Nasten Posted July 15, 2018 Share Posted July 15, 2018 Hi, i made myself a prefab like in "Unlocking In-Game Prefab Editor (Terrain Tools) [.dll mod]" written. So now is my Problem, ho do i past it in a rnd map that is already generated on a special position. I hope you can help me, iam tried alread for hours. Thanks for your time Link to comment Share on other sites More sharing options...
Coros Posted August 4, 2018 Share Posted August 4, 2018 Im searching for an answer to the same question . Any help is appreciated! Link to comment Share on other sites More sharing options...
backdownhipi Posted August 5, 2018 Share Posted August 5, 2018 you need a few things hal's bbb .dll https://7daystodie.com/forums/showthread.php?7564-Hal-s-Prefab-Editor watch his tutorials, its easy, use that dll, then you can CLAIM an area, and export it as a prefab. commands needed: bbb rp bbb claim "your prefab name here no spaces" //the default is 33 square spaces, or radius i cant recall, but in the hal tool you can open game backups and click the game type, game save name, player name, make yourself admin, and make your claim bigger, then go back and claim it again. bbb export // i might be wrong on this one, its like 2am. you should watch the videos, i cant recall off the top of my head then use Zombie64 prefab editor https://7daystodie.com/forums/showthread.php?62501-Prefab-Editor-(Alpha) to trim down your prefab to just your building, then use HAL again, create an empty world, import your prefab, simplifly, combine, and export. now you have your building ready, you just need to call it in the RWGMIXER.XML if you want it to be in cities, then add it to a district, like residental, blah blah blah. or to wilderness if you want it to be in the wild you will want to save those changes, then start the game, and use the tools; world preview, and type your seed, then explore for your base, if your hellbent on that seed, then you will have to raise the prob="100.0" to make your building more likely, if you want to guarentee it, you will need to add min_count="1" max_count="1". so it should work like this: you have your prefab files: mcTacoHordeBase.tts // your actual prefab file mcTacoHordeBase.xml // your settings for your prefab file, biome lock, district lock, trader area etc.. mcTacoHordeBase.pile // not sure what this is actually but i let it live because it might be needed mcTacoHordeBase.mesh // your distant mesh, so you can see it from a mile away instead of only 10 feet away. these should already be in your ..7 Days To Die\Data\Prefabs\.. folder now in your ..7 Days To Die\Data\Config\.. folder there is rwgmixer.xml its in here that you need to call your prefab in order for a new Random Gen world to render your building here is my base : <prefab name="mcTacoHordeBase" min_count="1" max_count="1" prob="100.0"/> just replace mcTacoHordeBase with your prefab file name. dont include the extention:tts,xml,file,mesh. just the name now remember where you put this is where it will render. do you want it in a city? or wilderness. add in at the end of a list of like this: <prefab_rule name="W_POIs_common_Set_A"> <prefab rule="farms" max_count="3" prob="0.2"/> <prefab name="army_barracks_01" max_count="1" /> <prefab name="xvanilla_army_camp(universal)" max_count="1" /> <prefab name="xcostum_Polarstation(by_magoli)" max_count="1" prob="0.4" /> <prefab name="xcostum_WWHouse(by_IceJudge)" max_count="1" prob="0.4"/> <prefab name="house_new_mansion_01" max_count="1" prob="0.3" /> <prefab name="xcostum_Safehouse(by_Limodor)" max_count="1" prob="0.4"/> <prefab name="xcostum_wastelandtrain(by_Horst)" max_count="1" prob="0.4" /> <prefab name="xcostum_TheSect_Followers-of-M(by_magoli)" max_count="1" prob="0.2" /> <prefab name="bombshelter_lg_01" max_count="1" prob="0.2" /> <prefab name="xcostum_FuneralParlor(by_Zombieman)" max_count="1" prob="0.1" /> <prefab rule="AframeHouses" max_count="1" /> <prefab name="dwalls_Beachhouse" max_count="1" /> <prefab name="ozzy_barn" max_count="1" /> <prefab name="silent_ssfarm" max_count="1" /> <prefab name="mcTacoHordeBase" min_count="1" max_count="1" prob="0.1"/> </prefab_rule> now like i said, preview your seed and make sure your base is there, then start a game with the seed you verified. let me know if you need any more help, i have included a link to my homemade prefab using this method, so you can test and explore enjoy http://www.mediafire.com/file/j8o691ejsmasbsb/mcTacoHordeBase.zip/file feel free to ask as many questions as you need, i am here. EDIT: you dont need to continue using bbb's dll, so make sure you replace it with your original, make a backup of the dll before you install the bbb dll, only for editing. Link to comment Share on other sites More sharing options...
backdownhipi Posted August 5, 2018 Share Posted August 5, 2018 i just read your last line of spawning it in an already existing rng world. that is indeed still possible, use hal to export, zombie to trim, hal to generate the distant mesh, then use hal to import your building exactly where you are, its easy Link to comment Share on other sites More sharing options...
Coros Posted August 5, 2018 Share Posted August 5, 2018 Massive thanks for your answer and taking the time to write a step-by-step guide on it. Since it sounds incredibly complex I will find the time to delve into it later this week. Even if im not the OP, then you are correct. I would like to spawn in my previously made prefab into a random generated world im already playing in. I would like it to be at a specified location (meaning I dont care if it spawns naturally somewhere else) I have chosen for it. To give some context then I have created a pre-built fortified base. And I have a LAN coming up where I would like to replicate that base for 4 teams of players. I could, of course, manually build it in four chosen locations but that would take a while so Im just looking for an easier option Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.