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Thread: Hal's Prefab Editor

  1. #1
    Colony Founder HAL9000's Avatar
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    Hal's Prefab Editor

    Hello all,

    IMPORTANT - bbb codes are still available for A16 but the ability to use the editor to edit prefabs no longer works
    - Head over here for a prefab editor



    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 download

    And a video of how to use it.

    .NET Framework 4.5 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 ?"

    Alpha 16 Generate Distant terrain meshes

    Editor Setup and Exporting (by GuppyCur)

    Manual Install of the DLL for SP and Dedi

    Installation
    In-Game Commands
    Editor Overview

    Multi editor Overview



    Editor Basics (by h0tr0d)
    Exporting a prefab (by h0tr0d)

    RWGmixer info (by h0tr0d)
    Exporting to a prefab (by me)

    World Editor Setup and Overview

    PREVIOUS VERSIONS (Working but no longer supported)
    A15
    A14.7
    A13.8
    A12.5
    A11.6
    A10.4

    PREFAB CONVERTER (move between alphas)
    Prefab Converter
    and a video on how to use it

    -- --

    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.

    Halicopter Pickup Service
    Smarter Inventory
    Hals Tweaks
    Map Reveal Item
    Switches
    Persistent Arrows
    Tamable Chickens
    Turrets
    Zombies run in the dark
    Custom Entities example

    Cheers,

    Hal
    Last edited by HAL9000; 07-15-2017 at 04:38 PM.

  2. #2
    Colony Founder Laz Man's Avatar
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    Awesome work Hal. Thank you and aussie for your hard work.

  3. #3
    Zombie Hunter brostoevsky's Avatar
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    Very cool. Nice work!

  4. #4
    Inventor Ekk0's Avatar
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    Awesome. This is an awesome editor. I go back and forth between both editors. The community is going to love both.

  5. #5
    Community Moderator Red Eagle LXIX's Avatar
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    Nice, thanks for another tool to add to the arsenal.

  6. #6
    Tracker AussieWombat's Avatar
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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
    Last edited by AussieWombat; 04-01-2014 at 07:02 AM.

  7. #7
    Reconstructionist DarkNightsComing's Avatar
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    Great job on this tool Hal and Aussie for his.
    Inspired to bust out my coding skills and make a few tools myself. ;0)

  8. #8
    Refugee Deadlock's Avatar
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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.

  9. #9
    Colony Founder HAL9000's Avatar
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    @All
    Thanks for the feedback. I hope people find it useful.

    Quote Originally Posted by AussieWombat View Post
    I just may have to switch camps and go with Visual Studio and dot net, instead of Just Basic...
    AussieWombat
    @Aussie - join us.... joooiiiinnnnn uuusssss......


    Quote Originally Posted by Deadlock View Post
    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
    @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

  10. #10
    Inventor BloodSlinger's Avatar
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    Quote Originally Posted by HAL9000 View Post
    @Aussie - join us.... joooiiiinnnnn uuusssss......
    +1!

  11. #11
    Ranger
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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
    Last edited by Gertle; 04-01-2014 at 08:26 PM.

  12. #12
    Colony Founder Laz Man's Avatar
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    Quote Originally Posted by Gertle View Post
    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
    Cool did you guys draw a line in the middle and each have your halves to combine?

  13. #13
    Refugee
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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.

  14. #14
    Colony Founder Laz Man's Avatar
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    Quote Originally Posted by DasBrandy View Post
    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.
    Welcome to the forums Das! Thats a very positive first post you have there.

  15. #15
    Reconstructionist DarkNightsComing's Avatar
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    Quote Originally Posted by Laz Man View Post
    Welcome to the forums Das! Thats a very positive first post you have there.
    +1
    Some people... :0)

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