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Prefab Editor (Alpha)

So quiet in here lol. Def means your mod is working great and meeting the needs it should :-) Pille well done
It also means, I needed a break. ^^ And now it's hard to get the hang of my chaotic source code.

 
Convert Prefab from 16.2 to 16.3

Hello guys,

I want to convert a prefab from a 16.2 server to a 16.3.

I think that can be done with this editor, but i have no idea how :o

Is there a way to see if some bocks are not recognize or something ?

 
Hello guys,
I want to convert a prefab from a 16.2 server to a 16.3.

I think that can be done with this editor, but i have no idea how :o

Is there a way to see if some bocks are not recognize or something ?
I got 15.2 prefabs in my a16.3 game lol. You need to use Hals prefab converter. The place tts and xml in a16.3 game prefab folder and then use pille editor to view prefab.

I fairly certain a16.2 prefabs will be the same as a16.3. As my village hadnt changed in the update.

 
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There is no change at the prefabs between 16.2 to 16.3
I have imported some big handmade prefabs from our old 16.2 server and i have the feeling that they generate more lags than the prefabs in the pack of Magoli. I was hoping there was something more to do to prevent from this.

I do import/export with Coppis addition and it works great, just some lag in a few prefabs.

Thanks for the information, i will explore some other explanation for this.

By the way, great work from all the community in modding and building, impressive stuff.

 
16.2 is only a month ago, i think you mean 15.2
Nop i mean 16.2 :) we have done wipe between 16.2 and 16.3, rwgmixer changes if i remember well and the map became corrupted if we didnt. But maybe it changes nothing for prefabs, i dont know.

 
Lets say it so. Maybe some prefabs have changes since 16.2 BUT the Block ID´s have not.

Means 16.2 Prefabs are the same in 16.3 and 16.4

ANd yes, the RWGmixer.xml has changed from 16.2 to 16.3

 
Hey Pille wondering if you have had any luck with the electricity side of things :-)
Soon™. I am still shocked that we can't spawn static entities anymore (that was planned to be the main features of version 0.4) . :'( But ok, I should forget this and continue to improve the editor. Not sure when the electricity update will be available but I'll try to release a small update this weekend in order to find back to my old workflow.

 
Unfortunately the new update is not ready yet (want to add more stuff before releasing it) but here is a little preview of one of the new functions:

w0uCK4I.jpg


As you can see I've added a 3d brush (actually it's an option for the edit brush). So you can draw spheres and 3d 'snakes'...

 
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Unfortunately the new update is not ready yet (want to add more stuff before releasing it) but here is a little preview of one of the new functions:
w0uCK4I.jpg


As you can see I've added a 3d brush (actually it's an option for the edit brush). So you can draw spheres and 3d 'snakes'...
Hmmmm what is the purpose of being able to draw spheres and 3d snakes lol haha

 
Hmmmm what is the purpose of being able to draw spheres and 3d snakes lol haha

For instance, it can be used to make ramparts (consisting of terrain blocks), sphere roofs or water tanks :) . Imo there're a lot of applications. The current 2d based tools aren't really powerful if try to build certain 3d structures...

Apart from that, I needed something that was easy to implement because my coding skills still suffer from my long break. So it's a warm-up. :)

Cn2gui4.jpg


lpg-sphere-1000-m3-500x500.jpg


RF-Architecture-Ceiling-Milan-Shopping-Arcade-ITA007.jpg


 
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This can be useful, i will use it. Before, in that cases, i resorted to the aid of the built-in terrain editor.

 
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