Jump to content

Hal's Prefab Editor


HAL9000

Recommended Posts

[QUOTE=Tohuwabohu;90586]Hi everyone. Just wanted to subscribe to this thread for the latest news regarding the editor. I'd love to try that out when as soon it's possible. Something different and slightly offtopic*sry* but heres a chance for it and I have to admit that: [B]I love your prefabs Wsiegel[/B] :shame: Most of them are currently running on a private server I run for a friend. Basically everyone in the community loves them and we hope you have fun and keep on making these for some time. You even inspire me so far that I plan on looking into prefabbing myself. :encouragement: Also big thanks to HAL9000 for making this editor, though I havent tried it myself,... yet. :distracted:[/QUOTE] Thanks Tohuwabohu, Hope you get to play with Hals great editor and make some great prefabs. It is fun to create some POI's and the people on this forum will help you should you get stuck. There are several tutorial and posts to read through also. Have fun.
Link to comment
Share on other sites

[QUOTE=Wsiegel;90428]Ha..8.3 we are now up to 8.5... I guess they are keeping you busy.[/QUOTE] I was half way through the 8.4 update when they released 8.5. I said some very unkind words :D The good news is the 8.5 version is almost ready for release. Just testing the basics now but I'll need you guys to report any issues. Shouldn't be any major changes but I thought that about 8.2 and they'd added an entirely new version for the prefabs!
Link to comment
Share on other sites

[QUOTE=Sythius;90591]Is it possible to use the keystone to protect blocks fully in the prefab editor? If not is there some way to protect some blocks so users cant destroy them?[/QUOTE] Not through my mod. Not tried it but you should just be able to change the LandClaimOnlineDurabilityModifier variables in the server config xml to be 2147483647 (maximum integer value) which should make them basically invulnerable.
Link to comment
Share on other sites

[QUOTE=Sythius;90591]Is it possible to use the keystone to protect blocks fully in the prefab editor? If not is there some way to protect some blocks so users cant destroy them?[/QUOTE] If I'm not mistaken, Keystone's are linked to a player entity by placing the keystone. having one in a prefab will only act as something to pickup. I believe. Blocks can always be destroyed. it's just how long it takes to do so. There might be a meta tag or something that gets changed for keystone protecting blocks, but not sure what that is.. Maybe if someone can extract an in game prefab with keystone protection on, we may be able to reverse engineer it to figure it out. if it is in the block data. Cool idea. Maybe have a check box for the editor to say that it is protected blocks.
Link to comment
Share on other sites

Let me reupdate the editor and see... This is from the error.log file in the crash folder. I crashes before the pimps logo even shows and gives this: Unity Player [version: Unity 4.5.0f6_fd4616464986] mono.dll caused an Access Violation (0xc0000005) in module mono.dll at 0033:efc6621a. Error occurred at 2014-06-01_134020. D:\Games\Steam Library\steamapps\common\7 Days To Die\7DaysToDie.exe, run by Myzaar. 28% memory in use. 18176 MB physical memory [15541 MB free]. 16349 MB paging file [13310 MB free]. 8388608 MB user address space [8388287 MB free]. Read from location 00000018 caused an access violation. Context: RDI: 0x00000000 RSI: 0x00000000 RAX: 0x00000000 RBX: 0x0bbf61a8 RCX: 0x0bbf61a8 RDX: 0x00000000 RIP: 0xefc6621a RBP: 0x00000001 SegCs: 0x00000033 EFlags: 0x00010246 RSP: 0x0b55f300 SegSs: 0x0000002b R8: 0x00000001 R9: 0x0b55f4e8 R10: 0x0000000c R11: 0x0d736e10 R12: 0x02db1d60 R13: 0x00000000 R14: 0x000b1ef8 R15: 0x00000000 Bytes at CS:EIP: 66 39 77 18 77 2c 48 8d 05 71 90 16 00 4c 8d 0d Module 1 C:\Windows\system32\xinput1_3.dll Image Base: 0x00400000 Image Size: 0x0001e000 File Size: 107368 File Time: 2007-04-04_195422 Version: Company: Microsoft Corporation Product: Microsoft® DirectX for Windows® FileDesc: Microsoft Common Controller API FileVer: 9.18.944.0 ProdVer: 9.18.944.0 Module 2 C:\Windows\system32\atiumd6a.dll Image Base: 0x5fbe0000 Image Size: 0x00a6b000 File Size: 10899112 File Time: 2014-03-12_111012 Version: Company: Advanced Micro Devices, Inc. Product: Advanced Micro Devices, Inc. Radeon Video Acceleration Universal Driver FileDesc: Radeon Video Acceleration Universal Driver FileVer: 8.14.10.441 ProdVer: 8.14.10.441 Module 3 C:\Windows\system32\ksuser.dll Image Base: 0x749f0000 Image Size: 0x00006000 File Size: 5120 File Time: 2009-07-13_204114 Version: Company: Microsoft Corporation Product: Microsoft® Windows® Operating System FileDesc: User CSA Library FileVer: 6.1.7600.16385 ProdVer: 6.1.7600.16385 Module 4 C:\Windows\system32\sfc.dll Image Base: 0x74e20000 Image Size: 0x00003000 File Size: 3072 File Time: 2009-07-13_203308 Version: Company: Microsoft Corporation Product: Microsoft® Windows® Operating System FileDesc: Windows File Protection FileVer: 6.1.7600.16385 ProdVer: 6.1.7600.16385 Module 5 C:\Windows\system32\USER32.dll Image Base: 0x77420000 Image Size: 0x000fa000 File Size: 1008640 File Time: 2013-03-21_112308 Version: Company: Microsoft Corporation Product: Microsoft® Windows® Operating System FileDesc: Multi-User Windows USER API Client DLL FileVer: 6.1.7600.16385 ProdVer: 6.1.7600.16385 Module 6 C:\Windows\system32\kernel32.dll Image Base: 0x77520000 Image Size: 0x0011f000 File Size: 1163264 File Time: 2014-03-04_044402 Version: Company: Microsoft Corporation Product: Microsoft® Windows® Operating System FileDesc: Windows NT BASE API Client DLL FileVer: 6.1.7601.18409 ProdVer: 6.1.7601.18409 Module 7 C:\Windows\SYSTEM32\ntdll.dll Image Base: 0x77640000 Image Size: 0x001a9000 File Size: 1732032 File Time: 2013-08-28_211636 Version: Company: Microsoft Corporation Product: Microsoft® Windows® Operating System FileDesc: NT Layer DLL FileVer: 6.1.7601.18247 ProdVer: 6.1.7601.18247 Module 8 C:\Windows\system32\PSAPI.DLL Image Base: 0x77810000 Image Size: 0x00007000 File Size: 9216 File Time: 2009-07-13_204154 Version: Company: Microsoft Corporation Product: Microsoft® Windows® Operating System FileDesc: Process Status Helper FileVer: 6.1.7600.16385 ProdVer: 6.1.7600.16385 == [end of error.log] == I'm not sure if anyone else is having this issue, all the previous versions have worked for me.
Link to comment
Share on other sites

I had trouble downloading the update at first. When i went to the Prefab Editors executable properties window and went to the compatibility tab I check run as administrator and everything works fine. Windows 7 x64.
Link to comment
Share on other sites

[QUOTE=Wsiegel;90596]If I'm not mistaken, Keystone's are linked to a player entity by placing the keystone. having one in a prefab will only act as something to pickup. I believe. Blocks can always be destroyed. it's just how long it takes to do so. There might be a meta tag or something that gets changed for keystone protecting blocks, but not sure what that is.. Maybe if someone can extract an in game prefab with keystone protection on, we may be able to reverse engineer it to figure it out. if it is in the block data. Cool idea. Maybe have a check box for the editor to say that it is protected blocks.[/QUOTE] I need to have a look at more files using the Unity3d Assets Editor, I had a browse of them but did not look at the blocks file, i would expect they have a boolean value for if a block should be protected and a integer for how much it should be protected by. I would like to extract an ingame prefab that has been modified with a keystone but not too sure how to, i am guessing they are stored in the region files, i will have to browse the files and see how they do things.
Link to comment
Share on other sites

[QUOTE=HAL9000;90779]Hi Sythius, Do you mean my editor exe? Or the 7DTD exe? Cheers, Hal[/QUOTE] Yes sorry i meant your editors exe, I ran it as administrator and it helped with updating, i could not update without it throwing an exception.
Link to comment
Share on other sites

[QUOTE=Sythius;90785]Yes sorry i meant your editors exe, I ran it as administrator and it helped with updating, i could not update without it throwing an exception.[/QUOTE] Report your bugs people! I can't fix em if I don't know about them! What was the exception? Am I right in thinking the game is stored in your Program Files directory? Cheers, Hal
Link to comment
Share on other sites

I crash as soon as I start the game. I've uninstalled and reinstalled the entire C:\Program Files (x86)\Games\7 Days To Die directory as well as the editor and .dll files. Tried 32 and 64 bit with no luck. Compatibility mode does not help. Once I revert back to the original .dll files I can run the game without an issue. Here's my error log [URL="https://www.dropbox.com/sh/aw0pfso804bcsok/AABNHBFsP6daBGNv4jowOKRDa"]Error Log[/URL]
Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...