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n2n1

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Posts posted by n2n1

  1. I don't know what decorations biomes are and how they are related to prefabs.^^

     

    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!

  2. Will as will!....the program is quite functional to use :)

     

     

    Recent list for load, will in the next update? :fat:

     

     

    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!

  3. :) 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)

  4. 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?

  5. Just for notice, maybe this will help.

    - after installing version 0.3 z© - crash due to "removing rows/columns" - began to appear almost always and i had to revert back to version 0.3z. - and the errors almost stopped again.

     

    ....OOOO!!!! fff***Shhhhh***** !!!!

     

    ... Before I also wrote it wrong...:frusty:

  6. I wanted to say "adding", removing - works well.

    It seems no matter what prefab is. But next time I'll pay attention to it and if I will be able to artificially repeat the crash then I'll send this prefab.....

    .....hmmmmm.....but my block.xml is completely incompatible with vanilla.....

  7. Ah, sorry, of course - i get a crash, not an error.

     

    This is manifested often (50-70%).

     

    There is some sort of regularity for this:

    If I load the prefab and start to adding columns/rows and i get the crash - then at the next attempt to do the same myself in the same way - 95% Editor crash. I can repeat it ten times. If I change my sequence of mouse clicks (do some other action on this prefab) and only after this i manage to adding columns/rows.

     

    In relation to other functions (which i use) - the Editor never gave failures.

     

    EDIT: oopps....i did it again, sorry :D

  8. Version v0.3z(e) x64 (for my Win7 x64) also has error when adding rows/columns.

     

    I'm trying to understand the dependence of this error...sometimes i think that it depends on be(stand) the cursor in the input field or not ...

  9. 2.2 beta 2 (Happy New Year edition) is out with Unity 2017.3 support and bug fixes!

    Oh! :) I think I found something under the tree ! :D :D :D

     

    Happy New Year!!!

     

     

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

    UPD:

    !!! mip-maps work...

    I have a already-made list of what I going to do with this! :)

     

     

     

    Greatest Gratitude!

     

     

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

    UPD:

     

    IgypxwA.jpg

     

    works well with blocks, terrains and zombie models!

  10. Just for notice, maybe this will help.

    - after installing version 0.3 z© - crash due to "removing rows/columns" - began to appear almost always and i had to revert back to version 0.3z. - and the errors almost stopped again.

  11. Hmmm....do work properly feature of loading textures with MIP-map now ?

     

    I tried to replace 2Dtexture in asset, but the Game (7DtD A16.4(b8)) crash when trying to load the texture (or asset?).

    This happens if the checkbox "Has Mipmap" enabled. If you do not enable this checkbox - then everything works fine, but without the Mip-map of course.

    I haven't done any of the settings Utility, do not choose the type of database or type of package.

     

    I something missing?

     

    PS: If i understand correctly, enabling this checkbox causes the generation of MIP-levels from the UABE?

    that is - i don't have to load a texture with contains MIP levels?

     

    UPD:

    Now it Work!

  12. Sorry guys the autoupdater doesn't work atm. due to an issue with mediafire.

    Well, i have no way to download the update via autoUpdater, but manually - always! :)

    Yes - i'm not like normal people :D

    Thanks for the Update!

  13. I know this will sound like I did not do a search and or did not look at the asset browser before my eye were going bad.

     

    But I cannot find the scrap log spike 2D texture or the upgrade to steel which is what I want, or at least the texture that will upgrade a block to steel on a reinforced concrete 1x1x1x1 block

     

    Does anyone know the actual name of the scrap log spike 2D texture or even the main block steel upgrade.

     

    Please!!!

    Please With a Cherry on top!!!

    Pretty Please with a cherry on top!!!

     

    here is what I working on, and why I need the spike textures:

     

    https://lookimg.com/image/gEWFU

     

    Exporting .OBJ is amazing, your program is amazing and I am jealous I because I have no programming or scripting (LUA, Python) skills what so ever.

     

    Still searching

     

    if I understand you correctly - then you need to look at:

    \7 Days To Die\Data\Bundles\BlockTextureAtlases

    there textures of block.

     

    PS: but keep in mind that these textures are common(mutual) to many blocks. After edit - it affect to all. In addition, now is no support MIP-map, means that after you edit the textures will not look so good.

  14. Ok so I did what you said and yes, it opened fine, but I noticed that not all my Textures are showing. There's only like 25 textures or so but there should be like 5k or so like I used to do in the other versions of this game.

     

    This can happen if the files have the same name (but was initially in different places and therefore do not overlap).

     

    UABE extract files from different places to one folder.

  15. small bug-report:

     

    Afaik those crashes are fixed since version 0.3r.^^

    - no, unfortunately i also face this problem recently.

     

    - if attached-prefabs.xml contains not defined name of sleeper-volume (in gamestages.xml) - the editor crashed when it loads.

     

    (this all is true for the penultimate version)

     

     

    -----------------------------------------------------------------------------------------------------------

     

     

    Now the "Color" area looks fine for my Win3.11 :),

    leaving only strange vertical "FRONT" and "ALLl"...

     

    (sorry for outdated screenshot - some time i did not have the ability to post pictures)

    KPMjZ0j.jpg

     

     

    (but if it's only for the theme "classic", then it makes no sense to fix it - still, no one uses the theme "classic" ;))

     

    Thanks for that !

  16. Only one question, does the Sleeper volume Editor work ?

    I cant save my edits, is this Aplication sided or did i miss something ?

     

    Means does it save/work normally ?

    in the options there is a checkbox - "Write prefab XML". Maybe you turned it off.

     

     

     

    @Pille

    by the way, i noticed that the checkbox for convenience could be moved\duplicate in the tab "Slippers volume" (nearby with "show sleepers volume") or even in a window "saving" dialog.

     

    (this can be useful when do many correctings vanilla-prefabs - in some cases, often have to switch. And that would be better to control\see it)

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