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Prefab Editor (Alpha)

PILLE

I havent tried this out yet. took me ages to learn Hals editor lol haha. so I will wait for a few vids (**Cough**Cough** Guppy) to get into it.

My only request since everyone else has the ideas and requests covered is you maybe if possible make this sdx friendly for those whom use sdx as well :-)

 
Maybe ... but let me cite myself :D

I don't have a clue about SDX.^^
So how can I make it sdx friendly or asked differently, what makes Hal's editor sdx friendly?

 
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prefabs should be fine as far as sdx goes, so I'm guessing stal means if you have a modded dll.

Personally apart from a few bits you can't access, I think an api mod works better than a dll hack as far as ease of use.

 
Ahh ok, so my preliminary answer is 'no' but this could change if I try to develop a world editor. Btw. I still don't understand what you could do with the dll.^^

 
Maybe ... but let me cite myself :D


So how can I make it sdx friendly or asked differently, what makes Hal's editor sdx friendly?
Pretty much what Stompy stated. Hal was as far as i knew working on a sdx version of his editor pre a16. Maybe can ask Hal but yeh i not very cluey myself tho.

 
Update Time!

Changelog v0.3j (July 17, 2017):

- added vertical tabs (can be deactivated in option menu "vertical tabs")

- enabled remove and insert rows and columns in x-ray mode

- improved resizing of sleeper volumes by mouse button (still not perfect but it's much better now)

- fixed visual issue caused by sleeper volume resize via text fields

- fixed: dock widget size (size of the tabs) not saved properly

- fixed: sleeper generator tab changed the size of other tabs

- fixed: size of the volume list items was too small

Changelog v0.3k (July 18, 2017):

- fixed: undo didn't work for sleeper placing tool

- fixed: creating a new prefab didn't remove sleeper volumes from previously loaded prefab

- fixed: sleeper volumes slowed layer switching down

 
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hmmm maybe i missed it lol..... a few questions:

- When in game and i built a prefab. how do i export said prefab.

- where does prefab get saved to once exported.

- how to re import prefab into a new game.

- can i place sleeper blocks (Using creative - dev mode) and the editor will extract orefab with those sleepers.

- - - Updated - - -

I made a how-to-for-stallion video already homie. Search for me on you tube.
is the one the ONLY one you have done so far or is there a new one as I already seen the first one lol....

 
hmmm maybe i missed it lol..... a few questions:
- When in game and i built a prefab. how do i export said prefab.

- where does prefab get saved to once exported.

- how to re import prefab into a new game.

- can i place sleeper blocks (Using creative - dev mode) and the editor will extract orefab with those sleepers.
All these functions aren't included yet. The preliminary goal is to create an editor which has all (or at least the most important) features of Hal's editor (without bbb commands). So it's a pure tts and xml file editor atm. This might change once the goal is achieved.

 
Update time!

Changelog v0.3m (July 20, 2017):

- added new/better sleeper volume algorithm to sleeper generator (click on 'smart' volume placing method then 'auto-generate' sleeper volumes; generating the volumes may take a few seconds!)

- added random SleeperVolumeGroups to sleeper generator (SleeperVolumeGroups will be randomly chosen from the list "active")

- added new console function "print free block ids" (shows a list of all unused ids in the console tab)

Just a few hints to the new sleeper volume placing method:

* The new method takes care of the room geometry (see screenshot bellow).

* It works better if you don't have 'outdoor' sleepers.

* Don't increase the 'room size parameter' unless the rooms of your prefab are very large.

* Generating volumes using the new algorithm may take up to one minute (in case of large prefabs, e.g. skyscrapers).

AbnXawj.png


 
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Added to the op...

Thanks Guppy. Very nice video! I really like your cursor-based walking animation. :)

Maybe I should give you a few hints:

* There is a small button '0' beneath the rotation slider which resets the rotation (I know you don't need the prefab rotation feature but who knows...^^).

* The sleepers are much easier to identify if 'show class symbols' is enabled (in option menu).

* You're right, you're not supposed to see the search tab. ;)

* There are two console functions 'Extras -> Print all prefab xml data' and 'Extras -> Print free block IDs'.

Short question: How can you selected multiple layers at once in Hal's editor?

 
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You would type in which layers to remove.

...with your editor, something from side view should work. Huh. Maybe it does... If I remove rows from side view, is that layers? It kind of is. Huh.

 
Req: clicking on layers activates scroll wheel for layers.

Clicking on zoom activates scroll wheel for zoom.

Same with rotation.

...if you're still doing gui updates. :)

 
Didn't know I needed this tool in my life before trying it out for a bit. Feature rich, clever design "intuitive" and looks very promising. Keep up the good work! :smile-new:

 
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