Sinnocence Posted October 19, 2017 Share Posted October 19, 2017 Anyone know what each rotation means? I want to turn certain blocks with out going in and out of game to figure it out. Yes I know I am being lazy. Link to comment Share on other sites More sharing options...
Royal Deluxe Posted October 19, 2017 Share Posted October 19, 2017 For that reason i make my Prefabs with a combination of Pilles editor and Hals Empty world So i can use that Editor for a work where the editor is better for. Rotations and single side Paint is better in Hals empty world. Large surfaces, 3D Paint Blocks and Building with SI Pillars is much better in Pilles. - - - Updated - - - here a short minitutorial WIP, but contains the most important https://7daystodie.com/forums/showthread.php?74623-How-to-make-Prefabs-A16 Link to comment Share on other sites More sharing options...
Sinnocence Posted October 19, 2017 Share Posted October 19, 2017 Ok, I will take a look at it. Link to comment Share on other sites More sharing options...
Pille Posted October 19, 2017 Author Share Posted October 19, 2017 (edited) @Royal Deluxe Thx this was the case Looks ok. I don't have any problems saving or changing sleeper volumes (or saving other changes). Can you please redownload the editor and check if that helps? @Sinnocence Anyone know what each rotation means? I want to turn certain blocks with out going in and out of game to figure it out. Yes I know I am being lazy. It's not possible atm. See Royal Deluxe's reply. Maybe I am going to implement something that works with the basic shapes (e.g. wedges). Everything else is probably too time-consuming to program.^^ @n2n1 by the way, i noticed that the checkbox for convenience could be moved\duplicate in the tab "Slippers volume" (nearby with "show sleepers volume") or even in a window "saving" dialog. (this can be useful when do many correctings vanilla-prefabs - in some cases, often have to switch. And that would be better to control\see it) Love your suggestions because they're very easy to implement.^^ Edited October 20, 2017 by Pille (see edit history) Link to comment Share on other sites More sharing options...
Royal Deluxe Posted October 19, 2017 Share Posted October 19, 2017 @Royal Deluxe Looks ok. I don't have any problems saving or changing sleeper volumes (or saving other changes). Can you please redownload the editor and check if that helps? All fine. The Checkbox was empty, after set the hook it saves the xml Link to comment Share on other sites More sharing options...
Pille Posted October 19, 2017 Author Share Posted October 19, 2017 All fine. The Checkbox was empty, after set the hook it saves the xml Ahh, alrighty! Thx this was the case Sorry I've overlooked this text (need more sleep^^). Link to comment Share on other sites More sharing options...
Royal Deluxe Posted October 19, 2017 Share Posted October 19, 2017 me too^^ Link to comment Share on other sites More sharing options...
n2n1 Posted October 19, 2017 Share Posted October 19, 2017 ....Sleepers Link to comment Share on other sites More sharing options...
Slaan Posted October 22, 2017 Share Posted October 22, 2017 I've hit a point with my bridge build where I think I should have made it facing north/south instead of east/west, it's current dimensions are 340 x 27 (length x width) and 126 high. Made a new prefab in the editor with the dimensions 27 x 340 x 126 with the intention of inserting the bridge with a 90 degree rotation so I could save it facing the other way but I'm hit with a pop-up telling me my prefab is too small. Any way around this you can think of without me having to spawn it into a game somewhere with the desired rotation and re-extracting it? I know I could make a giant empty prefab bigger than necessary but I've not had much luck in the past removing such a large amount of rows/columns without crashing the editor, even trying to add a bunch of rows/columns to the prefab once it hits this kinda size is a bit hit or miss with crashing (I've been adding blocks via the empty world to push out the size as required then saving/removing them in the editor). Link to comment Share on other sites More sharing options...
stallionsden Posted October 22, 2017 Share Posted October 22, 2017 I've hit a point with my bridge build where I think I should have made it facing north/south instead of east/west, it's current dimensions are 340 x 27 (length x width) and 126 high. Made a new prefab in the editor with the dimensions 27 x 340 x 126 with the intention of inserting the bridge with a 90 degree rotation so I could save it facing the other way but I'm hit with a pop-up telling me my prefab is too small. Any way around this you can think of without me having to spawn it into a game somewhere with the desired rotation and re-extracting it? I know I could make a giant empty prefab bigger than necessary but I've not had much luck in the past removing such a large amount of rows/columns without crashing the editor, even trying to add a bunch of rows/columns to the prefab once it hits this kinda size is a bit hit or miss with crashing (I've been adding blocks via the empty world to push out the size as required then saving/removing them in the editor). I had this issue. I found I was in the wrong window. I was spose to be in the top view but was actually in The side view. Not sure if this is the issue for you. But its 99% mine lol most the time Link to comment Share on other sites More sharing options...
Pille Posted October 22, 2017 Author Share Posted October 22, 2017 (edited) Any way around this you can think of without me having to spawn it into a game somewhere with the desired rotation and re-extracting it? I am afraid you have to wait for an update. I think this check is redundant anyway. So should be ok to remove it (or change it to a warning). There will be another update very soon because I have to set another, less annoying shortcut for this function: - added control: double click on a block selects all connected blocks with identical id (if you use the selection tool / mode) I know I could make a giant empty prefab bigger than necessary but I've not had much luck in the past removing such a large amount of rows/columns without crashing the editor, even trying to add a bunch of rows/columns to the prefab once it hits this kinda size is a bit hit or miss with crashing (I've been adding blocks via the empty world to push out the size as required then saving/removing them in the editor). Afaik those crashes are fixed since version 0.3r.^^ Edited October 22, 2017 by Pille (see edit history) Link to comment Share on other sites More sharing options...
n2n1 Posted October 22, 2017 Share Posted October 22, 2017 (edited) small bug-report: Afaik those crashes are fixed since version 0.3r.^^- no, unfortunately i also face this problem recently. - if attached-prefabs.xml contains not defined name of sleeper-volume (in gamestages.xml) - the editor crashed when it loads. (this all is true for the penultimate version) ----------------------------------------------------------------------------------------------------------- Now the "Color" area looks fine for my Win3.11 , leaving only strange vertical "FRONT" and "ALLl"... (sorry for outdated screenshot - some time i did not have the ability to post pictures) (but if it's only for the theme "classic", then it makes no sense to fix it - still, no one uses the theme "classic" ) Thanks for that ! Edited October 22, 2017 by n2n1 (see edit history) Link to comment Share on other sites More sharing options...
Slaan Posted October 23, 2017 Share Posted October 23, 2017 I am afraid you have to wait for an update. I think this check is redundant anyway. So should be ok to remove it (or change it to a warning). There will be another update very soon because I have to set another, less annoying shortcut for this function: Afaik those crashes are fixed since version 0.3r.^^ There's no hurry, I just didnt want to break my no-extracting-from-A16 house rule but there's a few other little things cropped up so Im gonna get these out the way at some point. As for the crashes, I can't really pinpoint when it becomes an issue but as a rule of thumb I'd stick to only adding/removing a few rows at a time and generally have no issues doing so. Doing this 30 times to get the desired increase is obviously not very practical but as I mentioned It's 30 secs work to add a row of blocks in game via the empty world and hitting the good old 'prefab save'. Link to comment Share on other sites More sharing options...
Spectral Force Posted October 23, 2017 Share Posted October 23, 2017 Hey Pille, Have you had a chance to look into the maze/dungeon generator? No pressure just curious. - - - Updated - - - small bug-report: - no, unfortunately i also face this problem recently. - if attached-prefabs.xml contains not defined name of sleeper-volume (in gamestages.xml) - the editor crashed when it loads. (this all is true for the penultimate version) ----------------------------------------------------------------------------------------------------------- Now the "Color" area looks fine for my Win3.11 , leaving only strange vertical "FRONT" and "ALLl"... (sorry for outdated screenshot - some time i did not have the ability to post pictures) (but if it's only for the theme "classic", then it makes no sense to fix it - still, no one uses the theme "classic" ) Thanks for that ! I miss Windows 3.11 windows with networking. Had that back in my college computer lab. Link to comment Share on other sites More sharing options...
Pille Posted October 23, 2017 Author Share Posted October 23, 2017 (edited) @Spectral Force Hey Pille, Have you had a chance to look into the maze/dungeon generator? No pressure just curious. Yep, found suitable c++ code in the internet. However, I haven't had time to modify the output of the code (it generates an image file but I need a table consisting of zeros and ones). So, I guess the first implementation of the generator will be in the next version... @n2n1, Slaan There is a (rare) crash that occurs when you load a prefab. Actually the function 'remove columns/rows' loads a 'cropped' version of the current prefab. I guess that's why we get those crashes. But I have no clue why 'add columns/rows' can cause crashes.^^ Thanks for the bug report guys. Edited October 23, 2017 by Pille (see edit history) Link to comment Share on other sites More sharing options...
Spectral Force Posted October 23, 2017 Share Posted October 23, 2017 Yep, found suitable c++ code in the internet. However, I haven't had time to modify the output of the code (it generates an image file but I need a table consisting of zeros and ones). So, I guess the first implementation of the generator will be in the next version... No worries, was just wondering if you had time to research it out. I have big plans Link to comment Share on other sites More sharing options...
SeabeeMan Posted October 25, 2017 Share Posted October 25, 2017 ok just one question hope it is a easy one and a way to actually fix this. Ok so basically I want the prefabs I create to have doors that are locked and not unlocked so players will have to break through the doors to get to the inside and loot the prefabs. In Hal's Editor it was pretty simple click on the Block that is the door then check the box that said locked or unlocked your choice and sure enough save it go and spawn in the prefab and presto the doors were locked on the prefabs. I want to do the same still. I want to make it a tad harder for players to get inside the prefabs and to not just open a door to get inside. Is there a way to lock doors with this editor? If not does anyone know any other way to lock the doors on completed prefabs. Thank You. Link to comment Share on other sites More sharing options...
Royal Deluxe Posted October 25, 2017 Share Posted October 25, 2017 Try meta value: 4 Link to comment Share on other sites More sharing options...
Pille Posted October 25, 2017 Author Share Posted October 25, 2017 (edited) ok just one question hope it is a easy one and a way to actually fix this. Ok so basically I want the prefabs I create to have doors that are locked and not unlocked so players will have to break through the doors to get to the inside and loot the prefabs. In Hal's Editor it was pretty simple click on the Block that is the door then check the box that said locked or unlocked your choice and sure enough save it go and spawn in the prefab and presto the doors were locked on the prefabs. I want to do the same still. I want to make it a tad harder for players to get inside the prefabs and to not just open a door to get inside. Is there a way to lock doors with this editor? If not does anyone know any other way to lock the doors on completed prefabs. Thank You. The states of doors and lights are tied to the meta values. There is no intuitive way to lock doors atm but you can do it (see Royal Deluxe's reply). The next update should fix this problem. Edited October 25, 2017 by Pille (see edit history) Link to comment Share on other sites More sharing options...
Pille Posted October 25, 2017 Author Share Posted October 25, 2017 1000^^ Link to comment Share on other sites More sharing options...
SeabeeMan Posted October 25, 2017 Share Posted October 25, 2017 (edited) Hello Again, ok I must be missing something. I click on the block that is the door and it shows that it is a door in the larger block ID section. Now on the right side that shows all the tools I click on the EDIT Tab and I see the two areas for META and META 2 and I click there and put the number 4 in the area. Do I need to do anything else? When I look at the Meta numbers the door still shows a number 0 in the block and it does not change to a number 4 so this is a bit confusing to me on how to change the Meta number for the door so it will be locked instead of unlocked when the prefab is spawned in. Thank You once again. Hmm I think I may have just figured it out didn't realize I actually had to click on the word META to change that value.... Sorry about that Edited October 25, 2017 by SeabeeMan (see edit history) Link to comment Share on other sites More sharing options...
Royal Deluxe Posted October 25, 2017 Share Posted October 25, 2017 Choose the right door, choose the meta Data, paint the block - - - Updated - - - Gz zur 1000 Link to comment Share on other sites More sharing options...
n2n1 Posted October 29, 2017 Share Posted October 29, 2017 bug report: - foreground for names of block - occlude this block. If the mouse cursor gets to the name - block is inposible for select. Link to comment Share on other sites More sharing options...
Pille Posted November 2, 2017 Author Share Posted November 2, 2017 bug report: - foreground for names of block - occlude this block. If the mouse cursor gets to the name - block is inposible for select. I know.^^ Thanks for your bug report. Link to comment Share on other sites More sharing options...
bigstep70 Posted November 19, 2017 Share Posted November 19, 2017 (edited) Pille's Prefab Editor icon substitute for Zombie.exe Everyone that knows and uses the editor loves it. Its an invaluable tool for prefab creation, which in turn lets you create a custom world, in a sense. Now, we all love to customize stuff or we wouldnt be bothered with making prefabs. Right? So, Ive always 'customized' darn near everything I touch. From bikes to cars to snowboards to computer cases and finally the OS/Programs itself. Why should my icons be any different? With that said, Ive made a personal edit for the Zombie.exe icon. (aka Pille's Editor) that I'd like to share with you all. Don't get me wrong, there's absolutely nothing wrong with the current icon and as a matter of fact, I think he's rather cute... for a zombie. But, I wanted to remove the white background and after about 2 minutes work I came up with this design. Grab it here --> download the png here This is my Postimage account. Edited July 8, 2022 by bigstep70 (see edit history) Link to comment Share on other sites More sharing options...
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