Posted November 6, 20213 yr Popular Post comment_64752 Decided to release. This is the very first functional version I made so I'm not entirely sure of it's integrity I have since completely rewritten it, but all should be good. This was designed for 667. This is the correct way to add/remove objects, so ditch your ObjectSpawns.txt I think xteas vary quite often so I have included them as a text file which will allow you to load in your own keys if need be. Keep the data/xteas directory within the same folder as the jar. credit to Stugger Load your cache through the "File" menu button and then enter the coordinates that you want to edit (Leaving plane empty defaults to 0). If any objects are already on the searched tile, they will appear in the table. You can remove an object by just erasing it's fields. Or optionally edit it's rotation/type. To add an object, just fill in an empty field. However, you cannot have collide-able objects on the same tile, the editor will warn you of that. When you're done just hit the save button and it'll pack to cache. Collide-able objects are determined by their base type. There are 4 base types meaning you can have 4 different objects on one tile, if they all have a different base type. Base types 0 = 0, 1, 2, 3 Base types 1 = 4, 5, 6, 7, 8 Base types 2 = 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21 Base types 3 = 22 So for example, type 10 would have a base type of 2. Download : Object Spawn Editor Edited November 6, 20213 yr by deaneo88
November 12, 20213 yr comment_65106 Thanks for this. On 11/6/2021 at 3:39 AM, deaneo88 said: Decided to release. This is the very first functional version I made so I'm not entirely sure of it's integrity I have since completely rewritten it, but all should be good. This was designed for 667. This is the correct way to add/remove objects, so ditch your ObjectSpawns.txt I think xteas vary quite often so I have included them as a text file which will allow you to load in your own keys if need be. Keep the data/xteas directory within the same folder as the jar. credit to Stugger Load your cache through the "File" menu button and then enter the coordinates that you want to edit (Leaving plane empty defaults to 0). If any objects are already on the searched tile, they will appear in the table. You can remove an object by just erasing it's fields. Or optionally edit it's rotation/type. To add an object, just fill in an empty field. However, you cannot have collide-able objects on the same tile, the editor will warn you of that. When you're done just hit the save button and it'll pack to cache. Collide-able objects are determined by their base type. There are 4 base types meaning you can have 4 different objects on one tile, if they all have a different base type. Base types 0 = 0, 1, 2, 3 Base types 1 = 4, 5, 6, 7, 8 Base types 2 = 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21 Base types 3 = 22 So for example, type 10 would have a base type of 2. Download : Object Spawn Editor Needs a reupload if you could.
March 22, 20223 yr comment_73591 On 11/6/2021 at 5:39 AM, deaneo88 said: Decided to release. This is the very first functional version I made so I'm not entirely sure of it's integrity I have since completely rewritten it, but all should be good. This was designed for 667. This is the correct way to add/remove objects, so ditch your ObjectSpawns.txt I think xteas vary quite often so I have included them as a text file which will allow you to load in your own keys if need be. Keep the data/xteas directory within the same folder as the jar. credit to Stugger Load your cache through the "File" menu button and then enter the coordinates that you want to edit (Leaving plane empty defaults to 0). If any objects are already on the searched tile, they will appear in the table. You can remove an object by just erasing it's fields. Or optionally edit it's rotation/type. To add an object, just fill in an empty field. However, you cannot have collide-able objects on the same tile, the editor will warn you of that. When you're done just hit the save button and it'll pack to cache. Collide-able objects are determined by their base type. There are 4 base types meaning you can have 4 different objects on one tile, if they all have a different base type. Base types 0 = 0, 1, 2, 3 Base types 1 = 4, 5, 6, 7, 8 Base types 2 = 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21 Base types 3 = 22 So for example, type 10 would have a base type of 2. Download : Hidden Content Give reaction or reply to this topic to see the hidden content. Def need it
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