Jump to content

Jackelmyer

Members
  • Posts

    1,085
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Jackelmyer

  1. Duuude... A15+ has been damn kind to this prefab. NICE!
  2. YAY! STICKY! Thanks... uh... Roland? hm.
  3. lol. <3 Fair enough. I'm crossing ma fingers!
  4. Pille. I love ya man. But imma nudge you again on the texture position labels. ❤️ North, South, East, West, Top, Bottom. Don't even need the compass. 😜 I want to do an intermediate video tutorial, buuuut... This. lol. <3
  5. It's Fiddy Cent. Yo. And damn mein! Represent! :-p x-D
  6. ooOOOoo. Well then Mr. Fancy guy! ;-) I do so very much look forward to your update with entity spawners! lol. That'd be awesome! Maybe then Guppy can get his mini bikes to spawn at the race track. :-p
  7. Bandits are a work in progress. Which is why we don't see them in the vanilla game. There was talk by TFP, roughly when they started A16 work, that maybe bandits for A17 or A18. But they're not complete at all. Snail tool is awesome man. :-D. Was teasing ya and curious. I don't know how entity spawners are going to behave on import of a Prefab or on generation of a Prefab in RWG. StompyNZ seems to know a bit about it though. Sounds awesome though! Looking forward to the changes! :-)
  8. Awesome work Pille! I haven't loaded up the new version yet, but will all sleeper blocks have the same symbol on the map or will there be differences between sleeperback, sleeperidle, etc to give an indicator as to what kind of sleeper it is by looking at it? And... why is there a new "Snail" tool icon? O.o lol. Thanks again for the work you're doing Pille!
  9. The seed is strong with this one... 😂
  10. Yer missed too! Thanks for stopping in while ya poop!
  11. Niiiiiice. Awesome update man! Ty!
  12. Ah. gotcha. Well... For your collection you could always make a custom sorter. :-p But I code in .Net. Not sure what you're coding this in. So I don't know how array sorting or list sorting works in the language you're using.
  13. Ah. I see the default. That Default texture clears the current selected texture position? If so, can you rename the Default texture to _Default so it sorts to the top? <3
  14. Sorry, not sure I follow. But I just went into the editor and poked around at the Textures section of the Edit tab and I think I see the problem you're referring to. There needs to be a specific Texture to choose on the bottom area that is "None". So people can set textures to a null/none/nothing value and clear textures in an area. I think that's what you're talking about. Right? If you do add a None/Blank/Empty texture for people to use to clear texture settings in the Edit tab, it would be cool if it was always sorted to the very top of the texture list. 2 cents... /TOSS! =-D And yeah, a Rubber mode/tool would be fantastic. :-p I'd definitely use it and I think it'd be very intuitive from a UI perspective.
  15. I'd actually like to see a Delete tool under Edit. Clear any block and texture. And have it function just like the edit tool, left click, right mouse hold and release. But all it does is delete blocks and textures in place. The good ol eraser icon. ;-) Oh, and under the Edit tab, texture section, can't someone simply have no textures set, then select their blocks to clear textures from, and click Set Textures (forget the button name)?
  16. lol. sorry. I'm a horrible user. X-D The version format is what caught my eye. the (2) seemed like maybe an internal versioning for development. So just thought I'd reach out. But yeah... I'll TRY to be better about reading change logs and such. lol. Sorry again! BTW... The replace function ignores painting of air blocks? So, the replace function only replaced the block ID right? We're not talking about an advanced replace right? I rather liked being able to go "Ya know what? that shouldn't be wood. It should be concrete" but leaving the painted texture in place.
  17. Hey Pille? Did you accidently push an update? v0.3w(2)? I was just prompted to update and just... well... updated... and that's the version showing.
  18. Thanks a bunch for all your work Stomp!
  19. When I unzipped your prefab the Pille file was included. There was a mesh, a TTS, an XML, and the PILLE file in it.
  20. Just noted this in your thread stallionsden. For me I got it loaded after I deleted the *.pille file. Loaded right up. Pille, Maybe something in your save data file changed between V and W versions?
  21. Eh Pille, Not sure if I'm doing something wrong or what, but in version 0.3W, I'm trying to load The Village Prefab. It's a pretty darn large prefab, which is one of the reasons I'm trying to open it up. Making a large prefab myself and looking for current large prefabs to see where the limits of "prefab size" may come into play. But when I try to open The Village, the editor just stops responding and crashes. Turns into a "Not Responding" process after about 3-4 seconds and memory usage never goes higher than 375mb. Environment: AMD A10-7800 3.5GHz 16GB RAM (total memory usage never climbs over 3.3GB 20%) NVIDIA GeForce GTX 750 Ti 7500RPM 1TB drive with 400gb+ free disk space remaining. Editor Version: 0.3w Prefab Link in description above. Per Windows Event Viewer under Windows Logs/Applications Faulting application name: Zombie.exe, version: 0.0.0.0, time stamp: 0x59a81c06 Faulting module name: Qt5Core.dll, version: 5.9.0.0, time stamp: 0x592827ae Exception code: 0xc0000005 Fault offset: 0x00000000000b55ee Faulting process id: 0x1b08 Faulting application start time: 0x01d324f6907a0882 Faulting application path: C:\Users\<editedout>\Desktop\Zombie (64 bit)\Zombie.exe Faulting module path: C:\Users\<editedout>\Desktop\Zombie (64 bit)\Qt5Core.dll Report Id: ee57bc71-3083-4397-abce-55052739be7c Faulting package full name: Faulting package-relative application ID:
  22. Damn you Pille. I'm on my Android. lol. :-p Will probably use that in the near future. For what it's worth, I painted 95-98% of the Pet Store prefab using your editor Pille. Was way way faster once I got used to Front/Back/Top/Bottom. Was thinking of asking if you wanted to change that up to show the textures as East/West/North/South/Top/Bottom. Then maybe a compass overlay on the corner of the map editor that followed rotation. I need to use Hal's mod some more. If it is the Prefab DLL he modified, then you can probably do all the prefab building techniques in game. Which make some of the tools not needed. The TFP prefab editor is a bit clunky (sorry guys! Mad love!). But like most clunky, if I get used to it, it's likely fine. So if Hal extended that... Oooo.... Hmm.
  23. I've used the Empty world for creating Meshes. Hal mentioned in a video that the empty world is the world TFP created. After going to the post below, it looks like Hal modded the prefab building dll that TFP uses. Also available in the link below. I'm finding that it may be easier to build prefabs, when not wanting to use a dedicated server, by using the Prefab DLL and Pille's editor. Been slowly investigating simpler ways to get up and start prefabbing. May convert this thread to setting up a dedicated prefab server. https://7daystodie.com/forums/showthread.php?47459-Unlocking-In-Game-Prefab-Editor-(Terrain-Tools)-dll-mod
  24. /facepalm. No... #fail. Sorry Pille! The Spoiler tag... totally passed right over it. Never mind! I'll get used to it. Thanks! Both of ya!
×
×
  • Create New...