Pille Posted November 22, 2018 Share Posted November 22, 2018 Ok let's have a look at an (typical) entry from the blocksA16PrefabConversion.xml: <block id="117" name="glassBulletproofMaster"> <property name="Group" value="Building"/> <property name="Material" value="Mstone"/> <property name="Shape" value="New"/> <property name="LightOpacity" value="2"/> <property name="Model" value="cube_glass"/> <property name="Mesh" value="transparent"/> <property name="Texture" value="333"/> <property name="EconomicValue" value="300"/> </block> That means that we assign the block id 117 (stored in the tts files) to the block name "glassBulletproofMaster", right? So if we use the command 'prefabupdater createmapping prefab_name', the game will create a file prefab_name.blocks.nim. The nim-file is a table containing the assignments for all blocks used in the selected prefab (prefab_name): block id 1 -> "block name 1" block id 2 -> "block name 2" block id 3 -> "block name 3" and so on... My question is: Why do we have to know the LightOpacity, Mesh, EconomicValue and other stuff to convert the blocks? I don't understand why we have this kind of information in the blocksA16PrefabConversion.xml. Link to comment Share on other sites More sharing options...
Magoli Posted November 22, 2018 Share Posted November 22, 2018 hi - haven't checked that yet - just tried out a littlebit with no success so far just some basic informations what i found so far: i have found 3 categories of block-Issues 1. there were missing blocks already since A16 (ID1763 and ID867) - is fixed now - just removed them in A16 with A16-editor 2. blocks that causes the prefab to not load after mapping in A17-POI-editor like A16-ID's: 1280(metalRailing),914(awningCNRfull),1143(railingWoodWhiteSheet), (maybe more) (the Issue u already talked about) 3. blocks that become signmark-squres after mapping with blocksA16PrefabConversion.xml like A16-ID's: ID10(clay) (no more in game anymore IMO or maybe different-name-conflict) ID2(Grass) (maybe missing texture or different-name-conflict) ID931(Chaulkboardplate) ID1145(railingWrougthIronSheet) almost all trees (have to change them to small,middle and large helper-blocks) all Paintings (have to change them to painting-helper-blocks) all bridge-blocks (maybe different-name-conflict) ... My question is: Can we do manual addictions in the blocksA16PrefabConversion.xml at all ??? I tried to add/modify Grass - but had no success so far Link to comment Share on other sites More sharing options...
Pille Posted November 23, 2018 Author Share Posted November 23, 2018 An A16 prefab containing all blocks has been generated by Pille's editor (size is 200x200x120): http://www.mediafire.com/file/kd7cxhe3fjh26mt/block_map_prefab.zip/file This should help us to identify 'problematic' blocks. I've also cleaned up the blocksA16PrefabConversion.xml by deleting the junk data and most of the comments. The remaining comments are at the end of the file...: http://www.mediafire.com/file/daj69zdkeo48kn9/blocksA16PrefabConversion.xml/file The blocksA16PrefabConversion.xml is slightly modded. These are the changes (from what I remember): <block id="277" name="paintingPictureRandomHelper"></block> <block id="632" name="air"></block> <!-- just to get rid of the error message--> <block id="907" name="paintingPictureRandomHelper"> Can we do manual addictions in the blocksA16PrefabConversion.xml at all ??? Probably, but what about my question? :-P I don't know Magoli. I haven't had time to play with the xml files/converter until now. Link to comment Share on other sites More sharing options...
JaxTeller718 Posted November 23, 2018 Share Posted November 23, 2018 An A16 prefab containing all blocks has been generated by Pille's editor (size is 200x200x120): http://www.mediafire.com/file/kd7cxhe3fjh26mt/block_map_prefab.zip/file This should help us to identify 'problematic' blocks. I've also cleaned up the blocksA16PrefabConversion.xml by deleting the junk data and most of the comments. The remaining comments are at the end of the file...: http://www.mediafire.com/file/daj69zdkeo48kn9/blocksA16PrefabConversion.xml/file The blocksA16PrefabConversion.xml is slightly modded. These are the changes (from what I remember): <block id="277" name="paintingPictureRandomHelper"></block> <block id="632" name="air"></block> <!-- just to get rid of the error message--> <block id="907" name="paintingPictureRandomHelper"> Probably, but what about my question? :-P I don't know Magoli. I haven't had time to play with the xml files/converter until now. This is invaluable. Thank you for taking the time in doing this. Trying to convert some pois previously and so many blocks were either missing or causing a load error. Link to comment Share on other sites More sharing options...
Pille Posted November 23, 2018 Author Share Posted November 23, 2018 The xml is not finished yet but we're trying to find a conversion process that works for all prefabs (I assume Magoli is on my side lol). :-( I don't think that the ingame converter in its current state is sufficient to transfer all the A16 stuff correctly, so we may need additional tools... Link to comment Share on other sites More sharing options...
Gazz Posted November 23, 2018 Share Posted November 23, 2018 TBH, it was pretty hectic at times and while I tried to keep updating the conversion file when blocks were changed, I'm certain I missed some. If you find any missing ones and paste the entries here, I'll add them to the conversion file. No big deal. My question is: Why do we have to know the LightOpacity, Mesh, EconomicValue and other stuff to convert the blocks? I don't understand why we have this kind of information in the blocksA16PrefabConversion.xml. It's not used. I just did not remove all that because it does nothing either way. Link to comment Share on other sites More sharing options...
Pille Posted November 23, 2018 Author Share Posted November 23, 2018 All right. I am not surprised by the content of your reply but by its existence.^^ Thank you for the answer. I'll add all wrong entries to the OP as soon as we have found everything. Btw. we're getting error messages for some blocks even if there're correctly definited in all involved XMLs. Link to comment Share on other sites More sharing options...
Gazz Posted November 23, 2018 Share Posted November 23, 2018 I did have a hand in this so... not that surprising. Btw. we're getting error messages for some blocks even if there're correctly definited in all involved XMLs. I am not convinced that you will be able to convert all prefabs perfectly. The question mark block is <block name="missingBlock"> It is visible through everything so designers can beeline to broken parts of the prefab to replace those. Since this is technically a valid block you can also mass-replace them if it's something like the prefab designer not using terrainfiller... Link to comment Share on other sites More sharing options...
JaxTeller718 Posted November 23, 2018 Share Posted November 23, 2018 I did have a hand in this so... not that surprising. I am not convinced that you will be able to convert all prefabs perfectly. The question mark block is <block name="missingBlock"> It is visible through everything so designers can beeline to broken parts of the prefab to replace those. Since this is technically a valid block you can also mass-replace them if it's something like the prefab designer not using terrainfiller... Are we able to remove these blocks? The question mark blocks. I can not. The only way is by pressing "Z" and filling. hovering on the block gives no text. and shift left-click is as if punching thin air. There are various 1m missing blocks on a wall and roof. Link to comment Share on other sites More sharing options...
Gazz Posted November 23, 2018 Share Posted November 23, 2018 I'm pretty sure there is a block replacement feature in the editor where you replace one block (name) with another. Link to comment Share on other sites More sharing options...
Andyjoki Posted November 23, 2018 Share Posted November 23, 2018 shift+leftclick and you can remove a block but you need a block in your hand. middle mouse button duplicates the block your facing into a free toolbelt slot. even painted hope this helps Link to comment Share on other sites More sharing options...
Pille Posted November 23, 2018 Author Share Posted November 23, 2018 FYI: A new (test) version of my editor is almost ready for release (soon™). It doesn't support the new features yet but you can use it for converted A16 prefabs. The global block replacing feature may be helpful... Link to comment Share on other sites More sharing options...
SnowDog1942 Posted November 23, 2018 Share Posted November 23, 2018 Ahhhhh, brilliant minds at work while I just sit here like an idiot and hope you get the pack converted to A17. Link to comment Share on other sites More sharing options...
Magoli Posted November 23, 2018 Share Posted November 23, 2018 FYI: A new (test) version of my editor is almost ready for release (soon™). It doesn't support the new features yet but you can use it for converted A16 prefabs. The global block replacing feature may be helpful... brilliant - thats just what i need btw: a 4th Category of Block-Issues has been found: converted blocks that have missing textures in A17 !!! 2 kinds of RedMessages are known to me: "...blabla texture-ID216 is not listed in the texture-atlas" "...blabla textureID147 has missing paint ID entry" "...blabla textureID102 has missing paint ID entry" also take notice of the A17 blocks.xml outcommented lines: ... Models that are no longer used: <property name="Model" value="Entities/Buildings/window03Prefab"/> Textures/models that are no longer used: 378 404 405 406 425 426 432 433 444 437 424 431 334 336 <property name="Texture" value="423"/> <property name="Model" value="Entities/Resources/rock_resource02_broke3Prefab"/> <property name="Texture" value="0"/> grass <property name="Texture" value="308"/> Sod --> ... Link to comment Share on other sites More sharing options...
Pille Posted November 24, 2018 Author Share Posted November 24, 2018 Thanks for the hints. I've also discovered some strange non-producible bugs.^^ Btw. the very first A17 update of my editor has been released a few minutes ago. We can use the global replacing function to avoid some of the problems. Ahhhhh, brilliant minds at work while I just sit here like an idiot and hope you get the pack converted to A17. Actually you're quite clever because you'll get the pack without working.^^ Edit I had to reupload the editor due to a bug. Here is an alpha 17 prefab that contains all blocks. I don't know it's helpful to find issues in the converter but maybe you want to have a look at all neat new blocks: http://www.mediafire.com/file/g58mh6us2smrq8t/block_map_prefab_A17.zip/file Link to comment Share on other sites More sharing options...
SnowDog1942 Posted November 28, 2018 Share Posted November 28, 2018 Thanks for the hints. I've also discovered some strange non-producible bugs.^^ Btw. the very first A17 update of my editor has been released a few minutes ago. We can use the global replacing function to avoid some of the problems. Actually you're quite clever because you'll get the pack without working.^^ Edit I had to reupload the editor due to a bug. Here is an alpha 17 prefab that contains all blocks. I don't know it's helpful to find issues in the converter but maybe you want to have a look at all neat new blocks: http://www.mediafire.com/file/g58mh6us2smrq8t/block_map_prefab_A17.zip/file This thread is too quiet, lol. Will the pack survive the A16 to A17 conversion? Link to comment Share on other sites More sharing options...
Magoli Posted November 28, 2018 Share Posted November 28, 2018 This thread is too quiet, lol. Will the pack survive the A16 to A17 conversion? yes !!! iam about to notice all of the errors which associated with the CP-prefabs maybe tonight i will post the changelog-table here (when i get finished) Its done when its done LOL Link to comment Share on other sites More sharing options...
SnowDog1942 Posted November 28, 2018 Share Posted November 28, 2018 yes !!! iam about to notice all of the errors which associated with the CP-prefabs maybe tonight i will post the changelog-table here (when i get finished) Its done when its done LOL LOL! This is good news Link to comment Share on other sites More sharing options...
Magoli Posted November 29, 2018 Share Posted November 29, 2018 hi folks - sry it tooks so long, but now iam finished with finding the Issues on the CP-prefab's blocks this is what i found: these A16-textures are making trouble during Convertion: 61,101,103,133,104,102,146,147 they are producing RedMessages (texture61) and also whiteMessages (101,102,103,104,133,146,147) These blocks produce yellowMessages or will become other blocks in A17: block 931(chaulkboardPlate) block 10 (clay) block 648(rockResource02Broke3) placeholder block 559 : treeJuniper6m to 470 : signRoadArrowheadApache placeholder block 560 : treeMountainPine8m to 470 : signRoadArrowheadApache placeholder block 561 : treeMountainPine13m to 471 : signRoadAZ260eastSpeed65 placeholder block 562 : treeMountainPine16m to 472 : signRoadAZ260west placeholder block 563 : treeMountainPine19m to 472 : signRoadAZ260west placeholder block 564 : treeMountainPine20m to 472 : signRoadAZ260west placeholder block 566 : treeBirch10m to 471 : signRoadAZ260eastSpeed65 placeholder block 567 : treeBirch12m to 471 : signRoadAZ260eastSpeed65 placeholder block 568 : treeBirch15m to 472 : signRoadAZ260west placeholder block 570 : treeMaple6m to 470 : signRoadArrowheadApache placeholder block 571 : treeMaple13m to 471 : signRoadAZ260eastSpeed65 placeholder block 573 : treeMaple15m to 471 : signRoadAZ260eastSpeed65 placeholder block 574 : treeMaple16m to 472 : signRoadAZ260west placeholder block 575 : treeMaple17m to 472 : signRoadAZ260west placeholder block 2 : grass to 792 : iBeamSmall placeholder block 220 : woodBlock to 793 : iBeam placeholder block 277 : painting01 to 794 : iBeamCorner placeholder block 907 : painting02 to 794 : iBeamCorner placeholder block 817 : bridgeAsphaltBlock to 795 : iBeamBent placeholder block 818 : bridgeMetalRivetBlock to 796 : iBeamSupport placeholder block 819 : bridgeConcreteBlock to 797 : iBeamFoundation placeholder block 820 : bridgeWoodBlock to 798 : iBeamCentered placeholder block 772 : treePlainsGrassDiagonal to 473 : signRoadAZ260westSpeed65 placeholder block 1145 : railingWroughtIronSheet to 474 : signRoadAZ73north placeholder block 1143 : railingWoodWhiteSheet to 475 : signRoadAZ73northSpeed65 placeholder block 1280 : metalRailing to 476 : signRoadAZ73south placeholder block 914 : awningCNRFull to 477 : signRoadAZ73southSpeed65 block 30 : sod block 31 : hardSod block 994 : awningRamp block 37 : grassFromDirt placeholder block 996 : awningBlock to 479 : signCampFish block 40 : plainsGroundWGrass2 block 535 : jailDoor to 480 : signRoadDestinationsEast block 1584 : wastelandCurb to 481 : signRoadDestinationsWest block 1585 : wastelandCNRCurb to 482 : signInfoCenter block 2021 : industrialLight01_player block 701 : GoreBlock1Prefab block 5 : radiated block 2023 : ceilingLight01_player block 2024 : ceilingLight02_player block 2026 : ceilingLight07_player block 2025 : wallLight01_player placeholder block 1902 : sandbag_1 to 485 : signRoadWork placeholder block 1903 : sandbag_2 to 486 : signRoadRoughSurface placeholder block 1912 : sandbag_5 to 487 : signSchoolZone placeholder block 1906 : sandbagCorner to 488 : signRoadSlow placeholder block 1907 : sandbagEnd to 489 : signRoadSpeed25 block 22 : fertileFarmland block 47 : clayInSandstone block 2022 : porchLight01_player placeholder block 399 : camoNetSheet to 800 : iBeamCornerCentered block 266 : lootPlainsHelper changed block 1576 : forestCurb to 481 : signRoadDestinationsWest changed block 1577 : forestCNRCurb to 482 : signInfoCenter placeholder block 28 : terrainFiller to 801 : iBeamTCentered placeholder block 1904 : sandbag_3 to 490 : signRoadSpeed25noTrucks placeholder block 1905 : sandbag_4 to 491 : signRoadSpeed35 placeholder block 1908 : sandbagEnd2to 492 : signRoadSpeed45 placeholder block 1909 : sandbagCornerDMG1 to 493 : signRoadSpeed55 placeholder block 1910 : sandbagCorner2 to 494 : signRoadSpeed65 placeholder block 1911 : sandbagCorner2DMG1 to 495 : signRoadStop placeholder block 1913 : sandbag_5DMG1 to 496 : signRoadStop4way changed block 1580 : plainsCurb to 481 : signRoadDestinationsWest changed block 1583 : plainsCNRCurb to 482 : signInfoCenter all tree's will become tree_random_helper (small,medium,large) after convertion (just already prepared them for it) detailed list will come with the next CP-update Link to comment Share on other sites More sharing options...
SnowDog1942 Posted November 29, 2018 Share Posted November 29, 2018 hi folks - sry it tooks so long, but now iam finished with finding the Issues on the CP-prefab's blocks this is what i found: these A16-textures are making trouble during Convertion: 61,101,103,133,104,102,146,147 they are producing RedMessages (texture61) and also whiteMessages (101,102,103,104,133,146,147) These blocks produce yellowMessages or will become other blocks in A17: block 931(chaulkboardPlate) block 10 (clay) block 648(rockResource02Broke3) placeholder block 559 : treeJuniper6m to 470 : signRoadArrowheadApache placeholder block 560 : treeMountainPine8m to 470 : signRoadArrowheadApache placeholder block 561 : treeMountainPine13m to 471 : signRoadAZ260eastSpeed65 placeholder block 562 : treeMountainPine16m to 472 : signRoadAZ260west placeholder block 563 : treeMountainPine19m to 472 : signRoadAZ260west placeholder block 564 : treeMountainPine20m to 472 : signRoadAZ260west placeholder block 566 : treeBirch10m to 471 : signRoadAZ260eastSpeed65 placeholder block 567 : treeBirch12m to 471 : signRoadAZ260eastSpeed65 placeholder block 568 : treeBirch15m to 472 : signRoadAZ260west placeholder block 570 : treeMaple6m to 470 : signRoadArrowheadApache placeholder block 571 : treeMaple13m to 471 : signRoadAZ260eastSpeed65 placeholder block 573 : treeMaple15m to 471 : signRoadAZ260eastSpeed65 placeholder block 574 : treeMaple16m to 472 : signRoadAZ260west placeholder block 575 : treeMaple17m to 472 : signRoadAZ260west placeholder block 2 : grass to 792 : iBeamSmall placeholder block 220 : woodBlock to 793 : iBeam placeholder block 277 : painting01 to 794 : iBeamCorner placeholder block 907 : painting02 to 794 : iBeamCorner placeholder block 817 : bridgeAsphaltBlock to 795 : iBeamBent placeholder block 818 : bridgeMetalRivetBlock to 796 : iBeamSupport placeholder block 819 : bridgeConcreteBlock to 797 : iBeamFoundation placeholder block 820 : bridgeWoodBlock to 798 : iBeamCentered placeholder block 772 : treePlainsGrassDiagonal to 473 : signRoadAZ260westSpeed65 placeholder block 1145 : railingWroughtIronSheet to 474 : signRoadAZ73north placeholder block 1143 : railingWoodWhiteSheet to 475 : signRoadAZ73northSpeed65 placeholder block 1280 : metalRailing to 476 : signRoadAZ73south placeholder block 914 : awningCNRFull to 477 : signRoadAZ73southSpeed65 block 30 : sod block 31 : hardSod block 994 : awningRamp block 37 : grassFromDirt placeholder block 996 : awningBlock to 479 : signCampFish block 40 : plainsGroundWGrass2 block 535 : jailDoor to 480 : signRoadDestinationsEast block 1584 : wastelandCurb to 481 : signRoadDestinationsWest block 1585 : wastelandCNRCurb to 482 : signInfoCenter block 2021 : industrialLight01_player block 701 : GoreBlock1Prefab block 5 : radiated block 2023 : ceilingLight01_player block 2024 : ceilingLight02_player block 2026 : ceilingLight07_player block 2025 : wallLight01_player placeholder block 1902 : sandbag_1 to 485 : signRoadWork placeholder block 1903 : sandbag_2 to 486 : signRoadRoughSurface placeholder block 1912 : sandbag_5 to 487 : signSchoolZone placeholder block 1906 : sandbagCorner to 488 : signRoadSlow placeholder block 1907 : sandbagEnd to 489 : signRoadSpeed25 block 22 : fertileFarmland block 47 : clayInSandstone block 2022 : porchLight01_player placeholder block 399 : camoNetSheet to 800 : iBeamCornerCentered block 266 : lootPlainsHelper changed block 1576 : forestCurb to 481 : signRoadDestinationsWest changed block 1577 : forestCNRCurb to 482 : signInfoCenter placeholder block 28 : terrainFiller to 801 : iBeamTCentered placeholder block 1904 : sandbag_3 to 490 : signRoadSpeed25noTrucks placeholder block 1905 : sandbag_4 to 491 : signRoadSpeed35 placeholder block 1908 : sandbagEnd2to 492 : signRoadSpeed45 placeholder block 1909 : sandbagCornerDMG1 to 493 : signRoadSpeed55 placeholder block 1910 : sandbagCorner2 to 494 : signRoadSpeed65 placeholder block 1911 : sandbagCorner2DMG1 to 495 : signRoadStop placeholder block 1913 : sandbag_5DMG1 to 496 : signRoadStop4way changed block 1580 : plainsCurb to 481 : signRoadDestinationsWest changed block 1583 : plainsCNRCurb to 482 : signInfoCenter all tree's will become tree_random_helper (small,medium,large) after convertion (just already prepared them for it) detailed list will come with the next CP-update I have no idea what any of this stuff means but I love seeing progress! Link to comment Share on other sites More sharing options...
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