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Prefab Editor (Alpha)


Pille

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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.

 

You're right, it's a silly change. I am going to change it back. :( There should be a button to remove the paint from air block though.

 

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?

 

You cannot change the painting of air blocks atm (so the replace function doesn't ignores air blocks) and yes the replace function only replaced the block IDs.

 

 

Changelog v0.3w(3) (September 4, 2017):

- Changed the following item back:

"replace function ignores painting of air of blocks (e.g. if you replace --any -- texture with adobe white, the replace function will not paint the air blocks)"

Edited by Pille (see edit history)
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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)?

Edited by Jackelmyer (see edit history)
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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. ;-)

 

Yeah makes sense. Atm I use ctrl + x to erase blocks but this function changes the clipboard, so a 'rubber' mode would be better.

 

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)?

Ohh this would make the texture selection widget smaller, right? But it is already pretty small. So first I have the implement a function to enlarge this widget (that's an old suggestion)...

Edited by Pille (see edit history)
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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)?

 

Ohh this would make the texture selection widget smaller, right? But it is already pretty small. So first I have the implement a function to enlarge this widget (that's an old suggestion)...

 

 

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.

Edited by Jackelmyer (see edit history)
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I am very confused today, sorry.^^

 

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

There's already a texture which is called 'default'. It can be used to clear textures. The only problem is that the texture list is not ordered by texture IDs. That's why 'default' is not on the bottom or top of the list.

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I am very confused today, sorry.^^

 

 

There's already a texture which is called 'default'. It can be used to clear textures. The only problem is that the texture list is not ordered by texture IDs. That's why 'default' is not on the bottom or top of the list.

 

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

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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

 

It may be difficult since the updater cannot rename or delete files but you can do it yourself: Open the directory data/textures in the program folder and add the ' _ '. :)

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It may be difficult since the updater cannot rename or delete files but you can do it yourself: Open the directory data/textures in the program folder and add the ' _ '. :)

 

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.

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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.

 

It's C++ (Qt library) but I wouldn't implement custom sorters. Imo there are more important things atm, e.g. electricity and entities. ;p

 

@stallionsden

There are >240 unassigned sleepers in TheVillage (see changelog). ;)

 

 

Update Time!

 

 

Changelog v0.3x(2) (September 5, 2017):

 

- improved sleeper counter: the sleeper counter shows the total sleeper count in your prefab and the number of unassigned sleepers (sleepers outside volumes). the position of unassigned sleepers will be printed in the console.

- added checkbox to make the volumes invisible

- added two rubber modes (see screenshot bellow)

- added auto selection mode (experimental): Enter block properties (id only atm) and the auto selction mode will select corresponding blocks when you switch the layer. this mode disables /ignores the option 'layer-independent selection'.

 

 

FrgILWw.png

 

 

 

 

 

Edit

Damn. I've forgotten to add the new shortcuts.^^

Edited by Pille (see edit history)
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Changelog v0.3y (September 7, 2017):

- added very popular function already known from Hal's Editor: 'load prefab from text file'. if you have a txt file, you can load a prefab from it*. Theoretically, this can be used to import 3d models. However, the voxelization of the models requires 3th party software. I guess it's pretty useless to you. lol^^

- added function extras -> print controls (prints a list of all available hotkeys / shortcuts in the console)

- changed symbol of sleepers (in preparation of another update; get used to it or die trying ;) )

- changed / added shortcuts / hotkeys (please use the print controls function to get a list of keys); added alternative key for block picker

- fixed: undo/redo doesn't work for cut block function (ctrl + x)

 

*Example of text file (format):

 

x, y, z, block id;

0, 0, 0, 15;

1, 0, 0, 15;

2, 0, 0, 15;

3, 0, 0, 15;

4, 1, 3, 15;

 

 

So it's simple list of coordinates and block ids. Each lines assigns a block id to coordinates.

 

Example of imported 3d model:

 

vB9mXnO.jpg

 

 

 

New sleeper symbol:

 

bqiC615.png

Edited by Pille (see edit history)
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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!

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Awesome work Pille!

Thanks man.

 

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?

 

They have the same symbol. I choose this generic approach because the corresponding source code doesn't need to be updated for A17 (assuming that sleepers exist in A17^^). So it's less work but I will think about your question/suggestion. :)

 

And... why is there a new "Snail" tool icon? O.o lol.

 

I am planing to implement static entity spawns (would like to have a hidden bandit base in my skyscraper). So the snail is just a symbol for an entity. It's not the best choice, maybe you know a better symbol?

 

 

Edit.

 

Looks like bandits are broken in A16. Can anybody confirm this?

Edited by Pille (see edit history)
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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! :-)

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Yes, but bandits and survivor NPCs worked very well in A15 and you could spawn them together with the prefab (without modding the game). Now I get an 'undefined reference' error when shooting at them. That's very sad.

:,(

 

I don't know how entity spawners are going to behave on import of a Prefab or on generation of a Prefab in RWG.

 

They do what they should do. ;) You place an entity somewhere in the prefab and the entity spawns (together with the prefab, no matter if RWG or Hal's import function).

Edited by Pille (see edit history)
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They do what they should do. ;) You place an entity somewhere in the prefab and the entity spawns (together with the prefab, no matter if RWG or Hal's import function).

 

Yes yes - this is work for a16! (i checked this on my old prefabs).

Cool ! I wait this feature!

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I don't see it. Would like to have a screenshot...

I about these elements. mmm...maybe, can change it to "emboss" (indentation) ? (...just, i think it's easily feasible...?)

7sEFWEn.jpg

 

I wasn't able to reproduce the problem (I created a new volume, moved an old one and saved the prefab). Is 'write prefab xml' enabled and 'A15 xml compatibility' disabled in the option menu?

After reinstalling OS and updating the Editor - i haven't seen it .... I'm probably something i messed up..

 

Thanks n2n1. Interesting name btw.^^

My nickname?... it's the metamorphosis from a abbreviation of my first name and patronymic :)

 

Lol, what's your size and what started to happen?

I'm a fan to create a huge prefabs, I thirst for gigantism, epic....:)

qJjnxv4.jpg

Edited by n2n1 (see edit history)
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