dont click the download button in java look for a all java download link on left side of screen then download the windows offline 64 bit one. i did the first time and it auto downloads the 32 bit one so yeh go to the all java download sectionI used your link to get Java but when I start Nitro it says it can't detect it? I re-downloaded java a few times and I still get the same thing. Any help?
Ok, thanks.dont click the download butting in jave look for a all java download link on left side of screen then download the windows offline 64 bit one. i did the first time and it auto downloads the 32 bit one so yeh go to the all java download section
How do you do this masking exactly ? Wondering to know if i could make maps much faster then manually tweaking literally everything.![]()
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Still getting roads generating in the ocean this is bad as it cuts through the water making things look well weird to say the least can we possabily have it so that roads are generated through the mask and not generate in areas where there not ment to
If I'm not mistaken, download compopack 39, and follow it's instructions to install it. Then select the compo 39 in the upper run drop-down for the poi list, and generate the world. Done.I have a ummmmm friend who isn’t so smart. Can someone give me, I mean my friend, instructions on how to get the compopack to work with nitrogen?
Go to actual compo pack thread dl mod then copy compo pack prefabs into games prefabs folder.I have a ummmmm friend who isn’t so smart. Can someone give me, I mean my friend, instructions on how to get the compopack to work with nitrogen?
It's a little.more complex than editing the splat yeah that removes the road texture but wont fill in the water void left by the road generation.How do you do this masking exactly ? Wondering to know if i could make maps much faster then manually tweaking literally everything.
Removing the roads in the water would be pretty easy manually by editing the splat3.png afterwards.
Edit: Ah i see a mask.png, that should it be![]()
I just did like 2 posts prior to this postHi. I too can't figure how to get the compopack to work. If you understand the install instructions would u mind explaining it to me in simple terms. lol. Thanks.
The only difference to the vanilla game is, that the prefabs (starting with xcostum_) in CompoPack (in the data/Prefabs/ folder) must be copied into the 7DtD prefabs folder. (mine is under C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Prefabs)Hi. I too can't figure how to get the compopack to work. If you understand the install instructions would u mind explaining it to me in simple terms. lol. Thanks.
Ah maybe not for snow then but for the burned forest having biome data already done and being able to import it along with the height and mask would be a handy thing to have. gives more flexability to mappers and a cleaner preview image when done.The POIs dont check for the type of biome currently. They spawn regardless, and only look for the terrain. (mountain huts spawn on higher elevation, thats about the only additional logic)
There is a new feature that avoids spawning on burned forest or wasteland. But that works only if those areas are small. (as I do it in my map design with the craters). Else the POI placement might run into issues.
Thats would be a great feature thank you most appreciatedI can have a look at importing a biome map instead of generating it, so it will show up in the preview.If no biome map is in the output folder, it will generate one (with the snow mountain tops)
you have to copy all files, not the folder itself, of combopack prefab folder into 7dtd prefab folderI've copy and paste the compo pack prefab folder into the 7dtd prefab folder. But they dont show up in game. I'm apparently doing something wrong.