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Prefab Editor (Alpha)

Changelog 0.90 (Incomplete. Probably I will add to that later.)

* added console command removeTraderData which removes all trader-related xml lines from all POIs in a specified directory unless the XMLs has the line '<property name="TraderArea" value="True" />'

* fixed bug in nitrogen list creator which slowed down the process and caused high memory consumption

* fixed false update reminder

Download

https://www.mediafire.com/file/6qm4s4422dyspii/Zombie_%2864_bit%29.zip/file

Sorry but the autoupdater still needs to be fixed. It's always the same download link btw.

 
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Master Pille, can you look at adding a King Gen list creator? Im not sure Damo is coming back, and Kings tags are a little more accurate on top of it. Ive got a version of Nitro that will work with A20 already, but I probably will only be sharing it with friends. I think King Gen is going to be the defacto city maker from 20 forward.

 
Cpt Krunch said:
Master Pille, can you look at adding a King Gen list creator? Im not sure Damo is coming back, and Kings tags are a little more accurate on top of it. Ive got a version of Nitro that will work with A20 already, but I probably will only be sharing it with friends. I think King Gen is going to be the defacto city maker from 20 forward.
How do I become a friend to get the working Nitro for A20???

 
How do I become a friend to get the working Nitro for A20???
This message is somewhat obsolete with the reported changes to maps in A20. I can still make height maps for a20, but other changes made by TFP are going to require conversion tools. Also the new tile system will require new coding unless i use the new vanilla POIs using the old generation system, which truth be told I really dont want to do. Hoping Damo or King (or Pille!) write a new generation code. What I do have working I probably will not be releasing to the public, though I will still be releasing maps in one form or another. Fingers crossed we will hear from Damocles and King after 20 releases.

 
In the long run, I'd like to update it again and make it fully compatible with the current alpha or at least with future versions of the game. I cannot make any precise statements about the compatibility with A20. Reading and writing XML seems to be incomplete. Last time I checked it looked like certain blocks (shape blocks) had to be placed into POIs via ingame editor before they could be used within my editor. They should be registered as unknown blocks with unique ID if the corresponding option to load unknown blocks is enabled.

At the moment I am working on other projects (maybe know that already). Once they are released I will have time for the editor again:

Teragon Demo Video

Another preview video by Tallman Brad

 
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I think the big thing most players need in the short term is a way to edit zombie volumes in a20, even if the other things waited. A friend of mine has what he thinks might be a short term fix, but the point Pille just brought up about the xml changes might actually affect what we were planning. I will keep you all posted if we get it working to any useful degree.

 
Cpt Krunch said:
I think the big thing most players need in the short term is a way to edit zombie volumes in a20, even if the other things waited. A friend of mine has what he thinks might be a short term fix, but the point Pille just brought up about the xml changes might actually affect what we were planning. I will keep you all posted if we get it working to any useful degree.
Cpt Krunch remember i mentioned a custom map in the shape of Texas well teragon will hopefully make map making much easier as i hear u can upload landmasses in endless different shapes and it seems like we have or will have full creative freedom on biome layouts. if u still do the Texas map I think all of west Texas should be a desert for obvious reasons but I hope we can set all cites in Texas to also be the wasteland biome cause some Texas cities along with many others in other parts are real @%$#-holes in real life. as for me I have an even more epic map project in mind that will be mind blowing if i can pull it off.

 
I'm about 80% done with my other project (in terms of the needed progression for a first release). After that, I wanted to continue with the editor at some point. However, its code is total garbage, on which one should not continue to build. So not sure what to do, rebuild the whole thing or try to improve the existing system. Decisions have to be made... Perhaps the zombie will even rise as Opensource, the lowest form of existence. 😜

 
You mean how compatible it is with A20? The XML files of the prefabs are not read or saved properly and the blocks.xml is not correctly parsed, so you can use some blocks only after you put them into POI in the ingame editor and save it. They are then displayed in my editor as unknown blocks with an unique ID. There could be more problems that I am not aware of.

 
I'm about 80% done with my other project (in terms of the needed progression for a first release). After that, I wanted to continue with the editor at some point. However, its code is total garbage, on which one should not continue to build. So not sure what to do, rebuild the whole thing or try to improve the existing system. Decisions have to be made... Perhaps the zombie will even rise as Opensource, the lowest form of existence. 😜


Ok, I've to admit that it takes a bit longer than expected but good news is I haven't given up on the project yet. Still two weeks to go until I have some free time. By then, I will make a decision. Either coding this from scratch or fixing the mess.

Maybe someone here knows Qt/C++ and is interested in collaboration?

 
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Pille said:
Ok, I've to admit that it takes a bit longer than expected but good news is I haven't given up on the project yet. Still two weeks to go until I have some free time. By then, I will make a decision. Either coding this from scratch or fixing the mess.

Maybe someone here knows Qt/C++ and is interested in collaboration?
Are You talking about your old prefab editor?

By the way, do you want to change the overall concept of the project? It's no secret that the built-in game editor is now more convenient for the visual creation and decoration of prefabs... this is a fact.
But, for example, i continue to use Your utility(Zombie) when it comes to massive changes in the prefab or when it is necessary to work with 2d layers of the prefab or change meta data. This is still only available in your utility.

And how do You use it now?

 
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Are You talking about your old prefab editor?
Yes, I need to update or rewrite it.

By the way, do you want to change the overall concept of the project?


Not really, I am satisfied with the concept but the code is hard to maintain. Actually, I just need to repair the XML parsing.

And how do You use it now?
I don't use it at all at the moment. It's not really compatible ATM.

 
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