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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

 

91ed9f13e9c64237994258678af899cd.png

 

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 by deaneo88

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

 

91ed9f13e9c64237994258678af899cd.png

 

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.

  • 4 weeks later...
  • 3 months later...
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

 

91ed9f13e9c64237994258678af899cd.png

 

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  

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Def need it

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