[TOOL] Empyrion Playfield Designer v2.43.0 EXP (Empyrion V1.11.x compatible)

Discussion in 'Planets & Playfields' started by jmcburn, May 5, 2018.

  1. UNSC Trek

    UNSC Trek Lieutenant

    Joined:
    Jan 3, 2019
    Messages:
    23
    Likes Received:
    8
    I was trying to edit the main config.ecf
     
    #661
  2. jmcburn

    jmcburn Rear Admiral

    Joined:
    Jan 15, 2017
    Messages:
    1,110
    Likes Received:
    1,753
    Sorry, not implemented yet. Though it shouldn't crash, at least it doesn't on my end, just tested.
    It shouldn't do anything at all. That menu button has no command attached to it. :)

    /jmc
     
    #662
  3. Fenra369

    Fenra369 Commander

    Joined:
    Apr 5, 2016
    Messages:
    350
    Likes Received:
    141
    There is a bug in the validation of setting the rate multiplier in Spawn Zones (rate) where it will only allow a value of 0. This is the same for both Center and Edge

    upload_2019-8-18_0-57-43.png
     
    #663
    jmcburn likes this.
  4. jmcburn

    jmcburn Rear Admiral

    Joined:
    Jan 15, 2017
    Messages:
    1,110
    Likes Received:
    1,753
    Thank you for the bug report. Fixed both and will be 0..1 in next update.

    /jmc
     
    #664
  5. Fenra369

    Fenra369 Commander

    Joined:
    Apr 5, 2016
    Messages:
    350
    Likes Received:
    141
    In addition, your texture editor does not account for the increase amount of texture slots available in new .ecf files.

    Also, the add button on the asteroid (meteor) menu doesn't do anything.
     
    #665
  6. jmcburn

    jmcburn Rear Admiral

    Joined:
    Jan 15, 2017
    Messages:
    1,110
    Likes Received:
    1,753
    Strange, working fine for me. Can add up to 20 textures (ID 19). Can you describe how to reproduce this?

    Same thing, working fine for me. Added four asteroids. Usually if something like this happens, it's a cleaner thing that runs on saving the playfield, but then fails to reinitialize the propeties/buttons correctly. But I tried to save as well, and it still worked fine afterwards.

    If you know a way to reproduce this, please let me know.

    /jmc
     
    #666
    Last edited: Aug 19, 2019
  7. Agente Tievos

    Agente Tievos Ensign

    Joined:
    Jul 10, 2019
    Messages:
    14
    Likes Received:
    20
    @jmcburn you seem to understand pretty well .ecf files, could you share documentation?
     
    #667
  8. jmcburn

    jmcburn Rear Admiral

    Joined:
    Jan 15, 2017
    Messages:
    1,110
    Likes Received:
    1,753
    Sorry, not really.

    I only create visual representations of the text files and output the data in the right format, but that doesn't mean that I really understand how they work in detail. :)


    If you have a particular question though, I might be able to answer. But only for terrain.ecf and TraderConfig.ecf.

    /jmc
     
    #668
  9. Agente Tievos

    Agente Tievos Ensign

    Joined:
    Jul 10, 2019
    Messages:
    14
    Likes Received:
    20
    Yes,sorry for confusion, i was asking for terrain.ecf documentation
     
    #669
    Last edited: Aug 19, 2019
  10. jmcburn

    jmcburn Rear Admiral

    Joined:
    Jan 15, 2017
    Messages:
    1,110
    Likes Received:
    1,753
    As I said, I don't have any documentation that explains all of properties.

    What do you want to know exactly?

    There's max. 20 texture slots.
    Only slots 0-11 can be used for surface textures, slots 0-19 can be used as resource/underground textures.

    Each of the slots consists of up to three textures. The first two can be mixed/blended to form a mix texture (but you also can use only1 texture). The third one can be used to change the texture below a POI (but you don't need to use that).

    Then there's color, saturation, brightness, ... settings for each slot.

    But you can always use the terrain editor in the game (open console and enter te). There you can try around with the values and see the results directly in game.

    /jmc
     
    #670
    Fenra369 likes this.
  11. Fenra369

    Fenra369 Commander

    Joined:
    Apr 5, 2016
    Messages:
    350
    Likes Received:
    141
    This is literally more about textures than we get from Eleon, so is good.
     
    #671
  12. Fenra369

    Fenra369 Commander

    Joined:
    Apr 5, 2016
    Messages:
    350
    Likes Received:
    141

    Perhaps it's not phrased well....

    When you look at a playfield to add textures you only see slots 0-15. I feel it would be helpful to people and make more sense to see all 20 slots (even if they are 'empty').




    Weirdly enough now it's working today... Thanks.
     
    #672
  13. Fenra369

    Fenra369 Commander

    Joined:
    Apr 5, 2016
    Messages:
    350
    Likes Received:
    141
    Would also like to request a thing I see often in some POIs for playfield. When selecting POISpawnAvoid entries in EPD, I would like to select the POI I'm working in addition to the POIs before it. People set the POI to avoid other copies of itself, so they don't end up spawning on top of one another. I also am not sure if 350 is the minimum for POISpawnAvoid, since people set this with 0.
     
    #673
  14. jmcburn

    jmcburn Rear Admiral

    Joined:
    Jan 15, 2017
    Messages:
    1,110
    Likes Received:
    1,753
    UPDATE (v1.62.5 b1985)

    CHANGED:

    • Added 'NoShieldReload' to RandomPOIs and FixedPOIs
    • Changed SpawnPOINear/AvoidDistance to allow for a min distance of 0.
    • Allow currently editing POI to be added to SpawnPOINear and SpawnPOIAvoid lists. This only works after you hit OK once in the current POI to save it and then get back in, otherwise the *current* POI does not exist yet. So it does not directly work during adding a new POI.
    FIXED:
    • SpawnRateZones: RateMultiplyerCenter/Edge max allowed value was 0. Changed to min/max=0/1.
    DOWNLOAD LINK:
    https://www.dropbox.com/s/qqq6gtj2qxcotau/EPD_v1625b1985_public.zip?dl=0

    /jmc
     
    #674
    Last edited: Sep 1, 2019
    [BB]Drifter, Taelyn and ravien_ff like this.
  15. The Tactician[ Λ ]

    The Tactician[ Λ ] Rear Admiral

    Joined:
    Sep 8, 2017
    Messages:
    1,085
    Likes Received:
    3,781
    so im very lost on what to do, i watched Spanj helpful video on how to make a planet but im lost on how to edit or make a new planet with NO pois on the SSG lucky me EPD is easier then SSG, but i cant get step 1 done lol
     
    #675
  16. jmcburn

    jmcburn Rear Admiral

    Joined:
    Jan 15, 2017
    Messages:
    1,110
    Likes Received:
    1,753
    I don't think I understand. No POIs? in EPD?
    Simply delete all entries in the RandomPOI list and the FixedPOI list in 'POIs' tab.

    You just need to make sure, that nothing else is referencing one of the deleted POIs:
    e.g.
    - Dronebase (could use a 'Dronebasesetup' defined in one POI that wouldn't then anymore
    - SpawnZones (rate) under 'Spawn Areas'
    - SpawnZones also under 'Spawn Areas'
    - Fixedplayerstart when starting in a 'Structure'

    That should be all, I think.
    Other than that I see no issue in playfields without any POIs.

    In SSG that's a different topic:
    SSG simply reads the dynamic yaml and static yaml, so you would need to edit those first in EPD or notepad and delete all the POIs there (and check above references again!). SSG can't add, edit or delete POIs.

    That's where EPD comes into play again. :) But you need to work with playfield_static and playfield_dynamic then.

    /jmc
     
    #676
    ravien_ff likes this.
  17. The Tactician[ Λ ]

    The Tactician[ Λ ] Rear Admiral

    Joined:
    Sep 8, 2017
    Messages:
    1,085
    Likes Received:
    3,781
    found out my SSG issue then, it dosent have a "static" yaml
     
    #677
  18. The Tactician[ Λ ]

    The Tactician[ Λ ] Rear Admiral

    Joined:
    Sep 8, 2017
    Messages:
    1,085
    Likes Received:
    3,781
    my goal is to put only custom POIs on the playfield but its the "referencing" thats getting me stuck, how i get past it?
     
    #678
  19. jmcburn

    jmcburn Rear Admiral

    Joined:
    Jan 15, 2017
    Messages:
    1,110
    Likes Received:
    1,753
    Space playfields are the only ones that don't have a static yaml, but on planets, moons, ... there needs to be both a static and a dynamic yaml.

    Sorry, don't know what you mean. Just check all of the above points, go into SpawnRate and check all the entries in 'Spawn Areas' for POI names (you deleted), same goes for Dronebase, Playerstart, ...
     
    #679
    The Tactician[ Λ ] likes this.
  20. The Tactician[ Λ ]

    The Tactician[ Λ ] Rear Admiral

    Joined:
    Sep 8, 2017
    Messages:
    1,085
    Likes Received:
    3,781
    ok got this far no idea what i did wrong lol
    [​IMG]
     
    #680

Share This Page