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Hal's Prefab Editor


HAL9000

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Bugs found. Hey Hal, Thanks for the work doing the x,y,z In the info bar. you have the Y and Z, Switched.. when you scroll the mouse wheel to change a layer the Y changes. When you move the mouse up and down the Z changes. If you add a layer the entire prefab messes up. Drawing on a layer draws on all, doesn't want to change layer or redraw. Not sure what is going on here. Copy air blocks didn't show up in the game.. not sure if it was because of the messed up drawing? but will try without adding a layer.
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Copy Air block doesn't appear to work. I can not get air blocks underground. Whenever I reload the prefab the copy air blocks is unchecked. can't get it to save this option Because I can't add a layer I decided to just create a new prefab with the same name... it gave me the already exist overwrite? When I select yes I get info: "Object Reference not set to an instance of an object" click through this several times then a new prefab opens.
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when i try to load an *ex file nothing happens, it loads a blank grid when i try to load an old prefab *.tts same only orginal prefabs are loading. anyone else with this problem or just me? old editor works fine can anyone help me plz LG
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Hey Hal, Little problem here. Was going to update my motel prefab to be compatible with 8.1 When I opened it up in the editor it did this to EVERY layer. [URL=http://imgur.com/Mgky3cC][IMG]http://i.imgur.com/Mgky3cC.png[/IMG][/URL] Looks like it just completely rearranged every block and even changed some to air blocks. Don't know what's up. I used [URL="http://www.mediafire.com/download/fcumuxd8r89er16/Ekk0_Motel7_V1.rar"]this version[/URL] (the latest one) of the Motel.
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Just swapping the Word Y and World Z label Text should works correctly for the updated coordinates in the info bar. If I put Z in world Y and Y and World Z, coordinates update behaves at it should. At least this is one quick fix. :) Also.. for future possible update... when you open an existing prefab, could you look for the location in the prefabs.xml file and auto populate these field else leave them at zero if none exist? This way you don't have to constantly update these fields whenever you need to make edits and find locations. I do this many times as I try to line up in game prefabs with a custom prefab. Thanks
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[QUOTE=hafergen;81069]hallo all ... I´m new here, my english is bad and I have the following question : what kind of steam ID I have to use ? all I try to is wrong .... thanks for help greetings hafergen[/QUOTE] If you are talking about the editor, Try your steam login name
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[QUOTE=Wsiegel;81116]If you are talking about the editor, Try your steam login name[/QUOTE] thx I have use it and it will work but ingame I didn´t see anything changing ... sorry for my noobnis ;) I´ll find it in my prefab folder too but not ingame ....hmmm what did I wrong here ...
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seems to be some bugs with the new 8.1 release...? it randomly crashes when i make new areas, and for some reason the copy/paste layers isnt working getting this error from making new worlds: [QUOTE]See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at SDTDEditor.Prefab.GetBlock(Int32 _x, Int32 _y, Int32 _z) at SDTDEditor.frmPrefabEditor.GetLayerBlocks() at SDTDEditor.frmPrefabEditor.LoadPrefab(String path) at SDTDEditor.frmPrefabEditor.newToolStripMenuItem_Click(Object sender, EventArgs e) at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ToolStrip.WndProc(Message& m) at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.18444 built by: FX45TMGDR CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll ---------------------------------------- SDTDEditor Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Users/a%20guy/Desktop/SDTDEditor.exe ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.18408 built by: FX451RTMEL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.18408 built by: FX451RTREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f150a3a/System.Drawing.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- UnityEngine Assembly Version: 0.0.0.0 Win32 Version: 0.0.0.0 CodeBase: file:///C:/Users/a%20guy/Desktop/UnityEngine.DLL ---------------------------------------- Microsoft.VisualBasic Assembly Version: 10.0.0.0 Win32 Version: 11.0.50938.18408 built by: FX45TMGREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f11d50a3a/Microsoft.VisualBasic.dll ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.18408 built by: FX451RTREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c56193489/System.Core.dll ---------------------------------------- System.Web.Services Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.18408 built by: FX451MGREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Web.Services/v4.0_4.0.0.0__b03f5f11d50a3a/System.Web.Services.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.18408 built by: FX451MGREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a561934e089/System.Xml.dll ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f71d50a3a/System.Configuration.dll ---------------------------------------- Microsoft.GeneratedCode Assembly Version: 1.0.0.0 Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.[/QUOTE] i downloaded and ran fresh updates but same errors...was working great the last few days so i dunno...
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Thanks for the info guys. Here's a list of what I've got so far: Turns out changing the file access method is a bit of a nightmare. So I've done what I should have done in the first place and given you the option of how you load the file. In the File menu there's now two Open options. "Open in Memory" is how it used to work and has all the functions enabled but you're limited on how big you can make the prefab "Open on Disc" is the new way which lets you have massive prefabs but has most (actually ALL for now) of the Layer functions disabled. They'll get re-enabled as I figure out how they're going to work with the new access method. Loading from the "Recent" prefabs will open it in memory by default. @Wseigel The X,Y,Z thing is how TFP layout their positions. Y is height, X and Z are east/west and north/south. It's the same notation as when you're putting a prefab in the Prefabs.xml file. So when you move up a layer the Y value should increase but the prefab stays at the same X and Z location. Or am I missing something again? Copy air blocks is fixed in the next version - thanks @limodor - loading export files should work now. Give it a try and let me know. @Ekk0 - That's a weird one. Your Motel is saved in the prefab version 3 file format which my editor doesn't use. Did you create it in Aussie's editor? It's the only thing I can think of. To update it to the version 5 file format open the file using the "Open in Memory" option and then save it again. You'll then be able to access it in memory and disc access. @Rocky - Yeah it's the new access method. If you're having trouble stick to the "Open in Memory" option for now. --- There'll be more fixes as I get time to work on them. My initial thoughts are it's going to be up to you guys to decide how you're building your prefabs. All the functions will eventually be accessable in both access modes but doing things like adding layers or rows is going to take longer and use more disk space in the disc access mode. So small-medium sized prefabs => in memory Massive prefabs => disc access (and pray you don't need to add layers ^^) Keep the bugs coming, I can't fix them if I don't know about them :D Cheers, Hal
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Hal, I have always thought the prefab is X,Z,Y listing ( Z is Height ) and X and Y are left, right, up down. At least in every coordinate system I have worked with, flat map is X and Y and Z is height maybe this is where our confusion is. Cartesian Coordinate Systems See this [URL="http://en.wikipedia.org/wiki/Cartesian_coordinate_system"]link[/URL]
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[QUOTE=Wsiegel;81257]Hal, I have always thought the prefab is X,Z,Y listing ( Z is Height ) and X and Y are left, right, up down. At least in every coordinate system I have worked with, flat map is X and Y and Z is height maybe this is where our confusion is. Cartesian Coordinate Systems See this [URL="http://en.wikipedia.org/wiki/Cartesian_coordinate_system"]link[/URL][/QUOTE] Totally with you on that mate, confused the hell out of me when I was trying to learn the file structure but it's the way TFP have implemented it in the code and I didn't want to confuse people by having one version in my editor and another for the in-game world placing in the xml. Especially when all the loose file stuff comes into play. And now because of all the coding that way it's swapped over in my mind - which really screws me up for getting things done IRL :D I may change the values from X, Y, Z to East, Height, North but again that's a bit confusing.
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I can swap it in my head when I use you editor. It just screws me up when I think Region x,y Leave it the way it is.. As long as I know what the reason is I can get around... Thanks for the explanation. I was wondering why we kept getting confused during several previous posts. I will refer to height as Y in this forum. Maybe change it to X, Z, and layer will work Cheers.
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[QUOTE=HAL9000;81246]Thanks for the info guys. Here's a list of what I've got so far: @limodor - loading export files should work now. Give it a try and let me know. Keep the bugs coming, I can't fix them if I don't know about them :D Cheers, Hal[/QUOTE] import *.ex files works very well now thx, sometimes the editor crashes when i press save but i can live with it, now i can finish my prefab thx for this masterpiece LG
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[QUOTE=Sho'nuff;81621]Hal, When I update this occurs. [ATTACH=CONFIG]2682[/ATTACH] It even happens with original prefabs. Any idea how I can fix this? Thank you.[/QUOTE] They're probably Version 3 prefabs. Is it the same when you use the "Open in memory" dialogue? What's the name of a prefab your having trouble with and I'll check it on mine. Cheers, Hal
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Hal - 2 questions... First.. I noticed that when you right-click the mouse in the editor, it switches to AIR. that is a great feature. Is there anyway that you can make it so that if we right click again, it takes us back to the block we were using before... 2nd question - is there any way the list of items can show more than 10 at a time? like maybe 20 at a time? thanks!
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hey Rocky, When you right click, it is setting the block to a copy like function... so you can go over a block, right click and the when you left click you are placing that block. It retains rotation and and meta tags, so it's a good function to help you find the block with the rotation you want, right click to set it your current block.. then use it with left click. you must have been over an air block when you right clicked. Cheers
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It is the best feature I know to move blocks around... Right click on a chair... left click the new location, right click an air block... left click on the old chair to replace it with an air block. many uses. saves changing blocks all the time or remembering what the rotation was.
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