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Prefab Editor (Alpha)

Awesome work Pille! I haven't loaded up the new version yet, but will all sleeper blocks have the same symbol on the map or will there be differences between sleeperback, sleeperidle, etc to give an indicator as to what kind of sleeper it is by looking at it?

And... why is there a new "Snail" tool icon? O.o lol.

Thanks again for the work you're doing Pille!

 
Awesome work Pille!
Thanks man.

I haven't loaded up the new version yet, but will all sleeper blocks have the same symbol on the map or will there be differences between sleeperback, sleeperidle, etc to give an indicator as to what kind of sleeper it is by looking at it?
They have the same symbol. I choose this generic approach because the corresponding source code doesn't need to be updated for A17 (assuming that sleepers exist in A17^^). So it's less work but I will think about your question/suggestion. :)

And... why is there a new "Snail" tool icon? O.o lol.
I am planing to implement static entity spawns (would like to have a hidden bandit base in my skyscraper). So the snail is just a symbol for an entity. It's not the best choice, maybe you know a better symbol?

Edit.

Looks like bandits are broken in A16. Can anybody confirm this?

 
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Bandits are a work in progress. Which is why we don't see them in the vanilla game. There was talk by TFP, roughly when they started A16 work, that maybe bandits for A17 or A18. But they're not complete at all.

Snail tool is awesome man. :-D. Was teasing ya and curious.

I don't know how entity spawners are going to behave on import of a Prefab or on generation of a Prefab in RWG. StompyNZ seems to know a bit about it though. Sounds awesome though! Looking forward to the changes! :-)

 
Yes, but bandits and survivor NPCs worked very well in A15 and you could spawn them together with the prefab (without modding the game). Now I get an 'undefined reference' error when shooting at them. That's very sad.

:,(

I don't know how entity spawners are going to behave on import of a Prefab or on generation of a Prefab in RWG.
They do what they should do. ;) You place an entity somewhere in the prefab and the entity spawns (together with the prefab, no matter if RWG or Hal's import function).

 
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ooOOOoo. Well then Mr. Fancy guy! ;-) I do so very much look forward to your update with entity spawners! lol. That'd be awesome! Maybe then Guppy can get his mini bikes to spawn at the race track. :-p

 
They do what they should do. ;) You place an entity somewhere in the prefab and the entity spawns (together with the prefab, no matter if RWG or Hal's import function).
Yes yes - this is work for a16! (i checked this on my old prefabs).

Cool ! I wait this feature!

 
Example of imported 3d model:

vB9mXnO.jpg
HFSh**t !!! :eek2: :eek2:

...it's my size...

this started to happen after microupdates? :D

 
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I don't see it. Would like to have a screenshot...
I about these elements. mmm...maybe, can change it to "emboss" (indentation) ? (...just, i think it's easily feasible...?)

7sEFWEn.jpg


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?
After reinstalling OS and updating the Editor - i haven't seen it .... I'm probably something i messed up..

Thanks n2n1. Interesting name btw.^^
My nickname?... it's the metamorphosis from a abbreviation of my first name and patronymic :)

Lol, what's your size and what started to happen?
I'm a fan to create a huge prefabs, I thirst for gigantism, epic.... :)

qJjnxv4.jpg


 
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Ahh a windows 95 user. ;) I'll try to fix this but not sure if I can test my changes. Just give me some feedback after the next update, mkay?

(...just, i think it's easily feasible...?)
Yes, should be easy. :)

I'm a fan to create a huge prefabs, I thirst for gigantism, epic....
Ohh, ok. I am working on a 160 blocks tall godzilla. It takes ~65 hours to voxelize the 3d model (the anteater skeleton took 6 days due to its high polygon count).^^ Isn't this epic? ;)

Looks really natural. So the whole desert is a prefab or the rift?

After reinstalling OS and updating the Editor - i haven't seen it .... I'm probably something i messed up..
Alrighty.

@Stompy

The vanilla ones are missing a faction.. use mine instead :p
Link (?) or it does not exist. ;p

 
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Ahh a windows 95 user. ;) I'll try to fix this but not sure if I can test my changes. Just give me some feedback after the next update, mkay?
.....aaaaa....ummmm..... :D ....I thought, for everyone also :D ...

Looks really natural. So the whole desert is a prefab or the rift?
only rift.

I can't recall exactly the dimensions, but the depth almost reaches the bedrock in the low places of the world.

(it made for RWG spawning)

 
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only rift.I can't recall exactly the dimensions, but the depth almost reaches the bedrock in the low places of the world.

(it made for RWG spawning)
Looks very nice. I hope you're going to release it...

 
Looks very nice. I hope you're going to release it...
It has long been released with the my mod. Separately, i don't share because many of my prefabs is incompatible with the vanilla and it takes time for adaptation. Specifically this prefab - is compatible, but is still refined (wip).

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^^
where it is possible to take such a voxel model (prepared) ?

only an independent conversion using third-party utilities?

 
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where it is possible to take such a voxel model (prepared) ?
Mhh I don't know. I haven't searched yet.

There are a few models on cgtrader...:

https://www.cgtrader.com/3d-models/voxel

only an independent conversion using third-party utilities?
Atm yes, since I haven't implemented a converter. So the editor doesn't understand standard 3d formats (e.g. stl).

If you want a certain model, you could ask Pille. Maybe he would do the conversion (if the model isn't to complex...). :)

 
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Hey i made a stair well 50 cent shape. Thought i could also make one the opposite position by rotating it in the editor. However when rotating it cant be made exactly flat always either above or below exact flatness

 
Hey i made a stair well 50 cent shape. Thought i could also make one the opposite position by rotating it in the editor. However when rotating it cant be made exactly flat always either above or below exact flatness
It's Fiddy Cent. Yo. And damn mein! Represent!

:-p x-D

 
Pille.

I love ya man. But imma nudge you again on the texture position labels. ❤️

North, South, East, West, Top, Bottom. Don't even need the compass. 😜

I want to do an intermediate video tutorial, buuuut... This. lol. <3

 
Hey Pille the rotate prefab dont work. I rotated prefab then saved it and yeh imported into world and it was the exact same as the original prefab

 
@stallionsden

How do you rotate the prefab? There is a rotation function in Tools -> insert prefab. Are you talking about this function?

@Jackelmyer

Mehh, maybe when the entity update is out. ;)

 
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