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Prefab Editor (Alpha)

Again, firstly - Thanks for the Editor !

and a couple not serious feedbacks from me :)

- a feature with a highlighting blockName - greatly increases the convenience (reduces unnecessary movements of the eyes!), but would like to see the names appearing in the foreground (they are often hidden by the block color - this makes it difficult to read perception)

- there is a problem with the centering of the window of main-prefab, itself after loading - to have each time to scroll through all the slider scale that would it automatically centered.

(hmmm...I use the tools panel on both sides)

- question: what information is contained in the files .pille ?

- i tried to replace the parameter meta2 to zero in all prefabs (turn off all the glowing signs "open") but it failed me to do with the function "advanced replace" - only manually, each block.

 
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Ok thanks for your feedback...

Sneak preview: ;)

qeotbVA.png


- question: what information is contained in the files .pille ?
The color data of the sleeper volumes. It's quite useless atm but I am going to add electricity data to it...

- there is a problem with the centering of the window of main-prefab, itself after loading - to have each time to scroll through all the slider scale that would it automatically centered.

(hmmm...I use the tools panel on both sides)
I think I know what you mean. It's a little bug introduce by the sleeper system (cos you can place the sleeper volumes outside the prefab borders).

 
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What i would like this moment would be a possibility to set a meta Value and then the possibility to click on a Light or door and everything stays as it is only the meta value changes to the Value i want.

This way it would be easy to Lock all 5 trillion doors i placed in my prefab

 
This way it would be easy to Lock all 5 trillion doors i placed in my prefab
Lol. Ok, I'll try to implement an easy way to open/close door ... :)

 
@Spectral Force, Royal Deluxe, Magoli

I am going to integrate your suggestions into the next update. So don't worry, I didn't forget them.^^

Update Time!

Changelog v0.3z (Oct. 18, 2017):

- added control: double click on a block selects all connected blocks with identical id (if you use the selection tool / mode)

- added options to edit brush ('3d' and 'ignore non-air block' (brush changes only air blocks if this option is enabled) )

- fixed: editor will crash if you try to open a non-tts file

(Due to an unsolved bug in the open file dialog you can still select files having the wrong extension (e.g. .xml).

However, wrong extensions will be changed to '.tts')

- fixed: display mode switches to 'color' when you reload a prefab

- improved text of block info at cursor position

Remark:

Please ignore the entity tab (doesn't work and will be removed in the next update).

 
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Update Time!
Thanks !

Remark:

Please ignore the entity tab (doesn't work and will be removed in the next update).
...and... hmmm...You may not need to remove it completely.. it works for Navezgane... and maybe the situation may change...well...you know better :)

 
Thanks !

...and... hmmm...You may not need to remove it completely.. it works for Navezgane... and maybe the situation may change...well...you know better :)
I don't delete the code from my hard disc. Maybe I can get some info from Gazz about the future of this system....

 
Only one question, does the Sleeper volume Editor work ?

I cant save my edits, is this Aplication sided or did i miss something ?

Means does it save/work normally ?

 
Only one question, does the Sleeper volume Editor work ?I cant save my edits, is this Aplication sided or did i miss something ?

Means does it save/work normally ?
in the options there is a checkbox - "Write prefab XML". Maybe you turned it off.

@Pille

by the way, i noticed that the checkbox for convenience could be moved\duplicate in the tab "Slippers volume" (nearby with "show sleepers volume") or even in a window "saving" dialog.

(this can be useful when do many correctings vanilla-prefabs - in some cases, often have to switch. And that would be better to control\see it)

 
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Anyone know what each rotation means? I want to turn certain blocks with out going in and out of game to figure it out.

Yes I know I am being lazy.

 
For that reason i make my Prefabs with a combination of Pilles editor and Hals Empty world

So i can use that Editor for a work where the editor is better for.

Rotations and single side Paint is better in Hals empty world.

Large surfaces, 3D Paint Blocks and Building with SI Pillars is much better in Pilles.

- - - Updated - - -

here a short minitutorial WIP, but contains the most important

https://7daystodie.com/forums/showthread.php?74623-How-to-make-Prefabs-A16

 
@Royal Deluxe

Thx this was the case

Looks ok. I don't have any problems saving or changing sleeper volumes (or saving other changes). Can you please redownload the editor and check if that helps?

@Sinnocence

Anyone know what each rotation means? I want to turn certain blocks with out going in and out of game to figure it out.
Yes I know I am being lazy.
It's not possible atm. See Royal Deluxe's reply. Maybe I am going to implement something that works with the basic shapes (e.g. wedges). Everything else is probably too time-consuming to program.^^

@n2n1

by the way, i noticed that the checkbox for convenience could be moved\duplicate in the tab "Slippers volume" (nearby with "show sleepers volume") or even in a window "saving" dialog.

(this can be useful when do many correctings vanilla-prefabs - in some cases, often have to switch. And that would be better to control\see it)
Love your suggestions because they're very easy to implement.^^

 
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@Royal DeluxeLooks ok. I don't have any problems saving or changing sleeper volumes (or saving other changes). Can you please redownload the editor and check if that helps?
All fine.

The Checkbox was empty, after set the hook it saves the xml

 
I've hit a point with my bridge build where I think I should have made it facing north/south instead of east/west, it's current dimensions are 340 x 27 (length x width) and 126 high.

Made a new prefab in the editor with the dimensions 27 x 340 x 126 with the intention of inserting the bridge with a 90 degree rotation so I could save it facing the other way but I'm hit with a pop-up telling me my prefab is too small. Any way around this you can think of without me having to spawn it into a game somewhere with the desired rotation and re-extracting it?

I know I could make a giant empty prefab bigger than necessary but I've not had much luck in the past removing such a large amount of rows/columns without crashing the editor, even trying to add a bunch of rows/columns to the prefab once it hits this kinda size is a bit hit or miss with crashing (I've been adding blocks via the empty world to push out the size as required then saving/removing them in the editor).

 
I've hit a point with my bridge build where I think I should have made it facing north/south instead of east/west, it's current dimensions are 340 x 27 (length x width) and 126 high.
Made a new prefab in the editor with the dimensions 27 x 340 x 126 with the intention of inserting the bridge with a 90 degree rotation so I could save it facing the other way but I'm hit with a pop-up telling me my prefab is too small. Any way around this you can think of without me having to spawn it into a game somewhere with the desired rotation and re-extracting it?

I know I could make a giant empty prefab bigger than necessary but I've not had much luck in the past removing such a large amount of rows/columns without crashing the editor, even trying to add a bunch of rows/columns to the prefab once it hits this kinda size is a bit hit or miss with crashing (I've been adding blocks via the empty world to push out the size as required then saving/removing them in the editor).
I had this issue. I found I was in the wrong window. I was spose to be in the top view but was actually in The side view. Not sure if this is the issue for you. But its 99% mine lol most the time

 
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