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Pille

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Posts posted by Pille

  1. My dreams come true.^^

     

    phF9bbW.png

     

    Seriously, it's not intentional, right?

     

    I'm missing some important formatting features, i.e. font settings and tables. ATM, I can't even select a monospace fonts to imitate tables. However, the general design looks good and is much more modern than the old one.

  2. No No I updated the 7D2D to 18.4 and all the stuff I had converted in 18.3 with the editor was reverted back to question marks. It messed up all the prefabs I had already converted. I had both the prefabs and the blocks in a back up file but even when I pasted over the converted ones in didn't work. I think the pimps changed something with their blocks. I noticed that this line that I had in 18.3 <property name="Model" value="#@modfolder:Resources/PlantedCocoa.unity3d?plantCocoaGrowing1" /> had changed. Everything is put in a bundle folder now I am thinking it might have something to do with that. Been trying to figure it out all morning and am in the process of doing fresh installs. Thats why I stated I wasn't sure if it was your editor or something they did in 18.4 everything worked find til I updated.

     

    I am very sure that there were no substantial changes (regarding the way the editors process the block data), neither in my program nor in the game. So I have no clue what's going on. If you would send me one of the faulty POIs, I could check whether the problem is connected to your configuration or is caused by something else.

  3. Pille,

    Could you help me to get this to work again I recently updated to 18.4 and now all the blocks that this converted from 18.3 got turned to missing again. I don't understand why I followed the steps exactly like before and they worked fine before. Now when i try to convert them it freezes on 25% and just closes I am extremely frustrated now. I don't know if it has something to do with the 18.4 update or if its the editor or what. I had everything saved in a backup and even when I put them in to copy over the prefabs with the missing blocks the blocks still end up missing when I look in editor. Not sure what to do.

    Thanks,

    Astralweaver

     

     

    Hi,

     

    I've released the next update for you ahead of schedule. Please update the editor to version 0.86. The crash is probably related to the XML files. The new version of the program contains a couple of important fixes that may address the issue. If it's keep crashing, please activate the logfiles check box in the options and send me the log file generated during the conversion. If we can figure out what POI is responsible for the crash, then I can fix the bug. There's also an option 'advanced replacing tool loads prefab xmls' that you could turn off...

     

    Edit:

    Uhh wait you converted from 18.3 to 18.4? AFAIK that's not necessary and the process was designed for conversions from A17 to A18.

     

    @all

    I am going to release the changelog later.

  4. Changelog 0.85

     

     

    * added POI generator (needs more options)

    * added new option to sleeper generator

    * added support for custom sleeperblocks

    * improved volume and sleeper placement:

    * renamed sleeper generator to sleeper randomizer

    * improved nitrogen support:

    * added tool to compare Nitrogen's prefablist.txt with the prefabs.xml of a map to check if all POIs were placed on the map

    * added tool to generate/update a prefablist.txt for Nitrogen

    * added console command 'nitrogen all'. It's kind of redunant though. Better use the tool.

    * fixed xml bug (crash, thx n2n1)

    * fixed gui bug of sleeper generator

    * fixed console scrolls down

    * fixed bug in insert row/column (thx TopMinder)

    * lots of other small bug fixes

  5.  

    oh prefab variants sound awesome. so that be 1 prefab and the interior could be different to the last time you went in the same looking one previous or....

     

    Yeah, I'll start with easy things tho. So random sleepers, loot and mines. ;)

  6. It's only for me that crashes when loading a vanilla prefab "bombshelter_lg_01" ?

    (v0.84c)

     

    Ok, I managed to fix the bug in my dev. version. It was caused by incomplete XML data.

     

    Just another preview:

    ZtBx7SV.png

     

     

    I think we can have randomized POIs soon where several prefab variants will be automatically generated from one base prefab. Those prefabs could be automatically added to nitrogen and checked for completeness.

  7. Hi Abrondino,

     

    please do a downgrade to A17 and open the file blocksA16PrefabConversion.xml located in ~\7 Days To Die\Data\Config . This file contains an explanation on how to convert A16 POIs to A17. It's the official converter made by The Fun Pimps. The result will not be perfect but decent. I don't know if there is a way to convert from A15 to A16. Maybe I can do some research if I have time...

  8. Update should be ready soon. I've been improving the Nitrogen integration.

     

    * The new version will have a feature helping to identify prefabs that are not spawned.

     

    3faWS7S.png

     

     

    * There will be a way to automatically generate and update the prefablist.txt for nitrogen (not done yet). The editor should process the prefablist.txt from nitrogen. It should update all numbers but keep the placement parameters. Prefabs not contained in the prefablist.txt will be added using the generic paramters (none, alone).

     

    vaJ3T2g.png

  9. I've been here a long time - I already know all the timings :)

     

    Yes, think i went through all the settings in the block.xml, tried the classes... I didn't get anywhere there.

    It would be strange to see this hard-coded...

     

    So um ... problem solved?

  10. Sorry for the late reply. Pille was busy finishing the spring cleaning. lol

    Hallo!

    what static entity spawning?...did I miss something?

    Not sure but it's very old deprecated stuff. Magoli requested an option to turn it off to keep the xml clean.^^

     

    ************************************************** ************************************************** *************

    I was doing painting in the built-in editor and I often had to hide blocks that belong to the decor type.

    You know which parameter in the code indicates that the block belongs to the decor ?

    (What would the checkmark in the built-in editor disable their display. I have a feeling that this is not in the block.xml...)

     

    Must be related to the filter tags:

    <property name="FilterTags" value="fdecor"/>

     

    The 'show decor' checkbox in the ingame editor doesn't work for me for some reason.

  11. Changelog 0.84©

     

    * added option to disable static entity spawning xml entries

    * added about 17 new class symbols

    * added option to disable new class symbols (to avoid possible performance impact)

    * added console command: randomize id, randomize rotation, randomize density (type help in system tab for more information)

    * added console command (nitrogen) and button (extras->generate nitrogen parameters) to print the nitrogen parameter list and to copy it to the clipboard (after clicking the button, open a text editor and press CTRL + V to get the nitrogen line)

    * fixed: old .pille files may causes crashes of the editor

    * preliminary end of 32-bit support

     

    * known issues: sometimes allowedTownship wilderness is not saved in the xml file

  12. Or there is a way to build prefab .mesh files, please? Thanks for any answer.

     

    Why not using the ingame editor to build the mesh after converting the prefab?:

     

    * load the converted POI into the ingame editor

    * press escape and click the button update imposter

     

    Alternatively to the second step, you could use the following 3 console commands to generate or update the mesh file:

     

    prefab simplify

    prefab combine

    prefab export

     

    Do not save the prefab after using the commands but reload its original version.

  13. Looks like a bug to me. Probably somehow related to the terrain shader. The concrete terrain block (available via creative menu) is also affected. Last time I checked, that chameleon effect was able to cause optical glitches to POIs.

     

     

     

    Edit

     

    More info can be found here:

     

    https://7daystodie.com/forums/showthread.php?140184-Dirt-block-without-biome-texture-override

  14. Pille,

     

    Can you advise how to get the 7daystodie tab to work so I can view the prefab as it will look in game? When I click on the tab, all I am getting is a white screen.

     

    War and Peace,

    UnknownSoldier

     

    P.S. Thanks a million for this tool. Now I can review all of the compo packs and make sure no one is being overly enthusiastic about loot boxes, or secret rooms to not-cheat finding. And get rid of the horribly designed ones.

    That's not implemented yet, sorry. I am waiting for a more stable base game, where stable means that no drastic changes are to be expected.

     

     

    Unfortunately this didn't work for me.

    I was meticulous about the steps, but the prefab still refuses to load into a new RWG world :(

    No warnings, and the prefab loads fine in the prefab editor, just not into a world.

    Probably a bug related to the random world generator. How big is the prefab? No warnings in the ingame prefab editor usually means the problem is connected to the rwg.

     

     

    Hallo Pille!

    You can tell me briefly what the files contain."ins"?

    And, for what now need <property class= "Stats"> in prefab-xml?

    .Ins - No clue. But it must be something optional. "the stats are not used by the game so far, informational only" - Alloc. Stats can be somehow used to optimize the performance of a prefab. That's my theory deduced from the patch notes and Alloc confirmed it more or less.^^

     

     

    Pille mate

     

    I am trying to fix some textures missing on blocks in my prefab. Yeh every time I do it it doesn't work :'( are you able to take a look for me at all please

    He's already been helped. :)

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