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Hal's Prefab Editor


HAL9000

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[QUOTE=Pille;721480]I am still getting texture issues (with and without [sleepers] tag) but imo it's not very critical since you can import an air-only prefab before inserting the real prefab (because the bug doesn't occur if you don't replace any non-air blocks).[/QUOTE] Thanks Pille. I'm leaning down the route of this is a vanilla bug then cause one method uses in-game commands to insert the blocks and one uses mine. If both are doing it then it sounds like something in the chunk isn't getting updated properly. Probably wouldn't show up in vanilla cause almost all spawning happens in air. I'll have another check in the code and see if I can spot anything.
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Hi! I used using the Prefab Converter to convert [URL="https://envul.com/mansion-from-tomger_pve-35-7-days-to-die-mod/"]Mansion A15 Tom(GER_PVE)[/URL] from A15 to A16, but when loading it up in A16.2 I still get apparently wrong blocks. [url=http://abload.de/image.php?img=2017-08-2717_14_45-7d2nu4g.png][img]https://abload.de/thumb/2017-08-2717_14_45-7d2nu4g.png[/img][/url] [url=http://abload.de/image.php?img=2017-08-2717_13_34-7dxyuq0.png][img]https://abload.de/thumb/2017-08-2717_13_34-7dxyuq0.png[/img][/url] [url=http://abload.de/image.php?img=2017-08-2717_11_31-hoipu24.png][img]https://abload.de/thumb/2017-08-2717_11_31-hoipu24.png[/img][/url] [url=http://abload.de/image.php?img=2017-08-2717_12_40-7d92unw.png][img]https://abload.de/thumb/2017-08-2717_12_40-7d92unw.png[/img][/url] Are there some mappings missing in the converter? Could this be fixed somehow? I had a look at the Customise function of the converter, but didn't really know what to do there, and the program called me dumbass for that, so I'm a bit lost at this point. Any help/advice/fix? djk
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[QUOTE=Pille;722694]The bad thing is we cannot post a bug report as long as the bug does not show up in vanilla 7dtd. So keep your eyes open.^^[/QUOTE] Strangely i havent run into this issue yet. I do most of my painting in game. Does that make a difference?
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[QUOTE=djkrose;722820]Hi! I used using the Prefab Converter to convert [URL="https://envul.com/mansion-from-tomger_pve-35-7-days-to-die-mod/"]Mansion A15 Tom(GER_PVE)[/URL] from A15 to A16, but when loading it up in A16.2 I still get apparently wrong blocks. [url=http://abload.de/image.php?img=2017-08-2717_14_45-7d2nu4g.png][img]https://abload.de/thumb/2017-08-2717_14_45-7d2nu4g.png[/img][/url] [url=http://abload.de/image.php?img=2017-08-2717_13_34-7dxyuq0.png][img]https://abload.de/thumb/2017-08-2717_13_34-7dxyuq0.png[/img][/url] [url=http://abload.de/image.php?img=2017-08-2717_11_31-hoipu24.png][img]https://abload.de/thumb/2017-08-2717_11_31-hoipu24.png[/img][/url] [url=http://abload.de/image.php?img=2017-08-2717_12_40-7d92unw.png][img]https://abload.de/thumb/2017-08-2717_12_40-7d92unw.png[/img][/url] Are there some mappings missing in the converter? Could this be fixed somehow? I had a look at the Customise function of the converter, but didn't really know what to do there, and the program called me dumbass for that, so I'm a bit lost at this point. Any help/advice/fix? djk[/QUOTE] The converter definitely missed some spots; I converted then reworked some favorites, but dropped a lot because it was easier just to rebuild.
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[QUOTE=djkrose;722820]Hi! I used using the Prefab Converter to convert [URL="https://envul.com/mansion-from-tomger_pve-35-7-days-to-die-mod/"]Mansion A15 Tom(GER_PVE)[/URL] from A15 to A16, but when loading it up in A16.2 I still get apparently wrong blocks. [url=http://abload.de/image.php?img=2017-08-2717_14_45-7d2nu4g.png][img]https://abload.de/thumb/2017-08-2717_14_45-7d2nu4g.png[/img][/url] [url=http://abload.de/image.php?img=2017-08-2717_13_34-7dxyuq0.png][img]https://abload.de/thumb/2017-08-2717_13_34-7dxyuq0.png[/img][/url] [url=http://abload.de/image.php?img=2017-08-2717_11_31-hoipu24.png][img]https://abload.de/thumb/2017-08-2717_11_31-hoipu24.png[/img][/url] [url=http://abload.de/image.php?img=2017-08-2717_12_40-7d92unw.png][img]https://abload.de/thumb/2017-08-2717_12_40-7d92unw.png[/img][/url] Are there some mappings missing in the converter? Could this be fixed somehow? I had a look at the Customise function of the converter, but didn't really know what to do there, and the program called me dumbass for that, so I'm a bit lost at this point. Any help/advice/fix? djk[/QUOTE] Yeah the converters are never perfect, it's just a way of getting the bulk done automatically. Best bet is to make an admin tool, turn physics off and just replace the broken blocks. [QUOTE=Laz Man;722833]Strangely i havent run into this issue yet. I do most of my painting in game. Does that make a difference?[/QUOTE] Probably not, it sounds like it doesn't happen all the time and it's probably easy to miss when it does.
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[QUOTE=Laz Man;722833]Strangely i havent run into this issue yet. I do most of my painting in game. Does that make a difference?[/QUOTE] Sorry, I didn't see your question. No, it doesn't matter. If the prefab import replaces any non-air block, you have a chance to encounter the issue.
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[QUOTE=Pille;724275]Sorry, I didn't see your question. No, it doesn't matter. If the prefab import replaces any non-air block, you have a chance to encounter the issue.[/QUOTE] is it any block or multi dim blocks being replaced that cause it? I've found that using the CopyIntoLocal doesnt deal with replacing multi dim correctly and if Hals is using that it might be the cause. If you remove a multidim by changing a child block, it triggers the parent removal with a notify flag that leads to a deffered SI update where the multidim block used to be and that often happens after the import has completed. As I run through each block to be imported I use this check so that it only ever removes a multidim via it's parent: [code] //REMOVE PARENT OF MULTIDIM if (blockValue.Block.isMultiBlock && blockValue.ischild) { var parentPos = blockValue.Block.multiBlockPos.GetParentPos(new Vector3i(dest.x + x, dest.y + y, dest.z + z), blockValue); var parent = world.ChunkClusters[0].GetBlock(parentPos); if (parent.ischild || parent.type != blockValue.type) continue; world.ChunkClusters[0].SetBlock(parentPos, BlockValue.Air, false, false); } [/code]
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[QUOTE=StompyNZ;724281]is it any block or multi dim blocks being replaced that cause it?[/QUOTE] Any block. It's easy to evoke: Spawn skyscraper_01 at position 0 north 0 east. Spawn another skyscraper_01 instance at 20 north 0 east. Go to the ground-floor of the second skyscraper and search for strange textures on the marble floor.
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[QUOTE=Laz Man;722833]Strangely i havent run into this issue yet. I do most of my painting in game. Does that make a difference?[/QUOTE] Guppy taught me the value to import a 40x40 air prefab for clearing. So... As expected... I took it further. I created a 100x100x40 air prefab. Before I do any real prefab import, I import the 100x100air.
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I am wondering how many other dedicated servers are running your BBB commands. For those interested, Server address and port: 98.220.104.92:26900 All players get a 33 block radius to save and restore their bases. The server also sports The Hammer Of Thor to help players harvest materials. These two server perks has allowed players to create some massive and beautiful structures without being ion creative mode. With 16.3, I am having difficulties trying to get the server to come up, though. Constantly saying "Server is still initializing, please try in a minute". However, it stays like that for a good 40 minutes before I give up on a DLL. That Assembly-cSharp(dedicated) seems to need an update. I may just need to put the server up without the BBB commands for a bit. I thought that maybe the new DLL was updated since the zipfile date-stamp is from 8/19/2017. Maybe not? At any rate, I am glad to be able to offer a different flavor of the game to my players. Thank you Hal!
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[QUOTE=Abrondino;724967]I am wondering how many other dedicated servers are running your BBB commands. For those interested, Server address and port: 98.220.104.92:26900 All players get a 33 block radius to save and restore their bases. The server also sports The Hammer Of Thor to help players harvest materials. These two server perks has allowed players to create some massive and beautiful structures without being ion creative mode. With 16.3, I am having difficulties trying to get the server to come up, though. Constantly saying "Server is still initializing, please try in a minute". However, it stays like that for a good 40 minutes before I give up on a DLL. That Assembly-cSharp(dedicated) seems to need an update. I may just need to put the server up without the BBB commands for a bit. I thought that maybe the new DLL was updated since the zipfile date-stamp is from 8/19/2017. Maybe not? At any rate, I am glad to be able to offer a different flavor of the game to my players. Thank you Hal![/QUOTE] Hi Albrondino, Yeah you'll need the updated DLL for each release. It should be out this weekend for SP and MP though.
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[QUOTE=stallionsden;725655]Mp = dedicated and rented servers lol[/QUOTE] Why the "lol"? I thought it was a valid question since he specifically said "for SP and MP though". What other versions are there? If SP ad MP were all there was, why would Hal need to qualify just those two?
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Update Time! Just A16.3 support added. [QUOTE=Abrondino;725788]Why the "lol"? I thought it was a valid question since he specifically said "for SP and MP though". What other versions are there? If SP ad MP were all there was, why would Hal need to qualify just those two?[/QUOTE] Ha, you know just before I wrote that I wondered if it would confuse people. Now I know ^^ yeah dedicated and SP versions are updated.
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[QUOTE=Jackelmyer;725835]Hey Hal! The OP states that the prefab editor isn't working in A16. With this A16.3 release, is your prefab editor working as well?[/QUOTE] No, the prefab editor is no longer under development. Pille's editor is the way to go for external prefab file modification. I may update it after gold but I doubt it as Pille is doing a great job of bringing new functionality in.
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[QUOTE=HAL9000;725842]No, the prefab editor is no longer under development. Pille's editor is the way to go for external prefab file modification. I may update it after gold but I doubt it as Pille is doing a great job of bringing new functionality in.[/QUOTE] Good to know! Thank you!
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[QUOTE=Abrondino;725788]Why the "lol"? I thought it was a valid question since he specifically said "for SP and MP though". What other versions are there? If SP ad MP were all there was, why would Hal need to qualify just those two?[/QUOTE] Yes lol mp tho means multi player is another way for dedicated /rented server
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