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Prefab Editor (Alpha)

Hey Pille!

I haven't figured out how to do it or if it's been implemented yet, but does your editor support wiring electrical blocks together? Like a Solar Bank to a Battery Bank to a Relay To a Turret or anything like that?

 
Just an idea for custom mines:

7Wuejz0.jpg


side view (the blue line represent the sleeper volume):

LqLSpVM.jpg
We think alike. I came up with the same idea but slightly different. My variation involved a sleeper fully enclosed by barrels. Waking the sleeper would cause it to claw away and BOOM.

Was saving the idea for a new prefab i had planned.

I like the idea of throwing the mine in there. Ensures detonation as long as the sleeper spawns in.

 
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Hey Pille!
I haven't figured out how to do it or if it's been implemented yet, but does your editor support wiring electrical blocks together? Like a Solar Bank to a Battery Bank to a Relay To a Turret or anything like that?
No, that's why I'm about to run out of letters.^^ The main feature of version 0.4 will be electricity (0.2 was painting, 0.3 was about sleeper volumes). I've been quite busy the last few weeks and haven't really worked on the editor ... but I think 0.4 will be released this month.

Was saving the idea for a new prefab i had planned.
Mhrrr I want to have it now. ;)

 
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PILLE!

Feature request! lol. I know you're busy with real life. So just spew'n this stuff out there in case you'd like the same features.

Some new hot keys.

CTRL+S Switch to the Select Tool.

CTRL+E Switch to the Edit Tool.

CTRL+uh... CTRL+Q (left hand minimal reach)? Switch to the Block Picker Tool.

I'm finding that these are the absolute most common tools I switch around on. Being able to switch between these 3 especially and quickly would be amazing.

Thanks again for the awesome editor!

 
PILLE!
Feature request! lol. I know you're busy with real life. So just spew'n this stuff out there in case you'd like the same features.

Some new hot keys.

CTRL+S Switch to the Select Tool.

CTRL+E Switch to the Edit Tool.

CTRL+uh... CTRL+Q (left hand minimal reach)? Switch to the Block Picker Tool.

I'm finding that these are the absolute most common tools I switch around on. Being able to switch between these 3 especially and quickly would be amazing.

Thanks again for the awesome editor!
Did you check the OP for the list of existing shortcuts? :p

 
Hey Jackelmyer,

there is a (incomplete) list of available shortcuts in the opening post.

Mhh Ctrl + S (save prefab) is already implemented as well as a shortcut for the block picker tool (middle mouse button, I have to provide an additional shortcut though because the middle mouse button doesn't work with certain mouses. Don't know why). Hint: The block picker shortcut doesn't change the current mode and can be used in all modes.

There's also hotkeys for some of the other tools. However they're incomplete as you can see. What do you think about the shortcut shift + key for the tools (I already have plans with Ctrl + E and Ctrl + Q and most of the combinations containing the control key are assigned anyway)?

 
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Did you check the OP for the list of existing shortcuts? :p
/facepalm. No... #fail. Sorry Pille! The Spoiler tag... totally passed right over it.

Never mind! I'll get used to it. Thanks! Both of ya! :)

 
No problem. Most people ignore the spoilers.^^
For android users, u cant open the spoiler tag unless viewing in desktop view.

Random note: last time i saved via ctrl+s, it forces your view to side/front. Kinda annoying but not the end of the world. :p

 
For android users, u cant open the spoiler tag unless viewing in desktop view.
I don't like android users, so I don't care. ;-)

Random note: last time i saved via ctrl+s, it forces your view to side/front. Kinda annoying but not the end of the world. :p
Lol, this shouldn't happen, really strange. I'm going to change the shortcuts for the views. That will fix the issue.

 
hey Pille

the block-coloring-function works perfect - i love it - thx for adding that

Now its so easy to find specific blocks :)

Request/Question:

Case: Tools/advanced - Texture-Replacing

Is it possible to fill in --KEEP OLD-- and --ANY-- to the advanced-Replacing-Tool (category: textures) ???

 
Hi Magoli.

Yes, of course. It works already, however you have to enter it manually (since these two special entries aren't in the texture list).

Edit:

Looks a bit tricky though. Enter the new textures first... Maybe it's better the wait for the next release (probab. tuesday).

 
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Eh Pille,

Not sure if I'm doing something wrong or what, but in version 0.3W, I'm trying to load The Village Prefab. It's a pretty darn large prefab, which is one of the reasons I'm trying to open it up. Making a large prefab myself and looking for current large prefabs to see where the limits of "prefab size" may come into play.

But when I try to open The Village, the editor just stops responding and crashes. Turns into a "Not Responding" process after about 3-4 seconds and memory usage never goes higher than 375mb.

Environment:

AMD A10-7800 3.5GHz

16GB RAM (total memory usage never climbs over 3.3GB 20%)

NVIDIA GeForce GTX 750 Ti

7500RPM 1TB drive with 400gb+ free disk space remaining.

Editor Version: 0.3w

Prefab Link in description above.

Per Windows Event Viewer under Windows Logs/Applications

Faulting application name: Zombie.exe, version: 0.0.0.0, time stamp: 0x59a81c06

Faulting module name: Qt5Core.dll, version: 5.9.0.0, time stamp: 0x592827ae

Exception code: 0xc0000005

Fault offset: 0x00000000000b55ee

Faulting process id: 0x1b08

Faulting application start time: 0x01d324f6907a0882

Faulting application path: C:\Users\<editedout>\Desktop\Zombie (64 bit)\Zombie.exe

Faulting module path: C:\Users\<editedout>\Desktop\Zombie (64 bit)\Qt5Core.dll

Report Id: ee57bc71-3083-4397-abce-55052739be7c

Faulting package full name:

Faulting package-relative application ID:

 
Eh Pille,
Not sure if I'm doing something wrong or what, but in version 0.3W, I'm trying to load The Village Prefab. It's a pretty darn large prefab, which is one of the reasons I'm trying to open it up. Making a large prefab myself and looking for current large prefabs to see where the limits of "prefab size" may come into play.

But when I try to open The Village, the editor just stops responding and crashes. Turns into a "Not Responding" process after about 3-4 seconds and memory usage never goes higher than 375mb.

Environment:

AMD A10-7800 3.5GHz

16GB RAM (total memory usage never climbs over 3.3GB 20%)

NVIDIA GeForce GTX 750 Ti

7500RPM 1TB drive with 400gb+ free disk space remaining.

Editor Version: 0.3w

Prefab Link in description above.

Per Windows Event Viewer under Windows Logs/Applications

Faulting application name: Zombie.exe, version: 0.0.0.0, time stamp: 0x59a81c06

Faulting module name: Qt5Core.dll, version: 5.9.0.0, time stamp: 0x592827ae

Exception code: 0xc0000005

Fault offset: 0x00000000000b55ee

Faulting process id: 0x1b08

Faulting application start time: 0x01d324f6907a0882

Faulting application path: C:\Users\<editedout>\Desktop\Zombie (64 bit)\Zombie.exe

Faulting module path: C:\Users\<editedout>\Desktop\Zombie (64 bit)\Qt5Core.dll

Report Id: ee57bc71-3083-4397-abce-55052739be7c

Faulting package full name:

Faulting package-relative application ID:
yep I confirm this also as I cant load the village now into the editor as it crashes on me where as previous version it worked fine. tried multiple times to

 
Just noted this in your thread stallionsden. For me I got it loaded after I deleted the *.pille file. Loaded right up.

Pille, Maybe something in your save data file changed between V and W versions?

 
Just noted this in your thread stallionsden. For me I got it loaded after I deleted the *.pille file. Loaded right up.
Pille, Maybe something in your save data file changed between V and W versions?
Where do i find that lol

 
my suggestion:

- add a checkbox or option - for that would not showing "sleeper volume".

sometimes it is a hindrance when working (can accidentally move it and not notice).

- i would like to be able to add any entity in prefab (as in HALL's Ed)

- some interface elements look like buttons (because of the extrusion effect), although they are not. For example: block color. I think it ruins immersion for the interface :D

I noticed that a new created "sleeper volume" (and moving existing) not saved in prefab.xml... i missed something or this has already been said?

by the way - the copy function of the block (the middle button) are very frequent for me. If it were possible - i would put it on the right button...

Of course - it's the little trifle - the Editor is Very good! :)

 
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And I'm glad that you didn't ask for a 3d view. ;)
my opinion about 3D-view.

of course, now possible building in realtime 3D already in the integrated editor from the game - but that's another activity.

in 2D-editor only need to have an idea about the overall geometry of the buildings in 3D vision.

Perhaps it would be enough just basic block shapes (cube, half-cube, ramp, pillar, plate .etc.)

 
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