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Thread: Prefab Editor (Alpha)

  1. #1
    Colony Founder Pille's Avatar
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    Prefab Editor (Alpha)

    Hi all,

    I am looking for some testers for my new prefab editor. It's not finished yet but should be ready for first tests.


    Download (v0.3z(c)):

    Download link (Windows 32 bit):

    Mediafire - 32 bit

    OR

    Dropbox - 32 bit


    Download link (Windows 64 bit):

    Mediafire - 64 bit

    OR

    Dropbox - 64 bit



    Instructions:

    Thanks to Guppy, Slaan and Jackelmyer we have these video tutorials (roughly sorted by difficulty of the topic in ascending order):

    Jackelmyer's Tutorial - Basic Usage

    Guppycur's Tutorial - Part 1 - Navigation
    Guppycur's Tutorial - Part 2 - Sleeper Volumes, Removing Columns, X-Ray mode, and more
    Guppycur's Tutorial - Part 3 - A16 Pille and Hal Import Export
    Guppycur's Tutorial - Part 4 - Sleeper Volumes

    Slaan's Tutorial - Adding sleepers to a custom prefab


    There's also a nice how-to created by Jackelmyer:

    Jackelmyer's Tutorial - Getting Started Prefabbing



    Shortcuts:

    Spoiler: 

    Switch current layer:
    Plus, Minus (+, -)
    Mouse wheel

    Change zoom:
    Ctrl + mouse wheel

    Shortcut for block picker:
    Middle mouse button

    Switch to select mode:
    1

    Switch to drag mode:
    2

    Switch to paint mode:
    3

    Switch to top view:
    a

    Switch to side view 1:
    s

    Switch to side view 2:
    d

    Select block:
    Left click

    Select an area:
    Right click and keep the mouse button pressed

    Select several areas / blocks:
    Mouse buttons + ctrl

    Copy selected blocks:
    ctrl + c

    Insert selected blocks:
    ctrl + v

    Cut selected blocks:
    Ctrl + X

    Show copied blocks:
    v

    Count selected blocks:
    Shift + C


    Hints:

    *The maximum size of a prefab in this version is 1024 x 1024 x 256 blocks (length x width x height). Using these settings the program will consume ~12 - 14 GB ram (not optimized).
    *You have to update the editor after downloading it to get the latest version.
    *I recommend you to use these settings:






    Screenshot of the user interface:




    Feel free to post bugs or suggestions.

    Cheers
    Pille




    Changelogs (v0.3x):

    Spoiler: 

    Changelog v0.3 (July 11, 2017):
    - added a few tool tips (not complete yet)
    - added option "inverted mouse wheel" (related to "mouse wheel changes layers")
    - added option for a15 xml support (the editor assumes you're working with alpha 16 unless you've activated this option)
    - added a16 xml support
    - added system to visualize and edit sleeper volumes (see details)
    - added button for clearing inserted prefabs (This button removes the blue box. So you don't have to click on "fix position" and undo)
    - changed layout to save space
    - corrected spelling "Your current prefab is the small" -> "Your current prefab is too small"
    - temporarily disabled "Layer-independent selection" (performance issues for large prefabs)
    - renamed "side view 1" to "front view" and "side view 2" to "side view"
    - fixed scaling for high dpi displays
    - fixed bug related to fill tool
    - fixed bug related to a15 xml support


    Changelog v0.3b (July 11, 2017):
    - fixed minor bug related to highlighting function in side view
    - made color indicator in sleeper volume list thicker
    - made a16 xml reader case insensitive
    - fixed crash caused by faulty XML files


    Changelog v0.3c (July 12, 2017):
    - added brush tool to editing tools
    - added more tool tips
    - added settings for filler tool
    - changed filler tool (it should edit all block properties, not just the block id)
    - fixed minor bug in undo/redo algorithm


    Changelog v0.3d (July 12, 2017):
    - added new style option for selected blocks and "blue prefab boxes" (is disabled by default but can be enabled in the option menu) (see screenshot)
    - fixed performance issues and reenabled option "Layer-independent selection"
    - general performance improvements


    Changelog v0.3e (July 13, 2017):
    - improved placement of new sleeper volumes
    - fixed bug in undo/redo function (should be bug free now^^)


    Changelog v0.3f (July 14, 2017):
    - added console tab (it's not too useful atm but I will add more of developer functions to the console output)
    - added function "print all prefab xml data" (this console function prints a list of all properties and corresponding values used in the prefab xml files and a list of those files)
    - added X-ray mode (now we can see through air blocks^^)
    - fixed: closing the program while the edit tab was undocked/floating prevented to editor from starting
    - renamed "prefab settings" tab to "Xml" and "sleeper volumes" tab to "Sleepers"


    Changelog v0.3g (July 15, 2017):
    - added optional tab "sleeper generator"
    - fixed missing line-breaking of prefab xml files in windows notepad


    Changelog v0.3h (July 16, 2017):
    - added button "count sleeper blocks" and text field sleeper block count to volume list items (gray indicates the volume doesn't contain any sleeper blocks)
    - added "remove sleepers outside volumes" button to the sleeper generator tab.
    - added function: sleeper volumes can be resized using the right mouse button (it's a bit buggy atm. see details)
    - added tool "place sleeper" to toolbar
    - Renamed "Sleepers" tab to "Sleeper Volumes"
    - fixed: x-ray didn't work (didn't update) after activation until you changed the current layer
    - fixed: click on a sleeper volume which is partially outside of the prefab area unintentionally changed the position of the volume. So double click didn't work for those volumes
    - fixed: old sleeper volumes will not be deleted if you load a prefab without prefab xml


    Changelog v0.3j (July 17, 2017):
    - added vertical tabs (can be deactivated in option menu "vertical tabs")
    - enabled remove and insert rows and columns in x-ray mode
    - improved resizing of sleeper volumes by mouse button (still not perfect but it's much better now)
    - fixed visual issue caused by sleeper volume resize via text fields
    - fixed: dock widget size (size of the tabs) not saved properly
    - fixed: sleeper generator changes the size of other tabs
    - fixed: size of the volume list items was too small


    Changelog v0.3k (July 18, 2017):
    - fixed: undo didn't work for sleeper placing tool
    - fixed: creating a new prefab didn't remove sleeper volumes from previously loaded prefab
    - fixed: sleeper volumes slowed layer switching down


    Changelog v0.3l (July 18, 2017):
    - fixed: multiple modes/tools caused crashes if you moved or resized sleeper volumes using the left or right mouse button


    Changelog v0.3m (July 20, 2017):
    - added new/better sleeper volume algorithm to sleeper generator (click on smart volume placing method; generating the volumes may take a few seconds!) (see details)
    - added random SleeperVolumeGroups to sleeper generator (SleeperVolumeGroups will be randomly chosen from the list "active")
    - added new console function "print free block ids" (shows a list of all unused ids in the console tab)


    Changelog v0.3n (July 25, 2017):
    - added link to the official thread to the main menu (help -> show official thread)
    - added dialog on quit to save unsaved changes (implementation is not complete yet (changes on sleeper volumes will be ignored))
    - improved sleeper volume placing
    - made read-only text fields gray


    Changelog v0.3o (July 30, 2017):
    - fixed graphic bug related to sleeper volume resizing
    - fixed: removing rows/columns while xray mode is on may crash the editor
    - partially fixed: remove rows/columns may cause crashes (this is NOT the final bugfix but should significantly improve the current situation^^). I'll try to release the final fix within the next few days.
    - temporarily disabled opengl
    - added dynamic gamestage reading (so you can use custom spawning groups / use a modded gamestages.xml)
    - added text field 'chances' to sleeper volume list items. this text field show the emptyChance, decoyChance and decoy1hpChance (see gamestages.xml for further explanation)
    - increased the font for rotations shown in the grid

    hint: please ignore the electricity stuff. It's deactivated anyway.


    Changelog v0.3p (July 30, 2017):
    - added prefab export tool (see details)



    Known issues:
    - The editor doesn't show default textures (textures of unpainted blocks)
    - Texture / paint rendering is incorrect for certain blocks (e.g. ramps)
    - You can paint everything (even air). That shouldn't prevent the prefab from loading but may increase the size of the prefab file.
    Last edited by Pille; 1 Week Ago at 12:00 AM.

  2. #2
    Colony Founder xyth's Avatar
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    Looks to be a useful tool. Nice work. Fairly intuitive to use.

    The coordinates in the cells is nice, but if you could use a smaller font it might not spill over into the adjoining cells.

    The coordinate system was a bit unclear, typically x,y,z indicates x=right to left, Y equals up and down, and Z is front to back. It "seems" you are using x,z,y in the top view, and I have not quite figured out how the side views correlate back to the top view exactly. For example, i locate a wall torch on the top view. Select it with the cursor, then switch to a side view and its not on that tab until I hunt around for it. Having the other tabs reorient based on the selection made in the previous tab would be a great additional feature.

    The prefab tab text is cutoff on the left side of the window.


    Thanks for adding this to the communities tools!

  3. #3
    Colony Founder Pille's Avatar
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    Quote Originally Posted by xyth View Post
    The coordinate system was a bit unclear, typically x,y,z indicates x=right to left, Y equals up and down, and Z is front to back. It "seems" you are using x,z,y in the top
    So I guess I have to make two versions. One for European users and one for Americans.^^


    Quote Originally Posted by xyth View Post
    I have not quite figured out how the side views correlate back to the top view exactly. For example, i locate a wall torch on the top view. Select it with the cursor, then switch to a side view and its not on that tab until I hunt around for it. Having the other tabs reorient based on the selection made in the previous tab would be a great additional feature.
    Yeah I know that's a bit annoying. I am going to implement it in the next versions.


    Quote Originally Posted by xyth View Post
    The coordinates in the cells is nice, but if you could use a smaller font it might not spill over into the adjoining cells.
    ...
    The prefab tab text is cutoff on the left side of the window.
    That's interesting. Must be related to the windows scaling. I will try to fix this.

    Thank you for your feedback!
    Last edited by Pille; 05-07-2017 at 02:28 PM.

  4. #4
    Colony Founder xyth's Avatar
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    Quote Originally Posted by Pille View Post
    So I guess I have to make two versions. One for European users and one for Americans.^^
    Its not worth making 2 versions over. We Americans adjust to driving on the wrong side of the road just fine ;-)

  5. #5
    Guppycurian Forum Whore Guppycur's Avatar
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    How is xyz different across the pond? I thought that was math...

  6. #6
    Colony Founder Pille's Avatar
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    Quote Originally Posted by xyth View Post
    Its not worth making 2 versions over. We Americans adjust to driving on the wrong side of the road just fine ;-)
    I was just kidding.^^ It's easy to add a switch that changes the axes labels. So no problem...

    Quote Originally Posted by Guppycur View Post
    How is xyz different across the pond? I thought that was math...
    Afaik "we" use this system in mathematical and non-mathematical contexts:
    https://en.wikipedia.org/wiki/Coordi..._Spherical.svg

    Until now, I thought the strange axes labeling was a special fun pimp feature.
    Last edited by Pille; 05-07-2017 at 09:30 PM.

  7. #7
    Colony Founder HAL9000's Avatar
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    Quote Originally Posted by Pille View Post
    I was just kidding.^^ It's easy to add a switch that changes the axes labels. So no problem...


    Afaik "we" use this system in mathematical and non-mathematical contexts:
    https://en.wikipedia.org/wiki/Coordi..._Spherical.svg

    Until now, I thought the strange axes labeling was a special fun pimp feature.
    That's a good lookin' alpha Pille. Nice work!

    It's not a TFP thing, it's a Unity (and gaming in general) thing. It's a bit of a head scratcher for a while but now the alternative is the weird seeming one to me ^^ It also didn't help me having a top-down perspective on the prefab but the x,y of the screen co-ordinate to think about.

  8. #8
    Guppycurian Forum Whore Guppycur's Avatar
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    Just as soon as I'm caught up on work, I'm testing the CRAP out of this.

  9. #9
    Colony Founder Spectral Force's Avatar
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    I'm going to look at this tonight. Down the line, would it be possible to export the prefab into a 3D printable format? You know for us aspiring 3d printing people.

    Also, would it be feasible to add in a way to rotate the work space? Clockwise/counter clockwise, sometimes it helps looking at things for a different vantage point.
    Last edited by Spectral Force; 05-08-2017 at 04:42 PM.

  10. #10
    Colony Founder Pille's Avatar
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    @HAL9000
    Thanks Hal. I am not entirely happy with it but I guess it takes more time to reach the functionality of your editor.

    Quote Originally Posted by Guppycur View Post
    Just as soon as I'm caught up on work, I'm testing the CRAP out of this.
    You make me feel bad about my own work.

    Quote Originally Posted by Spectral Force View Post
    I'm going to look at this tonight. Down the line, would it be possible to export the prefab into a 3D printable format? You know for us aspiring 3d printing people.
    There is one essential problem with exporting a prefab into a 3d format. The program doesn't know the block shapes and meaning of block rotations atm. So all block would be converted into cubes. It's an interessting idea to incorporate this information into the program. However, that will take awhile. So when A16 is out, I will do some tests.


    Quote Originally Posted by Spectral Force View Post
    Also, would it be feasible to add in a way to rotate the work space? Clockwise/counter clockwise, sometimes it helps looking at things for a different vantage point.
    Mhh I thought this feature was already implemented (see red arrow (rotation slider)):

    Last edited by Pille; 05-09-2017 at 04:13 AM.

  11. #11
    Colony Founder n2n1's Avatar
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    But.... why is called "zombie.exe" ?
    Last edited by n2n1; 05-08-2017 at 08:36 PM.

  12. #12
    Colony Founder Spectral Force's Avatar
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    You might want to put the zip somewhere else to download like a google drive, dropbox, etc...

  13. #13
    Colony Founder Pille's Avatar
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    @Spectral Force
    The new mediafire link should work witout captchas or waiting time.


    Quote Originally Posted by n2n1 View Post
    But.... why is called "zombie.exe" ?
    The linux version crashes often and creates so called zombie processes:
    https://en.wikipedia.org/wiki/Zombie_process

    That's why there is no linux version atm but I am still looking for a better name and for a solution to this problem.^^
    Last edited by Pille; 05-09-2017 at 04:28 AM.

  14. #14
    Colony Founder StompyNZ's Avatar
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    Quote Originally Posted by Guppycur View Post
    How is xyz different across the pond? I thought that was math...
    I personally prefer the x,y being the top down view co-ords and z as the height.

    Means if you don't want height you can still use x,y,(null) as a way to represent a 2d co-ord, rather than x,(null),z

    I guess it's a bit like mouse invert vs not..... are you looking down at the world (my preference) vs looking into the world (towards the horizon, unity system)

    - - - Updated - - -

    @pille

    It's looking good in the screenshots, i'd def host it on dropbox or github over mediafire (aka spamfire) tho

  15. #15
    Colony Founder Pille's Avatar
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    Quote Originally Posted by StompyNZ View Post
    @pille

    It's looking good in the screenshots, i'd def host it on dropbox or github over mediafire (aka spamfire) tho
    Don't worry, it's a direct download. So you don't need to visit spamfire.^^ Dropbox is okay but they deactived my public folder.
    Last edited by Pille; 05-09-2017 at 05:09 AM.

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