Pille Posted July 16, 2017 Author Share Posted July 16, 2017 (edited) Hi Laz Man, you can use the front view or the side view to remove layers: 1. click on front view 2. (optional) Go to layer 0 3. (optional) click on the x-ray mode button to find out which layers you want to delete (this will deactivate the "remove rows" button) 4. select some blocks that belong to those layers (right mouse button) 5. (optional) click again on x-ray mode to reactivate to "remove rows" button 6. move your mouse over the "remove rows" button (this should show you the selected layers) 7. click the "remove rows" button Based on your OP and that the remove layer button/fields are greyed out I am assuming that feature is not implemented yet. If so, do you have plans to add it soon? Maybe that would be easier for most of the users.^^ So probably yes. Edited July 16, 2017 by Pille (see edit history) Link to comment Share on other sites More sharing options...
Laz Man Posted July 16, 2017 Share Posted July 16, 2017 Hi Laz Man, you can use the front view or the side view to remove layers: 1. click on front view 2. (optional) Go to layer 0 3. (optional) click on the x-ray mode button to find out which layers you want to delete (this will deactivate the "remove rows" button) 4. select some blocks that belong to those layers (right mouse button) 5. (optional) click again on x-ray mode to reactivate to "remove rows" button 6. move your mouse over the "remove rows" button (this should show you the selected layers) 7. click the "remove rows" button Maybe that would be easier for most of the users.^^ So probably yes. Thanks Pille! That works just fine. Link to comment Share on other sites More sharing options...
Pille Posted July 16, 2017 Author Share Posted July 16, 2017 Thanks Pille! That works just fine. No problem! Link to comment Share on other sites More sharing options...
Guppycur Posted July 16, 2017 Share Posted July 16, 2017 Every time I want to make another vid, you add more features. Lol. Outstanding stuff. Link to comment Share on other sites More sharing options...
Pille Posted July 16, 2017 Author Share Posted July 16, 2017 Lol. I haven't much time this week. That might be your chance. Link to comment Share on other sites More sharing options...
stallionsden Posted July 16, 2017 Share Posted July 16, 2017 PILLE I havent tried this out yet. took me ages to learn Hals editor lol haha. so I will wait for a few vids (**Cough**Cough** Guppy) to get into it. My only request since everyone else has the ideas and requests covered is you maybe if possible make this sdx friendly for those whom use sdx as well :-) Link to comment Share on other sites More sharing options...
Pille Posted July 16, 2017 Author Share Posted July 16, 2017 (edited) Maybe ... but let me cite myself I don't have a clue about SDX.^^ So how can I make it sdx friendly or asked differently, what makes Hal's editor sdx friendly? Edited July 17, 2017 by Pille (see edit history) Link to comment Share on other sites More sharing options...
StompyNZ Posted July 17, 2017 Share Posted July 17, 2017 prefabs should be fine as far as sdx goes, so I'm guessing stal means if you have a modded dll. Personally apart from a few bits you can't access, I think an api mod works better than a dll hack as far as ease of use. Link to comment Share on other sites More sharing options...
Pille Posted July 17, 2017 Author Share Posted July 17, 2017 Ahh ok, so my preliminary answer is 'no' but this could change if I try to develop a world editor. Btw. I still don't understand what you could do with the dll.^^ Link to comment Share on other sites More sharing options...
stallionsden Posted July 17, 2017 Share Posted July 17, 2017 Maybe ... but let me cite myself So how can I make it sdx friendly or asked differently, what makes Hal's editor sdx friendly? Pretty much what Stompy stated. Hal was as far as i knew working on a sdx version of his editor pre a16. Maybe can ask Hal but yeh i not very cluey myself tho. Link to comment Share on other sites More sharing options...
Guppycur Posted July 17, 2017 Share Posted July 17, 2017 I made a how-to-for-stallion video already homie. Search for me on you tube. Link to comment Share on other sites More sharing options...
stallionsden Posted July 17, 2017 Share Posted July 17, 2017 I made a how-to-for-stallion video already homie. Search for me on you tube. Haha i will do lol. Haha really cant wait to do prefabs again the possibilities will be endless with the new paint system. Link to comment Share on other sites More sharing options...
Pille Posted July 17, 2017 Author Share Posted July 17, 2017 (edited) Update Time! Changelog v0.3j (July 17, 2017): - added vertical tabs (can be deactivated in option menu "vertical tabs") - enabled remove and insert rows and columns in x-ray mode - improved resizing of sleeper volumes by mouse button (still not perfect but it's much better now) - fixed visual issue caused by sleeper volume resize via text fields - fixed: dock widget size (size of the tabs) not saved properly - fixed: sleeper generator tab changed the size of other tabs - fixed: size of the volume list items was too small Changelog v0.3k (July 18, 2017): - fixed: undo didn't work for sleeper placing tool - fixed: creating a new prefab didn't remove sleeper volumes from previously loaded prefab - fixed: sleeper volumes slowed layer switching down Edited July 18, 2017 by Pille (see edit history) Link to comment Share on other sites More sharing options...
stallionsden Posted July 18, 2017 Share Posted July 18, 2017 hmmm maybe i missed it lol..... a few questions: - When in game and i built a prefab. how do i export said prefab. - where does prefab get saved to once exported. - how to re import prefab into a new game. - can i place sleeper blocks (Using creative - dev mode) and the editor will extract orefab with those sleepers. - - - Updated - - - I made a how-to-for-stallion video already homie. Search for me on you tube. is the one the ONLY one you have done so far or is there a new one as I already seen the first one lol.... Link to comment Share on other sites More sharing options...
StompyNZ Posted July 18, 2017 Share Posted July 18, 2017 Stal, set up a dedi and get my api mod (or use hals dll) Link to comment Share on other sites More sharing options...
Pille Posted July 18, 2017 Author Share Posted July 18, 2017 hmmm maybe i missed it lol..... a few questions: - When in game and i built a prefab. how do i export said prefab. - where does prefab get saved to once exported. - how to re import prefab into a new game. - can i place sleeper blocks (Using creative - dev mode) and the editor will extract orefab with those sleepers. All these functions aren't included yet. The preliminary goal is to create an editor which has all (or at least the most important) features of Hal's editor (without bbb commands). So it's a pure tts and xml file editor atm. This might change once the goal is achieved. Link to comment Share on other sites More sharing options...
Guppycur Posted July 18, 2017 Share Posted July 18, 2017 Stall, 2 vids. A 3rd soon. Link to comment Share on other sites More sharing options...
stallionsden Posted July 18, 2017 Share Posted July 18, 2017 Stall, 2 vids. A 3rd soon. i only found 1 lol Link to comment Share on other sites More sharing options...
Guppycur Posted July 18, 2017 Share Posted July 18, 2017 They're in the same playlist I believe. One is a first look, the other a tutorial. Link to comment Share on other sites More sharing options...
Pille Posted July 20, 2017 Author Share Posted July 20, 2017 (edited) Update time! Changelog v0.3m (July 20, 2017): - added new/better sleeper volume algorithm to sleeper generator (click on 'smart' volume placing method then 'auto-generate' sleeper volumes; generating the volumes may take a few seconds!) - added random SleeperVolumeGroups to sleeper generator (SleeperVolumeGroups will be randomly chosen from the list "active") - added new console function "print free block ids" (shows a list of all unused ids in the console tab) Just a few hints to the new sleeper volume placing method: * The new method takes care of the room geometry (see screenshot bellow). * It works better if you don't have 'outdoor' sleepers. * Don't increase the 'room size parameter' unless the rooms of your prefab are very large. * Generating volumes using the new algorithm may take up to one minute (in case of large prefabs, e.g. skyscrapers). Edited July 20, 2017 by Pille (see edit history) Link to comment Share on other sites More sharing options...
Guppycur Posted July 20, 2017 Share Posted July 20, 2017 2nd vid. I'll do a special sleepers only vid once I master them, unless slaan wants to. Link to comment Share on other sites More sharing options...
Pille Posted July 20, 2017 Author Share Posted July 20, 2017 (edited) Added to the op... Thanks Guppy. Very nice video! I really like your cursor-based walking animation. Maybe I should give you a few hints: * There is a small button '0' beneath the rotation slider which resets the rotation (I know you don't need the prefab rotation feature but who knows...^^). * The sleepers are much easier to identify if 'show class symbols' is enabled (in option menu). * You're right, you're not supposed to see the search tab. * There are two console functions 'Extras -> Print all prefab xml data' and 'Extras -> Print free block IDs'. Short question: How can you selected multiple layers at once in Hal's editor? Edited July 20, 2017 by Pille (see edit history) Link to comment Share on other sites More sharing options...
Guppycur Posted July 21, 2017 Share Posted July 21, 2017 You would type in which layers to remove. ...with your editor, something from side view should work. Huh. Maybe it does... If I remove rows from side view, is that layers? It kind of is. Huh. Link to comment Share on other sites More sharing options...
Guppycur Posted July 21, 2017 Share Posted July 21, 2017 Req: clicking on layers activates scroll wheel for layers. Clicking on zoom activates scroll wheel for zoom. Same with rotation. ...if you're still doing gui updates. Link to comment Share on other sites More sharing options...
Idrona Posted July 21, 2017 Share Posted July 21, 2017 Didn't know I needed this tool in my life before trying it out for a bit. Feature rich, clever design "intuitive" and looks very promising. Keep up the good work! Link to comment Share on other sites More sharing options...
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