#mod_development

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livid zinc
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or is that not feasble

vernal ferry
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no, thats vanilla game

livid zinc
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gah gotcha

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so if we released ours separately that would change it though right?

placid delta
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no

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and if we want to have multiple survivor camps. and have spawn points for each with the names of each camp. then each has to be its own mod

vernal ferry
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no

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like i was explaining to paradox earlier, using the spawnregions.lua you can bundle multiple map mods together into a single "mod world"

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like servers do

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it specifically wouldnt work if each was its own mod as you can only apply one map mod at a time, so any camp you didnt spawn at, wouldnt be there when you ran to it, just like the problem you were getting here when you werent selecting your map mod

placid delta
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but didnt we determin that
{ name = "Survivors", file = "media/maps/Hilltop Survivor Camp/spawnpoints.lua" },
the "name" must be the name of the mod that the "media/maps/... exists in

vernal ferry
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no, it can be anything you want, was stated above

placid delta
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I thought that was you being sacastic

vernal ferry
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RingoD123 - Today at 7:28 PM
ok ignore me, that name can be anything you want
Capt_Paradox - Today at 7:28 PM
looooooool
what
but it didnt work before i thought?
brain explodes infecting the room with the zombie virus
RingoD123 - Today at 7:29 PM
i think you guys might be getting things crossed with files etc

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no, like i said, your mod, when downloaded works exactly as its supposed to without any changes

livid zinc
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so we might as well change the name back from survivors

vernal ferry
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yes you can literally name it whatever you want in that spawnregions.lua

livid zinc
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man, talk about confusing for players though if they select anything different than my spawnpoint

vernal ferry
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well to be fairt the title of the screen is select map, and then it comes up with select spawn when you select your map

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dont forget to also add the rosewood spawn option in your spawnregion.lua iof you want ppl to have to the option of spawning there

placid delta
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so is it possible to have on the Select Map / World Screen the option "Survivors World"
then have multiple spawn points for different camps. eg

  1. hilltop survivor camp
  2. woodbury
  3. alexandria
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show upon the spawnpoints

vernal ferry
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thats what you have now..

placid delta
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no, they both say "Survivors"

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they are always the same

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if i change
{ name = "Hilltop Survivor Camp", file = "media/maps/Hilltop Survivor Camp/spawnpoints.lua" },

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then the Map name is "Hilltop Survivor Camp" and so is the spawnpoint called "Hilltop Survivor Camp"

vernal ferry
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the name of your map is hilltop survivor camp

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you currently have your hilltop spawn called survivor

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that can be called whatever you want as is set in your spawnregions.lua file

livid zinc
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yeah, then for every base we add (map file) we just add that to the region file

vernal ferry
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^

livid zinc
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So { name = "Alexandria", file = "media/maps/Alexandria/spawnpoints.lua"

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if the camp was named Alexandria

vernal ferry
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you put all your bases files in the same map mod folder and you can have multiple spawnpoint files with different names that the spawnregions file refers to

placid delta
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yea but what sets the "MAP" name?

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from the main select MAP menu

vernal ferry
placid delta
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it changes when i change the spawnpoint

livid zinc
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the name= part sets it under the selection screen

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pretty much just copy the regionspawn.lua out of the zip in the email I sent you and it will say hilltop again

vernal ferry
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take a look at some other map mod folder structures in your zomboid workshop folder

livid zinc
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before we modified it

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then when we add new bases, i'll create new maps, add it to the regionspawn.lua to update it

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and each will be it's own "Mod" so the can choose from Hilltop, alexdandria, holdout point etc example names

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and after click one of those, then they can select that spawnpoint or Muld/wp

vernal ferry
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no, each cannot be its own mod

livid zinc
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well you know what i mean

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structure wise

vernal ferry
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all bases in same map folder, each base with own spawnpoint file (named for example, hilltopspawn.lua, alexandriaspawn.lua) and one spawnregion file

livid zinc
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yeah

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just seperate map folders

vernal ferry
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no lol

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1 folder

livid zinc
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gotcha

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i was wondering if I could do C:\Users\0\Zomboid\mods\Hilltop Survivor Camp\media\maps\Hilltop Survivor camp

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C:\Users\0\Zomboid\mods\Hilltop Survivor Camp\media\maps\alexandria

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?

placid delta
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wait why

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i got it

vernal ferry
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if you want them to be seperate mods you can

placid delta
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thats all i was trying to figure out past 20 minutes

vernal ferry
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yes exactly nolan

livid zinc
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lol

vernal ferry
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then in the description, you can say, this includes the whole vanilla world as well as these survivor bases etc

livid zinc
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good call^^

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is it me or does it seem like there's always 2-3 ways to do things ๐Ÿ˜› lol

vernal ferry
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always ๐Ÿ˜„

livid zinc
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@placid delta maybe change the image icon then to a world picture? or if we get more bases we could make a picture with all of them listed plus Muldraugh/WP so people know it's an option?

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instead of my hilltop survivor base picture under the spawn menu. I'll be nice and just say not everyone reads so maybe a visual aid could help too

placid delta
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i just updated. take a look

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but maybe need a diff png yeah

livid zinc
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yeah, loading it up now

placid delta
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lots=Muldraugh, KY

livid zinc
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i always left it that way, because in New Denvers example he did

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not sure tbh

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nice

vernal ferry
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that tells the game that these files belong with any vanilla map files

livid zinc
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I like the World option

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makes more sense when looking at the spawn screen

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Well today was crash course in modding ๐Ÿ˜ƒ

placid delta
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im guessing its not possible though to use this with other map mods like all map share

livid zinc
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If you got him to add it to his (that was the link you sent me earlier right?)

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of course if you want I could build a few bases first, then after we have 3-4 maybe send it to him to add to his mod?

placid delta
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i have used multiple map mods at once before though

vernal ferry
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as i explained above, multipler map mods is easy, put all lotpack files etc into same folder and create multiple spwanpoint files with different names that your spawnregions points to

livid zinc
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i think that's what that dudes mod was

vernal ferry
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yes it is, its also how multiplayer servers with map mods work

livid zinc
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a mega mappack mod

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yea

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whether I add my bases to his megamap mod, or add all the custom maps to my base mod. It could be done

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then like ringo said just list them in spawnregions

placid delta
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but i have used 2 different map mods at the same time before. just enabled and both locations worked

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didnt package anything

livid zinc
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yeah

vernal ferry
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yes cos they probably already had set themselves up that way

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e.g. both mods actually already contained both maps

livid zinc
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i just think less mods might be better

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one mod, all maps, npc's, npc bases perhaps?

placid delta
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can we set it up that way? forget spawnpoints. just have the maps olverlayed over base map?

vernal ferry
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like you guys found out, if your not selecting that mod as your world, then it doesnt use that mod, and you can only select one map at a time

livid zinc
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thats why one mod might be better^^ otherwise seperate worlds per each mod map

vernal ferry
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one map is the only way, not just better

livid zinc
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ok

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so looks like i might have work to do lol

placid delta
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so we have to go download other map mods and paste the lot files into our mod?

livid zinc
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combine all map files plus my custom map files, make a new regionspawn.lua listing them all

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yep

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it'd be one mega NPC Map Mod ๐Ÿ˜›

vernal ferry
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yes every map mod you want included need to have all of their lotpack files etc in the same folder, you can then rename each mods spawnpoints.lua so they dont overwrite each other, then point to them all in your spawnregions

livid zinc
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nolan do you want me to try to do that and add more npc bases later? or wait till i have a couple more built? up 2 u

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@placid delta Nice spawnpoint title change

placid delta
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i dont like this idea of having to download other peoples maps and paste them into our mod. if you want to work on it id say make more bases / camps

vernal ferry
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it is best to always get their permission first too if your going to include their mod as part of yours

placid delta
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maybe this cell. make it look like a millitary set up road block

livid zinc
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Nice

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@vernal ferry yeah, would have to ask a bunch of people to use their maps

placid delta
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might be hard to make the road line up with your cell though

livid zinc
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looking now

placid delta
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really sucks how you can open up a cell and just edit

livid zinc
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oh you mean cant? yeah no raw tmx's

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I could make a new custom cell perhaps at the end of the road?

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where it's black

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so it doesn't effect the vanilla map

placid delta
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can you do that? if so sure yeah

livid zinc
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well ND is way off the vanilla map so i don't see why not

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I'll try it out. I gotta run to the store in a few, but when i get back i'll be mapping my heart out.

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Maybe continue the road into my custom cell and then setup the military blockade/base

placid delta
livid zinc
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lol same spot?

placid delta
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ah heres a great spot

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cell 34 35

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there is a little path through the trees that would lead to the cell

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off of a main road

livid zinc
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yeah, right where the path starts is the new cell so that would be good

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Running to the store now be back in 15/20 mins feel free to leave more coords

livid zinc
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back, apparently everyone realized it was snowing and decided to go shopping at the same time. Gotta love long lines

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@placid delta ok before new bases get underway, more food cabinets & Sniper Towers in corners? anything else to hilltop?

placid delta
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towers would be kool. nothing else necessary, just nice to have

livid zinc
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k

placid delta
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idk if its easy to do. but you could just like rotate the first camp 180 then just change a few things to make a quick 2nd one

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like maybe remove 1 building and just put dirt for farming or something

livid zinc
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yeah i was thinking of adding a farm

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wasn't sure if it was going to be outside or inside the base, but that makes it easier

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houses are easy to change so that's no bigger either

livid zinc
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errrrrrrg mapping issues fun

short shell
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@livid zinc I've been keeping up with the chat. I have completely forgotten about spawnregion.lua. I will add a new video update tomorrow morning with the fix..

placid delta
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@livid zinc i added a spawnpoint option to spawn in woodbury. funny though because the guards wont let you leave

livid zinc
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@short shell Yeah i read about it awhile back, but never used it till yesterday so that was a learning process

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@placid delta haha where's woodbury? I knew we had the walking dead prison but i didn't know about woodbury.

placid delta
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its just that walled construction area south of giga WP.

livid zinc
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oh ok

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im actually working on that extension of the WP/Valley station area by the water as we speak

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for the military blockade idea

livid zinc
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It connected perfectly, the road and water is seamless so the terrain mapping on that cell is finished

placid delta
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sounds great

livid zinc
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Sadly i can edit the Hilltop survivors camp I made for you to add sniper towers (next base I guess) I lost the TMX files the other day something got messed up and overwrote that map (still have all the buildings though so that's good)

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But I'll use the sniper towers in future bases.

placid delta
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thats fine

livid zinc
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@short shell or anyone else, I noticed there are new railings in the latest tilesets, but for some reason I can't find the new railings in the building editor? any ideas how to fix that

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nvm found them under tilesets instead of furniture

livid zinc
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Why do some railing tiles take up a floor tile too? so silly makes a space between my railing wall and my room have a hole in it

short shell
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not sure, I've been looking for railings that can go next to stairs or a catwalk, but cant find em. Is that what your talking about? Also I'm uploading the spawnregions.lua fix video today

livid zinc
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yeah, i found some railings in the new tilesets that are concrete with a bar at the top

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the problem is that the railing are right side railings

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so when using them on the left side of my building it takes away a floor tile

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if they had a left side/right side or the ability to flip the tile so you can reuse it that wouldn't happen

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so now one of my sniper towers only has railings on half the building

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front facing and right side,

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and the only way i can add them is going under Tiles instead of ISO view...... confusing. Still can't find those railings used in Muldraugh warehouse 2nd floor either

vernal ferry
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Hey guys, just put a new thread live on the forums, a (hopfully) comprehensive guide to mapping in tilezed, from scratch, to steam workship, if you could peruse it at your leisure and let me know of any glaring errors or omissions, i would be most welcome, a few things still need to be added, such as guide to making buildings as well as tips, faq's and more guides: https://theindiestone.com/forums/index.php?/topic/21951-the-one-stop-tilezed-mapping-shop/

livid zinc
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sweeeeeet

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@short shell that's what i was talking about

short shell
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oo, nice i was looking for that~

livid zinc
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yeah you can only find them under Tiles view

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under fixtures>railings

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but you see how next to the left side stairs it removes the floor tile?

short shell
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i do, interesting. I'll see what I can find out. I am also making a watch tower..

livid zinc
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Nice ๐Ÿ˜ƒ

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I didn't see any prison tiles either have you?

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@vernal ferry good tip to make street lines quick (just browsing through your guide) that will be useful for sure

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A lot of people don't realize how painful it is to recreate the same stuff over and over without copy/paste

short shell
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same for tile video as well

livid zinc
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........

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click Tiles below ISO view

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then in the bottom right click Tilesets tab instead of furniture

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then go to fixtures_railings_01

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But the West* side of your tower will have no floors if you use them

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but the South side and East* side looks fine

livid zinc
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lol and i can't find a roofing cap that doesn't look wrong......

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and i hate how changing exterior walls changes it for the whole building depending on how you do it

short shell
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oo, It was hiding. I found it. It does create a whole on the floor. I'm thinking its for the stairs, otherwise there could be some tiles missing or just not have been made

livid zinc
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nice i found there are more roof tiles under Tiles as well

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problem is if I do a cap instead of flap it doesnt let me finish it

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errrrrrr one sec

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you see I can't finish the top corner :\

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nevermind

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i had to offset it on the tile below it

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phew

long jetty
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@short shell Did you ever upload that video?

short shell
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I have uploaded the video that explains the spawnregions.lua, I have also uploaded a new buildings video

long jetty
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I need to start learning everything. I want to make some mods, maps, and etc.

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I was really into it in Amnesia days, and it's been so long since I've made a mod?map

short shell
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Well, You should have everything you need in my video tutorials. There are also written guides that where recently updated, you can check them out here https://theindiestone.com/forums/index.php?/topic/21951-the-one-stop-tilezed-mapping-shop/ and here https://theindiestone.com/forums/index.php?/topic/21932-project-zomboid-mapping-instructions-vegmap-to-testing-custom-map/#comment-251579

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if you have any questions you can find them here or on the forums, you could also make a new post or ask here if it is not covered

long jetty
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Thank you. I'll start right now.

livid zinc
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grrrrrr dropbox isnt working like it use too anymore :\

long jetty
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Are you making a prison?

livid zinc
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It's a base for the NPC Survivors mod

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that's the entrance where the highways ends at the edge of the map in valley station

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@short shell you ever have it where TileZed doesn't show your added buildings but WorldEd Does?

short shell
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yes, no buildings show in tilezed, except where you add things in with tilezed. not sure why, but I just go with it and in the end things are fine

livid zinc
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you know, i didn't have that problem with the old tilezed, sometimes i forget to use the new one and it throws me off

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As long as it's not just me ๐Ÿ˜› lol

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@short shell you ever have issues using the BMP to layers tool either?

short shell
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no, what issues?

livid zinc
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I used it earlier to create a road, now when I'm trying to use it again it's just not painting anything regardless of what i choose to tilezed

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tried all layers too

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i can stamp stuff still, but not bmp to layers painting

short shell
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oo, try select levels tab and click each FloorOverlay, and try one by one and see if it works. I explain this part in my video at the 31:59 time mark

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with the bmp layers thing use the vegetation overlay instead of floor

livid zinc
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yeah didn't work, that works for stamping just fine

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but the bmp to layers makes a more natural looking tiles for big areas

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otherwise if i stamp grass by single tile it will take forever and look like crap

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guess i should of planned better lol

short shell
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ok, for more trees you should be able to hit options tab and brush size

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and it should paint a random set of tress and bushes

livid zinc
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yeah, that's what i normally use instead of stamp but no matter what I select after clicked my world (with a huge 10 tile brush) it leaves the ground unchanged

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who knows maybe later it will magically start working again lol

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I did notice it says "Map missing "street_trafficlines" tileset" under warnings in the Bmp layer tool wonder if that is something holding me up......

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doh

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think i just fixed it

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Man gotta love how cramming all this mapping info makes you forget how you did something just earlier

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Ok question number 532, Is there a way to make doors never lock?

livid zinc
short shell
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that area shows the entire perimiter of the building. It's cosmetic to the editor and will not show in game.

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if you resize the building tiles in the building editor you can remove it

livid zinc
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Yeah it's a strange shaped building so i was wondering if that was it, because i've never seen that before

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thank you

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stuff like that will make me mess with it for over an hour till i figure out how to fix it

short shell
livid zinc
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I like your setup

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It seems like mapping isn't even the hard part, it's remembering the tricks of how to do what you want ๐Ÿ˜›

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I can build 2-3 buildings then all the sudden i do something the wrong way and spend forever trying to fix it, only to realize i was just being stupid - stop being stupid=problem solved

short shell
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yep.

livid zinc
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So @vernal ferry or @short shell either of you know how to keep doors from being locked? (i know there's a way in sandbox settings, but just wondering if there was way to prevent it from ever locking in TiledZed/WorldEd

short shell
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not sure

livid zinc
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So far my workaround for that has been making a doorframe and foyer to buildings, but no door. Then a tile in making another door(considered interior) and it never locks that door. Just looks strange

drifting ore
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Interior doors are not locked

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so maybe making the whole place an "interior" would allow doors to not be locked

placid delta
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Some interior doors are locked. Eg PD gun storage WP

drifting ore
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Oh, yeah, forgot about those. But, only the ones located inside those specific buildings. all PD's, Gun stores and I believe the banks have some locked doors. But you don't find locked bathroom doors, or I have not found locked bathrooms anyway

short shell
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looks like that one security door likes to be about 99%locked when testing the my map.. Also has anyone figured out why the weapon closet (Furniture - Storage) (building editor) Only spawns general locker gear instead of weapons gear?

livid zinc
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@drifting ore ^^ that's what i was saying, my work around is to leave an empty doorway, into a 1 tile foyer, then make another door (that's considered interior) and it won't ever be locked. But @short shell that concerns me because I used the security doors too.

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So certain doors must have a higher % of being locked than others

short shell
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i've manage to usally find 1 out of approx.. 20 that is unlocked

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i've notice on the vanilla map in west bank PD, the armory door is locked 99% of the time. Must have been an update in the past that changed it

livid zinc
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yeah I wish we could get some info on which doors lock or how to make one never lock.

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I really hate making dumb looking foyers

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but it's the best way in regards to nolan's NPC's

short shell
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any ideas on how they made the bunker in bedford falls? industry bunker tiles are not working as i thought they would and there are no grass roof tiles...

short shell
drifting ore
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Oh, nice!

short shell
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yea, it's hard to explain, I probably should make a video on it..

livid zinc
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@short shell you beat me to it, I was just playing around with bunker tiles last night. It looks great

winged lotus
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Simple curiosity, are the foraging tables moddable ( I mean making a certain item only be forageable in a certain area / removing spawn of some items from spawning at all)

placid delta
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I found this wonderful method IsoPlayer:setSafety() but it doesnt seem to do anything in single player. if global pvp is off cant hit anyone else whether it is on or off. and if global pvp is on. you CAN hurt anyone else whether it is on or off. what gives @DEV

livid zinc
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@vernal ferry /anyone - Any word on lockable doors? still would love to find out more about if there's a way to keep them unlocked/which don't lock?

vernal ferry
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you could probably search through the tilesdefinitions files in the game install's media folder, it lists every tile along with their various properties

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but in general, indoor doors never lock (apart from the odd exception) and all other doors have a chance of being locked

livid zinc
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Ok, so residential indoor doors is what I should be using then? I'll take a look thank you

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Yeah, i see now what you mean. Good call @vernal ferry

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errrrrrr i hate how it doesn't display my screeny's sometimes

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Either way^^ for those wondering like @short shell it will say forceLocked= if it starts off lockable. This will def help

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Thanks again Ringo, you have no idea how much time this will save me and also ugly foyers.....

short shell
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Nice! Thanks for the info

livid zinc
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yeah, im stoked, now all I have to do is change all my security doors lol

vernal ferry
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no worries, happy mapping ๐Ÿ˜„

livid zinc
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๐Ÿ˜ƒ

livid zinc
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Anyone ever have windows remove a wall when placing on the interior walls? Exterior works fine, but using the sunstar motel walls they just vanish leaving a floating window.....

vernal jackal
short shell
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@livid zinc never had that issue. Not sure

livid zinc
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yeah it was one texture. changed it and it's fine. Do you happen to know what vending machines are listed under? I can't find any

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Nvm Location_shop_accessories was where it was

livid zinc
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anyone know the room name offhand the spawns medical supplies?

livid zinc
short shell
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ZOMG! This topic just fixed my many issues with loot! Thanks!! spiffo

livid zinc
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Np, I just re-zoned a bunch of my buildings after finding that. Still tweaking some too.

livid zinc
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That building did create errors in the grey spots. In-game it's black tiles..... not really sure what to do to fix it other than rebuild it.

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If anyone knows of another fix, that'd be cool too

livid zinc
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@fallen kernel how did you get the wall by the door of your bunker in a brick triangle?

livid zinc
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roof caps ahhhhhhhh

winged lotus
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So you seems to be active right now Captain' I have a question ๐Ÿ˜… do you know if there is a way to edit the foraging tables of loot / regions for a custom map ( I mean making a certain item only be forageable in a certain area / removing spawn of some items from spawning at all) ?

livid zinc
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@winged lotus I haven't gotten that far yet. But maybe Ringo might know?

short shell
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@livid zinc Basically with the bunker, it is just a regular wall. When the roof is displayed it appears to be a triangle wall. The idea with building bunker is simple. Distort reality and defiy phyisics.. if that make scense

livid zinc
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yeah, I figured it out right after (roof cap)

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or more correctly a Dormer, but I hate the edge of the triangle on the interior

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still tolerable, considering your not suppose to be able to build bunkers yet

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Here's a little screenshot of a military outpost/base taking over a part of the highway in Valley Station

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Apparently Uploading the image makes it display but not pasting a link anymore :\

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@vernal ferry I looked at the definitions in the tilesets and saw security doors had forced locked, but other than that I can't identify which doors don't ever lock for the Exterior of a building. Any other ideas?

livid zinc
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nvm, just going to use my foyer workaround

drifting ore
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what should i do for a map? i was thinking about making an abandoned factory off the road down near bedford

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but i'm undecided

short shell
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@drifting ore how about an airfield? have not seen one made, I am making one, but will take time.. could also do a hospital

livid zinc
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@short shell you and I must have the same mindset, because I just thought about an airfield (that highway I have was making me think about it.) Though I figured maybe later, as other things have distracted me.

drifting ore
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@short shell oooh an airfield sounds very nice, i might have to do that ๐Ÿ˜ƒ

livid zinc
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Yeah, it'd be really cool. It'd be awesome to see someone do an airport

livid zinc
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@placid delta you ready to test out that map I was making in Valley Station? I'll email over the lot files, just add them to Hilltop Survivor Camp with the others and it will work.

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emailed

drifting ore
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Yeah when I get home I'll start working on an international or just normal airport

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International wouldn't make much sense seeing as they're small town

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But it would have some nice loot and be another cool place like the mall

solemn pebble
livid zinc
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Funny enough, any airport with a connecting flight out of the country is considered International

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In Wilmington, NC they have a International Airport the size of my bus station here(small). They have a couple of 737's every once in awhile come in, but for the most part it's small prop planes and learjets. Tiny airport, but they still call it international even though they only have a few flights a week

#

k_EResultLimitExceeded=error 25

#

@solemn pebble is your file bigger than 1mb?

short shell
#

what about Wilmington, NC airport?

livid zinc
#

Oh i was using it as an example of how even rural airports that are small can be called International, I use to live there and remember laughing when I thought about it.

#

you ever been there @short shell ?

short shell
#

yes

#

was making a map of wilmington, nc to include the airport and nation guard depot just sout of it

livid zinc
#

really lol?

#

I did a lot of work down there, Airshow at the airport, did the drywall way out in the sticks at the coastguard station. Also went up to cherry point/camp lejeune to replace all the old computers there.

#

Hated the humidity inland, but wrightsville beach was amazing (way above my price range though)

short shell
#

lol, I live in wilmington, about 10-15 min from wrightsville, beach

livid zinc
#

no shit lol

short shell
#

was stationed at Camp Lejeune, got out and settled in wilmington

livid zinc
#

I use to live on wrightsville ave by dawson/colonial dr

#

The thing that I hated is no matter where I worked it wasn't unusual to drive 45-60 miles if not more every day for work one way.

#

Yeah I spent about 6-7 months piledriving pilings on Carolina Beach. Those memories wanted me to make an island like wrightsville beach/carolina beach.

#

did that help at all ditoseadio?

solemn pebble
#

@livid zinc mod size is about 400kb

livid zinc
#

do you have any thumbnails, if so whatsize?

solemn pebble
#

preview.png --> 43kb
poster.png --> 116kb

#

512x512 and 256x256

livid zinc
#

The thread i was reading said there's size limitations but I don't think that's your problem.

#

i'll keep looking for other ideas

solemn pebble
#

I've never had trouble to update...

livid zinc
#

yeah it seems pretty common. If the image sizes are too big, mod sizes are too big, (yours isn't) sometimes people had problems if they tried making it public after they uploaded it just to share for friends. Some waited and tried later and it worked, others tried 200 times and it didn't

#

one guy on the unreal forums "Fixed, thank you Boris and everyone else who helped. Deleting the modtools folder and validating steam fixes it."

solemn pebble
#

I've been trying since yesterday...

#

modtools folder?

livid zinc
#

So I'm not going to delete this thread just in case anyone else runs into this problem. To solve it, I simply opened the workshop uploader manually as admin without steam running, and it worked.

#

^^ that was a quote from another thread

#

"My text description was too long!
So your description text must be 8000 characters or less to publish to Steam Workshop!" another thread

#

Apparently error 25 could be for a lot of crazy reasons

#

Other than submitting a ticket or keep trying I'm not sure. Sorry @solemn pebble If I find anything else i'll let you know

solemn pebble
#

it seems a common mistake in the last few days

#

i'll wait then... ๐Ÿ™„

livid zinc
#

Yeah, im still reading threads on it, so far nothing

abstract plank
#

wait, is it possible to add our wn translation as a mod? ๐Ÿ˜ฎ that would be amazing, i'm forced with the italian translation and it's bloody awful, i asked the guy to let me fix it a bit and he doesn't care in the slightest

#

this would be a great workaround

livid zinc
#

I think so

abstract plank
#

thank you very much ^^ if it was just for me i would play in english, but my friends need a translation so i'll dig into it asap. thanks again ^^

livid zinc
#

Np man, good luck and if you need anything just ask ๐Ÿ˜ƒ

placid delta
#

@livid zinc it's not what I imagined but it is wonderful and I will certainly use it. All i WAS imagining was like sandbags blocking the road and some tents and stuff lol. i'll tell you when i populate it so you can see how it looks all lively.

#

one kind of problem is that you can just walk right around it though. there is a 1 tile space

livid zinc
#

If you want that'd be an easy fix

#

@placid delta Sent the fixed files.

placid delta
#

okay. and can you make the rear fence look like a gate or something that is open. however it is blocked off with sandbags

#

because i want it to be "possible" for someone to walk beyond the blockade, but the guards will fire on anyone who tries to

livid zinc
#

Sure, I could do that, I was planning on expanding that area but for now no problem

#

Actually i can't find any sandbags.... are those non-vanilla?

#

nvm

#

found it

#

@placid delta you said you want it to be passable, but do you mean just pretend passable? Or really passable?

short shell
#

where are the sandbags? been looking for them

livid zinc
#

Carpentry02

#

top right

#

I passed them 5 times before I noticed them

livid zinc
#

@placid delta sandbags are placed. fences open with walkable path through the sandbags. Do you want me to block the path or leave it open?

short shell
placid delta
#

Uh that looks good yeah

livid zinc
#

Cool, it'll be added to the redo-later list. I'll send it over

#

I did the pathway to the right of it too

#

Sent

#

Btw that looks great @short shell

short shell
#

figured i saw you made one and i was currently working on it.. so why not..

short shell
#

ugh. finally. friggen fences are tedious on this map.. hopefully i don't have to do that again..

short shell
#

anyone know where the radio is located in building editor?

short shell
#

cool!

short shell
#

Well damn, just completed the bulk work of my first map mod. Need to add foraging support, but otherwise it'll be ready tonight or tomorrow!

livid zinc
#

@placid delta awesome that sniper is a pro

#

๐Ÿ˜›

stark fable
#

@placid delta i came

livid zinc
#

lol

placid delta
#

gave the snipers level 10 aiming so

livid zinc
#

I was going to say, I wish I could shoot like that

#

it looks like I might need to fix the towers so they can get better shots by the gate, were they just standing guard at the front window(tower) or could they get a line of sight to the front concrete barricades?

#

Oh yeah, lightswitches on the next go around might be smart too ๐Ÿ˜›

stark fable
#

agree

livid zinc
#

@short shell have you played with house lighting/light switches yet?

short shell
#

Yes, I just add the switches in the room and it works

livid zinc
#

i'll have to look for switches later, TBH I never noticed them (kinda like sandbags) lol

placid delta
#

the only thing that was odd about the sniper towers to me was that they are shooting through the glass, lol.

livid zinc
#

I had railings first, but for some reason guns hit railings in this game, the line of sight was horrible

#

I was barely able to shoot down at the fence/yard area

#

I might need to make a catwalk around it I think

#

Those were the railings

#

but like I said the line of sight was crap :\

placid delta
#

cant just remove the windows?

#

the survivors wont fall down they set to stand ground

#

with those kind of windows. even after you break them and clear the glass. you still have to "jump" through them to get by

livid zinc
#

Yeah those aren't actually windows you see in that pic it's a type of railing so you can't break them. Catwalk won't be hard, I think that might be the best fix

placid delta
#

those short cement block wall things. can you remove those. they are buggy and block all vision

livid zinc
#

sure no problem. should i replace it with a fence or sandbags?

#

@vernal ferry or anyone with experience adding custom tiles, need some help with trying to add my own

vernal ferry
#

i dont personally but if you check the "other helpful guides" section of the new tilezed mapping thread there's a thing or two in there that might help

livid zinc
#

Yeah, I took a peek. I got my PNG file with a few custom tiles. But now I'm stuck trying get it to load into tilesets

#

made a couple new walls, lined it up properly tried click add new tilesets and mine just doesn't appear. Think i might of missed a step but im not sure

vernal ferry
#

i think this is the most helpful thread: https://theindiestone.com/forums/index.php?/topic/8790-custom-texture-packs-and-tile-definitions/ - suomiboi has a rather helpful post towards the bottom too, failing that you could try giving Easy Pickens a nod in the new tilezed build thread

livid zinc
#

yeah, for some reason it only worked when I pasted it into my 2x tiles folder

#

๐Ÿ˜› so at least I got it to add!

vernal ferry
#

cool

livid zinc
#

Sorry, I know I have a habit of being like wtf then fixing my problem lol.

vernal ferry
#

haha its all good man

placid delta
#

Nah no sand bags in the front

livid zinc
#

@placid delta k, @vernal ferry can you ask EasyPickins to pop in if you see/talk to him? I got them to load but now my tiles are ...... half the size as vanilla tiles? maybe something to do with 2x I'm not sure

#

yeah, i think i used a tutorial for 1x tiles just noticed my PNG is like half the size lol

#

yep that fixed it!

#

Now im trying to add it to my building editor menu (ISO instead of just tiles tab)

#

lol it didn't like me adding me own category at all

livid zinc
#

Just figured out how again after making a post

#

doh

novel seal
livid zinc
#

Taking a look now, @novel seal know anyone who knows about creating multiple tile objects?

novel seal
#

I think Tim/EP has jumped in actually

#

so hopefully the issue is on its way to being sorted

#

I wasn't sure if he was online

#

re: multiple tile objects - dunno myself, may be an RJ/Turbo question

#

@inland gull

livid zinc
#

Yeah, just saw EP posted. That's good. Yeah i'm currently working on a large object and I broke it up into 24 or so parts but it won't load. Thanks either way ๐Ÿ˜ƒ

livid zinc
#

does anyone know if tiles are 128x256 now? one tutorial has these grid lines I was using and they are 64x128 but that was before 2x

#

errr nvm

short shell
#

not sure...

#

I read somewhere that if there are a lot of tall 5+ floor buildings in one area it will cause lag.. Is this true?

vernal ferry
#

yes, the more large/multi story buildings in a close area, the more the game will lag

novel seal
#

something that we'll be optimizing in future, clearly

livid zinc
#

man, still working on trying to line up a big tiled item, not as easy as it looks

river plinth
#

I thought there was a program somewhere on the forums that converted google maps pictures to PZ map pictures, but I canยดt find it anymore

livid zinc
river plinth
#

thanks @livid zinc , that was exactly what I was looking for

livid zinc
#

Np, hope it goes well. I'm going on day 3 of trying to do multi-tile object ๐Ÿ˜ƒ

short shell
#

omg! soo much good stuff in here.. Yes! thanks for this google link thing.

livid zinc
#

Np, easy to get distracted trying to do cool stuff for maps ๐Ÿ˜› takes me away from actually mapping

livid zinc
#

Ok finally got my tiles in TileZed aligned right .....YES now time to figure out how to get them to load in game

livid zinc
#

Alright I know I say this a lot but I hit a brick wall again, I've aligned and added my tilesets to TileZed. I've even created a pack file. But my textures come up as question marks in WorldEd and it won't let me generate lot files until I get my tileset correctly added to the game........ Any suggestions @everyone ?

livid zinc
#

"Pulls hair out"

#

fgaisjgijag OMFG finally

livid zinc
#

well now it shows in my editor (config paths were screwed) just gotta figure out how to get my black tiles to turn into textures now hah ๐Ÿ˜ƒ

livid zinc
#

anyone have experience with pack files?

livid zinc
#

If anyone can help my texture pack is not showing correctly? any advice would be extremely helpful

cursive roost
#

is the .xml file correct?

#

that looks like an offset issue

livid zinc
#

thank you! someone finally responded

#

I didn't create any xml files nor did i see it mentioned in pack tutorials

cursive roost
#

I've created a pack file once

#

let me check how I did that ๐Ÿ˜ƒ

livid zinc
#

lol TY so much i've been trying to do one texture for 4 days

#

the strange part is, it looks like a perfect 4 tile texture in TileZed/WorldEd

cursive roost
#

ah, tiles... I've only done object packs

#

anyway, tilezed should do it correctl

#

y

livid zinc
#

im trying to do a floor overlay(even though I'm using tiles)

#

no matter what I do it comes out messed up looking or just black.

cursive roost
#

can you send me the .pack file?

livid zinc
#

sure

#

I also wasn't sure how to save it as a pack since the tutorials aren't updated and there is new options since 2014

#

is there a way to send it via discord or do you want me to email?

cursive roost
#

I thought there was via discord, I might be wrong

livid zinc
#

k

cursive roost
#

you can use that one, too

livid zinc
#

done

cursive roost
#

got it

livid zinc
#

this is how im creating it if that helps

#

I left the texture sizes at default

cursive roost
#

hrrm

#

looks all good

livid zinc
#

that's really odd

cursive roost
#

Sorry, I'm afraid I can't help you there ๐Ÿ˜ฆ

livid zinc
#

I was wondering if it was because of 2x now?

#

I also wasn't sure what res to save it as, my current png file is 1024x2048

cursive roost
#

the size doesn't really matter

livid zinc
#

ok

cursive roost
#

it just identifies how many tiles are created inside the .pack

livid zinc
#

ahh bigger tilesheets?

#

cause the variation is huge when looking in the tiles folder

#

and I noticed it only works when using the 2x folder now instead of the 1x

cursive roost
#

I think so, yes

livid zinc
#

This is driving me crazy, I would of thought aligning the texture,chopping it up, and doing it at a isometric angle would of been the hardest part

#

that's what it looks like in world ed (created a building with no walls set it as floor (defined tile textures as indoor tiles) is that it maybe?

#

It won't show up at all if I use stamp in tilezed at all so this was my only other way

#

maybe play around with tiledef properties and try to see if it renders another way?

#

it almost looks as if the tiles are bigger the the game tiles

#

This is my texture testing area, where I tried it like 5 different ways, indoor, outdoor, roof tiles, stamp(invisible in game)

#

it's like my texture is too big to fit in 4 squares even though in the editor it's 4 squares

#

I'm guessing 2 things 1, it's offset like you said 2, that's probably because it's rendering at a higher size than the Tile/WorldEd probably because of packing options I didn't correctly set

#

also i run my game in 1x mode......

#

omg

#

that was it

#

I was running 2x tiles in 1x mode

#

now they all work perfectly including the stamp

#

now i guess i just have to figure out how to load 2x and 1x packs at the same time

cursive roost
#

\o/

livid zinc
#

so the question now is if i save another pack file as silo1x and edit my mod.info to include both, it will display in 1x correctly as well as 2x? lol i hope so

#

btw thanks for trying to help, i've been going insane @cursive roost

cursive roost
#

you'rew lecome, though I really didn't do much ๐Ÿ˜ƒ

livid zinc
#

yeah, but sometimes it's easier to figure out problems when you have someone else to bounce ideas off. Ask everyone here/look at my forum help posts - by the time I ask or discuss it I'm usually facepalming because i figured out why it wouldn't work. So yes you were helpful ๐Ÿ˜›

#

ok so good news is I got it to work in both, bad news is it looks like crap because i think it's confused about which pack to use so it's using both

#

So im going to remove the 2x pack file from mod.info see if it looks better if so, that means I might need to create a 2x and 1x map mod....... which is pretty silly

#

nope still looks crappy so im guessing maybe because my pack file is 512x512 better repack them at a higher res......... and try again

#

:\ sucks i can't figure out how to not make it look like crap in 1x, maybe make a new tileset thats at 1x size? since most are 512x1024? instead of mine which are 1024x2048

#

yep that makes sense because my tiles look like crap when I scale them in Gimp so that explains why the 2x tiles pack looks like crap in 1x

livid zinc
#

eh most of it though was my crappy image to start with, back to the drawing board!

livid zinc
#

Is there a way to load 1x tilesets into TileZed? for some reason it only adds them if I put it in my tiles/2x folder?

#

or do i just have to scale all of my images and then let the pack creator do the work for me?

livid zinc
#

Does anyone know if it's possible to create a script that reads options.ini and if texture2x=true it will set to 2x.pack? or if texture2x=false it will set to 1x.pack?

#

I've realized I can't have both, and at the same time I don't want to make 2x look crappy to make 1x work......

ebon phoenix
#

Hi, i was looking for more thiles to add on my tile sets. Is there any more package that i could download? I have searched for the mill but i couldn't find it. I saw that it is on Hidrocraft. There's any pack of tiles of Hidrocraft that i could download?

livid zinc
#

looks great. That's not an easy house to choose ๐Ÿ˜ƒ I don't know of any custom textures to download, but i'll take a look

#

can't find any either

ebon phoenix
#

Thanks,work in progress ๐Ÿ˜ƒ

ebon phoenix
ebon phoenix
delicate whale
#

Awesome stuff!

ebon phoenix
#

Thanks โค

abstract plank
#

noice, e sei pure italiano ๐Ÿ˜ฎ

#

good luck with that, i'll get it on my server if that will get released on the workshop

#

i'm also thinking about joining yours, since mine is just a small co op server and i want my friends to meet random internet people. welp, enough off topic from me. sorry bout that

abstract plank
#

hey guys, i've been wondering a thing for a while:
i have the map files of an old map i'm really fond of, and it was made before the 2x map update, is there any way to convert it without data loss?

#

completely newb to mapmaking myself

placid delta
#

There is a way to check if a certain mod is enabled in lua right? i recall hearing about that sometime ago. how do you do it?

river plinth
river plinth
#

still trying to figure out how to place a blue object on a tile

livid zinc
#

@ebon phoenix CDC looks great. Love the parking ramp

#

@river plinth yeah, I haven't played around with that mod at all, but maybe nolan will reply when he see's your comment

vernal ferry
#

Hey guys just to let you know that the One Stop TileZed thread has been updated with the building making guide in step 3 now. Some Tips and Faqs also on the way.

sharp hornet
#

@vernal ferry when working in worlded, is it possible to place a building in between two cells without creating the building in two parts then connecting them from each side of the cell divider?
I've been working in a map and I've run into this issue,

ebon phoenix
sharp hornet
#

?

ebon phoenix
#

My Project The Walking Dead location

sharp hornet
#

ahhhhh im a few seasons behind!

#

do you happen to know anything about my question about cells and buildings?

ebon phoenix
#

No, i'am interested to

sharp hornet
#

heres hoping for an answer soonish! ๐Ÿ˜ƒ

#

because I dont mind, having to build buildings that way, but i feel like there has to be an easier way.

ebon phoenix
#

yep

undone chasm
#

@sharp hornet I've run into this same issue and from what it looks like is that you can you just have to make sure the room definitions dont get cut by the divider.

sharp hornet
#

could you elaborate on that a little further please?

#

@undone chasm

#

i think im understanding you but not entirely

#

so like, if i have a 12 by 12 building with one floor, and its all been built under the room def: shop_1, with internal name gunstore. it cant span the divider because it will split the room def, but if i make a seperate room in the same building on the same floor, under the room def: shop_1-2 with the same internal name, then it can cross the divider at the point where one room ends and the other begins?

undone chasm
#

Thats what im assuming. I was trying to do that with a building and when I tried to get the lots the error said that it could not create the lots because the room def was cut. i simply moved the building to that it wasnt in the divider but i think thats how it would work. I have another building that doesnt have any room defs and connected it from both sides of the divider.

sharp hornet
#

ill try this soon

#

on another topic: is there a way to set certain things up in a building, like Ive seen some building that spawn with boarded windows. how do i add stuff liek that, because there is a building i have that i want it to spawn in with a sheet rope in the window

undone chasm
#

I'm not entirely sure. from what i understood some buildings had a chance to spawn boarded up but that was ingame and not in tilezed

sharp hornet
#

i would assume it can be done in tilezed but if it can be idk how

undone chasm
#

Ill check in a bit through the tiles and if i find anything ill let you know

sharp hornet
#

thank you!

undone chasm
#

For anyone thats interested I've released a working version of my map, which is currently right now 3x3 cells and has one town along with a few POIs. any questions, concerns or suggestions shoot em my way.
https://theindiestone.com/forums/index.php?/topic/21960-bunjil-new-main-post-alpha-1/

#

@sharp hornet anytime

sharp hornet
#

thats a big help, thank you!

undone chasm
#

Carpentry 01

sharp hornet
#

i"m gonna try to take a look at this tongith, but first I need to do some work on the RealGuns mod

#

Idk if you saw my posts about it, but I am currently working with ORMtnMan to make the development of the mod more consistent

undone chasm
#

Yeah i saw that and i was really happy about it haha

sharp hornet
#

๐Ÿ˜„

undone chasm
#

Loved mowing down everything in site but hted how easy it was to get the guns lol

#

sight*

sharp hornet
#

youre constructive criticism is always welcom\

woven geyser
#

Hey guys, a question regarding creating veg.png. Have created and uploaded a custom map to WorldEd, but the only vegetation that appears is the dense forest (255, 0, 0) and trees + grass (64, 0, 0). Any areas I've used the other veg colors, they aren't showing up in WorldEd. No errors, no red question marks. Thoughts?

vernal ferry
#

@sharp hornet buildings should not be placed where they will "cross over" cell boundaries, they will be cut in half by the boundary, best way is to use good buidling placement to avoid this.

undone chasm
#

@sharp hornet
i love the variation. just need to get the spawn ratesof everything down.
@woven geyser
sounds like your colors arent right. can i see your veg map?

vernal ferry
#

@woven geyser sounds like you probably had antialiasing or something turned on and arent using the proper colours

sharp hornet
#

@vernal ferry thank you for youre feedback, @undone chasm spawning is one of my concerns as well.

#

your*

#

@vernal ferry hypothetically....

#

oh wait, nevermind @vernal ferry

#

@undone chasm realism in the game is one of the many things i love about it, but to be fair gun owning families are not hard to come by IRL,

#

but i can understand how a heavy gun spawn unbalances and cripples the game as well

undone chasm
iron salmon
#

fuck me sideways that map looks sick

woven geyser
undone chasm
#

@sharp hornet thats fair but like you said the larger guns do unbalance the game. thats why i make zombies with lower hearing and very strong. that sorta balances it there. if anything ammo scarcity may be the way to go. but i wouldnt know how rare ammo would be.
@iron salmon its going to take a long time to get through it all and even longer for it to be clean oif bugs and glitches.

#

@woven geyser im going to check the colors on my own map to see if it affects me the same way

woven geyser
#

@undone chasm Cheers man

sharp hornet
#

@undone chasm it also depends on playstyle, but gameplay/game design, cant really be based around these areas in specific. for example, A heavy gun spawn works just fine for me personally, because in the real world there are often silencers and such, not only this, but if im using a gun its because im in a nasty pinch

#

i play stealthy, but i understand the importance of having a firearm for emergenices, additionally, if you play really intense modes with friends, its important to be able to protect whats urs, but I will agree that there is a sweetspot we need to find

vernal ferry
#

@woven geyser just checked your image myself, worked fine as a bmp (which it should be)

sharp hornet
#

@vernal ferry im pretty sure ive been using PNGs

#

seems to work fine

vernal ferry
#

yeah you probably can, i just always use bmp's so first thing i did was make it a bmp to test

sharp hornet
#

gotchya gotchya

vernal ferry
#

yep works fine in png form too, confirmed ๐Ÿ˜ƒ

undone chasm
#

@woven geyser @vernal ferry its also coming out like he said for me

sharp hornet
#

those landmasses look strikingly familiar to me

woven geyser
#

@vernal ferry Weird

vernal ferry
#

where is your floor? are you trying to add vegetation on top of water?

undone chasm
#

thats probably what it is lol.

woven geyser
#

No. I only sent the veg map

undone chasm
#

I think he's talking abou me

woven geyser
vernal ferry
#

yes i was referring to cardenaglo's pic

woven geyser
#

@vernal ferry apologies

sharp hornet
#

again, that land mass looks very familiar

woven geyser
#

@sharp hornet Alcatraz?

sharp hornet
#

is that what it is?

woven geyser
#

Ya

sharp hornet
#

thats proabbly it then, when i was younger i studied alcatraz for a bit in my free time

#

sick idea for a map tbh

vernal ferry
#

yeah ashendiaz your problem is because you are trying to add vegetation to land mass that isnot grass (that is not possible)

woven geyser
#

@vernal ferry Ahhhh. Sweet, cheers man

#

@sharp hornet Cheers ๐Ÿ˜‰

undone chasm
#

yep just checked it with grass and it worked

sharp hornet
#

im currently working on a map that i plan to expand into something much much larger over time.

woven geyser
#

@undone chasm @vernal ferry Thanks for the help guys, much appreciated!!

sharp hornet
#

does anyone have a solid way of determining the cell boundaries in paint.net when making the landscape and veg maps?

#

besides making a pixel mud at every 300th pixel squared?

#

lol

undone chasm
#

i think that may be the only way with paint.net

vernal ferry
#

create a new layer with a 300x300 gridsquare

sharp hornet
#

ohhhh thats a really good idea @vernal ferry

undone chasm
sharp hornet
#

i knew i could, but the obvious throughts are the ones we most oftne seem to not have

cursive roost
#

Does anyone have a few hints on uploading to nexusmods?

#

uploading a tiny mod took me a good thirty minutes just now

cursive roost
#

5 mods, that's enough for now ๐Ÿ˜›

solemn pebble
cursive roost
#

it's not working anymore?

solemn pebble
#

it has some bugs

#

Anyway, i love it

cursive roost
#

such as? haven't used it myself in a while, tbh.

solemn pebble
#

i think sometimes the pot disappears when it has a little water

cursive roost
#

haha, nice!

#

declares that the pot-hole feature

solemn pebble
#

Confirmed, look at this

#

Now if I make a pot of dirty rags, it disappears

undone chasm
short shell
#

holy crap. looks big

#

ill check it out for ya, and see what i can find.

undone chasm
#

Thank you! Right not it's only about 15 cells

river plinth
#

guys, I need your help with my Lua mod

#

what I want: mark a tile blue and another red

#

I looked at the ObjectTutorial and if I alter it I can get it to work, but is all the hassle really needed?

short shell
#

hmm, not sure.

river plinth
#

problem with this approach: the mod must be active on gameboot, otherwise the texture isnยดt loaded

cursive roost
#

hmm, why bother with textures at all and not just use the tint functions?

river plinth
#

tint function?

#

and can I check if the square is "tinted"?

cursive roost
#

I think so, yes

#

it's what the inventory uses to highlight which container you're in right now

undone chasm
#

Are there any builders that'd like to take up some projects for me? ๐Ÿ˜„

ebon phoenix
undone chasm
#

@ebon phoenix those ramparts look sweet ๐Ÿ˜€

ebon phoenix
#

@undone chasm Thanks, it is an hard work, we are just at the beginning

#

......and beginners ahahhahaha

placid delta
#

when you make woodbury, can i use it in survivors mod?

undone chasm
#

Well better than me lol

ebon phoenix
#

@placid delta In single player?

royal chasm
#

hi, I am the editor, @placid delta i am making this map for a server "The Walking Dead Project" server, hosted by Rushall network. But of course you could use it on single player

#

but what should be the point of playing it in single? Better playing with other people on this server ๐Ÿ˜„

placid delta
#

i want to add it to my Survivor mod, and spawn like TWD people in it, like govoner, etc

short shell
undone chasm
#

@Blackbeard#2706 You beat me to it! I was thinking about getting the current active mappers/builders to upload whatever files they feel like sharing to dropbox so that the community as a whole could benefit.

short shell
#

Haha, I want to make a website, dedicated that organizes all the buildings, including pictures of each builsing

#

Building*

undone chasm
#

that sounds even better!

placid delta
#

i can hook you up with a WP installation or something if you want

undone chasm
#

Let's say that I want to give a piece of my map out to people how would I go about it? Would I send out the files for the cells or would I have to send out the whole map?

drifting ore
#

I guess it would be the cell file? @vernal ferry @livid zinc @short shell should have more info about this

short shell
#

I know what it is, at work, I'll find out when I get back. I thinks it's the tbx files or something, not the lotheaders.

vernal ferry
#

yeah if you mean for others to work on then its the tbx files you want to share

undone chasm
#

Thank you guys! This will likely make my map easier to make haha

river plinth
#

@cursive roost looked at the tint, looks like it only works on Containers and not on tiles itself

#

itยดs activated with "setHighlighted"

placid delta
#

anyone know how I can get the GridSquare that my mouse is hovering over? I made one myself before but it couldnt handle various zooms, need a more solid method this time.

short shell
#

using what tool?

#

tiled or are you painting a map

#

damn! just got an additional 370mb on building files and some other stuff.. I've got a lot of data and am going to make a website for it..

placid delta
#

In LUA for a mod

short shell
#

oo, then I'm not very sure..

placid delta
#

They should rename this channel mapping

ebon phoenix
short shell
#

nice

placid delta
#

Aeneas when you finished can I put your twd maps into my survivors mod?

ebon phoenix
#

Join Team Speak Nolan

#

No please address ahhahaha

short shell
#

does anyone really use medium and light asphalt for anything or do you stick with 1 color for roads?

vernal ferry
#

theyre mainly used for sidewalks and concrete areas

short shell
#

figured, thanks

undone chasm
#

yeah, the light one is good for sidewalks and the medium one is good for parking lots and the like

undone chasm
#

Does anyone know whats happening here? im ~8 tiles off the division and my buildings wont show up

#

Nvm, i figured it out. I was on a layer 3 instead of one ๐Ÿ™„

royal chasm
#

Ehi guys, i am missing several tiles, but i have downloaded the package from the thread on this form, named build 36 etc...how can i fix this?

livid zinc
#

Did you make or DL that building?

#

@royal chasm

undone chasm
#

thats a downloaded one.

#

@Woldren#2619 youll have to delete those tiles if you want to fix it

placid delta
#

can anyone point me to the place in the game code where your building and you choose to click on a grid square with your mouse to build on that square?

placid delta
#

i seriously gotta make that isomatric square calculation myself?

#

ok fine, here it is folks. Method to get the GridSquare that your mouse is on:

#

local sw = (128 / getCore():getZoom(0));
local sh = (64 / getCore():getZoom(0));

        local mapx = getPlayer():getX();
        local mapy = getPlayer():getY();
        local mousex = ( (getMouseX() - (getCore():getScreenWidth() / 2)) ) ;
        local mousey = ( (getMouseY() - (getCore():getScreenHeight() / 2)) ) ; 
        
        local sx = mapx + (mousex / (sw/2) + mousey / (sh/2)) /2;
        local sy = mapy + (mousey / (sh/2) -(mousex / (sw/2))) /2;

local TheSquareYourMouseIsOn = getCell():getGridSquare(sx,sy,player:getZ());

short shell
#

Umm, doesn't tiled give you the coords and the bottom left?

placid delta
#

why does everyone here assume im mapping lol

#

we need to separate this workshop into 2 different rooms, one called mapping and one called modding

river plinth
#

yep, separate mapping and modding

placid delta
#

who ya gonna call <@&136624934184026113>

pine vigil
#

I feel like that was the case before?

#

Unless I'm imagining things.

iron salmon
#

you're imagining it

#

there you go

placid delta
#

now scram all you mappers, we dont want your kind here

livid zinc
#

@placid delta lol

short shell
#

Lol, yeah us mappers got our own clubhouse now!

cursive roost
#

@placid delta I'm pretty sure there's a function in LuaManager.class for that

#

I remember seeing it when I was creating the coords thing for pzmap

placid delta
#

I was pretty sure too, but i couldnt find it. and nothiong but crickets here when i asked

livid zinc
#

@placid delta updated my last map posted a pic in the loser mappers chat if your interested ๐Ÿ˜›

river plinth
#

@placid delta you asked in the middle of the night for us german dudes

#

I guess it is "getMouseXScaled" and "getMouseYScaled"

#

but not sure

#

found that as @cursive roost suggested in the LuaManager.class

cursive roost
#

can't check right now, started up windows

placid delta
#

well now there is a customizable option too...

livid zinc
#

When uploading a mod how big should my preview picture be? Thumb.png size or Poster.png size?

cursive roost
#

no more than 1024x1024

#

otherwise even on 1080p monitors it will be scaled down

livid zinc
#

lol figured it out when uploading 256x256 ๐Ÿ˜› glad it told me

livid zinc
#

ugh wrong room ๐Ÿ˜ƒ

cursive roost
#

oh, steam preview. yeah, 256x256

river plinth
#

is there any way I can get all the shipped spritenames? I'm trying to overlay the down arrow on a sign but don't know the spritename that I need to pass to setOverlaySprite

livid zinc
#

say what

#

You are trying to overlay a down arrow on a sign, and want to know the name of the down arrow?

river plinth
#

yep

#

these are the args setOverlaySprite(String spriteName, float r, float g, float b, float a, boolean bTransmit)

#

don't know the spritename of the down arrow though

livid zinc
#

I didn't know there was one :\

river plinth
#

I kinda cheatet ๐Ÿ˜„

#

altered the ISPaintAction to print the spritename to the console, it's "constructedobjects_signs_01_42" btw

river plinth
#

ok guys, I need some teaching here: how can I determine what Events are thrown on the server and which are clientside?

#

background: I need to register if an item was dropped on a specific tile, so I thought I could use "OnContainerUpdate", but that doesn't fire when putting items on the ground

#

I then thought I could use "OnObjectAdded" which is triggered in "GameServer.class", so I thought this might be serversided, but again, it doesn't trigger if I put an item on the ground

cursive roost
#

just overload ISInventoryTransferAction ๐Ÿ˜ƒ

placid delta
#

is there anyone on the forum or such a place where we can beg the devs to add lua methods?

cursive roost
#

you mean in LuaManager? Or in luautils?

placid delta
#

I want the Devs to add a "Run to" Timed action

#

you know, there is "Walk to" timed action you can select from menu when your right click on the ground

#

want the same thing, just running and not walking

naive tree
#

Anybody know how get deadBody inventory for recipe?

placid delta
#

is the corpse on the ground or in your inventory?

naive tree
#

In inventory

#

I try getContainer but I see wrong item list

placid delta
#

getItemContainer() probably

#

getContainer returns the container that the item is in. which would be your players inventory

#

getItemContainer returns the item inner container

#

in the case of bags it does anyway, corpse could be different

naive tree
#

Thanks. I try now

#

Nope... Its return nil

placid delta
#

i know somewhere you can start your investigation.

#

to see how those corpses container works

#

enable cars mod, put other loot to abundant

#

find a car with a corpse

#

take the corpse and drop it on the ground.

#

you will see an error

#

check what file and line the error is on.

#

there error happens from this becose those corpses in cars dont have containers

#

so where that error happens you'll see the exact way those corpse containers are called

naive tree
#

Thanks. I try or find other way for my mod

mystic frost
#

Any good mods for B36? ๐Ÿ˜ƒ

cursive roost
#

all of them cherrypie

mystic frost
#

haha, any to name?

cursive roost
#

depends what you're looking for

#

hydrocraft is very popular

mystic frost
#

Yeah,i've got that one.Just looking to improve my game i guess

placid delta
#

cars

compact path
#

Hello

tribal sparrow
#

Is there a opposite line to this?
player:getInventory():AddItem("....")

all i found is
player:getInventory():Remove(...)
but im not sure if it does what i hope it does, since it's not RemoveItem and the brackets dont have " " in it

If i make a recipe that involves using A to make OnCreate:B, i still have to add a Result:..., line, which forces to me use additional ingredient
and i dont know how to leave that blank, so i want to use RemoveItem to cancel it out, if such a command exists
i need the OnCreate line to get randomized crafting result, but theres still the regular Result: ... , that i cant ignore

tribal sparrow
#

and, is there any way to make a crafting result to be "nothing"?

#

for example i want make a hunting recipe, which will return randomized result with help of OnCreate, i wish to make it "either get animal or nothing", instead of "animal or junk"

placid delta
#

what i have done in the past is make a item called "Nothing" and added a function in the players update loop which checks for the "Nothing" items and removes them.

tribal sparrow
#

@placid delta whats the code to remove item?

#

im not a coder, all im doing is reverse engineering from whats already there

#

let me be specific if it helps

#

i am trying to do the search for dog feature from hydrocraft

placid delta
#

function updateThePlayer(player)
player:getInventory():Remove("Nothing");
end
Events.OnPlayerUpdate.Add(updateThePlayer);

tribal sparrow
#

i want to consume items to get randomized dog, instead keeping ingredient

#

can i just use the player:getInventory():Remove("Nothing") to get rid of any item in my inventory?

#

if i have a bighikingbag in my inv, will player:getInventory():Remove("Base.BigHikingBag"); remove it?

earnest quartz
#

whats zomboid/lua line for print stuff to consoe?

placid delta
#

@tribal sparrow you wont be able to remove the item in the recipe lua though. thats why i made it hooked to player update loop

#

also you dont need the Base.

tribal sparrow
#

i need to create an Item called Nothing, right?

placid delta
#

yes

tribal sparrow
#

alright, gonna give it a try then

cursive roost
#

yeah, it's something I reported a while back, too, there's no way to make a recipe with an empty result:..., unfortunately

tribal sparrow
#

oh well, at least nolan's solution works, thanks guys

scenic sigil
#

Where is a button "ForceLoadLua" in the main menu?

placid delta
#

i think that is part of blindcoders mod utilities mod. or just toggle a mod off or on and all will reload

scenic sigil
#

ok, thanks

tribal sparrow
#

is there a line which allows me to set a skill back to level 0 instead having to kill my character

something like player.GetXp(): ...

earnest quartz
#

dont know, prolly, if not theres an add, add neg value ๐Ÿ˜›

tribal sparrow
#

tried it, doesnt work

#

the CheatMenu mod has the feature to allow player to freely set their skill levels, but simply taking that chunk of the code isnt enough

tribal sparrow
#

difference between replaceOnUse and replaceOnDeplete?

placid delta
#

i'm not sure what replaceOnUse is exactly but replace on deplete means the item is a drainable item such as a gas can, and after it gets fully used up, it changes to an empty gas can. thats an example of replaceOnDeplete

cursive roost
#

replaceOnUse is the same for non-drainable items

tribal sparrow
#

SoundRadius, MaxRange and MinRange values of a weapon, how far is it if the value is 1? 1 tile?

earnest quartz
#

think so

placid delta
#

i also quite sure it is tile unit of measure. pistol has sound range of 150 which goes even outside the loaded cell range.

earnest quartz
#

if i right click ground, menu pops up, any way to add items to that menu?

#

and i should prolly ask for api docs ๐Ÿ˜›

#

accually it must....cuz cars do ^.^

#

digs through files

placid delta
#

Events.OnFillWorldObjectContextMenu.Add(yourFunction)

#

function yourFunction(player, context, worldobjects)

earnest quartz
#

@placid delta oh hi ;3 i was just gonna stab a lua file in survivors, i was gonna try to add right click > "Survivors" > <List all survivors in party> (wht tab would scroll through)

placid delta
#

yeah not sure how sub menu items would work

earnest quartz
#

i figured itd be an easy first step tp try to mod lol

placid delta
#

you dont like the press tab method?

earnest quartz
#

and happens to be my biggest annoyance atm, that tab key ๐Ÿ˜ƒ

#

not really lol

placid delta
#

i thought to sub menu all orders, like Order -> attack, guard, forage etc

earnest quartz
#

thatd be nice too

placid delta
#

dont really want to use that to replace tab though personally

earnest quartz
#

replace no, but addition to would be nice ๐Ÿ˜›

placid delta
#

anyway i dont recall any mod that has submenu so dont know where to look for the example

earnest quartz
#

think vanilla lua would?

#

due to carp

placid delta
#

i could probably make it more accurate with right click

#

right now it just checks who is close to me on right click

#

it doesnt check WHERE you clicked

earnest quartz
#

ya i was gonna say and right click show the dude you click too

placid delta
#

i could make it check the square you click on so you can select a survivor easier by right clicking at his feet

earnest quartz
#

dunno about feet, but any of its model XD

#

i dunn how pz works there, i'm used to unity games and collision boxes

placid delta
#

easiest to select by the square they stand on

#

which translate to their feet

#

or the square above their feet

earnest quartz
#

left click to quick select m8ight be nice, but not sure if thatd fire a gun

placid delta
#

which might result in like their center body mass

earnest quartz
#

also dont i remember cars have a passenger limit based on car?

#

i saw nothin in lua ;3

placid delta
#

yes

earnest quartz
#

i searched installed mod folder for "Events.OnFillWorldObjectContextMenu" and hydrocraft uses a few, farming being one, willing to bet itll go submenu ๐Ÿ˜ƒ

#

looks like it ๐Ÿ˜ƒ

#

ok so atleast got examples now yay ๐Ÿ˜ƒ

placid delta
#

good find, what file has it?

earnest quartz
#

D:\Program Files\Steam\steamapps\workshop\content\108600\498441420\mods\Hydrocraft\media\lua\client\Farming\ISUI\ISFarmingMenu.lua

#

has sections talking of submenus

#

and i doubt every seed will be main menu soooooo

#

local subMenu = context:getNew(context);

#

thats gotta be the line ๐Ÿ˜ƒ

#

147

#

side idea randomly / dunno how silly - right click > "Survivors" > left click selects 1, right click toggle between green/red to select multiple > send order applies to selected

placid delta
#

looks that way

earnest quartz
#

๐Ÿ˜ƒ we learned something

placid delta
#

i didnt know hydrocraft had extra farming stuff

earnest quartz
#

i like both right click > nameofguyclicked > orderlist, and right click > "Survivors" > listinparty

placid delta
#

anyway i'll def enhance survivor selecting with this

earnest quartz
#

๐Ÿ˜ƒ

#

whichever you dont use il prolly add myself lolz

placid delta
#

rightclick, choose a name of a survivor, then choose orders, swap wep or medical, and order will be a sub sub menu with all the orders

earnest quartz
#

๐Ÿ˜ƒ

placid delta
#

but i will still make swap weapon require them be close for that option to show

earnest quartz
#

maybe right click > Party > orderslist applies to all

#

obviously o.O

#

medical too maybe?

#

also is it hard to show an inventory window? be nice to browse what they carry without telling to drop

placid delta
#

anyway, it will be so you dont need to use tab key

earnest quartz
#

sorry if i piled stuff on you ๐Ÿ˜„ didnt mean to, ment to make stuff myself heh

#

or......i wonder if can make surviviors look like a container when you walk up to em o.O

#

corpses do it, so maybe an example there ๐Ÿ˜„

#

i should shutup and go poke lua......your mod giving me too many ideas ๐Ÿ˜ฆ

placid delta
#

idk, if u discover something let me know

#

i closed my file already but i forget

#

its submenu = context:getNew();

#

right?

earnest quartz
#

ya

#

@placid delta : local subMenu = context:getNew(context);

placid delta
#

not sure how i label the submenu but i'll experiment

#

uhg try to restart pz into debug mode now its updating

#

better be the animation update

earnest quartz
#

lol

#

@placid delta same file line 194 looks like the accual adding of the submenu

#

so above was just creating the parts for it

placid delta
#

im already done

#

updating the workshop now

earnest quartz
#

heh

#

you'll never be done

#

i'll think up some other stupid idea you'll suddenly like

#

๐Ÿ˜ƒ

#

i'm still at the "ok menu made, now i gotta learn how to click em to do stuf" stage

#

found that ๐Ÿ˜„

placid delta
#

Function name as a parameter in the addoption

#

Check near the bottom of survivors lua to see mine as example

earnest quartz
#

@placid delta do survivors talking count as sound to draw zombies? similar to vanilla yell button

placid delta
#

I don't think so

earnest quartz
#

have a whole direction in telling em to be quiet / them makin sounds ^.^

#

wonder if i can find a way to keep a log of their chat

placid delta
#

I could make a way to reduce talking in general, in settings

earnest quartz
#

@placid delta thats up to you, my taste is important only info, not a RP type, though others might be, and along the whole RP route, idle chat could help fight going insane / being bored, combined with a setting (ingame) how much they can chat, ie tell em to be quiet, but can hurt boredom so not good to leave it there, you get the idea

#

as far as me liking it, i just turn of idle ๐Ÿ˜ƒ and a log would be nice

#

im a simple person lol

#

you should see me modding kerbals >.> 700+ mods installed, and i keep makin new tiny ones, and huge list of wishes i slowly make, i never get to play it ๐Ÿ˜ฆ ideas keep coming!

summer stump
#

hello, can anyone tell me what happened to PZ Vanilla Patch mod?

tribal sparrow
#

Can someone explain every line listed below? What exactly does each one of them do?

Swinging Weapon

MinAngle = 0.2, -- What value makes the weapen hit even zed behind me? 360 probably too big if Axe has only 0.2 .
HitAngleMod = -30, -- What does this do? 0.2 - 30 ?

SwingTime = 3.0,
MinimumSwingTime = 3.0,
SwingAmountBeforeImpact = 0.002,

ConditionMax = 15,
ConditionLowerChanceOneIn = 30 -- ConditionMax will be decreased by 1 after exactly 30 uses?

PushBackMod = 0.3,
KnockdownMod = 2,

****************************************************************

Stabbing Weapon

EnduranceMod = 0.5,
IsAimedHandWeapon = TRUE,
AimingMod = 0.8,

****************************************************************

Ranged

ImpactSound = null,
SoundVolume = 75,

MinAngle = 0.95,
AimingPerkMinAngleModifier = 0.05, -- with level 1 aiming, i would have 0.95 + 0.05 ?

ToHitModifier = 1.5,

NPCSoundBoost = 1.5,
SoundGain = 1.5,

ShareDamage = FALSE,
MultipleHitConditionAffected = FALSE,

HitChance = 45, -- 45% to hit a zed?
AimingPerkHitChanceModifier = 15, -- Accuracy starts at 45% and gains 15% with each additional aiming level?
AimingPerkRangeModifier = 1.5, -- With more aiming level you can shoot farther?

RecoilDelay = 20,
placid delta
#

you ask too much Lazy Joe, your name is very appropriate

#

does anyone know of a mod that adds options to the game create screen anywhere. like check boxes, drop down lists or anything like that.

bitter edge
#

I think it was the parts where the dashes were, that he wanted explained.

#

Not literally the whole thing.

#

I can hazard a few guesses - Lazy_Joe - but that's all they are. MinAngle, if the axe at .2 can hit multiple zombies, and we compare that to a crowbar which has no MinAngle, then we can safely assume that it modifies the hitbox. Applying the same logic, if we assume that .2 limits the arc to directly in front of you. We can assume that at '1' it is 360 degrees, based on division. .2 of 360 is 72 degrees, which is roughly what I see when I swing a weapon that has that property.

#

HitAngleMod might be relating to the place it can hit. A weapon like the axe has a -30 modifier, along with the MinAngle property, but compared to the Hockey Stick, it lacks a MinAngle, but has the HitAngleMod.

#

knives don't seem to have the property and uses a different one, aimed hand weapon. So it wouldn't use the same hit box, because they tend to be "stab to kill".

#

ConditionLowerChanceOneIn, that might not be exact, looks like a way to configure the chance of durability loss - it may or may not have durability loss per use. I don't really think I've ever kept that close of track of my weapon's durability though, honestly.

#

I don't use zombie attractors (guns), in combat so can't comment on the other questions.

tribal sparrow
#

well sorry if i ask too much, just trying to understand everything, i do try different values for all these stuff already but sometimes it gets me nowhere, im trying to mod my own weapons and when they cant even hit a zed right in front of me, and i just dont know which value is wrong, what am i supposed to do except come here to ask?

thanks for the input @bitter edge

placid delta
#

rather than making a weapon from scratch, copy a weapon that is similar to what you want to make then just edit / add values. If you edit / add one value at a time it can be easier to figure out what that value does.

placid delta
cursive roost
#

needs more submenus

placid delta
#

if i could think if any excuse at all to do so...i so would

#

Bob -> give Order -> follow -> are you sure? -> Yes

#

anyone who knows hydrocraft well

#

what kind of hydrocraft items would be likely to find in survivor loot bags?

#

dont say dogs

short shell
#

MREs, but I never see them in Hydrocraft anymore, use the new MRE mod I made. But for hydrocraft I would say basic survivor things like medical, food, and weapons.

placid delta
#

already have that kind of stuff in base., looking for spesific HC things that would be nice to find in survivor loot bags

short shell
#

cool, how about things people would collect like jewelry, wallets, or wedding rings, like some kind of thing people may think would be worth to barter

placid delta
#

table.insert(NPCLoot,"Hydrocraft.HCJackknife");
table.insert(NPCLoot,"Hydrocraft.HCMeatcleaver");
table.insert(NPCLoot,"Hydrocraft.HCMasontrowel");
table.insert(NPCLoot,"Hydrocraft.HCMRE");
table.insert(NPCLoot,"Hydrocraft.HCTrailmix");
table.insert(NPCLoot,"Hydrocraft.HCVodka");
table.insert(NPCLoot,"Hydrocraft.HCWorkgloves");
table.insert(NPCLoot,"Hydrocraft.HCPliers");
table.insert(NPCLoot,"Hydrocraft.HCElectricmultitooloff");
table.insert(NPCLoot,"Hydrocraft.HCSawlumber");

#

also adding Hydrocraft bag types

#

if(isModEnabled("Hydrocraft")) then
table.insert(NPCBag,"Hydrocraft.HCCampingpack");
table.insert(NPCBag,"Hydrocraft.HCClimbingpack");
table.insert(NPCBag,"Hydrocraft.HCBriefcase");
table.insert(NPCBag,"Hydrocraft.HCDuffelbagpouch");
table.insert(NPCBag,"Hydrocraft.HCRucksack");
table.insert(NPCBag,"Hydrocraft.HCTrunk");
table.insert(NPCBag,"Hydrocraft.HCSchoolbagpouch");
table.insert(NPCBag,"Hydrocraft.HCSuitcase");

end

placid delta
#

what should I call an order that means survivors dont attack, just avoid zombies?

earnest quartz
#

@placid delta defensive, unless you mean avoid like scared little girl, then hide maybe, or simply ignore be passive

placid delta
#

i just called it "No Attacking" so its easy to understand

cold swift
#

You could have a completely useless stash that's just an insane amount of money

#

like, if that makes sense?

earnest quartz
#

@placid delta in the direction of action scripts, what about looting? ๐Ÿ˜ƒ