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pikero
07-03-2014, 01:09 PM
I'm not good at English, I may have said the strange thing :D
This is the unfinished work still.

30 Mar. 2016(Last modified)

[Prefab]pikero_slum

The latest version
1.12a (a14.2)-----------------------------------------------------

prefab file is here (http://u9.getuploader.com/pikero/download/187/pikero_slum_1.12a.zip)

You must do the following:

Add downloaded prefab file
Data/Prefabs

Navezgane
Add to Data/Worlds/Navezgane/prefabs.xml
<decoration type="model" name="pikero_slum_air" position="999, 14, 100" rotation="0" />
<decoration type="model" name="pikero_slum" position="999, 14, 100" rotation="0" />

slums screenshot-------------------------------------------------

slum01
http://i.imgur.com/KtLuSaq.jpg

slum02
http://i.imgur.com/yN4QUpj.jpg

Navezgane Location
http://i.imgur.com/KRO5J3V.jpg

Download Guide
http://i.imgur.com/8YUYnKu.png

old version
1.11a (a13.8)-----------------------------------------------------
prefab file is here (http://u9.getuploader.com/pikero/download/186/pikero_slum_1.11a.zip)

Thanks for watching.
Good luck to you :)

Construction still continues.


Special thanks---------------------------------------------------
In preparing the file, I referenced a tutorial of bigc90210.
I always appreciate your detailed explanations :)

I used Hal's Prefab Editor (https://7daystodie.com/forums/showthread.php?7564-Hal-s-Prefab-Editor).
I'll be thankful to HAL9000. Thank you very much! :)

Anaphylaxis
07-03-2014, 01:16 PM
Very nice work :)

LimeyRon
07-03-2014, 01:20 PM
I like :D That's gonna be scary as hell at night with running zombies...

Curbolt
07-03-2014, 01:38 PM
that Looks cool

Tellis Argonis
07-03-2014, 01:41 PM
Dayum. You should be on the dev team makin them buildins, or at least give em a few pointers because master architects they aint. Not that they suck at making buildings or anything, just that some are confusing or very empty feeling or just proportioned really weirdly.

Xamllew
07-03-2014, 11:44 PM
Wow holy ♥♥♥♥ that second pic set is genuinely creepy. Awesome.

SiderisAnon
07-04-2014, 06:22 AM
Seems like the perfect set for a horror movie. I like it.

pikero
07-04-2014, 10:31 AM
Thank you all. :)

sethturace
07-04-2014, 12:20 PM
looks very nice, love the details! keep on good work

CongoBongo
07-29-2014, 03:39 PM
This works with 8.8 right?

pikero
08-13-2014, 06:02 PM
Yes. Good trip!

bigc90210
08-13-2014, 08:55 PM
Just a quick note to say ive been through this save and i like this a LOT!!!! REALLY well done, the attention to detail is extremely impressive. here is some constructive feedback:

in one of the huts there is 4 gun safes and some ammo boxes within a 4x4 grid, this would be extremely OP in a multiplayer map, i would reccommend removing them

The overhead road looks awesome, though slightly out of place (with it being so large-almost like a highway) yet so short in length

the pipework/sewer system looks brilliant, as does the various decals used throughout

id consider "damaging up" or collapsing the top part of the highway/road part so it looks more blended into the surrounding area, it looks in very good condition damage wise considering its a shanty town.

Brilliant work though, it sits well in the location, though one thing to mention is that location-wise it clashes with one of the prisons which also shares a small part of that biomes' area (see the prefab spreadsheet). Perhaps you could modify it so they are compatible? they both look great and fit together fairly well (see my screenshot)

https://dl.dropboxusercontent.com/u/16540913/7d2d/prisonshanty.jpg

Tellis Argonis
08-13-2014, 10:25 PM
I don't want to say this. But you'll really only find a few random gun parts in gun safes and munition boxes if you're lucky. And full guns are extremely rare.

a9.

Since it's technically a minor thing and the pimps practically already have shown or told about all the other major things already. So yeah. Also you should put boards in front of every room that has treasure behind it practically. Well not every door but strategically because stuff and things.

pikero
08-20-2014, 01:36 PM
Thanks for the feedback :)

I tried to draw a concept art.
The idea was summarized with the image.
Large-scale construction is needed.
40404041

kersonan
08-21-2014, 12:28 AM
beautiful work Pikero, amazing stuff.

pikero
08-24-2014, 11:35 AM
I'm not good at English, I may have said the strange thing :D

it was changed to prefab file in order to correspond to the a9
prefab file is here (http://u9.getuploader.com/pikero/download/154/pikero_slum_1.3a.zip)

You must do the following:

Add downloaded prefab file
Data/Prefabs

Add to Data/Worlds/Navezgane/prefabs.xml
<decoration type="model" name="pikero_slum" position="516, 44, -368" rotation="0" />

Thanks for watching :)

Construction still continues.


In preparing the file, I referenced a tutorial of bigc90210.
I always appreciate your detailed explanations :)

bigc90210
08-30-2014, 03:02 PM
https://www.youtube.com/watch?v=s6w1VjsJOss I checked out your prefab in my latest series of my prefab reviews, awesome work dude. This video will be going public on youtube this week :D

pikero
08-31-2014, 01:44 PM
I checked out your prefab in my latest series of my prefab reviews, awesome work dude. This video will be going public on youtube this week :D

I appreciate your kindness :D
I'm extremely happy :)
I'm ready for the new file ;)

pikero
08-31-2014, 01:51 PM
The prefab file was updated.

screenshot
42314232

This is the latest version
1.4a
prefab file is here (http://u9.getuploader.com/pikero/download/157/pikero_slum_1.4a.zip)

DW420
08-31-2014, 04:31 PM
that very first picture in the thread starting post is so Fallout3-esque that it brings a tear to my eyes....what a flop that game was :/

bigc90210
08-31-2014, 04:47 PM
awesome i updated the link on the youtube vid for the latest version :D

Myself and Shaun_G93 just had another look at the newest version properly.....wow!

it looks absolutely AMAZING! really REALLY good job dude, this has SO much detail in it, its right up there with the best prefabs ive seen!

pikero
09-01-2014, 10:07 AM
that very first picture in the thread starting post is so Fallout3-esque that it brings a tear to my eyes....what a flop that game was :/

I hang fortunate magic on you :)

- - - Updated - - -


awesome i updated the link on the youtube vid for the latest version :D

Myself and Shaun_G93 just had another look at the newest version properly.....wow!

it looks absolutely AMAZING! really REALLY good job dude, this has SO much detail in it, its right up there with the best prefabs ive seen!

Thank you for watching! ;)
I make an underground institution after completion of the slums :)

Androktone
09-01-2014, 11:58 AM
Pikero, do you have a version of your prefab working in 8.7?

bigc90210
09-01-2014, 03:15 PM
version 1.3 works in 8.7 version 1.4a is designed for version 9+ (as it has the separate xml document which has the copyairblocks value in it)

Androktone
09-01-2014, 03:57 PM
There's no prefab in that sector -- I get a console message: "Could not load prefab 'pikero_slum'. Skipping it." Tested with 1.3a and 1.4a.

Tellis Argonis
09-01-2014, 05:38 PM
Pikero, when uploading the images you should uncheck the 'reference locally' tab. When I show my friends that aren't signed up for the forums this thread they can't see the pictures. I normally just save the pictures, upload them to imgur and show them from there but yeh.

Takuwind
09-01-2014, 08:46 PM
Would someone be willing to explain how to get this map working?

I did as instructed by the author, but I can't find the map. When I load the game, the only options are the default map and random gen.

Is this a new map or just a new building? Do I drop the zip file in the folder or unzip it?

Thanks!

Curbolt
09-01-2014, 11:05 PM
Would someone be willing to explain how to get this map working?

I did as instructed by the author, but I can't find the map. When I load the game, the only options are the default map and random gen.

Is this a new map or just a new building? Do I drop the zip file in the folder or unzip it?

Thanks!

It's a Prefab in Navezgane. Read the add.txt in the zip for Installation.

Takuwind
09-02-2014, 07:06 AM
It's a Prefab in Navezgane. Read the add.txt in the zip for Installation.

Yes, thank you. I did exactly as the instructions said but I still need help. Can someone answer my question?

Curbolt
09-02-2014, 09:37 AM
Yes, thank you. I did exactly as the instructions said but I still need help. Can someone answer my question?

You have to start a new game "Navezgane", then go to this Location > Map (http://i.imgur.com/oHMjVOc.jpg) <

pikero
09-02-2014, 12:54 PM
Pikero, do you have a version of your prefab working in 8.7?

There is no prefab file of 8.7 for, but there is the old MAP (http://u9.getuploader.com/pikero/download/145/Slum_1.2a.zip) file :)

pikero
09-02-2014, 01:05 PM
There's no prefab in that sector -- I get a console message: "Could not load prefab 'pikero_slum'. Skipping it." Tested with 1.3a and 1.4a.

contents where you unzipped the zip
"pikero_slum.tts" and "pikero_slum.xml"
Did you add in the "Data/Prefabs"?

bigc90210
09-02-2014, 01:10 PM
also, you should START A NEW GAME. it wont appear in existing games (unless you delete the region files but im not going into that) to test, just create a new nazezgane world and go to the postition :)

pikero
09-02-2014, 01:12 PM
Pikero, when uploading the images you should uncheck the 'reference locally' tab. When I show my friends that aren't signed up for the forums this thread they can't see the pictures. I normally just save the pictures, upload them to imgur and show them from there but yeh.

I do not know how to use imgur, but you might watch here (http://pikero.imgur.com/all/) :)

Androktone
09-05-2014, 11:31 AM
Now I can see your prefab. Thanks.
It somewhat reminds me of "Fallout 3". Pity Navezgane doesn't have any NPCs -- it would be a great base for a gang or a tribe.

Giere00
09-05-2014, 12:18 PM
I really hope the devs see this. Great work and design all around!

Tellis Argonis
09-05-2014, 06:10 PM
I do not know how to use imgur, but you might watch here (http://pikero.imgur.com/all/) :)

It's as easy as pushing that huge button at the top that says 'upload images' and then doing so. But it's not some fancy shcmancy Imgur magic.

It's actually p easy.

Get the url of the image itself, not the page the image is on. You can normally rightclick on it and push 'Copy Image URL' Also if you ended up with a little tiny picture that's the url of the THUMBNAIL for the image so that's technically the wrong picture.

http://i.imgur.com/4SMFO7V.jpg[/IMG ]

[IMG]http://i.imgur.com/4SMFO7V.jpg

It's really just simple BBCcode or you can push that little 'Insert Image button there, and untick 'Reference locally' when using image urls or ulpoading from computer. When you upload direct from computer to here tho, you got to reference locally, and its usually at a smaller resolution too.

pikero
09-09-2014, 01:10 AM
Now I can see your prefab. Thanks.
It somewhat reminds me of "Fallout 3". Pity Navezgane doesn't have any NPCs -- it would be a great base for a gang or a tribe.


I really hope the devs see this. Great work and design all around!

Thank you for seeing! :)

- - - Updated - - -


It's as easy as pushing that huge button at the top that says 'upload images' and then doing so. But it's not some fancy shcmancy Imgur magic.

It's actually p easy.

Get the url of the image itself, not the page the image is on. You can normally rightclick on it and push 'Copy Image URL' Also if you ended up with a little tiny picture that's the url of the THUMBNAIL for the image so that's technically the wrong picture.

[IMG]http://i.imgur.com/4SMFO7V.jpg[/IMG ]

It's really just simple BBCcode or you can push that little 'Insert Image button there, and untick 'Reference locally' when using image urls or ulpoading from computer. When you upload direct from computer to here tho, you got to reference locally, and its usually at a smaller resolution too.

Thank you for the polite description :)

- - - Updated - - -

I can update in a few days.

Include the following:
"apartment house"
"Small stores"
"Tavern"
"Heliport"

screenshot
http://i.imgur.com/3awwDoQ.jpg

Shado47
09-09-2014, 06:28 AM
Will the Update be Random Gen compatible?

bigc90210
09-10-2014, 09:22 PM
wow really looking forward to coming back to this prefab in a few weeks time, its developed loads since i reviewed it and it's been one of my most popular prefab reviews to date. REALLY good work man! :D

pikero
09-11-2014, 11:32 AM
Will the Update be Random Gen compatible?

Although it does not understand for details,
There is a possibility of being over prefabricated allowable width on the random gen.
I do not know how it has been loaded properly :,-(
I'm sorry.

It may not be loaded correctly, but it is worth a try it. :)
add to Data/Worlds/Random Gen/prefabs.xml
<decoration type="model" name="pikero_slum" />


wow really looking forward to coming back to this prefab in a few weeks time, its developed loads since i reviewed it and it's been one of my most popular prefab reviews to date. REALLY good work man! :D

It is a small update, but are now ready :)

---------------------------------------------
Slight update :)

The following have been added

"apartment house"
"Small stores"
"Tavern"
"Heliport"
"Improvement of appearance"

The latest version
1.5a
prefab file is here (http://u9.getuploader.com/pikero/download/163/pikero_slum_1.5a.zip)

Building so maze, please try to challenge ;)

pikero
09-12-2014, 10:46 AM
Will the Update be Random Gen compatible?

I was able to confirm the spawn in Random gen :)
a9.3 name:tamanegi s:620 w:3080

add to Data/Worlds/Random Gen/prefabs.xml
<decoration type="model" name="pikero_slum" />

pikero
09-14-2014, 12:00 AM
The latest version
1.5.1a(fix)
prefab file is here (http://u9.getuploader.com/pikero/download/164/pikero_slum_1.5.1a.zip)

"Centerline of the road"

http://i.imgur.com/Mb5IQKj.jpg

pikero
11-20-2014, 03:36 AM
Currently, I am building a subway :)
"Shopping center with a display showcase"
"Public toilet"

screenshot
http://i.imgur.com/DHJsF3F.jpg

http://i.imgur.com/IrGaYH6.jpg

pikero
08-08-2015, 07:43 PM
hi It was renewed after a long time :)
Please refer to the first page
A Prefab file can be downloaded from there.

slums screenshot-------------------------------------------------

slum01
http://i.imgur.com/jD0cQ8R.jpg

slum02
http://i.imgur.com/yN4QUpj.jpg

slum03
http://i.imgur.com/KxQaEPN.jpg

Please enjoy search ;)

rghmodz
08-08-2015, 08:01 PM
Wow this is amazing! Great job!

Krash
08-08-2015, 09:10 PM
Amazing work!

Magoli
08-08-2015, 09:46 PM
man - u did it ??? Congratulations to this repairing :)

I was many times so short before picking it and start a repair-session on this by myself too ;)

Iam glad - i dont did it - because now the owner made the repair. This is what i wish for all costum-prefabs - but well ;)

I really loved the earlier posted pics - thx again for sharing the new version :)

I guess its way to big for my rwg-pack - but for Nava its PERFECT !!! Iam sure it will land there soon ;)


When i have more time - i surly will take a walk through ur fantastic build.
I wanted to see this from ingame since a very long. Now i can :)

very good job !!!
Mag

Laz Man
08-08-2015, 09:50 PM
Just did a quick fly through. The sheer detail is amazing. Bravo! Will finish checking it out later today.

Chaosocks
08-09-2015, 12:11 AM
Man, I love your level design!
I'd love to see more like this!
You should work with that big navezegen project or something! ^__^

stallionsden
08-09-2015, 10:23 AM
Just curious as to the rwg code. Isnt it spose to be prefab name now or.

Like
<\prefab name: pikero_slum max count .... prob .......>

Xamllew
08-09-2015, 02:30 PM
Good god, you've outdone yourself with that last update. The detail puts vanilla buildings to shame. Just wow.

bigc90210
08-09-2015, 02:46 PM
this is one of my favourite prefabs of all time. ABSOLUTELY AMAZZZZZZZZING! Is there any way you could make some of the buildings fit into Random Gen city blocks (which i *think are 44x44). I absolutely love this, It's a shame to see such amazing work be in navezgane only :D

keep up the brilliant work, pleasepleaseplease consider making some prefabs for random gen!!!! C

Xamllew
08-09-2015, 02:55 PM
Fun Pimps need to hire you to work on prefabs, I'm not even kidding.

bigc90210
08-09-2015, 03:23 PM
Fun Pimps need to hire you to work on prefabs, I'm not even kidding.

Absolutely agree. I've just loaded up the latest version and it is absolutely amazing, the detail is nothing short of staggering. If they could break down elements of this (such as the highway) to add to random gen, and extract some of the brilliant buildings to put into cityhubs or "city slums" it would be absolutely jawdropping.

Sergant1000
08-09-2015, 04:19 PM
awesome!!!

thewalkingdeadguy
08-09-2015, 05:24 PM
Does the decoration line in the mods read me correct? or do we need to change it to look like the current xml looks in rwgmixer?.

Laz Man
08-09-2015, 06:13 PM
Yeah it needs tweaking if you want it in rwg. There is also a ton of loot containers but mostly card board boxes I think.

Due to the large size of the prefab, it probably is best to have it spawn as its own hub (not a wilderness poi).

Shado47
08-09-2015, 06:54 PM
Fun Pimps need to hire you to work on prefabs, I'm not even kidding.

Message them about it. I so much want to see cities like this in the vanilla game.

Chaosocks
08-09-2015, 07:25 PM
I agree. Someone contact the fun pimps and give this man a job. (or lady?)

This is what this game needs to look like!

pikero
08-09-2015, 10:16 PM
Thank you for everyone's support
I appreciate it very much.
Visit here also someday :)

alexander_q
08-10-2015, 12:50 AM
I can't believe what I'm seeing. I might be one of the few who've never played in Navezgane, but now I have to. The slum is 150 x 262. Is there an upward limit for RWG prefabs? What do you reckon Laz Man and Magoli? Can it be done?

Magoli
08-10-2015, 06:34 AM
I can't believe what I'm seeing. I might be one of the few who've never played in Navezgane, but now I have to. The slum is 150 x 262. Is there an upward limit for RWG prefabs? What do you reckon Laz Man and Magoli? Can it be done?

sadly no - the limit for rwg is about 100X100 blocks. Bigger Prefabs makes trouble in different kinds at this current gameversion.

Mag

Laz Man
08-10-2015, 07:07 AM
I think its possible through a custom hub layout. I confirmed it with my prison already. The one varible that needs more testing is if I can make things spawn only once. I shelved my testing until we get more documentation from kinyajuu. He mentioned providing us some in a few weeks.

Laz Man
08-10-2015, 07:10 AM
Here's the thread where Kinyajuu mentioned it.

https://7daystodie.com/forums/showthread.php?29761-Easy-way-to-add-prefab-in-random-gen-worlds-at-certain-position&p=292030#post292030

bigc90210
08-10-2015, 12:29 PM
could someone test this? to see this in a Random Gen world would be amazeballs. I'll give it a try this week if i get the time

stallionsden
08-10-2015, 12:46 PM
could someone test this? to see this in a Random Gen world would be amazeballs. I'll give it a try this week if i get the time

Photos incoming :-D.
Has sunken into the ground tho but looks great.

stallionsden
08-10-2015, 12:57 PM
http://images.akamai.steamusercontent.com/ugc/631980743384561505/F20CE7F2D5998220FB1A4A3A73ABA94C1E46DC2C/

http://images.akamai.steamusercontent.com/ugc/631980743384560687/10F3AA05FC35182DD38DCA5E1F219FD20CE18F9B/

http://images.akamai.steamusercontent.com/ugc/631980743384559894/EC30D679555C93C80D5C9B940168EB2139EBBDA4/

http://images.akamai.steamusercontent.com/ugc/631980743384557739/5EE68BEF5209A98E691B554962BF09C43E9EFC90/

- - - Updated - - -

you should be able to get this into rwg. just make your own biome with this in it. Maybe. If i have read it right. you could name it Pikeros biome or what not. make it a certain size put a rough area of the biome that would fit it in.

Only issue you woould know exactly where it is every time i think. But i dont see why this wouldnt work. But I am a novice.

bigc90210
08-10-2015, 05:25 PM
http://images.akamai.steamusercontent.com/ugc/631980743384561505/F20CE7F2D5998220FB1A4A3A73ABA94C1E46DC2C/

http://images.akamai.steamusercontent.com/ugc/631980743384560687/10F3AA05FC35182DD38DCA5E1F219FD20CE18F9B/

http://images.akamai.steamusercontent.com/ugc/631980743384559894/EC30D679555C93C80D5C9B940168EB2139EBBDA4/

http://images.akamai.steamusercontent.com/ugc/631980743384557739/5EE68BEF5209A98E691B554962BF09C43E9EFC90/

- - - Updated - - -

you should be able to get this into rwg. just make your own biome with this in it. Maybe. If i have read it right. you could name it Pikeros biome or what not. make it a certain size put a rough area of the biome that would fit it in.

Only issue you woould know exactly where it is every time i think. But i dont see why this wouldnt work. But I am a novice.

thats not neccessarily a bad thing, Im considering a world with fixed POIs, so this would work for me :D

thewalkingdeadguy
08-10-2015, 06:51 PM
Yeah it needs tweaking if you want it in rwg. There is also a ton of loot containers but mostly card board boxes I think.

Due to the large size of the prefab, it probably is best to have it spawn as its own hub (not a wilderness poi).

Awesome ...so does anyone know how to actually make the mixer spawn it .?? I don't care if it has to be its on biome , that's fine . But how do u get it in the file and working . I put the decoration type line in and it doesn't seem to do anything . Help ?

netopier
08-10-2015, 07:45 PM
I can't believe what I'm seeing. I might be one of the few who've never played in Navezgane, but now I have to. The slum is 150 x 262. Is there an upward limit for RWG prefabs? What do you reckon Laz Man and Magoli? Can it be done?

I imported it successfuly to RWG. There is probably some limit but this one does not reach it. But I dint used rwg mixer to randomly spawn it. I just spawned it on exact location/coords where I want it. I want these special prefabs like this and TWD prison spawned only once in RWG. Near cetral city for example.

Anyway @pikero this is incredible prefab man...when I saw it first time, I could not believe it... This will be nice area for PvP in RWG...

bigc90210
08-10-2015, 08:02 PM
netopier,would you mind sharing the code/rwgmixer file so we could check it out please?

Deccypher
08-10-2015, 08:15 PM
edit rgwmixer

<cell_rule name="lowDensity">
<cave_count value="0,4"/>
<path_material value="asphalt"/>
<path_radius value="7"/>
<hub_rule name="slumhub" prob="0.05"/>
<hub_rule name="citySmall" prob="0.1"/>
<hub_rule name="ruralSmall" prob="0.5"/>
<hub_rule name="townSmall" prob="0.5"/>
<wilderness_rule name="wildernessDefault"/>
</cell_rule>

<hub_rule name="slumhub">
<hub_type value="rural"/>
<width value="96, 96"/><!-- Havent loaded it yet so dont know the exact dimentions, but when you know them add it here-->
<height value="96, 96"/>
<path_material value="concrete"/>
<path_radius value="7"/>
<prefab_rule name="pikero_slum_prefab" prob="1"/>
</hub_rule>

<prefab_rule name="pikero_slum_prefab">
<path_material value="asphalt"/>
<path_radius value="4"/><!--small road-->
<prefab name="pikero_slum" prob="1"/>
</prefab_rule>

Laz Man
08-10-2015, 08:29 PM
edit rgwmixer

<cell_rule name="lowDensity">
<cave_count value="0,4"/>
<path_material value="asphalt"/>
<path_radius value="7"/>
<hub_rule name="slumhub" prob="0.05"/>
<hub_rule name="citySmall" prob="0.1"/>
<hub_rule name="ruralSmall" prob="0.5"/>
<hub_rule name="townSmall" prob="0.5"/>
<wilderness_rule name="wildernessDefault"/>
</cell_rule>

<hub_rule name="slumhub">
<hub_type value="rural"/>
<width value="96, 96"/><!-- Havent loaded it yet so dont know the exact dimentions, but when you know them add it here-->
<height value="96, 96"/>
<path_material value="concrete"/>
<path_radius value="7"/>
<prefab_rule name="pikero_slum_prefab" prob="1"/>
</hub_rule>

<prefab_rule name="wildernessPOIs">
<path_material value="asphalt"/>
<path_radius value="4"/><!--small road-->
<prefab name="pikero_slum" prob="1"/>
</prefab_rule>

Hey decchyper,

Is the wildernessPOI code necessary or is it to add even more possibility for the slum to spawn? From my testing, adding large POIs to the wilderness group works but can cause clipping issues with other wilderness prefabs generated nearby.

Edit: just realized the "Wilderness POIs" was probably just a copy/paste typo. Should have been "pikero_slum_prefab"?

bigc90210
08-10-2015, 09:35 PM
is that correct then or is there a typo in it? verdicts please :P

Deccypher
08-10-2015, 09:40 PM
Hey decchyper,

Is the wildernessPOI code necessary or is it to add even more possibility for the slum to spawn? From my testing, adding large POIs to the wilderness group works but can cause clipping issues with other wilderness prefabs generated nearby.

Edit: just realized the "Wilderness POIs" was probably just a copy/paste typo. Should have been "pikero_slum_prefab"?

yes it was i updated it shortly after

also to answer your question, i was answering someone question about the rgwmixer. i added it as its own cel/hub/prefab so it has a lesser change of spawning ( 1/2 that of a large town poi) without effecting any of the current chances. cant remember which post .. i forgot to reply with quote. . it could be put in with any other group. but you will reduce the over change of the other items in that group.

alexander_q
08-11-2015, 07:54 AM
This is great work. We can add the slum AND Laz Man's prison this way, right?

With the slum in particular, there are two tts files that I think need to be placed in exact positions relative to each other, pikero_slum.tts and pikero_slum_air.tts. Is this likely to be a problem?

netopier
08-11-2015, 08:37 AM
netopier,would you mind sharing the code/rwgmixer file so we could check it out please?

Hey, as I wrote before, I didn't used rwg mixer, I spawned that prefab in exact coords because I want it only once on specific location on my RWG map. I used HAL's prefab editor with DLL patch and BBB commands for this.

1) install HAL's prefab editor
2) patch DLLs
3) Copy your server map to your singleplayer folder
4) Run 7dtd game client and click continue on your map
5) Spawm prefab where you want and quit
6) Copy back map from single player to your server and you are done :)

Neto.

bigc90210
08-11-2015, 12:21 PM
ah haaaaaaaaaaaaaaaaaa! this makes sense now!!!!! thank you VERY VERY much indeed.

netopier
08-11-2015, 03:48 PM
ah haaaaaaaaaaaaaaaaaa! this makes sense now!!!!! thank you VERY VERY much indeed.

BTW I could not send you PM, because you have full inbox ;-)

stallionsden
08-12-2015, 08:44 AM
edit rgwmixer

<cell_rule name="lowDensity">
<cave_count value="0,4"/>
<path_material value="asphalt"/>
<path_radius value="7"/>
<hub_rule name="slumhub" prob="0.05"/>
<hub_rule name="citySmall" prob="0.1"/>
<hub_rule name="ruralSmall" prob="0.5"/>
<hub_rule name="townSmall" prob="0.5"/>
<wilderness_rule name="wildernessDefault"/>
</cell_rule>

<hub_rule name="slumhub">
<hub_type value="rural"/>
<width value="96, 96"/><!-- Havent loaded it yet so dont know the exact dimentions, but when you know them add it here-->
<height value="96, 96"/>
<path_material value="concrete"/>
<path_radius value="7"/>
<prefab_rule name="pikero_slum_prefab" prob="1"/>
</hub_rule>

<prefab_rule name="pikero_slum_prefab">
<path_material value="asphalt"/>
<path_radius value="4"/><!--small road-->
<prefab name="pikero_slum" prob="1"/>
</prefab_rule>

Where does this go in the rwgmixer please.

bigc90210
08-12-2015, 09:16 AM
Yeah sorry netopier, I've cleaned my inbox out now!

Spackler
08-14-2015, 01:59 PM
Did anyone get or have the code to add this to random gen?

thewalkingdeadguy
08-14-2015, 02:04 PM
Did anyone get or have the code to add this to random gen?

I think it was determined it's too big to put in randomly because the mixer won't spawn it . You have to spawn it in in a specific spot manually . My apologies I have no idea how to do so though.

rucky
08-14-2015, 02:06 PM
hm, is it possible to get it as its own hub (with its own layout)? (only an idea haven't tested)

thewalkingdeadguy
08-14-2015, 02:20 PM
hm, is it possible to get it as its own hub (with its own layout)? (only an idea haven't tested)

I'm not a 100% but I think that's what deccypher did above ^^

rucky
08-14-2015, 02:37 PM
I'm not a 100% but I think that's what deccypher did above ^^

ehm.... yes.... sometimes I have to read more than the last 3 or 4 posts in a thread to give a reasonable answer I think ;-)
and yes, thats exactly what deccypher did.

Laz Man
08-14-2015, 05:45 PM
ehm.... yes.... sometimes I have to read more than the last 3 or 4 posts in a thread to give a reasonable answer I think ;-)
and yes, thats exactly what deccypher did.

If you get it to work let us know and take some screenshots. :) I haven't had time to test it out myself.

StompyNZ
10-07-2015, 08:37 PM
Copy from compo pack thread:

1113011131111321113311134

It will need some changes to sit nicely in RWG but I am very impressed ;)

Really like the use of the road decals to get the yellow lines, had no idea that was possible and is exactly what I was looking for in my custom hub layout :)

- - - Updated - - -

Quick code to get it in your game to have a look:

In ruleset change:
<cell_rule name="wastelandHub" position="0,1" prob="0.1"/>
<cell_rule name="customHubTest" position="0,0" prob="0"/>

Add to prefab rules:

<prefab_rule name="unique">
<prefab name="pikero_slum"/>
</prefab_rule>

Hub Layouts:

<hub_layout name="customHubTest">
<township_type value="town"/>
<street start_point="0,0" end_point="167,0"/>
<street start_point="167,0" end_point="167,280"/>
<street start_point="167,280" end_point="0,280"/>
<street start_point="0,280" end_point="0,0"/>
<lot min_x_y="8, 8" prefab="pikero_slum" rotation_to_road="2"/> <!-- 151x264 -->
</hub_layout>

Go to 0,0 and explore :)

jdizzy2010
01-09-2016, 09:06 AM
Does this work with 13?

StompyNZ
01-09-2016, 08:04 PM
Does this work with 13?

its included in the compo pack, so yes it works for 13 :)

fireidar
01-19-2016, 04:58 AM
Are you gonna update this for alpha 13? I LOVED this area, I had so much fun basing here and spending days looting. However put in 13 all I get is an huge ditch. It would be wonderful if you did. I have the combo pack, but as of yet HAVE NOT seen it. Can you do it for Nazegane again?

stallionsden
01-19-2016, 05:44 AM
Are you gonna update this for alpha 13? I LOVED this area, I had so much fun basing here and spending days looting. However put in 13 all I get is an huge ditch. It would be wonderful if you did. I have the combo pack, but as of yet HAVE NOT seen it. Can you do it for Nazegane again?

Go to the compo pack the slums are a13 compatible

fireidar
01-19-2016, 11:49 AM
I checked, it's NOT in the latest update. It wasn't in screenshots OR prefabs.

Magoli
01-19-2016, 01:52 PM
The Slums is in the COMPOPACK since CP12 !

It is splitted into 2 parts - because of its size.

these are the names:

xcostum_SlumsA(by_pikero)a13_v1
xcostum_SlumsB(by_pikero)a13_v1


Mag

fireidar
01-20-2016, 06:07 AM
I want to put this back in the original area it was meant for. While I probably could just change the title to match the ones from the combo pack, the fact the first was one part and your version is split into two complicates things. The original file leaves an huge hole in the ground, but I couldn't figure how to get both in properly. That's why I was asking if he could do it for alpha 13. I don't mean redo it, I meant make it so it will show up like the original. If you could figure it out, or at least help me, I'd be grateful. I know how to get a prefab to a certain area by putting in the coordinates, but doing something for an two parter......beyond me.

stallionsden
01-20-2016, 06:12 AM
I want to put this back in the original area it was meant for. While I probably could just change the title to match the ones from the combo pack, the fact the first was one part and your version is split into two complicates things. The original file leaves an huge hole in the ground, but I couldn't figure how to get both in properly. That's why I was asking if he could do it for alpha 13. I don't mean redo it, I meant make it so it will show up like the original. If you could figure it out, or at least help me, I'd be grateful. I know how to get a prefab to a certain area by putting in the coordinates, but doing something for an two parter......beyond me.

Ok there is a reason mags had to do it in two. Since a12 the big prefabs didnt spawn or if they did lots wwre missing cut off or never rendered. It is impossible at this stage to make the slums spawn without being in a hub and without how mags has done it.

stallionsden
01-20-2016, 01:57 PM
Look in compo pack. You will nee ld to grab the slums code from 5 sections....

1. Rulesets

2. Cell rules

3. Hub rules

4. Prefab rules (look in bigpois copy the whole and remove every other prefab other then the 2 slum lines

&

5. Hub layouts

Then in the compo pack prefab folder grab the slums tts and xmls. There should be 4 2 tts's and 2 xmls and paste in your game prefab folder. Then go back to rulesets set a position for it. Can comment out wasteland hub and change slums position to 0,0 & it will spawn in the center of the map.

fireidar
01-21-2016, 07:23 AM
Huh? I barely understand what you just said. I know about the tt and xmls. They, and the originals, ARE in my game folder. I know about going into the prefabs.xml in Nazegane to put the coordinates in for each prefab and how to find that (go into game, find ideal location, use ~ key and type lp for location then put in the prefabs.xml) but the rest I didn't get.

stallionsden
01-21-2016, 11:57 AM
Huh? I barely understand what you just said. I know about the tt and xmls. They, and the originals, ARE in my game folder. I know about going into the prefabs.xml in Nazegane to put the coordinates in for each prefab and how to find that (go into game, find ideal location, use ~ key and type lp for location then put in the prefabs.xml) but the rest I didn't get.

Oh navesgane i got no idea. I only play rwg. But from what i remember you add the 2 tts and xmls of the slums in prefabs folder then in navesgane prefab list you put in the co ords you want. May have to play around with the co ords til you have them flush

LordSyke
02-05-2016, 06:09 PM
Hey shouldn't someone move this thread to the prefabs section or am I missing something here?

Tahoenvy
02-06-2016, 12:14 AM
Pikero, your prefab is a work of art, seriously. I've NEVER seen better and I have the HUGE player made prefab mod loaded, not just yours. Im not insulting anyone elses work some of the others are extremely artistic but you have an eye for sure.

Roland
02-27-2016, 07:00 PM
moved to prefab subforum.

pikero
03-23-2016, 03:45 AM
Happy new year ;)

This year's first gift :D

The latest version
1.11a (a13.8)-----------------------------------------------------

prefab file is here (http://u9.getuploader.com/pikero/download/186/pikero_slum_1.11a.zip)

It is primarily a fix.

http://i.imgur.com/vRM2Uup.jpg

fireidar
03-26-2016, 04:48 AM
How do I download this? I don't understand it and every link I click on goes to some uploader section.

pikero
03-27-2016, 05:11 PM
How do I download this? I don't understand it and every link I click on goes to some uploader section.

http://i.imgur.com/8YUYnKu.png

Unfortunately it does not work at "a14"

fireidar
03-27-2016, 06:03 PM
http://i.imgur.com/8YUYnKu.png

Unfortunately it does not work at "a14"

Will you update? I love this area and want to continue using it. You're very talented at it.

pikero
03-30-2016, 02:42 PM
Will you update? I love this area and want to continue using it. You're very talented at it.

Yes I do ;)

pikero
03-30-2016, 02:46 PM
The latest version
1.12a (a14.2)-----------------------------------------------------

prefab file is here (http://u9.getuploader.com/pikero/download/187/pikero_slum_1.12a.zip)

It is primarily a fix.

http://i.imgur.com/KtLuSaq.jpg

http://i.imgur.com/4c7jd4C.jpg

Please enjoy ;)

Magoli
04-01-2016, 08:57 AM
Thx for the update Slums-god :)

I will implement this new version to the COMPOPACK this weekend.
Iam very happy U still keep care of ur masterpiece ;)

Magoli

fireidar
04-01-2016, 09:21 AM
Yes!!! Thank you!!! Thank you!! Thank you!!!

Andyjoki
01-16-2018, 12:21 PM
Wow impressive work mate ! But it seems unusable for a16. The Prefab doesnt look like in the pictures if loaded in the world. Its just a mess of weird blocks all over..

I would love to see an update in the future

Guppycur
01-16-2018, 02:20 PM
Yeh any prefab pre a16 will be broken.

HectorNr666
02-28-2018, 12:34 PM
Wow impressive work mate ! But it seems unusable for a16. The Prefab doesnt look like in the pictures if loaded in the world. Its just a mess of weird blocks all over..

I would love to see an update in the future
I just used pikero_slum_1.12a and SDTDPrebabConverterA15A16 - Looks kinda great; it's not 100%, since some blocks still produce ERRORS:

2018-02-28T13:32:17 377.189 ERR Block on position 418, 62, -496 with value id=1902 px=1 py=0 pz=0 should be a parent but is not! (3)
...which are gone after restart.

@pikero: One of the best prefabs i've ever seen for 7d2d- GREAT JOB!:smile-new: Thanks for sharing with us.

RagnarokPVP
02-28-2018, 06:41 PM
I just used pikero_slum_1.12a and SDTDPrebabConverterA15A16 - Looks kinda great; it's not 100%, since some blocks still produce ERRORS:

2018-02-28T13:32:17 377.189 ERR Block on position 418, 62, -496 with value id=1902 px=1 py=0 pz=0 should be a parent but is not! (3)
...which are gone after restart.

@pikero: One of the best prefabs i've ever seen for 7d2d- GREAT JOB!:smile-new: Thanks for sharing with us.

Any chance you can share that updated prefab?

Andyjoki
03-01-2018, 10:13 AM
@Hector

Thx. Didnīt know of the Converter. I just tested the converted prefab. It still needs some rework but its MUCH better now :)

here the a16 converted prefab
pikero_Slum_A16Converted (https://www.dropbox.com/s/mkwtqfqdil6k3xe/pikero_Slum_A16Converted.rar?dl=0)

pikero
03-02-2018, 07:11 AM
Hello everyone :)

I have converted slums to a16 in the past.
Several blocks were deprived of revolving information by an update of a16 of 7DTD, and de Tyr in a slum couldn't be kept any more.
Since 7DTD continues to be updated, we are waiting for the block information to become established.

Unless I become a zombie, I will not give up renewal until the slum is completed HAHAHA ;)

Please freely share the slum data :)

Alphado-Jaki
03-03-2018, 10:28 AM
OMG! It is really long time but worth waiting!
Welcome back, and thank you for updating, Pikero. :,P