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n2n1

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Everything posted by n2n1

  1. .obj can be directly used in Unity. Drag this file into the asset window, after from there - directly into the scene. When compile the project -you get the asset that contains this mesh. This mesh you want to Export Dump. (with help UABE). After - import this dump - to your asset. because UABE can put it only in the form of Dump or Raw..
  2. use it (mesh) in a Unity-project, compile it, and, from the resulting asset - import, and then export to your asset.
  3. n2n1

    Prefab Editor (Alpha)

    For example, it might look like this: - when entering the desired ID (only one - in one time) - simply display a text list (which will stay to work with it) with the coordinates of these blocks. - when you click on the block (in list) - the corresponding block is shown (and selected) in the working window. - when working with the list - you can select blocks and perform actions (delete, select a group with pressed shift-button, replace ID, or parameters) It is highly desirable that the "search" worked for all prefabs (that it was possible to identify prefab which then work) (this is perhaps all that could come in handy for me to solve my tasks, such as finding a rare block...)
  4. n2n1

    Prefab Editor (Alpha)

    I also want this feature, Yes, it is in demand everywhere ... ------------- PS: i can't figure out how to find a specific block inside a prefab(search). This is possible now ? ------------- A! I always forget to tell . ... I understand that icons (symbols sleepers...) will not look good when zoomed ... but still, during work it is not so important, more important is the possibility to see the icon... perhaps you can even slightly improve the turn off threshold of the icons when zooming ?
  5. I want to try to get a blue barrel from the chemistry station. I would like to pull the mesh and erase all around the barrels. Then export the mesh in place the other object (which I don't need). To be honest, i've already done something like that, but the textures are still wrong... I did it with the Blender, it was tedious because it was unfamiliar to me utility... ...For some reason i decided that i can edit the mesh directly in Unity... I am interested in, what tools used for create models for SDX-mods ?
  6. Hello! My plan is to export the model (using UABE) to correct the mesh and import back. But I have a question. With the help of which i can change the mesh? (move the vertex and delete some). Is Unity itself capable of this, or do i need to use third-party utilities ?
  7. n2n1

    Prefab Editor (Alpha)

    I found sequences.... This is for version 0.40, and when the "restore last session" - is turned off. 1. load the prefab #1, do any changes and save ("save"). 2. closing the editor. 3. run the editor and in the appeared window (which is empty, but corresponds to the size of the prefab #1, and have name "unnamed prefab") - draw something and click "save" (not "save as"). Everything will be written to the file prefab #1 PS: I haven't tested the latest versions yet.
  8. n2n1

    Prefab Editor (Alpha)

    This bug I found on purpose. During the experiments with the decals, i noticed that the application window does not contain the name prefab (there was not even "unnamed prefab") - then i decided that this is related to the new feature and deliberately clicked on the "save", being sure that it will spoil the prefab whose name was to be used from the restored session. That's what happened. While "saving", not appearance of the window that asks for the name, and, one of the some prefab has been overwritten (was overwritten by the prefab that didn't get a name). But... now i can't reproduce this error, because it's a complicated situation occurred at the time when i decided to turn off the setting "restore last session", and then i continued to work (without restarting the app). At some point - i saw that the name of the window does not contain the name of the prefab.... That's the point.... PS: (I mean, the name of the application window - where the name of the prefab is shown...) PPS: ...it is possible that at some point two applications were launched simultaneously...
  9. n2n1

    Prefab Editor (Alpha)

    I found a bug related to the new feature "restore last session": - if you create a new prefab and do not specify a name, then when you save "Save" (not "Save as...") it will be saved to the last prefab that was used. When you work with a large prefab (or images) - you have to constantly scroll. Clamp the left button on the work area together with the "spacebar" and move! Fantastic convenience and mobility! It is not necessary to use the "spacebar", but - any key on the keyboard which will be triggered by the main function of the mouse.
  10. n2n1

    Prefab Editor (Alpha)

    Just an idea, because i often work with huge prefabs: - scrolling when the "space" button is pressed" - after the prefab is load, the window is centered on (upper left corner?) then have to manually center the prefab (to get in the center for a better view, after reduce zoom). I would like that the window has begun to draw from the center.
  11. n2n1

    Prefab Editor (Alpha)

    Oh, yes, Thank You, i should have remembered right away because i noticed these textures when copying. Just , i expected to receive the texture in the list (without image). ....perhaps you make the mistake of including in this list -"Any".
  12. n2n1

    Prefab Editor (Alpha)

    It's cool, so easy to use particles! Now i will do it more often! ( well, to be honest -I haven't used particles for the reason that find it difficult to do so )
  13. n2n1

    Prefab Editor (Alpha)

    this is the number of turns by 90, clockwise: 0 - no turn 1 - 90 2 - 180 3 - 270 degree
  14. n2n1

    Prefab Editor (Alpha)

    it easy , see to: property name="RotationToFaceNorth" and property name="YOffset"
  15. n2n1

    Prefab Editor (Alpha)

    That's what i'm talking about! - this may not work, i always write(enumerate) all zones. For example, see street fillers - they never appear. PS: by the way, there is an interesting bug where prefab may not spawn if it in the biome "pine_forest" and it not prescribed to the type "city".
  16. n2n1

    Prefab Editor (Alpha)

    perhaps, you have not prescribed zoning or belonging to the type of hub or belonging to the biome.... ...or, you may have done it wrong - many of the "functions", which is available- are now working incorrect.
  17. n2n1

    Prefab Editor (Alpha)

    Thanks for the Update! my custom paint textures don't appear in the list - is that how it should be? thats be great good thing I'm a 64-bit user
  18. n2n1

    Prefab Editor (Alpha)

    Thanks! These new features - is very useful to me during the transition to the new alpha. By the way, your previous avatar - very well would have been appropriate for the application icon
  19. ....Mip-maps support working just fine for me! Thanks again!
  20. @Guppycur on this topic: https://7daystodie.com/forums/showthread.php?49611-adding-extra-terrain-textures-with-UABE and specifically for this question: https://7daystodie.com/forums/showthread.php?22675-Unity-Assets-Bundle-Extractor&p=492165&viewfull=1#post492165 in general, you need to register the texture in the header. https://7daystodie.com/forums/showthread.php?22675-Unity-Assets-Bundle-Extractor&p=550505&viewfull=1#post550505
  21. n2n1

    Prefab Editor (Alpha)

    Here mean the contents of biome.xml. biome.xml, along with blocks, in addition has the ability to use prefabs as decorations (burned remains of houses, rock formations, piles of coal or nitrate, and etc.). ie, some prefabs are used as decor, and controlled via biome.xml. In fact, this used only the content of the prefabs - the blocks. In this case - the placeholders, sleepers or static spawn - don't work. With the class "SpawnEntity" - becomes possible to spawn entity into prefabs which is part of the scenery biomes. (not RWG!) Such previously was not available! Now it is possible to control spawn through decorations of biomes!
  22. n2n1

    Prefab Editor (Alpha)

    Will as will!....the program is quite functional to use Recent list for load, will in the next update? PS: to provide prefab - it does not make sense. Same actions under the same circumstances, after rebooting OS - do not cause crash. (of course, i'm sure my Soft isn't guilty....if only ... there may be a shortage of any libraries... just, i use a fairly clean environment for modding - dedicated OS, do not install anything that does not require the program...) By the way, entity spawn works when creating decorations biomes, my head was crazy from this opportunity!
  23. n2n1

    Prefab Editor (Alpha)

    Look at the block: <block id="1915" name="spawnTrader"> <property name="Extends" value="metalTrussingRamp" param1="DescriptionKey"/> <property name="CustomIcon" value="metalTrussingRamp"/> <property name="CreativeMode" value="Dev"/> <property name="Class" value="[color="#00FF00"]SpawnEntity[/color]"/> <property name="SpawnClass" value="[color="#00FF00"]npcTraderJoel,npcTraderRekt,npcTraderHugh,npcTraderBob,npcTraderJimmy[/color]"/> </block> meta indicates the enumeration. I checked just now: - it works in the RWG, - meta - is select entity, - and it does spawn once (not sure - not enough tested)
  24. n2n1

    Prefab Editor (Alpha)

    Hallo again ! You remember our conversation about the spawn Entity in prefabs? (which now won't spawn in the RWG prefabs) I some time did not follow...You found a way to spawn them? I've found it! are You interested in?
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