#mod_development

1 messages Β· Page 331 of 1

crisp dew
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a buildable from the build menu

bright fog
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Which allows for crafting right ?

crisp dew
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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

bright fog
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You can also reference the table in other crafts

crisp dew
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Rendered UI that entity is generating. (for reference of what it's doing)

bold pike
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Yall,how to fix this

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The weapon mod not working

crisp dew
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I think your item just needs an icon, right?

bold pike
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Even i take the gun,it show no gun,just invisible

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You can use the gun but you can't see it

crisp dew
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Probably just missing/mismapped texture_x files, (or whatever they're called.... I haven't ventured into yieldable item modding yet, just tile sprites)

bright fog
bold pike
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Thanks,hope it work

civic galleon
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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.

sour island
bright fog
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Simply combine both, like the example at the bottom of the page

crisp dew
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I do wish they would have added support for common in B41.

bright fog
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You can technically access it from B41 in some cases

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Anytime you need to access a file by starting its relative path with media you can technically access common/media

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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

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However yea this mostly just works with textures usually

crisp dew
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oh, so I don't need to include 2 packs/tiles?

bright fog
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That I doubt it

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Like I said

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It only works at places where you need to add the relative path to the file by starting with media

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Like media/textures/myFile.png

crisp dew
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oh... yeah, tiles don't quite provide that level of functionality

bright fog
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You can technically do common/media/textures/myFile.png from B41 files too

crisp dew
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Now I just need to figure out how to preserve tags on picked up furniture. πŸ˜›

bright fog
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mod data

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Probably

crisp dew
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This looks promising

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Well I think it worked, because now I have an issue with the weight.... it's 10x what I expected it to be.

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yup, that Item (full name) in the Tile editor lets you define what item definition to use when picking up the Tile.

civic galleon
sour island
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No problem, and yeah any lookup that starts in the main folder can allow B41 to access common -- but this is highly limited.

civic galleon
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Sweet! Luckily for me I get to be lazy and just add the correct structure for b42 and beyond πŸ˜‚ zero complaints with how SWF works so why touch it lol

sour island
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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.

civic galleon
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but perhaps this is mod conflict because I still have old version loaded

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I think actually I skipped a folder

sour island
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Subscribed mods take precedent over local

civic galleon
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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 πŸ˜…

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aka my brain was autoreplacing Contents/mods with just Zomboid. This is what I get for trying to rush this lol

crisp dew
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My directory structure, media/... is for B41 and common,42 is B42 code.

silent zealot
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For paths that automatically start in media

civic galleon
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I think I finally got it correct hahaha

silent zealot
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Note quite

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You need 42/common

crisp dew
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no

silent zealot
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It can be empty, but it must exist

crisp dew
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that looks correct to me.

civic galleon
silent zealot
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Oh, I'm reading it won't

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*wrong

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That is correct

civic galleon
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its ok I just read the docs wrong several times because Im trying to rush for 0 reason

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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

crisp dew
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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.

civic galleon
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but you totally should do that regardless

crisp dew
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That's fair. NVidia performance has gotten better in recent years, but still not quite on-par with AMD and Intel drivers.

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(Running an AMD 7900XTX)

civic galleon
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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?)

crisp dew
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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.

bright fog
bright fog
civic galleon
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Got it setup properly! Thanks so much everyone!!!!

frank elbow
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Plus it could be handy for others using Linux

crisp dew
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Alright, I'll put something together.

civic galleon
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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

crisp dew
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It's probably because you don't have a workshop ID set

civic galleon
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OH I noticed I am missing the workshop.txt in the same folder as Contents, is this related?

crisp dew
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workshop.txt:

version=1
title=Veracious Network's Garage
tags=Build 41;Build 42;Building;Multiplayer;Realistic
visibility=public
id=3133520800
civic galleon
#

yes I am missing that file, this must be my issue

bright fog
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Yes

civic galleon
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Oh the holes that must be plugged when returning to a mod from years ago

crisp dew
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oh I know, that was my fun this week too.

civic galleon
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more questions.

What is the syntax for the description? is it markdown?

bright fog
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Rich text

civic galleon
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thank you yet again!

crisp dew
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Do you mean the mod description?

civic galleon
crisp dew
#
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

civic galleon
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I have to recreate the workshop.txt from scratch, unless someone knows a way to get it from a workshop upload

bright fog
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Edit the description in Steam directly

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It's better

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Tho make sure to copy pasta it in the in-game editor later or you will override it

civic galleon
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so upload with it blank and remake (copy paste old descrip)

crisp dew
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I cheat πŸ˜‰

bright fog
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Oooooh

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That's cool

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There might be that on VSCode wait

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Tho you still need to copy it in the workshop.txt

crisp dew
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# 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"
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yup

bright fog
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Nice

crisp dew
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I'm working on cleaning up this build system now so it can be a portable template.

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Reading up on Tilezed / Worlded to see if there's a better option than a random Dropbox link.

bright fog
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Dropbox link for what ?

crisp dew
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TileZed

bright fog
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To download it ?

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Jeez

crisp dew
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Have a better approach for it?

bright fog
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There's the modding tools

bronze yoke
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the modding tools are outdated iirc

bright fog
bronze yoke
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there's ones on the forums that are newer

bright fog
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It's for B41 ?

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The ones on Steam are not the ones on the forum ????

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In 3 fucking years they haven't updated them ????

crisp dew
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That what you're referring to?

bright fog
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wtf

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Yea

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2021

crisp dew
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yeah

bright fog
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Ok nvm guess that's not the main way to get them

crisp dew
bronze yoke
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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)

bright fog
# crisp dew So, as per https://pzwiki.net/wiki/TileZed, it refers to https://github.com/timb...
The Indie Stone Forums

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 ...

crisp dew
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oh, ok so a random Dropbox link is the official recommended source..... alrighty then.

crisp dew
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well that's weird; Github makes a repo private when you toggle it to a template.... odd

bright fog
crisp dew
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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)

bright fog
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Template for what ?

crisp dew
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a build project that handles things like that description bbcode and deploying your mod code to your local game directory for testing and deployment.

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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.

tranquil reef
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is corpse sickness the noxious smell moodle

bright fog
crisp dew
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steamcmd +login $SECRET +workshop_build_item "$DIST/metadata.vdf" +quit
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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.

vapid arrow
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i have a question

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i managed to make a button

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but how would i go about making multiple of them?

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if for example i need to have 13 of essentially the same buttons under each other

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i tried this

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but it errors on the selected line

tranquil reef
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what's the minimum and maximum value of a moodle. trying to apply corpse sickness but it doesn't seem to want to work

bright fog
vapid arrow
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nvm i just realized i wrote self.addChild instead of self:addChild

bright fog
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Classic

jolly grove
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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.

bright fog
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The items that you know for a fact spawn in foraging

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And see where they are used, you should end up finding their foraging entry

slim swan
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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.

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Long lists like those in inventory or crafting no longer need to consume so many resources, which used to cause FPS drops.

crisp dew
bright fog
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I think ?

bronze yoke
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yes

bright fog
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Yay

bronze yoke
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lua does not at a language level support classes, but many of its features are specifically designed to allow you to implement them

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: is syntactic sugar that lets you pretend a little harder

tranquil reef
#

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

bright fog
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I doubt it

crisp dew
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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.

bronze yoke
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it does support them, but they aren't defined in workshop.txt

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you just enter them in-game during the upload process

crisp dew
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Happen to know if it reads from a file by default, say changelog.txt?

bronze yoke
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i don't think it reads any file

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workshop.txt isn't meant to be edited by hand, you set those settings in-game, it's more like a cache

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changelogs don't need to be saved for next time so they aren't kept in any file

crisp dew
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alright thanks, one more thing for me to tweak with this template then.

crisp dew
#

refusing to list ExampleMod well that's rude of the game to refuse to load my test mod

bronze yoke
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that's the one hardcoded name you can't use πŸ˜…

crisp dew
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OH, I thought it was something wrong with something else... I started comparing it against a known working

bronze yoke
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the game comes with an ExampleMod so it's hardcoded not to list that id

crisp dew
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ok, we'll do YourExampleMod. πŸ˜›

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I thought that was ModTemplate

bronze yoke
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that's the folder name, examplemod is the id

crisp dew
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Oh FFS

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alright, take 2

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yup, it likes YourExampleMod.

rich reef
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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.

crisp dew
rich reef
# rich reef Hello, I was wondering if anybody knew a way to get the ID of a player corpse/zo...

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!

bright fog
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Also what's that logo mini thing ?

crisp dew
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it's a thumbs up icon

bright fog
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Yea nvm

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It's for the icon param

crisp dew
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I'm annoyed that SOOO many mods published don't include icons, so I made sure to include something to serve as a default.

bright fog
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Before there was a default in B41 actually

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The default is the pie icon

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No longer in B42

bronze yoke
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b41 didn't support icons

bright fog
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Ooooh that's the mod manager ?

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Nvm then

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You know, it's one of these mod that was basically vanilla at that point hahalol

crisp dew
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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.

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I thought B41 did support icons.... I had an icon in mine.

bronze yoke
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the mod manager mod did

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it wasn't a vanilla feature

crisp dew
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OOOH, right, I forgot about that mod

crisp dew
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I'm realizing that B42 added a bunch of new tiles, and loading them by default may not be ideal.

tranquil reef
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can't for the life of me remember how to figure out the names of these tiles to reference in my script. anyone know

stiff dust
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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?

crisp dew
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erm

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yeah, whatever_footsteps_0 is the first item

bright fog
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You need to upload with B42 uploader

bronze yoke
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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

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you'll have to fix that before you can use the uploader

tranquil reef
bright fog
crisp dew
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They're counted from top-left starting at 0, given an 8-column width, the last item in row 1 is _7

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So I think in your case, you have _0 through _3, _8 through _11

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You can double check it with the Pack viewer.

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They'll be all jumbled up, but you can see the images and the key name

stiff dust
#

okay so where does my mod.info folder need to be?
currently, the folder is as follows
1.Workshop
2.MyMod
3.Contents
3a.mods
3b.MyMod
-media
-mod (mod.info)
4.preview

tranquil reef
#

thanks

crisp dew
#

plus

stiff dust
crisp dew
#

YES

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(and I think common from what I heard earlier, but haven't tested that...)

bright fog
crisp dew
#

The mod.info at the root is for B41 only and the mod.info inside 42/ is for B42 only.

bright fog
bronze yoke
#

you want to upload with the b42 tag and you haven't even got it to work in b42 yet...? πŸ˜…

stiff dust
#

i havent uploaded a mod since 41 πŸ˜…
sorry guys, total noob here

bright fog
#

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

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Has an example which combines both B41 and B42 too

stiff dust
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that makes sense why some mods can work with both 41 and 42, yeah i should have checked the wiki

bright fog
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Np, people are still getting used to the wiki having actually useful informations

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Check the pinned messages of the channel too if you want, I updated those to fit the most recent modding informations

stiff dust
knotty path
#

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?

supple briar
#

Is there a way to insure keys will spawn in a vehicles glove box?

bright fog
#

Also you sure there aren't other options ?

supple briar
#

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

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b42 btw

bright fog
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I love how I keep seeing people with this issue

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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

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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

supple briar
bright fog
#

Your issue

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Try to search key words in this channel or #modeling

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Someone might have shared the answer to this issue already and I just personally haven't seen it

supple briar
#

so for anyone else who is having the issue where blood isn't working: You need two UV Maps on your car

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TWO UV MAPS

bright fog
#

Stonks

tranquil reef
#

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

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I can't tell if this is a problem with the code or the tile definition

bright fog
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Tiles have 3D aspects now

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A 3D depth map

knotty path
knotty path
#

oh, ok

bright fog
#

You're supposed to create your own translation file, and reuse the entry ID to change its text

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But like I said

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Are you sure there aren't any other options that have the same text ?

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That you for a fact changed the right one ?

tranquil reef
# bright fog Tiles have 3D aspects now

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

knotty path
#

idk, chatgpt says the text is somehow connected to campfire sprite

tranquil reef
#

chatgpt is only right 35% of the time with zomboid

knotty path
#

tried many things

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nothing worked

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yet

bright fog
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Do not use ChatGPT, learn the tools modders use, this will be a million time more accurate

crisp dew
#

oh no, chatgpt coding... that never ends well

bright fog
#

So it's even worse !

bright fog
#

Bcs besides the issue with the depth map, the tile is centered on a square

tranquil reef
#

seems fine to me

bright fog
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You missunderstood me

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The right screenshot, in-game screenshot

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Is your character's feet on the center of the tile

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Or on the border

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If not centered, then yea that's normal that the tile is too high compared to the player's feet position and not aligned

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Not related to the depth map issue here

tranquil reef
#

ah, sorry

bright fog
#

That's something else

crisp dew
#

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 :/

bronze yoke
#

it does seem like it should be a depth issue

tranquil reef
#

also goes between the legs

bright fog
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So it's not completely on the floor

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Just a tiny bit above, like carpets do

random dragon
#

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?

bright fog
#

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 ?

random dragon
bright fog
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No it's not your only option

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You can also just

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Learn

pliant cypress
#

its not hard

random dragon
#

I have tried man

pliant cypress
#

look up a youtube vid

bright fog
#

And learn how you're ACTUALLY supposed to use AI to help yourself learn

random dragon
#

I just canΒ΄t

bright fog
#

You can't vibe code PZ mods

pliant cypress
bright fog
#

It will completely hallucinate random shit

bright fog
random dragon
#

Ok

bright fog
#

Also I'm not downloading that rar file

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Make a Github repo

random dragon
pliant cypress
bright fog
pliant cypress
bright fog
bronze yoke
#

you're basically just asking us to do it for you

pliant cypress
bright fog
#

πŸ’€

bronze yoke
#

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 😭

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a mod edited by chatgpt is worse than it started

pliant cypress
crisp dew
#

I almost feel like I need to add a new tag on my mod.... 100% AI FREE

bright fog
#

lol

pliant cypress
random dragon
pliant cypress
#

Like I'm still trying to learn my fucking gun mod and I still haven't figured that out yet

bright fog
#

We are not going to download your whole ass mod and look from problems

crisp dew
#

We're glad to help, but there's a difference between helping and doing all your homework.

bright fog
#

YOU find the problems, and ask about them

pliant cypress
#

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

bright fog
#

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

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Helping is not the issue here

tranquil reef
random dragon
bright fog
#

Explain the goal of the mod, what you are trying to do and what works

pliant cypress
bright fog
#

Does your bag exist in the game ?

crisp dew
#

So many times I've delved through someone else's code to see how they do work; it's a great way to learn.

pliant cypress
#

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

random dragon
pliant cypress
tranquil reef
random dragon
#

You can take every item e nothing changes

bright fog
tranquil reef
#

Now I just need to find out why this code is placing it one tile too high

#

(5 hour long endeavor)

bright fog
tranquil reef
#

Does anyone know of another mod that creates overlay tiles on the floor dynamically

bright fog
random dragon
bright fog
pliant cypress
# random dragon thats the same thing but with another mod?

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

bright fog
#

Actually that mod most likely makes the PLAYER inventory infinite

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So that sounds different than an item

pliant cypress
random dragon
bright fog
#

There's a cheat in debug mode for that too

pliant cypress
bright fog
#

You do not steal code

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Learn from it instead

pliant cypress
#

I've learned my lesson from doing that yikes

random dragon
#

just to convert it to b42

pliant cypress
#

Or something similar that's discontinued

bright fog
#

πŸ‘Œ

pliant cypress
#

I would ask if anyone's good with gun stuff tho

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I'd would like to vc

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because I'm still having troubles with some things

crisp dew
#

I would, but I have zero experience with player item models

pliant cypress
silent zealot
silent zealot
#

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.

bright fog
silent zealot
bright fog
#

stonks

silent zealot
# bright fog There's a mod for that

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

bright fog
silent zealot
#

I am mixing thing up then lol

bright fog
#

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

silent zealot
#

I thought JB helped, I remember the person working on getting very stressed lol

bright fog
#

Likely

#

JB might have helped yea idk

silent zealot
#

And I do get the frustration of just one "little" thing blocking a project

bright fog
#

Definitely

#

Especially for such a limitation added by devs

crisp dew
#

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. :/

silent zealot
#

Can you copy the shelf image and add your extra bits to that?

crisp dew
#

I tried before for something else, and I had even less success with working with rasters.

silent zealot
#

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

crisp dew
#

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...

silent zealot
#

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

crisp dew
#

I need an unpaid design intern I can just farm this stuff out to so I can focus on the code. :/

silent zealot
#

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

crisp dew
#

yeah, especially with the originals being hand drawn, I just don't have the skills with Blender to replicate it.

silent zealot
#

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

crisp dew
#

I've watched a few tutorials and actual artists all seem to use UV maps, which is above my pay grade.

silent zealot
#

UV maps are easy, but you need to actually make the texture they will use

#

How did you create the texture? Procedural material?

crisp dew
#

oooh, yeah, that's part of my problem; I have 2 lights in the scene and the sun is angled too much.

sour island
#

Is there no back to your shelf?

#

Curious where the light inside is coming from

bright fog
#

true

crisp dew
#

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

silent zealot
#

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

crisp dew
#

oh yeah, especially after you load up 30kg of batteries

silent zealot
#

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

crisp dew
#

yeah, that's too many sprites to manually touch up

bright fog
#

Indeed

crisp dew
#

Oh yeah, I'm also doing some tricks to override the default "0, few, many" quantity selectors.

pliant cypress
signal pilot
#

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?

crisp dew
#

We need a weapon-specific mod channel.

bright fog
bright fog
#

Also check pinned messages in #modeling , there's a guide to gun making

pliant cypress
#

tisk tisk

signal pilot
bright fog
#

np, that's fine here

#

But for a weapon specific channel, just #modeling is enough

signal pilot
signal pilot
crisp dew
#

oh no

pliant cypress
bright fog
#

oh god

#

Oh no

#

Oh dear god please

#

Make me blind please

pliant cypress
signal pilot
crisp dew
#

Just breath Jvla

signal pilot
#

im sorry πŸ™

pliant cypress
bright fog
#

FINE, I'M MAKING THE WARNING BANNER

pliant cypress
signal pilot
pliant cypress
signal pilot
#

ooo, goodluck to you sir πŸ™

silent zealot
#

Or redo the texturing from scratch with a manually made texture image

pliant cypress
#

I'm still trying to figure out what this magazine system that's the one thing I really need to figure out

silent zealot
#

So you have the gun model working now?

pliant cypress
#

I found a video on how to do it but it's for b41 and its like old blender

pliant cypress
bright fog
#

Regarding AI modding

#

Tell me what you guys think about it, I'm going to pin it

crisp dew
#

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...

bright fog
silent zealot
#

You're not going to be able to attach a magazine without a working model for the gun

bright fog
#

tiny fix wait

#

Tell me if you guys see the need for improvements in it

crisp dew
#

More benign than the warning I would have made.

bright fog
#

wdym ?

crisp dew
#

I probably would have just written a quick bot to auto-ban anyone who mentions chatgpt. πŸ˜›

bright fog
#

Well that's not my server, and I'm not doing that LMAO

crisp dew
#

or mine would have had a number of expletives in it.

silent zealot
bright fog
#

lol

bright fog
crisp dew
#

perfect

signal pilot
bright fog
#

I'll try not to pin too shit but this is so freaking accurate 😭

tranquil reef
#

so many discord servers I've seen where people throw a fit at the slightest mention

crisp dew
#

cough mine cough

bright fog
#

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

crisp dew
#

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.

bright fog
#

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

tranquil reef
silent zealot
#

It's can be good if you have a very specific coding question that doesn't rely on anything Zomboid related.

crisp dew
#

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.

tranquil reef
silent zealot
#

I got one functional mod from ChatGPT!

crisp dew
#

Where's the rest?

silent zealot
#

It even wrote the mod.info and gave the correct folder

#

I did have to remind it to generate poster.png.

bright fog
#

Now tell it to do something else instead of copy pasting the code I wrote on the fucking wiki LMAO

tranquil reef
# crisp dew I will say, writing **content** in HTML; CoPilot does an OK job at auto-completi...

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

silent zealot
#

But, techically, a working mod.

silent zealot
tranquil reef
bright fog
#

Telll it to do it for B42 drunk

silent zealot
#

lol

bright fog
#

Going to spit out my own wiki page again I bet

silent zealot
#

I'll take the win where I can, a technically working B41 mod.

bright fog
#

Just try it out of curiosity lol

crisp dew
#

"Hey chatgpt, make this Blender model for me..."

bright fog
#

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

silent zealot
#

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.

bright fog
#

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 drunk

silent zealot
#

it added some sticky-out bits that were not appropriate for the gun I gave it, so teh opposite of "too flat"

tranquil reef
crisp dew
silent zealot
#

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.

crisp dew
silent zealot
#

Tire consolidation is not in his skill list. πŸ˜›

crisp dew
#

Don't even mention KI5........ they add WAY TOO MANY parts for the cars into the loot table!

bronze yoke
#

i enjoy programming, so i don't really see why i should try and make the computer do the fun part for me

silent zealot
#

He has "small universal tire" and "lage universal tire" so it would be nice if that was an option, to replace the many others

bronze yoke
#

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

crisp dew
#

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....

silent zealot
#

But, the different tires do look different.

bright fog
#

LMAO the AI warning has a white stride on the right 😭

#

Oh man that's cursed I'm leaving that shit in hahalol

silent zealot
crisp dew
#

nope; no handy list of parts.

silent zealot
#

AI knows when it's not wanted.

bright fog
#

LMAO

#

WHAT

#

XD

silent zealot
#

🀣

crisp dew
#

well then

bright fog
#

OH WOW XD

#

Omg that's amazing hahalol

silent zealot
#

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.

crisp dew
#

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.

silent zealot
#

It's not a problem, just annoying once you know it is there

bright fog
#

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

crisp dew
#

"Change some of the stronger words..." heh, yeah...

bright fog
#

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 tired

silent zealot
#

It's only hate for a specific case that causes lots of problems.

#

So quite justified I think.

bright fog
#

Yea

sour island
#

Really tired of seeing these magic fix mods lol

#

Also, welcome to the team jvla. πŸ˜„

bright fog
#

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

sour island
bright fog
#

damn new version πŸ‘€ ?

sour island
silent zealot
#

Does that just hide all the errors?

crisp dew
#

it's like the @ operator in PHP....

silent zealot
#

Or the good old gcc -w for "I fixed all the compiler warnings!"

#

I need to stop procrastinating nd go do some shopping.

sour island
#

PatBren used this gif to describe it

bronze yoke
#

protip: prefixing every line with // will fix all compiler warnings AND massively improve compilation speed

pliant cypress
#

im so cooked

#

and lost

#

Anyone good at making gun textures

#

And the mechanics to make a custom magazine

supple briar
#

In the home stretch with my car mod

supple briar
#

but I haven't tried gun modding with B42 yet, could have changed

pliant cypress
#

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

supple briar
#

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

pliant cypress
#

But I just don't know how to do it

supple briar
#

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

pliant cypress
#

jk jk

supple briar
#

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

pliant cypress
pliant cypress
#

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

supple briar
crisp dew
#

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

crisp dew
#
---@public
---@return ArrayList|Unknown
function InventoryItem:getTags() end

crosses fingers please work like I think you should...

silent zealot
#

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

crisp dew
#

Also I'm going to be upset if KI5 has custom batteries for their cars too...

silent zealot
#

Lol pretty sure they all use normal batteries

crisp dew
#

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.

silent zealot
#

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

crisp dew
#

OH, well I'll be damned, yup! There's a hasTag available.

silent zealot
# supple briar I think it needs full on coding to do that

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.

bright fog
random dragon
#

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

stiff dust
#

is there any info on why a modded recipe wont show up in the crafting menu?

silent zealot
#

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.

stiff dust
#

i struggled on this for over 2 hours

random dragon
random dragon
#

42

#

thats the recipe code

bright fog
bright fog
random dragon
#

let me try to update

random dragon
bright fog
#

Read the craftRecipe page

proper laurel
#

hello, how make cars mod?

#

i love modern cars in pz

random dragon
bright fog
#

No

#

Read the wiki page !

#

Check individual pages of each parameters

#

The wiki explains everything

stiff dust
# random dragon like this?

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

bright fog
#

There just shouldn't be brackets for outputs

stiff dust
#

good point, i looked at some of pz's recipes txt and yeah single items do use brackets everytime

random dragon
#

I think that I made the correct way

#

Going to test on the debug mode

manic forum
#

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

crisp dew
random dragon
icy night
#

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

bright fog
bright fog
bright fog
crisp dew
#

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.

crisp dew
#

a PNG is a raster. an SVG and Blender are vector.

bright fog
#

It's not hard putting a sprite on an object, you just move the UV around

bright fog
crisp dew
#

oh, yeah the UV map is a raster strapped onto a model.

bright fog
#
SQz

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....

β–Ά Play video
#

Chrck this guide

random dragon
bright fog
#

It explains how to use sprites on 3D objects

bright fog
#

You can see you don't miss any commas on the item script

random dragon
crisp dew
bright fog
#

That module usage is wrong

#

Needs {}

random dragon
random dragon
bright fog
#

There's a section about it

#

And I've done it numerous time and it's easy to do

icy night
#

Anything under that has no effect apparently

tranquil reef
#

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

crisp dew
#

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)

crisp dew
#

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.

tranquil reef
#

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

bright fog
#

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

tranquil reef
#

I think it's mostly java sigh

bright fog
#

Tho

#

Something you could do, is hack into the sandbox option menu

bronze yoke
#

yeah i've been meaning to reimplement that myself

bright fog
#

That'd definitely be useful

bronze yoke
#

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

bright fog
#

There's some cases where it's useful tho

tranquil reef
bright fog
#

There's some cases where giving the choice of enums is good

bright fog
#

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

tranquil reef
#

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

bright fog
#

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

bright fog
#

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

tranquil reef
#

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.

tranquil reef
tranquil reef
#

I've been looking for so long for a mod that does that so I could look through the code.

bright fog
#

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

tranquil reef
bright fog
#

If you want to see how I did all of that tho

tranquil reef
#

Oh, awesome. Thanks a lot

bright fog
#

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

manic forum
bright fog
#

The UI is fully Lua, so you can cook extremely hard

tranquil reef
#

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

tranquil reef
manic forum
#

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

tranquil reef
manic forum
#

Thanks i will have a look into it

#

what tool did u use?

tranquil reef
#

you download it on steam, it has TileZed, WorldEd, and a Tiles folder with the vanilla game's tiles

bright fog
#

Apparently these tools are not the last version

crisp dew
#

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.

bright fog
#

I don't even know what a sprite map is

crisp dew
#

ok, maybe you didn't say it would be fine

bright fog
#

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 ?

crisp dew
bright fog
#

Brother, how do you make all this look so complex lol

crisp dew
#

and I use vector so I can precisely set the points at the exact pixels I need.

bright fog
#

But the tiles ARE pixelated in the first place, it's impossible to be precise

crisp dew
#

lies

bright fog
#

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

crisp dew
#

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

ancient grail
#

but yeah it always depends on the image you want to slice so..

crisp dew
#

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.

manic forum
#
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
crisp dew
#

That's my functioning recipe for a tirerack

#

(You can probably skip the OnCreate)

stiff dust
#

i dont see them on the wiki, can anyone confirm the following skills for SkillRequired lua?

Carpentry = Woodwork
Metalworking = Blacksmith

manic forum
#

MetalWelding = Metalworking

#

how did you create the tiles

#

i think that is missing on my end

crisp dew
#

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

#

mod.info

pack=vn_garage
tiledef=vn_garage 1300
crisp dew
#

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.

tranquil reef
#

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

tranquil reef
#

Figured it out CoolSunglasses

#

way easier than I thought actually lol, square:haveBloodFloor(), that's it

crisp dew
#

nice

tranquil reef
#

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

bronze yoke
#

you can only upload a gif as the main poster using external uploaders

#

the ingame one only accepts pngs

tranquil reef
#

external uploaders?

bronze yoke
#

you can upload through steamcmd

#

there's definitely programs out there to make it simpler too but i haven't used any

silent zealot
#

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.

crisp dew
#

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)

crisp dew
#

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

manic forum
#

i can only add existing tilessets to the .tiles?

bright fog
manic forum
bright fog
#

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

manic forum
#

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

bright fog
#

uh

#

The unofficial mapping Discord was toxic towards you ?

crisp dew
#

Create a new tileset by clicking that and just creating a new.

#

then those tilesets should be available from the pack data.

manic forum
#

now i can add exisiting tilesets but not a new one

crisp dew
#

Did you create your .pack file already?

manic forum
#

yes

crisp dew
#

Then try clicking 'Tilesets...' just above Tile Properties to regenerate the list of tilesets.

manic forum
#

do i need to put it to a specific folder?

crisp dew
#

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.

manic forum
#

IT WORKED, Thanks

#

but thb TileZed is not a beginner Friendly Tool

bright fog
#

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

manic forum
#

i still dont understand why i need a tiles and a pack file xD, why is it in seperate files

manic forum
#

Thanks man, you really helped.

pliant cypress
#

So like I built this house right anyone know how to replace it a pre built house and make it a spawn point

manic forum
#

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.

bright fog
#

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

pliant cypress
bright fog
#

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

pliant cypress
#

I’m doing b42 lol

#

Hmmm

bright fog
#

Welp

#

Perhaps ask in the unofficial mapping Discord (pinned messages)

#

They might have a solution

pliant cypress
#

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

bright fog
#

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

pliant cypress
#

Ok

bright fog
#

Try with this value

pliant cypress
#

I did that

bright fog
#

This is scaled by 0.01 ?

#

Did you create your object by using a vanilla item as a reference size ?

pliant cypress
#

Yep πŸ‘

bright fog
#

Try exporting with an even lower value then

pliant cypress
#

Ok

pliant cypress
#

Same thing

bright fog
tranquil kindle
#

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

pliant cypress
#

I’m not on my computer right now

#

That’s the same model I’m using

bright fog
#

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

bright fog
#

Jesus

#

Did you generate this model by AI ?

pliant cypress
bright fog
#

@tranquil kindleoh god

#

Explain to me what he did

bright fog
#

Anyway, that doesn't fix the first problem

#

What scale did you put ?

#

When exporting the model ?

pliant cypress
#

1024x 1024x

bright fog
#

?

#

That's not the model scale

winter bolt
#

some unwrap settings do that but i dont understand where all the brown is coming from

pliant cypress
bright fog
#

You didn't scale the model down did you ....

pliant cypress
#

Basically, there’s 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.

pliant cypress
#

Let me look when I get on

bright fog
#

Scale it down when exporting in fbx

pliant cypress
#

Unless you want the file to look because I did send it recently for somebody to look at it

bright fog
#

No I don't have Blender rn nor the time rn

pliant cypress
#

Let me get out of bed

#

@bright fog what u want me to do

bright fog
#

Go in the export to fbx menu

pliant cypress
bright fog
#

In transform > scale

#

Put 0.01

#

Try different values until you get the model to the right size in-game

pliant cypress
#

Testing now

pliant cypress
bright fog
#

It's too small then

#

Use a scale that's higher

#

like 0.1

pliant cypress
bright fog
#

Export without changing the scale

#

If the model doesn't appear, you made a mistake elsewhere

bright fog
#

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

pliant cypress
#

thats what ive been doing

#

nothing again

bright fog
#

Then you did a different mistake

pliant cypress
#

if this mod was a person I would strangle it

bright fog
#

Make sure to select the object and export selected objects

pliant cypress
#

still nothing

#

Anyone here willing to look at the whole mod folder to tell me what i did wrong

silent zealot
bright fog
#

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

silent zealot
#

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.

tardy otter
terse delta
#

Is there way to reroll container loot with debug? Wanna check out my distribution patch

bronze yoke
#

enable lootzed in cheats and then right click the icon of the container

rancid tendon
#

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

tranquil kindle
#

You could provide screnshot of that clothing item xml, its item script aswell.

rancid tendon
#

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

tranquil kindle
# rancid tendon

Did you hide parts of your clothing XML on purpose or it's all there is?

rancid tendon
#

in the first one, that's all there is and that's all i see on most clothing items of the type

pliant cypress
rancid tendon
#

to compare here's an XML from a working clothing item i have right now

tranquil kindle
#

Attach bone*

rancid tendon
#

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

tranquil kindle
#

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

pliant cypress
#

RAHHHHahagata

rancid tendon
#

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

tranquil kindle
#

Ah so the model does work if you say it does as a mesh for different item

rancid tendon
#

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

bright fog
#

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

tranquil kindle
#

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?