Jump to content

Pille

Members
  • Posts

    1,427
  • Joined

  • Last visited

  • Days Won

    11

Everything posted by Pille

  1. Sleepers are the only way to 'tie' zombies to prefabs. Ok that's not entirely correct. You can add static spawns to a prefab but they won't work in rwg worlds because vanilla 7dtd doesn't support this feature. Thus, it's not an issue with my editor but a limitation of the game. The static spawns work in Navezgane but I am too lazy to implement a feature which is only available for one map.^^
  2. Ahh sorry I know you've already mentioned that you're working with a16. I am getting old. lol Yes the circel selector is deactivated since ... forever. Some other features are semi-broken or have some minor bugs. I'll try to fix everything as soon as possible. The z export should work though. I assume you've added sleeper zombies and they didn't spawn ingame? Glad to read that you've managed to export your prefab! No, that's almost impossible. That would be extremely difficult/time-consuming. That's strange. There are no known bugs regarding tree spawning. Maybe you have to add more air layers above the tree blocks. If you send me the prefab file, I should be able to identify the issue. If you want to spawn prefabs in Navezgane edit the following file: C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Worlds\Navezgane\prefabs.xml And if you work with RWG worlds, edit the file C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Config\rwgmixer.xml I am not really good at editing the rwgmixer and I am not aware of tutorials explaining the mixer, sorry. Please send me your casino.
  3. Update time! Changelog v0.57 (Dec. 28, 2018): - added default values for min. and max spawn count to the sleeper volume widgets - fixed several layout issues
  4. Ok, will be fixed in v0.57. This feature is not implemented yet but I'll do my best... Just need more time to fix the broken functions (broken due to the changes in A17) . I am not really a pro with ingame editor. There might be more efficient ways to export: - Press F1 to open the console - Type dm and press enter - Close the console (press escape) - look at the ground and press z to spawn the blue export box - press and hold g and then click and drag the arrowheads to change the position of the box - press and hold shift + g and then click and drag the arrowheads to change the size of the box - press escape and click on export prefab to export every inside the box - press backspace to get rid of the box (thank you ecv)
  5. Hi, go to the Xml tab and make sure that 'Copy air blocks' is checked: A17 version should be backwards compatible with A16 but I haven't tested it yet.^^
  6. Ahh there are no default values for the spawn counts. I am going to fix this with the next update. In order to get rid of the issue, enter a minimum and max. spawn count (see red arrows in the screenshot below).
  7. Update time! Changelog v0.56 (Dec. 25, 2018): - reactivated xml reading and writing - added button 'copy to replace' - fixed: texture replacing in exchanger I am afraid the auto updater is disabled in v0.55. Go to Options -> General -> 'check for updates at start up' to enable it (restart of the editor required). Or click Options -> Force update to receive the update. Edit: Changelog v0.56(b) (Dec. 25, 2018): - fixed 'copy to replace' button
  8. New update! The xml features are still not in yet because I was too busy with real life stuff but I should have plenty of time during the holidays.^^ Further updates can be obtained using the built-in auto-update tool. Download LINK (32 bit) Download LINK (64 bit) PS. Too busy to write changelogs atm.
  9. You can add custom tags. So the ingame editor scans the xml files and shows you a list of all used editorgroups.
  10. @Guppycur That was the type of information I was looking for : @n2n1 Ok thanks man. I am still not ready to convert my prefabs but I'll keep that in mind.
  11. I think I know their purpose. Was just confused by the other strange terms.^^ PS. Sorry for deleting the comment. You guys are too fast.
  12. All right. I just want to make sure that my editor can handle all possible tags and corresponding values.
  13. Assistance with the prefab XMLs [deleted]
  14. Third test version. Added full support for the sleeper and light properties. Loading and saving prefabs should handle the sleeper and light data correctly. However, the new feature is not fully integrated into the GUI yet. There is no child safety lock and you can write insane value into the prefab files which may crash the game (the light range seems to be the most dangerous value. High ranges = high memory consumption). XML is still not supported btw. and some other features are temporarily disabled. 32 bit http://www.mediafire.com/file/uvwc4l9tsw706c9/Zombie_%252832_bit%2529_-_A17_-_Test3.zip/file 64 bit http://www.mediafire.com/file/q79ws4hwk3ph0gi/Zombie_%252864_bit%2529_-_A17_-_Test3.zip/file
  15. @Ekk0 I'll do my best to release the next update by the end of the week. Stable version is scheduled for next week.
  16. No problem dude. Today I've managed to implement the light properties. The next update (and the last one before the 'official' release of the a17 version of the editor) is near. We will be able to set the light properties more precisely and within a wider range. For instance, you can make much more powerful lights using the editor. Maximum luminosity ingame (light intensity and range): Luminosity after editing with editor (you can have much more but it starts to become quite expensive at some point): Real blood moon:
  17. Second attempt. Added full support for the nim files. That means saving the prefab using the ingame editor is no longer required. Sleeper and light properties still not supported (but in the next update). If you load and save an A17 prefab, the editor will delete all a17 features from it (e.g. light properties and sleeper properties): 32 bit http://www.mediafire.com/file/bj6jj3ka5v5145c/Zombie_%252832_bit%2529_-_A17_-_Test2.zip/file 64 bit http://www.mediafire.com/file/5mb45obw1abb3d3/Zombie_%252864_bit%2529_-_A17_-_Test2.zip/file Test2 update (v 0.54©) has been reuploaded (fixed global replace and search).
  18. I've no clue about that file atm. but if you delete it, the editor is still able to load the prefab. So I assume, it's not very important (hopefully^^). Not sure that I understand your question. You can use the renamed blocks.nim from the block map prefab (prefab that contains all vanilla blocks) to load all vanilla prefabs. The ingame editor does not mind unused rules in the nim. So yes, we can use only one file on all prefabs. block map prefab (A17 edition): http://www.mediafire.com/file/g58mh6us2smrq8t/block_map_prefab_A17.zip/file Yes, probably. In the current system, you only have to make sure that the blocks.xml contains all modded blocks. Actually, the ingame editor fulfills the task of a converter.
  19. Nope. I am really bad at explainig stuff, so I'll try to construct an example. Let's say you're working on a prefab (size 1x1x2) that contains only two blocks. rConcreteBlock (block id is 2090) at position 0,0,0 and ladderSteel at position 0,0,1 (block id is 1109). Saving the prefab will create a tts file and a blocks.nim file with the following content, assuming you're using a vanilla blocks.xml (simplified): tts: position 0,0,0 -> 2090 position 0,0,1 -> 1109 nim file: 2090 -> rConcreteBlock 1109 -> ladderSteel After changing the sequence of the block rConcreteBlock and ladderSteel: If you load the prefab, the game will still be able to interpret the IDs in tts file correctly because it reads the nim file to get the block names assigned to the IDs. For instance, it knows that ID 2090 is supposed to be a rConcreteBlock (according to the nim, because 2090 is mapped to 'rConcreteBlock'). If you save the prefab using the new blocks.xml, both files will be changed but the result stays the same: tts: position 0,0,0 -> 1109 position 0,0,1 -> 2090 nim file: 1109 -> rConcreteBlock 2090 -> ladderSteel Afaik you can do what you want as long as you * write all terrain blocks at the beginning of the blocks.xml (basically you have to insert the terrain block before the block "terrWaterPOI" because that's the first non-terrain block) * define less than 256 terrain blocks * define less than 32768 blocks (total number) There might be more rules that have to be considered. It's better to read all comments in the blocks.xml... No, you are not stupid lol. Afaik there was no discussion about the new system.
  20. You said you found the answer to your question. The game still uses blocks in the tts files. The order of the block names in the blocks.xml defines their IDs (IDs lower than 256 are reserved for terrain blocks btw.). If you save a prefab with the ingame editor then the game stores the mapping for all used blocks in the .blocks.nim file id 1 -> "stone" id 2 -> "terrgrass" and so on... And if you load it then all IDs found in the tts file will be interpreted according to the mapping in the .blocks.nim.
  21. Np guardian of the prefabs. A new update is almost ready. Saving the prefabs in the ingame editor is no longer required in the next version (I am talking about point 5 under 'for A16 prefabs' and points 1, 2 and 3 under 'for A17 prefabs' in the post above). Moreover, the light properties can be read and saved (this part is not ready yet).
  22. Here is a first attempt to make the editor compatible with A17. A17 Test 1 - 32 Bit: http://www.mediafire.com/file/2lfchl6ycvq9e2w/Zombie_%252832_bit%2529_-_A17_-_Test1.zip/file A17 Test 1 - 64 Bit: http://www.mediafire.com/file/71yi8ambk9frj4y/Zombie_%252864_bit%2529_-_A17_-_Test1.zip/file * Reading or writing of the prefab xml is not supported yet (that's why you won't see any sleeper volumes). * Backward compatibility with A16 not implemented yet. * New a17 features aren't supported atm. I am working on these 3 main problems but that's quite time consuming...^^ Anyway, this release is mainly for prefabs with prefab formats 11, 12 or 13 (introduced in A17, see instructions below). How to change the prefab format For A16 prefabs You have to convert and save the prefabs. This should adapt the prefab format (see first comment in blocksA16PrefabConversion.xml): 1. Start the ingame editor 2. Press F1 to open to console and enter 'prefabupdater loadxml data/config/blocksA16PrefabConversion.xml' 3. Enter 'prefabupdater createmapping NameOfYourPrefab' (NameOfYourPrefab without the file extension .tts). Warning: The built-in converter still has bugs, so this point may require some addition steps. 4. Enter 'prefab load NameOfYourPrefab' 5. Enter 'prefab save NameOfYourPrefab' and close the console pressing escape. Now my editor should be able to edit the prefab. For A17 prefabs Most of the A17 prefabs already are compatible but some of them use an old format. If you have troubles editing a prefab try the following commands: 1. Start the ingame editor 2. Press F1 to open to console and enter 'prefab load NameOfYourPrefab' 3. Enter 'prefab save NameOfYourPrefab' and close the console pressing escape. Now my editor should be able to edit the prefab. Further Notes: * I am going to simply the prefab format stuff in the next update. * This is not an 'official' release, so the autoupdater won't work (ignore the updater if it tells you there's an update^^) and you won't find the links to this version in the op. Oh and ofc, there's no changelog but I can promise you that it feels like a whole new game (i mean editor)! * Make a backup of your files before using this version of the editor. * If you load and save an A17 prefab, the editor will delete all a17 features from it (e.g. light properties and sleeper properties) Edit: Found a serious issue and reuploaded the editor
×
×
  • Create New...