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Thread: Skyscraper (by Pille)

  1. #1
    Colony Founder Pille's Avatar
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    Skyscraper (by Pille)

    The beta version of my tower is done!



    Download:

    Standard version of the prefab (latest update: 22. April):
    DOWNLOAD LINK


    Prefab without unfair mines at the outside (latest update: 22. April):
    DOWNLOAD LINK


    Prefab without sleepers or unfair mines (latest update: 22. April):
    DOWNLOAD LINK






    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).

    Info about the vertices error:
    https://7daystodie.com/forums/showth...1473-1474-1475
    https://7daystodie.com/forums/showth...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):

    Code:
    		<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!):

    Route To The Top



    Related Prefabs:

    Helicopter pack (Version 24. May 18)
    Tank pack (Version 12. Feb. 18)



    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/showth...nt-(by-LazMan)

    I used and modified Horst's tanks:
    https://7daystodie.com/forums/showth...03-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/showth...ar-Power-Plant

    A lot of design element are inspired or even shamelessly copied from TopMinder's prefabs:
    https://7daystodie.com/forums/showth...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!
    Last edited by Pille; 3 Days Ago at 11:30 AM. Reason: Updated helicopter pack.

  2. #2
    Guppycurian Forum Whore Guppycur's Avatar
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    Make me switch to desktop mode, grumble grumble...

    ...looks great! Have fun decorating it.

  3. #3
    Colony Founder Laz Man's Avatar
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    Love the exterior look!!!!!

  4. #4
    Colony Founder Pille's Avatar
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    The exterior will be finished anytime soon™:

    2. Building session (Exterior II)








    Quote Originally Posted by Guppycur View Post
    Have fun decorating it.
    No no, fun is for young people.
    Last edited by Pille; 08-30-2017 at 10:43 PM.

  5. #5
    Colony Founder Pille's Avatar
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    I am progressing with the lobby...

    3. Building session (Lobby I)





    Progress is slow thanks to rotation issues:
    Last edited by Pille; 08-30-2017 at 10:43 PM.

  6. #6
    Colony Founder Laz Man's Avatar
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    Very very nice!!! Now that is a building worth putting your name on.

  7. #7
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    Very nice! When can we move in?

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

  8. #8
    Colony Founder Pille's Avatar
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    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)



    Last edited by Pille; 08-30-2017 at 10:43 PM.

  9. #9
    Guppycurian Forum Whore Guppycur's Avatar
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    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.

  10. #10
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    Quote Originally Posted by Pille View Post
    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)
    Spoiler: 




    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

  11. #11
    Colony Founder Pille's Avatar
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    @stallionsden
    Thanks stallionsden. That looks much better than expected (I thought it would be super ugly, lol).

    @Guppy
    Quote Originally Posted by Guppycur View Post
    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)




    Does anybody know a solution to my railing problem (last screenshot in #5)?
    Last edited by Pille; 08-30-2017 at 10:44 PM.

  12. #12
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    Quote Originally Posted by Pille View Post
    @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)
    Spoiler: 





    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.

  13. #13
    Hunter
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    Quote Originally Posted by Pille View Post
    @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.

  14. #14
    Colony Founder Pille's Avatar
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    @stallionsden
    Quote Originally Posted by stallionsden View Post
    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
    Quote Originally Posted by Dracos99 View Post
    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.

    Last edited by Pille; 08-30-2017 at 10:44 PM.

  15. #15
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    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.

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