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Hal's Prefab Editor


HAL9000

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Hello all, [SIZE=5][COLOR="#FF8C00"]IMPORTANT - bbb codes are still available for A16 but the ability to use the editor to edit prefabs no longer works - Head [URL="https://7daystodie.com/forums/showthread.php?62501-Prefab-Editor-(Alpha)"]over here[/URL] for a prefab editor [/COLOR][/SIZE] Here's the first release of my prefab editor. I originally wasn't going to post this as it was just a project to help me learn the mechanics of the game and as you've probably already seen AussieWombat has an editor already out that's great. The only downside to his was when the prefabs were huge the layer load times could get quite long. So here's an alternative for if you want to make a giant prefab or something like a small village with lots of little prefabs. You can't use EAC with the editor DLL installed. You'll get a black screen when starting the game. Make sure if you run it through steam it's with EAC disabled or there's a button on the main form of the editor and one in the menu on the prefab editor screen for starting the game without EAC. [IMPORTANT - The editor is NOT compatible with A16] Here's the [URL="http://7d.l9000.co.uk/SDTD/SDTD.asmx/GetEditor"]download[/URL] And a [URL="https://www.youtube.com/watch?v=d_2gGC8o-4o"]video [/URL]of how to use it. [URL="https://www.microsoft.com/en-gb/download/details.aspx?id=42642"].NET Framework 4.5[/URL] is required to use the editor --update-- I'll add some videos here on how to use the editor. If you want a list of the available commands in-game just type "bbb ?". For a more detailed view of each command in the list you can query it like this: "bbb claim ?" [URL="https://www.youtube.com/watch?v=bcVdxilSpco&feature=youtu.be"]Alpha 16 Generate Distant terrain meshes[/URL] [URL="https://www.youtube.com/watch?v=zh9Y98UQvj4&feature=youtu.be&ab_channel=GuppyCur"]Editor Setup and Exporting (by GuppyCur)[/URL] [URL="https://youtu.be/ltoCV8bHnHs?t=449"]Manual Install of the DLL for SP and Dedi[/URL] [URL="http://youtu.be/ltoCV8bHnHs"]Installation[/URL] [URL="http://youtu.be/0cNvW0nLfbQ"]In-Game Commands[/URL] [URL="http://youtu.be/ZB3PHd93bcE"]Editor Overview[/URL] [URL="https://youtu.be/z0_IWMDTpg8"]Multi editor Overview[/URL] [URL="https://www.youtube.com/watch?v=VqROI1OMfTg&feature=youtu.be"]Editor Basics (by h0tr0d)[/URL] [URL="https://www.youtube.com/watch?v=o1pjeQaJk8s&feature=youtu.be"]Exporting a prefab (by h0tr0d) [/URL] [URL="https://www.youtube.com/watch?v=psqP3xmLJHM&feature=youtu.be"]RWGmixer info (by h0tr0d)[/URL] [URL="https://www.youtube.com/watch?v=119q0Fh4dgI"]Exporting to a prefab (by me)[/URL] [URL="https://www.youtube.com/watch?v=5UWYxHMbmWQ&feature=youtu.be"]World Editor Setup and Overview[/URL] PREVIOUS VERSIONS (Working but no longer supported) [URL="http://7d.l9000.co.uk/SDTDEditorA15_Final.zip"]A15[/URL] [URL="http://7d.l9000.co.uk/SDTDEditorA14_7.zip"]A14.7[/URL] [URL="http://7d.l9000.co.uk/SDTDEditorA13_8.zip"]A13.8[/URL] [URL="http://7d.l9000.co.uk/SDTDEditorA12.5.zip"]A12.5[/URL] [URL="http://7d.l9000.co.uk/SDTDEditorA11.zip"]A11.6[/URL] [URL="http://7d.l9000.co.uk/SDTDEditorA10.4.zip"]A10.4[/URL] PREFAB CONVERTER (move between alphas) [URL="http://7d.l9000.co.uk/SDTDPrebabConverterA15A16.zip"]Prefab Converter[/URL] [URL="https://www.youtube.com/watch?v=XShVZZFHwb4&feature=youtu.be"]and a video on how to use it[/URL] -- -- My thanks to Gertle, Ekk0 and Laz Man for their testing, debugging and suggestions and thanks to Aussie for his editor which helped me understand the game (and a few of his ideas I've just blatantly stolen) Please post any bugs or errors you get here and I'll have a look at them. SDX Mods These aren't to do with the editor but I want one place to keep a link to my mods but feel free to check them out. They require SDX to use. [URL="https://7daystodie.com/forums/showthread.php?68187-Halicopter-Pickup-Service"]Halicopter Pickup Service[/URL] [URL="https://7daystodie.com/forums/showthread.php?68186-Smarter-inventory"]Smarter Inventory[/URL] [URL="https://7daystodie.com/forums/showthread.php?68185-Hal-s-tweaks"]Hals Tweaks[/URL] [URL="https://7daystodie.com/forums/showthread.php?68184-Map-Reveal-Item"]Map Reveal Item[/URL] [URL="https://7daystodie.com/forums/showthread.php?40589-SDX-Switches"]Switches[/URL] [URL="https://7daystodie.com/forums/showthread.php?40591-SDX-Persistent-Arrows"]Persistent Arrows[/URL] [URL="https://7daystodie.com/forums/showthread.php?40590-SDX-Chicken-Mod"]Tamable Chickens[/URL] [URL="https://7daystodie.com/forums/showthread.php?33548-Turrets"]Turrets[/URL] [URL="https://7daystodie.com/forums/showthread.php?44722-SDX-Zombies-run-in-shadows&p=461280#post461280"]Zombies run in the dark[/URL] [URL="https://drive.google.com/file/d/0B8RdJ-Hmss1vQ29YSVE3Wi1oNTg/view?usp=sharing"]Custom Entities example[/URL] [URL="https://7daystodie.com/forums/showthread.php?116458-Display-Cases"]Display Cases[/URL] Cheers, Hal
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I just may have to switch camps and go with Visual Studio and dot net, instead of Just Basic... Great work.. [edit] Some of the ideas ( most ) were requests from the users, so I only coded them in, the program. Well done Users, keep those suggestions coming [/edit] AussieWombat
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Really nice job. Would be useful to be able to see the "current" cell's row and column number and to be able to move that with the cursor keys - when doing some big items, the mouse sensitivity means it's sometimes easier to be able to fine-tune with the keyboard - and using the space bar to left-click would be nice too :) The middle-click fill option is a nice touch, definitely see use for that. Aussie's option to specify a fill range that covers multiple layers is one that I'm finding myself use more and more. Now if only I could select a range of cells and copy and paste those then I'd be laughing. The option to select a range and rotate it 90 degrees would also be nice :) Nice to see the community flexing a bit of development muscle.
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@All Thanks for the feedback. I hope people find it useful. [QUOTE=AussieWombat;57554]I just may have to switch camps and go with Visual Studio and dot net, instead of Just Basic... AussieWombat[/QUOTE] @Aussie - join us.... joooiiiinnnnn uuusssss...... :) [QUOTE=Deadlock;57611]Really nice job. Would be useful to be able to see the "current" cell's row and column number and to be able to move that with the cursor keys - when doing some big items, the mouse sensitivity means it's sometimes easier to be able to fine-tune with the keyboard - and using the space bar to left-click would be nice too :) [/QUOTE] @Deadlock - Check out the top left of the form (in the title bar) to see the current x,y of the prefab. Is that what you meant? Keyboard control of the selection area would only come in if I re-wrote it to help with the large prefab import crashing problem. It would suit that way of coding but in the current layout it isn't really feasible. Copying and pasting a range of cells (with multi-layer option) is on my to-do list but I'm working on other stuff at the moment so I doubt it will be added any time soon. Hal
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Glad you published this to the community, I certainly enjoy using it and making prefabs with it. As many people already know, Ekk0 and I are making a mall and I'll be using this editor for all my parts of it. Thanks for all your great work. Gertle
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[QUOTE=Gertle;57734]Glad you published this to the community, I certainly enjoy using it and making prefabs with it. As many people already know, Ekk0 and I are making a mall and I'll be using this editor for all my parts of it. Thanks for all your great work. Gertle[/QUOTE] Cool did you guys draw a line in the middle and each have your halves to combine? :)
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it's all great work... but do you have any sources for the unity files. To work with unity will make it much easier. This game is Alpha and Looks like a scrappy build from a kid using unity.It's no fun to work arround a final unity assembly to fix some bugs or implement new Features.
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[QUOTE=DasBrandy;57759]it's all great work... but do you have any sources for the unity files. To work with unity will make it much easier. This game is Alpha and Looks like a scrappy build from a kid using unity.It's no fun to work arround a final unity assembly to fix some bugs or implement new Features.[/QUOTE] Welcome to the forums Das! Thats a very positive first post you have there. :)
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Great tool Hal and many props to Aussie, both of these editors are great. It is nice that they share some things in common, because then it isn't confusing if you wanted to switch between them. Still trying to get used to the block orientation though, any tips? Also, just curious if there is a way to leave empty space that will not be filled up by preexisting world. Wanted to make a basement and I understand by changing the coords I can sink my prefab but the basement is always full of existing terrain. Sure would hate to have to shovel every time I reset my regions. Again great job!
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[QUOTE=Sho'nuff;57935] Still trying to get used to the block orientation though, any tips? Also, just curious if there is a way to leave empty space that will not be filled up by preexisting world.[/QUOTE] Hi Sho'nuff, I'm just as confused with the orientations lol. I thought I had it figured out but apparently not! It looks like different blocks use the same orientation differently so it's just a case of knowing which is which. There's a cheat sheet that RKillah has done [URL="http://7daystodie.com/forums/showthread.php?6572-Prefab-Builder-Orientation-Diagram&p=48948#post48948"]here[/URL] that might help. Hopefully one day all the blocks will be mapped and then I can add the information into the editor. For your basement there's a checkbox on the right hand side called "Copy Air Blocks". Make sure that has a tick in it and it should make your basement the way you want it. If it doesn't let me know and I'll check the editor. Hal
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I have a few questions / ideas Hal. Considering you're working on the player claim with the editor. I watched the video, noticed you mention admin determined grid sizes and how the saving / loading works. (Love this by the way) Ok here we go: Add in a "claim preview" command. This command opens the prefab editor with the chunk designated by the grid size the admin chosen and determined by player location at time of command usage. This shows the player exactly what they're about to get when they press claim. (I realize you said bedrock to sky, which is great. I just thought having the ability to view prior to saving would be sweet) Since without a preview, the player may inadvertently get a small piece missing from their selected area, might be worth adding (I'd love to have this feature myself). Since you already are saving off a grid that can be loaded back into the game. Can you not save the format as a prefab? Or add this as a feature? I'd love to be able to walk around, pick my spot, and modify what I chose in the editor (maybe this is just my creative side enjoying your tool, but it is worth asking. Again, I'd love to have this feature myself) -------- Bugs noticed in the current editor (Already showed you the one, I have another now) When I click on backup manager and any button inside the backup manager I get the same error as I pasted yesterday. Is this portion still being worked on? No big, just thought I'd bring it up as I would love the backup manager to be tied into the Editor itself. Just to create backups without having to manually copy files while modifying my current files. --------------- Great work as always. Cheers bro For laughs... my name isn't Dave when I click on the World Editor and Byte Replacer ;0) Just had to be a smart @ss and put it. ;0)
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[QUOTE=Sho'nuff;57935]Great tool Hal and many props to Aussie, both of these editors are great. It is nice that they share some things in common, because then it isn't confusing if you wanted to switch between them. Still trying to get used to the block orientation though, any tips? Also, just curious if there is a way to leave empty space that will not be filled up by preexisting world. Wanted to make a basement and I understand by changing the coords I can sink my prefab but the basement is always full of existing terrain. Sure would hate to have to shovel every time I reset my regions. Again great job![/QUOTE] [QUOTE=HAL9000;57944]Hi Sho'nuff, I'm just as confused with the orientations lol. I thought I had it figured out but apparently not! It looks like different blocks use the same orientation differently so it's just a case of knowing which is which. There's a cheat sheet that RKillah has done [URL="http://7daystodie.com/forums/showthread.php?6572-Prefab-Builder-Orientation-Diagram&p=48948#post48948"]here[/URL] that might help. Hopefully one day all the blocks will be mapped and then I can add the information into the editor. For your basement there's a checkbox on the right hand side called "Copy Air Blocks". Make sure that has a tick in it and it should make your basement the way you want it. If it doesn't let me know and I'll check the editor. Hal[/QUOTE] Another idea if you're really interested Sho'nuff. Choose the block styles you'll be using and create an empty prefab. Drop a copy of each block style with the orientation in the drop down list (from top to bottom so you keep a steady rhythm and know what direction was what) Plop the prefab in game and examine the different orientations. I know this is something most would not wish to tackle, but it is an idea if you really feel froggy. PS If you do this, make sure you have a lankmark in the prefab that shows you a common N, S, E, W just so you have a way to verify your orientation as sometimes my prefab rotates depending on if I import it or am just putting it in game straight forward.
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Hi Dark, "claim preview" command For this to work you'd need access to the server file system as it only exports locally to a file. I could send it in a chat message but until PM is an option the whole sever would get the message which would be annoying for others and bandwidth intensive. Exporting also freezes the server and while it's pretty quick now (was 10-15 seconds down to ~1) it could be used to grief by spamming. I'm leaning more towards letting the admins have the control and they can manage the players. However there's a new feature in the latest build where when you claim you can have a small gravel wall built on the edge of your land so you know where the protection stops. i.e. bbb claim home wall Would save the area called "home" and build the wall. If you don't specify "wall" it just claims the area. --- "Can you not save the format as a prefab? Or add this as a feature?" Yep :) admins can now export any area that's saved by themselves or another player and open it up in the prefab editor to save as a tts file. The new editor now also lets you remove layers, rows and columns, flip horizontally and vertically and rotate if it's a square prefab so you can edit it to the right size/layout before saving. I've no plans for re-inserting an export file at the moment but if it's something people want and I have the free time to do it I don't see a reason why it can't be done. --- "Bugs noticed in the current editor" Thanks for the heads up. I've tried to re-create and couldn't so I may have already fixed it in the latest build but when you check the next version out see if you can do it again. Yeah the manager is still being worked on. It now lets you control the backups/areas over FTP too for those that have a rented server with only FTP access. There's plans to allow the editor/backup software to talk to the server and send commands like save/load etc but it'll be a while before they're added. As TFP have stated they're going to be introducing their own land claim system soon I think this mod is going to be redundant. I'm just having some fun finding out how to play with the engine to see what's possible. Oh and the "Dave" thing - HAL 9000 is a character from some books by Arthur C Clarke (and a Kubrick movie) and one of his lines is "I'm sorry Dave, I'm afraid I can't do that." it's just meant as a joke for those who have read the books :) Hal
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[QUOTE=HAL9000;58178]Hi Dark, "claim preview" command For this to work you'd need access to the server file system as it only exports locally to a file. I could send it in a chat message but until PM is an option the whole sever would get the message which would be annoying for others and bandwidth intensive. Exporting also freezes the server and while it's pretty quick now (was 10-15 seconds down to ~1) it could be used to grief by spamming. I'm leaning more towards letting the admins have the control and they can manage the players. However there's a new feature in the latest build where when you claim you can have a small gravel wall built on the edge of your land so you know where the protection stops. i.e. bbb claim home wall Would save the area called "home" and build the wall. If you don't specify "wall" it just claims the area. --- "Can you not save the format as a prefab? Or add this as a feature?" Yep :) admins can now export any area that's saved by themselves or another player and open it up in the prefab editor to save as a tts file. The new editor now also lets you remove layers, rows and columns, flip horizontally and vertically and rotate if it's a square prefab so you can edit it to the right size/layout before saving. I've no plans for re-inserting an export file at the moment but if it's something people want and I have the free time to do it I don't see a reason why it can't be done. --- "Bugs noticed in the current editor" Thanks for the heads up. I've tried to re-create and couldn't so I may have already fixed it in the latest build but when you check the next version out see if you can do it again. Yeah the manager is still being worked on. It now lets you control the backups/areas over FTP too for those that have a rented server with only FTP access. There's plans to allow the editor/backup software to talk to the server and send commands like save/load etc but it'll be a while before they're added. As TFP have stated they're going to be introducing their own land claim system soon I think this mod is going to be redundant. I'm just having some fun finding out how to play with the engine to see what's possible. Oh and the "Dave" thing - HAL 9000 is a character from some books by Arthur C Clarke (and a Kubrick movie) and one of his lines is "I'm sorry Dave, I'm afraid I can't do that." it's just meant as a joke for those who have read the books :) Hal[/QUOTE] [B]"bbb claim home wall" [/B]<-- love this, thank you [B]"The new editor now also lets you remove layers, rows and columns, flip horizontally and vertically and rotate if it's a square prefab so you can edit it to the right size/layout before saving." [/B]<-- Now, I'm definitely looking forward to the new update... how much longer til we get there Dad ROFL :0) [B]"I've no plans for re-inserting an export file at the moment but if it's something people want and I have the free time to do it I don't see a reason why it can't be done." [/B]<-- I probably worded the request poorly "claim load" not re-import. ;0) Great stuff [B]"Oh and the "Dave" thing - HAL 9000 is a character from some books by Arthur C Clarke (and a Kubrick movie) and one of his lines is "I'm sorry Dave, I'm afraid I can't do that." it's just meant as a joke for those who have read the books :)" [/B]<-- enjoyed the book, not watched the movie. I just couldn't resist :0) OOPs PS Yes, I'll test for bugs again after the new update is out. I've been spending as much time in the editor as I am in game. Cheers bro
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Update time! Man I wish we could edit OP posts... Usual [URL="http://bit.ly/OMgN82"]download[/URL] Updated - bug fixes (and probably more added) Added - Remove layers Added - Remove Rows Added - Remove Columns Added - Rotate prefab (if square) Added - Flip layers horizontally Added - Flip layers vertically Added - Import area from a game world (if you're using my land protection mod) @DarkNightsComing If you want an early peek at the new mod it's in the download. There's no instructions and I'll do a proper post tomorrow (it's snoozing time now) but it's there if you just want a play. Hal
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[QUOTE=HAL9000;58380]Update time! Man I wish we could edit OP posts... Usual [URL="http://bit.ly/OMgN82"]download[/URL] Updated - bug fixes (and probably more added) Added - Remove layers Added - Remove Rows Added - Remove Columns Added - Rotate prefab (if square) Added - Flip layers horizontally Added - Flip layers vertically Added - Import area from a game world (if you're using my land protection mod) @DarkNightsComing If you want an early peek at the new mod it's in the download. There's no instructions and I'll do a proper post tomorrow (it's snoozing time now) but it's there if you just want a play. Hal[/QUOTE] I just want to say... I love you man (of course no homo kind) ;0) HEHE You rock bro, have a great night!!! Testing commenced!!! :0)
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