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O.D Hugh Manatie Dirigible POI (A20)


MichaelL.

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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.

Edited by Crater Creator
removing references to a post that was split (see edit history)
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14 hours ago, MichaelL. said:

I've finished up on my dirigible POI and it is now available on Nexus.  Enjoy!  

 

https://www.nexusmods.com/7daystodie/mods/1925

 

Decent, and much appreciated as always. I've been watching your creation flow over the past year in Discord and always appreciate how you share the process to the extent we could meet up on a live Discord stream. Learning how you created this floating effect, using a very novel approach, was enlightening. The same goes for the traps added to the rose-hued sandstone structure in the Petra POI last summer. Thanks for taking the time to specialise in this part of the game to bring us some very original ideas and techniques.

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First, good work, this looks cool.

 

Second, I'd like to thank you for taking the time to detail and explain your method when I asked about it.

 

It took you a scant 6 minutes to respond with instructions on how to duplicate the process, and I'm certain it'll be a technique used by many because you had the right attitude about sharing modding knowledge.

 

Don't let anyone else tell you otherwise. :)

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  • 4 weeks later...
On 1/20/2022 at 3:28 AM, MichaelL. said:

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.  

 

I am curious.  Been running a server and making things for years now.  So how is it done? :D

 

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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.  

 

Edited by MichaelL. (see edit history)
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  • 2 weeks later...
On 2/15/2022 at 1:40 AM, MichaelL. 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.  

 

Awesome.  Thank you for the answer.  I can probably figure it out. :D

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