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Pille

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Everything posted by Pille

  1. Great. Thank you Slaan.
  2. Yes, it can build usable prefabs. @Slaan I fixed the 64 bit version. Could you please check this?
  3. This must be caused by a missing or wrong dll file. I am going to fix that with the next version. Thanks for your feedback! Btw. the autoupdater is almost ready. So the next version will be the last one which has to be downloaded manually... Good luck Magoli.
  4. A new (experimental) version is ready. Please report all bugs you encounter. Here is a short explanation of the "all texture" checkbox (can be confusing): In editor (top view): In game: So what you see depends on the view (top view, side view 1 & 2). Edit: Released another patch to fix the buggy texture buttons.
  5. @StompyNZ Thanks Stompy. I'll test this criterion as soon as I can. @Guppy Thanks in advance Guppy. It's hard to make an estimate (there are many variables^^) I guess it will take about a week to fix the remaining bugs and to add a decent support of the paint feature. I consider your suggestion (I need a better mic and better language skills). If the lag is bearable we could also organize a Teamviewer session on my computer (this is my prefered way^^). I could show you all features directly. Edit: I just finished the implementation of the non-gui related part of the paint feature. So the dev version of the editor is able to read and change the paint data. However, the user interface needs to be improved. My estimation is still valid (probably too pessimistic though^^).
  6. Ahh ok, that's nothing I need to care about. @all Does anybody know how to find out whether a block is paintable or not (I guess this info is in one of the xml files)?
  7. @Hal Ok Hal, thanks. Uhm what's the difference between face texture ID and 'actual' texture ID? @Guppycur You can import, modify and save pre-painted prefabs. The editor won't touch the paint data. Adding and trimming rows and columns don't work atm because the size of of those data depend on the dimension of the prefab. Right. As long as there is no way to export prefabs, the read-only support of my editor is a bit pointless. The good news is that (I think) I've completely understood the format of the painting data. So it shouldn't take too long to improve the support for it. Lol, thanks Guppycur. @stallionsden As soon as possible stallionsden. However, adding the painting stuff has the highest priority at the moment. Me too.
  8. The editor is updated and "partially" ready for A16^^. The paint system is not fully supported yet (You have to paint the blocks ingame. I am going to improve the support in the next weeks). Hint: Resizing the prefab may cause problems.
  9. Ready for vacation, yes.^^ I really hate the technical aspect of programming. Therefore my plan is to get the conversion of the editor over and done with as quickly as possible. So the release of the update will probably be next week. And I'm ... disregardful. No, that's not right... I overlook a lot of requests though... Btw. I think all features you can ask for are already on my to-do list.
  10. It's a matter of seconds the switch to the 64 bit compiler, so that wouldn't be a problem. Lol, I hope not. There is a 27 km (17 miles) long service tunnel in my base with electric lights every 5 meters.^^
  11. Thanks Hal. 512 x 512 x 256 blocks^3 (length x width x height) was the biggest one. It's a 32 bit program atm. That's why you can only build such tiny prefabs. Any idea how to handle electricity (e.g. wires)?
  12. Just a little preview of the A16 version:
  13. Thanks for the advice Guppycur.
  14. Hi DerPopo, is there a way to export single textures? I need a png file for each block texture (the export via plugin packs several textures into one png).
  15. Comments about the new toolbar of version 0.1f: 1. Selection mode 2. Drag mode 3. Paint mode / brush mode 4. Filler (work similar the color filler function of mspaint) 5. Block picker (click on a block to select it / writes block properties into the set tab) 6. Image-based selection (1. choose a png image, click on a block, hold the left mouse button and move the cursor to change the size of the mask). This feature works better with black and white pictures with thick lines. There are a few examples in "Zombie (32 bit)\data\images\test pictures". 7. Inverse selection (inverts the current selection)
  16. If there is a color "red" in A16 then you could do that. The colors you can see in the editor aren't related to the ingame color atm.
  17. Just a few hints to the new paint mode in alpha 1e: It works similar to ms paint. You have to set the block properties in the set widget (see red arrow) and click on "paint" (see red arrow) to activate the paint mode, then click on the view and keep the left mouse button pressed to "paint" the blocks:
  18. Yep, it's not a bad idea to wait till I add the really interesting features...
  19. So content = video, right? Just wonder why it's called so. I guess you would like to refer yourself as a content creator?^^
  20. I don't have any experiences with programing auto-updaters. So to me the journey is the destination (until I get annoyed at this approach).
  21. @sphereii Thanks for the tip sphereii. I will have a look at azure cloud as soon as the most important parts of the editor are finished.
  22. So I added a dropbox link. However, I am not sure that the autoupdater (not published yet) will work with these URLs.
  23. Don't worry, it's a direct download. So you don't need to visit spamfire.^^ Dropbox is okay but they deactived my public folder.
  24. @Spectral Force The new mediafire link should work witout captchas or waiting time. The linux version crashes often and creates so called zombie processes: https://en.wikipedia.org/wiki/Zombie_process That's why there is no linux version atm but I am still looking for a better name and for a solution to this problem.^^
  25. @HAL9000 Thanks Hal. I am not entirely happy with it but I guess it takes more time to reach the functionality of your editor. You make me feel bad about my own work. There is one essential problem with exporting a prefab into a 3d format. The program doesn't know the block shapes and meaning of block rotations atm. So all block would be converted into cubes. It's an interessting idea to incorporate this information into the program. However, that will take awhile. So when A16 is out, I will do some tests. Mhh I thought this feature was already implemented (see red arrow (rotation slider)):
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