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Prefab Editor (Alpha)

Well, the goal would be for random generation and the -11 applied. I'm just not sure how that would get associated with the prefab.
That would have to get worked out with the prefab. That might be a good question for Magoli since he does the spawn editing of the rwgmixer for the compo pack.

 
Well, the goal would be for random generation and the -11 applied. I'm just not sure how that would get associated with the prefab.
You can specify if your prefab is submerged via the prefabs xml file. I believe the attribute is yoffset.

I.e. yoffset=-11.

My mcdowells prefab has a basement. I have my yoffset=-6

 
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Thanks Laz Man. I actually imported the grave yard prefab and noticed the Yoffset setting in the yml settings ..............

it was a very "Doh" moment.

I appreciate the help.

 
Well, the goal would be for random generation and the -11 applied. I'm just not sure how that would get associated with the prefab.
just add this line to the prefabs xml:

<property name="YOffset" value="-11"/>

or even easier: use pilles editor to modify the xml

just set yoffset to -11 in some way and ur good - the prefab will spawn 11 blocks below groundlevel than.

 
Hey, great work.

Want to edit a prefab.

Want to remove the air around the prefab, the air left, right and bottom of prefab is okay.

If i those to remove the air from top zombie crashed.

I did'nt think it did that the version before v0.3t.

 
Perhaps, I made things worse. :( Please use the export tool to crop the prefab. I will try to rewrite the remove function as soon as I can.

Instruction:

The export works similar to the prefab import. Click on 'export prefab...' and the blue box (represents the volume you're going to export) will appear in the lower left corner (see red circle in the screenshot bellow). Left click on the grid changes to position of the blue box. The buttons in the blue circle can be used to resize the box ('exp.' expands the box to the size of the prefab).

'Fix position' will start the export process (opens a file save dialog).

Hint:

Sleeper volumes or other xml data will not be exported.

zeV4CDX.png
 
Still got v0.3 and it works fine for remove the air from the top.

But of course we still want the new version to work.

 
Yes of course. I think I've found a lazy and fast way to get rid of this issue.

 
After practical use of this great Tool - i can confidently say: It makes me happy !!! :)

I already adapted my main prefabs and reworked the rest for my mod. (yes, i make custom prefabs but I don't share them because they are not compatible with vanilla)

I haven't had time to read other feedbacks...maybe i'm repeating, but, here are two things that caught my eye immediately and stay remember:

1 - during work constantly need to know which block to be under the cursor, for this purpose have always move a sight at the status window (upper left corner, small font, etc)..it's a long way... I would like to see this important information closer. For example, as a tooltip under the mouse (if it will appear immediately) or large inscription which is close to the main work area to see her peripheral vision...

2 - Lacking "Load Recent List" :)

Big THANKS for this Tool !

 
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I just finished my retirement horror village and exported it using Hals commands . Went into pille editor cut the columns and rows and placed it into the prefab folder and rwgmixer. It spawned correctly however some of the paint has gone missing.

Anyone else get this. Also the doors can not be locked or unlocked or anything only open and closed.

 
Painting system not stable? + One block impossible to place

First: thank you Pille for the awesome prefab editor!

Maybe you or someone else can help me with the next two problems:

1. In one of my prefabs the painting system seems not stable:

In the next screenshot ALL the six blocks on the surface are placed as a normal unpainted 'Wood block", but some of them are 'automatically' painted like the underlying ones:

Painting problem 1.jpg

The problem seems to be in the prefab and not the game itself: the next screenshot displays the border between 2 prefabs:

Left 3 blocks: the prefab with the problem / right 3 blocks: prefab with no problem

Painting problem 3.jpg

2. In the same buggy prefab: the block behind the ladder is not placable in-game. I can place it in the editor, but then it doesn't show up in the game:

Painting problem 2.jpg

If needed, I can post the prefab files.

 
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I just finished my retirement horror village and exported it using Hals commands . Went into pille editor cut the columns and rows and placed it into the prefab folder and rwgmixer. It spawned correctly however some of the paint has gone missing.
Anyone else get this. Also the doors can not be locked or unlocked or anything only open and closed.
I also had loss of paint when i saving from Hals Editor. Perhaps this is as it should be...

 
The following happens randomly:

I lose paint values when importing with Hal's, but not Stompys. I lose the block ABOVE A door importing with Stompys, but not hals.

Weird ♥♥♥♥.

 
@n2n1

After practical use of this great Tool - i can confidently say: It makes me happy !!! :)
I already adapted my main prefabs and reworked the rest for my mod. (yes, i make custom prefabs but I don't share them because they are not compatible with vanilla)

I haven't had time to read other feedbacks...maybe i'm repeating, but, here are two things that caught my eye immediately and stay remember:

1 - during work constantly need to know which block to be under the cursor, for this purpose have always move a sight at the status window (upper left corner, small font, etc)..it's a long way... I would like to see this important information closer. For example, as a tooltip under the mouse (if it will appear immediately) or large inscription which is close to the main work area to see her peripheral vision...

2 - Lacking "Load Recent List" :)

Big THANKS for this Tool !
Thanks. I think I can do 1. and 2. is planed anyway.

@stallionsden, Guppycur, Henk

I am not able the reproduce the problem. Not sure whether it's related to the editor or not. :(

Give me a few minutes...

If needed, I can post the prefab files.
Yes, please post them.

 
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@all

I think the painting bug is not related to my tool. It also happens to prefabs never edited or saved with the editor. If you have a look at the textures of those prefabs using the editor, you will notice that everything seems to be ok. So the bug must be located in the import functions or region files.

@Henk

1. In one of my prefabs the painting system seems not stable:

In the next screenshot ALL the six blocks on the surface are placed as a normal unpainted 'Wood block", but some of them are 'automatically' painted like the underlying ones:

The problem seems to be in the prefab and not the game itself: the next screenshot displays the border between 2 prefabs:

Left 3 blocks: the prefab with the problem / right 3 blocks: prefab with no problem

2. In the same buggy prefab: the block behind the ladder is not placable in-game. I can place it in the editor, but then it doesn't show up in the game:
1. see above. :)

2. I think something is blocking this place. The editor cannot detect such issues atm. If you send me the prefab file, I may be able to help you though.

 
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I also noticed when i imported the prefab the trash compacter changes to

A block but still acts like a trash compacter lol with it being able to be looted and the writing coming up saying e to open. Also the block becomes coloured lol

- - - Updated - - -

Will post pics of before inporting and after importing. But will also post in hals editor to

- - - Updated - - -

Set 'Meta' to 14. Then the doors will be locked.
My point is i set the door to be locked prior to exporting. When importing it changes to unlocked. Also the issue you can not interact with the door bar open and close functions. The drop down menu does not appear

 
yo - that looks nastynice pics btw - looking very nice and detailed - great work mate
lol thanks. Just gonna try to fix the issues in the pics if i can by redoing the missing stuff and then just got to get the sleepers sorted and it be ready :-)

 
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