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Prefab Editor (Alpha)

Third test version. Added full support for the sleeper and light properties. Loading and saving prefabs should handle the sleeper and light data correctly. However, the new feature is not fully integrated into the GUI yet. There is no child safety lock and you can write insane value into the prefab files which may crash the game (the light range seems to be the most dangerous value. High ranges = high memory consumption). XML is still not supported btw. and some other features are temporarily disabled.

32 bit

http://www.mediafire.com/file/uvwc4l9tsw706c9/Zombie_%252832_bit%2529_-_A17_-_Test3.zip/file

64 bit

http://www.mediafire.com/file/q79ws4hwk3ph0gi/Zombie_%252864_bit%2529_-_A17_-_Test3.zip/file

 
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Assistance with the prefab XMLs

[deleted]

 
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All right. I just want to make sure that my editor can handle all possible tags and corresponding values.

 
I will definitely study it in great detail and deeply - in my mod it is a necessity. But not now, now RWG - does not work. If by that time You will still be interested in this - i will write.

But, in Your list there are such famous things from A16 like: downtown, navezgane only, wilderness.....don't you know their purpose?

 
But, in Your list there are such famous things from A16 like: downtown, navezgane only, wilderness.....don't you know their purpose?
I think I know their purpose. Was just confused by the other strange terms.^^

PS. Sorry for deleting the comment. You guys are too fast.

 
Many of them have been there since the Paleolithic times and have never worked. Probably served just to clarify.

 
***Just Tip***

////

3. Enter 'prefabupdater createmapping NameOfYourPrefab' (NameOfYourPrefab without the file extension .tts). Warning: The built-in converter still has bugs, so this point may require some addition steps.

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If You encounter possible problems with the conversion your prefab from A16 to A17, the solution may be to load the prefab and save it again using the old built-in editor from A16.

(when saving, it skips unknown blocks and parameters that interfere with the сonverter)

 
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@Guppycur

Those are just zoning groups.
The quests are the quest types.

Unsure what you are after.
That was the type of information I was looking for ;) :

Possible values of QuestTags (from the .dll) are: none, quest, trader, clear, fetch, hidden_cache

@n2n1

***Just Tip***If You encounter possible problems with the conversion your prefab from A16 to A17, the solution may be to load the prefab and save it again using the old built-in editor from A16.

(when saving, it skips unknown blocks and parameters that interfere with the сonverter)
Ok thanks man. I am still not ready to convert my prefabs but I'll keep that in mind.

 
Quite accidentally stumbled on the answer:

VIJd6RI.jpg
it seems these tags were waiting for their time, and finally here they work! :)

 
You can add custom tags. So the ingame editor scans the xml files and shows you a list of all used editorgroups. ;)

 
New update!

The xml features are still not in yet because I was too busy with real life stuff but I should have plenty of time during the holidays.^^ Further updates can be obtained using the built-in auto-update tool.

Download LINK (32 bit)

Download LINK (64 bit)

PS. Too busy to write changelogs atm. ;)

 
Update time!

Changelog v0.56 (Dec. 25, 2018):

- reactivated xml reading and writing

- added button 'copy to replace'

- fixed: texture replacing in exchanger

I am afraid the auto updater is disabled in v0.55. Go to Options -> General -> 'check for updates at start up' to enable it (restart of the editor required). Or click Options -> Force update to receive the update.

Edit:

Changelog v0.56(b) (Dec. 25, 2018):

- fixed 'copy to replace' button

 
Last edited by a moderator:
Update time!
Changelog v0.56 (Dec. 25, 2018):

- reactivated xml reading and writing

- added button 'copy to replace'

- fixed: texture replacing in exchanger

I am afraid the auto updater is disabled in v0.55. Go to Options -> General -> 'check for updates at start up' to enable it (restart of the editor required). Or click Options -> Force update to receive the update.

Edit:

Changelog v0.56(b) (Dec. 25, 2018):

- fixed 'copy to replace' button
Pille's I made a prefab with the ingame editor, then used your Program to do the sleepers. After it saved everything looked fine but now I cannot open up the ingame error after the save. gives an error "input string was not in the correct format: s.Length==0"

If I remove the prefab that was saved with your program, it works just fine again but the prefab of course in not in the folder.

 
Pille's I made a prefab with the ingame editor, then used your Program to do the sleepers. After it saved everything looked fine but now I cannot open up the ingame error after the save. gives an error "input string was not in the correct format: s.Length==0"
If I remove the prefab that was saved with your program, it works just fine again but the prefab of course in not in the folder.
Ahh there are no default values for the spawn counts. I am going to fix this with the next update. In order to get rid of the issue, enter a minimum and max. spawn count (see red arrows in the screenshot below).

FqL36UR.jpg


 
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