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Prefab Editor (Alpha)

yes^^

Its the tool i used as most.

FFD33F8F3B42B10BA14232B1098FF3B039706D4D


 
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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.
I assumed that was the only way.

It is possible to change the GUI so that would preview menu displayed preview of the textures in the needed resolution. Then can take a screenshot of the texture in this desired resolution.

My skills in a Blender3d are not strong but, ultimately, not fast, i could make these shapes.

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...

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.

Maybe, that for visualization, for the first time, it will be enough just a painted form without textures?

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

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

 
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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...
That makes sense. The visualizer has no clue what a side is until you add additional information, right?

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.
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. ;)

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

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
That tool will be useful. Thank you.

Maybe, that for visualization, for the first time, it will be enough just a painted form without textures?
Maybe. I would prefer painted blocks though.^^

Changelog 0.71

- reactivated 'replace layers' feature

- added additional check for overlapping 'destination/source' layers to 'replace layers' feature

- fixed: closing option menu occasionally crashes the editor

 
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That makes sense. The visualizer has no clue what a side is until you add additional information, right?
Yes, he shouldn't. Only 7dtd doing this and that with additional techniques, this his feature.

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 imagine a 3D-preview for the Editor of something like the same cubes, as in the usual view, only freely rotated on three axes...

(moreover, painted as well as in two-dimensional representation)

Perhaps at first, may be confine to the Form + texture rendering just based on the block material (ie, wood, concrete, iron, etc) ?

 
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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...
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?

Perhaps at first, would be confined to the Form + texture rendering just based on the block material (ie, wood, concrete, iron, etc) ?
That's probably a good idea. The editor is already able to read the materials.xml...

Another preview shot (construction site skyscraper):

lu8aV7R.jpg


 
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"3D View (Useless atm.)"
....already - not true!

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...?

 
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....already - not true!
I am a filthy liar. ;)

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...?
Yes, that's still the goal. I guess I could add several display modes. Shouldn't be very time consuming.

 
Did the pack I sent give you what you need? I have a few modelers on that channel, too.
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.

 
That's Great! Thank You! I hope similar mode will always be available, even if you add texturing.
Don't worry, I will keep this display mode. ^^

Changelog 0.71

- added working 3d-View.

Controls (Movement): W, A, S, D, Space, C and mouse to look around

Controls (General): Click on the 3dView window to enable mouse grabbing. Press escape or enter to disable mouse grabbing.

- added option to disable 3d-View (restart of the editor required)

- added option to control the max. number of rendered blocks in 3d View

- fixed advanced replace: Even if the check box 'apply current role' was selected, you had to add a rule before performing a block replacing operation. This was not intended.

known issues:

- color mismatch between 3d View and other views (top view, front view, side view)

- position of 3d view window wrong / depends on the operating system

- speed of up and down movement depends on frame rate

- performance is unsatisfying because it's not optimized yet

gWoCEWv.jpg


Optional material transparency (v0.72):

D3oE82T.jpg


Changelog 0.72

- added option for material transparency

- improved: editor should pause rendering if you don't actively use the 3d View (if you don't look around in the 3d view). This should significantly reduce the cpu and gpu usage.

- fixed: speed of up and down movement depends on frame rate

Changelog 0.73

- adjustable camera speed (use the mouse wheel)

- added cursor

- added fps display

- added feature: double click on a block when in 2d views changes to camera position of the 3d view (camera jumps to the corresponding block)

- fixed: if you close the editor it may crash preventing it from saving certain settings

 
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Excellent Work!

I wonder if You can do to separate the view window separately, that would be transferred to another monitor? (at the same time, of course, leave the opportunity to work in a different view.)

Do You personally use single monitor?

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.

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?

 
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I suspect You already have a set of forms?
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...

Do You personally use single monitor?
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.

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.
Now it's double right click in my dev version. I guess all other buttons will become important for other functions sooner or later.

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 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.^^

I suspect You already have a set of forms?
Yes, Guppy gave some of the shapes that I need. Enough for testing.

Awesome Pille, That's what I was looking for, 3D Viewer help too much!!! Great Work!!
Thank you!

...

j3wSEMr.jpg


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

I am not sure if it's worth the effort though because I am struggling to enjoy the current alpha...

 
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//// 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 figured it out :D

Here 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.

9dXHLCf.jpg



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
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.

I am not sure if it's worth the effort though because I am struggling to enjoy the current alpha...
This must be a tough test. I tried, but i took off after the third day :D .

Do You modify the game somehow else, in addition to prefabs?

 
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I figured it out :D Here 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.

9dXHLCf.jpg
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 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.
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.

This must be a tough test. I tried, but i took off after the third day :D .

Do You modify the game somehow else, in addition to prefabs?
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.

What about you? You took off means you've stopped playing and working on your mod?

 
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