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Posts posted by Pille
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@Spectral Force, stallionsden
Thanks for being so supportive.
@Mr.Kinder
I think Spectral Force and stallionsden have already answered your questions but if there's anything else you want to know, just ask.
@n2n1
That would be bad. I'll have a look at this issue. Thanks.
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Slaan has exceeded their stored private messages quota and cannot accept further messages until they clear some space.
Naughty boy. I cannot contact you.
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Thats cool to know!
Actually it's annoying since we have to recheck hundreds of blocks ids (because some of the blocks could have an useful unknown rotation^^).
Side note about the garage door. You have to be careful how you place it as placing it to near to certain blocks can cause cast ray errors. I assume this is due to some collision detection for the door when it opens/closes. I ran into this problem when using it as the door for my outdoor garbage enclosure within my mcdowell's prefab.Ohh thanks for the hint!
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Unfortunately, version 0.4 is still not ready (soon® though). So instead of an update you get some hints regarding rotations (that's something I've discovered recently).
There are blocks having the property OnlySimpleRotations. If you open the block.xml and remove all occurrences of the line
<property name="OnlySimpleRotations" value="true"/>
you should have more available rotations for certain blocks (e.g. for the garage door). However, there are other rotations which will still remain inaccessible ingame (you can set them in the editor though even if you haven't modded the blocks.xml).
Does anybody how we can make all rotations available (without editor / for ingame usage)?
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Other than the layout code issues with RWG, my biggest worry atm is performance, as gorgeous as it looks I think the constant switch from distant terrain to nearby draw distance is having a huge impact, try stacking a socket city full of big buildings over a large area and you'll start to see what I mean.
Actually the performance isn't bad if you walk through the city (flying or driving is another story though, lol). However, the memory consumption is very high. You need more than 16 GB. I think that's ok. An extraordinary project should require an extraordinary amount of memory.^^
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Wow awful news. I have no clue about most of the things you've mentioned but I might be able to support you regarding the performance issues. There are a few ideas I will test...
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Yeah! I called you that! And I'll do it again!
Means yer a really swell guy with a neato editor fyi... Awww... I'm not a total troll.
Ahh thanks man and thanks for teaching me a new neato slang word.^^
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And hurry up with your tower so everyone can be amazed at all the fine craftsmanship .
Make more prefabs I can steal from. ;p
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Ahh ok, I thought you called me a ��������.
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Ofc this was a little exaggeration. lol ���?
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Pft three. You, Laz, and Pille all leave me way behind. :-p
No, I am almost a noob. Haven't released a single prefab yet.^^
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If that doesnt work try the other way around. Im not on my pc to confirm atm.
Ahh thanks, this works. So I changed the density of the cubic blocks.
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Can I make a suggestion on this?
No, get out of my thread! ;-)
My plan is to make an option and a button with scope functionality (correct density for selected blocks, correct density in the current the layer and correct them in the whole prefab). Maybe I should add an "Advanced Editor" tab in the option menu including this and similar settings for advanced users. Is that what you mean?
@Mag... Whaaa? fix the gap between buildings??? Whaaaa? I want it. I want to know how that works. What is density. Spread the edumacation love man!
According to Guppy, you have to set a certain negative density value to get rid of the gaps (something between -90 and -99, I can't remember). As far as I remember, he mentioned it in his 'like to build' thread.
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Hi Magoli,
sounds like the density autocorrection is 'helping' you to choose to right densities.^^ Probably, your density values are really bad, so it's presumably not a bug but I am going to fix this soon... If you want these bad values you should be able to set them. ;p
Request/Question:
Is there a way to search a specific block in all the prefabs in the prefabs-folder, and list the hits in a txt-window or somewhere else ???
y iam asking for that?:
Sometimes i need to change a specific block in all prefabs manually. Then it would be great to know in which prefabs it is contained - and which prefabs i dont have to care about.
thx ahead
It's feasible yes. I'll try implement it so there is no way atm
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@Mana
Maybe you can delete the region files. I'm pretty sure that this would fix it.
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I am getting something strange happening when i import an airblock to clear the import area before importing a prefab. A heap of loot containers rain down into the hole. If i don't quit game and restart i get texture issues.
Lol, sounds pretty funny. I assume it's a game bug because restarting the game fixed the issue, but I don't know whether there is a easier way to get rid of the problem.
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Sorry to be a pain mate.
Lol, don't worry, you're not a pain.^^
Can i rotate textures? ... Is it as simple as rotating the block?Yes, sometimes. ^^ There are two types of textures. Textures whose orientation is independent of the block rotation and textures that can be rotated by changing the rotation of the block (I think this can be changed in one of the xml files). My editor doesn't show the true orientations, so you have to check it ingame.
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No worries mate i figured it might be a herculean task to get it right.
I'll try to program it today or tomorrow. It's on my to-do list since several months.^^
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Just realised what i wanted was not what i needed LOL (story of my life). What i needed to do was flip the selection to place on opp side to mirror the existing layout. Probably not possible?
No, sorry. Not implemented yet (or maybe just deactivated^^) because there were some missing block rotations. So it would not work with all blocks.
Damn I'm missing awesomeness.Rotation gui suggestion:
Special select (green instead of red?) to grab all layers.
Rotate button (all the options)
Rotates all layers pivoting around a corner, then can be dragged around for placement before being "set".
Wow, that's brilliant. Unfortunately, I have no clue what you mean but maybe it's just because I'm very tired atm. Will reread it after a nap. ^^
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@all
I couldn't spot the exact calculation, but it appears there is a gamestage adjustment to the emptyChanceIf you are not getting sleeper spawns, and especially if you see "Triggered empty sleeper volume." in the logs, then you need to raise your gamestage (settime 1000 7 0 should do it) or increase the difficulty adjustment for the sleeper volume, or set it to one of the loot volumes with sleeper groups that have an emptyChance of 0
I am still having trouble with empty sleeper volumes. I've set the day counter to 50 and the character level to 200 and used one of the 'badass' groups (GameStageAdjust is set to hard). Nevertheless, sometimes i am still getting dozens of 'Triggered empty sleeper volume' messages. Using a sleeper groups that have an emptyChance of 0 works but it's not a good solution.
Any further pro tips?
@Mana
If you need more detailed instructions, I can make another how-to...
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How to rotate a prefab
We're going to rotate the football stadium (file name is football_stadium.tts).
There are two ways. Either we can use the xml paramater RotationToFaceNorth (see Xml -> Rotation to face north; it doesn't work according to stallionsden ) or we can do the following:
1st step (calculate the size of the prefab you're going to rotate):
The size of the stadium is 173 x 44 x 138 (length in x-direction x height x length in y-direction). To determine the dimensions of the prefab we can use the layer slider.
Length in x-direction = (highest possible slider position of side view) + 1
Length in y-direction = (highest possible slider position of front view) + 1
Height = (highest possible slider position of top view) + 1
2nd step:
Press Ctrl + N. The longest side of the stadium is 173 blocks and its height is 44 blocks. So we can use the following lengths (name your new prefab 'Temp'):
3rd step:
Click on tools -> insert prefab and select your prefab (football_stadium.tts). Then select a rotation (we choose 90°).
4th step (placing the prefab):
Go to the top view, to layer 0. Click on one of the following corners
- lower left corner if you use a rotation of 0°
- upper left corner if you use a rotation of 90°
- upper right corner if you use a rotation of 180°
- lower right corner if you use a rotation of 270°
The blue box represents the prefab you're going to insert/rotate (should be completely inside your Temp prefab).
5th step.
Click on fix position (tools tab -> fix position) and remove the unwanted air blocks (see Guppy's tutorial video).
6th step.
Click on File -> Save As and choose a save you rotated prefab.
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Yes, you have to use the export prefab function to export the appt. Then use tools -> insert prefab, select the exported appt and choose 'vertical rotation' 90°. I think there was an explanation in one of guppys videos.
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@stallionsden
How do you rotate the prefab? There is a rotation function in Tools -> insert prefab. Are you talking about this function?
@Jackelmyer
Mehh, maybe when the entity update is out.
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where it is possible to take such a voxel model (prepared) ?
Mhh I don't know. I haven't searched yet.
There are a few models on cgtrader...:
https://www.cgtrader.com/3d-models/voxel
only an independent conversion using third-party utilities?Atm yes, since I haven't implemented a converter. So the editor doesn't understand standard 3d formats (e.g. stl).
If you want a certain model, you could ask Pille. Maybe he would do the conversion (if the model isn't to complex...).
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Prefab Editor (Alpha)
in Tools
Posted · Edited by Pille (see edit history)
@n2n1
Me too.
I am not able to use the static spawns in RWG. That's really annoying.
@Guppycur
What kind of claims are you talking about? lol
@Royal Delux
Have you fixed the prefab (because I don't get any error messages)?
There were ideas in my head for a random vegetation brush and actually there's no reason to not have such a feature.