Jump to content

Pille

Members
  • Posts

    1,427
  • Joined

  • Last visited

  • Days Won

    11

Everything posted by Pille

  1. Mhh I don't know. I haven't searched yet. There are a few models on cgtrader...: https://www.cgtrader.com/3d-models/voxel 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...).
  2. Looks very nice. I hope you're going to release it...
  3. Ahh a windows 95 user. I'll try to fix this but not sure if I can test my changes. Just give me some feedback after the next update, mkay? Yes, should be easy. Ohh, ok. I am working on a 160 blocks tall godzilla. It takes ~65 hours to voxelize the 3d model (the anteater skeleton took 6 days due to its high polygon count).^^ Isn't this epic? Looks really natural. So the whole desert is a prefab or the rift? Alrighty. @Stompy Link (?) or it does not exist. ;p
  4. Lol, what's your size and what started to happen?
  5. Yes, but bandits and survivor NPCs worked very well in A15 and you could spawn them together with the prefab (without modding the game). Now I get an 'undefined reference' error when shooting at them. That's very sad. :,( They do what they should do. You place an entity somewhere in the prefab and the entity spawns (together with the prefab, no matter if RWG or Hal's import function).
  6. Thanks man. They have the same symbol. I choose this generic approach because the corresponding source code doesn't need to be updated for A17 (assuming that sleepers exist in A17^^). So it's less work but I will think about your question/suggestion. I am planing to implement static entity spawns (would like to have a hidden bandit base in my skyscraper). So the snail is just a symbol for an entity. It's not the best choice, maybe you know a better symbol? Edit. Looks like bandits are broken in A16. Can anybody confirm this?
  7. Wow, you've got a talent there.
  8. Changelog v0.3y (September 7, 2017): - added very popular function already known from Hal's Editor: 'load prefab from text file'. if you have a txt file, you can load a prefab from it*. Theoretically, this can be used to import 3d models. However, the voxelization of the models requires 3th party software. I guess it's pretty useless to you. lol^^ - added function extras -> print controls (prints a list of all available hotkeys / shortcuts in the console) - changed symbol of sleepers (in preparation of another update; get used to it or die trying ) - changed / added shortcuts / hotkeys (please use the print controls function to get a list of keys); added alternative key for block picker - fixed: undo/redo doesn't work for cut block function (ctrl + x) *Example of text file (format): x, y, z, block id; 0, 0, 0, 15; 1, 0, 0, 15; 2, 0, 0, 15; 3, 0, 0, 15; 4, 1, 3, 15; So it's simple list of coordinates and block ids. Each lines assigns a block id to coordinates. Example of imported 3d model: New sleeper symbol:
  9. Either you're thorough or very slow. Looks very promising (I don't know the old versions of the prison).
  10. It's C++ (Qt library) but I wouldn't implement custom sorters. Imo there are more important things atm, e.g. electricity and entities. ;p @stallionsden There are >240 unassigned sleepers in TheVillage (see changelog). Update Time! Changelog v0.3x(2) (September 5, 2017): - improved sleeper counter: the sleeper counter shows the total sleeper count in your prefab and the number of unassigned sleepers (sleepers outside volumes). the position of unassigned sleepers will be printed in the console. - added checkbox to make the volumes invisible - added two rubber modes (see screenshot bellow) - added auto selection mode (experimental): Enter block properties (id only atm) and the auto selction mode will select corresponding blocks when you switch the layer. this mode disables /ignores the option 'layer-independent selection'. Edit Damn. I've forgotten to add the new shortcuts.^^
  11. It may be difficult since the updater cannot rename or delete files but you can do it yourself: Open the directory data/textures in the program folder and add the ' _ '.
  12. I am very confused today, sorry.^^ There's already a texture which is called 'default'. It can be used to clear textures. The only problem is that the texture list is not ordered by texture IDs. That's why 'default' is not on the bottom or top of the list.
  13. Yeah makes sense. Atm I use ctrl + x to erase blocks but this function changes the clipboard, so a 'rubber' mode would be better. Ohh this would make the texture selection widget smaller, right? But it is already pretty small. So first I have the implement a function to enlarge this widget (that's an old suggestion)...
  14. You're right, it's a silly change. I am going to change it back. There should be a button to remove the paint from air block though. You cannot change the painting of air blocks atm (so the replace function doesn't ignores air blocks) and yes the replace function only replaced the block IDs. Changelog v0.3w(3) (September 4, 2017): - Changed the following item back: "replace function ignores painting of air of blocks (e.g. if you replace --any -- texture with adobe white, the replace function will not paint the air blocks)"
  15. Hey Jackelmyer, yes, I guess you've overlooked the changelog. lol. It's just a minor update btw.:
  16. Micro update time! Changelog v0.3w(2) (September 4, 2017): - changed: replace function ignores painting of air of blocks (e.g. if you replace --any -- texture with adobe white, the replace function will not paint the air blocks) - fixed: corrupted *.pille files may cause crashes - fixed: replace texture function in advanced replace dialog doesn't work properly / is inconvenient to use @Jackelmyer, stallionsden Hey Guys, the 'TheVillage.pille' looks corrupted. Don't know why the crash didn't occure in the previous version. I added a check the prevent further crashes. @Jackelmyer Wow that's what I call a bug report. Good suggestions. The first one is easy to implement and the second one is something I need for my own project.^^ I don't see it. Would like to have a screenshot... I wasn't able to reproduce the problem (I created a new volume, moved an old one and saved the prefab). Is 'write prefab xml' enabled and 'A15 xml compatibility' disabled in the option menu? To be honest it's annoying to change this because multi block selection is already assigned to right click (and can't be easily reassigned). I hope I can add dynamic shortcuts/hotkeys some day... Perhaps. It's just a matter of priorities. Thanks n2n1. Interesting name btw.^^
  17. Don't understand what you saying but I will do my best.
  18. Hi Magoli. Yes, of course. It works already, however you have to enter it manually (since these two special entries aren't in the texture list). Edit: Looks a bit tricky though. Enter the new textures first... Maybe it's better the wait for the next release (probab. tuesday).
  19. Are you using the unmoded paint tool? It's really slow, isn't it? I've created a custom brush with a bit help from Hal. This should save a lot of time: It's just an indestructible fast brush.
  20. Thanks Laz Man. I hadn't watched Hal's mesh video (see edit above).^^
  21. Imho it's a nice video about sleeper volumes but it doesn't explain how to efficiently use Hal's empty world... Edit: Just found out that the explanation for empty world usage is 'hidden' in Hal's Distant POI Mesh Generation video.^^
  22. I don't like android users, so I don't care. ;-) Lol, this shouldn't happen, really strange. I'm going to change the shortcuts for the views. That will fix the issue.
  23. No problem. Most people ignore the spoilers.^^
×
×
  • Create New...