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Sorrowthief
08-16-2016, 03:28 PM
Any of you talented prefabbers have any post apocalyptic style prefabs laying around? The game just doesn't look dirty enough. I love all the combo pack stuff and don't get me wrong there are some real gems in there but I really wish there was a lot more grundgy prefabs if you will. So far I've been taking a lot of the prefabs and adding in more debris and sometimes straight rocket launchers to them. Would love to see what you guys might have come up with or start a thread to this style of prefabs.

Magoli
08-16-2016, 06:18 PM
sounds Interresting dude !

there are some wasty and rubble-buildings in the CP
just use the screenshots i have made to search for postapocalyptic Ones.
(u can dl them in the OP)
(Not all prefabs have screenshots atm!)

Making a set of destroyed buildings out of the COMPOPACK is a great idea.

But i didn't do it myself because I wait at least to beta-release.
Then I aproximatly know what the game will look like when its finished.

Right now I dont know nothing about the plans of TFP.

Will there be a world-editor ?
Will there be more blockchanges ?
Will we get electricity ingame ?
Will we get dlc's or different maps ?
etc etc etc

When these questions are answered I also know how to go with the COMPOPACK
(maybe i deliver whole different worlds and/or DLC's in the future)


rock on
Mag

n2n1
08-16-2016, 06:29 PM
I also would like to see prefabs which keep the style of the original game :)
I began to choose from CP prefabs that match the style of 7dtd.
Sorrowthief, you planned static map like Navezgane ?



PS: Magoli, tell me where else I can find screenshots prefab from vanilla ?
just in CP, there are not all , and some names are outdated.

Magoli
08-16-2016, 07:15 PM
@n2n1:

nowhere else IMO
I took the screenshots all by myself

and as i said: There are not all prefabs screenshoted !
(the newer Ones are missing!)

Sorrowthief
08-16-2016, 08:14 PM
I also would like to see prefabs which keep the style of the original game :)
I began to choose from CP prefabs that match the style of 7dtd.
Sorrowthief, you planned static map like Navezgane ?



PS: Magoli, tell me where else I can find screenshots prefab from vanilla ?
just in CP, there are not all , and some names are outdated.

I am doing a static giant revamped Navz map. Like I said I am making g so.e myself as well as modifying many of the combo pack ones. I would be more than happy to share my modded versions and in fact when I get home I will begin to place them in this thread. I won't take credit for anything that isn't my work as I am just modifying them but I'm sure others would like these as well. I have went thru the entire pack as with that new tool it is very easy to import prefabs, have a look, then load in the next one.

Sorrowthief
08-16-2016, 09:43 PM
sounds Interresting dude !

there are some wasty and rubble-buildings in the CP
just use the screenshots i have made to search for postapocalyptic Ones.
(u can dl them in the OP)
(Not all prefabs have screenshots atm!)

Making a set of destroyed buildings out of the COMPOPACK is a great idea.

But i didn't do it myself because I wait at least to beta-release.
Then I aproximatly know what the game will look like when its finished.

Right now I dont know nothing about the plans of TFP.

Will there be a world-editor ?
Will there be more blockchanges ?
Will we get electricity ingame ?
Will we get dlc's or different maps ?
etc etc etc

When these questions are answered I also know how to go with the COMPOPACK
(maybe i deliver whole different worlds and/or DLC's in the future)


rock on
Mag

Don't get me wrong there is a place for everything in the combo pack. I can imagine in a world like this you could stumble across beautiful house hardly touched and stores still intact. As you said a lot depends on The Pimps. For me I'm doing a full quest mod that utilizes most of the prefabs I touch for custom quest and scenarios if you will. Being that I know my story line and how far after the initial breakdown of civilization It is I am looking for more beat up stuff. Boy oh boy how I wish we had vines that could crawl up the walls.

As for The pimps they may have their story line take place days after the breakdown and you would most certainly see very nice houses and it would all fit.

As I said I can upload my files as I transform the prefabs and anyone looking for grit can grab, use, or alter as they please.

Sorrowthief
08-17-2016, 01:57 AM
Here are a few of the ones Ive reworked and I made a Mass Grave prefab. Im still working with all these but feel free to grab them and do what you like with them. All credit goes to the original creators I just made them a bit more beat up. The Mass Grave is mine. The bridge I have goes over a giant Trench in my world so you may have to adapt these to suit accordingly. Cheers

https://envul.com/apoc-prefabs-23-7-days-to-die-mod/

Second post will be continued pics

Sorrowthief
08-17-2016, 01:58 AM
158661586715868

n2n1
08-17-2016, 02:42 AM
hmmm...i also think that prefabs should contain a story, that would look at them and in my head was the story of what happened. This needs attention to detail.

but still, plane, no matter how you try - no it seems. No one can do what would it not look like a LEGO. The game is not suitable for this.

the ruins of the skyscraper looks nice, it fits in the hub quarter block ?

Sorrowthief
08-17-2016, 02:51 AM
hmmm...i also think that prefabs should contain a story, that would look at them and in my head was the story of what happened. This needs attention to detail.

Yes like I said these are all what Im working on. I will def add more detail, but for the most part im just gathering ideas for A15 and not spending a great deal of time till then. Use them as a base and add all the details you like to tell your world story :)

Magoli
08-17-2016, 08:35 AM
very cool pics Sorrowthief :)

Sorrowthief
08-17-2016, 10:30 AM
Forgot to add that the bridge needs these blocks to work. I made cars that are not lootable for balance reason. You can still scrap them though.


<block id="1914" name="Car_Deco_Blue">
<property name="Material" value="metal" />
<property name="Shape" value="ModelEntity" />
<property name="Texture" value="26" />
<property name="IsTerrainDecoration" value="true" />
<property name="Place" value="TowardsPlacer" />
<property name="Model" value="Entities/Vehicles/car03_blue_dmg1_Prefab" />
<property name="MultiBlockDim" value="2,2,6" />
<property name="ShowModelOnFall" value="false" />
<drop event="Harvest" name="smallEngine" count="1" prob="0.25" tool_category="Disassemble" />
<drop event="Harvest" name="carBattery" count="1" prob="0.2" tool_category="Disassemble" />
<drop event="Harvest" name="radiator" count="1" prob="0.5" tool_category="Disassemble" />
<drop event="Harvest" name="oil" count="2" prob="0.5" tool_category="Disassemble" />
<drop event="Harvest" name="cloth" count="5" />
<drop event="Harvest" name="spring" count="5" tool_category="Disassemble" />
<drop event="Harvest" name="scrapIron" count="4" tool_category="Disassemble" />
<drop event="Harvest" name="gasCan" count="100" prob="0.7" />
<drop event="Harvest" name="gasCan" count="130" prob="0.6" tool_category="Disassemble" /> <!-- together 150 avg -->
<drop event="Destroy" name="scrapIron" count="1,2" prob="1" />
<!-- <drop event="Fall" name="cntCar03Damage2" count="1" prob="1.0" stick_chance="1" /> -->
<property name="DowngradeBlock" value="Car_Deco_Ruined" />
<property name="BigDecorationRadius" value="5" />
<property name="CanDecorateOnSlopes" value="false" />
<property class="Explosion">
<property name="ParticleIndex" value="4" /> <!-- which prefab/particle is used -->
<property name="RadiusBlocks" value="5" /> <!-- damage radius for blocks -->
<property name="BlockDamage" value="5000" /> <!-- damage for blocks in the center of the explosion -->
<property name="RadiusEntities" value="5" /> <!-- damage radius for entities -->
<property name="EntityDamage" value="100" /> <!-- damage for entities in the center of the explosion -->
</property>
</block>

<block id="1915" name="Car_Deco_Ruined">
<property name="Class" value="CarExplode" />
<property name="Material" value="metal" />
<property name="Shape" value="ModelEntity" />
<property name="Texture" value="26" />
<property name="IsTerrainDecoration" value="true" />
<property name="Place" value="TowardsPlacer" />
<property name="Model" value="Entities/Vehicles/car03_dmg3_Prefab" />
<property name="MultiBlockDim" value="2,2,6" />
<property name="ShowModelOnFall" value="false" />
<drop event="Harvest" name="shortMetalPipe" count="5" prob="0.5" tool_category="Disassemble" />
<drop event="Harvest" name="gasCan" count="170" prob="0.3" />
<drop event="Harvest" name="gasCan" count="80" prob="0.6375" tool_category="Disassemble" /> <!-- together 100 avg -->
<drop event="Harvest" name="headlight" count="1" prob="0.45" tool_category="Disassemble" />
<drop event="Harvest" name="scrapIron" count="4" prob="1" tool_category="Disassemble"/>
<drop event="Destroy" name="scrapIron" count="1,2" prob="1" />
<drop event="Fall" name="scrapMetalPile" count="1" prob="1" stick_chance="1" />
<property name="BigDecorationRadius" value="5" />
<property name="CanDecorateOnSlopes" value="false" />
<property class="Explosion">
<property name="ParticleIndex" value="4" /> <!-- which prefab/particle is used -->
<property name="RadiusBlocks" value="5" /> <!-- damage radius for blocks -->
<property name="BlockDamage" value="5000" /> <!-- damage for blocks in the center of the explosion -->
<property name="RadiusEntities" value="5" /> <!-- damage radius for entities -->
<property name="EntityDamage" value="100" /> <!-- damage for entities in the center of the explosion -->
</property>
</block>

<block id="1916" name="Car_Deco_Blue">
<property name="Extends" value="Car_Deco_Blue" />
<property name="Model" value="Entities/Vehicles/car03_red_dmg0_Prefab" />
<property name="DowngradeBlock" value="Car_Deco_Red" />
<!-- <drop event="Fall" name="cntCar03BlueDamage1" count="0" prob="0" stick_chance="1" />
<drop event="Fall" name="cntCar03RedDamage1" count="1" prob="1.0" stick_chance="1" /> -->
</block>

<block id="1917" name="Car_Deco_Red">
<property name="Extends" value="Car_Deco_Blue" />
<property name="Model" value="Entities/Vehicles/car03_red_dmg1_Prefab" />
</block>

<block id="1918" name="Car_Deco_Yellow">
<property name="Extends" value="Car_Deco_Blue" />
<property name="Model" value="Entities/Vehicles/car03_yellow_dmg0_Prefab" />
<property name="DowngradeBlock" value="Car_Deco_Yellow1" />
<!-- <drop event="Fall" name="cntCar03BlueDamage1" count="0" prob="0" stick_chance="1" />
<drop event="Fall" name="cntCar03YellowDamage1" count="1" prob="1.0" stick_chance="1" /> -->
</block>

<block id="1919" name="Car_Deco_Yellow1">
<property name="Extends" value="Car_Deco_Blue" />
<property name="Model" value="Entities/Vehicles/car03_yellow_dmg1_Prefab" />
</block>

<block id="1920" name="Car_Deco_White">
<property name="Extends" value="Car_Deco_Blue" />
<property name="Model" value="Entities/Vehicles/car03_white_dmg0_Prefab" />
<property name="DowngradeBlock" value="Car_Deco_White1" />
<!-- <drop event="Fall" name="cntCar03BlueDamage1" count="0" prob="0" stick_chance="1" />
<drop event="Fall" name="cntCar03WhiteDamage1" count="1" prob="1.0" stick_chance="1" /> -->
</block>

<block id="1921" name="Car_Deco_White1">
<property name="Extends" value="Car_Deco_Blue" />
<property name="Model" value="Entities/Vehicles/car03_white_dmg1_Prefab" />

n2n1
08-17-2016, 12:52 PM
I like picture the crack in the earth where the fallen cars and next to a fallen skyscraper.

Sorrowthief
08-17-2016, 01:43 PM
I like picture the crack in the earth where the fallen cars and next to a fallen skyscraper.

I put a giant trench that surrounds and cuts off the wasteland city. I will have a quest that you have to cross that bridge and build your way across. Not to mention some wicked spawns that I made on the bridge. Is just one more way I'm going to slow the game down, as in the players won't be able to get to the good loot and higher quest until they are ready to do so.