• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

Prefab Editor (Alpha)

do u think the "decals-generation-function" has a chance to become real soon too?
Yes, once the editor is A17 ready I should have time for more random generation features.

Thanks for the Update! :)
This may take awhile. I've updated the underlying libraries to make FTP support possible and now the 32 bit version of the editor crashes for no reason and I've no clue what to do atm.^^ Any 32 bit users out there? :D

 
Last edited by a moderator:
I am very frustrate and going to skip the update for the 32 bit version for now (I'll try to fix the problem over the week). Anyway

Update Time (64 bit only)!

 


To get the update you have to redownload the editor using the links in the original post. The autoupdater is not capable to handle this kind of update. Sorry.


Changelog v0.48

- added memory tracking (see tab 'system')

- added optional acoustic signal for loading/saving (makes switching between ingame editor and zombie editor faster because when you save your prefab you don't need to stare at the zombie editor until the saving process is finished. You can instantly switch to the ingame editor and wait for the acoustic signal...)

- added FTP support (experimental) (very basic implementation atm.)

- renamed tab 'console' -> 'system'

- fixed: grid focus on upper left corner when loading a prefab

- fixed: general gui fix (some buttons were misused as labels)

- known issues: the gui looks a bit strange atm. (probably some kind of fallback mode due to a bug)

 
Last edited by a moderator:
I sometimes run the 32 bit version of this Editor due to the fact that I'm still using 32bit WinXP...

But, it is doubtful that a 32-bit version of this Editor is needed, because only the 64-bit version of 7DtD is working...

 
Last edited by a moderator:
As it turned out the 32 bit mode wasn't the reason for the crashes. The graphic libraries are buggy and causes crashes. This seems to be the reason why zombie 0.48 uses the fallback mode for the gui. I am afraid you have to download the whole editor again when the next update is released because I have to use another version of the graphic libraries.^^

 
Last edited by a moderator:
Good news. I've managed to fix the bug.

Update Time (32 bit & 64 bit)!

 


In order to get the update, you have to redownload the editor using the links in original post. Sorry for the inconvenience. Further updates will available via autoupdater.


Changelog v0.49

- fixed gui

- fixed: server prefab path is not stored

How to use FTP Mode:

1. Enter the server data (under Extras -> Set FTP server ...'):

UPbVnsM.jpg


You can get the 'Prefab directory on server' from FileZilla if you navigate to the prefab folder on your FTP server (see screenshot below).

CeWwAvM.jpg


2. Click on FTP MODE. The color of the main menu changes to red if the ftp mode is activated.

LTvh8Wy.jpg


3. Click on 'Load' or 'Save As...' and read the instructions in the appearing text field.

 
Last edited by a moderator:
Update Time!

The update requires v0.49 or higher (see links in the op) and is available via autoupdater.

Changelog v0.50

- added option 'prefab-related file extensions' allowing the user to specify the files for downloads and uploads. The default list is 'tts, xml, mesh, pille'. That means the editor will upload and download the file YOURPREFABNAME.tts, YOURPREFABNAME.xml, YOURPREFABNAME.mesh and YOURPREFABNAME.pille.

- fixed the feedback for updates and downloads: The editor will disable the gui until the running uploads and downloads are finished. This should prevent the users from making any mistakes.

- renamed label 'URL to prefab directory' to 'Prefab directory on server' because the the old label was misleading.

- known issues: the acoustic signal plays too often in ftp mode

Edit:

Update Time!

I got annoyed by entering the server password over and over again, so I've added an option to save it. However, I explicitly recommend to not use this option because the password will be stored in plain text on your hard disc. Beyond that, the update (0.51) includes several important bugfixes related to the new ftp feature. Let me know when you encounter any bugs....

The update requires v0.49 or higher (see links in the op) and is available via autoupdater.

Changelog v0.51

- added option for saving ftp passwords. The option is called 'Store FTP password in plain text on hard drive'

- fixed: prefab name not store in the ftp dialog

- fixed (hopefully): the editor sporadically get stuck in waiting mode when downloading or uploading files

- fixed: editor doesn't download all requested files

- fixed crash related to damaged downloaded files

- fixed downloading several prefabs in one session is slow

Changelog v0.51b

- fixed: the acoustic signal plays too often in ftp mode

 
Last edited by a moderator:
Important Hint:

I've found a pretty serious bug related to the FTP mode. If you open a prefab that doesn't have a mesh file and save it to your FTP server then the editor will created an empty mesh on the server (assuming you're using the default file extension list). Empty mesh files cause 'End of stream bugs' ingame. Moreover, they may be responsible for the bug described in my previous post ('the editor sporadically get stuck in waiting mode when downloading or uploading files ').

To prevent bugs in FTP mode, please remove the file extensions 'mesh' and 'pille' from the text field 'prefab-related file extensions' (see screenshot below).

That how your file extension list should look like (under Extras -> Set FTP server...):

c07vKHV.jpg


I am working on a bugfix. Shouldn't take long.

 
Last edited by a moderator:
Update Time!

The update requires v0.49 or higher (see links in the op) and is available via autoupdater.

Changelog v0.52

- added options to the FTP Dialog: You can store the data of multiple FTP servers (max. 5; see screenshot in previous post). The active server is the currently used server

- fixed: The editor creates empty files on the FTP server if the file extension list refers to files that don't exist (that means you can use the old default list 'tts,xml,mesh,pille' without running into problems)

 
Last edited by a moderator:
.... :chuncky: .....aaaaeeeee.....

For what purpose is the support of "FTP-server" in the Prefab Editor?

(just, general purpose...)

 
Last edited by a moderator:
@n2n1

Some of us build their prefabs on servers using Stompys ApiMod (probably common practice for collaborative projects). Now (with the FTP support) you can edit your prefabs directly on the server (at least that's how it should feel to the user) assuming you have FTP access. Trust me, it's useful. ;)

@All

What do you think about adding some colors to the editor?

WQVLuea.jpg


 
Last edited by a moderator:
Avoid Red and similar(yellow,orange etc.) when it comes to primary windows GUI.

Including any oversaturated colors.

This will affect the perception and you may not notice what irritated.

for example:

In this screenshot, my perception is so suppressed by red and orange lines that i couldn't notice for a long time that there is still a green and blue frame...all my attention subconsciously follows only them.

Do not worry about a wide variety of colors, if you use even just a 2-3 of can still be done beautifully.

 
Last edited by a moderator:
@n2n1

I don't like it myself to be honest.^^ Doesn't looks 'right'. My goal is to make the tabs easier to locate and I would like to create a more eye-friendly theme. This Titanium White GUI is giving me a hard time. Lol. Anyway, everything I am going to add will be optional.

@Alphado-Jaki

Yeah, a lot of people seem to like the solarized color scheme. Perhaps there's an easy way to implement custom themes...

Thanks for your feedback guys!

 
I remember asking for this FTP access way back when. Glad you got it implemented!!
I am afraid the FTP support needs more bugfixes. Still getting sporadic errors and it doesn't seem to work for all FTP servers.

 
just want to offer some nice themes... ;)

z4XxQx2.jpg


dl0eDY3.jpg


64oZHdR.gif


Just kidding!!!.... :)

 


(although, this is a really nice color scheme, Classic theme from Win98 I still use today
:) )
 
Last edited by a moderator:
just want to offer some nice themes... ;) ...

Just kidding!!!.... :)
You know, that negates your ' ;) '. ^^ Anyway, It looks too beautiful. My editor is unworthy to display these themes. ;)

Update Time!

The update requires v0.49 or higher (see links in the op) and is available via autoupdater.

Changelog v0.53

- improved gui layout

- fixed: window position not correctly saved if multiple monitors are used and the editor's window is maximized

- fixed: ftp stuff

- known issues: editor refuses to connect to certain FTP servers for unknown reasons :(

Edit:

I won't be around for a few weeks. So don't expect a reply. Maybe I won't have access to the internet.^^

 
Last edited by a moderator:
Hey guys,

I've been lurking around these forums for some time and finally decided to create an account and make a post after being unable to solve this issue myself :( . If anybody could help me with this problem it'd be greatly appreciated.

So, here goes: I made a RandomGenWorld server some time ago, and built myself a nice base. I then decided I wanted to move my base to Navezgane, so I made a prefab of it and proceeded to export it and import it into Navezgane. The export/import process worked fine, and I was able to insert my base.

However, I ran into a slight problem: My base kind of flattened the terrain in a square (as is to be expected when inserting a prefab slightly below ground level). However, when I approach the base, I see ghost terrain on top of it. As in, I see the terrain that should have been there BEFORE my base was inserted as opposed to seeing the "square hole" my base made. As soon as I walk into this "ghost terrain" it disappears and the actual terrain (my base) appears. If I place any kind of block onto my base, this gets temporarily fixed, until I reopen the server. This same problem also happens permanently when seeing my base from afar, as in, my base doesn't load until I'm close to it (but the terrain that was there before my base does load!!).

Is there anything you guys could suggest to fix this? :o

I'd also like to take the opportunity to congratulate y'all on this amazing tool you guys made which I've been using for quite a while!!! :D

Thanks in advance!!

-Sniff

 
@Sniffity

Afaik that's a game bug, so there's no (easy) way to fix this issue.

 
Last edited by a moderator:
Back
Top