#mod_development
1 messages Β· Page 331 of 1
Which allows for crafting right ?
yup, a craft recipe can be used directly for a building which is immediately placed on a tile vs being placed in the player's inventory
You can also reference the table in other crafts
Rendered UI that entity is generating. (for reference of what it's doing)
I think your item just needs an icon, right?
Even i take the gun,it show no gun,just invisible
You can use the gun but you can't see it
Probably just missing/mismapped texture_x files, (or whatever they're called.... I haven't ventured into yieldable item modding yet, just tile sprites)
Thanks,hope it work
Is it possible to have a single mod work with both b41 and b42?
I cannot seem to get B41 to see the updated version of my mod now that I have switched to the new folder structure.
You'd need to include both B41 and B42 structures together to support B41 and future versions.
Simply combine both, like the example at the bottom of the page
I do wish they would have added support for common in B41.
You can technically access it from B41 in some cases
Anytime you need to access a file by starting its relative path with media you can technically access common/media
This is notably what Chuck did with one of his mod that added a lot of textures and was already heavy, which made duplicating the files not great
However yea this mostly just works with textures usually
oh, so I don't need to include 2 packs/tiles?
That I doubt it
Like I said
It only works at places where you need to add the relative path to the file by starting with media
Like media/textures/myFile.png
oh... yeah, tiles don't quite provide that level of functionality
You can technically do common/media/textures/myFile.png from B41 files too
Now I just need to figure out how to preserve tags on picked up furniture. π
This looks promising
Well I think it worked, because now I have an issue with the weight.... it's 10x what I expected it to be.
yup, that Item (full name) in the Tile editor lets you define what item definition to use when picking up the Tile.
read the whole page? What am I, a responsible and intelligent being? π
thank you and @sour island for the help!
No problem, and yeah any lookup that starts in the main folder can allow B41 to access common -- but this is highly limited.
Sweet! Luckily for me I get to be lazy and just add the correct structure for b42 and beyond π zero complaints with how SWF works so why touch it lol
The most impactful use I've seen is sound files for sound-scripts. Item icons require a prefix in the respective textures/ - but the basic getTexture() doesn't.
this did not work
but perhaps this is mod conflict because I still have old version loaded
I think actually I skipped a folder
Subscribed mods take precedent over local
no im just screwing up the folder setup. These instructions where it did not have the full tree (skipping %UserProfile% / Zomboid / Workshop when showing the tree) I misread π
aka my brain was autoreplacing Contents/mods with just Zomboid. This is what I get for trying to rush this lol
Can you do ../common/media/restofpath?
For paths that automatically start in media
I think I finally got it correct hahaha
no
It can be empty, but it must exist
that looks correct to me.
yes
its ok I just read the docs wrong several times because Im trying to rush for 0 reason
I admittedly just want to keep my position on most downloaded mods if Multiplayer sleep time isnt going to be a setting in b42 multiplayer
I would offer to contribute a templated build project, but y'all run Windows so my Bash-based scripts won't do you much good.
I only stay on windows because I have 2070 super and cant take a performance drop in S.T.A.L.K.E.R 2 π
but you totally should do that regardless
That's fair. NVidia performance has gotten better in recent years, but still not quite on-par with AMD and Intel drivers.
(Running an AMD 7900XTX)
I'll be in the market for a new GPU in the next 6 months or so, how has that card been? (maybe we should move to another channel?)
Name the channel if you want to chit chat about it. I picked it up because I wanted to use it for 3D modeling and it had 24GB of VRAM.
He has it
If at some point the relative path starting in media is used you can yes
Got it setup properly! Thanks so much everyone!!!!
Why not share it anyhow? I typically write scripts for both bash and batch & I'm sure I'm not the only oneβsomeone would translate it
Plus it could be handy for others using Linux
Alright, I'll put something together.
When updating a mod, does changing the name (ex, the version number is in the name) prevent one from "updating" the mod?
Zomboid (uploading from b41) is attempting to create a new mod through the in-game menu
No
It's probably because you don't have a workshop ID set
OH I noticed I am missing the workshop.txt in the same folder as Contents, is this related?
workshop.txt:
version=1
title=Veracious Network's Garage
tags=Build 41;Build 42;Building;Multiplayer;Realistic
visibility=public
id=3133520800
yes I am missing that file, this must be my issue
Yes
Oh the holes that must be plugged when returning to a mod from years ago
oh I know, that was my fun this week too.
more questions.
What is the syntax for the description? is it markdown?
Rich text
thank you yet again!
Do you mean the mod description?
yes, what you view in the steam workshop
description=[h1]Veracious Network's Garage[/h1]
description=
description=Veracious Network's Garage adds a tire rack as a storage container which displays how many tires are stored.
description=
description=Expect more features and equipment to come!
description=
description=[h2]Features[/h2]
description=
description=[h3]Unpainted Tire Rack[/h3]
description=
description=[img]https://raw.githubusercontent.com/VeraciousNetwork/PZ-VNGarage/master/docs/images/preview-tirerack.png[/img]
BBCode
I have to recreate the workshop.txt from scratch, unless someone knows a way to get it from a workshop upload
Oh that's different
Edit the description in Steam directly
It's better
Tho make sure to copy pasta it in the in-game editor later or you will override it
so upload with it blank and remake (copy paste old descrip)
I cheat π
Oooooh
That's cool
There might be that on VSCode wait
Tho you still need to copy it in the workshop.txt
# Build a workshop.txt file for publishing mod tags
cat > "$DIST/workshop.txt" << EOD
version=1
title=$MOD_TITLE
tags=$MOD_TAGS
visibility=$MOD_VISIBILITY
EOD
if [ -n "$WORKSHOP_ID" -a "$WORKSHOP_ID" -ne 0 ]; then
# If we have a workshop ID, add it to the workshop.txt file
echo "id=$WORKSHOP_ID" >> "$DIST/workshop.txt"
fi
cat DESCRIPTION.bbcode | sed 's:^:description=:g' >> "$DIST/workshop.txt"
yup
Nice
I'm working on cleaning up this build system now so it can be a portable template.
Reading up on Tilezed / Worlded to see if there's a better option than a random Dropbox link.
Dropbox link for what ?
TileZed
Have a better approach for it?
There's the modding tools
the modding tools are outdated iirc
Uh
there's ones on the forums that are newer
It's for B41 ?
The ones on Steam are not the ones on the forum ????
In 3 fucking years they haven't updated them ????
yeah
Ok nvm guess that's not the main way to get them
So, as per https://pzwiki.net/wiki/TileZed, it refers to https://github.com/timbaker/tiled which I'm going to see about compiling. Like I mentioned, originally I found someone's random Dropbox link to the Sep 2022 version, but I'd like a more elegant solution.
there's changes newer than that on steamdb but not clear which of those changes are actually public (and which are actually just internal steam changes)
Tiles Tileset images These are the same tilesets released on February 16. For Windows TileZed + WorldEd 32-bit TileZed + WorldEd 64-bit The 32-bit version of WorldEd seems unable to load all the tilesets due to high memory usage, displaying ??? for some tiles. Linux TileZed + WorldEd 64-bit This ...
oh, ok so a random Dropbox link is the official recommended source..... alrighty then.
well that's weird; Github makes a repo private when you toggle it to a template.... odd
Added the link there, since it was previously available in the Mapping wiki page
https://pzwiki.net/wiki/WorldEd
Awesome, I'm onto a template project now, (hopefully someone can port the various scripts to Powershell, as I have experience with it, but can't easily run it to test)
Template for what ?
a build project that handles things like that description bbcode and deploying your mod code to your local game directory for testing and deployment.
It'll also contain a basic directory structure for B41 and B42 so folks who use it (hopefully) won't be as confused about which files go where.
is corpse sickness the noxious smell moodle
Tbf at this point just figure out the steamcmd to upload manually outsided of PZ ? 
steamcmd +login $SECRET +workshop_build_item "$DIST/metadata.vdf" +quit
oh that's already done, but it's quirky because it doesn't support tags and you have to close Steam prior to running it.
i have a question
i managed to make a button
but how would i go about making multiple of them?
if for example i need to have 13 of essentially the same buttons under each other
i tried this
but it errors on the selected line
what's the minimum and maximum value of a moodle. trying to apply corpse sickness but it doesn't seem to want to work
Did you read the error ?
0 to 1 most of the time
nvm i just realized i wrote self.addChild instead of self:addChild
Classic
Can someone give me a hint where in the files the forage item distribution (42) is located? I can only find flint chipped stones while foraging in winter, no nodules what so ever and wanted to check if that's bugged.
Search for the item IDs in the Lua files
The items that you know for a fact spawn in foraging
And see where they are used, you should end up finding their foraging entry
After a week of hard work, I finally got this virtual scrolling working. No matter how many lists or items there are, it only uses resources for the items that are actually visible.
Long lists like those in inventory or crafting no longer need to consume so many resources, which used to cause FPS drops.
That always trips me up too, coming from other languages.
It's due to how classes are made in Lua
I think ?
yes
Yay
lua does not at a language level support classes, but many of its features are specifically designed to allow you to implement them
: is syntactic sugar that lets you pretend a little harder
Any way to perform an action when a throwable lands? Or at the very least stop it from disappearing the moment it hits the ground
I doubt it
oh sad face; I don't think PZ's built-in mod uploader supports changelogs. That's one thing the vdf file supports which workshop.txt doesn't.
it does support them, but they aren't defined in workshop.txt
you just enter them in-game during the upload process
Happen to know if it reads from a file by default, say changelog.txt?
i don't think it reads any file
workshop.txt isn't meant to be edited by hand, you set those settings in-game, it's more like a cache
changelogs don't need to be saved for next time so they aren't kept in any file
alright thanks, one more thing for me to tweak with this template then.
refusing to list ExampleMod well that's rude of the game to refuse to load my test mod
that's the one hardcoded name you can't use π
OH, I thought it was something wrong with something else... I started comparing it against a known working
the game comes with an ExampleMod so it's hardcoded not to list that id
that's the folder name, examplemod is the id
Hello, I was wondering if anybody knew a way to get the ID of a player corpse/zombie when they die? Trying to track the location of a dead player / zombie.
That's sick dude, nice work!
Alright, I think I'm comfortable with this template project.
https://github.com/VeraciousNetwork/PZ-ModTemplate
Specifically built for development on Linux, but folks are free to port to Powershell if you feel so inclined.
For more context, I am hoping to be able to use onPlayerDeath to get the player ID, and then somehow record the ID of the reanimated player zombie. I just dont know how to acheive this.
My plan is just to print the original player's name, death location, etc to a log file, and also include the reanimated zombie ID, so I can then try to track it somehow.
I know there is reanimate.bin, but have no idea how to deal with that. I checked through the java code a bit and it doesnt give much detail on how that is parsed, except as just an array.
Anybody have any ideas? Trying to make it easier to track down player zombies on my server.
Thanks!
Nice I'll add that to the wiki. One issue I find with the template is that you can't directly clone it in your Workshop folder
Also what's that logo mini thing ?
it's a thumbs up icon
I'm annoyed that SOOO many mods published don't include icons, so I made sure to include something to serve as a default.
Before there was a default in B41 actually
The default is the pie icon
No longer in B42
b41 didn't support icons
Ooooh that's the mod manager ?
Nvm then
You know, it's one of these mod that was basically vanilla at that point 
And yes, it's not directly clonable to the workshop; that's the job of build_local.sh. This was so that TileZed played nicely with your tiles and packs.
I thought B41 did support icons.... I had an icon in mine.
OOOH, right, I forgot about that mod
I'm realizing that B42 added a bunch of new tiles, and loading them by default may not be ideal.
can't for the life of me remember how to figure out the names of these tiles to reference in my script. anyone know
probably been answered already;
For build 42 tagging in steam workshop, how do i do it?
i get the mod missing mod.info file while in unstable/b42 version.
i upload in b41, no problem at all but im unable to tag my mod for b42.
mod got uploaded, went back to b42, still same mod.info missing error.
any ideas?
_0, _1, _2, etc
erm
yeah, whatever_footsteps_0 is the first item
Tags are stuck to the old tags in the B41 uploader bcs they don't update the B41 version of the game to fit recent changes
You need to upload with B42 uploader
if you're getting that error at least one of the mod folders in your mod does not have a mod.info where b42 needs it to be
you'll have to fix that before you can use the uploader
the row is 6, so would it be like footsteps_0 - 4, then footsteps_7 - 10?
Wait you're describing two different problems in the same message and mixed together here ?
They're counted from top-left starting at 0, given an 8-column width, the last item in row 1 is _7
So I think in your case, you have _0 through _3, _8 through _11
You can double check it with the Pack viewer.
They'll be all jumbled up, but you can see the images and the key name
so i need a 42 folder in my mod's 2nd modname folder AND a mod.info in there?
Check the mod structure wiki page
you want to upload with the b42 tag and you haven't even got it to work in b42 yet...? π
i havent uploaded a mod since 41 π
sorry guys, total noob here
Like I said, check the Mod structure wiki page, this will tell you everything you need to know regarding setting up mod folders and files
Has an example which combines both B41 and B42 too
that makes sense why some mods can work with both 41 and 42, yeah i should have checked the wiki
Np, people are still getting used to the wiki having actually useful informations
Check the pinned messages of the channel too if you want, I updated those to fit the most recent modding informations
i did check those at least, and tried to google this problem. the best i saw was some post regarding uploading in 41 version over 42
so i changed menu in context_menu_EN and i removed "take stones" words. Then when i right click on campfire it still says "remove campfire(take stones)"
anyone?
Is there a way to insure keys will spawn in a vehicles glove box?
You removed the entry from the base game files ?
Also you sure there aren't other options ?
So I'm having this issue with my cars where when I try to add a blood overlay it doesn't work, it just flickers and looks way too small
b42 btw
I love how I keep seeing people with this issue
Like constantly every 2 or 3 days there's at least one person that comes and ask about this issue, and I've yet to see anyone give a proper fix
Tho possibly modders found the answer to the issue in some cases, and I'd really be curious to know what the answer is at this point lol
The blood issue or the context menu thing?
Your issue
Try to search key words in this channel or #modeling
Someone might have shared the answer to this issue already and I just personally haven't seen it
Found the fix
so for anyone else who is having the issue where blood isn't working: You need two UV Maps on your car
TWO UV MAPS
Stonks
Does anyone see why the tiles would be placed too high? If you walk into the footprint, you can see it going through your model about halfway up
I can't tell if this is a problem with the code or the tile definition
but doesnt that mean everybody would have to do it if somebody would want to install the mod?
That's just not how you do it
oh, ok
You're supposed to create your own translation file, and reuse the entry ID to change its text
But like I said
Are you sure there aren't any other options that have the same text ?
That you for a fact changed the right one ?
It's a foot print, I already went into the depth map editor for my mod and added a plane, it looks fine here, but in-game it looks like it's too high. Which is why I think it must be something in the code
idk, chatgpt says the text is somehow connected to campfire sprite
chatgpt is only right 35% of the time with zomboid
Jesus fucking christ
Do not use ChatGPT, learn the tools modders use, this will be a million time more accurate
oh no, chatgpt coding... that never ends well
Worse, they looked for informations by asking ChatGPT regarding the files
So it's even worse !
In your screenshot on the right, are the player feet positioned at the center of the tile ?
Bcs besides the issue with the depth map, the tile is centered on a square
seems fine to me
You missunderstood me
The right screenshot, in-game screenshot
Is your character's feet on the center of the tile
Or on the border
If not centered, then yea that's normal that the tile is too high compared to the player's feet position and not aligned
Not related to the depth map issue here
ah, sorry
That's something else
Positioning tiles is tricky, I had to make this template to try to get my items aligned........ before I gave up completely and used Blender :/
it does seem like it should be a depth issue
also goes between the legs
Try to put it a tiny bit higher ?
So it's not completely on the floor
Just a tiny bit above, like carpets do
Hello everyone, how are you?
I tried to convert The Ultimate Bag mod to Build42, but as I don't understand programming with Zomboid, I used chatgpt to replace the mod codes with those that the build accepts.
But it still didn't work, can you check the files and tell me what's wrong, please?
I swear if I see one more ChatGPT thing I'm going to commit war crimes
Do I need to make a full on massive WARNING sign pinned everywhere in every modding channels or what ?
HHAHAHH
I dont understand nothing about codes bro hahaha thats my only option hahaha
its not hard
I have tried man
look up a youtube vid
And learn how you're ACTUALLY supposed to use AI to help yourself learn
I just canΒ΄t
You can't vibe code PZ mods
You sound like a teacher lol
It will completely hallucinate random shit
I want to become one π
Ok
can I send screenshots?
If I hear one more fucking word of CHATGBT in your essay im failing u
No ?
nope no backshots
I've yet to go through that, but I will possibly soon LMAO
you're basically just asking us to do it for you
I remember when that stuff first came out that made me pass my last year of high school
π
which i'm not going to do, but if you are going to do that, don't give us the version chatgpt pre-fucked up everything in π
a mod edited by chatgpt is worse than it started
My English teacher was so amazed for my big words lol
I almost feel like I need to add a new tag on my mod.... 100% AI FREE
lol
I swear some people do that with their mods and it ends up horribly
Well, I just wanted a help, but if you guys dont wanna help, its ok for me
Like I'm still trying to learn my fucking gun mod and I still haven't figured that out yet
It's not that we don't want to help, it's that you're kind of not giving us anything to help with here
We are not going to download your whole ass mod and look from problems
We're glad to help, but there's a difference between helping and doing all your homework.
YOU find the problems, and ask about them
Oh I figured out how to do some of my stuff is that I downloaded a different gun mod from another person on the workshop and I looked at their work to see what I was doing wrong
We'll help you, don't worry I've been helping newbie modders for the past 2 hours and even helped one try to fix a script issue for a literal hour and more
Helping is not the issue here
basically the only way to learn zomboid modding lol
I kwon that the bag dont show on crafting menu
Explain the goal of the mod, what you are trying to do and what works
Trust me I was spending like an hour trying to put it on the workshop until I download when the mods to look see what I was doing wrong and I was doing it so wrong
Does your bag exist in the game ?
So many times I've delved through someone else's code to see how they do work; it's a great way to learn.
I'm still trying to figure out what does a gun because I want to make this thing like so cool but The thing is right it's so hard and from what I was asking other creators that do gun mods they were saying I was breaking so many rules on how to do it but they told me how to do it though but I'm just too lazy right now
the gun model was like the biggest
technically yes and no, its texture does exist (the military backpack), but the mod makes it have a practically infinite weight reduction and weight capacity
(sorry for my english)
So what are you trying to do make like a super weight backpack
Exact
I'm a dumbass, just realized all I had to do was place the tile down manually with the brush tool and I could've seen whether or not it was the code. It is in fact the code
You can take every item e nothing changes
Infinite weight reduction and weight capacity won't work in B42, you need to use a tool which can help you do that. But that's an issue for later
Now I just need to find out why this code is placing it one tile too high
(5 hour long endeavor)
Try to spawn your item in the game
I didnt know that
Does anyone know of another mod that creates overlay tiles on the floor dynamically
It's a B42 problem, and that's an issue for later
The seasons mod
thats the same thing but with another mod?
Sort of
Basically what I would do is download it look for it in your files then I would try to find what the backpack you want to use is then I would make it into like a duplicate of that and basically put the stuff you want on it like carry weight damage blah blah blah
Actually that mod most likely makes the PLAYER inventory infinite
So that sounds different than an item
That's what I use
so basicallyI would just change the name of the codes?
There's a cheat in debug mode for that too
Well basically kind of using it as an example of what you want to do
No
You do not steal code
Learn from it instead
yepppp
I've learned my lesson from doing that yikes
Of course (Just to be clear, I don't intend to publish this mod)
just to convert it to b42
I mean that's up to you but that would be pretty cool if you did a lot of people do be looking for certain mods that nobody else does
Or something similar that's discontinued
π
Oh, thats the original mod >>> ||https://steamcommunity.com/sharedfiles/filedetails/?id=2773311916&searchtext=ultimate+bag||
hmm thats an idea
I would ask if anyone's good with gun stuff tho
I'd would like to vc
because I'm still having troubles with some things
I would, but I have zero experience with player item models
Basically the code and the model
The worst is when you say "make this small change" and they ask ChatGPT to make the change and return with a completely new Lua file (that also doesn't work)
You can do weight reduction 100 to make the bag contents weightless when worn, that's easy. For infinite capacity, it's a lot trickier; java sets hard limits, but Lua enforces those limits... in many different places.
I have an un-uploaded mod that lets you select container categories to ignore weight limits (player inventory, bags, vehicle storage, most world containers) and I just need the motivation to kill one final bug that can lead to duped backpacks.
Then they tell ChatGPT to fix the code bcs it doesn't work so ChatGPT ends up testing a million things until it finds a code that basically doesn't run so it never breaks 
There's a mod for that
Like compsci exams, "fix this code so it compiles"
Scribbles it all out and writes
void main(void){}
stonks
Mine is aimed at users, rather than modders... I think that one hooks the same function, I remember talking about how I did it return JB was working on the Zuper cart capacity
No JB did not work on the zuper cart capacity
I am mixing thing up then lol
But the guy that worked on the zuper cart was literally asking to die at that point LMAO
I don't remember JB working the zuper cart least
I thought JB helped, I remember the person working on getting very stressed lol
And I do get the frustration of just one "little" thing blocking a project
My lack of design skills is apparent when viewing the two models alongside mine; I don't think this will be suitable given the middle is supposed to be the same shelf as the left-most. :/
Can you copy the shelf image and add your extra bits to that?
I tried before for something else, and I had even less success with working with rasters.
Render the charger on a transparent back ground, copy-paste it in.
I think if you want to match the left model the biggest issues is the lighting direction
Probably, and this is only 1/24th the issue; I have the other 3 directions and 6 variations of each, (because it can hold 6 batteries)
7! no batteries + 6...
It's hand drawn so might not actually be possible to match extract lighting, but it looks like the main light if from in front and too the right to shadow the shelves like that
I need an unpaid design intern I can just farm this stuff out to so I can focus on the code. :/
The versions facing way look the same when batteries are in the shelf, so that half the work done already π
I'd just play with lighting a bit, get it a bit closer so it fits without being perfectly identical, and call that good enough
yeah, especially with the originals being hand drawn, I just don't have the skills with Blender to replicate it.
You wont mimic the drawing via 3d without a lot of work, things like the line on the inner left edge of the side panel don't actually exist but the artist added that to create a visual edge
I've watched a few tutorials and actual artists all seem to use UV maps, which is above my pay grade.
UV maps are easy, but you need to actually make the texture they will use
How did you create the texture? Procedural material?
oooh, yeah, that's part of my problem; I have 2 lights in the scene and the sun is angled too much.
true
No there's not; it's going to be a battery shelf so I thought it may be cool if the player dismantled part of it to hold the batteries
It will be wobbly without a back. That little bit of crossbracing is important, like when you assemble an IKEA bookshelf and it's a wobbly mess until you nail on the back plate
Then it's only a little bit wobbly
oh yeah, especially after you load up 30kg of batteries
No idea how you'd match the drawn lighting, it's a mix of a vaguly defined ambient lighting with some directional lighting
But closer enough is good enough
Also, you can bake procedural textures to a texture map and then touch them up in an editor of your choice but that's getting into a lot of extra work and time spent learning
yeah, that's too many sprites to manually touch up
Indeed
Oh yeah, I'm also doing some tricks to override the default "0, few, many" quantity selectors.
That looks pretty cool
Hello, im looking for help for my weapons mod, i need help about the model being slightly off my hands, i don't really know much about how this works, can someone help?
We need a weapon-specific mod channel.
Simply move forward the model in Blender
Also check pinned messages in #modeling , there's a guide to gun making
I can't believe you got your gun to work but I can't
tisk tisk
oh my bad πββοΈ
i did, and it doesnt work. i even tried asking gpt and they gave me some weird code that im supposed to put in the scripts folder (it broke the mod)
ookay πββοΈ
oh no
That's why you never rely on AI
Somebody's about to crash out
frr, i need to remake the whole script all over again
Just breath Jvla
im sorry π
if you figure it out slide them by the ends and help me out for Christ sake lol
lmao what's ur problem tho?
FINE, I'M MAKING THE WARNING BANNER
Basically the models invisible and I know the reason but idk how i would fix it
did you add the texture.png thing?
I know it's the reason why it's because of the textures but I have to fix that somehow like we make it completely new one for it instead of using one that already exists
ooo, goodluck to you sir π
Look for a tutorial on baking multiple textures to a single texture/UV map.
Or redo the texturing from scratch with a manually made texture image
I'm still trying to figure out what this magazine system that's the one thing I really need to figure out
So you have the gun model working now?
I found a video on how to do it but it's for b41 and its like old blender
I still have to do that but I got told on how to so I just have to do it then it would work
Hmm, I just realized there aren't jumper cables in the base game. A battery charger comes with one set, but where would the player get additional clamps...
You're not going to be able to attach a magazine without a working model for the gun
tiny fix wait
Regarding AI modding
Tell me if you guys see the need for improvements in it
More benign than the warning I would have made.
wdym ?
I probably would have just written a quick bot to auto-ban anyone who mentions chatgpt. π
Well that's not my server, and I'm not doing that LMAO
or mine would have had a number of expletives in it.
lol
perfect
i swear i already deleted the old script lol π
I'll try not to pin too shit but this is so freaking accurate π
good. glad you're also not being passive aggressive or berating people for using it in general
so many discord servers I've seen where people throw a fit at the slightest mention
cough mine cough
Yea I can't blame people using it, I use it myself for stuff, and that's an important technology current (tho I don't think it's dogshit 90% of the time, + I really really really don't like AI "art") but that's my personal opinion and that's not the point of the message
I'm all in to using it to learn the basics of programming
We have a few admins on mine; I generally detest using it for production because it fails so often and there's another admin who loves them and keeps bringing in AI bots all the damn time.
But using it to write your whole mod, I've seen way too many times now to actually deserve a freaking warning about it
People do not realize the amount of shit AI throws at them
Anyone who brings in more than 4 bots in the first place is too far gone
It's can be good if you have a very specific coding question that doesn't rely on anything Zomboid related.
I will say, writing content in HTML; CoPilot does an OK job at auto-completing information about whatever topic you're writing about. It's accurate about 70% of the time. Python code, about 40%. LUA code in Zomboid, I'm yet to have it provide a functional autocomplete suggestion.
It's also just so lazy lol. If I weren't a programmer and just wanted a custom T-Shirt in my favorite game I'd probably want to generate it within seconds too, but a lot of people try to make really big projects or ambitious shit with 0 goals to actually learn what they're doing
Where's the rest?
It even wrote the mod.info and gave the correct folder
I did have to remind it to generate poster.png.
Now tell it to do something else instead of copy pasting the code I wrote on the fucking wiki LMAO
I've been using AI for zomboid a decent amount, but it's mostly for organization. It hallucinates 30% but gives me a much more organized script structure, so I go in and replace its hallucinations with my existing working code, and whatever possibly breaks beyond that I just look through zomboid code or whatever. Works really well in that aspect. Telling it to make "x mechanic" though is always screwed
But, techically, a working mod.
Heck no, anything more than Hello World is beyond it
It probably wouldn't be so bad if the zomboid error logs weren't also the vaguest I've ever seen
That wouldn't work for B42
Telll it to do it for B42 
lol
Going to spit out my own wiki page again I bet
I'll take the win where I can, a technically working B41 mod.
Just try it out of curiosity lol
"Hey chatgpt, make this Blender model for me..."
Actually there's tools for AI generated models, but I believe they are of extremely low quality, like an insane amount of vertices and shit lol
There are AI models for making 3D objects... like image generation, it's a reasonable use because you can look at the output, decide if it's good enough, and it won't fail because of being a bit wrong.
I've not had good results when I tried, but I did get a working model of a gun from a side profile image.
I remember when Ray showed me the tool in action, and it literally was producing models that had flat surfaces with hundreds of vertices lol
We do be loving the optimized models 
it added some sticky-out bits that were not appropriate for the gun I gave it, so teh opposite of "too flat"
There's a 3D modeling one that's getting good, has actual retopology. I hate that we're getting that in a full package though rather than just standalone. Let me sculpt my model (the easiest thing in existence) and then click a button to have AI retopologize and UV unwrap
ARK / Wildcard has entered the chat
3d modelling stuff has gotten better, and there are workflows that texture 3d objects
But for zomboid, you want a simple model and a low-res texture
KI5 does his cars with 512x512 textures somehow.
That's definitely skill, since they look great and I assumed he must of been using 2k textures or something.
Tire consolidation is not in his skill list. π
Don't even mention KI5........ they add WAY TOO MANY parts for the cars into the loot table!
i enjoy programming, so i don't really see why i should try and make the computer do the fun part for me
He has "small universal tire" and "lage universal tire" so it would be nice if that was an option, to replace the many others
as for ai art, music, etc, i am bad at those things and don't really enjoy them but beyond any ethical concerns the quality is way too low for me to be happy to ship it
And when you want to restrict what parts can go into a container, and someone just happens to have over 100 items for just wheels....
But, the different tires do look different.
LMAO the AI warning has a white stride on the right π
Oh man that's cursed I'm leaving that shit in 
There might be a handly table of parts you can use in the KI5 library. But yeah, I'd hate to have to list them all out, and it's annoying how many recipes get added when they could be using generic "front window armor" instead of "1977 chevy front window armor"
nope; no handy list of parts.
AI knows when it's not wanted.
π€£
well then
Oh wow I can fix it myself! Thank you AI for letting me know I am a slightly capable person who can do stuff instead of makinga cimputer do everything for me!
anyway, leave the white stripe.
But yeah, no parts list Stalker, but luckily someone in the community volunteered to add new tires to that list once I shows them how to use Github.
It's not a problem, just annoying once you know it is there
I will not soften in front of adversity freaking AI monster !
Damn imagine launching paint and just move the border a pixel to fix it

"Change some of the stronger words..." heh, yeah...
Improvement to CraftRecipe timedAction parameter
- https://pzwiki.net/wiki/TimedAction_(craftRecipe) : rewritten to refer to the timedAction script block, compared to my previous mistake regarding what it was using (not directly animation actions)
- https://pzwiki.net/wiki/TimedAction_(scripts) : explanation of timedAction script blocks and its parameters
Now I go sleep, with all this shit I took way too long to write all of that, while helping newbies, and making a big AI hater board 
It's only hate for a specific case that causes lots of problems.
So quite justified I think.
Yea
Really tired of seeing these magic fix mods lol
Also, welcome to the team jvla. π
Hell yea
I needed Discord markdown, I got pin permission (and THAT channel)
Definitely fine with that, useful to pin stuff and update the pinned modding resources
They're just pale imitations anyway
damn new version π ?
Does that just hide all the errors?
it's like the @ operator in PHP....
Or the good old gcc -w for "I fixed all the compiler warnings!"
I need to stop procrastinating nd go do some shopping.
protip: prefixing every line with // will fix all compiler warnings AND massively improve compilation speed
im so cooked
and lost
Anyone good at making gun textures
And the mechanics to make a custom magazine
In the home stretch with my car mod
If you mean having multiple magazine types I don't think it's possible with coding, but I think (at least for B41) you could set the ammo count per gun
but I haven't tried gun modding with B42 yet, could have changed
It's just like the regular magazine for the gun and it's for 42
Because I want to make it detachable from the model itself like if it comes with no magazine or if I have to take the magazine out to add bullets to it
I think it needs full on coding to do that
I remember looking into that for myself when I was working on a gun mod but it isn't possible out the box, Brita's and other mods that have that have their own code to do that
I mean I see a lot of other mods do that as well for b42
But I just don't know how to do it
Taking a peak at Rain's gun mod it has models both for and without magazines. So I imagine it's doing something like how the break actions work in the base game and uses two models
Maybe it isn't though?
now I'm curious too
if you wanna come help me We can find out together pookie 
jk jk
If you didn't add that JK i was going to get very very uncomfortable
I think Rain's mod might add the mags as a attachment and then uses code to remove them maybe?
That's my bet
since afaik vanilla guns still have the mags stuck to them
I know my lesbian rizz is mid lol
The thing is right if you want to hop in DMS I can show you like what I have so far
Like I can send you the whole file and you can look at it
because I think I'm going to the right direction but at the same time I think I'm not
I never expected modding to be this hard
im down
Me either, and nah about the dms, trying to keep myself from going full ADHD with modding right now
Close enough for now, I'll just say the player cleaned up the wood a bit and painted a black stripe on the front for some reason.
Now back to actually getting this to do something
---@public
---@return ArrayList|Unknown
function InventoryItem:getTags() end
crosses fingers please work like I think you should...
It will give you an ArrayList of strings
Note: not a table, an ArrayList so it's zero indexed and uses methods to get stuff instead of the native Lua table syntax
The first time you mix those up is very frustrating
Also I'm going to be upset if KI5 has custom batteries for their cars too...
Lol pretty sure they all use normal batteries
Good, because all the default batteries use Tags = CarBatteries so I don't have to iterate through the item name.
**CarBattery
Since this portion of the mod won't be backported to B41, I should be able to rely on the tag feature.
I'm pretty sure here's a hasTag function if you just want to check if an item has a specific tag
Instead of checking the getTags output
Rain's code is very simple for that: make a cosmetic magazine attachment item that isn't in any loot tables/isn't something the player should ever have directly, named the same as the real magazine with _Attachment appended. Then a little bit of code:
function ISInsertMagazine:complete()
local Magazine = instanceItem(self.gun:getMagazineType() .. "_Attachment")
if Magazine then
self.gun:attachWeaponPart(Magazine , true)
end
return true
end
function ISEjectMagazine:complete()
local Magazine = self.gun:getWeaponPart("Clip")
if Magazine then
self.gun:detachWeaponPart(self.character, Magazine)
end
return true
end
So when you load a Base.AA12Magazine into you gun the code looks for a Base.AA12Magazine_Attachment item and if it finds one, attaches it to the gun for the visual effect.
If you made Rain's Firearms a requirment for your mode there is zero coding needed, just make the cosmetic attachment item that attaches to the Clip attachment point.
Otherwise you can add a prefix to those method that does the same thing for you guns, so that it works with/without Rains.
Did you make the texture yourself, or did you reuse the tile texture ?
It's not literally infinite, it's just a VERY big number of weigth capacity, something like 24271293592
I genuinely don't think it's possible to achieve so many itens that make the bag full
Hey guys, what's the best place to learn how to code for PZ mods B42 for beginners?
I'm going to do this mod in my own, fuck it
Check pinned messages
is there any info on why a modded recipe wont show up in the crafting menu?
Does it show up in recipe debugger?
on the debug menu, that will show you every craft recipe so you can tell if teh issue if yoru recipe is not in the game OR the issue is your recipe does not show where you expect it to show.
Can be a million reasons
See this
https://pzwiki.net/wiki/CraftRecipe
yeah i figured out why.
Why, WHY is Base.RabbitMeat not a thing, but Base.Rabbitmeat is WHEN ALL THE OTHER MEATS HAVE THE 2ND WORD CAPITALIZED
i struggled on this for over 2 hours
Welcome to PZ
I made it to put the mod in my test world, but the bagpack dont appear on the Crafting Menu (tailoring page)
B41 or B42 ?
That's B41 recipes
the only thing that change between the B41 to B42 is this?
module yourModule /* or Base */
{
craftRecipe <RecipeID>
no wtf
Read the craftRecipe page
like this?
No
Read the wiki page !
Check individual pages of each parameters
The wiki explains everything
make sure you have an items txt file for GodsBackPack, otherwise the module wont register.
your recipe txt is fairly off.
see mine for reference.
and read the wiki page like @bright fog said.
there are a few mandatory params needed, others are optional.
for example, if you want to use 10 thread
your input
Thread 10
correct input
item 10 [Base.Thread],
but make sure you correctly find the itemID either from the wiki page, or from the game while in admin mode via -debug
Actually no brackets are not optional for inputs if I'm not mistaken
There just shouldn't be brackets for outputs
good point, i looked at some of pz's recipes txt and yeah single items do use brackets everytime
oh yes, I was thinking that the "item" on the input was just a placeholder
I think that I made the correct way
Going to test on the debug mode
is there a way to use a duplicate sprite ?
component SpriteConfig
{
[...]
face N
{
layer
{
row = crafted_05_7,
}
}
[...]
i want to use a already existing sprite to test it
Error:
java.lang.Exception: Sprite 'crafted_05_7' is duplicate. entity script: BarrelOven
Made the texture manually myself by just eyeballing the sprites.
Still not appearing on the crafting menu e I cant spawn it on the debug mode
At what number/100 does muscle strain become a problem?
I wanna make a warning for it but idk at what number I should warn the player about the rising stiffness
You can have reused the sprite texture
Missing commas
Go in debug mode with health cheat activated and give yourself muscle strain look at which number it changes state
Someone who's actually good at raster image work could reuse sprite textures. I've never been all that good with raster work; much better at vector.
Raster image ?
a PNG is a raster. an SVG and Blender are vector.
It's not hard putting a sprite on an object, you just move the UV around
Blender are not vectors for textures, what ?
oh, yeah the UV map is a raster strapped onto a model.
Finally made part 2, there most likely won't be a part 3, but feel free to ask questions in the comments.
==UPDATE==
-Tiles-
I have found a way to find all the tiles from the game, by going to the following link and pressing "Install" on the top right, you will have the Project Zomboid Modding Tools added to your steam library:
https://steamdb....
Chrck this guide
On the two codes or just one?
It explains how to use sprites on 3D objects
No on the recipe one
You can see you don't miss any commas on the item script
But I can't spawn the backpack on the debug mode
"how to get furniture into blender..." eh? interesting, the only guides I've found just focused on characters
Then you made a mistake on the item
That module usage is wrong
Needs {}
ohh
That part 2 should explain the process
There's a section about it
And I've done it numerous time and it's easy to do
ok, the answer is muscle strain takes effect after it reaches 20/100
Anything under that has no effect apparently
I have a custom tileset in my mod. can I copy paste the .pack, .tiles, and .png, and just change the png, and have it automatically work, or do I have to go in and recreate the .pack and .tiles for each of the new pngs
same exact png structure, it's just retextured
recreate the .pack; the tile should pick up on the new pack contents, but the pack won't.
(at least in my experience, if anyone knows how to get the .pack to auto work, let me know)
Got the UV maps added to this model, thus far going ok, but this is going to cause more complexities as I'm going to have to have up to 4 sets of maps per face, (because objects rotate which will change the lighting for a given face). I think though as long as I got my sizing close, this should result in a much more vanilla object.
Is there any way I could tap into the "advanced" sandbox option button? I want to make presets for some options, but allow manual value changing like the vanilla enums
Sadly I have no idea how this even works
I haven't put too much time in searching in the vanilla code how it works
And I really don't know how the base game defines the vanilla sandbox options
It's partially java sided if I remember right
I think it's mostly java 
yeah i've been meaning to reimplement that myself
That'd definitely be useful
i prefer enums since users are stupid and won't make good decisions but i don't necessarily want to actually prevent advanced users from doing whatever they want
There's some cases where it's useful tho
I was about to say, it probably could be done with a custom GUI, since basically all the problems are exclusively related to UI and not changing sandbox functionality.
There's some cases where giving the choice of enums is good
Lmao exactly
But also giving the choice of exact number is good
It really depends what you do with these sandbox options
Some stuff are more obvious than others
Also without shit like headers and sliders, it's basically impossible for the average person to look at a sandbox menu and not skim over it almost entirely
Like let's say you have "stamina lost" option, and you give like low medium high and you want to give the ability to users to chose an in-between too
Considering you can hack in the sandbox option panel, you can add header tbf
I have a tool in my API that allows you to easily retrieve your sandbox option panel, and even change its color and shit but I didn't go too deep into it so there's no other tools available
But I've used it to add custom buttoms in the sandbox options and shit
And you could easily use that to add more UI stuff in the sandbox option panel
At this point I think sandbox mode should be the default, you click a button for which game mode (apocalypse, builder), then it shows you the sandbox menu panel, and you can just click past if you want. Plus with all the UI improvements. People wouldn't constantly get confused about wanting to disable settings but not realizing it's in sandbox options, etc.
Which mod is this?
I've been looking for so long for a mod that does that so I could look through the code.
I haven't released it, and sadly I might not release it ...
It's a rework of the Spore mod, basically making my own buuuut due to burn out of making TLOU mods and the community, I stopped developping TLOU mods

If you want to see how I did all of that tho
Oh, awesome. Thanks a lot
Uses a custom UI I made to show a noise map
And I basically wanted a menu for users to be able to see what the sandbox options did to the noise map
And technically, you could do anything
Do you got a link, and can i use it to test my mod ?, i currently want to focus on the functionality instead of the .pack stuff
The UI is fully Lua, so you can cook extremely hard
I've been too afraid to look into it starting from 0. I have enough knowledge to expand on it I think, so that's extremely useful
It's not public yet, also only has a few footstep tiles for a very specific mechanic I was working on with a bigger mod. What exactly are you trying to test?
i just need some .pack to use as a Spriteconfig for a new "oven" i working on, but i wanna do the functionality fist but i need the Tile ingame and everytime i want to look into the .pack stuff i understand nothing. So something working i can look at would help
I tried my best to understand as little as possible while getting it working, so I'm probably not the guy to ask about any of that. https://steamcommunity.com/sharedfiles/filedetails/?id=3457632586&searchtext=snow+footprints
This is the mod that has the .pack tile files I looked through to reverse engineer it though
this
you download it on steam, it has TileZed, WorldEd, and a Tiles folder with the vanilla game's tiles
Apparently these tools are not the last version
Sir Doggy said just use sprite maps, it'll be fine he said.....
an hour later, I am still derping with this because I'm an annoying perfectionist
Coffee, what data do you need for the oven? The pack images or the tile data?
ok, so the steps I would do is: grab TileZed from wherever, (aka modding tools that Sniffles linked), copy the .pack and .tiles files from the game, (specifically newdefinitions.tiles)
With the pack viewer, you can extract all images as either single images or tiles. (Warning, there are about 24k single images in there!)
Then you can recompile the selected images as a new tilemap and import that into a singular pack. With that you can create a new tiles file.
TIleZed is old and janky, but it can be done.
Though since all the published versions of TileZed are out dated, you will probably run into errors as they don't have definitions for new B42 items. You can make it work, but again... jank.
I never said that what ? π
I don't even know what a sprite map is
ok, maybe you didn't say it would be fine
Also I seriously don't know wtf you're doing with svg files ?
Why do you use vector images in tiles ?
Is that a tilemaking thing ?
Brother, how do you make all this look so complex lol
and I use vector so I can precisely set the points at the exact pixels I need.
But the tiles ARE pixelated in the first place, it's impossible to be precise
lies
No I'm not lying, I did the 3D objects that use tile sprites many times and never needed anything this complex to get good quality assets
It's mostly so I can rotate/orientate the points on the final furniture sprite. Trying to figure out which way is 'up' when you're looking at a tiny piece of wood isn't the easiest thing to do
thats so cool
you might want to create multiple cam setup with proper masking
so that you can batch render multiple images thats already cropped and ready
you dont need to slice up single images to make multitiles if you manage to pull that off
but yeah it always depends on the image you want to slice so..
or I'm just an idiot and don't know how to use blender..... realized there's a "Project from View" option which does most of the hard work for you.
well kinda everything xD
module Base
{
entity VacuumResinPump
{
component UiConfig
{
xuiSkin = default,
entityStyle = ES_VacuumResinPump,
DisplayName = Vacuum Resin Pump,
uiEnabled = false,
}
component SpriteConfig
{
face S
{
layer
{
row = VacuumResinPump_1_0,
}
}
face E
{
layer
{
row = VacuumResinPump_2_0,
}
}
}
component CraftRecipe
{
timedAction = BuildMetalStructureMedium,
time = 200,
SkillRequired = MetalWelding:8,
xpAward = MetalWelding:20,
category = Furniture,
tags = Welding,
ToolTip = Tooltip_craft_crateDesc,
inputs
{
item 6 [Base.BlowTorch] flags[Prop1],
item 6 [Base.SmallSheetMetal],
item 8 [Base.SheetMetal],
item 6 [Base.SteelBar],
item 15 [Base.ScrapMetal],
item 8 [Base.WeldingRods],
}
}
}
}
it would be a shorter list to say what works :D
- it shows up
That's my functioning recipe for a tirerack
(You can probably skip the OnCreate)
i dont see them on the wiki, can anyone confirm the following skills for SkillRequired lua?
Carpentry = Woodwork
Metalworking = Blacksmith
MetalWelding = Metalworking
how did you create the tiles
i think that is missing on my end
Started with my spritemap/tilemap/whatever you want to call it, (well after I used montage to add individual images to it)
Then used TileZed's Pack -> Create .pack file, based it off the directory that contained that spritemap
Then used Tilezed's Tile Properties to create a new tileset which let me edit each tile sprite individually
Lastly, install both .pack and .tiles in your mod and link them
pack=vn_garage
tiledef=vn_garage 1300
ok, their render of the shelf was pissing me off because it wasn't symmectrical (as one would expect if you were to make it with Blender), so instead I just gave up and tried the mask + compositing method instead...
More manual processing required for each tile, but at least it looks like it's from vanilla. For the batteries and charger I found WorldItems which contained a nice UV map.
Is there a way to check for the blood overlays, not the tiles but the actual blood splatter
Trying to detect if I'm on a square with it so I can do bloody footprints
Figured it out 
way easier than I thought actually lol, square:haveBloodFloor(), that's it
nice
this is a gif, to do this do I just publish the mod without an icon and then add it in the workshop, or am I able to reference gifs in the workshop.txt or mod.info
you can only upload a gif as the main poster using external uploaders
the ingame one only accepts pngs
external uploaders?
you can upload through steamcmd
there's definitely programs out there to make it simpler too but i haven't used any
SteamChangePreview is the tool I use.
very easy commandline: SteamChangePreview.exe HighBeams2Animated.gif 3461995683 108600
Just needs the mod if (you get after the first upload) and the game id.
You want a still preview for the in-game mod browser anyway, so I always use that for the initial upload.
And you need to re-upload the gif every time you puch an update to steam since Zomboid overwrites the image, so save the gif and make a litte batch file to save time.
A little primer on why the built-in debugger (F11) is so helpful... You can search for your LUA files and double click on the line inside the file to place a breakpoint to pause execution when that code is ran.
Can anyone identify why my sprite overlay of vn_battery_shelf_9 isn't being loaded? (Rhetorical question; I've already fixed it, but educational opportunity)
buahaha, I finally have a battery shelf that accurately displays how many batteries are stored (none through 6), AND actually charges any batteries stored within!
.... and just realized the face of the battery charger is incorrectly mirrored..... screw it, let's call it an easter egg
i can only add existing tilessets to the .tiles?
Probably ask in #mapping
was referencing this post from yesterday so here is better channel to write it.
Tbf the best channel to ask is most definitely the unofficial mapping Discord anyway
But yea you already had a convo here so that's okay
i don't know, mapping community's are usually toxic to "new" ppl :x that why i am so grateful to have gotten a good answer here :D
Create a new tileset by clicking that and just creating a new.
then those tilesets should be available from the pack data.
now i can add exisiting tilesets but not a new one
Did you create your .pack file already?
yes
Then try clicking 'Tilesets...' just above Tile Properties to regenerate the list of tilesets.
do i need to put it to a specific folder?
I'm honestly not sure, I have mine in:
designs/
Packs/
Tiles/
2x/
I recently reformatted my directory structure and everything still works. Also your tileset .png should be in 2x so you can see the images from the tileset editor.
The full directory structure of my project, also showing my tilesets, .pack, and .tiles.
Nop
Tho like again, the mapping Discord should have guides, and there's videos around on how to use it. Tho for your specific issue that you had idk
i still dont understand why i need a tiles and a pack file xD, why is it in seperate files
this was the answer, on 'Tilesets..' is the option to add new ones
Thanks man, you really helped.
So like I built this house right anyone know how to replace it a pre built house and make it a spawn point
looks good!
idk if something has changed on how it works
and i think you need to edit a whole maptile and change it with your house in it.
Yea you can't add a singular building to a cell
This is notably stated in the mapping wiki page
Making a map involves an ENTIRE cell
So youβre saying right I canβt replace a house in Rosewood
No
It involves having a copy of the source map, which in the case of B42 I think you're fucked, and for B41 I think it exists but no idea where or how you get it
Replacing a house in Rosewood would involve modifying the source map and creating a map of the cell you modified
Welp
Perhaps ask in the unofficial mapping Discord (pinned messages)
They might have a solution
Ok ok
Another thing so basically somebody helped me with my weapon, but the problem is with the model that now shows up, but it kind of looks like a cookie crumb then a gun
Any solutions
I mean brother
The problem is not the cookie texture
It's the fucking size
You need to export it by scaling it by 0.01
Ok
Try with this value
I did that
This is scaled by 0.01 ?
Did you create your object by using a vanilla item as a reference size ?
Yep π
Try exporting with an even lower value then
Ok
Show a screenshot of the object in Blender
In my guide there is literally example mod with model that you could use to reference in size
Unless the link somehow does not work anymore, but I think it should
Itβs basically the same thing but the scale is 0,01 then 0.100
Iβm not on my computer right now
Thatβs the same model Iβm using
I mean
Did you even see what your model looks like ?
There's literally bits of textures in between metalic parts
Idk what your UV map is, but jesus I'm scared to find out
Nope used blender to put all 4 textures together
I mean no shit your model in-game is a cookie, look at your texture π
Anyway, that doesn't fix the first problem
What scale did you put ?
When exporting the model ?
1024x 1024x
some unwrap settings do that but i dont understand where all the brown is coming from
Itβs the grip of the gun
This is the image resolution, not the model scale
You didn't scale the model down did you ....
Basically, thereβs four textures for the gun that I have the magazine, the grip, one of the body textures and the other body texture. Basically what I did is put all of those into one.
Ohh umm
Let me look when I get on
Scale it down when exporting in fbx
Unless you want the file to look because I did send it recently for somebody to look at it
No I don't have Blender rn nor the time rn
Go in the export to fbx menu
In transform > scale
Put 0.01
Try different values until you get the model to the right size in-game
Testing now
model is just Invisible now
still nothing
Export without changing the scale
If the model doesn't appear, you made a mistake elsewhere
All of this is easy and you must be doing mistakes that are fairly obvious once you realize them
Also follow the firearm making guide on Steam
Then you did a different mistake
if this mod was a person I would strangle it
Make sure to select the object and export selected objects
still nothing
Anyone here willing to look at the whole mod folder to tell me what i did wrong
That's fine, Zomboid is not a beginer friendly game.
I think I've seen enough. You want to make your mod ? Don't expect people to do everything for you, you need to want to learn or there's no point coming here for help, people are not going to make your mod for you
It seems like there's no desire in you either to just try by starting simple. Literally someone else already went over your exact same issue and you're just losing everyone's time here
Step back, make a simple proof-of-concept gun instead of using an existing model, work through the process in the tutorial.
you're better off making an ugly gun where you make the model and texture yourself so you understand what is happening, that will set you up for success when you start working with models other people made that need some work before they are zomboid-ready.
the joys of UV maps xdd
Is there way to reroll container loot with debug? Wanna check out my distribution patch
enable lootzed in cheats and then right click the icon of the container
hey folks! i am currently working on implementing a clothing item and as far as i can tell i have done everything i can discern correctly and yet the end result is that the game is crashing with the following error:
[09-06-25 12:00:10.478] ERROR: General , 1749495610478> ExceptionLogger.logException> Exception thrown java.lang.NullPointerException: Cannot invoke "java.lang.Integer.intValue()" because the return value of "java.util.HashMap.get(Object)" is null at AnimationPlayer.getSkinningBoneIndex line:340..```
looping indefinitely
and i honestly can't figure out where i messed up--anyone have some insight?
for some context: as far as i can tell, this item is literally identical but for some GUID/item id changes to an existing item that already works, and for the life of me i can't figure out what the difference is between them that is causing this crash
not only that but it's copied in the same way as a bunch of other items that work just fine, so the method i used to copy/change it is proven to not result in bugs usually, so i Really have absolutely no idea why it's busted like this
Is it custom model?
You could provide screnshot of that clothing item xml, its item script aswell.
right now it's a carbon copy of an existing mod item with a custom model just to try to get it to work, but eventually the intent is that it's a recolored version of an item from a mod that will appear in the mod i'm working on if you have the original mod installed as well
one moment and i'll get those screenshots
new XML is the 'MFTEOTW' version, script is provided (and there is another xml file for the tucked version of course)
the guidtable also received its entries for these two items
as it is, the item works and appears fully functional but once your character finishes equipping it the game instantly freezes and starts churning out that error forever
for further context, i've copied another clothing item that also has a custom model in the exact same way and ran into absolutely no issues with it, so i really don't understand what the difference is
Did you hide parts of your clothing XML on purpose or it's all there is?
in the first one, that's all there is and that's all i see on most clothing items of the type
Iβm not asking people to make my mod Iβm asking people to help me i followed them damn instructions like 1000 times open taking peopleβs advice and shit but still nothing works like what you expect me to do. Iβm asking people to see if Iβm doing it right not make the mod for me.
I don't remember there being attach one anywhere, so maybe remove that line completely?
Attach bone*
s
some do
this is another functional clothing item and it does have that one also empty
part of why i'm reticent to say that might work is because the AttachBone field is in the original XML for the item that works
the second XML in my original message, the non-MFTEOTW version, also works just fine--it's JUST my item with the ids changed
I'd remove it to be fair as it seems doing nothing. Then maybe show your model in blender with it's vertex groups? I feel like there is wrong bone somewhere
RAHHHHahagata
the problem is that i'm not a modeller, i don't have blender and i haven't messed with the model at all lol--the model is currently implemented and works just fine in the mod
i'm just trying to use the same exact model and stuff as an already existing, working item and it's somehow breaking
Ah so the model does work if you say it does as a mesh for different item
lemme try and explain a little more:
i'm trying to take an existing item, copy it bit for bit, and only change two things: the ids/guids that distinguish it as a new item, and the texture. so i'm not adjusting anything about the model or how it's being applied, merely applying a new texture and new ids but pointing to the same model
Someone did exactly the same job as me before I started helping you, and many times he suggested you things that you did not do
He told you to start with a very simple model first, to simply the steps and so you're learning how to do the things
That item does exist, is there in debug mode, you can spawn it, but the moment you equip it it breaks, or even when right clicking it?