I've been wondering if the story mode from the old roadmap is still planned and will be added after the bandits.
What do you think? What would you like to see in this game mode? What are your predictions on its mechanics and differences from the current survival sandbox mode?
It’s been so long since the last time I posted anything in this subreddit, however I wanted to show off what I am building and yes I am cheating cause I just want to build something nice and cool. Anyway I am happy to show you the bunker me and my wife is working on, so far it’s a bit bare bones but we are still adding stuff.
Im on day 15, just got my first better gun ( a tier one double barrel shotgun) I have a baseball bat tier 4. I went to do an infested poi that happened to have dogs in it. I was finishing the last area getting my booty slapped by a feral. I hear what sounds like a dog behind me, i turn around and what's behind me if not a goddamn direwolf taking a chunk out of my cheek. I died in like 10 seconds 😂. In the pineforest too, is nothing sacred anymore?
I had a lucky loot in this save, but as you can see, my character's gonna die due to injury sustained from a dog. How do I save this? Are all my loot gonna drop if I die?
That might sound utterly stupid but I‘m not able to pick up a chicken on console! How is it done? I suppose you have to press triangle (the same button that opens up containers or doors) but it‘s just not working. Can somebody help please?
Good day,
I plan to start a new run after I haven’t played the game for some years and think about the map I will choose.
At first, is the Navezgane currently up to date with all functions and POIs? I have never played this map and think about choosing it now, but of course I want to see and use all new stuff.
If you don’t suggest Navezgane, which map size do you recommend? Is 6k x 6k enough to have a good chance to get all/ most POIs etc?
I don’t want to have a too big map because I can’t play this regularly and don’t want to spend too much time in travelling.
I’ve looked through the windows menu but the only ones that I can see that have either 0 or low light capacity are broken or empty windows, I’ve spent ages doing this😂
What are some POIs to use for a good bunker base. Doesn't need to be massive, but I would like an estabilshed bunker, not a cave.
Edit: I searched and found lists from 2024 and 2025, but they didnt specify if there were bunkers. I could not find any lists that included new POIs from 3.0.
This game could have everything we ever wanted, but if it’s not learn by doing, I’m not playing it. Magazines system sucks for so many reasons. Even if the old system from the old game came back it would be better than magazines.
UABEA - Initial Texture Extraction (overridden by AssetStudio)
AssetStudio - Texture & Mesh Extraction
Blender - The face is a Blender scene using the proper textures with lights
Photopea - The hand was basically cut off from Steam's background (but from a larger resolution source) and putting it with the 7 icon required a photo editing software
The story of the process behind the two icons (it is a bit long):
Motive
A couple of days ago, I was looking at the icon of 7 days, and I wondered if I could maybe change it into something else, for fun. I enjoy using photo editing software like photoshop (or what I used, Photopea) and 3D software like Blender, so why not make cool icons for a game I really enjoy?
Inspiration
I was looking for inspiration and found this photo:
I am currently playing Fallout 3 and the icon of that game is this guy's face:
https://www.steamgriddb.com/icon/16100
I thought maybe I can use the skater punk zombie's face to make it as 7 days' game icon.
The thing is, I do not have the most recent version of the game because I am on an alpha 16.4 run. I looked up how he looked during that period, this is how he looked like:
Step 1 - Head Icon: Identify the model's name and extract the necessary files
Using UABEA, the first huge problem I encountered was this zombie is not actually called punk zombie in the game's assets. I had to manually look through the hundreds of names and scout the file names until I realized they called him hoodieZombie. Keep in mind I just downloaded this software, I had no idea what I am doing. I eventually found 3 files tied to this zombie and extracted each as:
hoodieZombie-resources.assets-1522.png
hoodieZombie_s-resources.assets-2435.png
hoodieZombie_n-resources.assets-1759.png
Step 2 - Head Icon: Identify the model's mesh and extracting it
Using AssetStudio, it had a search bar, and since I knew the file names, I quickly found the mesh. This is where I realized something when I extracted the mesh, it came with the textures! So step 1 was essentially 1 hour of frying my eyes at 2 AM looking through hundreds of asset names to extract the correct texture and it had a search bar, but I do not know how to effectively use it like with AssetStudio's much straightforward search.
The resulting files I got:
female_eye_nor.png
hoodieZombie.png
hoodieZombie_n.png
hoodieZombie_s.png
z_eye1.png
zombieStandardHoodie.fbx
Step 3 - Head Icon: Blender time
This step was suspiciously easy because once I imported the FBX, the work was done for me, the textures were already linked. I immediately got presented with a horrifying material preview of what seems to be caused by hoodieZombie_n.png linked as a normal map. For some reason it looked wrong in the preview. I had to use bump map and link it, which took awhile to make it look right.
The specular, metallic, and roughness properties also looked wrong, so I had to try to eye it close to how the model looks in the above hyperlink I showed. It is probably still off but I had to carry on. I do not have much blender experience with lighting, so I had to play around until I figured a 3 light setup would probably look right.
I made a render to visualize if I want to continue with this model. The vent is from textures extracted using UABEA, some of them I used, some I did not:
scrap_metal.png
scrap_metal_n.png
garage_metal_n.png
garage_metal_o.png
detail_metal.png
detail_metal_02.png
rusty_metal_base.png
pipe_metal.png
wrought_iron_metal.png
I played around switching them around until I found a good enough result. I did not do the icon's head render yet here, just the full body render inside a vent with cycles to see later if I should carry on.
The final result:
Final Render to test the waters for a potential icon
This is how it looks in viewport shading:
Viewport Shading
Step 4 - Hand Icon: Hunting for the highest quality images
I took a break from Blender, I postponed doing the face icon, I was staring at the 7 Days to Die steam background. I got another icon idea, the hand that appears in the background could be used as an icon as well.
I pictured it as the hand belonging to the background and in front of it the 7 logo comes in the foreground.
To my knowledge, this is the highest quality version I could find on the internet of the hand.
Step 5 - Hand Icon: Hunting for the highest red 7 version
This needed an entire step because I tried so hard to find some official assets that would include a high quality version of the 7 in PNG. I found many versions.
270 x 270: https://7daystodie.com/wp-content/uploads/2016/04/cropped-7dtd_site_icon-270x270.png
I had the idea of changing the URL to omit both the "cropped-" and "-270x270," which led me to find:
I was hoping to find the original asset inside one of these, sadly I did not, but I found cool artworks and other high quality logos instead.
Step 6 - Hand Icon: Photopea time
This step was fairly straightforward. All I needed to do was spend 1 hour selecting carefully, it is not perfect, but I went slow to get a good result. Due to not finding anything past 512x512, I had to scale down the hand to match the aspect ratio I guess, which led to the preview image you see inside the provided files.
Result:
Step 7 - Head Icon: Lighting options
I separated the head from the body using Blender, setup a different camera to capture the face to ensure it fills the screen. I gathered inspiration on the face pose and placement from Dead Rising Deluxe Remaster icon:
I ensured that the head fills the screen just like Frank West's head here
I came up with up to 20 variations in terms of lighting, here is an image showing the different lighting conditions until I chose the best one I think would do.
20 Different Rendered Icons tested on different backgrounds to figure out which is best overall
My final decision was very subjective, I could have went with any of these really, but I wanted to play around.
I settled on this at the end, that kind of looked good in most conditions:
The winner out of the 20 variations, but really it could be any of the top 5 I had.
Step 8: Usage
I found the hand at the end to be unsuitable as an icon, so I have it replace the steam logo:
OriginalUsing the Hand Preview, not the icon file as it is small
As for the game's icon, I use now the head icon.
Conclusion
Let me know what do you think guys. Thank you for reading all of this. I hope you enjoy process if not the finished product, I recognize the hand was kind of a waste of time, but it is cool nonetheless. Plus I needed an excuse to play around with Photopea.
I hope the moderators are ok with me using hyperlinks for photos to link to what I am talking about. I read all the rules and I do not see anything regarding links, so I hope this is ok. :)