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

Prefab Editor (Alpha)

Atm. I am trying to implement all the new stuff. This will take a while though. Here is a preview (check box to switch lights on and ofd confirmed^^):

Jj2rMpO.jpg


Looks like they have removed the decals from the prefabs (So I am going to remove the decal and meta2 gui elements...). The rwg is still able to place them though. Let me know if you find any prefabs that still have decals in A17, because that means I am wrong.^^ Btw. the new block limit is 2^15 = 32768.

 
Last edited by a moderator:
--- deleted ---

(I found the answer to the question)

(I wanted to ask how difficult it would be to adapt the Editor...i thought i was original in this question... :) )

To be honest, i do not plan to hurry with the adaptation my mod. I think that A17 is a "pass-through" version, there is strongly cut out the content. I will understand/learn and prepare the basis for future affairs...

Is there anyone who thinks like that?

 
Last edited by a moderator:
--- deleted ---(I found the answer to the question)

(I wanted to ask how difficult it would be to adapt the Editor...i thought i was original in this question... :) )
I know:

Dear Pille,
n2n1 has just replied to a thread you have subscribed to entitled - [TOOLS] Prefab Editor (Alpha) - in the Modding Tools forum of 7 Days to Die Forums.

This thread is located at:

...

Here is the message that has just been posted:

***************

How difficult it will be to rework the editor, due to the disappearance of id ?

***************

There may also be other replies, but you will not receive any more notifications until you visit the forum again.

All the best,

7 Days to Die Forums

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



To be honest, i do not plan to hurry with the adaptation my mod. I think that A17 is a "pass-through" version, there is strongly cut out the content. I will understand/learn and prepare the basis for future affairs...

Is there anyone who thinks like that?
I heavily agree (Great minds think alike ;) ). However, I would like to have a working product by the end of the year. The Fun pimps' editor is nice but it's still more efficient to use both editors in parallel.

 
Last edited by a moderator:
Here is a first attempt to make the editor compatible with A17.

A17 Test 1 - 32 Bit:

http://www.mediafire.com/file/2lfchl6ycvq9e2w/Zombie_%252832_bit%2529_-_A17_-_Test1.zip/file

A17 Test 1 - 64 Bit:

http://www.mediafire.com/file/71yi8ambk9frj4y/Zombie_%252864_bit%2529_-_A17_-_Test1.zip/file

* Reading or writing of the prefab xml is not supported yet (that's why you won't see any sleeper volumes).

* Backward compatibility with A16 not implemented yet.

* New a17 features aren't supported atm.

I am working on these 3 main problems but that's quite time consuming...^^

Anyway, this release is mainly for prefabs with prefab formats 11, 12 or 13 (introduced in A17, see instructions below).

How to change the prefab format

For A16 prefabs

You have to convert and save the prefabs. This should adapt the prefab format (see first comment in blocksA16PrefabConversion.xml):

1. Start the ingame editor

2. Press F1 to open to console and enter 'prefabupdater loadxml data/config/blocksA16PrefabConversion.xml'

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.

4. Enter 'prefab load NameOfYourPrefab'

5. Enter 'prefab save NameOfYourPrefab' and close the console pressing escape. Now my editor should be able to edit the prefab.

For A17 prefabs

Most of the A17 prefabs already are compatible but some of them use an old format. If you have troubles editing a prefab try the following commands:

1. Start the ingame editor

2. Press F1 to open to console and enter 'prefab load NameOfYourPrefab'

3. Enter 'prefab save NameOfYourPrefab' and close the console pressing escape. Now my editor should be able to edit the prefab.

Further Notes:

* I am going to simply the prefab format stuff in the next update.

* This is not an 'official' release, so the autoupdater won't work (ignore the updater if it tells you there's an update^^) and you won't find the links to this version in the op. Oh and ofc, there's no changelog but I can promise you that it feels like a whole new game (i mean editor)!

* Make a backup of your files before using this version of the editor.

* If you load and save an A17 prefab, the editor will delete all a17 features from it (e.g. light properties and sleeper properties)

Edit:


Found a serious issue and reuploaded the editor

 
Last edited by a moderator:
thx for the update - that makes things much much easier for me - really appreciated
Np guardian of the prefabs. ;)

A new update is almost ready. Saving the prefabs in the ingame editor is no longer required in the next version (I am talking about point 5 under 'for A16 prefabs' and points 1, 2 and 3 under 'for A17 prefabs' in the post above). Moreover, the light properties can be read and saved (this part is not ready yet).

 
Last edited by a moderator:
What is now contained in prefabs instead of ID-numbers? The names of the blocks ?
You said you found the answer to your question. :tongue: The game still uses blocks in the tts files. The order of the block names in the blocks.xml defines their IDs (IDs lower than 256 are reserved for terrain blocks btw.). If you save a prefab with the ingame editor then the game stores the mapping for all used blocks in the .blocks.nim file

id 1 -> "stone"

id 2 -> "terrgrass"

and so on...

And if you load it then all IDs found in the tts file will be interpreted according to the mapping in the .blocks.nim.

 
Last edited by a moderator:
(I found the answer only regarding the editor's revision)

--------------------------------------------------------------

???....

But then if i shuffle the sequence of blocks (but don't change the names) - will it break the prefab?

Then what's the essence?

That is, there is no way to add a block to the middle of the list? How do I add a new Terran-block which should be up to 256....

I'm sorry if i'm being stupid, maybe i missed discussing it ?

 
Last edited by a moderator:
But then if i shuffle the sequence of blocks (but don't change the names) - will it break the prefab?

Then what's the essence?
Nope. I am really bad at explainig stuff, so I'll try to construct an example. Let's say you're working on a prefab (size 1x1x2) that contains only two blocks. rConcreteBlock (block id is 2090) at position 0,0,0 and ladderSteel at position 0,0,1 (block id is 1109). Saving the prefab will create a tts file and a blocks.nim file with the following content, assuming you're using a vanilla blocks.xml (simplified):

tts:

position 0,0,0 -> 2090

position 0,0,1 -> 1109

nim file:

2090 -> rConcreteBlock

1109 -> ladderSteel

After changing the sequence of the block rConcreteBlock and ladderSteel:

If you load the prefab, the game will still be able to interpret the IDs in tts file correctly because it reads the nim file to get the block names assigned to the IDs. For instance, it knows that ID 2090 is supposed to be a rConcreteBlock (according to the nim, because 2090 is mapped to 'rConcreteBlock'). If you save the prefab using the new blocks.xml, both files will be changed but the result stays the same:

tts:

position 0,0,0 -> 1109

position 0,0,1 -> 2090

nim file:

1109 -> rConcreteBlock

2090 -> ladderSteel

That is, there is no way to add a block to the middle of the list? How do I add a new Terran-block which should be up to 256....
Afaik you can do what you want as long as you

* write all terrain blocks at the beginning of the blocks.xml (basically you have to insert the terrain block before the block "terrWaterPOI" because that's the first non-terrain block)

* define less than 256 terrain blocks

* define less than 32768 blocks (total number)

There might be more rules that have to be considered. It's better to read all comments in the blocks.xml...

I'm sorry if i'm being stupid, maybe i missed discussing it ?
No, you are not stupid lol. Afaik there was no discussion about the new system.

 
Last edited by a moderator:
Thank You!

Yeah, i just had to open the file first .nim before you ask a question.... He gives hints.

But for me it remains a mystery file with the extension .ins.

What is your opinion, it would be possible to use only one file ".nim" on all prefabs? After all, it is supposed to contain the same transformation table!

But each prefab has its own, is it for compatibility with third-party prefabs? But wasn't it better to make a converter for this?

 
Last edited by a moderator:
But for me it remains a mystery file with the extension .ins.
I've no clue about that file atm. but if you delete it, the editor is still able to load the prefab. So I assume, it's not very important (hopefully^^).

What is your opinion, it would be possible to use only one file ".nim" on all prefabs? After all, it is supposed to contain the same transformation table!
Not sure that I understand your question. You can use the renamed blocks.nim from the block map prefab (prefab that contains all vanilla blocks) to load all vanilla prefabs. The ingame editor does not mind unused rules in the nim. So yes, we can use only one file on all prefabs.

block map prefab (A17 edition):

http://www.mediafire.com/file/g58mh6us2smrq8t/block_map_prefab_A17.zip/file

But each prefab has its own, is it for compatibility with third-party prefabs?
Yes, probably. In the current system, you only have to make sure that the blocks.xml contains all modded blocks. Actually, the ingame editor fulfills the task of a converter.

 
Second attempt. Added full support for the nim files. That means saving the prefab using the ingame editor is no longer required. Sleeper and light properties still not supported (but in the next update). If you load and save an A17 prefab, the editor will delete all a17 features from it (e.g. light properties and sleeper properties):

32 bit

http://www.mediafire.com/file/bj6jj3ka5v5145c/Zombie_%252832_bit%2529_-_A17_-_Test2.zip/file

64 bit

http://www.mediafire.com/file/5mb45obw1abb3d3/Zombie_%252864_bit%2529_-_A17_-_Test2.zip/file

Test2 update (v 0.54©) has been reuploaded (fixed global replace and search).




 
Last edited by a moderator:
thx very much
global Replacer works well now - good job again
No problem dude. ;)

Today I've managed to implement the light properties. The next update (and the last one before the 'official' release of the a17 version of the editor) is near.

We will be able to set the light properties more precisely and within a wider range. For instance, you can make much more powerful lights using the editor.

Maximum luminosity ingame (light intensity and range):

tiTrS5w.jpg


Luminosity after editing with editor (you can have much more but it starts to become quite expensive at some point):

9o1WgLU.jpg


Real blood moon:

gmLCNmE.jpg


 
Looking forward to the update for A17. I've just got back into the game and am feeling creative.

 
@Ekk0

I'll do my best to release the next update by the end of the week. Stable version is scheduled for next week.

 
Back
Top