• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

HDHQ - Textures/Lighting/Environment

Wondering if someone can help.
My friend and I were using this on an MP server, and now after the new HDHQ update--we are stuck in place on logging into the world.

Is there an updated HDHQ.unity3d file missing from the recent updates to HDHQ 2k/4k or was everything that was in their now in their respective modlets?

As it stands now, if we download the mainfiles referenced above and place them into their respective directories, then load the appropriate optional files and add them to both our SP and MP mods folders; the game freezes the player in place on log in.

Unable to isolate what's doing it.
As I mentioned, 1.1 was not HDHQ 1.0 save compatible except for the main package.

Because of the move to modlet format, it necessitated naming changes across all the items as to avoid potential conflicts with other modlets and to adhere to modlet guidelines/conventions.

Now add in load orders with other mod combinations and your ID's will never be consistant across players.

It just simply wasnt possible. revert back to 1.0 HDHQ, you can keep the 1.1 resources.assets/blocktexture/terraintexture bundles however

 
Very nice update. Started a new game on experimental and looking forward to all the changes. I've only been in the forest thus far, and the textures of the new plants are just incredible. Love the color.

All the best to you Dust2Death.

 
when installing to a dedicated server, is there still anything i need to leave out? or install everything just like i would on the client.

I'm going to install the 17.1b8 2k V1.1 textures, the biomes redux, particles,items,plants.

also, i dont see a recipe in the items modlet for the torches/spotlights, does it just make regular torches and spotlights convert to your version/parameters

 
Very nice update. Started a new game on experimental and looking forward to all the changes. I've only been in the forest thus far, and the textures of the new plants are just incredible. Love the color.
All the best to you Dust2Death.
Thanks. Enjoy :)

when installing to a dedicated server, is there still anything i need to leave out? or install everything just like i would on the client.

I'm going to install the 17.1b8 2k V1.1 textures, the biomes redux, particles,items,plants.

also, i dont see a recipe in the items modlet for the torches/spotlights, does it just make regular torches and spotlights convert to your version/parameters
Sorry I spaced. All the relevant locations have been updated.

If you prefer to patch yourself you could create a recipes.xml file in the config dir and add

Code:
<configs>
<append xpath="/recipes">	
     <recipe name="HDHQmeleeToolTorch" count="1">
       <ingredient name="resourceAnimalFat" count="1"/>
       <ingredient name="resourceCloth" count="1"/>
       <ingredient name="resourceWood" count="1"/>
     </recipe>

     <recipe name="HDHQSpotlight" count="1" craft_area="workbench" tags="learnable">
       <ingredient name="resourceHeadlight" count="1"/>
       <ingredient name="resourceElectricParts" count="8"/>
       <ingredient name="resourceDuctTape" count="2"/>
       <ingredient name="resourceScrapIron" count="50"/>
     </recipe>
</append>
</configs>
As for server I would assume its the same as any other modlet?

If I need to make a dedi build, I will, no problem. Just let me know what you all need.

 
Last edited by a moderator:
it seems that i just don't install the texture-pack to the dedicated server, only the modlets themselves.

as in "resources.assets" "blocktextureatlases" "terraintextures" "terraintextures.manifest" should NOT be installed to the dedicated server.
correct, that hasnt changed.

I thought maybe the modlets would have some difference, I havent tried a dedi server at all with modlets, I just havent had time.

In a much better position now though :)

 
well so far so good, im about to fire it up again and test the recieps, last time ( v1.0 old version) when i picked up the torches, they turned into regular torches, as in "HDHQtorch" on a wall, pick it up, then they became "Torch" stacking with regular torches.

maybe a disclaimer for idiots like me, DONT INSTALL THE TEXTURE PACK TO DEDICATED SERVER, ONLY THE MODLETS!.

i did notice though, i wasnt having the seamless biome transitions, IM using the Vanilla redux modlet on the dedicated server, im gonna take a look around again and see what thats about.

 
I need to flesh out some things for sure.

The torch is still just the handheld torch until I make wall torches for it.

I double checked Stable and Experi SP, both ok.

I just tested dedi stable with the main pack and the biome transitions seem to be working ok too.

Will grab experi dedi and check.

EDIT. Working on Experi dedi too.

You will have to find a way to repro the issue I cant. All working at this end.

EDIT 2. Tested full suite of modlets on experi dedi. All OK.

EDIT 3. Confirmed no text on the plants models when focusing. Will look into.

 
Last edited by a moderator:
Ok. I see.

The Seamless Biome Transition's refers to the Fog and Lighting/Spectrum changes as you move between the biomes. Particularly annoying in RWG where it can go from burnt to forest to wasteland in seconds. This is contained in the "Main Pack".

What your images show is the RWG biome placement on the edges. That blending is not something I have delved into because in general, I was expecting? Assuming? People would add this on top of, or compliment other RWG mods such as Tin or Alphado's work in RWG.

 
agh ok, Yes the lighting constantly flickering while in the mixed zone was driving me crazy!, this will be a great improvement, thank you!

 
Hey, for some reason the "HDHQ overhaul Main Files 2k v1.1 A17.1 Experimental B8" in 7d2d mod launcer keeps crashing as i launch the game. Music comes up and it shows TFP, after that it just stops the game

 
Hey, for some reason the "HDHQ overhaul Main Files 2k v1.1 A17.1 Experimental B8" in 7d2d mod launcer keeps crashing as i launch the game. Music comes up and it shows TFP, after that it just stops the game
Hi,

You have EAC disabled yes?

I just checked the files manually from both the local repo for 2K exp, as well as pulled them directly from the gitlab repo (where the launcher pulls from) and both sets work fine. (I wanted to make sure the upload didnt corrupt).

I'll test the launcher and see if I have any problems.

 
I decided to try the particle effect and downloaded the modlet. Having my base in the forest biome I was impressed to see the falling leaves.

But are the air borne particles meant to be seen when you are inside a completely enclosed buildings..?

They appear when I'm inside my enclosed base.

 
Last edited by a moderator:
But are the air borne particles meant to be seen when you are inside a completely enclosed buildings..?

They appear when I'm inside my enclosed base.
In the pine forest, are you meaning something else other than the leaves?

The smoke from burnt and wasteland may infiltrate buildings, but the leaves generally collide with objects so unless they spawn inside the building from the biome spawner they (leaves) shouldnt be to bothersome.

I'll look into options.

- - - Updated - - -

Hi,
You have EAC disabled yes?

I just checked the files manually from both the local repo for 2K exp, as well as pulled them directly from the gitlab repo (where the launcher pulls from) and both sets work fine. (I wanted to make sure the upload didnt corrupt).

I'll test the launcher and see if I have any problems.
Tested launcher and it works here at this end.

Make sure to:

1: Run launcher as Admin

2: pre sync the mod

 
In the pine forest, are you meaning something else other than the leaves?
The smoke from burnt and wasteland may infiltrate buildings, but the leaves generally collide with objects so unless they spawn inside the building from the biome spawner they (leaves) shouldnt be to bothersome.

I'll look into options
Is not that they are too bothersome, I didn't know if it was a design feature or something overlooked. It just seemed strange to be totally inside, no doors or windows open, to find random leaves floating around me.

The one chop action on trees, from using the textures on a saved game, I knew about. But to see a tree fall when my arrow misses a Z and hits a tree is a little surprising, lol.

 
In the pine forest, are you meaning something else other than the leaves?
The smoke from burnt and wasteland may infiltrate buildings, but the leaves generally collide with objects so unless they spawn inside the building from the biome spawner they (leaves) shouldnt be to bothersome.

I'll look into options.

- - - Updated - - -

Tested launcher and it works here at this end.

Make sure to:

1: Run launcher as Admin

2: pre sync the mod


I followed all these steps. I don't know much on these things so the Launcher simplifies it for people like me. All the B240 stable version work, just not the 17.1. Also when i pre-sync the ones that do work, it shows that it needs to sync like 57 files or something while the 17.1 only needs to sync 12. I thought maybe it's not loading the rest. it's just a guess

 
How fast is your internet?

Can you start fresh in a clean directory?

Does the launcher show the following?:

nrU4C2x.jpg


 
Last edited by a moderator:
Syncing https://gitlab.com/DUST2DEATH/HDHQ2KEXP

Total Download Time: 00:00:00.84

Copying folder \TempMods\7DaysToDie_Data ...

Copying is done.

Copying \TempMods\README.md to \README.md

Copying is Done.

Copying \TempMods\Data\Bundles\blocktextureatlases to \Data\Bundles\blocktextureatlases

Copying is Done.

Copying \TempMods\Data\Bundles\terraintextures to \Data\Bundles\terraintextures

Copying is Done.

Copying \TempMods\Data\Bundles\terraintextures.manifest to \Data\Bundles\terraintextures.manifest

Copying is Done.

Launching \7DaysToDie.exe -logfile 7DaysToDie_Data\output_log.txt -configfile=\SaveConfig.xml

Game Started

THis is what i got

 
Back
Top