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Pille

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Everything posted by Pille

  1. @n2n1 Vanquish your fear. Nothing bad will happen if you press the buttons. Critical commands are gated behind warnings. Btw. There will be some tool tips in the next release. @all I hope someone can assist me with the prefab XMLs. I am trying to find all valid property names and corresponding values. Example: <property name="AllowedBiomes" value="wasteland, pine_forest, plains, forest, snow, desert" /> There are values (and perhaps properties) which aren't used in the current prefab xml files, e.g. "burn_forest" is not used but should be a valid entry in AllowedBiomes. I tried to read the Assembly-CSharp.dll and found an incomplete list of properties but no value lists. Where can I find these things (do I really have to go through the other xml files (e.g. biomes.xml))?
  2. Imho the sleeper spawn groups are assigned to the sleeper volumes (not to the prefab). <?xml version="1.0" encoding="UTF-8"?> <prefab> <property name="CopyAirBlocks" value="True" /> <property name="AllowTopSoilDecorations" value="False" /> <property name="Zoning" value="Commercial" /> <property name="RotationToFaceNorth" value="2" /> <property name="AllowedTownships" value="rural" /> <property name="AllowedBiomes" value="snow" /> <property name="TraderArea" value="False" /> <property name="ExcludeDistantPOIMesh" value="False" /> <property name="SleeperVolumeSize" value="39, 4, 31#39, 9, 31#8, 4, 8#9, 4, 8#8, 4, 8#8, 4, 8#34, 4, 15" /> <property name="SleeperVolumeStart" value="0, 0, 0#0, 4, 0#26, 0, 21#17, 0, 21#9, 0, 21#1, 0, 21#1, 0, 7" /> <property name="SleeperVolumeGroup" value="S_SnowZombies_Med,S_Default_S,S_LootRoom_XS,S_LootRoom_XS,S_LootRoom_S,S_LootRoom_S,S_SnowZombies_Med" /> <property name="SleeperVolumeGameStageAdjust" value=",,,,medium,hard," /> <property name="SleeperIsLootVolume" value="False,False,True,True,True,True,True" /> </prefab> (snow_sky_lodge.xml) So there are 7 volumes in this example and 7 SleeperVolumeGroups. Btw. it might be a good idea to wait for a more qualified answer.^^
  3. Ok I am persuaded.^^ I hope I do have time to implement the A16 xml support (so sleeper volumes and more) on this weekend. However, beeing a prefab editor may be just a temporary state. There are plans... So I have to find a better solution sooner or later. Not sure whether am I ready for this kind of relationship. I watched some of your old vids and found the tutorial about Hal's marker system. @HAL9000 Indeed, stealing your ideas is actually a compliment.^^
  4. @StompyNZ So we cannot trigger sleeper spawns in multiple POI using only one single big sleeper volume? Update time! I've added a marker system to the editor. Basically, it's a shameless copy of Hal's system. You have to activate the correct mode to set or remove the marks (see red circle in the screenshot bellow). The upper screenshot is from Hal's editor.
  5. @Slaan, StompyNZ I found those negative vectors in the vanilla 7 days to die files. So if that doesn't work, it's probably a bug and should be reported. @Guppycur Yep, that would be the easy/dark way.^^ @HAL9000 I don't know but I am going to do some tests at the weekend...
  6. After watching your video, I think it's time for some performance tweaks for big prefabs (how big is guppyville?). I have many ideas on how to improve the speed but there's so much to do and so little time.^^
  7. @Guppycur Thanks Guppy for making the video! You saved me a lot of time! Sadly, I cannot upvote you atm, because of the strange rating system. Btw. I've added your video to the opening post. I hope that's ok. Nice suggestions. I've added some symbols for the most important block classes (e.g. sleepers, loot containers and so on...). You have to activate this feature in the option menu. Unfortunately, making a proper visual representation of sleeper volumes is harder than I've expected since you can use negative numbers for the SleeperVolumeStart variable. So your Volume is not limited to the volume of your prefab. @Slaan That's my fault.^^ There is an option in the latest version to turn on/off this nonsense (should be deactived by default now).
  8. Thanks Stompy. I wasn't quite sure about the meaning of the SleeperVolumeSize variable. @CombatLoaded You don't need the editor to save a prefab. That's already done when you export the prefab.
  9. @LuckyStar I hope you can get used to the new editor and find everything you need (there are a few missing features in the current release, e.g. there is no entity spawning and no efficient way to find blocks). @Magoli Yes, but adding sleeper volumes to 150+ xml files would but very annoying and time-consuming. So we have to automatize this procedure. The problem is that I am still looking for someone who is able to explain to me how the sleeper volume system works.^^ Edit: The next update is available. You find the new function in "tools tab" -> "Advanced" -> "Replace (Prefabs in folder...)". Just fill in the first line if you want to replace a block id:
  10. A new update is out. Some details about the new redo and undo functions: The length of the action stack is limited to 10 actions. So you can undo 10 actions / go 10 steps back (maximum). There is also a limit for the amount of changes: Undo doesn't work if you change more than ~1 million block properties (64 bit) (or ~250.000 for 32 bit) at once (within one single action). Properties are block ids, rotations, damage,... etc. The following tools / buttons aren't included in redo/undo: - add rows, add columns, remove rows, remove columns, shift blocks, advanced block replacing, replace layers Using these buttons (or hitting the limit of ~1 mio. or 0.25 mio.) will reset the undo stack (deletes all saved data). @Magoli Yes, that shouldn't be difficult to implement. However, I don't have much time atm but I'll try to put it in the next release (maybe on monday, if you can wait ). The load and save methods are inefficient, so my function will be slower than Hal's. I hope you don't care.^^
  11. No, that's one of those important features which is not implemented yet.^^ You could select all block of the layer. Selected blocks are shown in the list above the views (see screenshot bellow) but that's not very comfortable. So you have to wait till I program this feature. It's an alpha.
  12. Mhh did you change the 7days directory? I made a test and added a new block to my xml (C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Config\blocks.xml) and it worked. Which xml does the editor read? Edit: Ok, strange error. Hopefully not my fault.^^
  13. No, this was true for older versions of the editor. The current release reads the blocks.xml from your 7days directory.
  14. It's already there. Just have a look at the title bar of the program or at the info tab. Seems to be very important to the users. Soon...^^ I am not sure if that works if there are too many blocks in one class. I had a similar problem using the editor to find sleeper blocks. So it need to be fixed. It's probably the easiest to tune the block selection tool (see bellow). Atm it's based on block ids and it doesn't highlights blocks but selects them. A more powerful version (with more options) of this thing could do the job. It's relatively hard to implement since you can change or even delete each block within one step. So if you're working with a very large prefabs, you get memory issues. I am already working on the problem. Don't know how long that will take. Mhh I don't know, sounds like a minor bug related to Qt (the programming framework that I use). So that will be fixed at some point (if I don't forget your bug report). ;D There is a file extension filter in the save and load dialog. You shouldn't be able to do that. I don't get it. What? ^^ Thanks for the detailed feedback! @Guppycur Thanks. Looks very useful.
  15. @Batman I am going to bind it to the middle mouse button in the next version and maybe add user defined tools.... @Guppycur Since you're "out of the game" I should ignore your feedback. ;p I think there should be both, a gui based approach and and a command. Sometimes it's useful to see which layers will be removed. So there will be new text fields (columns and rows from and to) in the one of the next updates and a new auto-trim button which deletes outer air layers. Btw. it was easy to remove too many rows or columns using Hals' function key method and then you couldn't undo your actions. This was one of the very few things that I didn't like too much. Just a little hint: What a layer is (or a column and row) depends on the selected view. So if the top view is selected, a layer is a horizontal rectangle with a height of 1 block. If you're using one of the side views then you have vertical layers. The consequence being that you cannot remove the needless (horizontal) layers above your prefab if the top view is selected. I admit that can be confusing.^^ Do you get any error messages and have you tried downloading the editor again? @Slaan What's an empty SP world? A totally flat map? Can you give me a link / explanation how to do?
  16. After rereading your text and playing with Hal's editor, I am starting to think that all you want is some kind of shortcut (or mouse button) for the function of the block picker tool (see screenshot bellow). Am I right?
  17. It's not implemented yet. I am still looking for an ideal way to program this feature. Maybe Shia Labeouf is right and I should "just do it".^^
  18. Yes, click on side view 1. Select some blocks which belong to the layers you want to remove. Then click on tools -> remove rows. The remove rows feature is unstable at the moment, so save your prefab after each step.
  19. No, but you can hold the right mouse button (click and keep it pressed to draw lines and boxes). Mhh I am not sure what you're trying to do.^^ I think the copy function is what you're looking for. Actually, it's not intended to be used with the edit tool. I would use the selection tool (see red circle in the screenshot bellow): Select an air block and press control + c (ctrl + c) (this will copy the block to the clipboard. the clipboard can be displayed by pressing V (the cursor has to be over the grid)). Then press control + V to insert the copied block. If you don't want to switch to the selection tool, try the following: Click on the air block and keep the left mouse button pressed. Press ctrl + C to copy the air block and then release the mouse button. This will overwrite the air with the data from the edit fields but that's not a problem since the air block data are copied / stored in the clipboard. So you can restore it using ctrl + V. That also works with the right mouse button (multiple block selection). Maybe I find a better way to implement what you want without disturbing the current control concept. A configurable (user defined) tool would be a good solution. So you could decide (to some degree) what the tool does. There're already plans for this feature.^^ Yep, it's not implemented yet. I should have a look at Hal's editor to get what you mean. There is a replace layer tool in the tools tab but I guess that's not what you want? I knew someone would ask for this feature. So it's already on my to-do list (will be implemented as option). Let me put it in the next version. I don't know if it's a minor change.^^ Thanks for the kind words and for your feedback!
  20. Ok, just shout when you're ready.^^ I am available when I am online here.
  21. Thanks for making this video! I think it would be much easier to understand if we make a teamviewer session.^^ Just a few hints: You've overlooked the text in the middle: "Close the editor and Click Ok to start the download". So you have to close the editor manually before starting the update process. There is a tool for direct editing in the latest version (pencil symbol). Mass select works with the right mouse button (keep it pressed). After watching the video I think I should add some hint texts to the editor.
  22. A new update is available. Instructions for prefab imports: 1. Click on "insert prefab" and select a prefab file. 2. Click on the grid in one of the views (top view, side view 1 & 2) to change the position of the blue box (represents your imported prefab). The box can only be moved if the prefab tool is active (house symbol). 3. Press "Fix position" to insert the prefab.
  23. I think it's called Bad-Company-Manager (according to this thread: https://7daystodie.com/forums/showthread.php?65304-Prefab-making-question&p=665241&viewfull=1#post665241 ): https://7daystodie.com/forums/showthread.php?57569-Bad-Company-Manager-(ApiMod-for-Servers)
  24. Hi zingo2, if you want to import or export prefabs you have use Hal's editor (the import and export commands are still compatible to A16 experimental b113) or Stompy's tool. There is another way to import prefab to Navezgane. You can edit the prefab.xml (Location of prefabs.xml: C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Worlds\Navezgane). My editor cannot read the region files at the moment. I think it wouldn't be hard to implement an export/sensing algorithm once the editor knows the region file format. Edit: I guess Hal's tool is not compatible with the latest experimental patch b119. So we have to wait for an update.
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