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Hal's Prefab Editor


HAL9000

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Yeah It should be as easy as searching for something, double click to add to your library, select the world you want to add it to and double click the entry in your library. Then it's all added to the world with no fuss. If people want to change a location they can add it to the world and then double click on the prefab in the world list at the bottom of the form and it lets you set the location there. I've been thinking of how to make the spawning XML easier for the uploaders. I'm trying to think of a simple menu driven interface so you don't have to write any XML or maybe getting really fancy and letting you drag the areas in the prefab editor form and having it save itself. That way it can follow the prefab if it gets moved but it's all just ideas for now.
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Thanks but it's actually fun to me. Hard at times but enjoyable. Plus I get to play with all the new prefabs as a result. And there's no way I could create anything like the things the community have created, it's absolutely great to see :)
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Hey Hal, Is there anyway to have a check box, like the show direction, to show decals? When trying to scatter decals it is impossible to know what you are doing as there is no editor feedback. Maybe instead of "SW" you could add the meta tag if the decal is set? "12" for instance. Think about it maybe you have a better idea to show decal info feedback. Thanks.
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Hey Hal, with the neawest version my complete glasses in my prefab (up to 200) are broken. It is possible to replace them easily like with your BlockID replacer? Or is there any possibility to change the version of your editor to an older one and to replace the glasses with snow for example?
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[QUOTE=Wsiegel;82793]Hey Hal, Is there anyway to have a check box, like the show direction, to show decals? When trying to scatter decals it is impossible to know what you are doing as there is no editor feedback. Maybe instead of "SW" you could add the meta tag if the decal is set? "12" for instance. Think about it maybe you have a better idea to show decal info feedback. Thanks.[/QUOTE] All is possible within code :) I'll have a look... [QUOTE=Peppino;82897]Hey Hal, with the neawest version my complete glasses in my prefab (up to 200) are broken. It is possible to replace them easily like with your BlockID replacer? Or is there any possibility to change the version of your editor to an older one and to replace the glasses with snow for example?[/QUOTE] Ah yes, I see what you mean. The ability to replace an ID that's been removed. I'll see if I can build it into the next version.
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Hi, I followed the suggested fix on the previous page, but no luck. Here's the error report if it will help: Problem signature: Problem Event Name: CLR20r3 Problem Signature 01: sdtdeditor.exe Problem Signature 02: 1.0.0.0 Problem Signature 03: 537130e3 Problem Signature 04: mscorlib Problem Signature 05: 4.0.0.0 Problem Signature 06: 4ba22001 Problem Signature 07: 11cd Problem Signature 08: 9f Problem Signature 09: System.TypeLoadException OS Version: 6.1.7601.2.1.0.256.48 Locale ID: 1033 Additional Information 1: b957 Additional Information 2: b957cfefd38b0c1570b7c92ba02e6602 Additional Information 3: bdd2 Additional Information 4: bdd202cce8bb0780a8405c4786d8aeb5
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[QUOTE=Flandry;83291]Hi, I followed the suggested fix on the previous page, but no luck. Here's the error report if it will help: Problem signature: Problem Event Name: CLR20r3 Problem Signature 01: sdtdeditor.exe Problem Signature 02: 1.0.0.0 Problem Signature 03: 537130e3 Problem Signature 04: mscorlib Problem Signature 05: 4.0.0.0 Problem Signature 06: 4ba22001 Problem Signature 07: 11cd Problem Signature 08: 9f Problem Signature 09: System.TypeLoadException OS Version: 6.1.7601.2.1.0.256.48 Locale ID: 1033 Additional Information 1: b957 Additional Information 2: b957cfefd38b0c1570b7c92ba02e6602 Additional Information 3: bdd2 Additional Information 4: bdd202cce8bb0780a8405c4786d8aeb5[/QUOTE] That looks like you're trying to load the wrong type of file. When does the error occur?
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hi when i load an *ex file extracted from 8.1 into the prefab editor for modifiing and make an prefab and then load into an new world the terrain is blocky? did i miss anything or is this an restriction or bug? can anyone help me plz thx greets
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[QUOTE=limodor;83375]hi when i load an *ex file extracted from 8.1 into the prefab editor for modifiing and make an prefab and then load into an new world the terrain is blocky? did i miss anything or is this an restriction or bug? can anyone help me plz thx greets[/QUOTE] Can you provide before and after screenshots?
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Yeah I see what you mean. Looks like the prefabs don't go through the smoothing process when they're inserted. If you put the grass on the next layer within a block of the other it will get a smooth line but if there's more than a blocks gap it stays blocky. Unfortunately I don't think there's anything that can be done about it through the editor as that's just how the game loads the prefabs.
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I do notice that I don't get the same smoothing with terrain blocks as in game. I get slopes that step up unless it's at a 45 degree angle then I get a steep slope. But no gentle slope as in the game. Unsure how the smoothing is handled when the world is created, But I think we as a mod community need to look at this. Although your blocks don't seam to even have a slope to them they appear to have hard edges. It could just be the image I'm looking at. I assume it is a grass block you are using. terrain blocks should smooth somewhat, other blocks will not and will appear to pull away from the terrain. Do these blocks blend if on the same level? I think this is normal for now. [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [QUOTE=HAL9000;83404]Yeah I see what you mean. Looks like the prefabs don't go through the smoothing process when they're inserted. If you put the grass on the next layer within a block of the other it will get a smooth line but if there's more than a blocks gap it stays blocky. Unfortunately I don't think there's anything that can be done about it through the editor as that's just how the game loads the prefabs.[/QUOTE] That makes sense that prefabs are not going through the same smoothing process as the world is. Maybe we can ask this of TFP's, But then again it may smooth all blocks? that would be bad.
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[QUOTE=Wsiegel;83409] That makes sense that prefabs are not going through the same smoothing process as the world is. Maybe we can ask this of TFP's, But then again it may smooth all blocks? that would be bad.[/QUOTE] If I remember correctly then I think MadMole said all the terrain is hand crafted at the moment so there may not even be a way of adding smoothing in yet. But they've also said smoothing hasn't been finalised so it may make it in at some point.
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[QUOTE=HAL9000;83412]If I remember correctly then I think MadMole said all the terrain is hand crafted at the moment so there may not even be a way of adding smoothing in yet. But they've also said smoothing hasn't been finalised so it may make it in at some point.[/QUOTE] Good point Thanks.
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Update time! Fixed: Block data not importing correctly in new versions Fixed: Blocks getting incorrectly set when using the Info panel Fixed: Clicking outside the prefab would place a block at the edge of the layer Added: Replace block ID now allows you to specify an ID for when blocks have been removed Added: "Show Decals" check box Added: Add rows and columns to disc-loaded prefabs Added: Copy layers for disc-loaded prefabs Added: Replace block ID for disc-loaded prefabs Added: Import Prefab for disc-loaded prefabs Added: Insert layer for disc-loaded prefabs Added: Remove rows and columns for disc-loaded prefabs Basically just some fixes and most of the layer options are now enabled for the disc-loaded prefabs. I was going to wait till after the next patch but with the re-enabled features I wanted to make sure they're stable before having to tackle the update code too. As usual check them out and let me know of any problems. Cheers, Hal
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Forgot to mention about the disc-loaded functions Expect them to be slow when working with large prefabs. When using the Add / remove rows etc it has to completely rewrite the file to the hard-drive and the way the file format is written it has to jump about inside the file to put it in the right places. So when designing huge prefabs try to keep this in mind and minimise the need for big changes that need a complete file re-write. Cheers, Hal
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[QUOTE=Flandry;83718]When I try to restart the editor, immediately after the update.[/QUOTE] Can you zip the editor folder up and post the link please? I'll take a look and see if I can figure it out. In the mean time try deleting the folder and downloading the original link in the first post again. Cheers, Hal
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Anyone experiencing an issue with the editor flipping through layers randomly or is it just me? EDIT: Ignore this post my logitech mouse apparently has a weird feature that allows the mouse wheel to scroll freely without resistance. WEIRD @_@
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[QUOTE=Laz Man;83724]Anyone experiencing an issue with the editor flipping through layers randomly or is it just me? EDIT: Ignore this post my logitech mouse apparently has a weird feature that allows the mouse wheel to scroll freely without resistance. WEIRD @_@[/QUOTE] Yeah.. you are not alone. My wheel drifts when you try and click and drag with it.. sometimes it flips a layer in the middle of copying or filling... Chalked it up to my mouse.. can be a pain sometimes.
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