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caleb68

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    Gravetown Sewers & Bunker Prefab:
    http://7daystodie.com/forums/showthread.php?13412-Gravetown-Sewers-amp-Bunker-Download-Available!

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  1. those instructions are for uploading your saved game from a existing 7 days to die world, i.e. default world or preinstalled worlds on the server. to get the nitrogen map to be able to be accessed by the server I believe you'd have to do the same as on your pc and place them in the folder for c:\Users\{YOUR WINDOWS USERNAME}\Documents\7 Days to Die\Generated Worlds in order for you to be able to play it on the ping perfect server. If it only has a save file to work with, your not going to be able to play the world on the server.
  2. Just touching bases back with you on the water bug I've been experiencing, leveling the sea level didn't help, the bugs still appear in the same area. Moving the 2700 block of water to the top of the file cleared up a lot of them, don't ask me why, but they vanished from along most the shore lines. I still have one large one out in the ocean that I can't seem to get to go away without producing new water bugs. Earlier you mentioned a TGA I could edit for the clay shore lines, could you tell me which TGA I would edit for that? thanks.
  3. if its nitrogen causing it i'd like to know how, i didn't replace the default skyscraper and the LOD is loaded from the prefab itself not from the map. thinking it may be something related to the last update rather then nitrogen, I've only seen it with the one skyscraper, what have you seen it with?
  4. its normal with that skyscrapper, your seeing the LOD for it, i donno why it has large land mass for its LOD mesh but it does. I thought something wierd was going on too but it happens in the pregen worlds as well.
  5. thanks for the info Danicles i'll take a look at the config file still editing the world itself and using your program to rebuild the main body (reusing final map) and its working good so far, i'll play with the water some more, and check the config file. thinking i may take and make the water area around it 'less' deep and see if that changes anything, some of the water area goes down to 2 from 32, so that shouldn't be too hard to test and see if less water down willl clear up some of the bugs as well. just mainly trying to get it cleared away from the shorelines, worse comes to worse I could always try building a few prefabs to go over the missing water spots, be abit time consuming but thats one way to fix it. i donno if making it more dense would really help, as you pointed out before their RNG worlds have the same issues with missing water volumes, and their water info files weigh in at 20k vs. your 2k file, having larger bugs in them at times then yours with larger bodies of water. would love to see the other project when it comes out, I play alot of different games and am always intrested in good working tools for customization being able to change things in the games is something thats always brought new life into them for me. Cheers & thanks!
  6. Be nice to see what new features your adding, is your other project game related? P.S. The water bug - I reordered part of water info file, just on a hunch, and it cleared up parts of the water issue, but at the same time, a new block of missing water appeared. checking the numbers of where the latest water was missing it seemed to effect water aprox. 3/4ths through the file, moving those blocks to the front caused those ones to reappear but caused others at around the same area in the file to go missing. I'm thinking that the water bug may be related to the sheer numbers of water blocks that are being put into the world, somewhere along the way of reading and placing the blocks its losing the information. The missing blocks are ranging from 1 wide to 10 wide and can reach across the entirety of the map. So it brings on several questions. First, would it be possible to reorder the water info so that it starts from the center of the map and works outward to the outer edges of the map sense the bug seems to pop up the further in the file it goes. Second question, is it possible to control the max depth of the water info? is that controlled by the depth of the landscape or is there something in the file itself that controls the depth? I've found that some areas that are land contain two blocks one land one water, thats why this question. Thanks for any info you can provide
  7. you can create your own radiation zone making radiation.png or using a existing one from another map. You'd have to look at a existing one to get the color code for the radiation border. any area marked with that will be the deadly radiation. - - - Updated - - - or in the address bar just add \AppData and press enter once your in the user folder
  8. I don't know about random worlds but you can do it with hightmap worlds, you create a mask file and set a city location in the center of the mask file, then set the generator to only generate one city, far as the outskirt places just turn off the types you don't want, and leave the others on and set to what ratio you want them to generate. This will generate a city at the center or very close to the center and then you'll just have poi/towns on the outskirts.
  9. yeah it seems to be a bug with the world editor, i tried the same with the default world map and it was having the same issue, so not related to the world generator at all. odd thing is there are some prefabs (not many) that actually will show their default ground texturing when placed while the majority of them won't. back to the water issue, i changed the elevation of my map (shifting the elevation up 2 pixel shades) and the missing water blocks in the surrounding water area changed, not as much missing now so not sure if that is related somehow to the elevation. if it is, its a odd math bug as there doesn't seem to be any consistency to it. it does appear to be the same size as a chunk loading in at the edge of the 'viewable' area. noticed that when using fly and passing though the landscape.
  10. so I've ran into a serious problem with the generated world and placing prefabs into the world, I've tried manually placing them by just editing the prefabs.xml and tried within the world editor, and the same problem is happening every time. When the prefab is placed into the world, any ground that is in the prefab is overridden by the worlds ground texture, so forest floor, gravel, asphalt are all getting replaced with the biome texture. I can't seem to find any way around this and can't find any information on it via posts by others, so i'm posting here sense the world was generated with your tool. How do I keep it from replacing the 'ground' bits on the prefabs when they are placed? this is happening with all prefabs, default, combopack 42, even some I made myself. Need help with this, as this kinda kills building the world. EDIT IN: So... just for giggles... I did some self experimenting... found a solution. place your prefabs, then save and exit the world editor, go to your worlds folder and delete the following files: dtm_processed.raw splat3_processed.tga splat4_processed.tga load your world in the world editor or a live game, and the textures for the buildings that 'should' of been on the ground will appear on the ground now. Makes it abit tough for adding some things in but, it works, don't know any other way to fix it.
  11. this sounds more like the issue i've been running across with the water surrounding the outside area, thought it might be a bug. hopefully they find a way to fix it, seems they've been looking into a waterbug, there is a prefab labeled 'water bug' - - - Updated - - - think you can generate karst landscapes by setting the smoothing to rough, that should give you that effect.
  12. i've seen it on 4k and 8k maps as well, it seems to happen when the land is level with the top of the water, a really large area can turn out to be clay because of it. I noticed it first with shore lines when they had large flat spots that could be considered beaches.
  13. seem to have a issue with 8k & higher maps - missing water volumes. they always seem to be in the same areas when generating the map, is there anyway to fix the missing water volumes? manually editing in the water via world editor doesn't work all that great, im guessing its a water bug (end up with waterfall like effect). anyone else notice missing water volumes? they are usually the width of a road (9 blocks) and heading east to west.
  14. is there a way to just regenerate the preview image? I've been working with it and custom heightmaps, edited my own roads, adding my own biomes and poi locations, wondering if its possible to just have it regenerate the preview from the custom edits.
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