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Prefab Editor (Alpha)

hey Pillethe block-coloring-function works perfect - i love it - thx for adding that

Now its so easy to find specific blocks :)

Request/Question:

Case: Tools/advanced - Texture-Replacing

Is it possible to fill in --KEEP OLD-- and --ANY-- to the advanced-Replacing-Tool (category: textures) ???
Does this feature work already? There are a lot of concrete poles in TWD prison with incorrect textures. It would be great if I could clear all these blocks back to their default texture. :)

 
Micro update time!

Changelog v0.3w(2) (September 4, 2017):

- changed: replace function ignores painting of air of blocks (e.g. if you replace --any -- texture with adobe white, the replace function will not paint the air blocks)

- fixed: corrupted *.pille files may cause crashes

- fixed: replace texture function in advanced replace dialog doesn't work properly / is inconvenient to use

@Jackelmyer, stallionsden

Hey Guys,

the 'TheVillage.pille' looks corrupted. Don't know why the crash didn't occure in the previous version. I added a check the prevent further crashes.

@Jackelmyer

Wow that's what I call a bug report. :)

- add a checkbox or option - for that would not showing "sleeper volume".

sometimes it is a hindrance when working (can accidentally move it and not notice).

- i would like to be able to add any entity in prefab (as in HALL's Ed)
Good suggestions. The first one is easy to implement and the second one is something I need for my own project.^^

- some interface elements look like buttons (because of the extrusion effect), although they are not. For example: block color. I think it ruins immersion for the interface :D
I don't see it. Would like to have a screenshot...

I noticed that a new created "sleeper volume" (and moving existing) not saved in prefab.xml... i missed something or this has already been said?
I wasn't able to reproduce the problem (I created a new volume, moved an old one and saved the prefab). Is 'write prefab xml' enabled and 'A15 xml compatibility' disabled in the option menu?

by the way - the copy function of the block (the middle button) are very frequent for me. If it were possible - i would put it on the right button...
To be honest it's annoying to change this because multi block selection is already assigned to right click (and can't be easily reassigned). I hope I can add dynamic shortcuts/hotkeys some day...

in 2D-editor only need to have an idea about the overall geometry of the buildings in 3D vision.

Perhaps it would be enough just basic block shapes (cube, half-cube, ramp, pillar, plate .etc.)
Perhaps. It's just a matter of priorities. ;)

Of course - it's the little trifle - the Editor is Very good! :)
Thanks n2n1. Interesting name btw.^^

 
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Hey Pille?

Did you accidently push an update? v0.3w(2)? I was just prompted to update and just... well... updated... and that's the version showing.

 
Hey Pille?
Did you accidently push an update? v0.3w(2)? I was just prompted to update and just... well... updated... and that's the version showing.
Hey Jackelmyer,

yes, I guess you've overlooked the changelog. lol. It's just a minor update btw.:

Micro update time!
Changelog v0.3w(2) (September 4, 2017):

- changed: replace function ignores painting of air of blocks (e.g. if you replace --any -- texture with adobe white, the replace function will not paint the air blocks)

- fixed: corrupted *.pille files may cause crashes

- fixed: replace texture function in advanced replace dialog doesn't work properly / is inconvenient to use
 
lol. sorry. I'm a horrible user. X-D

The version format is what caught my eye. the (2) seemed like maybe an internal versioning for development. So just thought I'd reach out. But yeah... I'll TRY to be better about reading change logs and such. lol. Sorry again!

BTW... The replace function ignores painting of air blocks? So, the replace function only replaced the block ID right? We're not talking about an advanced replace right? I rather liked being able to go "Ya know what? that shouldn't be wood. It should be concrete" but leaving the painted texture in place.

 
BTW... The replace function ignores painting of air blocks? So, the replace function only replaced the block ID right? We're not talking about an advanced replace right? I rather liked being able to go "Ya know what? that shouldn't be wood. It should be concrete" but leaving the painted texture in place.
You're right, it's a silly change. I am going to change it back. :( There should be a button to remove the paint from air block though.

BTW... The replace function ignores painting of air blocks? So, the replace function only replaced the block ID right? We're not talking about an advanced replace right?
You cannot change the painting of air blocks atm (so the replace function doesn't ignores air blocks) and yes the replace function only replaced the block IDs.

Changelog v0.3w(3) (September 4, 2017):

- Changed the following item back:

"replace function ignores painting of air of blocks (e.g. if you replace --any -- texture with adobe white, the replace function will not paint the air blocks)"

 
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I'd actually like to see a Delete tool under Edit. Clear any block and texture. And have it function just like the edit tool, left click, right mouse hold and release. But all it does is delete blocks and textures in place.

The good ol eraser icon. ;-)

Oh, and under the Edit tab, texture section, can't someone simply have no textures set, then select their blocks to clear textures from, and click Set Textures (forget the button name)?

 
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I'd actually like to see a Delete tool under Edit. Clear any block and texture. And have it function just like the edit tool, left click, right mouse hold and release. But all it does is delete blocks and textures in place.
The good ol eraser icon. ;-)
Yeah makes sense. Atm I use ctrl + x to erase blocks but this function changes the clipboard, so a 'rubber' mode would be better.

Oh, and under the Edit tab, texture section, can't someone simply have no textures set, then select their blocks to clear textures from, and click Set Textures (forget the button name)?
Ohh this would make the texture selection widget smaller, right? But it is already pretty small. So first I have the implement a function to enlarge this widget (that's an old suggestion)...

 
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Oh, and under the Edit tab, texture section, can't someone simply have no textures set, then select their blocks to clear textures from, and click Set Textures (forget the button name)?

Ohh this would make the texture selection widget smaller, right? But it is already pretty small. So first I have the implement a function to enlarge this widget (that's an old suggestion)...

Sorry, not sure I follow. But I just went into the editor and poked around at the Textures section of the Edit tab and I think I see the problem you're referring to. There needs to be a specific Texture to choose on the bottom area that is "None". So people can set textures to a null/none/nothing value and clear textures in an area. I think that's what you're talking about. Right?

If you do add a None/Blank/Empty texture for people to use to clear texture settings in the Edit tab, it would be cool if it was always sorted to the very top of the texture list. 2 cents... /TOSS! =-D

And yeah, a Rubber mode/tool would be fantastic. :-p I'd definitely use it and I think it'd be very intuitive from a UI perspective.

 
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I am very confused today, sorry.^^

If you do add a None/Blank/Empty texture for people to use to clear texture settings in the Edit tab, it would be cool if it was always sorted to the very top of the texture list. 2 cents... /TOSS! =-D
There's already a texture which is called 'default'. It can be used to clear textures. The only problem is that the texture list is not ordered by texture IDs. That's why 'default' is not on the bottom or top of the list.

 
I am very confused today, sorry.^^

There's already a texture which is called 'default'. It can be used to clear textures. The only problem is that the texture list is not ordered by texture IDs. That's why 'default' is not on the bottom or top of the list.
Ah. I see the default. That Default texture clears the current selected texture position? If so, can you rename the Default texture to _Default so it sorts to the top? :) <3

 
Ah. I see the default. That Default texture clears the current selected texture position? If so, can you rename the Default texture to _Default so it sorts to the top? :) <3
It may be difficult since the updater cannot rename or delete files but you can do it yourself: Open the directory data/textures in the program folder and add the ' _ '. :)

 
It may be difficult since the updater cannot rename or delete files but you can do it yourself: Open the directory data/textures in the program folder and add the ' _ '. :)
Ah. gotcha. Well... For your collection you could always make a custom sorter. :-p But I code in .Net. Not sure what you're coding this in. So I don't know how array sorting or list sorting works in the language you're using.

 
Ah. gotcha. Well... For your collection you could always make a custom sorter. :-p But I code in .Net. Not sure what you're coding this in. So I don't know how array sorting or list sorting works in the language you're using.
It's C++ (Qt library) but I wouldn't implement custom sorters. Imo there are more important things atm, e.g. electricity and entities. ;p

@stallionsden

There are >240 unassigned sleepers in TheVillage (see changelog). ;)

Update Time!

Changelog v0.3x(2) (September 5, 2017):

- improved sleeper counter: the sleeper counter shows the total sleeper count in your prefab and the number of unassigned sleepers (sleepers outside volumes). the position of unassigned sleepers will be printed in the console.

- added checkbox to make the volumes invisible

- added two rubber modes (see screenshot bellow)

- added auto selection mode (experimental): Enter block properties (id only atm) and the auto selction mode will select corresponding blocks when you switch the layer. this mode disables /ignores the option 'layer-independent selection'.

FrgILWw.png


Edit

■■■■. I've forgotten to add the new shortcuts.^^

 
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Changelog v0.3y (September 7, 2017):

- added very popular function already known from Hal's Editor: 'load prefab from text file'. if you have a txt file, you can load a prefab from it*. Theoretically, this can be used to import 3d models. However, the voxelization of the models requires 3th party software. I guess it's pretty useless to you. lol^^

- added function extras -> print controls (prints a list of all available hotkeys / shortcuts in the console)

- changed symbol of sleepers (in preparation of another update; get used to it or die trying ;) )

- changed / added shortcuts / hotkeys (please use the print controls function to get a list of keys); added alternative key for block picker

- fixed: undo/redo doesn't work for cut block function (ctrl + x)

*Example of text file (format):

x, y, z, block id;

0, 0, 0, 15;

1, 0, 0, 15;

2, 0, 0, 15;

3, 0, 0, 15;

4, 1, 3, 15;

So it's simple list of coordinates and block ids. Each lines assigns a block id to coordinates.

Example of imported 3d model:

vB9mXnO.jpg


New sleeper symbol:

bqiC615.png


 
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