cammel Posted July 6, 2020 Share Posted July 6, 2020 OK, thank you for the help. Link to comment Share on other sites More sharing options...
Pille Posted July 6, 2020 Author Share Posted July 6, 2020 You're welcome! Link to comment Share on other sites More sharing options...
ArNaLdInHo Posted July 27, 2020 Share Posted July 27, 2020 Open your heli4 print all prefab xls data CRASH PROGRAM is it possible to get TXT file of prefab with all blocks localion and path of them to similiar output to containing information: Entities/OutdoorDecor/modularRopeTopTiedPrefab local_offset="-.15 ,-0.8,1.25" local_rotation="75 ,0 ,0 " Link to comment Share on other sites More sharing options...
Pille Posted July 27, 2020 Author Share Posted July 27, 2020 5 hours ago, ArNaLdInHo said: Open your heli4 print all prefab xls data CRASH PROGRAM is it possible to get TXT file of prefab with all blocks localion and path of them to similiar output to containing information: Entities/OutdoorDecor/modularRopeTopTiedPrefab local_offset="-.15 ,-0.8,1.25" local_rotation="75 ,0 ,0 " I will fix this in the next update. After the update I will take a longer break. What's local_offset and what would be the purpose of this function? I may consider to include such a function if you give me some more information... 1 Link to comment Share on other sites More sharing options...
ArNaLdInHo Posted July 27, 2020 Share Posted July 27, 2020 (edited) for example : server site mods like Sled, you have to know the blocks possition to do some fun stuff, and creating UMA zombies too, if not, have to start the game to see the possition of blocks and maybe get your prefabs moving like veicles »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»» <buff name="SledCheck" hidden="true"> <triggered_effect trigger="onSelfBuffUpdate" action="SetTransformActive" active="false" transform_path="chassis"/> <triggered_effect trigger="onSelfBuffUpdate" action="SetTransformActive" active="false" transform_path="pedal"/> <triggered_effect trigger="onSelfBuffUpdate" action="SetTransformActive" active="false" transform_path="seat"/> <triggered_effect trigger="onSelfBuffUpdate" action="SetTransformActive" active="false" transform_path="handlebar"/> <triggered_effect trigger="onSelfBuffUpdate" action="SetTransformActive" active="false" transform_path="back_wheel"/> <triggered_effect trigger="onSelfBuffUpdate" action="SetTransformActive" active="false" transform_path="front_wheel"/> <triggered_effect trigger="onSelfBuffUpdate" action="SetTransformActive" active="false" transform_path="chain"/> <triggered_effect trigger="onSelfBuffUpdate" action="SetTransformActive" active="false" parent_transform="Physics" transform_path="Box1"/> <triggered_effect trigger="onSelfBuffUpdate" action="SetTransformActive" active="false" parent_transform="Physics" transform_path="Box2"/> <triggered_effect trigger="onSelfBuffUpdate" action="SetTransformActive" active="false" parent_transform="Physics" transform_path="Box3"/> <triggered_effect trigger="onSelfBuffUpdate" action="AttachPrefabToEntity" prefab="Entities/Industrial/palletPrefab" local_offset="0,.6,0" local_rotation="0,0,0" parent_transform="Physics"/> <triggered_effect trigger="onSelfBuffUpdate" action="SetTransformActive" active="false" parent_transform="Physics" transform_path="pallet"/> <triggered_effect trigger="onSelfBuffUpdate" action="SetTransformActive" active="false" parent_transform="Physics" transform_path="LOD0"/> <triggered_effect trigger="onSelfBuffUpdate" action="AttachPrefabToEntity" prefab="Entities/Animals/Wolf/animalStandardWolfRagdoll" local_offset="0,-1.6,1" local_rotation="20,0,0" parent_transform="Origin/handlebar_joint"/> <triggered_effect trigger="onSelfBuffUpdate" action="SetTransformActive" active="false" parent_transform="Origin/handlebar_joint" transform_path="Origin"/> <triggered_effect trigger="onSelfBuffUpdate" action="AttachPrefabToEntity" prefab="Entities/OutdoorDecor/modularRopeTopTiedPrefab" local_offset="-.15 ,-0.8,1.25" local_rotation="75 ,0 ,0 " parent_transform="Origin/handlebar_joint/RightArmAttachJoint"/> <triggered_effect trigger="onSelfBuffUpdate" action="AttachPrefabToEntity" prefab="Entities/OutdoorDecor/modularRopeTopTiedPrefab" local_offset=".15 ,-0.8,1.25" local_rotation="75 ,0 ,0 " parent_transform="Origin/handlebar_joint/LeftArmAttachJoint"/> <triggered_effect trigger="onSelfBuffUpdate" action="AttachPrefabToEntity" prefab="Entities/OutdoorDecor/modularRopeTiledPrefab" local_offset="-.15 ,-1 ,0.5" local_rotation="75 ,0 ,0 " parent_transform="Origin/handlebar_joint/RightArmAttachJoint"/> <triggered_effect trigger="onSelfBuffUpdate" action="AttachPrefabToEntity" prefab="Entities/OutdoorDecor/modularRopeTiledPrefab" local_offset=".15 ,-1 ,0.5" local_rotation="75 ,0 ,0 " parent_transform="Origin/handlebar_joint/LeftArmAttachJoint"/> <triggered_effect trigger="onSelfBuffUpdate" action="AttachPrefabToEntity" prefab="Entities/Industrial/palletPrefab" local_offset="0,.5,0" local_rotation="0,0,0" parent_transform="Origin"/> <triggered_effect trigger="onSelfBuffUpdate" action="AttachPrefabToEntity" prefab="Entities/Sandbags/sandbag_single_01Prefab" local_offset="0,0.77,-.4" local_rotation="0,0,0" parent_transform="Origin"/> »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»» <buff name="ScorcherDeco" hidden="true"> <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Other/Items?Weapons/Ranged/JunkTurret/junkTurret_Prefab.prefab" parent_transform="LeftShoulder" local_offset=".15,-.15,0" local_rotation="0,0,0"/> <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Other/Items?Weapons/Ranged/JunkTurret/junkTurret_Prefab.prefab" parent_transform="RightShoulder" local_offset="-.15,.15,0" local_rotation="180,0,0"/> <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="Entities/Industrial/barrelOilPrefab" local_offset=".275,.35,-.2" local_rotation="0,0,0" parent_transform="Spine"/> <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="Entities/Industrial/barrelGasPrefab" local_offset="-.175,.35,-.2" local_rotation="0,0,0" parent_transform="Spine"/> <triggered_effect trigger="onSelfBuffStart" action="SetTransformActive" active="false" parent_transform="RightShoulder" transform_path="BaseMesh"/> <triggered_effect trigger="onSelfBuffStart" action="SetTransformActive" active="false" parent_transform="RightShoulder" transform_path="turret_cone"/> <triggered_effect trigger="onSelfBuffStart" action="SetTransformActive" active="false" parent_transform="RightShoulder" transform_path="DiscMesh"/> <triggered_effect trigger="onSelfBuffStart" action="SetTransformActive" active="false" parent_transform="RightShoulder" transform_path="turret_laser"/> <triggered_effect trigger="onSelfBuffStart" action="SetTransformActive" active="false" parent_transform="LeftShoulder" transform_path="BaseMesh"/> <triggered_effect trigger="onSelfBuffStart" action="SetTransformActive" active="false" parent_transform="LeftShoulder" transform_path="turret_cone"/> <triggered_effect trigger="onSelfBuffStart" action="SetTransformActive" active="false" parent_transform="LeftShoulder" transform_path="DiscMesh"/> <triggered_effect trigger="onSelfBuffStart" action="SetTransformActive" active="false" parent_transform="LeftShoulder" transform_path="turret_laser"/> <triggered_effect trigger="onSelfBuffStart" action="SetTransformActive" active="false" transform_path="Detonator"/> Edited July 27, 2020 by ArNaLdInHo (see edit history) Link to comment Share on other sites More sharing options...
cammel Posted July 30, 2020 Share Posted July 30, 2020 Is there a way to go in and adjust the light brightness after the prefabs have been converted? I tried to readjust the light a second time and POI becomes all air blocks. Link to comment Share on other sites More sharing options...
Pille Posted July 31, 2020 Author Share Posted July 31, 2020 (edited) @ArNaLdInHo These looks like coordinates and rotations of the models of the blocks or something like that. That's why decimal numbers are used. It seems to be unrelated to the actual block positions. I don't know where to get the corresponding data from to be honest and don't think that would help you either. If you only need the positions of the blocks, I could do that, but then the output format that you suggested makes no sense since it has nothing to do with the POI... @cammel You mean, you used the adjustLight command in the console of the editor? Edited July 31, 2020 by Pille (see edit history) Link to comment Share on other sites More sharing options...
ArNaLdInHo Posted July 31, 2020 Share Posted July 31, 2020 TANKS the position of blocks whould help Link to comment Share on other sites More sharing options...
cammel Posted July 31, 2020 Share Posted July 31, 2020 (edited) 1 hour ago, Pille said: @cammel You mean, you used the adjustLight command in the console of the editor? Yes it only happened a couple of times. I figure it was something I did. Currently all lights are at a default of intensity 3.0 in ingame editor. I would like to change them to all to 2.5, so that they are not washing out the textures around them. With the adjustLight command what setting should I use? Top pic is 3.0 bottom is 2.5 Notice the difference in color richness on couch and wood wall on the right? house is xcostum_House_AF02P(17x16)(by_Nodabba) Edited July 31, 2020 by cammel (see edit history) Link to comment Share on other sites More sharing options...
Pille Posted July 31, 2020 Author Share Posted July 31, 2020 (edited) 8 hours ago, ArNaLdInHo said: TANKS the position of blocks whould help I could do something like this "block name, position, rotation" if that's ok? @cammel The game doesn't store the light settings in the prefab files if you use the default values. That's why the adjustLight command doesn't touch unconfigured lights at the moment. I'll try to change this. BTW. the next update is scheduled for this weekend. Edited July 31, 2020 by Pille (see edit history) Link to comment Share on other sites More sharing options...
cammel Posted July 31, 2020 Share Posted July 31, 2020 Thanks Pille, Looking forward to the update. Can I set them with your editor manually? Link to comment Share on other sites More sharing options...
ArNaLdInHo Posted August 1, 2020 Share Posted August 1, 2020 18 hours ago, Pille said: I could do something like this "block name, position, rotation" if that's ok? "path, block name, position, rotation, color/texture name path" tanks 18 hours ago, Pille said: @cammel The game doesn't store the light settings in the prefab files if you use the default values. That's why the adjustLight command doesn't touch unconfigured lights at the moment. I'll try to change this. BTW. the next update is scheduled for this weekend. Link to comment Share on other sites More sharing options...
Pille Posted August 3, 2020 Author Share Posted August 3, 2020 (edited) On 7/31/2020 at 3:05 PM, cammel said: Thanks Pille, Looking forward to the update. Can I set them with your editor manually? Yes, if you click on a light you can change its settings in the edit tab. Click middle mouse button to read the setting data. However, my editor won't be able to read the data if you never touched the light (AFAIK you open the light setting menu and click ok in the ingame editor to make it readable). @cammel Quote The game doesn't store the light settings in the prefab files if you use the default values. That's why the adjustLight command doesn't touch unconfigured lights at the moment. I'll try to change this. Sorry but I tried and it didn't work. You have to edit the light manually or at least do what is written above before using adjustLight. @ArNaLdInHo What is path and color/texture name path? Edited August 3, 2020 by Pille (see edit history) Link to comment Share on other sites More sharing options...
Pille Posted August 3, 2020 Author Share Posted August 3, 2020 Changelog 0.89 * added icon preview for edit tab * added randomized replacing for advanced replacing tool * added console command 'save block data' to save block information the a file (block_data.txt in the directory of the editor). Type help in the console for more information * added SleeperIsQuestExclude and ShowQuestClearCount to sleeper volume widget. * some bugfixes I can't remember Download v0.89 2 Link to comment Share on other sites More sharing options...
AnsontheToad Posted August 10, 2020 Share Posted August 10, 2020 Editor is working great but i have an issue with the updater. It keeps saying update available I'm using 0.89. It has Warning could not open currentVersion.txt and if i run the updater it downloads fine but cannot extract zip. Just letting you know. Link to comment Share on other sites More sharing options...
ArNaLdInHo Posted August 11, 2020 Share Posted August 11, 2020 On 8/3/2020 at 2:21 PM, Pille said: Changelog 0.89 * added icon preview for edit tab * added randomized replacing for advanced replacing tool * added console command 'save block data' to save block information the a file (block_data.txt in the directory of the editor). Type help in the console for more information * added SleeperIsQuestExclude and ShowQuestClearCount to sleeper volume widget. * some bugfixes I can't remember Download v0.89 This update have not implement my sugestion ? Link to comment Share on other sites More sharing options...
scubahalo Posted August 30, 2020 Share Posted August 30, 2020 Just found this. Very useful tool. Thanks Pille! Link to comment Share on other sites More sharing options...
mythal Posted September 5, 2020 Share Posted September 5, 2020 Just a quick question - does this work with alpha 19 stable? Thank you for such a great tool! Link to comment Share on other sites More sharing options...
stallionsden Posted September 6, 2020 Share Posted September 6, 2020 4 hours ago, mythal said: Just a quick question - does this work with alpha 19 stable? Thank you for such a great tool! Yes it does 1 Link to comment Share on other sites More sharing options...
Pille Posted September 28, 2020 Author Share Posted September 28, 2020 (edited) Thanks you Stalli for replying.... On 8/11/2020 at 3:52 AM, ArNaLdInHo said: This update have not implement my sugestion ? I did what I could (see changelog below) without having gotten an answer to my question. My question was 'What is path and color/texture name path?'... "* added console command 'save block data' to save block information the a file (block_data.txt in the directory of the editor). Type help in the console for more information" Edited September 28, 2020 by Pille (see edit history) 1 Link to comment Share on other sites More sharing options...
Pille Posted October 1, 2020 Author Share Posted October 1, 2020 (edited) Preview - version 0.9 Implemented: * Added hint to ALT info box. * 5000% - 10000% percent faster global block search + support for searching for block names instead of block IDs + new global block search won't close your currently loaded POI * more soon... Planned: Map post-processing feature allowing to add ships and other water related POIs to the coast + underground tunnel systems/dungeons below towns. Edited October 1, 2020 by Pille (see edit history) 3 Link to comment Share on other sites More sharing options...
Pille Posted October 4, 2020 Author Share Posted October 4, 2020 (edited) Some random preview stuff. I am trying to teach the editor the file formats of the map Edited October 4, 2020 by Pille (see edit history) 1 Link to comment Share on other sites More sharing options...
Pille Posted October 9, 2020 Author Share Posted October 9, 2020 Another preview shot: 1 Link to comment Share on other sites More sharing options...
n2n1 Posted October 9, 2020 Share Posted October 9, 2020 (edited) Are You making a World Editor?..... will it be possible to autogenerate new maps like RWG ? Edited October 9, 2020 by n2n1 (see edit history) Link to comment Share on other sites More sharing options...
Pille Posted October 9, 2020 Author Share Posted October 9, 2020 (edited) The first update (scheduled for Halloween) will primarily include a world editor allowing you edit every feature of a map. It comes with additional functions for automatic prefab placement. So you can take an existing map and the editor will be able to automatically add water POIs like Ships or underground content like sewers beneath streets or caves (I'll provide a set of underground and water POIs to demonstrate how this feature works). Prefab stacking will probably also be possible (you can let the editor place a prefab depending on the position of another POI). I don't know yet if I will extend this to a map generator later. Edited October 9, 2020 by Pille (see edit history) 1 Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now