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Deverezieaux's POIs now as a modlet!

Per a request and with some guidance from @stallionsden I optimized the lighting in the University Campus for better performance. It's not perfect green all around, but there is much less overlap. I updated the file at the existing link and here is the updated file link just in case: https://drive.google.com/file/d/1IGRkMkskipcU2utj0njA7XEKSfc0Bvy1/view?usp=sharing

I also added a quicker secret exit and fixed the bell tower. EDIT: I also replaced Abandoned House Zombies in the XML with Generic Zombies due to the issue with that group. I will be replacing all links that have that group with updated files, it's easiest to do a find/replace in the XML for those groups.

Optimizing lights is not fun after the fact for a large POI, and viewing light performance isn't great right now in my opinion, but I'm sure it will improve.

If you want to do this you can view light performance by checking the box on the first tab of the editor dialogue. It's the same one that has "show stability." Optimally lights should be green, and where they overlap will show yellow, orange, red, etc. depending on how bad for performance it is.

You can decrease "Range" in the edit menu of the light by facing it, holding "E" and selecting the crossed Wrench and Screwdriver icon in the lower right of the radial menu that appears.

 
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The Government Skyscraper has been optimized (as well as possible) for lighting, and I've replaced the Abandoned House Zombie Group with the Generic Zombie Group. The link has been updated and is also here: https://drive.google.com/file/d/1WTUua4uRi10DJXx7EJfqU03lfIiMRYZ-/view?usp=sharing

There are a spots where lights still overlap, but overall the lighting has been cleaned up. It's difficult in a large POI because you need a lot of lighting for player dungeon pathfinding, but I think I've struck a good balance.

 
Hi all, not sure if I should post this here or in the general modification discussions section.

When I start my next POI, I was considering doing a long-build video covering POI creation from start to finish. Not like a quick tutorial, but the process of creating an entire detailed, dungeon-pathed, optimized POI start to finish. I wonder if anyone would be interested in this as there would be lot of long and possibly repetitive sections? Basically, it may be very dull. I wouldn't want to edit it down too much though, because the point would be to show as much as possible. Just a thought, maybe it's not worth it if no one would be interested.

 
I'd be interested in seeing something like that. I looked at the prefab editor today for the first time and found it a bit overwhelming lol. I think it would be useful to have a video like you proposed as a reference.

 
I'd be interested in seeing something like that. I looked at the prefab editor today for the first time and found it a bit overwhelming lol. I think it would be useful to have a video like you proposed as a reference.
Thanks @ate0ate, I also posted the question in discussions, but there was no other interest. My next POI will either be a resort hotel or downtown hospital, but I probably won't record it. We'll see.

 
No problem, you certainly do not have to record the process. Either one of those POIs you mentioned would be amazing to see in-game. Now that you bring up a downtown hospital I find it odd that I never noticed the curious lack of medical facilities before. Seems like something that would definitely offer an opportunity for a high-level dungeon crawl and really decent medical loot. I mean, what place would possibly be more overrun with zeds than a hospital?

 
The new 42x42 hospital is coming along well, but I have a minor head-scratcher. I would like to keep a drive through for the emergency room, however downtown tiles do not have driveway exits. I'd like this to work in both Country Town and Downtown tiles, but it looks silly to have a drive through that opens onto a sidewalk. Some downtown tiles actually have walls or planters and other objects that would block a drive and make it look even sillier. I don't want to build a custom tile every time I build a new POI, so I'm trying to think of a workaround short of dropping the driveway, or limiting it to Country Town. 

One possible workaround could be tagging it as commercial. The commercial tiles have parking lots and drives and with a minor tweak it would work very well. The current vanilla big hospital is tagged as downtown and commercial. Thoughts on this approach?

Hospext1.jpgHospint1.jpg

 
The new 42x42 hospital is coming along well, but I have a minor head-scratcher. I would like to keep a drive through for the emergency room, however downtown tiles do not have driveway exits. I'd like this to work in both Country Town and Downtown tiles, but it looks silly to have a drive through that opens onto a sidewalk. Some downtown tiles actually have walls or planters and other objects that would block a drive and make it look even sillier. I don't want to build a custom tile every time I build a new POI, so I'm trying to think of a workaround short of dropping the driveway, or limiting it to Country Town. 

One possible workaround could be tagging it as commercial. The commercial tiles have parking lots and drives and with a minor tweak it would work very well. The current vanilla big hospital is tagged as downtown and commercial. Thoughts on this approach?

View attachment 24086View attachment 24087


42x42 downtown POIS have a small alleyway (6m wide from back edge?) In the back which all downtown tiles are designed to work with.  You could rotate your POI so your driveway is in the back but then you would also have to shrink it down some as well. (Or at least adjust driveway entry)

Commercial 42x42s POIs don't use any driveway parts but do require an asphalt connection from the front if you want an access way that wraps around back.

 
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Thanks Laz. I've experimented since my post spawning it in maps designating it as commercial, and it actually works pretty well. The parking lots for commercial 42x42 seem to work out with the placement of the drive. I made the drive-through a loop so it enters and exits from the facing side. I did spend some time looking at the downtown tiles, and noticed the alley might work. I'll have to experiment with the tags and generating various worlds to see how it spawns.

 
42x42 downtown POIS have a small alleyway (6m wide from back edge?) In the back which all downtown tiles are designed to work with.  You could rotate your POI so your driveway is in the back but then you would also have to shrink it down some as well. (Or at least adjust driveway entry)


Hmm, suddenly the Parking Garages make more sense. Custom tiles aren't allowing for the alleys, so I end up with Parking Garages with vehicle entrance alleys smashed up against other POIs or Tile content with no access to a road. I've never seen a parking garage where the vehicle entrances are around back. I had been thinking the Parking Garages had the wrong facing.

 
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I'm going to stick with using commercial tags for the POI. I did add a narrow road in front, and could change the facing, but looking at it in the downtown tiles using the alley it doesn't always look "logical." In the commercial tiles however it looks great, and often spawns in a tile adjacent to a downtown tile so it fits in, and the parking areas in commercial tiles, at least in my tests, look really great.

Unfortunately I changed something that made the POI stop spawning in my test maps, either that or I'm just getting really unlucky random gen. Not sure if there's anything special about the commercial tiles that's causing a problem.

EDIT: Figured out the spawn issue, it was a size problem. There were some flat blocks I didn't notice that actually made it 42x43. Looks really good in the commercial tiles.

HospExt2.jpg

 
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Thanks! It’s the first POI I’ve done with a restore power quest. For those that don’t know restore power turns off all of the light fixtures in a POI, so I added torches, candles, lanterns, and flashlights to help with the pathfinding in this quest. Not sure that’s how TFP does them. I’ve played a bunch of restore power quests in vanilla POIs, but this is the first time I had to work through it in my POI design. I always test nighttime pathfinding without using a helmet light and felt adding some standalone lights would help. I’d appreciate everyone’s thoughts on this approach. 

 
Hi all, just a note that I made some minor edits to the hospital and updated the file at the existing link. Please re-download for the latest version.

 
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