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Prefab Editor (Alpha)

Pille said:
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


This update have not implement my sugestion ?

 
Thanks you Stalli for replying....

This update have not implement my sugestion ?


I did what I could (see changelog below) without having gotten an answer to my question. ;)  My question was 'What is path and color/texture name path?'...

"* 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"

 
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Preview - version 0.9

Implemented:

* Added hint to ALT info box.
* 5000% - 10000% percent faster global block search + support for searching for block names instead of block IDs + new global block search won't close your currently loaded POI
* more soon...

Planned:

Map post-processing feature allowing to add ships and other water related POIs to the coast + underground tunnel systems/dungeons below towns.

 
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Some random preview stuff. I am trying to teach the editor the file formats of the map

FMUNVr3.jpg


jukqXyn.jpg


VwEPzqs.jpg


 
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Are You making a World Editor?..... will it be possible to autogenerate new maps like RWG ?

 
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The first update (scheduled for Halloween) will primarily include a world editor allowing you edit every feature of a map. It comes with additional functions for automatic prefab placement. So you can take an existing map and the editor will be able to automatically add water POIs like Ships or underground content like sewers beneath streets or caves (I'll provide a set of underground and water POIs to demonstrate how this feature works). Prefab stacking will probably also be possible (you can let the editor place a prefab depending on the position of another POI).

I don't know yet if I will extend this to a map generator later.

 
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Yes, and of course you can also move already placed POI or remove them.

 
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Did you able to implement it?
Yes, you even reacted to the post where I've explained the feature^^:





It is a bit complicated to use when you try it for the first time... I might make a video if necessary.

 
Oh, sorry - i was looking, but i overlook it!

upd:

so..... i can only use this in the already generated world? Is it possible to do this for the prefab that i will use when generating in a standard RWG?

 
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so..... i can only use this in the already generated world?
Right. It's not supported by the vanilla RWG or Nitrogen. So, no not possible to use when generating, unfortunately. 

 
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The map editor is looking real cool.

Will there be an option to randomly add or reassign prefabs on a pregenerated map so the person creating the map can also enjoy the exploration of it without knowing what prefabs are in?

Hows it coming along?

 
This might be possible but would require the POIs to have similar sizes. I'll think about your suggestion but first I've to finish the map editor which is still highly work in progress. The development is one month behind schedule.^^

 
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