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Have some advanced questions on prefabs

Naz

Refugee
I've got a few lol so here goes

1.(resolved)Is it possible to add some kind of property to a prefab xml that would be something like minimum distance from edge of biome?

i have a large biome specific prefab and sometimes rwg will spawn it on the very edge and most of it sticks out into another biome and just looks silly, ice in the desert for example.

Answer: Pille

Quite sure, no. We have min_repeat_distance which can be used to avoid duplicates next to each other (wilderness only) and that's it.
2.(resolved)Is there some kind of limit for a prefab that would prevent it from being spawned on smaller maps? my prefab is L333 x H76 x W91 and it never shows up on a 4k map with a probability of 2 (spawning in the wilderness) works fine on 8,10 and 16

Answer: Pille

Afaik it's not a hardcoded limit but yes, the 4k maps often have troubles with big prefabs.
3.what does this option do in the prefab xml ? <property name="ExcludeDistantPOIMesh" value="False" /> I assumed it would stop the distant mesh from showing but setting it to true didn't appear to do anything distant mesh still showed

4.what does this option do in the prefab xml ? <property name="ExcludePOICulling" value="False" /> I could't even guess what that does

5.What exactly is the start point in the in game prefab editor and why if i move the box or change the arrow direction then exit after saving and go back in the editor it resets to the middle. From my understanding it should control the direction the prefab faces but why a selection box you can move if it just controls 4 variables north/south,etc

6.(resolved) Is there some known issues with sleeper volumes in large prefabs? some volumes in my prefab behave very erratically. Some don't spawn any sleepers at all, some spawn sleepers so slowly like walk into an area,no zeds,leave area, zeds spawn behind you after you've left the volume and some can't decide which sleepers to activate and change it's mind while your lining up a shot and despawn and respawn as another sleeper in the volume. example:https://youtu.be/Vei66EANeSQ

I checked for volume overlapping, i tried increasing view distance, i tested on a smaller map to see if it was running out of ram,i tried replacing the volume and deleting volumes maybe there is a limit to the number of volumes? i'm at 2xx something. But i can't seem to get them all to behave and it only seems to be the volumes at the far end of the prefab, tho i have had it happen 1/3rd of the way up the prefab. In the editors playtest mode they all behave normally only happens in rwg (i still have to "punch" each end to get it to fully render it)

Answer: It seems there is a limit of around 250-256 sleeper volumes in one prefab.

so yeah if you know the answer to any of these you will be my friend and if it's number 6 my best friend haha =)

 
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Wow kind of hard questions.^^ Let me answer 1 and 1/2 question before taking a nap.^^

1. Quite sure, no. We have min_repeat_distance which can be used to avoid duplicates next to each other (wilderness only) and that's it.

2. Afaik it's not a hardcoded limit but yes, the 4k maps ofter have troubles with big prefabs.

Can't recall the answer to 3. and 4. atm. but I am supposed to know that. Need some sleep.

Regarding 6: I can't find it in your video - singleplayer or multiplayer?

 
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Thanks pille =), I'll need to run some tests to see what the minimum map size would be. On 6 I tested it in sp and on a dedi it was the same on both but works perfectly in the editor playtesting

 
i managed to resolve #6 it seems there is a limit to the number of volumes in a prefab somewhere between 250-256 (mine had over 300 at one point). I was doing some culling of volumes to add some more pacing to the poi and noticed i was pretty close to 280 volumes. So i wondered if there is a limit like there is to how high you can build, 256,254,250 something like that. so i got it down to around 260 and tested and less of the volumes where wonky so i delete spammed random volumes just to test and got to around 249 and tested again and every one worked perfectly.

 
i managed to resolve #6 it seems there is a limit to the number of volumes in a prefab somewhere between 250-256 (mine had over 300 at one point). I was doing some culling of volumes to add some more pacing to the poi and noticed i was pretty close to 280 volumes. So i wondered if there is a limit like there is to how high you can build, 256,254,250 something like that. so i got it down to around 260 and tested and less of the volumes where wonky so i delete spammed random volumes just to test and got to around 249 and tested again and every one worked perfectly.
Interesting, I didn't know that. Thanks for sharing this insight. I would assume that the limit is 2^8-1 = 256.

 
Yeah it's been a pain in my side for weeks just glad it's solved, funny thing tho all the volumes behave normally in the editor playtesting wonder if it's when your in rwg you could have other volumes in your view distance and it freaks out having no more volumes left or something like that lol

 
I can give some information about #5 - when I tried to make .mesh file of prefab, I had a problem that mesh model was offset and parameter <property name="DistantPOIYOffset" didn't help me in my case, so after awhile I understood that it's due to the initial position of the prefab in the editor when you make distant model. So now if I want to make .mesh in prefab editor, I copy prefab through selection, then type "prefab clear" in console and then I insert prefab at 0;0 coordinates, then type in console "prefab simplify" - "prefab combine" - "prefab export".

Slaan has a great video on this topic if you haven't seen it yet:

 
I can give some information about #5 - when I tried to make .mesh file of prefab, I had a problem that mesh model was offset and parameter <property name="DistantPOIYOffset" didn't help me in my case, so after awhile I understood that it's due to the initial position of the prefab in the editor when you make distant model. So now if I want to make .mesh in prefab editor, I copy prefab through selection, then type "prefab clear" in console and then I insert prefab at 0;0 coordinates, then type in console "prefab simplify" - "prefab combine" - "prefab export".
Slaan has a great video on this topic if you haven't seen it yet:

Thanks for the info but I think the start point is different than the distant mesh.

 
So Im having some difficulties with this game. I take it the trade agents stop working for you after a short time, because Im getting really terrible deals from them when I was getting really good ones before. Does this mean I have to keep going back to the same stations over and over again to re-do the chat mini game which isnt getting old at all, I swear ?
I know this game is deep, all X games are, but I feel Ive only scratched the surface, in fact I feel Im not getting through the surface at all. Ive only been playing for 3 days and Im not really sure of what the hell is going on. Im doing the campaign but Im working through it slowly, my next task is to get 100 Ecells for some dude.

The trading system seems to be non intuitive to to me, it involves a lot of to-ing and fro-ing for very little reason. this whole scanning the exterior of the stations thing is really tedious and seems to be a really counter-productive way to initial trade relationships. Is there something Im doing wrong here? Is there a way to speed this process up?

Basiclly Im a little lost here, and a little frustrated. i could use some guidence
I'm not really sure what you're talking about

 
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