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Hal's Prefab Editor


HAL9000

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[QUOTE=limodor;75565]sure [url]https://mega.co.nz/#!O5w3DQhS!OTbZp54Zx7eTcfg_3Od7cM-JGrr6HmuEvaN7cc4XGT8[/url][/QUOTE] Thanks Limodor, I've had a look at the file and it's very strange. It looks like all the height information is missing. And I've no idea how that could happen. Can you describe the area you tried to export? What's the location and area? I'll see if I can reproduce it locally. The next version should be out this weekend for A8 stuff. Cheers, Hal
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[QUOTE=HAL9000;77836]Thanks Limodor, I've had a look at the file and it's very strange. It looks like all the height information is missing. And I've no idea how that could happen. Can you describe the area you tried to export? What's the location and area? I'll see if I can reproduce it locally. The next version should be out this weekend for A8 stuff. Cheers, Hal[/QUOTE] the location is on the little lake, i want to export my house [attachment=17:name]
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Are you running alpha 8? Or 7.11? I don't think the editor will work with alpha 8. I'm hoping to get the updated editor out during the weekend. Try that and if you're still having trouble post again and we'll have a look. Cheers, Hal [QUOTE=limodor;77858]the location is on the little lake, i want to export my house [ATTACH=CONFIG]2478[/ATTACH][/QUOTE]
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[QUOTE=HAL9000;78430]Are you running alpha 8? Or 7.11? I don't think the editor will work with alpha 8. I'm hoping to get the updated editor out during the weekend. Try that and if you're still having trouble post again and we'll have a look. Cheers, Hal[/QUOTE] i tried it before the update to 8.0 but no luck so iam waiting for your update
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Update Time! Added: Support for Alpha 8 Updated: Host your prefab on my server when uploading Notes: The A8 update went pretty smoothly. I've not checked out all the code yet but there's some interesting changes in there. There's one issue I've found. They've improved performance on chunk and block loading which is great, but when loading an area saved by the editor it can cause blocks to fail the structural integrity mid load so the structure collapses before it's finished loading. I'm going to have to look into it more. If I remember correctly there's a way to force the update in one step but it locks the server for a few seconds. I'll post as I discover more. You can now also host your prefabs on my server when using the upload prefab function. Just keep the "Host the file for me" option checked, fill out all the information and click "upload". Then search for your prefab to double check it's listed. As always, if you find any bugs or have any questions just let me know. Cheers, Hal
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This doesn't work on my 32-bit Windows XP laptop. I assume it's because the latest versions of this are 64-bit. I can still use it on my 64-bit desktop, but I won't be able to use the latest versions on my laptop. Oh well. :apathy: Even so, I think that I will be able to make good use of this. I look forward to having some spare time.
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[QUOTE=GreenGhost21;79541]This doesn't work on my 32-bit Windows XP laptop. I assume it's because the latest versions of this are 64-bit. I can still use it on my 64-bit desktop, but I won't be able to use the latest versions on my laptop. Oh well. :apathy: Even so, I think that I will be able to make good use of this. I look forward to having some spare time.[/QUOTE] Hey Ghost, the program is still 32 bit but I've changed the version of .NET you need to run it to .NET 4.5 and I don't think that works very well on XP so that might be the source of your problem. Once I've re-written the prefab loading to use less memory I can drop the version back to something that can run on all operating systems. @All - in my eagerness to release the editor (and maybe due to the alcohol I was consuming at the time) I completely forgot to include the new blocks in the latest release. I'm going to correct this and release another version later today. @limodor - glad it's working again. Great house by the way Cheers, Hal
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[QUOTE=Rocky;79845]Questions I couldnt seem to find in the video: [B]is there an UNDO option somehow? and how do i DELETE entities?[/B][/QUOTE] Hey Rocky, No, there's no undo button. It's a LOT of work to implement a feature like that so I don't think it's going to get added. But maybe when I rewrite the prefab load stuff it's something I'll look at. To remove an entity just right click on it when you're got the entity radio button selected. Hal
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[QUOTE=Laz Man;79864]Hey hal. Thanks for the update is it me or is their some info display issues with decals? I was able to add acouple of decals but ran into an issue where place a third would remove the 2nd one. Any ideas?[/QUOTE] Hi Laz, Can you provide steps to re-produce the problem? I've just tried setting the meta to 15 and changing the damage on different blocks and it seems to keep the settings. Cheers, Hal
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[QUOTE=HAL9000;79867]Hi Laz, Can you provide steps to re-produce the problem? I've just tried setting the meta to 15 and changing the damage on different blocks and it seems to keep the settings. Cheers, Hal[/QUOTE] Hey Hal, I think I was mixed up setting the damage and meta fields around. Apparently the damage field must be set when placing the block and the meta field is only set via the info. option. (Similar to how lights are turned on). Its a bit hard to duplicate but I also noticed random blocks appearing in same vicinity in other layers when adjusting meta tags. As a side note, I think entities don't adjust accordingly when adding row/columns. Would be nice if they would move as well so they don't have to be manually adjusted. Also, sometimes entities don't display properly after placement. I would need to flip between layers in order for the entities to show up on the grid.
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[QUOTE=Laz Man;79898]Hey Hal, I think I was mixed up setting the damage and meta fields around. Apparently the damage field must be set when placing the block and the meta field is only set via the info. option. (Similar to how lights are turned on). Its a bit hard to duplicate but I also noticed random blocks appearing in same vicinity in other layers when adjusting meta tags. As a side note, I think entities don't adjust accordingly when adding row/columns. Would be nice if they would move as well so they don't have to be manually adjusted. Also, sometimes entities don't display properly after placement. I would need to flip between layers in order for the entities to show up on the grid.[/QUOTE] Okey, if you spot a pattern for reproducing any bugs let me know and I'll have a look. Good catch with the entities - I'll make sure they get updated when adding rows. The drawing bug has already been fixed, it's in the next release. Just waiting on a PM and then I'll be releasing it but I'm off out now so it'll probably be tomorrow. Hal
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Hey Hal, I noticed that when I use the open command, and surf to some other directory where I keep my backups, If the name exist in the prefab folder, it will open that one and not the one I have in some backup directory. I messed up a prefab in the prefabs folder and tried to load the back up.. it didn't work, I had to copy the prefab over then open it. Also Streetlight01 ID "581" now lights with Meta Tag of 2... will not light with Meta tag 1.
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Update Time! Added: Support for Alpha 8.1 Updated: Blocks for Alpha 8.1 are now in Updated: various drawing updates Updated: Entities will now keep proper position when adding rows and columns Added: World position boxes in the prefab editor window Updated: FTP access is now re-enabled. There is a new "FTPSavePath" field in the settings that needs to be filled out. Still a bit buggy Added: DarkNightComing weapon unloading mod Added: Red Eagle VXIX Mod Drop none Added: Prefab files are now loaded from the disk, reducing memory used and allowing much larger prefabs to be created. Still buggy. The 2 big additions are the mods from DarkNightComing and Red Eagle which they've kindly allowed me to combine into the same DLL so many thanks to them. And thanks to DNC for compiling the DLL with them in. The other thing of note is I've finally got round to re-writing how the prefabs are loaded so they're no longer stored all in memory. You shouldn't notice a difference for small prefabs but this means you should be able to create large areas without hitting any limits (well I suppose you might hit trouble if the file goes over 4GB - if someone tries it let me know). But with big re-writes come big bugs so keep your eye out for any weird behaviour. And keep backups! Have fun :) Hal
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Thanks Wseigel, In answer to your other post the editor only works on files in the Data\Prefabs folder. It's because of the "Add to world" function. It was a simple way of making it work quickly as if you don't allow other folders then the program can't get confused on which one it should be loading. So just use the prefabs folder as your working folder and any others as backups. Thanks for the heads-up on the lighting meta, I'll add it in to the next release. Hal
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