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Prefab Editor (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:
Leave it, after i've figured it out - it does not bother me, and others - are unlikely to face it. Maybe someday, You'll find the reason for it by accident.

What about you? You took off means you've stopped playing and working on your mod?
I saw in the insides of the game a lot of unfinished and cut content, due to the transition to the new engine. I'm not even talking about the balance of the game. They had to work hard and didn't have much time. Because of this, much has been left behind. But, we must admit that the possibility of modding they greatly improved.

On the basis of this base, i'm not trying to make a full mod for the play, i just do the individual parts and explore the possibilities, preparing for A18. In vanilla not playing since A13. But in A17 i wanted to try to understand the new system buff and "mods", and nothing else.

If A18 is delayed, i still have time to do something that i can even play... But hardly full.

But, it seems to me that the A17 is not for a long time...

 
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Just a quick update cos Iam in a great hurry atm. :)

Changelog 0.74

- added option to undock 3d view

- added mouse control: double right click disables the mouse grabbing

- changed skybox and added instructions

- fixed: position of 3d view wrong

- known issue: 3d view not synchronized / doesn't register certain actions from other viewports. I am going to fix this issue in the next version.

 
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Aliens... You released aliens.....
giphy.gif


 
just updated to 0.75
What does "Dont press me" do ?

Saw no difference ^^
Lol why do you ignore the warnings of my buttons.^^ Actual you're not supposed to see or to press it. The button contains a hard-coded link to 'C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\7DaysToDie.exe'. If your 7 days directory is located in this directory, the game will start. So no aliens, sorry.

Changelog 0.75

- added hint to 3d viewport if it's disabled

- fixed: '3d viewport not synchronized / doesn't register certain actions from other viewports. I am going to fix this issue in the next version.'

- fixed: wrong voxel counting

- known issue: using search tab while in 3d view might cause crashes

Leave it, after i've figured it out - it does not bother me, and others - are unlikely to face it. Maybe someday, You'll find the reason for it by accident.
Ok, I'll ignore it.

I saw in the insides of the game a lot of unfinished and cut content, due to the transition to the new engine. I'm not even talking about the balance of the game. They had to work hard and didn't have much time. Because of this, much has been left behind. But, we must admit that the possibility of modding they greatly improved.

On the basis of this base, i'm not trying to make a full mod for the play, i just do the individual parts and explore the possibilities, preparing for A18. In vanilla not playing since A13. But in A17 i wanted to try to understand the new system buff and "mods", and nothing else.

If A18 is delayed, i still have time to do something that i can even play... But hardly full.

But, it seems to me that the A17 is not for a long time...
Sounds like a reasonable strategy. Probably the best you can do at the moment.

Changelog 0.76

- added two options for 3d view (field of view and aspect ratio)

- added warning to any zoning checkbox in xml tab

- fixed crash: using search tab while in 3d view might cause crashes

Preview (new 3d view related feature for search tab):

eL7fcum.jpg


 
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Thanks for the Updates !

....and.....

JLCOBPQ.jpg


of course ,of course....


....- added option to undock 3d view

....
Whoa!!!! that's Great!!!

 
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....and.....

JLCOBPQ.jpg


of course ,of course....
Time for a more serious 'don't press me' button. Don't say nobody warned you!

Whoa!!!! that's Great!!!
Np. You're easy to please^^.

Changelog 0.77

- added new shortcut control to 3d view (ctrl + shift to reset voxels)

- added new view mode to 3d view (available if you use the search tab)

- added selectors to advanced search (class, material, custom)

- updated skymap

- fixed crash in search tab

- fixed performance issue related to 'Unselect all' Button in search tab)

WCQll9I.jpg


Changelog 0.77(b)

- fixed alot of bugs an two causes for crashes

 
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have you played with the in-game editor??
me
Yes I have lol but I still use and always will use pille editor to they go well together.

Build prefab in in game editor.

Then use pille editor to fix water blocks the editor stuffed up and add zombies in using pilles automatic zombie placer and volume maker

 
@all

Lol don't expect anything exciting in the next (mhh let say) two updates. The file I am waiting for is related to the new prefab evaluation feature. That should help prefabbers to balance out their POIs. The original intention was a different one though... Once it's done, the evaluation could be used to identify the most profitable prefabs or POIs that have the highest chance to spawn certain rare items (e.g. beakers). Mathematically optimized survival is possible.^^

Ofc this requires more work and won't be included in the next update. There is some 3D and other stuff that should be finished first.

Pilles is simply better. I see the in game editor as an extension of pilles, not the other way around. :)
Too bad that I am not allowed to give you reputation atm. ;)

 
Time to move on....

Changelog 0.77© and 0.78

- added buttons in main menu (see menu item 'Tabs') to dock all tabs at once

- added new tab 'balancing' allowing you the evaluate the amount of loot of your prefab. The balancing-related features is work in progress atm. since the file 'compo-pack-eval.txt' (Thank you ShoudenKalferas for creating this file) that contains the required loot eval. table is not finished yet.

- added new console command: evaluate loot (enter <help> (wihout the <>) to get detailed information)

- added new console command:

- print property:[Name of property] value:[Value of property] blocks (enter <help> (wihout the <>) to get detailed information)

For instance, you want to get a list of all loot blocks. Enter the following command:

print property:Class value:Loot blocks

Or a list of all sleeper blocks:

print property:Class value:Sleeper blocks

- update 'help' command

- disabled don't press me button

- fixed: search tool under 'select/navigate' was disabled for unkown reason^^

Explanation of balancing tab (pdf file)

 
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Trouble With Decals

Working on rebuilding my first prefab from scratch with all the new blocks with A17. Its a massive 87,29,108

military fort called Fort Pastor (hint hint)

Anyway I want to add some decals but have not seen any info on how to do it on you're form

-- Tried

Toggle On/Off to On

Set Meta 2

*No decal on any side*

Please help

 
As far as I know, it's no longer possible to add decals to a prefab in A17. For compability reasons I haven't removed the meta2 text field and the related checkbox yet. Actually, those GUI elements should be invisible if A17 mode is enabled but I am too lazy to implement this change atm.^^ The random world generator may add some decals afterwards though (after the POI is spawned) but that stuff is not stored in the prefab file.

 
After updating to the latest editor, I cannot run it anymore.

Seeing this error on a Win 2008 with 18 gigs or ram.

Tried the following without success

Delete the zombie directory and reinstalled

Win updates

Installed (a suggested from the web) dxwebsetup.exe

Rebooted

I even tried older versions of the editor. None of them work now :(

error.jpg

 
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