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Prefab Editor (Alpha)


Pille

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How to get rid of the 'INF Missing paint ID XML entry' messages

 

 

When you convert and load an old a16 prefab, you may get the console messages mentioned above. Their font color is white, so they are easy to miss but fixing them is advisable since they can cause issues if the debug mode is enabled. If you press F3 in debub mode, the game starts to spam console errors when you look at affected blocks.

 

 

Jt4ac34.jpg

 

To get rid of the bug, use the advanced replacer in the zombie editor (CTRL + A). Let's say you get the following message in game: INF Missing paint ID XML entry: 76 for block 'stainlessSteelBlock'.

 

 

1. Load the prefab into the zombie editor.

2. Press CTRL + A

3. Delete the 'front' texture (write 76 in the 'front' texture text field and set everything else to --KEEP OLD-- and press on 'Replace (all layers)'):

 

fvqOFqo.jpg

 

4. Delete the 'left' texture (write 76 in the 'left' texture text field and set everything else to --KEEP OLD-- and press on 'Replace (all layers)'):

 

TMgyE1v.jpg

 

5. Delete the 'top' texture (see above)...

6. Delete the 'back' texture (see above)...

7. Delete the 'right' texture (see above)...

8. Delete the 'bottom' texture (see above)...

Edited by Pille (see edit history)
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How to get rid of the 'INF Missing paint ID XML entry' messages

That's cool, just ran into it !

 

 

 

PS:

By the way, in the file "blocksA16PrefabConversion" there are blocks in the same name like a old "camoNet" and some awning blocks. After conversion with such blocks - you will receive a yellow message in the console and the prefab will not load.

It is necessary to make different names.

 

(You probably knew, but, maybe someone come in handy :))

Edited by n2n1 (see edit history)
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@n2n1

I am sure that will be helpful to others. Thank you for sharing.

 

 

Update Time (Changelog later)

 

The update contains a couple of bug fixes as well as an (slightly) overhauled sleeper generator. The overhaul is not finished yet but if you don't want to have a sleeper zombie zoo, you may find it helpful. There will be more update (probably this week).

 

 

The new sleeper symbols:

 

0iy9uWl.jpg

Edited by Pille (see edit history)
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@n2n1

I am sure that will be helpful to others. Thank you for sharing.

 

 

Update Time (Changelog later)

 

The update contains a couple of bug fixes as well as an (slightly) overhauled sleeper generator. The overhaul is not finished yet but if you don't want to have a sleeper zombie zoo, you may find it helpful. There will be more update (probably this week).

 

 

The new sleeper symbols:

 

0iy9uWl.jpg

 

yes very awesome Pille great work so far with the sleeper generator and love the diff icons your using for different things. Love the layout and selection abilities to of the sleeper gen section.

 

PS: white list ticked no zs spawn. blacklist zs spawn is this correct or

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PS: white list ticked no zs spawn. blacklist zs spawn is this correct or

 

Whitelist rconcrete (id 2112) and they will spawn on rconcrete blocks only and if you use the blacklist option they may spawn on all blocks except rconcrete (or whatever you've entered in the block list).

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Whitelist rconcrete (id 2112) and they will spawn on rconcrete blocks only and if you use the blacklist option they may spawn on all blocks except rconcrete (or whatever you've entered in the block list).

 

Argh I pressed auto gen zs and no zs showed. I changed the tick from whitelist to black list and pressed auto gen and the zs and volumes worked. Pretty cool just got to learn it and do it properly lol

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Argh I pressed auto gen zs and no zs showed. I changed the tick from whitelist to black list and pressed auto gen and the zs and volumes worked. Pretty cool just got to learn it and do it properly lol

 

Ohh sorry default should be blacklist.^^

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Changelog 0.65

 

- Added a way to set min. and max. spawn counts to the sleeper generator.

- First attempt to add mod support to the editor (Thanks for your help SinisterMind81 ;) ).

 

The editor should be able to load modded blocks.xml files from the Mods directory. I am not sure if it works correctly because I have no clue how this xpath stuff really works.^^ If you have multiple mods in the directory ~/7 Days To Die/Mods/ the editor will try to load all blocks.xml files (is this approach correct?). It assumes that the XMLs are located in

~/7 Days To Die/Mods/NameOfMods/Config/blocks.xml.

 

To use the new feature you have activate it (Extras -> Options -> General -> load mods). You can exclude mods. Enter the name of the mods you don't want to load into the excluded mods text field. This text field is case-sensitive. Make sure that the names match with those in the ~/7 Days To Die/Mods/ directory. After changing the mod related settings, you have to restart the editor. Good luck. ;)

 

AqpMSKN.jpg

Edited by Pille (see edit history)
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Changelog 0.66

 

- Improved xml parsing. Editor should start much faster.

- Improved modding support. Editor can read gamestage files located in the mod directories (~7 Days To Die\Mods\NameOfMod\Config)

- Changed default light values to those used by the ingame editor

- Changed hotkey for block picker from 'ALT' to 'Z'. You can still use the middle mouse button btw.

- Added infoText. Press and hold 'ALT' to get some additional info about the block beneath your cursor (not complete yet). See screenshot below.

 

bk0ci5Q.jpg

 

Latest issues:

The new hotkey (ALT) is not mentioned in the hint text (under extras -> print controls).

 

 

 

 

 

Edit:

 

For some reason, the autoupdater and the xml writing is disabled by default. I recommend to enable those features:

 

Extras -> Options -> General -> write prefab xml

 

Extras -> Options -> General -> check for updates at start up

Edited by Pille (see edit history)
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Just a little preview. I've overhauled the advanced block replacing feature. It's basically a programmable converter now. You can add a rule set and apply it to a all prefabs at once. Should provide a much more convenient way of converting prefabs than the xml-based converter once it is finished. Could become interesting when A18 spawns. ;)

 

p0S7cQl.jpg

 

This and other (unfinished) experimental versions of the editor can be downloaded from here (64 bit only). I am too lazy to link them here or to make a 32 bit version of each experimental.

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Just a little preview. I've overhauled the advanced block replacing feature. It's basically a programmable converter now. You can add a rule set and apply it to a all prefabs at once. Should provide a much more convenient way of converting prefabs than the xml-based converter once it is finished. Could become interesting when A18 spawns. ;)

 

p0S7cQl.jpg

 

This and other (unfinished) experimental versions of the editor can be downloaded from here (64 bit only). I am too lazy to link them here or to make a 32 bit version of each experimental.

 

oh very nice work Pille. So we just download like normal yeh or with this one we have to do it manually.....

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Probably i will not hurt anyone if I say for all, that the 32-bit version is no longer needed?

anyone else using x86 environment for 7dtd?

 

Or as a compromise, could make x86 versions only for some/stable builds?

 

No votes against so far.^^ The download numbers might be a better indicator though. I'll track them for a while and make a decision later.

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Changelog 0.68 and 0.68(b)

 

- overhauled advanced replace feature. Should work like a full-featured converter now (allow you to apply multiply replacing rules at once)

- fixed bug in xml parsing

- editor should start faster (~2 seconds)

 

ZlvumTd.jpg

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thx Pille

 

this function is very much appreciated

 

will play around with it very soon i guess

 

Good luck. ;)

 

 

Changelog 0.69

 

- fixed: cutting (ctrl + x) and copying functions doesn't work properly if sleeper or light blocks are involved

- fixed: editing light properties and sleeper properties from search tab doesn't work (if 'search list' is checked in edit tab)

Edited by Pille (see edit history)
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