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Deverezieaux's POIs now as a modlet!


Deverezieaux

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The "Spooky Spring" Mini-Update is here!

 

 

This update includes 3 brand new, spooky themed POIs! These POIs are based on other games and movies including:

  • A POI recreation of the first level of the game "Blood"
  • A POI recreation of the farmhouse and barn from the original "Night of the Living Dead"
  • A POI recreation of the "Uneeda Medical Supply" warehouse from "Return of the Living Dead"

 

Each movie POI was created by going frame by frame through the movies, and using Google satellite and street view where possible to try and make them as close to accurate as possible, while balancing "movie set logic" with the real locations.

 

For Deverezieax's POIs modlet use this link: https://drive.google.com/file/d/1dxgMa_r7e_aYK7UekaYVFshwjZ3g__jQ/view?usp=share_link

 

The modlet includes full instructions how to install, but in brief put the unzipped modlet folder in your 7 Days to Die "Mods" folder. You will need to create a mods folder if you don't already have one.

 

NOTES:

This release still includes the park POIs to showcase Cranberry Monster's upcoming Bikes Mod. THIS MOD IS BUNDLED WITH THE MODLET, so nothing extra is needed to use it. This small mod adds salvageable bikes and bike racks to the game which can be harvested for bike parts.

 

The "Cran's Arcade" POI in Deverezieaux's modlet still requires Cranberry Monster's Arcade Games/Pinball Machines mod to spawn in world. It can be found here: https://www.dropbox.com/s/r5tjy2eolup4svo/videogame_cabinets_A20.zip?dl=0 Credit to Cranberry Monster! It is not required for the rest of the modlet to work. The arcade POI will just not spawn without it.

 

Teragon Property list has been updated to include the new POIs.

 

Edited by Deverezieaux
Updated video (see edit history)
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Just bumping my question above guys. I have two POIs ready, but I can't even take a thumbnail shot due to the issue I'm having.

 

To reiterate: I've noticed the draw distance in the editor for (most) unpaintable blocks is very low, making it harder to review my work. Windows are a particularly big issue. Anyone know if there is a setting for this? I didn't see it. It's fine in game, just not the editor.

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All I can suggest is, if you don't get a definitive answer, tinkering in the registry via the 'Show Game Launcher' > 'Tools' > 'Open Settings' and possibly something in there related to OptionsGfxViewDistance or something similar. I tend to stay out of there for obvious reasons, but there have been times.

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Thanks arramus, I'll take a look.

 

In the meantime everyone please find the following links to several of my POIs update for A20:

"Lost Arms" Apartments: https://drive.google.com/file/d/1GfE8TYk6dW94kB-fX5cNB-u7u3HfZ4oK/view?usp=sharing

Appliance Repair Shop: https://drive.google.com/file/d/1v0lF9A2ljnla1Q2F4plCz9fbrdfhBo-n/view?usp=sharing

Beauty School: https://drive.google.com/file/d/1tGGNlV88sX5zA0xv_gZT26SiBsD5BnaA/view?usp=sharing

Pump Station: https://drive.google.com/file/d/1kGfIWBNc7qk6peMyY81HKOzkcwyqwJMg/view?usp=sharing

 

I've resized them to fit the new predefined sizes, and added some new content using the parts system.

 

Thanks to help from @stallionsden I am currently building a custom tile to house the Government Skyscraper. I couldn't put it in game as is, even if it was sized properly. I will use this method to build a custom tile for the university campus as well.

 

Edited by Deverezieaux (see edit history)
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Here is the updated camping loop POI, also set as a wilderness POI with a road marker. https://drive.google.com/file/d/1DSPsIRfIBmZsXpUrnEwcV0X1hzr4U8fk/view?usp=sharing

 

The Government Center custom tile for the Government Skyscraper POI is almost done! Happy New Year!

Edited by Deverezieaux (see edit history)
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Hi all,

 

Here are two POIs with their associated RWG Tiles. The Government Skyscraper, and University Campus were too large to function without their own tiles. In order for each POI and Tile to work, the POI files must be in the POI folder, and the Tile must be in the RWGTiles folder. They will also each need code added to the bottom of the rwgmixer.xml file which I will include below the files.

 

Here is the Government Skyscraper updated for a20: https://drive.google.com/file/d/1WTUua4uRi10DJXx7EJfqU03lfIiMRYZ-/view?usp=sharing

And here is the downtown rwgtile for it: https://drive.google.com/file/d/1dLNjd6UFrYy3dQmbsugHeAeznW6v9tXD/view?usp=sharing

 

Here is the University Campus updated for a20: https://drive.google.com/file/d/1IGRkMkskipcU2utj0njA7XEKSfc0Bvy1/view?usp=sharing

And here is the rwgtile for it: https://drive.google.com/file/d/1TDmZT6pVN6W8Hd_PyfHlYzZHdZ68XcNx/view?usp=sharing

 

In order to work they need the following code added to the bottom of the rwgmixer; after the last code block, but before the </rwgmixer> tag.

    <streettile name="rwg_tile_downtown_straight_govtcenter">
        <property name="maxtiles" value="1"/>
        <property name="mintiles" value="1"/>
        <property name="maxdensity" value="1000"/>
        <property name="spawn_custom_size_prefabs" value="true"/>
    </streettile>
    
     <streettile name="rwg_tile_downtown_straight_university">
        <property name="maxtiles" value="1"/>
        <property name="mintiles" value="1"/>
        <property name="maxdensity" value="1000"/>
        <property name="spawn_custom_size_prefabs" value="true"/>
    </streettile>
    
There you have it. If you have any issues, I'm happy to help. Keep in mind they may not spawn in every map generated if the Random Gen doesn't decide to pick those tiles.

 

Lastly here are some images of the POIs and tiles in game:

govttile.thumb.jpg.ae0e1ba14181f2214575b250e4586e3e.jpg

unvitile.thumb.jpg.f0ea4208eb4632938d5639f1e9a4d6b2.jpg

 

Edited by Deverezieaux
updated link (see edit history)
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Hi all, here is the bank/urgent care office updated for a20:

https://drive.google.com/file/d/1TnDDcugdSFT033PDvo5Q1OwvT8Mg-zlo/view?usp=sharing

 

I made this countrytown only because downtown wouldn't work with the drivethrough part of the bank. Inserted new link 1/5/2022, I had to change the tag from diagonal to no diagonal.

 

I also made some minor tag changes to the appliance store which can be found here: https://drive.google.com/file/d/1v0lF9A2ljnla1Q2F4plCz9fbrdfhBo-n/view?usp=sharing (I also updated the link above).

 

I only have a few of updates left before I begin new POIs for a20. The most troublesome are my duplex houses, which are roughly 30 by 60 blocks. I don't want to make these wilderness POIs as they are designed to be in the style of houses where I live which is an urban area. They could work as 60 by 60 spaces in tiles if I come up with a way to add an additional 30 blocks. I thought about making a destroyed version which could sit next to these and fill up the extra space. This kind of makes sense since they are designed to be in rows.

 

The other option would be to make a custom tile specifically designed for this type of POI, which would probably work better, but which is of course more complicated. I'd like some thoughts?

 

 

Edited by Deverezieaux
POI Bank Link Updated Again (see edit history)
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3 hours ago, Deverezieaux said:

Hi all, here is the bank/urgent care office updated for a20: https://drive.google.com/file/d/1TnDDcugdSFT033PDvo5Q1OwvT8Mg-zlo/view?usp=sharing

 

I made this countrytown only because downtown wouldn't work with the drivethrough part of the bank.

 

I also made some minor tag changes to the appliance store which can be found here: https://drive.google.com/file/d/1v0lF9A2ljnla1Q2F4plCz9fbrdfhBo-n/view?usp=sharing (I also updated the link above).

 

I only have a few of updates left before I begin new POIs for a20. The most troublesome are my duplex houses, which are roughly 30 by 60 blocks. I don't want to make these wilderness POIs as they are designed to be in the style of houses where I live which is an urban area. They could work as 60 by 60 spaces in tiles if I come up with a way to add an additional 30 blocks. I thought about making a destroyed version which could sit next to these and fill up the extra space. This kind of makes sense since they are designed to be in rows.

 

The other option would be to make a custom tile specifically designed for this type of POI, which would probably work better, but which is of course more complicated. I'd like some thoughts?

 

 

You could make it rural rural allows different size pois with a rural driveway 

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Here is my updated business strip, now updated to be a full 42 by 42 city block: https://drive.google.com/file/d/1WDWlNumcjPAozaRbM5IHAdzixHqVpBdU/view?usp=sharing

 

I added two new buildings including a taxi company and an electrical substation. I also finally learned how to do key/button triggers so there are a couple in there. It has been tested in multiple random gen maps. the back alley is occasionally in a slightly awkward position, but it works well overall.

blockext1.thumb.jpg.485740dc514f2b9bd7fe021a718f9df2.jpgblockint1.thumb.jpg.f8ed7a3b6e763a179b405eca297a24dc.jpg

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I am working on a new POI which will be added to this link when complete. A small high rise for the downtown_filler group.

 

Also be advised I noticed a missing texture in the Campus POI and updated the link above. It is also here: https://drive.google.com/file/d/1IGRkMkskipcU2utj0njA7XEKSfc0Bvy1/view?usp=sharing

 

A pic of the current POI I am working on.smhighriseext.thumb.jpg.0e2493cae30d84ec9e831df2faecc4cd.jpg

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On 1/11/2022 at 2:06 PM, Deverezieaux said:

I am working on a new POI which will be added to this link when complete. A small high rise for the downtown_filler group.

 

Also be advised I noticed a missing texture in the Campus POI and updated the link above. It is also here: https://drive.google.com/file/d/1IGRkMkskipcU2utj0njA7XEKSfc0Bvy1/view?usp=sharing

 

A pic of the current POI I am working on.smhighriseext.thumb.jpg.0e2493cae30d84ec9e831df2faecc4cd.jpg

It is great to see you using parts Adds a lot of details to a prefab for sure.

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On 1/4/2022 at 3:04 PM, Deverezieaux said:

Hi all, here is the bank/urgent care office updated for a20: https://drive.google.com/file/d/1v0lF9A2ljnla1Q2F4plCz9fbrdfhBo-n/view?usp=sharing

 

I made this countrytown only because downtown wouldn't work with the drivethrough part of the bank. Inserted new link 1/5/2022, I had to change the tag from diagonal to no diagonal.

 

I also made some minor tag changes to the appliance store which can be found here: https://drive.google.com/file/d/1v0lF9A2ljnla1Q2F4plCz9fbrdfhBo-n/view?usp=sharing (I also updated the link above).

(snip)

 

 

Absolutely gorgeous work! The links from your post I quoted above are both the same and lead only to the appliance repair store POI. It appears the actual link for the bank/urgent care office is missing. Sorry to be a bother and thank you so much for your work here.

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12 hours ago, ate0ate said:

Absolutely gorgeous work! The links from your post I quoted above are both the same and lead only to the appliance repair store POI. It appears the actual link for the bank/urgent care office is missing. Sorry to be a bother and thank you so much for your work here.

Try this link and let me know if it's okay! https://drive.google.com/file/d/1TnDDcugdSFT033PDvo5Q1OwvT8Mg-zlo/view?usp=sharing

 

I'll update the link above as well.

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Hi all, I came up with a method to include my 3 duplex house POIs in a row in game as intended. I modified the countryresidential intersection tile to include a 60 by 60 area which spawns the 3 houses, each of which are 60 by 20. I duplicated this tile and named it rwg_tile_countryresidential_intersection_02. This will spawn randomly along with the original tile in countryresidential areas. *You may notice the houses are slightly raised, each sitting on a roughly 1 block rise above ground level, this is by design as this is how these houses really sit.

 

To use this you'll need to add the custom tile: https://drive.google.com/file/d/1ULj8FuuWTPVvWNEI3rRHNXn0euK3iksa/view?usp=sharing

 

The 3 duplex POIs: https://drive.google.com/file/d/1DUcZteuc_LqV3nmDl92DajeKl4jMgfX6/view?usp=sharing

 

And these lines of code to your RWG mixer at the very end, but before the </rwgmixer> tag:

    <streettile name="rwg_tile_countryresidential_intersection_02">
        <property name="maxtiles" value="1"/>
        <property name="mintiles" value="1"/>
        <property name="maxdensity" value="800"/>
        <property name="spawn_custom_size_prefabs" value="true"/>
    </streettile>

 

It looks really great in game, in my opinion:

duplexes.thumb.jpg.09811e4b6203402596bbda17c55c987c.jpg

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  • 2 weeks later...

Per a request and with some guidance from @stallionsden I optimized the lighting in the University Campus for better performance. It's not perfect green all around, but there is much less overlap. I updated the file at the existing link and here is the updated file link just in case: https://drive.google.com/file/d/1IGRkMkskipcU2utj0njA7XEKSfc0Bvy1/view?usp=sharing

 

I also added a quicker secret exit and fixed the bell tower. EDIT: I also replaced Abandoned House Zombies in the XML with Generic Zombies due to the issue with that group. I will be replacing all links that have that group with updated files, it's easiest to do a find/replace in the XML for those groups.

 

Optimizing lights is not fun after the fact for a large POI, and viewing light performance isn't great right now in my opinion, but I'm sure it will improve.

 

If you want to do this you can view light performance by checking the box on the first tab of the editor dialogue. It's the same one that has "show stability." Optimally lights should be green, and where they overlap will show yellow, orange, red, etc. depending on how bad for performance it is.

 

You can decrease "Range" in the edit menu of the light by facing it, holding "E" and selecting the crossed Wrench and Screwdriver icon in the lower right of the radial menu that appears.

 

Edited by Deverezieaux
Zombie Groups (see edit history)
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The Government Skyscraper has been optimized (as well as possible) for lighting, and I've replaced the Abandoned House Zombie Group with the Generic Zombie Group. The link has been updated and is also here: https://drive.google.com/file/d/1WTUua4uRi10DJXx7EJfqU03lfIiMRYZ-/view?usp=sharing

 

There are a spots where lights still overlap, but overall the lighting has been cleaned up. It's difficult in a large POI because you need a lot of lighting for player dungeon pathfinding, but I think I've struck a good balance.

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The Downtown Filler I recently made now has it's lighting optimized, again I want to include the caveat "as well as possible."  The original link has the most updated version, and it's here as well: https://drive.google.com/file/d/19Achpc5_SwJe70vw45t5OkRlJ8eJ99Hl/view?usp=sharing

 

I'm going to try and do a group of them next so I'm not updating links one at a time and dragging out this thread.

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