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Pille
08-25-2017, 12:05 AM
The beta version of my tower is done!



Download (A16):

Standard version of the prefab (latest update: 22. April):
DOWNLOAD LINK (http://www.mediafire.com/file/8yqimqbkm2qo364/skyscraper_pille.zip)


Prefab without unfair mines at the outside (latest update: 22. April):
DOWNLOAD LINK (http://www.mediafire.com/file/r42i409pp5c5t99/skyscraper_pille_no_mines.zip)


Prefab without sleepers or unfair mines (latest update: 22. April):
DOWNLOAD LINK (http://www.mediafire.com/file/a24s966l2r5k4it/skyscraper_pille_no_sleepers.zip)


https://i.imgur.com/TqGk0T3.gif



Concept:

The concept of the tower is similar to that of the vanilla skyscrapers. It's a vertical dungeon with an intended route to the roof. You don't have to destroy any tough blocks (except some doors and glass blocks) to follow this route. However, it's well hidden and not highlighted (no torches). The tower is supposed to be a high level area. Expect unfair traps and dangerous sleepers. Hints: Sometimes you have to go down to make your way up. ;) I've added a small riddle at the end...



Known issues:

* You need a decent computer to use the tower. :)

* Sometimes parts of the outer fence won't spawn. Afaik it's a bug in 7dtd (unrelated to the prefab). Apparently the game ignores the RotationFaceToNorth property defined in the xml.

* Sometimes the prefab won't spawn at certain positions (even if it's visible in the previewer). It's a bug in 7dtd (not directly related to the prefab)

* I've fixed most of the stability issues. A few blocks on the roof may collapse though.

* The vertices errors aren't completely fixed. Please use the settings described in the section below! They are extensivly tested and should be save. I didn't encounter any problems using those settings. There is no waranty though. If you don't like that you have to wait for the next version (or for A17). :p

Info about the vertices error:
https://7daystodie.com/forums/showthread.php?77258-Vertices-Error-with-Block-1473-1474-1475
https://7daystodie.com/forums/showthread.php?72106-Vertices-Error



Installation:

Download and extract the zip file and open the folder skyscraper_pille*. Copy all files (skyscraper_pille.tts, skyscraper_pille.xml, skyscraper_pille.mesh) to the prefab folder located in the 7 days to die directory (location if you use the default paths: Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Prefabs).

Please use the settings listed below. Don't try to spawn the skyscraper in towns. Don't change the rotation of the skyscraper. Both will lead to vertices errors!

* Open the rwgmixer.xml (location if you use the default paths: Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Config).
* Find the wilderness group (<prefab_rule name="wildernessGroup">).
* Add the following line to the end of the group:

<prefab name="skyscraper_pille" max_count="1"/>

You may add a min_count or change the max_count to balance the amount of skyscrapers.


Example (should spawn 3 or 4 towers depending on the seed):



<prefab_rule name="wildernessGroup">
<prefab rule="traderGroup" min_count="1" max_count="1"/>
<prefab name="cabin_01" />
<prefab name="cabin_02_sm" />
<prefab name="cabin_03_lg" />
<prefab name="cabin_04_md" />
<prefab name="cabin_05_lg" />
<prefab name="cabin_06_lg" />
<prefab name="cabin_snow_hidden_01"/>
<prefab name="ranger_station1" />
<prefab name="snowy_ski_lodge" />
<prefab name="campsite_01" />
<prefab name="campsite_02" />
<prefab name="campsite_03" />
<prefab name="campsite_04" />
<prefab name="campsite_06" />
<prefab name="campsite_06a" />
<prefab name="campsite_07" />
<prefab name="campsite_07a" />
<prefab name="indian_burial_grounds_01" prob="0.05"/>
<prefab name="oldwest_graveyard"/>
<prefab name="cave_01" />
<prefab name="cave_02" />
<prefab name="cave_03" />
<prefab name="cave_04" />
<prefab name="skyscraper_pille" min_count="0" max_count="1"/>
</prefab_rule>


The prefab is supposed to spawn in the desert. I don't recommend to change its xml file.



You cannot find the way up?:

If you're too lazy to search for the route to the roof or if you want to have a look at the prefab you may find this video helpful (SPOILER ALERT!):


https://youtu.be/Jmr9Var-12M



Related Prefabs (Free to use/mod):

Excavator pack A16 + A17 (only one excavator atm) (Version: 14. May 19) (http://www.mediafire.com/file/ude7w993meys6ss/excavator_pack.zip/file)
Helicopter pack A16 + A17 (Version: 10. Jan. 19) (http://www.mediafire.com/file/ty70tsqjttimkyb/heli_pack.zip)
Tank pack A16 + A17 (Version: 4. Jan. 19) (http://www.mediafire.com/file/v99yiuq1q5h03q7/tank_pack.zip)
Bulldozer pack A16 + A17 (Version: 6. Jan. 19) (http://www.mediafire.com/file/tm5ebx5tonz0rfz/bulldozer_pack.zip/file)
Red Mesa Alpha Labs A17 (Version: 4. Apr. 19) (http://www.mediafire.com/file/a1x698hm9fy8i33/red_mesa_alpha_labs.zip/file) *click here for more information* (https://7daystodie.com/forums/showthread.php?72304-Skyscraper-(by-Pille)&p=966492&viewfull=1#post966492)

https://i.imgur.com/JMBajQO.jpg



Changelog:

(22. April)
- fixed: Hayballs in Gamma labs break your legs

(22. April, second update)
- replaced instable lights
- fixed instabilities on the roof
- improved two sleeper volumes (this should improve the performance in the maze (bandit camp))
- maybe fixed: "Apparently the game ignores the RotationFaceToNorth property defined in the xml."



Credits:

Laz Man has allowed me to include his McDowell's Restaurant:
https://7daystodie.com/forums/showthread.php?67382-PREFAB-McDowell-s-Restaurant-(by-LazMan)

I used and modified Horst's tanks:
https://7daystodie.com/forums/showthread.php?76103-Tank-prefab

I copied & pasted some defensive works from Kam R.'s Nuclear Power Plant (e.g. sandbag barriers, turret mountings):
https://7daystodie.com/forums/showthread.php?74338-Desolate-Nuclear-Power-Plant

A lot of design element are inspired or even shamelessly copied from TopMinder's prefabs:
https://7daystodie.com/forums/showthread.php?78414-Prefabs-and-News-from-TopMinder(Tom)

I got some help and advises from The Cure (e.g. regarding the design and layout of the street and street lights) and plan to steal some of his ideas.

Some elements (e.g. canteen, bar in the second floor) are copies from vanilla prefabs (created by The Fun Pimps).


Thank you guys for allowing me to include your prefabs and ideas!

Guppycur
08-25-2017, 12:55 AM
Make me switch to desktop mode, grumble grumble...

...looks great! Have fun decorating it. :)

Laz Man
08-25-2017, 01:04 AM
Love the exterior look!!!!!

Pille
08-25-2017, 06:00 AM
The exterior will be finished anytime soon™:

2. Building session (Exterior II)

http://i.imgur.com/vizV2ge.jpg

http://i.imgur.com/7xqjWnG.jpg

http://i.imgur.com/lEbL8zj.jpg



Have fun decorating it. :)
No no, fun is for young people. :grumpy:

Pille
08-26-2017, 10:27 AM
I am progressing with the lobby...

3. Building session (Lobby I)

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

http://i.imgur.com/16lBbJz.jpg

Progress is slow thanks to rotation issues:
http://i.imgur.com/YqHAb6q.jpg

Laz Man
08-26-2017, 02:20 PM
Very very nice!!! Now that is a building worth putting your name on. :)

zLoki
08-26-2017, 06:16 PM
Very nice! When can we move in?

I especially like the comparison to the skyscraper on the right. Makes it stand out even better :)

Pille
08-26-2017, 09:06 PM
Thanks, guys. I am completely new to this kind of modern/realistic builds. So it takes forever to find workarounds for all the little problems arising during the building phase (e.g. how would you make a sliding glass door or revolving door? Have to find some kind of door that fits into the empty space in the screenshot bellow) That's why I cannot give you a time estimate.^^

4. Building session (Entrance I)

http://i.imgur.com/yYH2V6t.jpg

http://i.imgur.com/LF0dXhn.jpg

Guppycur
08-26-2017, 09:25 PM
Crappy door selection has been a pervasive problem since ... forever. Hell, you can't even have a proper double door because both would open the same direction.

stallionsden
08-26-2017, 11:51 PM
Thanks, guys. I am completely new to this kind of modern/realistic builds. So it takes forever to find workarounds for all the little problems arising during the building phase (e.g. how would you make a sliding glass door or revolving door? Have to find some kind of door that fits into the empty space in the screenshot bellow) That's why I cannot give you a time estimate.^^

4. Building session (Entrance I)

http://i.imgur.com/yYH2V6t.jpg

http://i.imgur.com/LF0dXhn.jpg


I made a revolving door for i think the court house i made.

Pillar in its end so flat surfaces facing up and down. Then glass panel plates so the thin sides are on top and bottom and large flat areas are left right etc. If that makes sense

Pille
08-27-2017, 11:32 AM
@stallionsden
Thanks stallionsden. That looks much better than expected (I thought it would be super ugly, lol).

@Guppy

Crappy door selection has been a pervasive problem since ... forever. Hell, you can't even have a proper double door because both would open the same direction.
I know it sucks. When I heard of the skyscrapers in A16, I thought TFP would add some appropriate doors but nope ... they decided to use these rear exits of porn movie theatres as front door :)



5th Building session (Revolving doors)

http://i.imgur.com/H4U5g2g.jpg


Does anybody know a solution to my railing problem (last screenshot in #5)?

stallionsden
08-27-2017, 12:50 PM
@stallionsden
Thanks stallionsden. That looks much better than expected (I thought it would be super ugly, lol).

@Guppy

I know it sucks. When I heard of the skyscrapers in A16, I thought TFP would add some appropriate doors but nope ... they decided to use these rear exits of porn movie theatres as front door :)



5th Building session (Revolving doors)

http://i.imgur.com/H4U5g2g.jpg



Does anybody know a solution to my railing problem (last screenshot in #5)?

Lol nah it looks quite good actually. But yeh got to be inventive with certain things unfort due to limited blocks etc.

The image didnt work btw so cant see it to help with the rails.

Dracos99
08-27-2017, 02:21 PM
@stallionsden

Does anybody know a solution to my railing problem (last screenshot in #5)?

It looks like you used the same wood pole support on both sides of the stairs...but did advanced rotation on the closer one to flip it upside down and backwards.

There is actually a wood pole support2 block that is a mirror of the original that will line up the way you want...i think.

Pille
08-27-2017, 04:57 PM
@stallionsden

Lol nah it looks quite good actually. But yeh got to be inventive with certain things unfort due to limited blocks etc.

The image didnt work btw so cant see it to help with the rails.

That's strange. Do the other images work? Doesn't matter since Dracos solved my issues but there will be more problem for you, don't worry. ;)

@Dracos99

It looks like you used the same wood pole support on both sides of the stairs...but did advanced rotation on the closer one to flip it upside down and backwards.

There is actually a wood pole support2 block that is a mirror of the original that will line up the way you want...i think.

Ahh you're right. I used the wrong pole support. I didn't know of 'wood pole support'. Thank you Dracos.

You guys are really helpful. That's how it should look.

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

Dracos99
08-27-2017, 09:35 PM
The main reason that pictures are not visible for people on this forum is that they are either not linked to or have become un-linked from their Steam account.

Check Settings in the top right and then Steam Account Link on the left hand side.

Pille
08-27-2017, 09:42 PM
Mhh the images are linked to imgur.com. So I don't understand to connection to steam. :)

Dracos99
08-27-2017, 11:39 PM
i used to get a message that links to third party image sites were blocked until my forum account was linked to my steam account...not the person posting, the one viewing.

stallionsden
08-27-2017, 11:45 PM
The main reason that pictures are not visible for people on this forum is that they are either not linked to or have become un-linked from their Steam account.

Check Settings in the top right and then Steam Account Link on the left hand side.

Nah its cause i in my phone lol. Well for me anyway.

Pille
08-28-2017, 12:03 AM
6th building session (Lobby III):

http://i.imgur.com/gE1cZuD.jpg

http://i.imgur.com/MQIM9ez.jpg



i used to get a message that links to third party image sites were blocked until my forum account was linked to my steam account...not the person posting, the one viewing.

Ahh I know what you mean but it shouldn't be a problem since you can view to images if you're not logged in.

Guppycur
08-28-2017, 12:09 AM
Spoilers are blocked in mobile devices.

Pille
08-28-2017, 01:49 AM
It works on my Lumia 950. So finally Microsoft did something right. lol

Pille
08-29-2017, 10:54 AM
So I will take a short break from building the tower. It's hard to work on two big projects at the same time (editor and this one).^^

You can download the unfinished tower from here (http://www.mediafire.com/file/ddqa0py4pk9pmbd/tower.zip
). Remark: The texts on the walls are just temporary (till I've found a more intelligent company philosophy for 'Pille Industries'). :)

There are no sleepers yet but I've added 5 hidden (unpainted) boxes (e.g. bookstore box) you can try to find.^^ The boxes are accessible without placing or destroying blocks.


7th building session. Bar + Small library.

http://i.imgur.com/B5AQlor.jpg

http://i.imgur.com/teZ5ub0.jpg

http://i.imgur.com/TG8jAcl.jpg

Pille
08-30-2017, 10:01 PM
Laz Man has allowed me to include his McDowell's Restaurant:
https://7daystodie.com/forums/showthread.php?67382-PREFAB-McDowell-s-Restaurant-(by-LazMan)

It took only 20 minutes to prepare the tower and to import the interior and the 'M'. So it's a shameless one-to-one copy (except the entrance door) which saved me several days of work. Thanks again Laz Man! Please make more restaurant and shop prefabs. :-)

1th copying session:

http://i.imgur.com/SzaDR4K.jpg


Preliminary entrance:

http://i.imgur.com/wXi7DWm.jpg


8th building session (StarBugs):

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

Pille
08-31-2017, 07:58 PM
9th building session (coffee + 2nd floor offices):

http://i.imgur.com/Q7qAhB7.jpg

http://i.imgur.com/0OFy4qi.jpg

http://i.imgur.com/uWM4SCm.jpg

legendfire77
09-01-2017, 05:41 AM
Very good work

Pille
09-02-2017, 01:41 PM
Very good work
Thanks legendfire.


Just updated the download link.

10th building session (Roof I):

https://i.imgur.com/U33ZfTn.jpg

https://i.imgur.com/UMV7c4K.jpg

Magoli
09-02-2017, 02:54 PM
Thanks legendfire.


Just updated the download link.

10th building session (Roof I):

https://i.imgur.com/U33ZfTn.jpg

https://i.imgur.com/UMV7c4K.jpg


WOW - 1st price for the best looking roof ever !!!

very good work mate

Laz Man
09-02-2017, 03:11 PM
Thanks legendfire.


Just updated the download link.

10th building session (Roof I):

https://i.imgur.com/U33ZfTn.jpg

https://i.imgur.com/UMV7c4K.jpg

Wow, i think i have finally met my match in level of detail. Bravo, creative use of block/paint. :)

Pille
09-03-2017, 11:52 AM
Yeah it doesn't look too bad from a distance.^^ Thanks dear prefab gurus. :D


met my match in level of detail.
I think that's why McDowell's fits perfectly well into the tower (at least when my prefab is finished). I would like to use your tanks and maybe some of the other military vehicles btw.

11th building session (Roof II (almost done)):

https://i.imgur.com/3Ch84tq.jpg

Pille
09-04-2017, 11:56 AM
@all

Does anybody have an idea how to build an modern workspace with computer (so without these prehistorical control panels^^)?
This mediocre looking thing is the best I could make so far. Any better ideas?

https://i.imgur.com/64OScfc.jpg

Laz Man
09-04-2017, 03:06 PM
@all

Does anybody have an idea how to build an modern workspace with computer (so without these prehistorical control panels^^)?
This mediocre looking thing is the best I could make so far. Any better ideas?

https://i.imgur.com/64OScfc.jpg

Thats pretty good. Ill give it a shot later today.

Jackelmyer
09-04-2017, 04:35 PM
Would be great if you could simply alter a cash register into a Computer as well.

Laz Man
09-04-2017, 07:46 PM
Hows this?

https://i.imgur.com/MmfZe3V.jpg

Pille
09-04-2017, 07:53 PM
Hows this?

https://i.imgur.com/MmfZe3V.jpg

Excellent, especially the pc tower looks very natural. Thanks Laz Man!

stallionsden
09-04-2017, 08:27 PM
Hows this?

https://i.imgur.com/MmfZe3V.jpg

Do explain the blocks /paints used lol. That looks awesome

Laz Man
09-04-2017, 08:32 PM
The new work station design worked perfect for my prison command room remodel. :p

https://i.imgur.com/iVZAZd5.jpg

Pille
09-04-2017, 08:36 PM
The new work station design worked perfect for my prison command room remodel. :p

https://i.imgur.com/iVZAZd5.jpg

Really nice! I am going to steal it from you. ;p

Jackelmyer
09-04-2017, 08:37 PM
Looks awesome Laz! It'd be cool if you could do something to the monitor's so they behave like catewalk floors for painting. So you could have a border around a black screen.

Just tossing out thoughts. I can't do anything with'em. lol So tossing it out to you, who may be able to. :D

stallionsden
09-04-2017, 08:46 PM
The new work station design worked perfect for my prison command room remodel. :p

https://i.imgur.com/iVZAZd5.jpg

nice man stolen also haha :-P

Laz Man
09-04-2017, 09:10 PM
Looks awesome Laz! It'd be cool if you could do something to the monitor's so they behave like catewalk floors for painting. So you could have a border around a black screen.

Just tossing out thoughts. I can't do anything with'em. lol So tossing it out to you, who may be able to. :D

Yes! I just noticed that you can paint the borders of those just today. Will experiment.

Pille
09-05-2017, 09:14 AM
Stole some ideas and a whole bar from the fun pimps^^:

12th building session (office rooms and bar).


https://i.imgur.com/WyyiGxB.jpg

https://i.imgur.com/CNbjgqt.jpg

Laz Man
09-05-2017, 12:42 PM
Stole some ideas and a whole bar from the fun pimps^^:

12th building session (office rooms and bar).


https://i.imgur.com/WyyiGxB.jpg

https://i.imgur.com/CNbjgqt.jpg

Man thats one slick cubicle area. I like the use of the gate block as a security fence as well.

Pille
09-06-2017, 12:58 PM
Download link updated.


Man thats one slick cubicle area. I like the use of the gate block as a security fence as well.

Yep, sometimes tfp do have some nice ideas.^^ That's why I'm continuing to steal from them. I've just (halfway) finished the 2nd floor (only 11 floors remain :D ) and started with the 3th floor.

The canteen from "factory_lg_01_ah" fits very well into the skyscraper. However, I had to add some lights. Dunno why they have so few lights in their POIs. lol.


13th building session (Renovated canteen from the shamway factory):

https://i.imgur.com/JeB1gh9.jpg

Jackelmyer
09-06-2017, 03:38 PM
Dude that looks fantastic!

Pille
09-08-2017, 04:43 PM
Dude that looks fantastic!

Praising my prefabs doesn't expedite the implementation of requested features for the prefab editor (This might be a lie). ;-p


14th building session (Auditorium I):

https://i.imgur.com/Mu2ococ.jpg

https://i.imgur.com/fqyKRQy.jpg



15th building session (Auditorium II):

https://i.imgur.com/X1GOb5u.jpg



16th building session (Cubicle maze I):

https://i.imgur.com/1tlmQ4l.jpg

https://i.imgur.com/TnPxwx3.jpg

Pille
09-20-2017, 12:36 PM
Due to real life 'issues', I don't make much progress atm but at least the 4th floor is pretty much done.

17th building session (computer room (took some ideas from Laz Man) and more offices):

https://i.imgur.com/r60gbxp.jpg


https://i.imgur.com/eYNhMxF.jpg

herrpohl
09-20-2017, 12:56 PM
Amazing level of detail. Looks like a completely different game.

Laz Man
09-21-2017, 04:02 AM
Due to real life 'issues', I don't make much progress atm but at least the 4th floor is pretty much done.

17th building session (computer room (took some ideas from Laz Man) and more offices):

https://i.imgur.com/r60gbxp.jpg


https://i.imgur.com/eYNhMxF.jpg

Really digging the archeteture and PC design. I may need to use your monitor setup. :)

Pille
09-21-2017, 05:44 AM
Amazing level of detail. Looks like a completely different game.

Thanks. I am still trying to reach level of detail of the higashi tower.^^



I may need to use your monitor setup. :)

It still looks a bit too improvised for my liking. So hopefully we get some decent computers in A17.


I have a totally unrelated question: Is there a download link for your military vehicles? Haven't found it yet. :)

Alphado-Jaki
09-22-2017, 12:46 AM
Wow, Amazing...

Interior is really well structed, and looks brilliant.
I like how you use the light in particular.

Pille
09-24-2017, 07:40 AM
Wow, Amazing...

Interior is really well structed, and looks brilliant.
I like how you use the light in particular.

Unfortunately, placing lights is the most annoying part to me. :)


18th building session (last restaurant / upper restaurant I):

https://i.imgur.com/LGcoBC7.jpg

https://i.imgur.com/6ETDHiS.jpg


(I've stolen the idea from the prefab 'xcostum_Skycpraper(by_Peppino)' :-) )

stallionsden
09-24-2017, 08:53 AM
Unfortunately, placing lights is to most annoying part to me. :)


18th building session (last restaurant / upper restaurant I):

https://i.imgur.com/LGcoBC7.jpg

https://i.imgur.com/6ETDHiS.jpg


(I've stolen the idea from the prefab 'xcostum_Skycpraper(by_Peppino)' :-) )

Coming along nicely. How many more levels til finished.

Pille
09-24-2017, 04:10 PM
7 more levels. They're a bit smaller than the lower levels though and more interesting to build.

Laz Man
09-24-2017, 04:32 PM
Nice idea for the chandalier!

Pille
09-28-2017, 02:41 AM
Yeah I thought, everybody likes chandeliers.^^


19th building session (mysterious 9th floor):

Security gate:
https://i.imgur.com/T6e9BIQ.jpg


I need a break from this project. There are too many rooms. lol.

Updated download link in the op (https://7daystodie.com/forums/showthread.php?72304-A16-Scratched-Skyscratcher-from-Scratch-(Preview)&p=721681&viewfull=1#post721681).

Kam R.
09-28-2017, 03:04 AM
Very cool stuff here! Take that break – it can really help prevent burnout on big projects is my experience. Then FINISH IIT! I want to play this prefab! :)

The fridge paint for the PCs. Best solution I've seen so far and I will blatantly copy that at some point for sure, unless we get a proper computer model as a real block before that. ^^

Pille
10-03-2017, 06:37 AM
Very cool stuff here! Take that break – it can really help prevent burnout on big projects is my experience. Then FINISH IIT! I want to play this prefab! :)
I've found a much better workflow, which makes building more enjoyable and faster. :)



The fridge paint for the PCs. Best solution I've seen so far and I will blatantly copy that at some point for sure, unless we get a proper computer model as a real block before that. ^^
That's Laz Man's idea. We can blame him. ;)


20th building session (mysterious 9th floor, greenhouse and storage rooms / laboratories):

https://i.imgur.com/FqcupoF.jpg

https://i.imgur.com/huJkdrv.jpg

(inspired by Higashi Pharmaceutical)
https://i.imgur.com/whAL2N6.jpg

legendfire77
10-03-2017, 06:56 AM
Very good work

Laz Man
10-05-2017, 01:42 PM
I've found a much better workflow, which makes building more enjoyable and faster. :)


That's Laz Man's idea. We can blame him. ;)


20th building session (mysterious 9th floor, greenhouse and storage rooms / laboratories):

https://i.imgur.com/FqcupoF.jpg

https://i.imgur.com/huJkdrv.jpg

(inspired by Higashi Pharmaceutical)
https://i.imgur.com/whAL2N6.jpg

Love the color scheme and vent painted pole blocks. Nice detail. I can already picture sleeper zeds littered between those infected berry bushes.....:p

Pille
10-06-2017, 07:44 AM
You guys seem to be fairly uncritical (especially Laz Man ;) ). Next time, I am trying to build something you don't like. lol.

I would like to see your shower rooms. How do you build them? Need some ideas...

Laz Man
10-09-2017, 12:09 AM
You guys seem to be fairly uncritical (especially Laz Man ;) ). Next time, I am trying to build something you don't like. lol.

I would like to see your shower rooms. How do you build them? Need some ideas...

When i saw your rooftop, i knew you would crank out some amazing stuff. :)

Pille
10-12-2017, 03:43 PM
Thanks Laz Man. You're too kind. :)


21th building session (mysterious 11th, 12th and 13th floor I (unfinished)).

Leisure chambers for voluntary test persons (right):
https://i.imgur.com/P6ZSOfe.jpg


Pipe jungle:
https://i.imgur.com/jawGLzc.jpg

stallionsden
10-13-2017, 12:27 AM
Looking awesome Pille. keep up the very creative designs :-)

Pille
10-14-2017, 09:37 AM
Looking awesome Pille. keep up the very creative designs :-)

Thanks man. I am making good progress...

22th building session (mysterious 11th, 12th and 13th floor II (unfinished)).

Cargo elevator:
https://i.imgur.com/mmrRSCw.jpg

The most time-consuming elevator shaft I've ever made^^:
https://i.imgur.com/UeCf7MY.jpg

stallionsden
10-14-2017, 10:23 AM
Thanks man. I am making good progress...

22th building session (mysterious 11th, 12th and 13th floor II (unfinished)).

Cargo elevator:
https://i.imgur.com/mmrRSCw.jpg

The most time-consuming elevator I've ever made^^:
https://i.imgur.com/UeCf7MY.jpg

ya got to be close to finishing lolz :-P

Laz Man
10-15-2017, 06:02 AM
Pille,

Your mysterious floors are giving me a resident evil hive vibe. Excellent job. :)

Kaiser502
10-16-2017, 01:19 AM
I about to wipe my server, already planned on using the other one u posted bad ass the way it was, very impressive.

Can I get a copy of what u have so far, I dont mind it not being finished, I just wont to throw they bad boy in there.

Pille
10-16-2017, 01:28 AM
Have you found the link in the OP? Unfortunately, there is no newer version and that's everything I have so far :(...



You can download the unfinished tower from here (http://www.mediafire.com/file/cub57l7qcwdfwfq/tower.zip). (Version 14. Oct. 17). Remark: There are structural stability issues in the current version... I am going to fix them when the tower is finished.

Kaiser502
10-16-2017, 02:43 AM
Ya I have that one, I use that for now, realy looks good from a distance as well

Pille
10-22-2017, 04:18 PM
Updated download link!

I took a break from the mysterious floors and started to build a carpark and the exterior....

23th building session (exterior I, Horst has allowed me to include and mod his tank.):

https://i.imgur.com/VNxpMZR.jpg



Maybe someone can help me with the density issues in the carpark(see screenshot below). The asphalt looks awful but dunno how to find the right density values to make it smoother. The result depends on 3 different density values (air, asphalt and rconcrete block)...

https://i.imgur.com/4Kt5s1w.jpg



Pille,

Your mysterious floors are giving me a resident evil hive vibe. Excellent job. :)
I never played resident evil. So that's not really intended. lol

Guppycur
10-22-2017, 08:17 PM
If you want to go through ALL of Hal's thread, I have a post and picture where I set up a terrain block to each density, which may help you.

stallionsden
10-22-2017, 09:01 PM
Updated download link!

I took a break from the mysterious floors and started to build a carpark and the exterior....

23th building session (exterior I, Horst has allowed me to include and mod his tank.):

https://i.imgur.com/VNxpMZR.jpg



Maybe someone can help me with the density issues in the carpark(see screenshot below). The asphalt looks awful but dunno how to find the right density values to make it smoother. The result depends on 3 different density values (air, asphalt and rconcrete block)...

https://i.imgur.com/4Kt5s1w.jpg



I never played resident evil. So that's not really intended. lol

Use a ramp and then paint it lol either the gravel one or asphalt. Beats having to work out the densities

Laz Man
10-22-2017, 09:05 PM
Use a ramp and then paint it lol either the gravel one or asphalt. Beats having to work out the densities

This is probably the best option atm. Its probably easier to smooth the transition between terrain blocks and the ramp block than it is to get a smooth transition between terrain blocks via density values.

Pille
10-22-2017, 09:27 PM
@Guppycur
Ok, I'll try to find this mysterious picture thanks.

@stallionsden, Laz Man
Thanks but "if you choose the quick and easy path as Vader did — you will become an agent of evil.”

Also, afaik there is no asphalt texture. :)

stallionsden
10-22-2017, 11:01 PM
@Guppycur
Ok, I'll try to find this mysterious picture thanks.

@stallionsden, Laz Man
Thanks but "if you choose the quick and easy path as Vader did — you will become an agent of evil.”

Also, afaik there is no asphalt texture. :)

Yes there's lol last page of the textures. Top line . 2nd from right or third lol..... also in use the gravel one first page left side second column 2nd from bottom that to me makes a very nice road. I always use

Pille
10-23-2017, 10:42 AM
Yes there's lol last page of the textures. Top line . 2nd from right or third lol..... also in use the gravel one first page left side second column 2nd from bottom that to me makes a very nice road. I always use

Ahh thanks. I've searched for 'aspalt' instead of 'asphalt'. lol Using the two ramps is an option. However, the pitch angle (don't know if that's the right word) is a bit high (26.5°). So I am still trying to work with asphalt blocks but it's nice to have a second solution.

I'll post my solution here (if it exists) since it might be useful for others.^^


Edit:
Wrong angle. I meant 26.5°.

Kaiser502
10-24-2017, 04:23 AM
Asphalt is texture 10 if that has anything to do with this

Laz Man
10-24-2017, 05:22 AM
Ahh thanks. I've searched for 'aspalt' instead of 'asphalt'. lol Using the two ramps is an option. However, the pitch angle (don't know if that's the right word) is a bit high (22.5°). So I am still trying to work with asphalt blocks but it's nice to have a second solution.

I'll post my solution here (if it exists) since it might be useful for others.^^

I believe there are other ramp blocks that will give you less than a 45 degree incline as well.

stallionsden
10-24-2017, 05:50 AM
I believe there are other ramp blocks that will give you less than a 45 degree incline as well.

Yes type in wedge you will habe 2 blocks that are of the same material one be a tip and the other 2 will be the wedges. Either the full wedge or part wedge join the tip

Pille
10-24-2017, 07:57 AM
24th building (small carpark I, reopening of the McDowells back exit)

https://i.imgur.com/7fkZ30h.jpg




@Kaiser502
Thanks.




@Laz Man, stallionsden
Yep, as I said we can use the two ramps (wedge and tip) to create a 26.5 degree incline but it still looks too steep, especially for big vehicles (e.g. garbage trucks). ;)




I've made progress with the asphalt and air densities. Now I should be able to create every possible incline. :) Only the transition from asphalt to concrete looks a bit odd but perhaps there is a solution...


https://i.imgur.com/KkoznhK.jpg

https://i.imgur.com/H2dHusd.jpg

Spectral Force
10-24-2017, 03:20 PM
@pille

Are you releasing the garage?

Pille
10-24-2017, 06:43 PM
A (slightly unfinished) version of garage is contained in the current version of the tower. Or do you want to have a separate prefab?

Spectral Force
10-24-2017, 06:56 PM
A (slightly unfinished) version of garage is contained in the current version of the tower. Or do you want to have a separate prefab?

Looking for the garage as a separate prefab.

Pille
10-24-2017, 07:04 PM
Looking for the garage as a separate prefab.

I think I can finish and release it tomorrow (or you could use the export function of the editor if you want it now).

Pille
10-26-2017, 01:22 PM
Sorry Spectral Force but I haven't had time to finished it.

Garage (unfinished):
http://www.mediafire.com/file/xmir954srbvd587/Garage.zip

Spectral Force
10-26-2017, 02:04 PM
Sorry Spectral Force but I haven't had time to finished it.

Garage (unfinished):
http://www.mediafire.com/file/xmir954srbvd587/Garage.zip

Thanks Pille, no worries, it may work out better being unfinished for what I'm looking to use it for.

Pille
10-27-2017, 11:43 AM
Updated download link!

25th building (exterior II):

https://i.imgur.com/fsjvRPl.jpg


Problems of motivation are back. So it's time for another break. ^^

I need some ideas for the exterior btw.

Guppycur
10-27-2017, 12:43 PM
Food trucks. Fountain. Scenary. Surrounding stairs leading up. Minor construction.

Kaiser502
10-27-2017, 08:29 PM
Updated download link!

25th building (exterior II):

https://i.imgur.com/fsjvRPl.jpg


Problems of motivation are back. So it's time for another break. ^^

I need some ideas for the exterior btw.

I luv you man. This is awsome. Agian great from a distance as well.

Laz Man
11-02-2017, 04:56 AM
24th building (small carpark I, reopening of the McDowells back exit)

https://i.imgur.com/7fkZ30h.jpg




@Kaiser502
Thanks.




@Laz Man, stallionsden
Yep, as I said we can use the two ramps (wedge and tip) to create a 26.5 degree incline but it still looks too steep, especially for big vehicles (e.g. garbage trucks). ;)




I've made progress with the asphalt and air densities. Now I should be able to create every possible incline. :) Only the transition from asphalt to concrete looks a bit odd but perhaps there is a solution...


https://i.imgur.com/KkoznhK.jpg

https://i.imgur.com/H2dHusd.jpg

Love the incline, please share your density values, I would love to copy. :)

Pille
11-02-2017, 09:00 AM
@Guppycur

Food trucks. Fountain. Scenary. Surrounding stairs leading up. Minor construction.
Nice ideas Guppy!

@Kaiser502

I luv you man. This is awsome. Agian great from a distance as well.
Lol, thanks.

@Laz Man
I've used the following density values to create a 1:4 incline (one block height difference per 4 blocks) (note the densities of the air blocks are important):


(Side view)
https://i.imgur.com/cRR0NoD.png



Another example with some math. explanations:


(Side view)
https://i.imgur.com/FVqA4vj.png


Edit:
I forgot the transitions (1:4 incline):

https://i.imgur.com/eJJzHOL.png

Guppycur
11-02-2017, 12:38 PM
I've made progress with the asphalt and air densities. Now I should be able to create every possible incline. :) Only the transition from asphalt to concrete looks a bit odd but

That's when you change the concrete block density to -92; although I'm unsure of the affect it'll have when next to a changed terrain block...

Guppycur
11-02-2017, 12:43 PM
Rwg does the densities mostly flawless, and since you're talking maths...

Kinyajuu Kinyajuu Kinyajuu

Oh great one, please shed some light on the subject, eludicate the mystery of density matching...

Pille
11-02-2017, 05:03 PM
That's when you change the concrete block density to -92; although I'm unsure of the affect it'll have when next to a changed terrain block...

Unfortunately, this doesn't work. :( Using negative density values, you'll get such overhangs:

https://i.imgur.com/1KBLgqT.jpg



Rwg does the densities mostly flawless, and since you're talking maths...

Kinyajuu Kinyajuu Kinyajuu

Oh great one, please shed some light on the subject, eludicate the mystery of density matching...

Maybe we have to look at a mirror in order to conjure Kinyajuu man.^^

Edit:
Added new picture to #94 (https://7daystodie.com/forums/showthread.php?72304-A16-Scratched-Skyscratcher-from-Scratch-(Preview)&p=754708&viewfull=1#post754708):

n2n1
11-02-2017, 05:38 PM
I don't know how to solve the problem in this particular case, but good case i shall remind, if who don't knows:
- density block which is located on top of the block also affects the result (even if this block is air), he seems to be pulling the lower block.

PS: I can't recall exactly, but the neighboring blocks are also affected. Sometimes, the Block can tighten(suck) Terrain and it will look like the desired result (...almost). I tried this but was not satisfied. In addition, there is now we a have terrain with the texture of the concrete - i think with this, it is possible to come up with something.

PPS: A! :D sorry :D - i didn't notice the picture #91 :)

Guppycur
11-02-2017, 06:39 PM
You know, if that were dirt or gravel, that would actually look cool...

...but yeh, it's a magic combination of the surrounding blocks, for sure. I use -92 on concrete when it's near grass for driveways.

Laz Man
11-03-2017, 07:24 AM
@Guppycur

Nice ideas Guppy!

@Kaiser502

Lol, thanks.

@Laz Man
I've used the following density values to create a 1:4 incline (one block height difference per 4 blocks) (note the densities of the air blocks are important):


(Side view)
https://i.imgur.com/cRR0NoD.png



Another example with some math. explanations:


(Side view)
https://i.imgur.com/FVqA4vj.png


Edit:
I forgot the transitions (1:4 incline):

https://i.imgur.com/eJJzHOL.png

Math for the win, thank you Pille!

TopMinder
11-13-2017, 06:45 AM
Hello Pille,
Yesterday i have imported your Tower on my
building-server. I must say WOW. That must been
a lot of work for you, and it looks really good.
It´s almost a Town in this building. I like your
Decorations like Painting, Ceilings and the Pipes etc etc.
I was a long time away from 7 days, and i must say that
the Invention here is like a tank driving over me.
I thought the Beamer on my house was a good idea, but
yours is 1000x better ^^. All i think of is already happened here.
One question i have. How do you get the lights shining in
your Prefab ? I thought that it doesn´t work without mod.

Pille
11-13-2017, 08:46 PM
Thanks and welcome back to 7 days. :)

To answer your question - Afaik there is no ingame way. You have to load your prefab into the editor and set the meta value of the light blocks to 2 as shown here:

https://i.imgur.com/7yh7klZ.png

TopMinder
11-13-2017, 09:30 PM
Ok, thank you for your answer.
I will try this in my next Prefab.
Thinking about the next Project,
until now i don´t know where to work on.
Nach dem Prefab ist vor dem Prefab ^^
Schönen Abend noch.

Laz Man
11-19-2017, 08:59 PM
Math for the win, thank you Pille!

Your equation is spot on. Thank you!

https://i.imgur.com/nzbdqm8.jpg

Slaan
11-20-2017, 06:41 PM
Your equation is spot on. Thank you!



I get a feeling that bumpy ramps will soon be a thing of the past, your not the only one who found that post amazingly useful.

My new goal is to ask Pille a question BEFORE he answers it haha

Pille
11-23-2017, 08:10 AM
NP guys. I guess, there are more secrets to reveal. So let me know if you discover something interesting.:)




My new goal is to ask Pille a question BEFORE he answers it haha
Good luck with that. ;)



https://i.imgur.com/nzbdqm8.jpg
Looking nice. I hope we see more of your work very soon (no pressure^^).


My motivation is back. Therefore, it's time to continue the project. The plan is to finish one room per day.

26th building session (small unspectacular laboratory)
https://i.imgur.com/VfsbGFf.jpg

27th building session (another boring lab)
https://i.imgur.com/IwWAxOt.jpg


If you've any ideas for lab equipments, feel free to share them with me.

Pille
01-11-2018, 11:31 PM
Time to continue...

28th building session (dead undead):

https://i.imgur.com/ZO7mSfL.jpg

stallionsden
01-12-2018, 09:12 AM
Time to continue...

28th building session (dead undead):

https://i.imgur.com/ZO7mSfL.jpg

Looking good. How many more floors you have left

Pille
01-12-2018, 02:49 PM
Less than 2 floors left. It's hard to guess, though.^^

owl79
01-13-2018, 10:14 AM
Ooohh, nearing completion? Can't wait to add this to rwg :)

Pille
01-14-2018, 06:16 AM
Soon™ ;D

Pille
01-15-2018, 03:44 AM
29th building session (Bandits' Hideout I (Throne of the messy bandit leader)):

https://i.imgur.com/h3kUE1L.jpg


Updated download link.

Andyjoki
01-16-2018, 10:57 AM
That looks great!

Laz Man
01-17-2018, 03:31 AM
29th building session (Bandits' Hideout I (Throne of the messy bandit leader)):

https://i.imgur.com/h3kUE1L.jpg


Updated download link.

I like how you think. Let me guess, bandit boss spawn once those are released by the pimps. :)

Pille
01-17-2018, 05:44 AM
I like how you think. Let me guess, bandit boss spawn once those are released by the pimps. :)

Man, that was too easy to guess. lol



That looks great!
Building it was a PITA though. ;) I'll be glad when it's over.

@all
Need some ideas on how to deal with players (new traps and so on). Any suggestions? :-)



30th building session (Bandits' Hideout II (I'm trying to build a cosy place for my non-existing bandits, still not finished though)).

https://i.imgur.com/Vuo2Z5P.jpg
https://i.imgur.com/kp4uXLr.jpg

Pille
01-20-2018, 07:36 AM
Added a lot of details to the lobby (2 artworks (thanks Tom for the idea^^), new bookstore, security scanners and more) and tried to fix these horrible stability problems. Unfortunately, that's much harder than expected. I wasn't able to fix anything. lol


31th building session (Lobby IV & Structural Stability Issues):

https://i.imgur.com/guBnTlk.jpg

https://i.imgur.com/T3jSJDE.jpg


Updated download link. Started to include the intended path to the roof (it's a maze-like prefab similar to the other skyscrapers). So the next versions reveal the path (spoiler alert ;) ).

Laz Man
01-20-2018, 08:52 AM
Man, that abstract sculpture is SUPER sexy. Nice creative idea right there. :) Will be an absolute treat to explore it when your done with it.

The Cure
01-20-2018, 07:07 PM
29th building session (Bandits' Hideout I (Throne of the messy bandit leader)):

https://i.imgur.com/h3kUE1L.jpg


Updated download link.
How did you make those planks on the wood stair rails? The one's angled down as you descend the stairs?

Pille
01-20-2018, 07:12 PM
I used the block 'woodCatwalkWedge'. Block Id 1277.

The Cure
01-20-2018, 07:22 PM
I used the block 'woodCatwalkWedge'. Block Id 1277.Ah, OK. I was wondering where you got a triangle plate like block from. Catwalks slipped my mind.

Pille
01-24-2018, 04:47 AM
Man, that abstract sculpture is SUPER sexy. Nice creative idea right there. :) Will be an absolute treat to explore it when your done with it.

If you've fun exploring it, I did it wrong. ;) Looting the vanilla skyscrapers is like a walk in the park. I am trying to provide a slightly different experience. At least these damn low level scavengers shall die. ^^



Almost done with the Bandit Camp...

32th building session (Bandits' Hideout III (Bar and entrance))

https://i.imgur.com/jMbfnOh.jpg
https://i.imgur.com/YEOgGl7.jpg

TopMinder
01-24-2018, 07:51 AM
I am looking forward to die in this Scyscraper.
Make good and strong Zombies for endgame. That will be a dangerous and exciting Loottour

Laz Man
01-24-2018, 02:32 PM
Would be nice if we could setup gun turrets. Last i checked, you couldnt power and/or load the turret with ammo as part of the prefab file?

Guppycur
01-24-2018, 06:55 PM
Would be nice if we could setup gun turrets. Last i checked, you couldnt power and/or load the turret with ammo as part of the prefab file?

No, it's all in the chunk, but DJKRose (sp?) has a mod for it, and I believe Pille was looking into it as well.

Pille
01-25-2018, 11:12 AM
No, it's all in the chunk, but DJKRose (sp?) has a mod for it, and I believe Pille was looking into it as well.

Yep and I am still afraid of the upcoming changes in A17 and trying to avoid features that may require a lot of rework.^^

Pille
01-27-2018, 04:36 AM
33th building session (simple conference room, took another idea from Tom (the table)^^):

https://i.imgur.com/w02IZjO.jpg

Laz Man
01-27-2018, 05:06 AM
33th building session (simple conference room, took another idea from Tom (the table)^^):

https://i.imgur.com/w02IZjO.jpg

*bows down* master of ceiling designs. :p

Pille
01-31-2018, 09:57 AM
Lol.^^


34th building session (new tank, it's based on Horst's excellent Tank chassis but a bite more modified than the other tanks):

https://i.imgur.com/GUbXo7y.jpg


@stallionsden
I am still working on other vehicles but they look quite ugly. Not sure if I am capable to make decent planes or choppers.

TopMinder
01-31-2018, 01:28 PM
Wow, unbelievable what we can do with some easy blocks and texture. As if you can jump in it and drive away :)
Good work for it Horst and Pille. I think with a little bit time and some tries all is possible here, and if one person is not enought
share your spirit for the way to perfection ^^

Pille
02-02-2018, 05:32 AM
Thanks TopMinder. I am going to make more tanks. It's kinda fun.^^

35th building session (mysterious 15th floor I (it was the last completely unfinished floor) and seminar rooms):

https://i.imgur.com/CaPxN4e.jpg

https://i.imgur.com/6oTGVGU.jpg

https://i.imgur.com/LGJW6Jq.jpg


Updated download link.

stallionsden
02-03-2018, 03:33 AM
Looking awesome and majestic Pille. And haha no worries I haven't been in 7 dtd for a bit.. got to finish the prefabs I am working on or I will miss out haha. But yes that tank looks amazeballs. STOLEN lol

Laz Man
02-03-2018, 07:37 AM
Your usage of light and paint textures is top notch. You should be one of the TFPs world builders imo. :)

Pille
02-03-2018, 08:46 AM
Thanks guys. I'll formulate a more extensive reply later. ;)


36th building session (Another tank (the last one). It's slightly bigger than the other tanks, the antenna is much longer ;) and its interior is more modern. I am still using Horst's chassis design btw. ):

https://i.imgur.com/eX55ZGI.jpg

https://i.imgur.com/nN3YGwe.jpg

https://i.imgur.com/IC2NCUu.jpg

Pille
02-04-2018, 02:41 PM
37th building session (More corridors. think I've found an acceptable design which is supposed to convey a 'final level feeling' ^^. Shouldn't take long to finish the floor.):

https://i.imgur.com/W0E65UQ.jpg
https://i.imgur.com/3EwFYH3.jpg



got to finish the prefabs I am working on
Are you talking about your 'little' airport?^^

Pille
02-06-2018, 11:26 AM
38th building session (Laser cannon I (not the final design). Got some inspiration from Doom 3^^):

https://i.imgur.com/Dh2dnSE.jpg
https://i.imgur.com/LwIfC2B.jpg


Updated download link

This could be the last update for a while because I need another break. There're still so many unfinished rooms. I am going to take some ideas from TopMinder's new Hospital but that will not be enough to fill all remaining rooms.


39th building session (Just a concept, not finished - It needs some paint, more details and an improved shape):

https://i.imgur.com/EYUQu7f.jpg

Laz Man
02-07-2018, 06:08 AM
38th building session (Laser cannon I (not the final design). Got some inspiration from Doom 3^^):

https://i.imgur.com/Dh2dnSE.jpg
https://i.imgur.com/LwIfC2B.jpg


Updated download link

This could be the last update for a while because I need another break. There're still so many unfinished rooms. I am going to take some ideas from TopMinder's new Hospital but that will not be enough to fill all remaining rooms.


39th building session (Just a concept, not finished - It needs some paint, more details and an improved shape):

https://i.imgur.com/EYUQu7f.jpg

Now thats a chopper! Nice one!!!

Pille
02-07-2018, 11:33 AM
But it's supposed to be a bicycle. :'(

Pille
02-08-2018, 04:56 AM
My first bike is finshed (more or less). Added download link to the op (see related prefabs).

40th building session (First finished helicopter. It's bigger than the concept heli, so there could be enough space for interior (not tested yet)):
https://i.imgur.com/ONn4G0F.jpg
(version 1.0)

Pille
02-10-2018, 12:27 AM
41th building session (Second heli, basically an update of the first one):

https://i.imgur.com/xRpZJ0N.jpg


(inspired by this (https://get.pxhere.com/photo/aircraft-military-vehicle-aviation-helicopter-attack-chopper-apache-rotorcraft-air-force-gunship-atmosphere-of-earth-helicopter-rotor-military-helicopter-568086.jpg) and othere choppers)

UltimateX
02-10-2018, 12:37 AM
I am eager to add this work of art to server

Pille
02-10-2018, 12:40 AM
Edit:
Added two new variants of heli 2 to the heli pack.

@UltimateX
The main prefab is still unfinished and unstable but these helis should be ok. :)

The Cure
02-10-2018, 09:05 PM
That Apache is probably the best thing I've ever seen made in this game.

Now make a Chinook helicopter, so I can make the Weapon X facility from X-Men.

Pille
02-10-2018, 11:32 PM
@The Cure
Thanks. I think Laz Man already made a Chinook somewhere on Guppy's server. However, I am not able to find it. Maybe I make a Chinook, maybe not. It's a harder to build than this cheap no-name Pseudo-Apache.^^


Tank pack released! (see op 'related prefabs')

https://i.imgur.com/JpyXrBf.gif


Just a few hints regarding the tank pack:

* To ensure a proper transition from terrain to the tank treads, the tanks need to be placed on 2 layers of terrain blocks (already done in the pack).
* There are concrete blocks beneath the tanks. Those blocks are required for the proper rendering of the treads (see screenshot bellow). I recommend to use textures that fit to the surrounding ground blocks (see screenshot bellow).
* Please use the prefab editor if you want to change the terrain (or ask Pille) because some blocks need certain density values.
* There is no version with rotated turret gun yet but it's planned.


https://i.imgur.com/Sn1fg06.jpg
https://i.imgur.com/6AJ9waO.jpg

UltimateX
02-12-2018, 05:49 AM
I'll take a look at the prefab and try to find the source of the stability issue. By the screenshots alone, your lobby is way too open with huge support spacing. There is a fixed limit to how far out blocks can span from vertical supports to ground before failing for each material.

UltimateX
02-12-2018, 06:48 AM
Didnt take long to find the culprit. Not only support spacing is an issue but your support pillars in the lobby only support the floor above that. Basically you have no load bearing walls or pillars in alignment to that on the vertical axis for the floors beyond that. Fix this by making load bearing support perfectly symmetrical through all floors like you did with the staircase and elevator shaft(which is typically done in real world construction otherwise same problem).

On a side note, your prefab is way too big on the horizontal plane and will not fit the standard city block and will not spawn.

EDIT: Directly under your elevator shaft is hollow space(McDowell dining room) an other instability cause

Pille
02-12-2018, 07:13 AM
Hi UltimateX,

thanks for you help. I know the building is a stability nightmare and yes the unsupported ceiling of the lobby is way too large. My goal is to fix the issues making as few changes as possible. ^^ I cannot make load bearing supports through all floors. So there must be another solution. :) Anyway, I have to finish all rooms before taking care of the stability.




On a side note, your prefab is way too big on the horizontal plane and will not fit the standard city block and will not spawn.


No. It spawns very reliably (I am using the skyscraper group in the rwgmixer.xml):



<prefab_rule name="skyscrapers">
<prefab name="skyscraper_01" max_count="1" prob="50"/>
<prefab name="skyscraper_02" max_count="1" prob="50"/>
<prefab name="skyscraper_03" max_count="1" prob="50"/>
<prefab name="skyscraper_04" max_count="1" prob="50"/>
<prefab name="skyscraper_pille" max_count="1" prob="150"/>
</prefab_rule>


This code spawns 1 or 2 skyscraper_pille per map. It's supposed to be rare btw.^^

UltimateX
02-12-2018, 07:33 AM
I've made your skyscraper the only one in the mixer xml and still wont spawn in. Could be a seed thing generating city blocks smaller than your prefab but its only yours that wont spawn in.

thanks for you help. I know the building is a stability nightmare and yes the unsupported ceiling of the lobby is way too large. My goal is to fix the issues making as few changes as possible. ^^ I cannot make load bearing supports through all floors. So there must be another solution. Anyway, I have to finish all rooms before taking care of the stability.
You pretty much have too. Its the way the block physics work. Zigzagging support diminishes stability with every floor. It has to be aligned linearly the whole way up. I advise stabilizing the structure first and designing your rooms around critical supports. Doing all the artsy stuff first is probably what lead to this problem in the first place

Pille
02-12-2018, 07:43 AM
I've made your skyscraper the only one in the mixer xml and still wont spawn in. Could be a seed thing generating city blocks smaller than your prefab but its only with yours.
Can you tell me the seed name please?



I advise stabilizing the structure first and designing your rooms around critical supports. Doing all the artsy stuff first is probably what lead to this problem in the first place

Yeah I know. This wasn't the best approach but it's too late now. ^^ I am very good at this SI stuff that's why I thought fixing the stability would be a like a walk in the park. haha


Edit:

I'll add some damages anyway. So I don't have to fix all issues. Just a few.

Pille
02-12-2018, 02:17 PM
@UltimateX

Ok, I've made some tests using these settings:



<prefab_rule name="skyscrapers">
<prefab name="skyscraper_01" max_count="1" prob="50"/>
<prefab name="skyscraper_02" max_count="1" prob="50"/>
<prefab name="skyscraper_03" max_count="1" prob="50"/>
<prefab name="skyscraper_04" max_count="1" prob="50"/>
<prefab name="skyscraper_pille" max_count="1" prob="150"/>
</prefab_rule>



The spawn doesn't work with all seeds (tested 20 seeds). About 50 % of the tested maps don't get the tower:




Number of spawned Skyscrapers
Number of seeds


0
9


1
7


2
3


3
1




This means 9 of 20 seeds don't spawn the skyscraper. I can make it a bit smaller to increase the chance of a successful spawn. It would be helpful to know what the 'standard city block' is. Any idea?




@all
Updated the tank pack. I made a bigger version of 'tank2' with more reasonable placed turret and added a tank with rotated turret gun. They look good enough for the final version of the tower.

https://i.imgur.com/4jbsKEF.jpg
https://i.imgur.com/OwxCuPA.jpg



Just in case someone wants to help me to fix the instability issues^^ - I am trying to reach at least 'Unstable Type I' (see explanation below). Atm. there are spots with 'Unstable Type III' which is very bad. Haha. Type II is easy to reach but the exact conditions for Type I are unknown to me. So if you know some cool tricks on how to improve the stability, let me know.


Stable:
You can walk on the structure and you can place some blocks on it.

Unstable Type I:
You can walk on the structure. Placed blocks will be destroyed (they explode) but they don't cause further damage.

Unstable Type II:
You can walk on the structure. Placed blocks will be destroyed (they explode) and they'll cause collapses of surrounding blocks.

Unstable Type III:
You can neither walk on the structure nor place blocks.

UltimateX
02-12-2018, 11:48 PM
Well, there isn't an actual standard size for a city block. I often loosely phrase things and not meant to be literal. Your prefab not spawning in is two factor problem. Aside from it being redundantly oversized with a lot of wasted space around the skyscraper, the prefab's xml has no zoning nor townships defined which was making the game omit it from all cities entirely. That part I figured out after posting. I corrected that and it spawned in at least once.

As for stabilizing it. I would be willing to help but I really dont think its going to be possible without scrapping 50% of the rooms to change layout in problem spots. The auditorium being one of them since its open space would be right where supports need to go. Many of the hallways and cubicles would have to be moved over too. I know it sucks to have to do that. I would cringe at the idea of having to redo everything that took months but leaving it as is only assures that your work would be for nothing if its unusable and does not meet what people expect out of the game. I doubt that I'm the only one who thinks functionality is more important than looks. I sure wouldn't host anything if I'd have to settle for minimal function just to keep the aesthetics

Pille
02-13-2018, 01:16 AM
There is a reason for the 'wasted space'. It's just not used yet. I wasn't aware of the missing xml parts (Probably accidentally deleted).

I still think you're way too pessimistic about my little instability issue.^^ Anyway, thanks for your advice.

Guppycur
02-13-2018, 04:21 AM
I think it's the ultimate trap. Fight for hours to get halfway up then have the entire building collapse on you. Awesome. =)

UltimateX
02-13-2018, 06:56 AM
Are you serious or is that sarcasm?

Guppycur
02-13-2018, 07:04 AM
Me? Kinda both. Crap happens.

...granted, this particular building looks to be in great shape, so it probably wouldn't work... But imagine a dilapidated building with tons of structural damage, and if you take the wrong step, boom...

Laz Man
02-13-2018, 07:29 AM
Well, there isn't an actual standard size for a city block. I often loosely phrase things and not meant to be literal. Your prefab not spawning in is two factor problem. Aside from it being redundantly oversized with a lot of wasted space around the skyscraper, the prefab's xml has no zoning nor townships defined which was making the game omit it from all cities entirely. That part I figured out after posting. I corrected that and it spawned in at least once.

As for stabilizing it. I would be willing to help but I really dont think its going to be possible without scrapping 50% of the rooms to change layout in problem spots. The auditorium being one of them since its open space would be right where supports need to go. Many of the hallways and cubicles would have to be moved over too. I know it sucks to have to do that. I would cringe at the idea of having to redo everything that took months but leaving it as is only assures that your work would be for nothing if its unusable and does not meet what people expect out of the game. I doubt that I'm the only one who thinks functionality is more important than looks. I sure wouldn't host anything if I'd have to settle for minimal function just to keep the aesthetics

Its the apocalypse, I call it building decay. :)

Pille
02-13-2018, 08:47 AM
Here an example of a working 'Unstability Type I' construction. It's similar to the roof of my old A15 base. You can walk on this thing, you can place blocks (they will vanish though) and you can remove a lot of blocks from it before it begins to collapse.

https://i.imgur.com/5QDVRNU.jpg


So all I have to do is to adapt some of the ceilings in such a way that they can't collapse.^^ It will not work for all rooms but I can always replace the instable parts with holes (As the title indicates, it's supposed to be a scratched skyscraper...) :

https://i.imgur.com/Qme45Zs.jpg


I really don't see a big problem. This is my first prefab, I know what I do. ;)



Fight for hours to get halfway up then have the entire building collapse on you. Awesome. =)

Lol. Actually the unstable part is relatively small compared to the size of the building. So this wouldn't happen.^^ There will be enough other threats though (e.g. small hordes of 20 - 30 high level zombies running towards you and sleeper volumes with GameStageaAdjust values of 5000).

StompyNZ
02-13-2018, 09:04 AM
sockets are 21x21, so you need multiples of that in a flat area for it to spawn (i.e. a 200x200 prfab needs 10x10 sockets to fit it)

you large non collapsing thing is what I refer as too big to fall :)

essentially you have pushed the expanse so far that the SI calcs stop before they reach the edge and assume the blocks are attached so it doesnt fall (my theory at least, havent confirmed in code)

Does the ingame stability shader still work? I found that really handy when working on issues with SI

Pille
02-13-2018, 09:16 AM
@StompyNZ
I didn't know anything about sockets, thanks.^^ I think it's not the size since the construction showed in the pic. works for each size. Yes, the shader works but seems to be unreliable (or maybe it's not the shader but something else).

UltimateX
02-13-2018, 12:29 PM
...granted, this particular building looks to be in great shape, so it probably wouldn't work... But imagine a dilapidated building with tons of structural damage, and if you take the wrong step, boom...

Its the apocalypse, I call it building decay.
Not when the spot is visually in mint condition. Weak spots by design is okay but not when its a defect of the layout its self. Its all about circumstance. Maybe you two are accepting to any condition collapse but not everyone is and as I recall POI collapses due to broken prefabs and general physics weirdness has historically annoyed people. Instability Type 1 might not be a collapse but its weirdness nonetheless.


essentially you have pushed the expanse so far that the SI calcs stop before they reach the edge and assume the blocks are attached so it doesnt fall (my theory at least, havent confirmed in code)I have actually noticed this when blowing up every support on the first floor of large buildings with TNT in creative mode. The calcs do stop short leaving part of the building floating in the air. TFP should fix that bug at some point.



So all I have to do is to adapt some of the ceilings in such a way that they can't collapse.^^ It will not work for all rooms but I can always replace the instable parts with holes (As the title indicates, it's supposed to be a scratched skyscraper...) : I like that

Pille
02-13-2018, 11:58 PM
42th building session (Helipad (unfinshed, have to add much more damage). I am not sure if this thing will make it into the final version of the tower^^).


https://i.imgur.com/fSEgu28.jpg
https://i.imgur.com/vy1tVFo.jpg


What do you think, stupid idea or not?

UltimateX
02-14-2018, 05:05 AM
I like the unique idea. Infected pilot turns zombie mid flight and crashes into skyscraper. No other building has this

Pille
02-14-2018, 09:02 AM
I think you're right. Looks a bit unlikely but who cares.^^ No reason to change it back.


Updated download link! I've added some scratches to the skyscraper. Need more practice though.

Laz Man
02-15-2018, 06:09 PM
I think you're right. Looks a bit unlikely but who cares.^^ No reason to change it back.


Updated download link! I've added some scratches to the skyscraper. Need more practice though.

I like the concept, very original. Some constructive critisim:

- make the chopper a bit more ebedded into the building. Maybe just the tail exposed. This is more of a realism nitpick so no worries if you disagree.

Edit: looking at the pictures again, maybe it was just the picture angle. Perhaps its already embedded half way.

Pille
02-15-2018, 06:21 PM
Yeah maybe. I could move it one or two blocks (There isn't much latitude because of the entrance to the library. I don't want to make the jump too difficult. :D ):

https://i.imgur.com/8ABjn3B.jpg




Edit:

I receive the following error message when I place a beam block:

https://i.imgur.com/x5fg0wn.jpg


Does anyone know what the message means?


Edit 2:

It doesn't happen if I change the position of the block.

UltimateX
02-16-2018, 09:28 PM
NullReferenceException: Object reference not set to an instance of an object. This can happen with a bad xml edit

As for the other, vertices are the lines between two points that make up polygons. Its mentioning the count. Perhaps your prefab might of hit a hardcoded complexity limit. I've seen errors like this on an other game engine and it had to do with hitting a detail limit.

Pille
02-16-2018, 09:45 PM
This can happen with a bad xml edit

As for the other, vertices are the lines between two points that make up polygons.
It's only one error. ;)



Its mentioning the count. Perhaps your prefab might of hit a hardcoded complexity limit. I've seen errors like this on an other game engine and it had to do with hitting a detail limit.

Looks like I've added too many details (complex blocks) to the area. Fortunately, it doesn't seem to be a prefab-wide limit. I can continue placing blocks at other locations. Have to simplify to affected area though to make sure that players don't encounter the error if they use wood frames. Thanks UltimateX for your help.


Edit:
Damn. Still get the error in rwg maps. Perhaps the environment counts towards the limit.

Guppycur
02-16-2018, 10:39 PM
Multi dim block is hitting another block. It happens sometimes. What kind of multi dim blocks would you be using up there though?

Pille
02-16-2018, 11:19 PM
Sadly it's not just a block collision issue. Found these bug reports:

https://www.youtube.com/watch?v=5qT_Ig0tka4&feature=youtu.be


https://7daystodie.com/forums/showthread.php?72106-Vertices-Error
https://7daystodie.com/forums/showthread.php?77258-Vertices-Error-with-Block-1473-1474-1475

Guppycur
02-16-2018, 11:35 PM
What if you go into dm and recalc the stability? I could be wrong (I often am), but I think that may force the chunk to do all of the math again.

I dunno, I'm grasping at straws. :)

Oh, I know a great alternative; join my prefab server and make some medieval prefabs to lighten my load AND take your mind off of your prefab for a while. ;-)

Andyjoki
02-17-2018, 10:32 AM
No you got my vertices error...try to remove some of the blocks which cause the error and try again. I know even other blocks can´t be placed when the error appears but hopefully you get it done somehow.
craziest error . it can destroy whole buildings/areas to be unplayable.

Pille
02-17-2018, 01:19 PM
@Guppycur
Lol, nice try. Perhaps later. Have to finish the tower.


What if you go into dm and recalc the stability?
No, it doesn't work (see Andy's reply).


@Andy
There are not always specific blocks which cause the error. The issue seems to be an interaction of several factors. On the one hand it can be triggered by blocks outside the tower (e.g. too many buildings with the block 'brick destroyed block 01' in the neighborhood can cause the bug, see screenshot) on the other hand I can place a lot of the brick destroyed blocks or other complexly shaped stuff inside the tower without getting any problems.

Thus, the position of the blocks matters. However, I haven't understood the underlying system yet. Need more data. ;)

https://i.imgur.com/aJah1t8.jpg



Edit:

Some good news:

* I've started to fix the stability issues.
* Maybe I can avoid the vertices error.

Pille
02-18-2018, 02:59 PM
43th building session (shower and another lab):

https://i.imgur.com/3CsEYpP.jpg
https://i.imgur.com/rsVhhi7.jpg

Andyjoki
02-18-2018, 03:14 PM
There are not always specific blocks which cause the error. The issue seems to be an interaction of several factors. On the one hand it can be triggered by blocks outside the tower (e.g. too many buildings with the block 'brick destroyed block 01' in the neighborhood can cause the bug, see screenshot) on the other hand I can place a lot of the brick destroyed blocks or other complexly shaped stuff inside the tower without getting any problems.

Thus, the position of the blocks matters. However, I haven't understood the underlying system yet. Need more data. ;)


yep i experienced all you´ve said. Nice to hear that you made progress of avoiding the vertices error :) For me, a newbie at prefabbing with no real experience at that moment, it was really hard to figure the whole vertices error thing out. As you mentioned only some areas are affected where other areas are ok. its really weird and i hope to never experience something like that again xD

Pille
02-19-2018, 11:58 AM
Yeah, it's not even funny.^^ I really hope that they can fix the issue in a17.


44th building session (new pillars, destroyed stairs and improved stability and exterior):

https://i.imgur.com/oD5WXWV.jpg
https://i.imgur.com/JJTt5oJ.jpg

Pille
02-20-2018, 04:38 PM
45th building session (big brother. haven't built an entrance yet):

https://i.imgur.com/hvlxWy8.jpg
https://i.imgur.com/5wQqXu7.jpg

TopMinder
02-20-2018, 07:11 PM
Nice Idea to watch zombies daily behaviour.
Perhaps they are not 100% Zombies, and the rest humanity
will cook a meal ^^

Pille
02-20-2018, 10:46 PM
You've got it.^^

Pille
02-22-2018, 07:54 PM
46th building session (mysterious black monolith in almost indestructible glass box. It's not really indestructible but effectively ~1600 times harder than steel if you use standard methods to destroy it):

https://i.imgur.com/Pp64t5T.jpg

Laz Man
02-23-2018, 07:35 AM
43th building session (shower and another lab):

https://i.imgur.com/3CsEYpP.jpg
https://i.imgur.com/rsVhhi7.jpg

hmm, how did you get that drain/vent texture on top of the tiles? Is there some other block smaller than the archtip block that can be retextured? :p

Pille
02-23-2018, 09:29 AM
You mean the painted sign 'I' blocks?

Laz Man
02-23-2018, 03:00 PM
You mean the painted sign 'I' blocks?

Yes that!!!! Clever. :)

Hope you dont mind me stealing your idea....

Pille
02-24-2018, 10:12 AM
Updated Download Link!

I am making progress with the stability issues. However, I still recommend you to turn off physics while exploring the tower.



Yes that!!!! Clever. :)

Hope you dont mind me stealing your idea....

Ofc you may steal what you want. I really hate the whole intellectual property thing. lol

Pille
03-02-2018, 02:22 PM
47th building session (the maze):

https://i.imgur.com/sTYCjLa.jpg


This was the last big, unfinished room. There still some smaller rooms left which need to be filled but this won't take long and TopMinder found some acceptably looking stability fixes, so all crucial obstacles on the way to release seem to be removed.

I am going to finish the tower this month.

Laz Man
03-02-2018, 09:46 PM
47th building session (the maze):

https://i.imgur.com/sTYCjLa.jpg


This was the last big, unfinished room. There still some smaller rooms left which need to be filled but this won't take long and TopMinder found some acceptably looking stability fixes, so all crucial obstacles on the way to release seem to be removed.

I am going to finish the tower this month.

Great job pille!!! Big prefab projects take alot of time and effort. Its amazing what you have completed in such a short amount of time.

Pille
03-21-2018, 12:39 PM
Thanks. I hope you don't mind if I add two pillars to McDowell's (for stability reasons) and if I wall up some of the exits. I don't want to screw up your creation but these minor changes are necessary...

https://i.imgur.com/spunYjh.jpg


I intend to release the tower before the end of this week (or perhaps next week if something 'bad' happens. :) ) but I've to finish another long-delayed project first. Anyway, here are some data about the prefab:



Container
Amount


hidden stash
39


lab equipment box
69


shamway box
13


shotgunMessiashs box
14


bookstore box
53


workingStiffs box
21


carparts box
4


random construction supplies
321


bookstoreshelves
198


munitions box
14




Number of blocks: 0.24 mio. (dishong tower consists of ~0.10 mio. blocks and Higashis has ~0.06 mio)
Length of the 'intended' path to the roof: 1600 m or ~1 mile (takes almost 7 minutes to reach the roof following the intended path^^)

Magoli
03-22-2018, 07:35 PM
Thanks. I hope you don't mind if I add two pillars to McDowell's (for stability reasons) and if I wall up some of the exits. I don't want to screw up your creation but these minor changes are necessary...

https://i.imgur.com/spunYjh.jpg


I intend to release the tower before the end of this week (or perhaps next week if something 'bad' happens. :) ) but I've to finish another long-delayed project first. Anyway, here are some data about the prefab:



Container
Amount


hidden stash
39


lab equipment box
69


shamway box
13


shotgunMessiashs box
14


bookstore box
53


workingStiffs box
21


carparts box
4


random construction supplies
321


bookstoreshelves
198


munitions box
14




Number of blocks: 0.24 mio. (dishong tower consists of ~0.10 mio. blocks and Higashis has ~0.06 mio)
Length of the 'intended' path to the roof: 1600 m or ~1 mile (takes almost 7 minutes to reach the roof following the intended path^^)

WOW - absolute amazing (and a little bit crazy :) )

if I see this baby on map I go in ... and never have to get out again :)

big project - big credits
awesome work Pille

Pille
03-23-2018, 07:41 AM
I know it might be a bit op but actually you're supposed to die very quickly when entering the building. We will see... ;)



48th building session.


Who let the dogs out? (Inspired by TopMinder ^^):

https://i.imgur.com/KNNVzXH.jpg



Loot heaven (roof):

https://i.imgur.com/0tVluhZ.jpg



Laser room (final, more or less):

https://i.imgur.com/MfEB3ne.jpg



Monolith room (final, more or less):

https://i.imgur.com/4C9EX7V.jpg



I am still trying to release this week but it's a tough goal. There are so many things that need to be improved.

Magoli
03-23-2018, 08:11 PM
^^°°ultra-nice°°^^

Kam R.
03-24-2018, 04:13 AM
This is one epic prefab indeed. Some great ideas/designs.
Should probably spawn only once per map, but that's ofc up to the individuals that might use it in the future.

TopMinder
03-24-2018, 07:57 AM
The Tower is getting great i think. It is a game in a game. I hope you get fixed the last stability issues.
When it is ready i take a long look into it.

Pille
03-24-2018, 11:44 PM
@Magoli
Lol, thanks.


@Kam R.
I wish there was an option for unique spawns.^^


@TopMinder
I am more worried about the performance and the vertices errors. In order to take both issues into account I am going to convert the tower into a wilderness prefab (wasteland and desert or maybe wasteland only. The trees in the other biomes are quite costly, so I think it's better to avoid them ). I've already added a fence and a collapsed tunnel which should explain the absence of a street.^^

Anyway, skyscrapers outside towns are not unusual. That's something we can learn from the movie 'the belko experiment' ;) :

https://static1.squarespace.com/static/50d144f6e4b05aff8e5b9c8c/t/59af4e5337c5817a20c7e737/1504661094603/The-Belko-Experiment-Trailer-3.jpg


49th building session (final exterior, more or less final):
Thank you for your advice The Cure! The street looks much better now.

https://i.imgur.com/Gxi6LK4.jpg


Release will be next week. The interior is almost done (99%). I still have to change some materials (e.g. the floor and the ceiling shouldn't consist of steel ^^) and I haven't added the stability fixes and sleepers yet....

The Cure
03-25-2018, 03:05 AM
:02.47-tranquillity: Bow to the Pille, Prefab Master.

Destroyed lamp posts, never thought of that. Amazing.

Laz Man
03-25-2018, 07:19 AM
Looks greatttt! Are those road decals? If so, did you ever get around to labeling them in your editor. The last I looked, they were labeled 0-14. No big deal, seeing your streets reminded me of that. :)

Pille
03-25-2018, 03:14 PM
You mean this?

https://i.imgur.com/NHt6HmW.jpg

No it's not in your version of the editor, but I am going to release an update very soon (Want to finish the tower first^^). And yes the road uses decals.

Kam R.
03-25-2018, 08:32 PM
Always wondered how exactly does one apply the decals, as the decal "blocks" can't seem to simply be placed ingame..

Laz Man
03-25-2018, 09:38 PM
You mean this?

https://i.imgur.com/NHt6HmW.jpg

No it's not in your version of the editor, but I am going to release an update very soon (Want to finish the tower first^^). And yes the road uses decals.

Haha, yep. Thank you that will make them easier to place. They really do add alot to prefabs. Especially the blood realted ones. With proper placement they can tell a story. :)

Edit: FYI, the yellow road decals can be tricky if the prefab is rotated. From memory, decals are not affected by rotation values which causes them look strange.

- - - Updated - - -


Always wondered how exactly does one apply the decals, as the decal "blocks" can't seem to simply be placed ingame..

As far as I know, they have never been placabke jn game. (Only from the editor). In hals editor (when he was updating it still) you could place them on any face of a square block.

Pille
03-26-2018, 10:14 PM
Edit: FYI, the yellow road decals can be tricky if the prefab is rotated. From memory, decals are not affected by rotation values which causes them look strange.

Yep thanks. It's a bit annoying (had to change some of the decals because the rotation differs from that in the empty world).

Pille
04-01-2018, 04:57 AM
Almost done but no release this weekend. :(

I've added sleeper blocks to the prefab and replaced most of the stainless steel blocks with more suitable materials (took much longer than expected). However, I still haven't fixed the stability issues since I had to change the materials first (cos they somewhat affect the general stability and as a result the required fixes).

Moreover, the sleepervolumes aren't added yet. As it turned out, it takes time and effort to test them (what a surprise^^). There will be some specially configured volumes that spawn awakened middle-sized sleeper hordes. At least, that's the plan. Anyway, I think this is the last building session.


50th building session (another bar and drain gutters (built using dark density magic)):

https://i.imgur.com/qc1T0OJ.jpg


https://i.imgur.com/rRgAB2A.jpg

http://www.handymanservices247.co.uk/attachments/media-library/Drainage_Services_jpg_465x600_q85.jpg

Laz Man
04-01-2018, 08:30 PM
Looks sweet! Guttertastic. :p

Pille
04-10-2018, 11:03 AM
I am still struggling with the sleeper volumes. Some of them won't spawn zombies (without showing a console message) and the trigger zones seem to be much larger than the actual volumes.

Example:
https://i.imgur.com/zNOOE7F.jpg

I've added an 1x1 sleeper volume inside the glass box but as soon as the player crosses the pink line a zombie will spawn. Thus, sleeper volumes consist of two zones, the spawn zone (visible in zombie and ingame editor) and the trigger zone (not visible in the editors and 4 or 5 blocks bigger than the spawn zone (only in horizontal direction)). This effect renders a lot of my volumes useless. :(

The first issue, however, is much worse. I have no clue what to do against volumes that simply don't work. Any ideas or tips?

TopMinder
04-10-2018, 04:04 PM
I have tested it this weekend for 2 hours, and have almost the same problem. The outer Sleepervolume let only in 1 of 3 or 4 tests spawning the sleepers, i will test it more this weekend. I have build several different buildings with sleepervolumes full of sleepers ^^

Magoli
04-11-2018, 08:12 PM
just an idea:
maybe it could resultate from crossing (overlapping) SleeperVolumes.

I noticed in all my Sleeperworks in the past following: The more simple it is, the less problems will be.

Overall the Sleeper-spawning is pretty poor in A16 (not appearing Sleepers, popping Sleepers, Sleepers rotate when wake up, Stupid KI, etc. etc.)

IMO atm we cant fully control when and where a Sleeper will appear.
Maybe in A17 it will be better. Till then Sleepers are a halfworking, but unfinished story in my mind.

Pille
04-12-2018, 01:39 PM
@TopMinder
Thanks, maybe you can find some new error sources.^^ I am starting to think that I've entirely understood the sleeper stuff (probably an illusion xD). Therefore, it's nice to have another modder/prefaber checking and improving my results.

In the long run, there should be a tutorial about sleepers (not in A16 though). I hope you're ready to repeat all your tests in A17. ;D

@Magoli
Thanks for the tip but unfortunately, there was only one volume in my testing prefab, so overlapping wasn't possible. As it turned out, my method of testing was incorrect. Somehow deleting the region files is not sufficient to reset the sleeper volumes. That's why some volumes stopped working after a while.

I don't put high requirements on my sleeper volumes btw. Just tried to avoid unintentionally spawned zombies that breaking through walls and I wanted to have some fancy surprises (zombies falling through ceilings and stuff like that^^).

The sleepers are almost ready now (~1200 sleeper blocks and ~120 volumes; performance isn't as bad as expected) and I can continue with fixing the stability (that's the final step before release).




Overall the Sleeper-spawning is pretty poor in A16 (not appearing Sleepers, popping Sleepers, Sleepers rotate when wake up, Stupid KI, etc. etc.)

IMO atm we cant fully control when and where a Sleeper will appear.
Maybe in A17 it will be better. Till then Sleepers are a halfworking, but unfinished story in my mind.

I agree, it's a shame that we have so little control over the volumes. Or perhaps, we have more control than we suspect but nobody knows what we can achieve within the current system and where the limits are because sleepers are not completely investigated...

Guppycur
04-12-2018, 02:35 PM
Were you deleting the .hcd files too?

Pille
04-12-2018, 02:39 PM
Were you deleting the .hcd files too?

Nope, I guess that was a mistake.^^

Magoli
04-12-2018, 06:34 PM
yo - cool - happy u solved the problem

btw:
Iam also suspicious about just cleaning the regions since A12.
I always take a new seed when iam testing something.

Pille
04-19-2018, 02:12 AM
Stability has been fixed. The end is near. :party:

The Cure
04-19-2018, 05:07 AM
:02.47-tranquillity: To the Ludwig Mies van der Rohe of prefabs. Prost!

Pille
04-21-2018, 06:44 AM
Looks sweet! Guttertastic. :p

:02.47-tranquillity: To the Ludwig Mies van der Rohe of prefabs. Prost!

Lol, thanks guys.^^


@all
Release of the beta is today or tomorrow. Have to write some text (install instructions and so on)... and I am still struggling with the vertices error. Found some tricks to avoid it though.

Pille
04-21-2018, 10:18 PM
Ok I've found more bugs (e.g. the game frequently ignores the RotationToFaceNorth) but at the moment I am unwilling to fix them or to search for workarounds because I need a break from the game or at least from this project^^.

Anyway, the version of the tower posted in the op should be usable. Please let me know if you encounter any problems not mentioned under 'known issues' (especially regarding the vertices error).

Release! Updated OP


Edit:
Fixed the hayballs in the gamma labs. They aren't supposed to break your legs.^^

I've changed my mind. I am going to release a more stable version in a few days or hours (without the remaining instability issues).




Edit 2:

I've uploaded a much more stable version. This will be the last update for a while (unless someone founds serious problems). Ofc I recommend to use the updated version.


Changelog (22. April, second update):

- replaced instable lights
- fixed instabilities on the roof
- improved two sleeper volumes (this should improve the performance in the maze (bandit camp))
- maybe fixed: "Apparently the game ignores the RotationFaceToNorth property defined in the xml." (I think I used the wrong rwgmixer for my tests yesterday).

Now I can take my break. :D

Andyjoki
04-22-2018, 04:50 PM
im gonna play through the tower tomorrow.

enjoy the break u deserve it. just... awesome! I know how much time/ideas such a project takes.

Pille
04-22-2018, 04:56 PM
Thanks Andyjoki. I hope you will enjoy it.


Edit:

If you're too lazy to search for the route to the roof or if you want to have a look at the prefab you may find this video helpful (SPOILER ALERT!):


https://youtu.be/Jmr9Var-12M

The Cure
04-30-2018, 04:20 AM
Went through it when you allowed me on the test server and the mazes are detailed and most excellent. Your platforming skills in the video above however? Eh... needs some work. JK, great build and I hope everyone downloads this for their server - It's more than worthy of entry into the vanilla game.

Pille
05-04-2018, 11:16 AM
To be honest, I cannot unreservedly recommend the prefab in its current state or to be exact, 7Days needs some more bug fixes and more optimization. Probably A17 will improve the situation... But thanks for advertising this over-sized phallus symbol. :)

Btw. the excellence of my platforming skills is beyond any doubt.

Pille
05-21-2018, 02:23 PM
I've updated the heli pack (Download link! Ofc its free to use and to mod. (http://www.mediafire.com/file/ty70tsqjttimkyb/heli_pack.zip)). One of these choppers will be used in a new collaborative project which I am working on together with my arch foe Top Minder ^^. The official Announcement will happen tomorrow. Stay tuned!

(First versions of civil helis)
https://i.imgur.com/ZQJg5wB.jpg
https://i.imgur.com/C8Dd10t.jpg




Edit:
- fixed: hull of new helicopters was asymmetric

Pille
05-24-2018, 05:49 AM
Added one more variant (probably the last one of this type) to the heli pack:

https://i.imgur.com/whtxIsv.jpg


One more update for the heli pack.^^ I've tried to make the choppers smallers but the result looks quite ugly. It's not bad enough to throw away though. Perhaps I can find some improvements...

https://i.imgur.com/ebN47b5.jpg
https://i.imgur.com/QYNY1dI.jpg


There's hidden interior but I was too lazy to furnish it. Maybe I should create a separate helicopter thread. lol

n2n1
05-26-2018, 05:16 PM
it's like some kind of geometric magic...

Pille
07-07-2018, 09:10 PM
Time to wrap up all my unfinished projects.^^


Bulldozer pack (includes 7 bulldozer (3 main types)) :

DOWNLOAD LINK (http://www.mediafire.com/file/tm5ebx5tonz0rfz/bulldozer_pack.zip/file)


bulldozer3_v5 (the flagship :D ):
https://i.imgur.com/LgxNWDQ.jpg



bulldozer2 (second attempt):
https://i.imgur.com/fFRBPce.jpg



bulldozer1 (my first attempt to make a bulldozer^^):
https://i.imgur.com/QoIiiTs.jpg



It's not used in the current version of the skyscraper but in a collaborative project (TopMinder is involved again but this time we're working on a quite small and conventional building).

Pille
08-04-2018, 04:00 PM
Real life keeps me busy. However, I should have enough time to finish this 'goodbye a16 tank'.^^ Here is a first highly unfinished prototype. Btw. I haven't updated the tank pack yet...

https://i.imgur.com/5cAOsOV.jpg


First version is halfway done:
https://i.imgur.com/8sVz139.jpg

https://i.imgur.com/5AjGUhi.jpg

I am going to update the tank pack next week.

Pille
08-05-2018, 10:52 AM
Updated Tank Pack!

I've added two new tanks.

https://i.imgur.com/M1huEVE.jpg



Btw. there will be a new more FPS friendly mini edition of the Skyscraper (soon®)...

https://i.imgur.com/K7Ir404.jpg


Edit:

One last version of this tank (with completely new interior):
https://i.imgur.com/skQmURa.jpg

Pille
08-06-2018, 03:26 PM
Added a new bulldozer to the bulldozer pack...

https://i.imgur.com/mYw9fjJ.jpg

Pille
10-02-2018, 01:57 AM
Preview of upcoming projects (probably A17).


Stripclub:
https://i.imgur.com/txLpJ7f.jpg


Machine Factory + Machines (in collaboration with Top Minder):
https://i.imgur.com/y186E5s.jpg

https://i.imgur.com/VJYGxad.jpg

Andyjoki
10-02-2018, 08:12 AM
The excavator is awesome!

Pille
10-04-2018, 01:10 PM
@Andyjoki
It's wasn't bad but the tracks looked quite ugly. I've found a better way ... Still not perfect but we've plenty of time before A17 drops, right?^^

https://i.imgur.com/EfUHMBa.jpg
https://i.imgur.com/FwQGYVp.jpg


https://youtu.be/Qnc7aPJD_pY


Edit:
Tank pack has been updated (just a new variation of 'tank1').

https://i.imgur.com/0tExsLF.jpg


Edit:
Draft of a crane.

https://i.imgur.com/IqSMWTJ.jpg


Edit:
Updated tank pack again (that's my biggest tank so far):

https://i.imgur.com/RiOuMhv.jpg



Edit:
Updated tank pack again (added a bigger and overhauled version of the previous tank).


https://i.imgur.com/CEyASay.jpg

I think I should add some more tanks with rotated turrets...

Laz Man
10-13-2018, 06:32 PM
Wow pille, you have been busy. Love all the new stuff you have been working on. :)

Pille
10-13-2018, 10:55 PM
Thanks. The original plan was to take a break but as you can see, it didn't work out very well haha.

Guppycur
10-14-2018, 03:32 AM
Breaks are for the weak!

(Says the guy on one)

Pille
10-14-2018, 11:45 PM
Well, I am weak and depressed due to the lack of new prefabs.^^



@all
You suffer from insomnia? No problem, I've found a cure (may contain spoilers though):


https://youtu.be/L7PdQErHSLU

adreden
12-07-2018, 03:29 AM
Have you tried to convert this to a17. and if so were there any lag issues.
I have a large prefab and have been working on it to reduce the lag. when looking at the center of it in a17 the frame rate drops to 10ish from 60.

Cheers :)

Pille
12-09-2018, 09:48 PM
@adreden
Yes, the prefab can be converted and yes it's still laggy. There's nothing we can do to improve the performance (except lowering the details in the prefabs).

Pille
12-22-2018, 07:04 PM
The Truth is Out There. Unidentified flying object (preview):

https://i.imgur.com/fpy3BDV.jpg

https://i.imgur.com/kl7zwQq.jpg

Guppycur
12-22-2018, 07:22 PM
You finally playing with custom blocks?

Magoli
12-22-2018, 07:24 PM
The Truth is Out There. Unidentified flying object (preview):

https://i.imgur.com/fpy3BDV.jpg

https://i.imgur.com/kl7zwQq.jpg

very kewl

Pille
12-22-2018, 07:35 PM
very kewl

I assume that means cool? ;) Thx then.



You finally playing with custom blocks?

Nope, not yet. The edges of vanilla glass blocks + very high light intensities create these strange light effects.^^ Could be used the build a nuclear reactor. Something like this:

https://i.imgur.com/zmURZqX.jpg

Laz Man
12-29-2018, 06:46 AM
Glad to see you still around tinkering around with prefab. :)

Pille
12-29-2018, 02:13 PM
Glad to see you still around tinkering around with prefab. :)

To be honest, I am still struggling with starting new projects or converting old ones. A lot of my old projects look ugly in A17. For instance the camo texture looks like fabrics now, so I dunno if it makes sense to start from scratch with new stuff or if I should try to import the vehicle packs and the other prefabs to A17...

stallionsden
12-29-2018, 04:21 PM
To be honest, I am still struggling with starting new projects or converting old ones. A lot of my old projects look ugly in A17. For instance the camo texture looks like fabrics now, so I dunno if it makes sense to start from scratch with new stuff or if I should try to import the vehicle packs and the other prefabs to A17...

Happy to convert your tower to a17 for your you need me to to help out

Pille
01-03-2019, 12:48 AM
Happy to convert your tower to a17 for your you need me to to help out

A complete overhaul may take weeks.^^

Pille
01-03-2019, 03:21 AM
The updated heli pack is ready (compatible with A17). I didn't put much effort into it but it looks almost decent^^. Native A17 helis would look better...

DOWNLOAD LINK (http://www.mediafire.com/file/ty70tsqjttimkyb/heli_pack.zip/file)


https://i.imgur.com/lf0Qau9.jpg

stallionsden
01-03-2019, 04:43 AM
The updated heli pack is ready (compatible with A17). I didn't put much effort into it but it looks almost decent^^. Native A17 helis would look better...

DOWNLOAD LINK (http://www.mediafire.com/file/ty70tsqjttimkyb/heli_pack.zip/file)


https://i.imgur.com/lf0Qau9.jpg

Nice may I use these for my museum

Pille
01-03-2019, 04:52 AM
Related Prefabs (Free to use/mod):

Helicopter pack A16 + A17 (Version: 3. Jan 19) (http://www.mediafire.com/file/ty70tsqjttimkyb/heli_pack.zip)

;)



Btw. the tank pack should be ready tomorrow. Here is a little overview of all vehicles (A16):


https://www.youtube.com/watch?v=MWEJeZFqMVA

stallionsden
01-03-2019, 04:58 AM
Oh sheesh my land and air museum shall be full lol... keep an coming lol haha that is if it ok to use em

Pille
01-03-2019, 05:19 AM
Oh sheesh my land and air museum shall be full lol... keep an coming lol haha that is if it ok to use em

Yeah all vehicles are free to use and to mod. Not sure if the tower is free to mod though because I took stuff (some rooms) from other prefabbers and I dunno whether they mind if other players mod their creations.^^

stallionsden
01-03-2019, 05:21 AM
I assume that means cool? ;) Thx then.




Nope, not yet. The edges of vanilla glass blocks + very high light intensities create these strange light effects.^^ Could be used the build a nuclear reactor. Something like this:

https://i.imgur.com/zmURZqX.jpg

is this going to be able to be used as a prefab at all or lol :-)

Pille
01-03-2019, 05:25 AM
Do you mean the ufo or the reactor? The reactor is just an idea and the ufo is not ready yet because I would like to make it invisible or hard to find at day.^^ That's kindof hard you know.

stallionsden
01-03-2019, 06:32 AM
Do you mean the ufo or the reactor? The reactor is just an idea and the ufo is not ready yet because I would like to make it invisible or hard to find at day.^^ That's kindof hard you know.

The reactor lol and dang ok lol hopefully comes to tuition lol

Pille
01-03-2019, 05:59 PM
Tank pack has been updated. There is an additional tank which shows how to make a smooth transition from terrain to non-terrain blocks (tank4_terrain_transition). I've also reuploaded to heli pack and added the missing preview pics.


DOWNLOAD LINK (http://www.mediafire.com/file/v99yiuq1q5h03q7/tank_pack.zip)


https://i.imgur.com/MoP47Lv.jpg

Pille
01-06-2019, 05:45 PM
Bulldozer pack has been updated.


DOWNLOAD LINK (http://www.mediafire.com/file/tm5ebx5tonz0rfz/bulldozer_pack.zip/file)


https://i.imgur.com/tPc4Oa5.jpg


I've also updated the tank pack and the heli packs because there was a texture issue related to a bug in the game. The Ufo is still not finished btw...

https://i.imgur.com/AtR4hrx.jpg

Pille
01-07-2019, 03:06 AM
Added new Chopper to the heli pack:

https://i.imgur.com/HF0rASH.jpg

Reuploaded (forgot the stabilizers^^).


Heli pack has been updated again:

I've found some improvements and added a second version of the heli:

https://i.imgur.com/t3AOxJF.jpg
https://i.imgur.com/INydadw.jpg

Slaan
01-07-2019, 05:33 PM
Where the hell did these choppers and bulldozers come from lol I feel like I've been living under a rock, brilliant stuff!.

As for your UFO POI, could try putting the flying UFO in the meshfile but actually have the prefab as a crash site, not tested putting lights in the meshfiles but there's some wacky things spring to mind after seeing those pictures.

Pille
01-07-2019, 06:18 PM
Where the hell did these choppers and bulldozers come from lol I feel like I've been living under a rock, brilliant stuff!.

As for your UFO POI, could try putting the flying UFO in the meshfile but actually have the prefab as a crash site, not tested putting lights in the meshfiles but there's some wacky things spring to mind after seeing those pictures.

That's a must-have idea for this prefab. Thank you for sharing it!


Here is the final heli of this production series time to try something new.

https://i.imgur.com/r9WGSjz.jpg

Pille
01-08-2019, 03:14 AM
Draft of a new heli. I'm trying to utilize terrain blocks to get more slope angles. Seems to work. It's not ready for release yet but shouldn't take long to finish it.

https://i.imgur.com/2m3bJl2.jpg


Edit:
Almost ready.^^ Looks quite unclean so far but that's the best I can do. lol

https://i.imgur.com/LSNbktH.jpg

Pille
01-09-2019, 12:03 AM
Heli pack has been updated. I've added the new chopper. Looks a bit more improvised and less clean than the other helis though. I had to add some terrain blocks since the wheels didn't touch the ground. It was quite hard to mask that issue...

DOWNLOAD LINK (http://www.mediafire.com/file/ty70tsqjttimkyb/heli_pack.zip/file)


https://i.imgur.com/TdNX6su.jpg


Edit:

Mini update (slightly increase the size of the skids of the heli5 series and added new variantion of heli5).