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n2n1

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Everything posted by n2n1

  1. n2n1

    Prefab Editor (Alpha)

    It has long been released with the my mod. Separately, i don't share because many of my prefabs is incompatible with the vanilla and it takes time for adaptation. Specifically this prefab - is compatible, but is still refined (wip). where it is possible to take such a voxel model (prepared) ? only an independent conversion using third-party utilities?
  2. n2n1

    Prefab Editor (Alpha)

    .....aaaaa....ummmm.........I thought, for everyone also ... only rift. I can't recall exactly the dimensions, but the depth almost reaches the bedrock in the low places of the world. (it made for RWG spawning)
  3. n2n1

    Prefab Editor (Alpha)

    I about these elements. mmm...maybe, can change it to "emboss" (indentation) ? (...just, i think it's easily feasible...?) After reinstalling OS and updating the Editor - i haven't seen it .... I'm probably something i messed up.. My nickname?... it's the metamorphosis from a abbreviation of my first name and patronymic I'm a fan to create a huge prefabs, I thirst for gigantism, epic....
  4. n2n1

    Prefab Editor (Alpha)

    HFSh**t !!! :eek2: ...it's my size... this started to happen after microupdates?
  5. n2n1

    Prefab Editor (Alpha)

    Yes yes - this is work for a16! (i checked this on my old prefabs). Cool ! I wait this feature!
  6. n2n1

    Prefab Editor (Alpha)

    my opinion about 3D-view. of course, now possible building in realtime 3D already in the integrated editor from the game - but that's another activity. in 2D-editor only need to have an idea about the overall geometry of the buildings in 3D vision. Perhaps it would be enough just basic block shapes (cube, half-cube, ramp, pillar, plate .etc.)
  7. n2n1

    Prefab Editor (Alpha)

    my suggestion: - add a checkbox or option - for that would not showing "sleeper volume". sometimes it is a hindrance when working (can accidentally move it and not notice). - i would like to be able to add any entity in prefab (as in HALL's Ed) - some interface elements look like buttons (because of the extrusion effect), although they are not. For example: block color. I think it ruins immersion for the interface I noticed that a new created "sleeper volume" (and moving existing) not saved in prefab.xml... i missed something or this has already been said? by the way - the copy function of the block (the middle button) are very frequent for me. If it were possible - i would put it on the right button... Of course - it's the little trifle - the Editor is Very good!
  8. n2n1

    Prefab Editor (Alpha)

    ... every time i'm glad when i can just switch to "side view" or "front view"... it's a simple feature but it really lacked before...
  9. n2n1

    Prefab Editor (Alpha)

    I'm sure at 99% because my prefabs have ceased to follow affiliation to the biomes (i had to redo it to "AllowedBiome") and i saw that this "property" is missing in .dll. ...what exactly prefab?... probably left by mistake.... PS: (about .dll - this is in public class Prefab)
  10. n2n1

    Prefab Editor (Alpha)

    I found out that the function "DisallowedBiome" is not used more. (for attached prefab-xml)
  11. about what you say? I use it right now for editing resources from A16.
  12. n2n1

    Prefab Editor (Alpha)

    I also had loss of paint when i saving from Hals Editor. Perhaps this is as it should be...
  13. n2n1

    Prefab Editor (Alpha)

    After practical use of this great Tool - i can confidently say: It makes me happy !!! I already adapted my main prefabs and reworked the rest for my mod. (yes, i make custom prefabs but I don't share them because they are not compatible with vanilla) I haven't had time to read other feedbacks...maybe i'm repeating, but, here are two things that caught my eye immediately and stay remember: 1 - during work constantly need to know which block to be under the cursor, for this purpose have always move a sight at the status window (upper left corner, small font, etc)..it's a long way... I would like to see this important information closer. For example, as a tooltip under the mouse (if it will appear immediately) or large inscription which is close to the main work area to see her peripheral vision... 2 - Lacking "Load Recent List" Big THANKS for this Tool !
  14. it's not stupid - this is a complex issue https://7daystodie.com/forums/showthread.php?49611-adding-extra-terrain-textures-with-UABE
  15. sorry for the short answer (i'm not on my PC), check pthis posts: https://7daystodie.com/forums/showthread.php?22675-Unity-Assets-Bundle-Extractor&p=578204&viewfull=1#post578204 https://7daystodie.com/forums/showthread.php?32600-Overriding-vanilla-files-(assets-)&p=314195&viewfull=1#post314195
  16. n2n1

    Prefab Editor (Alpha)

    Just want to say again - Thank You, this Utility - is serious
  17. GREAT addition ! Thanks! my mod - in big dependent from UABE. PS: but, the working window is very small, after running each time to have to stretch it for convenience (for looking full lenght name and path...), why You reluctant to increase it ?
  18. I think github it's a bad idea to store our mods. Not everyone can, or wants to understand how it works. For example: i will never install any software for filehosting on my computer. I tried to understand github - but i'm tired... it's really for advanced users - for those who really need it. Not for me... But your mod-Laucher is a good idea.... I wish that my mod was loaded through it. Can there be any opportunity to use a different file-host? Even if it is without some of the features... Or, for example: those who want to add their mod in the Launcher - get account (or password) and upload their files to a special server. That is, in fact, to keep our mods in not on different file-sharing, but on the dedicated server for 7dtd mods... Sorry if this is a triviality, but i'm really far from modern IT (I use Opera12 and WindowsXP...)
  19. n2n1

    Prefab Editor (Alpha)

    ....Cool.... i use two monitors... i like this feature with the division panels of toolbars ! PS: Sideview - this is what i was lacking. Because of the lack of tooltips (or button-names) - I'm afraid to press buttons Besides, i think, it is unlikely the TFP will make such editors after game-release... i think - they have confine with built-in editor like a "Creative Mode". But for serious work - needed 2D-editors.
  20. n2n1

    Prefab Editor (Alpha)

    But.... why is called "zombie.exe" ?
  21. Please...please.... - give Mip-map....
  22. Interesting tutorial! I thought we are talking about 7dtd. Then of course - I can't tell you about it. I did this simple substitution of unnecessary textures. I just exported it, changed, and imported back, with nuances of which about 7dtd... But I draw your attention to the fact that - UABE can't use DDS and mip-maping (if I haven't missed anything) I also know about the Unity Assets Explorer,but unfortunately it does not work with resources 7dtd. Replacement texture for the mesh (obj) - i was also interested in, that's what i'm going to do next. Therefore, i'm joining with this question
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