   Download
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Main download RWG spawning or Manual 

 

This download has all the need documentation and step by step information to manually spawn or use with Vanilla RWG.
NOTE: The prefab can only be spawned as 1 prefab with vanilla rwg, so to prevent users getting the distant mesh bug i've omitted the mesh for the single prefab version. I'd suggest getting a single prefab version spawned with vanilla rwg and manually swapping out it to the 2 prefab version which has a distant mesh.

 

A20 Super Aircraft Carrier POI V20.0.0: Download

 

To see more screenshots of the Carrier throughout the build process, check out my project gallery 

 

 

 

 

 

 

 

 


 

Edited by Naz (see edit history)
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  • 1 month later...
4 hours ago, ArNaLdInHo said:

Can you share older lobbys from older 7DTD from your server ?  Server Lobby ,  Mile High Club   ...

Unfortunately not, Lobby's are usually unique to the server, i'd have to strip all the branding and all the features specific to my server (player run stores,discovery bounties,Donner personal quarters, landing craft new player spawn system/fast travel portals). The carrier lobby also has the issue the poi version has relating to size, so it has to be split into 2. To get it floating on water is another hurdle, It takes hours to get it in stable no one wants that job XD. The first a16 lobby was a modified old courthouse poi i used as a placeholder until i built my own. I never converted it past a17, The mile high club was just a for fun build on the a16 server, i still have the files but they would need to be converted to a17>a18>a19, it was a simple build  so it's not really worth it.

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Small update (V1.1), the carrier as 2 prefabs had a problem with no sleepers. That's now fixed on all maps and the main download. I also tidied up this post after the form updates most of the images broke and I've added some more to show a bit more.

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  • 8 months later...
  • Naz changed the title to Super Aircraft Carrier POI A20

Updated for A20 and new a20 maps available. I just did a straight convert no new a20 blocks were added. I've been working on and off for some time now on a new version, so i'm not going to do any more work on this version, except to keep it updated as long as the new version isn't ready.

I started working on a new version of the super carrier poi in a18 as an experiment to see if i could ditch the janky terrain and still have it structurally stable (idea was to put it in a dry dock). However things come up and it gets pushed to the backburner since i wasn't even sure it would be possible.

However i've made some head way with it in the last few months and it's now 100% stable. The goals for the new carriers are:

-Get rid of the ugly snow terrain and use a more believable dry docked setting (done)
-Do the above and still have 100% si stability (Done)
-Give the carrier a refit on it's rougher areas. (engine room, v22 ospreys etc) (In progress)
-Try to optimise the use of high detail blocks and models to improve performance and get rid of any unnecessary details that just contribute to lag. (In progress)
-Loot balance, it was originally balanced for 25% loot setting since that's what i normally play with, but at 100% it's a loot piñata. (to do)
-Better and more optimised use of sleepers, currently i just kinda used the shotgun approach to sleepers and reviewing gameplay from 
users they tend to run through multiple volumes and wake up too many zeds reducing performance.(to do)
-Optimise and make better use of lights so they either guide the player better to the dungeon path or make clear they are part of a design/ambiance etc. (to do)
-Finally i have a theory on how to solve (mostly) the distant mesh issue with the single prefab version, but i've yet to test the theory so not worth talking about until i know it's a viable solution.(to do)

 

Spoiler

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Doing anything with the carrier is an incredible time sink, so i wouldn't count on seeing this version for some time. However it's just to say it's not been forgotten about and i fully intend to continually update it, as MM says "it will be done, when it's done"😂

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12 minutes ago, Naz said:

Updated for A20 and new a20 maps available. I just did a straight convert no new a20 blocks were added. I've been working on and off for some time now on a new version, so i'm not going to do any more work on this version, except to keep it updated as long as the new version isn't ready.

I started working on a new version of the super carrier poi in a18 as an experiment to see if i could ditch the janky terrain and still have it structurally stable (idea was to put it in a dry dock). However things come up and it gets pushed to the backburner since i wasn't even sure it would be possible.

However i've made some head way with it in the last few months and it's now 100% stable. The goals for the new carriers are:

-Get rid of the ugly snow terrain and use a more believable dry docked setting (done)
-Do the above and still have 100% si stability (Done)
-Give the carrier a refit on it's rougher areas. (engine room, v22 ospreys etc) (In progress)
-Try to optimise the use of high detail blocks and models to improve performance and get rid of any unnecessary details that just contribute to lag. (In progress)
-Loot balance, it was originally balanced for 25% loot setting since that's what i normally play with, but at 100% it's a loot piñata. (to do)
-Better and more optimised use of sleepers, currently i just kinda used the shotgun approach to sleepers and reviewing gameplay from 
users they tend to run through multiple volumes and wake up too many zeds reducing performance.(to do)
-Optimise and make better use of lights so they either guide the player better to the dungeon path or make clear they are part of a design/ambiance etc. (to do)
-Finally i have a theory on how to solve (mostly) the distant mesh issue with the single prefab version, but i've yet to test the theory so not worth talking about until i know it's a viable solution.(to do)

 

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Doing anything with the carrier is an incredible time sink, so i wouldn't count on seeing this version for some time. However it's just to say it's not been forgotten about and i fully intend to continually update it, as MM says "it will be done, when it's done"😂

Looking great man gonna be a blast going thru this when it is ready 

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