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Pille

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Everything posted by Pille

  1. Preview - version 0.9 Implemented: * Added hint to ALT info box. * 5000% - 10000% percent faster global block search + support for searching for block names instead of block IDs + new global block search won't close your currently loaded POI * more soon... Planned: Map post-processing feature allowing to add ships and other water related POIs to the coast + underground tunnel systems/dungeons below towns.
  2. That's now possible since we have the 'exclude quest' tag for sleeper volumes (Otherwise you would run into trouble when trying to eliminate the zombies in the air vents). So adding it requires some additional effort. I'll consider to add this type of quest. Being just a bit tired at the moment...
  3. Thanks you Stalli for replying.... I did what I could (see changelog below) without having gotten an answer to my question. My question was 'What is path and color/texture name path?'... "* added console command 'save block data' to save block information the a file (block_data.txt in the directory of the editor). Type help in the console for more information"
  4. Changelog 0.89 * added icon preview for edit tab * added randomized replacing for advanced replacing tool * added console command 'save block data' to save block information the a file (block_data.txt in the directory of the editor). Type help in the console for more information * added SleeperIsQuestExclude and ShowQuestClearCount to sleeper volume widget. * some bugfixes I can't remember Download v0.89
  5. Yes, if you click on a light you can change its settings in the edit tab. Click middle mouse button to read the setting data. However, my editor won't be able to read the data if you never touched the light (AFAIK you open the light setting menu and click ok in the ingame editor to make it readable). @cammel Sorry but I tried and it didn't work. You have to edit the light manually or at least do what is written above before using adjustLight. @ArNaLdInHo What is path and color/texture name path?
  6. I could do something like this "block name, position, rotation" if that's ok? @cammel The game doesn't store the light settings in the prefab files if you use the default values. That's why the adjustLight command doesn't touch unconfigured lights at the moment. I'll try to change this. BTW. the next update is scheduled for this weekend.
  7. @ArNaLdInHo These looks like coordinates and rotations of the models of the blocks or something like that. That's why decimal numbers are used. It seems to be unrelated to the actual block positions. I don't know where to get the corresponding data from to be honest and don't think that would help you either. If you only need the positions of the blocks, I could do that, but then the output format that you suggested makes no sense since it has nothing to do with the POI... @cammel You mean, you used the adjustLight command in the console of the editor?
  8. I will fix this in the next update. After the update I will take a longer break. What's local_offset and what would be the purpose of this function? I may consider to include such a function if you give me some more information...
  9. Yes, into the Mods folder of the game. The editor can't replace nonexisting blocks. Therefore the removed blocks have to be added back temporarily using the AAA_A18_TO_A19_CONVERSION_HELPER modlet.
  10. I'll try to fix this later. BTW. most POIs will work even without performing the conversion process. There are only 5 blocks that have been removed or renamed: treasureChest cntBuriedStashChest cntBackpackDropped toiletBlockVariantHelper woodFurnitureBlockVariantHelper If you load your POIs into the ingame editor and and don't get an error message, everything should be fine.
  11. Thanks! Fixed link.
  12. Changelog 0.86(b), 0.87, 0.88 * fixed bug in sleeper generator * auto repeat mode for export expand buttons * improved import/export box (y-offset/underground is represented by brown color) * yOffset for export function * added way to handle multiply game versions more efficiently (see 'set game directory...' dialog) * slightly faster nitrogen list creator and better indication of when process is finish * new console command 'restart' - restarts the editor * new console command 'adjustLight' - Changes light densities POI-wide * added A18 - A19 converter (see subfolder 'converter' in main directory of the editor). The following instructions apply analogously (use the AAA_A18_TO_A19_CONVERSION_HELPER instead of AAA_A17_TO_A18_CONVERSION_HELPER): A17 to A18 conversion The lights of old A18 POIs need to be adjusted. They will be too bright if you load an A18 POI into A19. So I recommend to adjust the densities using the console command (see system tab) 'adjustLight 0.33' (without the ' '). This will change the intensities of all POIs in the specified directory. Unfortunately, the autoupdater is not working ATM. So you have to download the whole program if you want to have the most recent version: Download v0.88
  13. @Cpt Krunch No no. It's a way to create one-time spawns in vanilla. You can spawn everything listed in the entityclasses.xml even vehicles.
  14. Yeah but not sure if it's worth the effort. It's still WIP and there are about two or three potential users.^^ Uhh and my instructions should already explain everything.
  15. How-To for zombie editor v0.87 - Adding static spawns to POIs on a map This instructions will be updated soon when I update the editor. It's complicated at the moment but will soon be simplified.^^ 1. You need a map. Either generate one using Nitrogen or the ingame RWG or use an existing map 2. You need a valid nitrogen prefab list that contains all POIs used on the map. Make an empty text file prefablist.txt (its name doesn't matter) 3. Start the zombie editor 4. Click 'Extras' -> 'Nitro List Creator...' 5. Click at the checkbox 'Overwrite prefablist.txt' 6. Click 'Select Nitrogen POI List...' and select your empty textfile prefablist.txt. 7. Click 'Select Prefab directory...' and select the prefab directory of the game (default path is C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Prefabs). Make sure that all POIs used for the map are present in the prefab directory. That should always be the case anyway, unless you use relative paths to store your prefabs in the mods folder. 8. Click 'Create POI List (this may take a while)' You don't have to generate the prefablist.txt everytime you're adding static spawn to a map. It's only necessary if the 'prefabs.xml' in the folder of the map contains new POIs that are not listed in prefablist.txt. 9. Open the prefab directory of the game (default path is C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Prefabs) in the windows explorer (Linux guys should know what to do) 10. Now you have to decide to which prefabs the entities should be assigned to. Let say you want to add spawns to house_modern_01. 11. Make a copy of all files that belong to house_modern_01 (probably you only need a copy of the tts file, the blocks.nim file and the xml but I am not entirely sure atm.^^). 12. Rename the copy adding the string '_poi_map' to the names. So you should have the files house_modern_01_poi_map.tts, house_modern_01_poi_map.blocks.nim, house_modern_01_poi_map.xml etc. 13. Open the copy using the ingame editor or the zombie editor. 14. Now you should place 1-block small player-made signs (block name playerSignWood1x1). The signs represent the static spawns. So if you add a sign in front of the fridge, the original prefab (house_modern_01) will also get a spawn point in front of the fridge. 15. You can define the spawn by writing text on the sign. Example text of player sign: spawn,5,animalChicken That should spawn 5 chickens at the location of the sign. If you omit the number you'll get only 1 chicken: spawn,animalChicken You can use all entity names mentioned in the entityclasses.xml or in the corresponding modded xml. So it's 100% compatible with Mods if you use the correct names of the entities. Note upper and lower case! 16. The rotation of the statically spawned entities should be tied to the rotation of the signs (might be somewhat buggy but will be fixed soon). Only 90° rotations work at the moment. 17. When you have added all the signs you want and set their texts, save the POI. 18. The static spawns are stored in small 1x1x1 prefabs which have to be created first. Go to the tab 'System' in the zombie editor (you should see a black console with green text) and enter 'staticSpawnPOI animalChicken' in the text field below (without the ' ' ) and press the button 'Ok'. This will create the POI which holds the entity data for animalChicken. Either the prefab is be generated in the directory of the editor due to a bug or in the prefab directory of the game (default path is C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Prefabs). The console output should tell you where to find it. If it's in the editor directory, then you have to copy all files to the prefab directory of the game. The generated POI is name static_spawn_* (so for the animalChicken you have to copy the files static_spawn_animalChicken.blocks.nim, static_spawn_animalChicken.tts and static_spawn_animalChicken.xml). Note: This step (18) only needs to be executed once per entity name. It does not need to be executed every time you want to add entities to another map. 19. Next step is to insert the 1x1x1 prefabs to the map. Click 'Extras' -> 'Edit Map...' 20. Click 'Select map directory...' and select a map. Example: C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/Data/Worlds/TopMinders Map 12k 21. Click 'Select Prefab directory...' and select the prefab directory of the game (see step 7) 22. Click 'Select Nitrogen list...' and select your previously created textfile 'prefablist.txt' 23. Click 'Add static entity spawns to prefabs' (might take a while) Now you're done. You can check the prefabs.xml of the map for the string 'static_spawn_'. In my example there should be some entries for static_spawn_animalChicken. BTW. if your map already had static spawns they will be deleted (in step 23). I am not quite sure if this instruction is complete and entirely correct, so feedback is welcome. Uhh and patchnotes will be ready soon. 😁
  16. An update has been released. I haven't added the new version to the auto-update yet but you can download it from the link in the OP or from here: https://www.mediafire.com/file/null/Zombie_(64_bit).zip/file It's the first version with official Linux support (there's a bash script 'start_linux' in the main folder of the editor). Unfortunately I lost some data, so I had to start the whole build again from scratch, that's why there are still some features missing on linux. Anyway, I'll write down the changelog later this weekend. In the next few days some minor updates will be released to improve the new features and make them easier to use. I also need to explain how to use the static spawn thing...
  17. Hi, Some facts: * Static spawns require an old file format (for tts), so you can't have more recent features (textures, light settings and sleeper settings) and the spawns in one POI at the same time. * Solution is to split the data into two (or more) prefabs. That means the static spawn feature of the editor is based on manipulating the map (small 1x1x1 POIs that holds the spawn data are inserted into regular prefabs by changing the prefabs.xml of the map), so you can have all features in the same place and it will look like a single POI with the player's perspective. * There is an old read function for entities in the DLL file which seems to be present for backward compatibility reasons (That's what I am using). A corresponding write entity function doesn't exist and I wasn't able to find one in the older versions of the game. Probably there was one once but I only looked back to A15. Hope this helps.^^
  18. Haha nevermind. General info - the next update is scheduled for this week. Unfortunately, I deleted the Linux version and now I have to rebuild it from scratch.^^ This doesn't takes very, so still think I can release by the end of the week. The static entity spawn feature will also be ready. You shouldn't spawn to many of them the avoid performance impact.^^
  19. Should be in the folder 'logs' in the main directory of the editor. Maybe send me a PM containing the file.
  20. If nothings helps, you could check the log files checkbox in the options and send me the logs. Edit: Ok I've read the other thread. I guess the blocks.nim is damaged or doesn't exist. That would explain why you can't see the blocks. Try this one: https://www.mediafire.com/file/m3yg6s8jnafxeyp/xcostum_ThemePark(by_stallionsden).blocks.nim/file Also make sure that I haven't introduced any typos. Edit2: Perhaps I should have read more thoroughly. You wrote no POI shows up. Without the the log files I can't explain what happens. Anyway, I can load the theme park into both editors.
  21. Hi stallionsden, sounds like the game directory is not set. Is this possible? Please check 'Extras -> Set game directory...' in the main menue.
  22. Some preview screenshots...
  23. Hehe have fun. Here is a micro POI that should spawn a 4x4 truck (do not try to save in zombie or ingame editor. This would delete the entity data): http://www.mediafire.com/file/2ji34xng3c6ol3t/static_spawn_vehicle4x4Truck.zip/file
  24. I've found a way to change POIs on quest activation. Multiply prefabs can occupy the same spot and they can share a questmarker (the latter doesn't seem to be important but might be use). If you activate the questmarker the current prefab will be overwritten with that of the current quest. The order of entries in the prefabs.xml defines which POI is visible at the start of the game (bottommost position in the XML file means that the overlapping area to other buildings is overwritten by the blocks of the last POI). If you use the same position for two or more prefabs in the XML, the game will always restore the first entry in prefabs.xml on quest activation, no matter what the quest points to. Solution is to add some irrelevant layers at the sides or bottom of your POIs and then change their positions accordingly (see pic below). Also static entity spawns are possible now thanks to Hal9000. He gave me the correct hash function that can be used to translate the names of the entities to IDs which can be stored in the tts file. Those tts files use an old file format that can't include the more recent features (i.e. paintable textures, light settings, sleeper settings etc.). However, static entities can be added to small 1x1x1 prefabs and we can place those inside regular buildings by editing the prefabs.xml. So all I need to do is to create small POIs for each entity in the entityclasses.xml and to write a tool to enter them in the prefabs.xml. Fortunately that's fairly easy.
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