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Prefab Editor (Alpha)

Probably i will not hurt anyone if I say for all, that the 32-bit version is no longer needed?

anyone else using x86 environment for 7dtd?

Or as a compromise, could make x86 versions only for some/stable builds?

 
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Probably i will not hurt anyone if I say for all, that the 32-bit version is no longer needed?anyone else using x86 environment for 7dtd?

Or as a compromise, could make x86 versions only for some/stable builds?
No votes against so far.^^ The download numbers might be a better indicator though. I'll track them for a while and make a decision later.

 
Changelog 0.68 and 0.68(b)

- overhauled advanced replace feature. Should work like a full-featured converter now (allow you to apply multiply replacing rules at once)

- fixed bug in xml parsing

- editor should start faster (~2 seconds)

ZlvumTd.jpg


 
thx Pille
this function is very much appreciated

will play around with it very soon i guess
Good luck. ;)

Changelog 0.69

- fixed: cutting (ctrl + x) and copying functions doesn't work properly if sleeper or light blocks are involved

- fixed: editing light properties and sleeper properties from search tab doesn't work (if 'search list' is checked in edit tab)

 
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bugreport:

- The "xml" tab cannot be moved back to its place (right side), only to the left side of the editor window.

 
Unfortunately, I am not able to reproduce the issue. Have you tried to drag and drop the tab in the middle of the right side (see screensot below)?

SwknN9e.jpg


 
Yeah, I can't get her back there. This happens only with the "xml"-tab and only when the Editor window is fully maximized. If the Editor window is not maximized - then everything works fine.

However it is not particularly importan :)

(Maybe it's because of the two monitors, but i tested it on the other side as well).

 
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(Maybe it's because of the two monitors, but i tested it on the other side as well).
Ahh thanks for the hint. I will try to make some tests later.

 
Preview (very early):
x2hwEFD.jpg
Ohhhhhh very nice pille. I remember back in like a6 or a7 some company was trying to design this lol. Never took off tho. Hope it comes to fruition be amazing

 
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@Quasimiyao, @stallionsden

Interesting :) That will be really useful :) Atleast would think so, havent made a prefab yet:p
Hope it comes to fruition be amazing
Hopefully^^.

@n2n1

I haven't added the game textures and shapes yet and I am not even sure how it can be done (propably with the Unity Assets Bundle Extractor???). So loading a house into the 3D view would look super ugly.

???
Was ist das?

3d preview?
Yeah the thing a lot of users were asking for a while back. ;) I know we have the 3D ingame editor now but why not making an own one.^^ Your german is perfect btw.

If anyone already has extracted textures + shapes and wants to help me, don't hesitate to contact me. I would prefer working on the editor instead of trying to figure out how the get to necessary files.

 
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Changelog 0.70

- added new command 'print loot blocks' to console commands

- added feature for evaluating the loot balance of prefabs

- added preview for 3d view (controls: arrow keys + mouse, press escape to stop the mouse grabbing, click in 3d window to activate mouse groubbing). It's completely useless atm. but I would like to know if it works for you! 3D view is deactivated per default but there is a switch in the option menu.

- updated help command (for console)

- fixed bug related to the sleeper placing buttons

- fixed: export doesn't store blocks.nim file and xml file

- known issue: Closing option menu occasionally crashes the editor

Added link to 0.70 to the OP.

 
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If anyone already has extracted textures + shapes and wants to help me, don't hesitate to contact me. I would prefer working on the editor instead of trying to figure out how the get to necessary files.
There will be problems. :(

Block textures are not currently available for direct extraction from bundles.

(.....how did You get the block-texture for paint preview?)

Block shapes do not exist as ready-made meshes, they consist of different planes.

(i hope someone will correct me if i'm wrong).

I understood correctly that, You now need block shapes and block textures?

How many form blocks do You think will need?

 
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I understood correctly that, You now need block shapes and block textures?
Yes I need shapes and textures. I had a little bot to extract the textures from screenshots.^^ The resolution of those extracted textures is quite low (~320x320) but it might be sufficient.

How many form blocks do You think will need?
The 49 base shapes available for rconcrete or stainlesssteel blocks. That would be nice. Perhaps they can be downloaded from somewhere else. A few voxel games use those standard shapes...

 
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