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Prefab Editor (Alpha)

German/English chatting server for prefabbers and for those who don't ask too many questions regarding my editor ;) (the server is still work in progress btw.):

Pille's Discord Server

 
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How to get rid of the 'INF Missing paint ID XML entry' messages

When you convert and load an old a16 prefab, you may get the console messages mentioned above. Their font color is white, so they are easy to miss but fixing them is advisable since they can cause issues if the debug mode is enabled. If you press F3 in debub mode, the game starts to spam console errors when you look at affected blocks.

Jt4ac34.jpg
To get rid of the bug, use the advanced replacer in the zombie editor (CTRL + A). Let's say you get the following message in game: INF Missing paint ID XML entry: 76 for block 'stainlessSteelBlock'.

1. Load the prefab into the zombie editor.

2. Press CTRL + A

3. Delete the 'front' texture (write 76 in the 'front' texture text field and set everything else to --KEEP OLD-- and press on 'Replace (all layers)'):

fvqOFqo.jpg


4. Delete the 'left' texture (write 76 in the 'left' texture text field and set everything else to --KEEP OLD-- and press on 'Replace (all layers)'):

TMgyE1v.jpg


5. Delete the 'top' texture (see above)...

6. Delete the 'back' texture (see above)...

7. Delete the 'right' texture (see above)...

8. Delete the 'bottom' texture (see above)...

 
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How to get rid of the 'INF Missing paint ID XML entry' messages
That's cool, just ran into it !

PS:

By the way, in the file "blocksA16PrefabConversion" there are blocks in the same name like a old "camoNet" and some awning blocks. After conversion with such blocks - you will receive a yellow message in the console and the prefab will not load.

It is necessary to make different names.

(You probably knew, but, maybe someone come in handy :) )

 
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@n2n1

I am sure that will be helpful to others. Thank you for sharing.

Update Time (Changelog later)

The update contains a couple of bug fixes as well as an (slightly) overhauled sleeper generator. The overhaul is not finished yet but if you don't want to have a sleeper zombie zoo, you may find it helpful. There will be more update (probably this week).

The new sleeper symbols:

0iy9uWl.jpg


 
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@n2n1I am sure that will be helpful to others. Thank you for sharing.

Update Time (Changelog later)

The update contains a couple of bug fixes as well as an (slightly) overhauled sleeper generator. The overhaul is not finished yet but if you don't want to have a sleeper zombie zoo, you may find it helpful. There will be more update (probably this week).

The new sleeper symbols:

0iy9uWl.jpg
yes very awesome Pille great work so far with the sleeper generator and love the diff icons your using for different things. Love the layout and selection abilities to of the sleeper gen section.

PS: white list ticked no zs spawn. blacklist zs spawn is this correct or

 
PS: white list ticked no zs spawn. blacklist zs spawn is this correct or
Whitelist rconcrete (id 2112) and they will spawn on rconcrete blocks only and if you use the blacklist option they may spawn on all blocks except rconcrete (or whatever you've entered in the block list).

 
Whitelist rconcrete (id 2112) and they will spawn on rconcrete blocks only and if you use the blacklist option they may spawn on all blocks except rconcrete (or whatever you've entered in the block list).
Argh I pressed auto gen zs and no zs showed. I changed the tick from whitelist to black list and pressed auto gen and the zs and volumes worked. Pretty cool just got to learn it and do it properly lol

 
Argh I pressed auto gen zs and no zs showed. I changed the tick from whitelist to black list and pressed auto gen and the zs and volumes worked. Pretty cool just got to learn it and do it properly lol
Ohh sorry default should be blacklist.^^

 
Changelog 0.65

- Added a way to set min. and max. spawn counts to the sleeper generator.

- First attempt to add mod support to the editor (Thanks for your help SinisterMind81 ;) ).

The editor should be able to load modded blocks.xml files from the Mods directory. I am not sure if it works correctly because I have no clue how this xpath stuff really works.^^ If you have multiple mods in the directory ~/7 Days To Die/Mods/ the editor will try to load all blocks.xml files (is this approach correct?). It assumes that the XMLs are located in

~/7 Days To Die/Mods/NameOfMods/Config/blocks.xml.

To use the new feature you have activate it (Extras -> Options -> General -> load mods). You can exclude mods. Enter the name of the mods you don't want to load into the excluded mods text field. This text field is case-sensitive. Make sure that the names match with those in the ~/7 Days To Die/Mods/ directory. After changing the mod related settings, you have to restart the editor. Good luck. ;)

AqpMSKN.jpg


 
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Changelog 0.66

- Improved xml parsing. Editor should start much faster.

- Improved modding support. Editor can read gamestage files located in the mod directories (~7 Days To Die\Mods\NameOfMod\Config)

- Changed default light values to those used by the ingame editor

- Changed hotkey for block picker from 'ALT' to 'Z'. You can still use the middle mouse button btw.

- Added infoText. Press and hold 'ALT' to get some additional info about the block beneath your cursor (not complete yet). See screenshot below.

bk0ci5Q.jpg


Latest issues:

The new hotkey (ALT) is not mentioned in the hint text (under extras -> print controls).

Edit:

For some reason, the autoupdater and the xml writing is disabled by default. I recommend to enable those features:

Extras -> Options -> General -> write prefab xml

Extras -> Options -> General -> check for updates at start up

 
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Changelog 0.67

- added search field to quick selection (this should make it much more useful)

 
Nice work Pille. Argh so it wasn't me lol that turned xml writing off lol last time :-P and i sent myself to the wall for punishment lol
I appreciate your self-punishment, so it was not in vain. :-P

 
Just a little preview. I've overhauled the advanced block replacing feature. It's basically a programmable converter now. You can add a rule set and apply it to a all prefabs at once. Should provide a much more convenient way of converting prefabs than the xml-based converter once it is finished. Could become interesting when A18 spawns. ;)

p0S7cQl.jpg


This and other (unfinished) experimental versions of the editor can be downloaded from here (64 bit only). I am too lazy to link them here or to make a 32 bit version of each experimental.

 
Just a little preview. I've overhauled the advanced block replacing feature. It's basically a programmable converter now. You can add a rule set and apply it to a all prefabs at once. Should provide a much more convenient way of converting prefabs than the xml-based converter once it is finished. Could become interesting when A18 spawns. ;)
p0S7cQl.jpg


This and other (unfinished) experimental versions of the editor can be downloaded from here (64 bit only). I am too lazy to link them here or to make a 32 bit version of each experimental.
oh very nice work Pille. So we just download like normal yeh or with this one we have to do it manually.....

 
oh very nice work Pille. So we just download like normal yeh or with this one we have to do it manually.....
Oh forgot to mention it. You have to manually replace the Zombie.exe located in main directory of the editor.

 
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