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Magoli

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Everything posted by Magoli

  1. does the editor work in A17 or does it need to be updated ? would be nice to have the block-Replacer-tool also in A17 just asking - don't feel any presure mate
  2. It sounds crazy and it doesn't look that way, BUT... - mathematically all the wilderness-prefabs ARE connected to their paths. There is no single wilderness-POI without a path connected to them. - esthetically sometimes (always) it looks they arent connected well to their paths - this has 3 Reasons: 1. The booked place (socket) for a wilderness-POI is always a perfect Square (e.g. 30by30 or 47by47) In this Square the engine builds a circle for placing the prefab into the world. U all have seen the big cliffy half earthgaps around some wilderness-POI's (big holecutter-principe) Also if the land is to low the engine will generate halfround humps to make the surface flat and even. In this flattened out circular area the engine will place the prefab. Here the displacement from prefab and path begins. Another point: Most of the prefab's entrances are about in the middle of the building. But the connection-point for a prefab to the path is the prefab's N/W corner. Here the displacement from prefab and path continues. But lets go further: 2. Prefabs in the middle of a path: The connection-point from prefab to path is IMO the most northernwest corner of the prefab. So if the path follows south/east-direction the prefab will cross/block the path. The path-gen-algorythm doesn't care if the prefab is straight above it. This is not smart IMO Not to mention all the unwalkable pathareas like path is going through water or over that big gasps and humps on POI's i mentioned in 1. 3. IMO there is no way in A16 to let the prefab's entrace pointing to the path. 'RotationToFaceNorth'-command doesnt work anymore in wilderness IMO. All the wilderness-POI's are spawning in their default rotation (how they were created). fazit: most times the connection from prefab to path will look uncanny, unnatural and will be a pain for the eyes. adding point 1,2 and 3 together it becomes very clear again: the A16-rwg-world-generating-engine is grab sad but true - because we dont have another
  3. good to know !!! thx for the Infos i didn't know both of the functions - the block-search-function and also the meaning of the alternative coordinates (I prefer the alt. coords =ON, how iam used to it since years) thx for the update - u have done a superb work again enjoy ur offtime mate (dont worry / dont hurry !!! - A17 SURELY WONT BE OUT WHEN U RETURN BACK )
  4. very good news - thx for info do u think the "decals-generation-function" has a chance to become real soon too? It sounds like a vacuous Addiction, but IMO that would be the final cherry on the cremecake for all prefabs my dream is to have a function like the SleeperGenerator, but just for placing randomly decals on the ground (and maybe also walls) (Iam talking about these papers,bloodstains,trashfakes,etc u can see on the roads)
  5. sounds amazing - i havent understood nothing, but iam sure it will be a practical and powerful function. iam looking forward to the 0.44 version rock on buddy
  6. yeah - its possible to do all meshfiles with one command the command is: meshall
  7. We talked about that issue in earlier alphas anyway - ur prefabs are great mate - u already know very much (almost all) about prefabing i very enjoy ur creations
  8. yeah - thats right The Problem is a cubic block beneth a earth-type-block (dirt,sand,stone...) creates a little gap between them. If now a prefab has cubic blocks in the top-surface-layer on the border, then this gap appears between the prefabs border and the surrounding landscape.
  9. ah - yeah - thx Laz I just noticed that only value 0 is not working. All other values are changeable - LOL - what a bad luck to me - LOL i will test out a value of -92 for square-shaped-blocks just on the top-surface-layer and just on the POI-borders. I will report the results soon. ( Conversation between 2 Prefab-Guru's - right, Jackelmyer ??? ) thx Pille for quick Response
  10. hi Pille have a little bug to Report: Iam not able to safe density-changes ! I wanted to test a bit around with the block-density. But when I wanted to safe the Changes it switched back to the default-settings. This means: I changed a line of blocks density from 127(=default) to 0 for experimental Reasons. But as I clicked on the safe-button all density-changes has reset to the starting-values (=127). y iam asking for that?: My goal is to get rid of that little gab between POI's that have square-shaped blocks acting as surface, and the landscape around them consisting of earth-blocks (=diamond-shaped blocks). Request/Question: Is there a way to search a specific block in all the prefabs in the prefabs-folder, and list the hits in a txt-window or somewhere else ??? y iam asking for that?: Sometimes i need to change a specific block in all prefabs manually. Then it would be great to know in which prefabs it is contained - and which prefabs i dont have to care about. thx ahead
  11. hey Pille the block-coloring-function works perfect - i love it - thx for adding that Now its so easy to find specific blocks Request/Question: Case: Tools/advanced - Texture-Replacing Is it possible to fill in --KEEP OLD-- and --ANY-- to the advanced-Replacing-Tool (category: textures) ???
  12. Yesss - please that would be very helpful (Ich habe nنmlich leider immer noch nicht ganz begriffen wie painting mit dem editor funzt)
  13. yo - that looks nasty nice pics btw - looking very nice and detailed - great work mate
  14. just add this line to the prefabs xml: <property name="YOffset" value="-11"/> or even easier: use pilles editor to modify the xml just set yoffset to -11 in some way and ur good - the prefab will spawn 11 blocks below groundlevel than.
  15. hi Laz HERE is ur prison after conversion and automatic-special-block-replacement i've done. idk how the blocks and all looks like right now because its in the "Prefabs not used in A16"-folder atm. We have to put the 2 halfes together and try if 200X200 prefabs are able to spawn (in wilderness) Else u could let spawn the 2 halfes in Nave. I havent time to look at it. I have to repair the remaining 150 CP-prefabs manually first :|
  16. This could be very funny - sounds like the best use for that - very good idea (the prefab xcutsom_burialShrine is also kinda mini-dungeon (IndianaJones like) with a (hidden) entrance on the surface ) thx Pille - i can wait for it - no problemo
  17. fantstic awesome amazing work Pille I will start to work with the sleeper-adding about weekend. Question: Could u add paintings to the advanced Exchanger ??? Here is my problem: I need to change a block to another block, but i want a new painting on the destination-block. And I have to do this to the whole prefabs-folder (as always) thx ahead Mag
  18. thx Pille - Iam really gonna love that tool more and more Its magical - always when i want something u already got the solution for it - love it !!!
  19. Hey Pille Thx for adding the Block-Id-Exchanger-function It worked perfectly and is very handy to use (also pretty fast) What are ur plans for the prefab-settings (xml's) ??? Do u update and add the new a16-xml-lines to the editor ??? There are a few new lines in the a16 xml's: <property name="ExcludeDistantPOIMesh" value="False" /> <property name="DistantPOIYOffset" value="0" /> Also the ZONING-command is back in action with 3 new ZONES: downtown , ResidentialOld , ResidentialNew (since a11 zoning was in the xml's , but disarmed !!!) Also the static-spawners seems to be gone now !!! (no single vanilla-Prefab has got an spawner-entry anymore !!!) Idk if AGE and CONDITION now have any function (the 2 commands never had any functions before) I just dont care about it atm And last but not least: The sleepers and their xml-entries. cheers Mag
  20. Yes - thx u very much ofc I will wait for this function and I dont care if it takes 5mins or 5hours processingtime then. Mainthing is that I will be able to do it. Its because the 2 Loot-corpses they had removed in a16. I want them to be replaced with sleeper-Blocks in A16 via ur editor. (before I will pre-change them to any placeholder-block that is free (with Hal's) and then after A15-A16 conversion i want to change them to sleeper-Blocks. Thats my plan for adding sleepers to the COMPOPACK-prefabs. U think this is possible ???
  21. hi Pille finally i had the time to check out ur editor. Very nice tool. Can u add a function that do Block-ID-Replacements to the whole prefabs-folder ??? I have to make changes on Block-Id's always to about 150(+) prefabs. So i would really appreciate it when the editor had a function to do a block-change to all prefabs with just one click. Hal called it global-functions in his editor. thx ahead Mag
  22. looking logicaly and good I start working with your editor the next days, when I have released the exp. CP. good work so far Pille U hear from me soon
  23. Yes Slaanhattan is awesome. I hope its finished before game goes gold - LOL to ur question: The Navezgane-map is very easy to setup if it just belongs to Prefab-spawning. All other parts can NOT be modified through .xml !!! It is totally hardcoded atm. Just guys like Hal9000 are able to deal with that. We cant Change or modify where the biomes are We cant Change or modify roads We cant Change or modify rivers or seas We cant Change or modify Hills,Mountains and Heights of the land mag
  24. good work Cubolt +1 Will take a walk on new Nave soon thx for that !
  25. great man will check it out this weekend rockon mate Mag
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