Royal Deluxe
New member
yes^^
Its the tool i used as most.
Its the tool i used as most.
Last edited by a moderator:
I assumed that was the only way.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.
That makes sense. The visualizer has no clue what a side is until you add additional information, right?The big problem lies in how your 3d-visualizer will texture blocks that will consist of a single mesh (and therefore - have one UV-scan...) It will not be possible to have a block painted with different textures...
Afaik it's possible. I've started with learning the 3d engine on sunday, so I dunno yet. Anyway, I'll take you up on your offer sooner or later.Perhaps different sides of the block can be realized through different materials.
But i don't know if it's possible for the Visualizer you've chosen. In any case, i can make a couple of blocks for such experiments.
That tool will be useful. Thank you.************************************************
In appendix:
This utility allows to view the contents of resources without unpacking them, including available textures and meshes.
https://github.com/Perfare/AssetStudio/releases
Maybe. I would prefer painted blocks though.^^Maybe, that for visualization, for the first time, it will be enough just a painted form without textures?
Yes, he shouldn't. Only 7dtd doing this and that with additional techniques, this his feature.That makes sense. The visualizer has no clue what a side is until you add additional information, right?
I hate labor lol but it doesn't sound very difficult to me. Was already thinking about using planes instead of cubes. What do you mean by the last sentence?There is still an option to do it the way 7dtd does it. That is, you can render a cube using 6 separate planes (separate meshes). I would not call this method very complicated, but it is definitely - much more code and labor.
In general, i imagined a 3D-preview for the Editor of something like the same cubes only freely rotated on three axes...
That's probably a good idea. The editor is already able to read the materials.xml...Perhaps at first, would be confined to the Form + texture rendering just based on the block material (ie, wood, concrete, iron, etc) ?
....already - not true!"3D View (Useless atm.)"
I am a filthy liar.....already - not true!
Yes, that's still the goal. I guess I could add several display modes. Shouldn't be very time consuming.Perhaps, it would be better just to paint the cubes in the color of blocks accepted in the Editor.
Аfter all, the task is to provide convenience in editing...?
It will be very useful to me, yes. Thanks again! I am still working on basic stuff for the 3D View (voxel optimization, controls et cetera). Once the underlying system is ready, I can start adding block shapes.Did the pack I sent give you what you need? I have a few modelers on that channel, too.
That's Great! Thank You!Followed n2n1's suggestion:
![]()
Don't worry, I will keep this display mode. ^^That's Great! Thank You! I hope similar mode will always be available, even if you add texturing.
I knew you would ask me that.^^ Ofc 3dView makes more sense if you have a separate window showing the changes made in the 2D Views and vice versa. It's not hard to implement and was planned anyways. Just haven't had time yet...I suspect You already have a set of forms?
Dual monitor. Btw. I am still not able to reproduce the bug that preventing you from putting back the tabs to the left or right side of the main window.Do You personally use single monitor?
Now it's double right click in my dev version. I guess all other buttons will become important for other functions sooner or later.The only thing that i am now uncomfortable in 3D-mode, it is exit via Esc. I would suggest making a way out of view mode through the mouse.
Yes as soon as the basic stuff works. This may take a while though. The 3D Window requires an extra thread (which is annoying to implement) to prevent it from slowing down the editor GUI. For instance, if you edit a few hundred blocks in one of the 2D views, the 3D Window will cause lags while processing these changes (atm. most of the stuff that cause lags is disabled in release version of the editor). Even worse, the graphics engine that I use, seems to have bugs... quite unpleasant bugs.^^Are You planning to change the 3d-view to not use cube shape for non-blocks? (entity,models,decor etc)
I suspect You already have a set of forms?
Yes, Guppy gave some of the shapes that I need. Enough for testing.I suspect You already have a set of forms?
Thank you!Awesome Pille, That's what I was looking for, 3D Viewer help too much!!! Great Work!!
I figured it out//// Btw. I am still not able to reproduce the bug that preventing you from putting back the tabs to the left or right side of the main window.
I don't even know what to say... Maybe, postpone this idea and over time, its usefulness - be confirmed and refuted? I don't know. Doubtful, but perhaps it would really be an important mode...What do you guys think about a real-time interface between the official and the zombie editor? Some mechanism that synchronizes the editors, so you don't have to click the load button in the in-game editor after working with the zombie editor (and vice versa). This could also be used to improve the controls of the official editor. It's still annoying to rotate the blocks and one click too much and you have to start over rotating. lol
This must be a tough test. I tried, but i took off after the third dayI am not sure if it's worth the effort though because I am struggling to enjoy the current alpha...
Lol that's strange. The settings of the xml tab seem to be identical to those of the other tabs. I dunno what's going on but the issue might be related to windows 95. :tongue1:I figured it outHere a matter of habit, all of them are different - you drag a window other movements and are unlikely to encounter this
![]()
The fact is that i grab and drag the "xml" window to the upper area , while waiting for the local window to move down and release the area as in the screenshot. This happens with other tabs but not with "xml". If i use double-click or drag the windows to the area below then it - will fall into place.
![]()
Yeah it's might not be the peak of usefulness but I would like to have more control over the game.^^ Some automatization could be done via the interface. For instance an automatized map generating tool for the ingame rwg generator comes to my mind: Hit a button wait a few hours and get screenshots of all generated maps + a list of all prefabs on the maps (sorted by their names or the number of occurrences). Ofc this would require to read the memory of 7day, an action considered to be naughty by certain anti-virus programs.^^ But you're right. Perhaps I should wait until 7dtd is in a better state.I don't even know what to say... Maybe, postpone this idea and over time, its usefulness - be confirmed and refuted? I don't know. Doubtful, but perhaps it would really be an important mode...Now to me this idea seems completely useless, but i'm often wrong in such cases.
It is hard. Significant parts of the editor's code are written with reusability in mind though and it's not too heavily associated with the game, so I can use it for other projects if I stop playing permanently. I have given up modifying the game somehow else atm. Not enough time ... and prefabbing is a wide field anyway giving me enough things to do.This must be a tough test. I tried, but i took off after the third day.
Do You modify the game somehow else, in addition to prefabs?