Pille Posted August 17, 2017 Author Share Posted August 17, 2017 (edited) @all I think the painting bug is not related to my tool. It also happens to prefabs never edited or saved with the editor. If you have a look at the textures of those prefabs using the editor, you will notice that everything seems to be ok. So the bug must be located in the import functions or region files. @Henk 1. In one of my prefabs the painting system seems not stable: In the next screenshot ALL the six blocks on the surface are placed as a normal unpainted 'Wood block", but some of them are 'automatically' painted like the underlying ones: The problem seems to be in the prefab and not the game itself: the next screenshot displays the border between 2 prefabs: Left 3 blocks: the prefab with the problem / right 3 blocks: prefab with no problem 2. In the same buggy prefab: the block behind the ladder is not placable in-game. I can place it in the editor, but then it doesn't show up in the game: 1. see above. 2. I think something is blocking this place. The editor cannot detect such issues atm. If you send me the prefab file, I may be able to help you though. Edited August 17, 2017 by Pille (see edit history) Link to comment Share on other sites More sharing options...
stallionsden Posted August 18, 2017 Share Posted August 18, 2017 I also noticed when i imported the prefab the trash compacter changes to A block but still acts like a trash compacter lol with it being able to be looted and the writing coming up saying e to open. Also the block becomes coloured lol - - - Updated - - - Will post pics of before inporting and after importing. But will also post in hals editor to - - - Updated - - - Set 'Meta' to 14. Then the doors will be locked. My point is i set the door to be locked prior to exporting. When importing it changes to unlocked. Also the issue you can not interact with the door bar open and close functions. The drop down menu does not appear Link to comment Share on other sites More sharing options...
stallionsden Posted August 18, 2017 Share Posted August 18, 2017 here is what i mean - before exporting and importing into a new world - https://steamuserimages-a.akamaihd.net/ugc/853849837141308359/6FFC94D2A4D1F5305A124BF478426BE5D650E2AD/ After - https://steamuserimages-a.akamaihd.net/ugc/853849837141316945/EC43C8DC9A7B6B73CDC36B1A334D926AB627650F/ Before - https://steamuserimages-a.akamaihd.net/ugc/853849837141314466/208955C15797C7301668E87E8D551D9946326FB6/ After - https://steamuserimages-a.akamaihd.net/ugc/853849837141304317/0A98CF6B7016C87D2C8B760114141DC94A830CA8/ Link to comment Share on other sites More sharing options...
Magoli Posted August 18, 2017 Share Posted August 18, 2017 here is what i mean - before exporting and importing into a new world - https://steamuserimages-a.akamaihd.net/ugc/853849837141308359/6FFC94D2A4D1F5305A124BF478426BE5D650E2AD/ After - https://steamuserimages-a.akamaihd.net/ugc/853849837141316945/EC43C8DC9A7B6B73CDC36B1A334D926AB627650F/ Before - https://steamuserimages-a.akamaihd.net/ugc/853849837141314466/208955C15797C7301668E87E8D551D9946326FB6/ After - https://steamuserimages-a.akamaihd.net/ugc/853849837141304317/0A98CF6B7016C87D2C8B760114141DC94A830CA8/ yo - that looks nasty nice pics btw - looking very nice and detailed - great work mate Link to comment Share on other sites More sharing options...
stallionsden Posted August 18, 2017 Share Posted August 18, 2017 yo - that looks nasty nice pics btw - looking very nice and detailed - great work mate lol thanks. Just gonna try to fix the issues in the pics if i can by redoing the missing stuff and then just got to get the sleepers sorted and it be ready :-) Link to comment Share on other sites More sharing options...
Pille Posted August 18, 2017 Author Share Posted August 18, 2017 (edited) So let's summarize the situation: 1. We get those painting issues if we import the prefabs using the rwg mixer (according to stallionsden) or Hal's mod. 2. It happens with and without involvement of the editor. 3. It's random (and relatively rare). 4. Untouched vanilla prefabs seem to be affected as well as exported ones. Conclusions: Soon™ @stallionsden Thanks stallionsden. I will wait for Hal's reply before doing anything. It doesn't look like my fault anyway (because of 2.). ^^ Edited August 18, 2017 by Pille Corrected 1. (see edit history) Link to comment Share on other sites More sharing options...
stallionsden Posted August 18, 2017 Share Posted August 18, 2017 double post Link to comment Share on other sites More sharing options...
Laz Man Posted August 18, 2017 Share Posted August 18, 2017 Are these version specific issues? My mcdowells was fine paint wise. Link to comment Share on other sites More sharing options...
Pille Posted August 18, 2017 Author Share Posted August 18, 2017 (edited) There are some painting issues in one of my old A16.1 maps. So, no probably it's not version specific. Perhaps a game bug. I presume 'small' prefabs are not affected (or less often). Edited August 18, 2017 by Pille (see edit history) Link to comment Share on other sites More sharing options...
Guppycur Posted August 18, 2017 Share Posted August 18, 2017 Naw, I said I hadn't seen it with Stompys, but no, it's not the editor I don't believe... Link to comment Share on other sites More sharing options...
Pille Posted August 18, 2017 Author Share Posted August 18, 2017 (edited) I lose paint values when importing with Hal's, but not Stompys. I lose the block ABOVE A door importing with Stompys, but not hals. Ahh sorry, I thought you were talking about the textures of the block above the door.^^ Makes much more sense now. Edited August 18, 2017 by Pille (see edit history) Link to comment Share on other sites More sharing options...
Henk Posted August 18, 2017 Share Posted August 18, 2017 (edited) Here's the prefab with the problems: https://www.dropbox.com/s/it99djusvj13lkf/Crane.zip?dl=0 The two surrounding prefabs, with no problems (including my still a little too much 'Minecrafty' SpaceShuttle version 0.1 which you might like to see): https://www.dropbox.com/s/3idggd47zty85eh/Base%20and%20Shuttle.zip?dl=0 (I hope this works, I'm new to Dropbox ) Edit: almost forgot this: Map: Navezgane and in 'prefabs' the following lines: <decoration type="model" name="CraneA16_2Q" position="500, 44, 1215" rotation="0" /> <decoration type="model" name="BaseA16_2Q" position="611, 0, 1214" rotation="0" /> <decoration type="model" name="SpaceshuttleA16_2_DEF" position="450, 76, 1435" rotation="0" /> Edited August 18, 2017 by Henk (see edit history) Link to comment Share on other sites More sharing options...
Henk Posted August 18, 2017 Share Posted August 18, 2017 ....I presume 'small' prefabs are not affected (or less often). In my case the problem is in the smallest prefab. My (much) larger prefabs are ok. Edit: it also depends on what you mean by 'small' off course. My smallest prefab is larger than the smallest vanilla prefabs. Link to comment Share on other sites More sharing options...
Henk Posted August 18, 2017 Share Posted August 18, 2017 ....Anyone else get this. Also the doors can not be locked or unlocked or anything only open and closed. Yes, same problem here. Link to comment Share on other sites More sharing options...
stallionsden Posted August 19, 2017 Share Posted August 19, 2017 sHi stallionsden, A few things for you to try: 1) Does the issue happen with an un-edit export? i.e. export the prefab, don't touch it in the editor and try importing it again. test 1 - step 1: made a small prefab exported using your commands and re imported thru rwgmixer prefab was fine step 2: used same prefab went thru the editor spawned thru rwgmixer and texture issues came back. Link to comment Share on other sites More sharing options...
Pille Posted August 19, 2017 Author Share Posted August 19, 2017 (edited) @Henk Thanks. I will try to find out what's happen. Everything bigger than a vanilla prefab is not a small one. Yes, same problem here. That's normal (see Hal's reply): You can't lock doors that you don't own in-game. Use the [own] flag when importing @stallionsden Ok I've found the bug (see reply below). Edited August 19, 2017 by Pille (see edit history) Link to comment Share on other sites More sharing options...
Pille Posted August 19, 2017 Author Share Posted August 19, 2017 (edited) @all I am pretty sure that we have two different bugs. One in Hal's import command and another one in my the editor caused by the remove rows and columns functions. Please use the export function in the editor to remove unwanted rows and columns. I should have enough time to fix this bug this weekend anyway.... Edited August 19, 2017 by Pille (see edit history) Link to comment Share on other sites More sharing options...
stallionsden Posted August 19, 2017 Share Posted August 19, 2017 @all I am pretty sure that we have two different bugs. One in Hal's import command and another one in my the editor caused by the remove rows and columns functions. Please use the export function in the editor to remove unwanted rows and columns. I should have enough time to fix this bug this weekend anyway.... Soooooo which bug do i get up you for and stomp my feet til you fix it and which is Hal's :-D haha lol joking ofc. ..... Brilliant if this bug/s can get squashed thabk you also for looking into it Link to comment Share on other sites More sharing options...
SevenDaysToDieModEditor Posted August 19, 2017 Share Posted August 19, 2017 (edited) Version 0.3t seems to have the following bug. Insert row 1 at row 0 in frontview. Block texture remains in place before insert. Probably No texture block is not copy texture. example N is No texture block Non-N alphabets are texture-set blocks A B C D E N N F G N N H I J K L When inserting into the row 0 in the block arranged as described above, it becomes as follows A B C D E B C F G N N H I J K L I J K L The expected correct behavior is as follows A B C D E N N F G N N H I J K L N N N N Edited August 19, 2017 by SevenDaysToDieModEditor fix (see edit history) Link to comment Share on other sites More sharing options...
stallionsden Posted August 19, 2017 Share Posted August 19, 2017 Please use the export function in the editor to remove unwanted rows and columns. ummm what is this export function you speak of lol Link to comment Share on other sites More sharing options...
Pille Posted August 19, 2017 Author Share Posted August 19, 2017 @SevenDaysToDieModEditor Ahh thanks, that's a pretty bad bug lol. @stallionsden https://7daystodie.com/forums/showthread.php?p=706800#post706800 Link to comment Share on other sites More sharing options...
Spectral Force Posted August 19, 2017 Share Posted August 19, 2017 Pille, does the first post contain the latest download link? I haven't updated in a while. Link to comment Share on other sites More sharing options...
stallionsden Posted August 19, 2017 Share Posted August 19, 2017 Pille, does the first post contain the latest download link? I haven't updated in a while. When you open the editor a seperate update box pops up close the editor while keeping the update box open then hit update or you can force update thru one of the top left drop down menus and follow the above written Link to comment Share on other sites More sharing options...
stallionsden Posted August 20, 2017 Share Posted August 20, 2017 PILLE maaaaaaaattttteeee haha Any chance the editor can have a approx 2000 x 800ish prefab lol. if i can export my international airport from a15 i be excited to try to put it into a16 lol Link to comment Share on other sites More sharing options...
Guppycur Posted August 20, 2017 Share Posted August 20, 2017 Pille, quality of life request: In Replace Block ID, under Textures: A checkbox to "Set all the Same" would be awesome. Saves some clicking. Link to comment Share on other sites More sharing options...
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