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Prefab Editor (Alpha)

@sphereii

Thanks for the tip sphereii. I will have a look at azure cloud as soon as the most important parts of the editor are finished.

 
@sphereiiThanks for the tip sphereii. I will have a look at azure cloud as soon as the most important parts of the editor are finished.
I use the One-Click installer in Visual Studio 2017 to create the auto-updater. It's easy to use and enable, even if the install path is wonky. But it ties into the azure cloud easily. There are other solutions out there, but this was by far the easiest.

It even allows you to use a signed certificate, but I don't recommend getting one. They are very expensive, and I'm not convinced they add a lot of value.

 
I don't have any experiences with programing auto-updaters. So to me the journey is the destination (until I get annoyed at this approach). :)

 
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Looking pretty interesting, will give it a go when you've updated it for A16.
Yep, it's not a bad idea to wait till I add the really interesting features...

 
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Just a few hints to the new paint mode in alpha 1e:

It works similar to ms paint. You have to set the block properties in the set widget (see red arrow) and click on "paint" (see red arrow) to activate the paint mode, then click on the view and keep the left mouse button pressed to "paint" the blocks:

AQ7TVZH.png


 
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Just a few hints to the new paint mode in alpha 1e:It works similar to ms paint. You have to set the block properties in the set widget (see red arrow) and click on "paint" (see red arrow) to activate the paint mode, then click on the view and keep the left mouse button pressed to "paint" the blocks:

AQ7TVZH.png
So this will translate to color the blocks in game. Like I could make a steel block red?

 
So this will translate to color the blocks in game. Like I could make a steel block red?
If there is a color "red" in A16 then you could do that. The colors you can see in the editor aren't related to the ingame color atm.

 
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6kwKoyu.png


Comments about the new toolbar of version 0.1f:

1. Selection mode

2. Drag mode

3. Paint mode / brush mode

4. Filler (work similar the color filler function of mspaint)

5. Block picker (click on a block to select it / writes block properties into the set tab)

6. Image-based selection (1. choose a png image, click on a block, hold the left mouse button and move the cursor to change the size of the mask).

This feature works better with black and white pictures with thick lines. There are a few examples in "Zombie (32 bit)\data\images\test pictures".

7. Inverse selection (inverts the current selection)

 
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Just a little preview of the A16 version:

MPOsTKk.jpg


 
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Thanks Hal.

512 x 512 x 256 blocks^3 (length x width x height) was the biggest one. It's a 32 bit program atm. That's why you can only build such tiny prefabs. ;)

Any idea how to handle electricity (e.g. wires)?

 
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Haha yeah... but I bet Gup will get there eventually ^^

I haven't had a dig around in the code but I'm guessing wiring will be part of the chunk data so not something you can play with in a prefab

 
Haha yeah... but I bet Gup will get there eventually ^^
It's a matter of seconds the switch to the 64 bit compiler, so that wouldn't be a problem.

I haven't had a dig around in the code but I'm guessing wiring will be part of the chunk data so not something you can play with in a prefab
Lol, I hope not. There is a 27 km (17 miles) long service tunnel in my base with electric lights every 5 meters.^^

 
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My next project is two diersvilles...

Pille, you ready for Monday? :)

I'm... Demanding. No, that's not right... I ask for a lot though... :)

 
Ready for vacation, yes.^^

I really hate the technical aspect of programming. Therefore my plan is to get the conversion of the editor over and done with as quickly as possible. So the release of the update will probably be next week.

I'm... Demanding. No, that's not right... I ask for a lot though... :)
And I'm ... disregardful. No, that's not right... I overlook a lot of requests though... ;)

Btw. I think all features you can ask for are already on my to-do list. :)

 
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The editor is updated and "partially" ready for A16^^. The paint system is not fully supported yet (You have to paint the blocks ingame. I am going to improve the support in the next weeks). Hint: Resizing the prefab may cause problems.

 
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Good stuff Pille!

Just FYI the code for setting the texture long is:

Code:
long _tex = 0;

for (int face = 0; face < 6; face++)
{
  var faceTex = getFaceTextureId()
  _tex = _tex & ~((long) byte.MaxValue << face * 8) | (long) faceTex << face * 8;
}
You can the use the SetTexture method on the prefab and pass the _tex variable. The gotcha is the face texture ID is the ID of the item in the painting.xml file rather than the actual texture ID.

Just shout if you need anything.

 
The editor is updated and "partially" ready for A16^^. The paint system is not fully supported yet (You have to paint the blocks ingame. I am going to improve the support in the next weeks). Hint: Resizing the prefab may cause problems.
Okay, so painting inside the editor isn't working, but does that mean if I bring a pre-painted prefab in, that it will strip it of the painted features?

...honestly been playing the actual game (go figure), but was going to start giving this a whirl tomorrow, but not sure if I can actually do anything yet. If I'm reading both threads right, there's no current way to export and if I import I can't yet paint?

Pille, you're new to the guppycur kissass experience, but I will be singing your glory across the lands very shortly, I think. :)

 
I have to admit I am saddened Hal hasnt continued his. However I do totally understand the reasons behind it. I finally after like 2 yrs became semi pro at that one lol haha :-(. I am pretty much asking if by chance you may if time has it do some short vids on each part of the editor if time befits you etc and not to much to ask as I am a visual learner more so then theory based.

I also expect you to be busy sorting this out so maybe some one whom gets the understandings of this to do some vids.. GUPPY I am looking at you lol haha....

I also like to thank you for continuing Hals editor into A16 and look forward to following this :-)

 
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