n2n1 Posted October 29, 2019 Share Posted October 29, 2019 Ignore this post. done ! Link to comment Share on other sites More sharing options...
Guppycur Posted October 29, 2019 Share Posted October 29, 2019 Ignore this post. Can't. Once it's seen, it cannot be unseen. Link to comment Share on other sites More sharing options...
n2n1 Posted October 29, 2019 Share Posted October 29, 2019 Can't. Once it's seen, it cannot be unseen. Just pretend there's nothing there. Link to comment Share on other sites More sharing options...
Laz Man Posted November 1, 2019 Share Posted November 1, 2019 Ignore this post. Huh what post? *Looks Around* I will brave the a18 convertor with the prison tonight..wish me luck....😎👍 Link to comment Share on other sites More sharing options...
stallionsden Posted November 1, 2019 Share Posted November 1, 2019 Oh just found the dark mode in the editor lol. Aren't no way I going back lol. Link to comment Share on other sites More sharing options...
Laz Man Posted November 2, 2019 Share Posted November 2, 2019 @Pille, have you experienced trees spawning over any of your prefabs while testing them live in game? I am getting some weird overlap from world trees when testing my prison in sam's custom map. See post below. Any ideas? https://7daystodie.com/forums/showthread.php?125463-World-Small-Island-handmade-map&p=1054493&viewfull=1#post1054493 Link to comment Share on other sites More sharing options...
Pille Posted November 2, 2019 Author Share Posted November 2, 2019 Hi. My suggestion: Make an air prefab (consisting of only air block) that has the same size as your POI and add the corresponding entry above the entry for the prison in the prefabs.xml. I think Guppy had the same problem with my ship. There was water in it that belonged to the custom world. Unfortunately, the air prefab trick didn't work but but perhaps you can use it to remove those trees. Not sure. Link to comment Share on other sites More sharing options...
Laz Man Posted November 2, 2019 Share Posted November 2, 2019 Hi. My suggestion: Make an air prefab (consisting of only air block) that has the same size as your POI and add the corresponding entry above the entry for the prison in the prefabs.xml. I think Guppy had the same problem with my ship. There was water in it that belonged to the custom world. Unfortunately, the air prefab trick didn't work but but perhaps you can use it to remove those trees. Not sure. Thanks for the idea, I will give that a shot. Side note, after the conversion to a18 inget slot of texture white text messages in the console. Are those anything to be worried about? Link to comment Share on other sites More sharing options...
Pille Posted November 4, 2019 Author Share Posted November 4, 2019 Screenshot please. Link to comment Share on other sites More sharing options...
UnknownSoldier Posted November 12, 2019 Share Posted November 12, 2019 Pille, Can you advise how to get the 7daystodie tab to work so I can view the prefab as it will look in game? When I click on the tab, all I am getting is a white screen. War and Peace, UnknownSoldier P.S. Thanks a million for this tool. Now I can review all of the compo packs and make sure no one is being overly enthusiastic about loot boxes, or secret rooms to not-cheat finding. And get rid of the horribly designed ones. Link to comment Share on other sites More sharing options...
Muriel Posted November 14, 2019 Share Posted November 14, 2019 *Steps to convert prefab* Unfortunately this didn't work for me. I was meticulous about the steps, but the prefab still refuses to load into a new RWG world No warnings, and the prefab loads fine in the prefab editor, just not into a world. Link to comment Share on other sites More sharing options...
n2n1 Posted November 21, 2019 Share Posted November 21, 2019 Hallo Pille! You can tell me briefly what the files contain."ins"? And, for what now need <property class= "Stats"> in prefab-xml? Link to comment Share on other sites More sharing options...
stallionsden Posted December 1, 2019 Share Posted December 1, 2019 Pille mate I am trying to fix some textures missing on blocks in my prefab. Yeh every time I do it it doesn't work :'( are you able to take a look for me at all please Link to comment Share on other sites More sharing options...
Pille Posted December 11, 2019 Author Share Posted December 11, 2019 (edited) Pille, Can you advise how to get the 7daystodie tab to work so I can view the prefab as it will look in game? When I click on the tab, all I am getting is a white screen. War and Peace, UnknownSoldier P.S. Thanks a million for this tool. Now I can review all of the compo packs and make sure no one is being overly enthusiastic about loot boxes, or secret rooms to not-cheat finding. And get rid of the horribly designed ones. That's not implemented yet, sorry. I am waiting for a more stable base game, where stable means that no drastic changes are to be expected. Unfortunately this didn't work for me. I was meticulous about the steps, but the prefab still refuses to load into a new RWG world No warnings, and the prefab loads fine in the prefab editor, just not into a world. Probably a bug related to the random world generator. How big is the prefab? No warnings in the ingame prefab editor usually means the problem is connected to the rwg. Hallo Pille! You can tell me briefly what the files contain."ins"? And, for what now need <property class= "Stats"> in prefab-xml? .Ins - No clue. But it must be something optional. "the stats are not used by the game so far, informational only" - Alloc. Stats can be somehow used to optimize the performance of a prefab. That's my theory deduced from the patch notes and Alloc confirmed it more or less.^^ Pille mate I am trying to fix some textures missing on blocks in my prefab. Yeh every time I do it it doesn't work :'( are you able to take a look for me at all please He's already been helped. Edited December 11, 2019 by Pille (see edit history) Link to comment Share on other sites More sharing options...
Henk Posted January 25, 2020 Share Posted January 25, 2020 No, I don't have informed them but others might have. I dunno. Since they will ignore A17 bugreports, it makes sense to wait for A18... I don't want to update the editor atm. since A18 could make my attempts to fix the problem obsolete. (post #1118) You were absolutely right about that. In A18 all the sleeper volumes shifting problems have disappeared! Link to comment Share on other sites More sharing options...
Pille Posted January 27, 2020 Author Share Posted January 27, 2020 (post #1118) You were absolutely right about that. In A18 all the sleeper volumes shifting problems have disappeared! Oh nice, really? Or is this a ironic smile? ^^ Link to comment Share on other sites More sharing options...
Life_For_Dead Posted February 15, 2020 Share Posted February 15, 2020 Hello, thanks very much for you soft! But why zombie don't build a .mesh too? I need it for many modded prefab! Modder's convert their prefab very well to a18 but the .mesh still be a old version untouched for a16/a17 & in game, this cause a weird graphic bug with a18! Sudently, texture of block change in another something wrong texture or all container become a block with weird texture, destroy them they still be here visibility... Or there is a way to build prefab .mesh files, please? Thanks for any answer. Link to comment Share on other sites More sharing options...
Pille Posted February 17, 2020 Author Share Posted February 17, 2020 Or there is a way to build prefab .mesh files, please? Thanks for any answer. Why not using the ingame editor to build the mesh after converting the prefab?: * load the converted POI into the ingame editor * press escape and click the button update imposter Alternatively to the second step, you could use the following 3 console commands to generate or update the mesh file: prefab simplify prefab combine prefab export Do not save the prefab after using the commands but reload its original version. 1 Link to comment Share on other sites More sharing options...
Life_For_Dead Posted February 17, 2020 Share Posted February 17, 2020 Why not using the ingame editor to build the mesh after converting the prefab?: * load the converted POI into the ingame editor * press escape and click the button update imposter Alternatively to the second step, you could use the following 3 console commands to generate or update the mesh file: prefab simplify prefab combine prefab export Do not save the prefab after using the commands but reload its original version. Ah oky, so we can build it & it's not automatic but manual... Thanks you very much! I try with one prefab quickly & seem be no problem anymore in game... There's many some other prefab, I will take my time to do all this week-end & see if all is oky... 1 Link to comment Share on other sites More sharing options...
Pille Posted February 27, 2020 Author Share Posted February 27, 2020 (edited) Changelog 0.84© * added option to disable static entity spawning xml entries * added about 17 new class symbols * added option to disable new class symbols (to avoid possible performance impact) * added console command: randomize id, randomize rotation, randomize density (type help in system tab for more information) * added console command (nitrogen) and button (extras->generate nitrogen parameters) to print the nitrogen parameter list and to copy it to the clipboard (after clicking the button, open a text editor and press CTRL + V to get the nitrogen line) * fixed: old .pille files may causes crashes of the editor * preliminary end of 32-bit support * known issues: sometimes allowedTownship wilderness is not saved in the xml file Edited February 27, 2020 by Pille (see edit history) 1 Link to comment Share on other sites More sharing options...
n2n1 Posted February 28, 2020 Share Posted February 28, 2020 (edited) Hallo! * added option to disable static entity spawning xml entries what static entity spawning?...did I miss something? ************************************************** ************************************************** ************* I was doing painting in the built-in editor and I often had to hide blocks that belong to the decor type. You know which parameter in the code indicates that the block belongs to the decor ? (What would the checkmark in the built-in editor disable their display. I have a feeling that this is not in the block.xml...) Edited February 28, 2020 by n2n1 (see edit history) Link to comment Share on other sites More sharing options...
Pille Posted March 2, 2020 Author Share Posted March 2, 2020 (edited) Sorry for the late reply. Pille was busy finishing the spring cleaning. lol Hallo! what static entity spawning?...did I miss something? Not sure but it's very old deprecated stuff. Magoli requested an option to turn it off to keep the xml clean.^^ ************************************************** ************************************************** ************* I was doing painting in the built-in editor and I often had to hide blocks that belong to the decor type. You know which parameter in the code indicates that the block belongs to the decor ? (What would the checkmark in the built-in editor disable their display. I have a feeling that this is not in the block.xml...) Must be related to the filter tags: <property name="FilterTags" value="fdecor"/> The 'show decor' checkbox in the ingame editor doesn't work for me for some reason. Edited March 2, 2020 by Pille (see edit history) Link to comment Share on other sites More sharing options...
n2n1 Posted March 2, 2020 Share Posted March 2, 2020 (edited) Sorry for the late reply... I've been here a long time - I already know all the timings Yes, think i went through all the settings in the block.xml, tried the classes... I didn't get anywhere there. It would be strange to see this hard-coded... Edited March 2, 2020 by n2n1 (see edit history) Link to comment Share on other sites More sharing options...
Pille Posted March 5, 2020 Author Share Posted March 5, 2020 I've been here a long time - I already know all the timings Yes, think i went through all the settings in the block.xml, tried the classes... I didn't get anywhere there. It would be strange to see this hard-coded... So um ... problem solved? Link to comment Share on other sites More sharing options...
n2n1 Posted March 5, 2020 Share Posted March 5, 2020 No, i just confirm that I didn't find a way either. Link to comment Share on other sites More sharing options...
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