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Prefab Editor (Alpha)

In the A17 to A18 Conversion guide

The Installing-Modlet-Step-by-Step (By TopMinder) link no longer works.

 
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In the A17 to A18 Conversion guide

The Installing-Modlet-Step-by-Step (By TopMinder) link no longer works.
I'll try to fix this later. BTW. most POIs will work even without performing the conversion process. There are only 5 blocks that have been removed or renamed:
treasureChest

cntBuriedStashChest

cntBackpackDropped

toiletBlockVariantHelper

woodFurnitureBlockVariantHelper

If you load your POIs into the ingame editor and and don't get an error message, everything should be fine.

 
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This conversion mod goes into the actual game mods folder or somewhere else?

I was going to convert the compopack prefabs for my game. I know the sphinx  prefab has a lot of flashing missing blocks.

 
This conversion mod goes into the actual game mods folder or somewhere else?
Yes, into the Mods folder of the game. The editor can't replace nonexisting blocks. Therefore the removed blocks have to be added back temporarily using the AAA_A18_TO_A19_CONVERSION_HELPER modlet.

 
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Open your 

heli4

print all prefab xls data

CRASH PROGRAM

is it possible to get TXT file of prefab with all blocks localion and path of them to similiar output to containing information:

Entities/OutdoorDecor/modularRopeTopTiedPrefab

local_offset="-.15  ,-0.8,1.25" local_rotation="75 ,0  ,0  " 

 
Open your 

heli4

print all prefab xls data

CRASH PROGRAM

is it possible to get TXT file of prefab with all blocks localion and path of them to similiar output to containing information:

Entities/OutdoorDecor/modularRopeTopTiedPrefab

local_offset="-.15  ,-0.8,1.25" local_rotation="75 ,0  ,0  " 
I will fix this in the next update. After the update I will take a longer break. What's local_offset and what would be the purpose of this function? I may consider to include such a function if you give me some more information...

 
for example :

server site mods like Sled, you have to know the blocks possition to do some fun stuff, and creating UMA zombies too, if not, have to start the game to see the possition of blocks :(  and maybe get your prefabs moving like veicles ;)

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    <buff name="SledCheck" hidden="true">
            <triggered_effect trigger="onSelfBuffUpdate" action="SetTransformActive" active="false"  transform_path="chassis"/>
            <triggered_effect trigger="onSelfBuffUpdate" action="SetTransformActive" active="false"  transform_path="pedal"/>
            <triggered_effect trigger="onSelfBuffUpdate" action="SetTransformActive" active="false"  transform_path="seat"/>
            <triggered_effect trigger="onSelfBuffUpdate" action="SetTransformActive" active="false"  transform_path="handlebar"/>
            <triggered_effect trigger="onSelfBuffUpdate" action="SetTransformActive" active="false"  transform_path="back_wheel"/>
            <triggered_effect trigger="onSelfBuffUpdate" action="SetTransformActive" active="false"  transform_path="front_wheel"/>
            <triggered_effect trigger="onSelfBuffUpdate" action="SetTransformActive" active="false"  transform_path="chain"/>
            <triggered_effect trigger="onSelfBuffUpdate" action="SetTransformActive" active="false" parent_transform="Physics" transform_path="Box1"/>
            <triggered_effect trigger="onSelfBuffUpdate" action="SetTransformActive" active="false" parent_transform="Physics" transform_path="Box2"/>
            <triggered_effect trigger="onSelfBuffUpdate" action="SetTransformActive" active="false" parent_transform="Physics" transform_path="Box3"/>
            <triggered_effect trigger="onSelfBuffUpdate" action="AttachPrefabToEntity" prefab="Entities/Industrial/palletPrefab" local_offset="0,.6,0" local_rotation="0,0,0" parent_transform="Physics"/>
            <triggered_effect trigger="onSelfBuffUpdate" action="SetTransformActive" active="false" parent_transform="Physics" transform_path="pallet"/>
            <triggered_effect trigger="onSelfBuffUpdate" action="SetTransformActive" active="false" parent_transform="Physics" transform_path="LOD0"/>
            <triggered_effect trigger="onSelfBuffUpdate" action="AttachPrefabToEntity" prefab="Entities/Animals/Wolf/animalStandardWolfRagdoll" local_offset="0,-1.6,1" local_rotation="20,0,0" parent_transform="Origin/handlebar_joint"/>
            <triggered_effect trigger="onSelfBuffUpdate" action="SetTransformActive" active="false"  parent_transform="Origin/handlebar_joint" transform_path="Origin"/>
            <triggered_effect trigger="onSelfBuffUpdate" action="AttachPrefabToEntity" prefab="Entities/OutdoorDecor/modularRopeTopTiedPrefab" local_offset="-.15  ,-0.8,1.25" local_rotation="75 ,0  ,0  " parent_transform="Origin/handlebar_joint/RightArmAttachJoint"/>
            <triggered_effect trigger="onSelfBuffUpdate" action="AttachPrefabToEntity" prefab="Entities/OutdoorDecor/modularRopeTopTiedPrefab" local_offset=".15  ,-0.8,1.25" local_rotation="75 ,0  ,0  " parent_transform="Origin/handlebar_joint/LeftArmAttachJoint"/>
            <triggered_effect trigger="onSelfBuffUpdate" action="AttachPrefabToEntity" prefab="Entities/OutdoorDecor/modularRopeTiledPrefab"   local_offset="-.15  ,-1 ,0.5" local_rotation="75 ,0  ,0  " parent_transform="Origin/handlebar_joint/RightArmAttachJoint"/>
            <triggered_effect trigger="onSelfBuffUpdate" action="AttachPrefabToEntity" prefab="Entities/OutdoorDecor/modularRopeTiledPrefab"   local_offset=".15  ,-1 ,0.5" local_rotation="75 ,0  ,0  " parent_transform="Origin/handlebar_joint/LeftArmAttachJoint"/>
            <triggered_effect trigger="onSelfBuffUpdate" action="AttachPrefabToEntity" prefab="Entities/Industrial/palletPrefab" local_offset="0,.5,0" local_rotation="0,0,0" parent_transform="Origin"/>
            <triggered_effect trigger="onSelfBuffUpdate" action="AttachPrefabToEntity" prefab="Entities/Sandbags/sandbag_single_01Prefab" local_offset="0,0.77,-.4" local_rotation="0,0,0" parent_transform="Origin"/>
 

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        <buff name="ScorcherDeco" hidden="true">
                <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Other/Items?Weapons/Ranged/JunkTurret/junkTurret_Prefab.prefab" parent_transform="LeftShoulder" local_offset=".15,-.15,0" local_rotation="0,0,0"/>
                <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Other/Items?Weapons/Ranged/JunkTurret/junkTurret_Prefab.prefab" parent_transform="RightShoulder" local_offset="-.15,.15,0" local_rotation="180,0,0"/>
                <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="Entities/Industrial/barrelOilPrefab" local_offset=".275,.35,-.2" local_rotation="0,0,0" parent_transform="Spine"/>
                <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="Entities/Industrial/barrelGasPrefab" local_offset="-.175,.35,-.2" local_rotation="0,0,0" parent_transform="Spine"/>
                <triggered_effect trigger="onSelfBuffStart" action="SetTransformActive" active="false"  parent_transform="RightShoulder" transform_path="BaseMesh"/>
                <triggered_effect trigger="onSelfBuffStart" action="SetTransformActive" active="false"  parent_transform="RightShoulder" transform_path="turret_cone"/>
                <triggered_effect trigger="onSelfBuffStart" action="SetTransformActive" active="false"  parent_transform="RightShoulder" transform_path="DiscMesh"/>
                <triggered_effect trigger="onSelfBuffStart" action="SetTransformActive" active="false"  parent_transform="RightShoulder" transform_path="turret_laser"/>
                <triggered_effect trigger="onSelfBuffStart" action="SetTransformActive" active="false"  parent_transform="LeftShoulder" transform_path="BaseMesh"/>
                <triggered_effect trigger="onSelfBuffStart" action="SetTransformActive" active="false"  parent_transform="LeftShoulder" transform_path="turret_cone"/>
                <triggered_effect trigger="onSelfBuffStart" action="SetTransformActive" active="false"  parent_transform="LeftShoulder" transform_path="DiscMesh"/>
                <triggered_effect trigger="onSelfBuffStart" action="SetTransformActive" active="false"  parent_transform="LeftShoulder" transform_path="turret_laser"/>
                <triggered_effect trigger="onSelfBuffStart" action="SetTransformActive" active="false"  transform_path="Detonator"/>
 

 
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Is there a way to go in and adjust the light brightness after the prefabs have been converted?  I tried to readjust the light a second time and POI becomes all air blocks.

 
@ArNaLdInHo

These looks like coordinates and rotations of the models of the blocks or something like that. That's why decimal numbers are used. It seems to be unrelated to the actual block positions. I don't know where to get the corresponding data from to be honest and don't think that would help you either. If you only need the positions of the blocks, I could do that, but then the output format that you suggested makes no sense since it has nothing to do with the POI...

@cammel

You mean, you used the adjustLight command in the console of the editor?

 
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@cammel

You mean, you used the adjustLight command in the console of the editor?
Yes it only happened a couple of times. I figure it was something I did.  Currently all lights are at a default of intensity 3.0 in ingame editor. I would like to change them to all to 2.5, so that they are not washing out the textures around them. With the adjustLight command what setting should I use?

Top pic is 3.0  bottom is 2.5   Notice the difference in color richness on couch and wood wall on the right?  house is  xcostum_House_AF02P(17x16)(by_Nodabba)

A19.0_2020-07-31_01-11-42.jpg

A19.0_2020-07-31_01-12-13.jpg

 
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TANKS

the position of blocks whould help :)
I could do something like this

"block name, position, rotation"

if that's ok?

@cammel

The game doesn't store the light settings in the prefab files if you use the default values. That's why the adjustLight command doesn't touch unconfigured lights at the moment. I'll try to change this.

BTW. the next update is scheduled for this weekend.

 
Last edited by a moderator:
I could do something like this

"block name, position, rotation"

if that's ok?




"path, block name, position, rotation, color/texture name path"

tanks

@cammel

The game doesn't store the light settings in the prefab files if you use the default values. That's why the adjustLight command doesn't touch unconfigured lights at the moment. I'll try to change this.

BTW. the next update is scheduled for this weekend.

 
Thanks Pille,

Looking forward to the update. Can I set them with your editor manually?
Yes, if you click on a light you can change its settings in the edit tab. Click middle mouse button to read the setting data. However, my editor won't be able to read the data if you never touched the light (AFAIK you open the light setting menu and click ok in the ingame editor to make it readable).

@cammel

The game doesn't store the light settings in the prefab files if you use the default values. That's why the adjustLight command doesn't touch unconfigured lights at the moment. I'll try to change this.
Sorry but I tried and it didn't work. You have to edit the light manually or at least do what is written above before using adjustLight.

@ArNaLdInHo

What is path and color/texture name path?

 
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Changelog 0.89

* added icon preview for edit tab

* added randomized replacing for advanced replacing tool
* added console command 'save block data' to save block information the a file (block_data.txt in the directory of the editor). Type help in the console for more information

* added SleeperIsQuestExclude and ShowQuestClearCount to sleeper volume widget.

* some bugfixes I can't remember

Download v0.89

 
Editor is working great but i have an issue with the updater. It keeps saying update available I'm using 0.89. It has Warning could not open currentVersion.txt and if i run the updater it downloads fine but cannot extract zip. Just letting you know. 

 
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