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    Prefabs and Meta Values

    Ive run into a brick wall here while trying to convert my A15 prefabs to A16 friendly... so here goes.

    Question/Statement #1.
    In A15 I could place a light on a wall and it was either a dead/burnt out light or I could 'switch' it on and/or off at will depending on which light source I picked.

    In A16 lights do not switch on or off from within the editor/world (or Im missing something). Is this a 'new' feature? I understand that there are "lights" and there are "lights(poi)"... what is the difference and how do I go about turning on the ones I want turned on? Is this a meta value that has to be manipulated from within Pille's editor or what?

    Question/Statement #2.
    The same goes for doors. I would like to be able to restrict access to certain areas by 'locking' doors. Original/first time editing allowed you to lock doors but then upon export and re-import I have found that all doors I had previously set to 'locked' are now unlocked. Whats up with that?

    I understand what the meta values are for, but I have no idea what the values are, for say a (0) door closed, (1) a door open and (2) a door closed/locked... same for lights, but that would only be 2 values, (1) on or (0) off.
    (Im just throwing numbers into my examples to convey my problem more clearly)

    Does anyone know what the meta values are for said objects or if there is a list of these values that we all can reference?

    Basiclly my conversions are on hold untill I can get this figured out. Any help would be greatly appreciated.

    #2
    https://7daystodie.com/forums/showth...l=1#post759899

    Hope the Link is right

    Comment


      #3
      Originally posted by TopMinder View Post
      Thanx that takes care of lights and the density values for ground smoothing is really good info as well.
      Now to figure out doors. Ive been doing some tests between editors (pilles and world/STDT) and once i get it figured out I'll post back my results. So far I haven't been able to export and re-import without the door reverting back to its default state of closed/unlocked.
      But so far Meta 1 values are (0)=closed/unlocked & (1)=open/unlocked
      Last edited by bigstep70; 12-05-2017, 01:53 PM.

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        #4
        Im working with this now and if i lock doors ingame , save it with the editor . They keep locked if spawned in an regular world

        Comment


          #5
          Originally posted by bigstep70 View Post
          Thanx that takes care of lights and the density values for ground smoothing is really good info as well.
          Now to figure out doors. Ive been doing some tests between editors (pilles and world/STDT) and once i get it figured out I'll post back my results. So far I haven't been able to export and re-import without the door reverting back to its default state of closed/unlocked.
          But so far Meta 1 values are (0)=closed/unlocked & (1)=open/unlocked
          I've only got my old (i.e. pre A16) data but if it's the same the meta options are:

          0 - Closed
          1 - Open
          2 - n/a
          3 - n/a
          4 - locked

          Ownership is contained in the chunk and not the prefab so you can't export that but locking should be possible.

          Comment


            #6
            Originally posted by HAL9000 View Post
            I've only got my old (i.e. pre A16) data but if it's the same the meta options are:

            0 - Closed
            1 - Open
            2 - n/a
            3 - n/a
            4 - locked

            Ownership is contained in the chunk and not the prefab so you can't export that but locking should be possible.
            thanx so much HAL9000 and everyone else of course
            in all my testing i never thought to go to 4 in the meta values, I was sure the 'switch' would be 0,1 or 2
            that teaches me... (slaps forehead with palm)

            I've gathered a tonne of knowledge over the last few days reading through posts.
            Lights/doors meta values, rwg cell-hub generation, terrain density modifications, block texture replacement id's, etc etc...
            I've kindda stopped building prefabs ATM in anticipation (and feared changes) of the A17 drop and anything that affects editing prefabs.

            That gives me time to play and study other peoples mods/prefabs and everything I experiance in game and learn (thru xml trial/error & forum posts) I'm turning into a big knowledge base of "best practices to follow for building within the 7dtd world"... mostly for myself, like a rules book.
            So I say, Yaaayyy bring on A17... I'm ready for anything they throw at me... I hope!
            Last edited by bigstep70; 12-08-2017, 04:35 PM.

            Comment


              #7
              Is there a link somewhere to your fixed A15-A16 conversions, or did you give up on those?

              Comment


                #8
                All converters are in one download on the OP of the editor thread. Or click here. I don't know how good it will get it, I've heard mixed results. I think it mainly depends on the main material used in the prefab.

                Comment


                  #9
                  I found that brick and weird metal blocks like duct convert to painted wood.

                  Comment


                    #10
                    Originally posted by owl79 View Post
                    Is there a link somewhere to your fixed A15-A16 conversions, or did you give up on those?
                    I've not abandoned them... just R.L. is rearing its ugly head with the hoildays right around the corner and all.
                    So time is better spent doing the whole "cheer and happyness" thing with people that give a hoot about such annoyances. Yeah I'm a bit of an Ebenezer Scrooge... but whatever... =|P

                    I've been spending a bit more time actually playing and exploring all the new POIs that people have been making.
                    Plus I really like modding the rwgmixer and biomes xml's and am con-stant-ly manipulating the shape of the world.
                    I've 'Borked" many a copy of 7DTD and its all been a worthwhile learning experiance in my eyes.
                    Add in all the great new prefabs and BAM!... its a new game again. Not that Ive ever been bored or disapointed with 7DTD the way it is, its just, I appreciate those little 'enhancements' that make the game "yours". Its nice to visit some 'fresh' locations and actually be a little scared as you carefully creep 'round that dark, unfamiliar corner.

                    My recent 'in game persona' is that of a snooty, upper-society, royalty type that actually "is" pretty good at staying alive and so on (he paid good money from his ill gotten gains, and so, has reaped the rewards of perseverance from a strict training/lifestyle/regime). Bad guys aren't bad, they're just different.
                    He has taken it upon 'himself' to rid whats left of our world, of this "Vulture Menace", as a sort of attonement for his 'past deeds'. Yep you heard me... he's a wanna-be hero. But IT IS a lot of fun ninja-jump-smashing those stupid turkeys outta the air with a club (whichever style suits your fancy... spiked, iron-wrapped, wood, whatever...)
                    You see where I'm going with this... LOL I'm a roll player... so if you guys dont hear from me and I dont post a new prefab or some stupid comment here or there, it just means that I'm "IN GAME"... kindda like that On Air sign above a music studio door.

                    I have pop'd in and out of an/the/some editor(s) to test a few things here and there or gaze at peoples creations, but nothing concrete has become of it (haha)
                    I've got a few more more current-era/real-world builds in mind that are 'on paper' and 'in brain' AtM.
                    Its looking really cool in my head, but I know Im gonna have issues with stability on a few sections so Ive been "DEMO-ing" buildings in the gameworld to watch Unitys physic's and strutural integrity a bit more closely, just in case I need to think outside the box more than I already do.

                    So yeah, I am still on track to get my carwash (the jewel that she turned into, as well as the others) converted but they look like full rebuilds from what Ive witnessed in the editing world... oh my god, what a mess. Damn you Fun Pimps. Now I undestand what all of you prefab creator and world modders here have been going through. But, It Is what It Is... and It Is Alpha. Besides as Guppycur says it is a LOT MORE FUN to just rebuild the whole thing from scratch THAN WORRY ABOUT IT...

                    Merry Ho-Ho and all that JaZZ
                    Peace fer now
                    bigstep70

                    I regards; this prefab is A16 ready --> https://7daystodie.com/forums/showth...8-Ancient-Tomb
                    no sleepers volumes or zed populations yet, but that is personal preference, I find
                    and heres the whole kit-and-kaboodle of my A15 stuff in case your so inclined to tackle some editing
                    --> https://7daystodie.com/forums/showth...he-Underground
                    oh yeah and this one
                    Gone Fishing --> https://7daystodie.com/forums/showth...terrain-prefab
                    Last edited by bigstep70; 12-15-2017, 04:38 AM.

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