• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

Prefab Editor (Alpha)

@Hal

Ok Hal, thanks. Uhm what's the difference between face texture ID and 'actual' texture ID?

@Guppycur

You can import, modify and save pre-painted prefabs. The editor won't touch the paint data. Adding and trimming rows and columns don't work atm because the size of of those data depend on the dimension of the prefab.

If I'm reading both threads right, there's no current way to export and if I import I can't yet paint?
Right. As long as there is no way to export prefabs, the read-only support of my editor is a bit pointless. :)

The good news is that (I think) I've completely understood the format of the painting data. So it shouldn't take too long to improve the support for it.

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

@stallionsden

As soon as possible stallionsden. :) However, adding the painting stuff has the highest priority at the moment.

GUPPY I am looking at you lol haha....
Me too. :D

 
Last edited by a moderator:
@HalOk Hal, thanks. Uhm what's the difference between face texture ID and 'actual' texture ID?
Have a look in the painting.xml file and you'll see something like:

Code:
<paint id="1" name="txName_Brick">
<property name="TextureId" value="7"/>
<property name="Group" value="txGroupFaux"/>
<property name="PaintCost" value="2" />
</paint>
When updating the textures in code it's the paint ID not the TextureID that you'll need to use i.e. the "1" in the example above, not the "7"

 
Ahh ok, that's nothing I need to care about. :)

@all

Does anybody know how to find out whether a block is paintable or not (I guess this info is in one of the xml files)?

 
Last edited by a moderator:
Ahh ok, that's nothing I need to care about. :)
@all

Does anybody know how to find out whether a block is paintable or not (I guess this info is in one of the xml files)?
im guessing if its terrain or a model, then not paintable

check out MeshDescription, it might guide you (i'm guessing OPAQUE + 2 are the paintables)

Code:
public class MeshDescription
{
public enum EnumRenderMode
{
	Opaque,
	Cutout,
	Fade,
	Transparent
}

public static int MESH_OPAQUE = 0;

public static int MESH_WATER = 1;

public static int MESH_CUTOUT = 2;

public static int MESH_TRANSPARENT = 3;

public static int MESH_MODELS = 4;

public static int MESH_GRASS = 5;

public static int MESH_DECALS = 6;

public static int MESH_TERRAIN = 7;

public static int MESH_OPAQUE2 = 8;
also

Code:
if (!GameManager.bShowPaintables)
		{
			if (par0001 != MeshDescription.MESH_OPAQUE)
			{
				if (par0001 != MeshDescription.MESH_OPAQUE2)
				{
					goto IL_C2;
				}
			}
			active = false;
		}

     ...
and

Code:
public Block()
{
this.shape = new BlockShapeCube();
this.shape.Init(this);
this.Properties = new DynamicProperties();
this.blockMaterial = MaterialBlock.air;
[color="#FF0000"]	this.MeshIndex = (byte)MeshDescription.MESH_OPAQUE;[/color]
}
so...

if (Block.MeshIndex == 0 || Block.MeshIndex == 8) {

//is paintable

}

 
Last edited by a moderator:
The second this thing is viable (can do the basics) I'll be doing videos. Unless I'm working. ;)

Any eta guess? We talking days, weeks? Also, if you could be logged in with me and us on Discord while I'm discovering your editor, I think it would help the video If you were to show off some features.

Just thinking out loud.

 
@StompyNZ

Thanks Stompy. I'll test this criterion as soon as I can.

@Guppy

Thanks in advance Guppy. It's hard to make an estimate (there are many variables^^) I guess it will take about a week to fix the remaining bugs and to add a decent support of the paint feature.

Also, if you could be logged in with me and us on Discord while I'm discovering your editor, I think it would help the video If you were to show off some features.
I consider your suggestion (I need a better mic and better language skills). :) If the lag is bearable we could also organize a Teamviewer session on my computer (this is my prefered way^^). I could show you all features directly.

Edit:

I just finished the implementation of the non-gui related part of the paint feature. So the dev version of the editor is able to read and change the paint data. However, the user interface needs to be improved. My estimation is still valid (probably too pessimistic though^^).

 
Last edited by a moderator:
A new (experimental) version is ready. Please report all bugs you encounter.

Here is a short explanation of the "all texture" checkbox (can be confusing):

In editor (top view):

M0L2dQ9.png


In game:

USP61i8.jpg


So what you see depends on the view (top view, side view 1 & 2).

Edit:

Released another patch to fix the buggy texture buttons.

 
Last edited by a moderator:
looking logicaly and good

I start working with your editor the next days, when I have released the exp. CP.

good work so far Pille

U hear from me soon :)

 
Hi Pille, nice work with the editor so far I hope to spend some time getting to know it over the comming weeks.

Just tried the links for the 64bit version and both downloads are giving me zombierror.jpg once they are extracted and run.

32bit version seems fine.

 
This must be caused by a missing or wrong dll file. I am going to fix that with the next version. Thanks for your feedback!

Btw. the autoupdater is almost ready. So the next version will be the last one which has to be downloaded manually...

I start working with your editor the next days
Good luck Magoli. ;)

 
Last edited by a moderator:
Yes, it can build usable prefabs. :)

@Slaan

I fixed the 64 bit version. Could you please check this?

 
Last edited by a moderator:
Hey hey!

Looking into this mod- read- Hal redirected to your mod.

So Im taking it all in- can you give short description what this mod can do currently?

My problem: I have a base that i want to import over. So far i have been using(pasting) Region data- but that's a no go as i dont need whole region- just my thing. Any short tutorial on your mod how to do it in less steps?!

* I know you can build prefabs from scratch but then what?! What software do I use to import them in game (Alpha 16)

* Also How hard is to code a sensing algorithm? In game you go to your created thing and you click on the outer block. Then Algorithm takes over and loads/ saves everything in a file that is connected while it searches for valid connected blocks. It would make sense and get rid of the stage where you manually trim your cube.

(As Player has limited block count in game- that wouldn't be too costly on system resources- it just has to draw in and make a prefab. After its done you can edit it if you want.)

 
Hi zingo2,

if you want to import or export prefabs you have use Hal's editor (the import and export commands are still compatible to A16 experimental b113) or Stompy's tool.

There is another way to import prefab to Navezgane. You can edit the prefab.xml (Location of prefabs.xml: C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Worlds\Navezgane).

* Also How hard is to code a sensing algorithm? In game you go to your created thing and you click on the outer block. Then Algorithm takes over and loads/ saves everything in a file that is connected while it searches for valid connected blocks. It would make sense and get rid of the stage where you manually trim your cube.
My editor cannot read the region files at the moment. I think it wouldn't be hard to implement an export/sensing algorithm once the editor knows the region file format.

Edit:

I guess Hal's tool is not compatible with the latest experimental patch b119. So we have to wait for an update.

 
Last edited by a moderator:
Ahh thank you! Yea experimental releases are tricky!

Yea that could work. Then extract all info made by player ID from the region and you got your player prefab- easy! looking forward to this.

Well good luck I will watch how you develop your mod- it has great potential!

_ _ _

Could you give me the link for that Stompy mod?!

 
Last edited by a moderator:
A new update is available.

Instructions for prefab imports:

1. Click on "insert prefab" and select a prefab file.

2. Click on the grid in one of the views (top view, side view 1 & 2) to change the position of the blue box (represents your imported prefab). The box can only be moved if the prefab tool is active (house symbol).

3. Press "Fix position" to insert the prefab.

hzaQMQu.png


 
Last edited by a moderator:
So I finally got around to installing and taking a look at this; I managed to get it to do some basic functions, and took a video of my journey trying to figure things out. This is a raw video of my very first impressions and experiences, and maybe by you seeing what I went through, it may help your design out a bit, or it may just lower your opinion of me. ;-)

Once I get the hang of it a bit more, I'm happy to do the tutorial video. This thing is way different than Hal's, so I need to master this. :)

Video is probably still processing, but:

 
Back
Top