#mod_development

1 messages · Page 425 of 1

ivory lance
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Where's it? O.o

spark vector
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@nimble spoke Can you take a look at this? This is the entire file.```
require 'Items/SuburbsDistributions'
require 'Vehicles/VehicleDistributions'

-- SuburbsDistributions
table.insert(SuburbsDistributions["all"]["desk"].items, "Base.KnoxCountryMapSecret");
table.insert(SuburbsDistributions["all"]["desk"].items, 0.0005);

table.insert(SuburbsDistributions["Bag_WeaponBag"].items, "Base.KnoxCountryMapSecret");
table.insert(SuburbsDistributions["Bag_WeaponBag"].items, 1);

-- VehicleDistributions
VehicleDistributions.GloveBoxSecretMapRare = VehicleDistributions.GloveBox
table.insert(VehicleDistributions["GloveBoxSecretMapRare"].items,"Base.KnoxCountryMapSecret");
table.insert(VehicleDistributions["GloveBoxSecretMapRare"].items, 1);

VehicleDistributions.GloveBoxSecretMapOnly = {rolls = 1, items = {"KnoxCountryMapSecret", 100,},}

VehicleDistributions.Police.GloveBox = VehicleDistributions.GloveBoxSecretMapRare
VehicleDistributions.Ranger.GloveBox = VehicleDistributions.GloveBoxSecretMapRare
VehicleDistributions.Fire.GloveBox = VehicleDistributions.GloveBoxSecretMapRare

VehicleDistributions.Radio.GloveBox = VehicleDistributions.GloveBoxSecretMapOnly

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I'm not sure if I need to do a table.insert(); of some kind at the end

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The way that I've written it, it seems like the changes are overwrites (and in this case that is the good and right thing to do).

nimble spoke
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What exactly is going on in game with that file now?

lost spear
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@radiant ginkgo So it was you making that train

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You bastard you! IF you get it working. Ill be maazed

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amazed*

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Any idea on how the train would work?

Also it is possible to add ramps to the game to allow vehicles to drive up onto roof's of vehicles

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roofs of buildings**

willow estuary
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As far as vehicles are concerned, there is only 1 vertical z level to the game, so all vehicles exist on the same horizontal level.

So stuff like multiple story roads, planes, using the vehicle system etc are "impossible".

hexed anchor
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then how do you explain them flipping and going miles into the air?

willow estuary
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so all vehicles exist on the same horizontal level.
They have 3 dimensional physics, but it all exists on the same "plane". ie they can jump and flip; but they can't get to the second story on a building.

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The issue isn't the vehicles not having 3 dimensional physics modelling, the issue is that Project Zomboid itself, aside from vehicles, doesn't have 3 dimensional physics modelling.

hexed anchor
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oh I overlooked horizontal level

radiant ginkgo
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@lost spear No, I made a model based on this concept and concept may have been made in photoshop. I plan to make this train, but it will be static because it can't be made to ride on rails, but it will be interactive!

low anvil
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Does anyone know why the MoreBuilds mod isn't working?

lost spear
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@willow estuary thank you was curious wanted to stash my cars on a 2nd level didn’t know if that was a possibility or not. I’m assuming it’s an engine limitation.

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@radiant ginkgo wait UwU how so? Am curious now. Would like train but making it stick to the rails only would be a feat of god to get working so I can see whys its only static then

radiant ginkgo
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@lost spear But he won't be alone! It comes with different railcars with different loot inside! It will be useful and harmonious within the game

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I can make it as a transport, but this will be unrealistic, since it will be used on roads and everywhere

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Therefore it is static

lost spear
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AHAHAHAHA NAH MAN FUCK IT! ROLL A TRAIN DOWN MULDRAUGH

alpine widget
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Not one to ask for a lot of help with modding, however I have been working with drainable items. I am trying to come up with a solution to fill a new gas barrel with gas from a petrol can.. I saw and am using the BlowTorch/PropaneTank code to try and do this, however, when I try and refill he barrel the delta does not go up. I use the same code to fill the petrol can with the barrel, that works. But why not for the barrel? The items are near identical.. (in my current dev, the empty petrol can item is removed, only the petrol can exists). If anyone can help me out, I've spent hours fiddling with the code to no avail.

`function RefillGasolineBarrel_OnTest(item)
if item:getType() == "Gasolinebarrel" then
if item:getUsedDelta() == 1 then return false; end
elseif item:getType() == "PetrolCan" then
if item:getUsedDelta() == 0 then return false; end
end
return true;
end

-- Fill entirely the Gas Barrel with the remaining gas in barrel
function RefillGasolineBarrel_OnCreate(items, result, player)
local previousGB = nil;
local petrolcan = nil;
for i=0, items:size()-1 do
if items:get(i):getType() == "Gasolinebarrel" then
previousGB = items:get(i);
elseif items:get(i):getType() == "PetrolCan" then
petrolcan = items:get(i);
end
end
result:setUsedDelta(previousGB:getUsedDelta());

while result:getUsedDelta() < 1 and petrolcan:getUsedDelta() > 0 do
    result:setUsedDelta((result:getUsedDelta() + result:getUseDelta() * 1));
    petrolcan:Use();
end

if result:getUsedDelta() > 1 then
    result:setUsedDelta(1);
end`

Many thanks in advance. I should mentioned this is based in 41.xx not 40.xx

novel obsidian
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Hello?

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I can ask?

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Is it possible to transfer animations from sims to pz?

spark vector
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What exactly is going on in game with that file now?
@nimble spoke it seems to work fine as far as my stuff goes. My main concern is that it might be unintentionally undoing changes made by other mods. I mean, it would only change gloveboxes for a few vehicles so it's hard to imagine that the damage would be very extensive. But it's probably good for me to learn best practices.

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@alpine widget I'm just starting to experiment with this stuff myself so take all this with a grain of salt, but don't you need to make a ISTimedAction derived object with start(), stop(), update(), perform(), and new() methods?

alpine widget
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@spark vector seems to work for BlowTorch and PropaneTank

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check recipecode.lua in PZ

spark vector
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k brb

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Apologies in advance if I ask questions you already answered

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Are you getting a context menu option for this?

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Like does it even appear on the list?

alpine widget
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no problem at all, happy for any help. I'm a great copy/paster modifer of LUA

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Yes

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so gasbarrel to petrol can works

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but not petrol can to barrel

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but yes, menu's work... what i mean is when u try and fill the barrel, the use delta does not go up

spark vector
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Have you created a recipe? Not just a change to recipecode, but an actual plain old recipe in scripts/recipes.txt?

alpine widget
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in a private pm i can give u all the code to test if u want

spark vector
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yea that's probably best for everyone

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if we crack it we can post the results here in case they're helpful to others

alpine widget
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k cool will do... gimme 10-15mins.. im still working... and i will zip it up for you

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absolutely

scenic moss
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Is it possible to make the floor half submerged?

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I believe the point is that the floors are not global, but local.

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Does modding allow this to be changed?

lost spear
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Where are the vanilla vehicles located in the zomboid folder? I wanna take a look at them and see how they tick

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Also reverse the devs causing gentle love taps to zombies damaging vehicles cause other people cheese that shit.

nimble spoke
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Vehicles are in media/scripts/vehicles but you won't be able to undo the collision changes, those are handled inside the java files

lost spear
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Ah damn alright. Im just a little annoyed with it but ill make due with it thank you sir

lost spear
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@nimble spoke by chance does your car mods effect the frequency of key spawns in vehicles or am I just extremely lucky

nimble spoke
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No changes to key spawns

lost spear
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Alright then must be lucky off my ass thanks for the rely once again sir

scenic moss
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Tell me. I want to draw a new window. Where can I find an example? Where is the window data stored?

river plinth
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does someone in here now what the arguments of the function ''public boolean setOverlaySprite(String paramString, float paramFloat1, float paramFloat2, float paramFloat3, float paramFloat4, boolean paramBoolean) {'' in IsoObject.class are for? I'm trying to add a transparent sprite to a IsoThumpable which get's later updated to the none transparent one

topaz pendant
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@nimble spoke one of your mods seem to cause a bug with make-up and wearing a hat, its one of three, cooking time, farming time or relaxing time may be all three though

willow estuary
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Reorganized Info screen causes a conflict as well.

quasi geode
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@river plinth sprite name (string), red (float), green (float), blue (float), alpha (float), send update packet (bool)

lavish adder
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Hey uh... dumb question but are you going to make new sprites and models for the guns in ogrm once build 41 goes into a stable release?

river plinth
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Thanks, colors seemed kinda strange so I doubted that it's actual rgb

nimble spoke
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@topaz pendant It is relaxing time, the other 2 don't cause that bug. What's the problem with wearing hats? Can you send me the console.txt for it in case it shows an error?

abstract raptor
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My mod is breaking PZ for me ;_;

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I did a simple update and now the game becomes unresponsive

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LOG : General, 1588198711097> 1588198711097 znet: ZNetFriends::OnPersonaStateChange
LOG : General, 1588198722296> 1588198722296 znet: Java_zombie_core_znet_SteamWorkshop_n_1GetInstalledItemFolders
LOG : General, 1588198722331> MOD: refusing to list examplemod
LOG : General, 1588198722338> MOD: loading SurvivorRadioV2
LOG : General, 1588198722360> translator: language is EN
WARN : Script, 1588198722850> VehicleScript.Loaded> vehicle "SmallCar" extents != physicsChassisShape

nimble spoke
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Reorganized Info Screen was easy to update

spark vector
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Is anyone else seeing makeup show up as clothing items that they can take off and put back on?

low anvil
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If I wanted to install a mod map, would I install it just like installing a mod by putting it in the same folder?

spark vector
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The mod maps that I know about are just like normal mods that just happen to have a maps folder

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so yes

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But my mods.txt file has a blank section for maps that I've never seen filled, so there is probably something I don't know about

river plinth
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Are many sprites performance heavy? Currently working on something that might add thousands of extra sprites to the game and I'm rather hesitant if I should really add this detail or try to achieve an easy cop-out

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and as I'm no spriter I would need someone further down the line that creates this massive amount of sprites for me

willow estuary
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Well, Hydrocraft seems to have an issue with topping out sprite memory.

What would require thousands of sprites? Well, aside from Hydrocraft.

river plinth
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staged crafting projects, so when you build a crate you have multiple stages of completion

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this get's quickly out of hands if you consider all the vanilla crafting buildings and it's planned to be open for other mods to hook in

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so I guess I will do the cop-out then

steady forge
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hi, some one knows the var name for the object 50s Diner Table?

river plinth
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Can someone quickly help me with translation? I have a german translation for my mod that uses umlauts and the are not properly displayed ingame

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I checked the german translation shipped with the game, this also has umlauts and they seem to work fine

#
        if not needsTools then
            needsTools = true;
            desc = desc .. getText("Tooltip_ABE_NeedsTools")..": <LINE> ";
        end

        local first = true;
        desc = desc .. "  - ";
        for _,tool in pairs(bcUtils.split(tools, "/")) do
            local item = ABE.GetItemInstance(tool);
            if not first then
                desc = desc .. " / ";
            end
            local color = "";
            if ISBuildMenu.countMaterial(player, tool) <= 0 then
                color = " <RED> ";
            else
                color = " <GREEN> ";
            end
            desc = desc .. color..item:getDisplayName().." <RGB:1,1,1> ";
            first = false;
        end
        desc = desc .. " <LINE> ";
    end```
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This is my code where the translation is fetched using getText()

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My translation: Tooltip_DE = { Tooltip_ABE_Project = "Projekt", Tooltip_ABE_NeedsTools = "Benötigte Werkzeuge", Tooltip_ABE_NeedsParts = "Benötigte Materialien", Tooltip_ABE_Profession = "Beruf", Tooltip_ABE_Skill = "Skill", Tooltip_ABE_Progress = "Fortschritt" }

scenic trail
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sorry if this has been asked before, but are there any guides on how to make custom cars? like a custom 3d model and properties

spark vector
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@scenic trail I've found the best way to learn anything to do with programming is to find something that's similar to what you want to make, copy it whole, and then change it until its yours. Find the fastest, easiest way to make it do what you need it to. During the course of this you will learn how everything works.

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So just copy a vehicle mod and go through every file changing what you need to. If you change an originalVariableNameLikeThis into yourNewVarNameLikeThat make sure you make that change everywhere.

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As far as the actual creation of new 3D models, check out the pzwiki for links to tutorials.

scenic trail
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thanks a lot! I have almost 0 knowledge when it comes to programming, but ill give it a shot

spark vector
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Oh another thing

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You can do all of this with NotePad or whatever stripped down text editor comes with your computer

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But modern text editors are really great. They automatically colorize text to match what that word is doing (like if it is a function, variable, comment, etc) which makes reading code 1000x easier. They can automatically sweep a file to fix the tabs and spaces so that everything is lined up perfectly. They also change some behavior that you've come to expect, to something better suited to coding.

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Like normally if you were to select a block of text and then type ", the stuff you selected would get erased and replaced with "

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In a programming text editor it would instead wrap the stuff you selected with " " on either side

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Stuff like that

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you definitely want one

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It's free and easy and does everything you want it to. It's also moddable, so there's a huge amount of community-made packages you can download to make it work better for you

spark vector
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I'm working on a pretty big change to Fashion Montage. A byproduct of this change is that I'm going to free up a ton of GUIDs that are currently associated with clothing items.

What this means is that if anyone has any brand new clothing items, this would be a terrific opportunity.

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If you provide all the art assets I can assign them GUIDs and slip them into the game.

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@lost spear @nimble spoke

lost spear
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HAH I wish I was a artist hon or a modeler etc etc

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If I could I would gladly help you out but I was just looking to get into mods

nimble spoke
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That is an interesting proposition, but to be honest I need to focus on fixing bugged mods for now. I'll let you know if I decide to work on that

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I'm curious to know how exactly you're going to do that

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I still need to find a good solution for the context menu in relaxing time

spark vector
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It's possible there's some obstacle that I am completely unaware of that will blow up in my face. But if I pull it off I'll give you more details.

radiant ginkgo
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GAZ-21 Volga

topaz pendant
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any gun mods for build 41?

main cave
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mr danny its beautiful

eternal stirrup
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polonez fso WIP

lavish adder
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@topaz pendant wish there was, OGRM is still in build 40 and Fenrir said he'll work on it once build 41 is stable

pseudo yacht
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It's all?

river plinth
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@pseudo yacht The best way is to decompile the source files and look around them

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Ok, so does anyone in here has some knowledge about translation? I'm still not any further regarding my umlaut problem and I just hit another roadblock. Is it not possible to access a translation from another mod? So for example I have a text defined in mod A and want to display it in mod B?

pseudo yacht
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@river plinth it's hard 😮

river plinth
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@pseudo yacht You mean the actual decompiling or modding itself?

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If the actual decompining, than no, not really. Did you try JD-GUI?

pseudo yacht
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Yes i have JD-GUI but for search a value ^^

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I do not see how to search
example the life of the player

river plinth
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There is the torch symbole at the top, with this you can search in all files

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And once you look at the code more you quickly get the hang of it

low anvil
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Hey, if I were to download a map, would I put it also into the mods folder?

wet dune
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Anyone know how to replace the zombie sounds in build 41?

eternal stirrup
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taking shape xd my first ever 3d model

pseudo yacht
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Toyota 💩

slim plume
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So.... uploaded Hydrocraft 2.0 to the workshop... if anybody likes to... ud love to hear your feedback. Were working on the 3d models at the moment and reworking manymany things. But it works all fine.

main cave
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@eternal stirrup What's that for

eternal stirrup
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@main cave I'm adding a Polonez FSO Polish car from the 90s

main cave
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oh ok

dapper verge
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Polonez wow, my father got one 20 years ago

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Make Fiat 126p small car who have engine on back

willow estuary
eternal stirrup
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any idea why my front wheels do this?

hexed anchor
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maybe it's clipping on the main hull of the car?

eternal stirrup
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yeah, something's off with the offsets, thanks

nimble spoke
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@spark vector I updated relaxing time today and it no longer overrides context menu files, so you may want to change your Let Me Think mod.

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@eternal stirrup looks like a suspension issue or wheel position issue

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models don't push or interact with each other to cause that

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I'd try to tweak the z axis position of your front wheels

spark vector
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@eternal stirrup @radiant ginkgo Can one of you tell me how to actually open .X files in blender? The wiki says ```3d Modelling:

Used for the creation of custom items, vehicles and weapons. Blender is the common choice as its free, and import/export scripts for PZ's model format exist. Any 3d app can be used to make your models, with blender doing the final conversion.``` but it never says where those scripts are or how to use them

nimble spoke
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I have shared a Blender plugin here before, let me check if I have the link

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But you can still use the older file format

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the txt model

quasi geode
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but it never says where those scripts are or how to use them i was actually intending for that info to go into the main section for 3d modelling instead of the overview. never quite got that far but i'm also not a modeller 😄

spark vector
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thanks @nimble spoke , I'll give that a shot

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@quasi geode no sweat, the fact you put anything up there at all is awesome

quasi geode
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some of the sections like modelling and mapping were actually intended to be filled out by people with more experience in such things (not me haha)

spark vector
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Does anyone know what the 'IS' in 'ISUI' stands for?

quasi geode
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indiestone most likely

radiant ginkgo
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@spark vector IndieStoneUserInterface

spark vector
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ahh of course

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thanks

radiant ginkgo
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I can tell you how import

spark vector
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nice, yes please

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i might not respond right away, in which case thank you in advance

eternal stirrup
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@spark vector sorry, I can't help you with this, I couldn't open PZ models in blender, I created mine from scratch. Also I'm not very knowledgeable about blender, this was my first model ever.

low anvil
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Anyone know a good mod that gets zombies to actually move around? Nocturnal Zombies seems to make them recover to empty areas but unfortunately causes you to play walking simulator giving you no reason to stay in shelter.

spark vector
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new update:

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Basically made it so that you can change the shade of everything, and in instances where that didn't look good I added more texture options (i.e. things like firepants where you have a lot of different elements of various shades that stop looking right if you apply a uniform tint)

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It's ready to go but it fiddles with xml so I'm worried players are going to dive in without reading the fine print and end up breaking their saves

quasi geode
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people have a hard enough time reading the giant bold print, let alone the fine stuff 😐

drifting ore
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my favorite mod !!!

spark vector
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thanks 🙂

abstract raptor
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Would you guys

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like to listen to the weather channel's aesthetic music in the survivor radio mod?

spark vector
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brings back memories

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vocab question:

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ModelName.object:method()

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is that correct?

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or is it :function()

quasi geode
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object:method() table.function()

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: passes the self argument, therefore its a method of self. . is generally not tied to any specific instance (no self), so its a function

spark vector
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thanks

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I think I still don't really fully understand tables

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I'm trying to override something and having troubles. How do you reference something's local variable?

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the original starts like this:```
CharacterCreationHeader = ISPanel:derive("CharacterCreationHeader");
local AvatarPanel = ISPanel:derive("CharacterCreationAvatar")

function AvatarPanel:createChildren()
self.avatarBackgroundTexture = getTexture("media/ui/avatarBackground.png")

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I need to override function AvatarPanel:createChildren() but I can't figure out how to get the syntax right.

nimble spoke
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the easiest way is just to include it in your own file that requires the original that contains the function, but Fenris call show you the right way to do it

quasi geode
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short version: You dont. Part of local's job is not only to limit namespace overhead, but also to protect variables from outside interferance.

long version: in this specific case, we can... when CharacterCreationHeader:create() is called, it creates a instance of AvatarPanel at line 121, and stores in it the instance of CharacterCreationHeader. so you can just overwrie that instance's createChildren() method.
however it means delaying the overwrite, and possibly overwriting CharacterCreationHeader:create() to inject AvatarPanel overwrite after creation

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basically if you cant overwrite something due to lack of access, go one step up. overwrite the calling function or something higher up the chain

spark vector
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@quasi geode thank you!

quasi geode
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np..hope that makes some sort of sense haha. not always the best at explainations

spark vector
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It really does

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I wish I had gotten into coding earlier in life because I really like it and would like to think I have a bit of knack for it

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but I'm so far behind the curve for someone my age

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@drifting ore I haven't posted the 'big' update yet; I think I ended up changing too much and need to scale it back big time. That'll take some time.

However, I did post a small update today that makes the character gen screen a little bit easier to use. You might not notice all the changes if you're not looking for them but it'll really cut down on needless clicking while you're tweaking your character.

river plinth
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@quasi geode I reckon that you have a script that changes this parts of the comments based on the file and release? ```@module ORGM
@release 3.09
@author Fenris_Wolf.
@copyright 2018 File: shared/1LoadOrder/ORGMCore.lua

quasi geode
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i dont. the release is actually more so i know when the file was updated, not what the current release is

topaz pendant
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say someone released a mod called hydrocraft 2.0, i am confused

lavish adder
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@quasi geode are you going to make gun models once build 41 becomes stable?

quasi geode
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ah nope i'm just the code monkey. models arent my thing. FIlibuster did all the current models, and has been doing some awesome work upgrading & making new ones that will make their way into the mod

lavish adder
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Oh, that's good to know. btw is the Walther WA2000 gonna be a thing in the mod once it gets updated?

quasi geode
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hadnt really considered it

spark vector
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I just spent like two hours debugging only to just now realize that the problem was that everything was here: Contents/mods/SubMod/ instead of here: Contents/mods/Submod/media/

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Just fucking end me

nimble spoke
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@spark vector Hey man, looks like cooking time has some serious issue with orphaned FMJ mods, do you know what could it be?

spark vector
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I'll give it another glance in a few days

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That had been bothering me for a long time, too. I finally decided to do something about it.

granite wing
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I bet making a working shooting mechanic won't be possible but just driving around would be pretty fun

willow estuary
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There's already an APC mod where you can drive over all the zombies, risk free, that you desire.

flat pond
#

I think its more the grandeur of an M1 Abrams that they're after

upper bough
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is it possible to change the weather? most of the relevant methods in the WeatherPeriod and ClimateManager classes are set to protected for some reason, and I don't see anything that might be useful in LuaManager

quasi geode
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theres a debug UI window for modifing the weather and climate controls in the lua files, should work as a sufficent example

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cant remember the file offhand

willow estuary
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@nimble spoke from observing people using Driving Time in MP, maybe having some sort of "Gas Tank Cap is Locked" message for when they right mouse click on a locked gas tank car might be helpful?

nimble spoke
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good idea, I'll add it to the list

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I never got to play it in MP sadly

willow estuary
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No pressure or anything, but I was just curious what the status of Driving Time for b41 was?

Not a big deal, just eager to plug it into that vehicle spawning mod I told you about.

nimble spoke
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Since the devs announced that there are changes coming to vehicle textures I decided to stop working on it for now, when those changes come I'll fix/update and then resume work

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I also want to take the time change things that can be improved, for example the meat/ice van freezing system will make use of a new part with its own condition and effect on the temperature

willow estuary
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Cool!

sudden falcon
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does anyone know if it would be possible to add kingsmouth spawn points in order to play on the map with custom sandbox?

soft musk
#

Would it be possible for a mod to enable "environmental attacks" function but only for windows, or if possible a small chance for doors and even smaller for garage/security doors?

drifting ore
#

Hey everyone, I'm trying to get into PZ modding and I have an idea for a simple retexture of a clothing item, my main issue is that I'm not sure how to edit textures. Ideally I'd have the retextured version be some kind of crafting recipie with a particular item of clothing and some paint, but I realize that when I have zero experience or any knowledge of what I'm doing, just a simple retexture would be easier

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So, I have the PZ authoring tools installed on steam, do I need other software?

flat pond
#

Random mod idea - what if just as prolonged exposure to the zombie corpses drains health, prolonged exposure to zombies themselves causes a drain on health, with face masks lessening the effect to varying degrees and hazmat suits stopping it fully. If zombies are in proximity of your base it becomes a big problem for them to be close to you, the length of your melee encounters is limited (depending on your gear), and there is now a new and practical use for the hazmat suits and masks. I think its an interesting way to make the game a little more challenging.

spark vector
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The original vanilla clothing textures are stored in Project Zomboid/Java/media/textures/Clothes

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Which I imagine you'll probably want to borrow to use as a base of reference

drifting ore
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@spark vector gotcha, thank you!

willow estuary
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The truck model itself is a placeholder, but it works.

spark vector
#

I can't seem to figure out how to make a button do something. I can make a keybinding but I can't seem to actually then attach that binding to anything else.

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Anyone know how?

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I'm trying to make a button that stomps, and only stomps, regardless of what you're holding or if there is even a zombie nearby.

abstract raptor
#

So, I wanna do a mod for my Maze map where zombies have a "Soul Coin" in their inventory, and the function of soul coins would be if you had multiple of them you could "trade them in" for different items (likely by just right clicking on them in the inventory to do a recipe where like... say 3 soul coins you could get a baseball bat or something like that). Would anyone be interested in assisting me in realizing this silly mod idea?

willow estuary
#

So I've been working on Fuel Truck and Water Truck scripts and code, with the intention that vehicle modders can use it for their own vehicles.
The current status of the project is:

Fuel Tank Trucks

  • 100% functional for filling the Fuel Tank from Gas Cans and Gas Pumps
  • 100% functional for filling up Gas Cans
  • I don't have an option to refuel vehicles from a Fuel Tank Truck at this point but I'm going to plug in refueling vehicles, at least from appropriate models of Fuel Trucks as well.

Water Tank Trucks
NOTE: Water Tank Trucks currently only dispense Tainted Water; I think I'm going to make both Tainted and Taint-able water tanks, as well a water purification tanks.

  • 100% functional for filling the Water Tank from player water containers.
  • janky/buggy for dispensing water from the Water Tank to player water containers; it works, but not ideally.
  • Currently no option for filling the Water Tank from rivers and lakes; will try to implement later.

Propane Tank Trucks

  • haven't put any work into it yet but they're on the agenda.

Once I have all of this working I'll probably make it available as an API on the workshop for vehicle modders to freely use.
I'm not gonna bother with Milk Truck Tanks for multiple reasons FYI, despite how much I like Fury Road.

earnest quartz
#

have mods been made for custom car parts? battering ram on front, or fortified windows etc? i remember there was talk long ago

spark vector
#

@earnest quartz Soul Filcher's Driving Time shows that this can be done, but nobody has actually done it yet

willow estuary
#

That has the best rust texture I've seen on any vehicle mod!

eternal stirrup
#

@willow estuary thanks! I made do with my limited editing skills xd

severe ridge
#

how to edit the meshes/models? i cant find a way to open the extensions in blender

eternal stirrup
#

I couldn't either on blender 2.8

severe ridge
#

any other free or at least cheap software for that?

willow estuary
severe ridge
#

cool, now attach a rain collector ;-;

#

imagine ;-;

eternal stirrup
#

@severe ridge what I meant is I couldn't open existing PZ car models in blender. You still can use blender to create your model, though.

severe ridge
#

I downloaded a older version and the directx plugin, works well, just need some orientation on how to set files and preview textures lol

low anvil
#

Does anyone know how to properly download maps like Bedford Falls?

#

I can't find any proper tutorials

willow estuary
#

You just subscribe to the workshop item and Steam automatically downloads it.

If you instead somehow mean edit, you can't.

low anvil
#

Nah I made an error last time which was why I was confused.

#

Ignore my question.

spark vector
#

@abstract raptor That sounds similar to the Last Stand Accumulator challenge mode. The code for the challenge modes is all visible in the PZ source files, so you could crack that open and see how it ticks.

abstract raptor
#

i would give u cookie if u help :3

#

but I'll probably take a look at some point

willow estuary
soft musk
#

so cool

willow estuary
soft musk
#

I was literally about to ask about that haha

slim plume
#

wow

severe ridge
#

Any tip on properly positioning items/stuff? i was able to make my custom made hair appear in game but its literally floating over the character's head lol :C

#

not even placeholder

severe ridge
#

nvmnd, doing it

spark vector
#

Were you able to figure it out?

#

@severe ridge ?

willow estuary
drifting ore
#

A vehicle with a freezer or oven sounds cool

mystic prawn
#

amazing

severe ridge
#

@spark vector not really, exporting hair sucks because there's the animation lines which the hair follows, I was able to use custom hair but everytime I try to implement those animations in the file the model doesn't loads, so not sure for now )':

nimble spoke
#

even importing a pz hair and trying to export it breaks everything

spark vector
#

that's good to know, I was thinking about attempting something related to hair so it's good to know that it's prohibitively difficult

nimble spoke
#

yeah, at least until we get a better importer/exporter

#

hopefully when they release their own software for modding clothes AnimZed? I forgot the name

severe ridge
#

yeah, there are some meshes parameters that needs to be configured relating to the actual mesh and animations and if they don't link they just break, and if you don't config those the hair works but it doesn't follow the body orientation, so it's beyond my knowledge lmao. tried so hard ;-; and got so far

#

really wanted those waifu emo edgy hairs HAHAHHAHAAHHA

#

anything else is ok, the coding to make standalone hairs its easy and you can apply custom textures to each one as well. But saying that, i believe that the animations included in the models could be a way to add some degree of physics to hairs later on.

willow estuary
#

Who like gun racks? This bad boy will only hold rifles and shotgun.

pastel estuary
pastel estuary
#
local test = BoneworkingTableWindow:new(100, 100)
test:addToUIManager()```
#

however, removing line 12 causes the dialog box to not have the close button

drifting ore
#

anyone knows a good tutorial for adding texture pack?

pastel estuary
#

I might actually just have my own close button

#

there's not really any minecraft-style crafting interfaces in the game anyway, may as well distinguish my crafting menus from regular dialogs

willow estuary
vivid flare
#

now that bags are visible in player hands, etc. how hard would it be to make usable riot shields etc? :>

drifting ore
#

any tutorial for making car ?

drifting ore
pastel estuary
#

alright, I figured out what my issue was, I used ISPanel:derive when I should have used ISCollapsableWindow:derive

#

I'm not sure what derive actually does, but w/e

pastel estuary
#

does anyone have any idea what the parameters are supposed to be for renderIsoCircle?

#

I think the first 3 are the xyz coordinates of the center, but I have no idea what the other 6 are

shrewd grove
#

Rim for an E30

#

which im adding soon

severe ridge
#

Rim World

blissful meteor
#

@shrewd grove oh yes please, I've been asking for someone to add an e30 forever

#

And an e34 later would be awesome

willow estuary
raw tulip
#

ah.

#

@languid glen

languid glen
#

yes

#

now cut down a tree

raw tulip
#

ok fixed the position

raw tulip
#

quick question about models

#

are we allowed to surpass an image size/UV unwrap of 128x128?

#

im making a sledgehammer model and im not sure if im allowed to add more detail to the model by simply increasing the texture map size. Im most familiar working with 1024x1024 and over

vivid flare
#

1k texture for models of this size is total overkill

raw tulip
#

1k and 2k textures for other games like counter strike, insurgency and such

#

im just wondering if i can up the UV to at least 256 or 512

vivid flare
#

well, the question is, is it worth the drop in performance

#

pz models are usually small and you cant make out lots of tiny details anyway. so a huge texture file would probably be a waste

raw tulip
#

thanks for the advice, i just stuck to the 128x anyway.
lets see if it goes well when trying to detail the sledge

vivid flare
#

tbh looks like it has way too many polygons for pz :>

raw tulip
#

the other sledge has 160 and 180

raw tulip
raw tulip
steady forge
#

Super nice

#

I liket it @raw tulip

raw tulip
#

you can get it from the workshop in just a moment, im setting things up 🙂
its done

earnest prairie
raw tulip
#

whats this for?

#

no i did not hear you in the voice chat

#

could you get me up to speed?

earnest prairie
#

Sorry it was a 2 second question when you asked about small things to mod

#

This is a dynamic entry kit which consists of an oversized Crowbar, Oversized Bolt cutters, 10 lbs Sledge (which you've created) for breaking down doors in a high threat situation

#

S

raw tulip
#

im not a programmer

#

sorry

earnest prairie
#

No i was suggesting just the models

raw tulip
#

ah is that so

earnest prairie
#

Yep Sorry

raw tulip
#

what should be modified to replace such?

earnest prairie
#

I think the Crowbar could be used but as far as the bolt Cutters, i dont know if ive seen them in game

raw tulip
#

i dont think bolt cutters exist, must be from a mod

earnest prairie
#
#

As for the crowbar

#

Just an idea

raw tulip
#

just a remodel of the crowbar into this?

earnest prairie
#

Ive tried and this old dog sucks at 3d rendering a circle

#

I would guess

raw tulip
#

how do you think i could get the tactical kit into the game?

earnest prairie
#

In the loot table spawn, limit it to police stations and large Police vehicles

#

as well as possibly Army Facilities

#

Keep it a rare loot

raw tulip
#

im not a programmer

earnest prairie
#

Understood

tawdry siren
#

How find hamster (Hydrocraft zomboid)

#

?

severe ridge
#

animal forage?

raw tulip
#

is it okay if i go for this?

#

adds a bit of colour to the object instead of being entirely metal

upper junco
raw tulip
#

what is that

upper junco
#

Slim jim

#

Opens locked cars

#

Police used to have them, not sure if they still do.

earnest prairie
#

Sure

#

The one i referenced was one of many designs

#

But yep that looks good

#

I was looking into ItemZed which is on the forums under locations

raw tulip
#

its done

earnest prairie
#

Not sure if this will help

#

Cool!

willow estuary
#

I dunno if that works or not, although my money is that it doesn't, but using a crutch like that instead of engaging with and learning how to properly modify and expand the script and lua files will just fuck you over in the long run.

raw tulip
#

i guess its more relevant to topic to ask here [redirected from #pz_b42_chat]

#

should i do a remodel/remake of the handguns?
i dont use them at all because noise and ammo

#

the old models date way back to pre alpha and tech demo

#

question is. do these models that The Indie stone made have a rig
or bones
eg. slide release, magazine etc

#

i dont know how to export animations yet

#

if there are any for guns

#

im not exactly sure what the "pistol" is exactly

#

i know the deagle and 1911, but the pistol..... maybe some kinda walther gun

#

yeah

#

as i said, the pistol was made way back in the day

#

so its identity is kinda lost

#

i could just make a glock

#

yeah i suppose

#

classic

#

sad this wasnt in HLA

#

HLA has some kinda 1911 pistol

#

what mod is this you speak of?

#

blender, maya

#

no i have not

#

ill take a look

#

nice, quality of life improvements

drifting ore
#

what about making multipla car?

raw tulip
#

ive used the guns before, i dont remember seeing these models in game. probably because i just wasnt paying attention

drifting ore
#

what is this mod?

#

it looks awesome

raw tulip
#

its the vanilla game files

drifting ore
#

oh

#

it will come with new updates?

raw tulip
#

im pulling them from the game out and checking them out in their full model glory

drifting ore
#

oh ok

raw tulip
#

ive found all these guns in the gun store in west point
and the attachments on them, but i dont seem to remember seeing them appear on the model

drifting ore
#

the guns look awesome

severe ridge
#

dessert eagle, which is the old pistol model, m1911 which is just a retext/resize of the old pistol model and the m9 which feels too different from the other two because its higher quality lmao, the problem with high quality objects in the game is that they feel out of place sometimes or too small at some parts because of the drawing distance

drifting ore
#

and the ORGM mod Will come to the 41

severe ridge
#

i miss orgm so much

drifting ore
#

yeah its good

severe ridge
#

dessert eagle, great dish

drifting ore
#

i love eating shotgun barrel

raw tulip
#

ah ok

#

i like to make mods that dont "add" stuff to the game
but build upon it or improve it

severe ridge
#

hmm

raw tulip
#

as people may be uncomfortable with "adding abnormal stuff" to the game

#

and it requires code. im not a programmer

severe ridge
#

its easier to edit instead of adding

raw tulip
#

ya

severe ridge
#

but yeah, for items and models all you need to do is to make a mod folder with the required subfolders for the mod

#

mods just edits or adds stuff from the original files

raw tulip
#

this aspect of modding is right down my alley

severe ridge
#

i still wanna do something

raw tulip
#

colour a hat, easy

severe ridge
#

i went far on the hair models but i got cockblocked by the anims

raw tulip
#

hm...

#

i dont think that should cause any issues

severe ridge
#

whenever is possible i have two models to add already

#

but female :u lel

#

oh it does

#

the directX(.x) files for hairs comes with the animations merged to it

raw tulip
#

oh fuck

#

i get it now

severe ridge
#

if i cant load them to the actual mesh they wont be placed properly

#

so the furthest i got is hair that floats on the head but doesnt actually bends with the model

#

lmao

raw tulip
#

yeah i still havent figured out how to export animations, bones or rigs

#

if its even possible without the devs jumping on

severe ridge
#

its the blue thing floating all over there lol

raw tulip
#

haha waifu hair?

severe ridge
#

hHAHAHAHAA

raw tulip
#

whom is this?

severe ridge
#

yeaah

#

i did

#

twas a hair like Lain's hahaha

#

Hydrocraft is back and it makes me so hard, that's something im looking forward to create models for

raw tulip
#

the only thing i remember from hydrocraft is my mates looking for the north korean flag 😂

severe ridge
#

HAHAHAHAHA

#

you could put that fucker in a pole as well

#

be super territorial

#

lmaoe

#

is that a way to make projectiles better? the throwing (molotov, bombs etc) is like, really bad :f. Would be nice to see bows and throwing stuff (knifes,axes) to work nicely.

#

probably needs to be made as event, creating a new object that appears when thrown/shot that follows thrown/shot direction waiting to collide something following rules blablabla

#

and thats more code related to animations to calculate trajectory to point depending on place/force etc

#

otherwise is just free kills if it just goes straight (and ugly aesthetically)

willow estuary
severe ridge
#

fire in the hole

willow estuary
severe ridge
soft musk
#

Someone's seen Fire Force

severe ridge
willow estuary
#

Using a placeholder model right now, and the code needs some polishing, but this bad boy is fully functional.

severe ridge
#

make it so you can load shotgun shells but it blows your hand lmao, can you make a gun light up things

#

*?

willow estuary
#

I'm not going through the hassle of coding in firearms being able to accept multiple ammo types, but, aside from not being able to "fire" shotgun shells, this thing is fully functional in the way that you would expect a flare gun to be.

drifting ore
#

how to import the models into the blender

#

any help?

#

and i am using build 41

drifting ore
#

uhh how to upload mods in to the steam workshop

raw tulip
#

this is one way, another is to get a plugin/addon for blender

drifting ore
#

i maked the obj but how do i open in blender

raw tulip
#

import and export X models

drifting ore
#

i maked the plasticbag.obj

#

but how do i see on blender

#

ok nvm i found it

#

no i could see

#

when i import the obj just a cube comes

severe ridge
#

anyone knows if its possible for me to use custom meshes/textures to add models to hydrocraft?

#

Thinking about fixing the smithing weapons (like spears that doest works like in-game spears ) and adding models (most of them are the pool cue)

#

@drifting ore the cube is just a placeholder for new files, delete it on layers on the right upper panel. i usually delete the lights, cameras and such too when I'm just editing the mesh, don't know if they are saved together but i just avoid problemszzzz

#

@willow estuary i wuz joking ;-;

drifting ore
#

The witch hat looks really cool

abstract raptor
#

Who wants to help me make the most epic mod

severe ridge
#

what is it lmao

abstract raptor
#

It'll involve:

  1. a 3x3 cell map with a cell sized building at the center
  2. a radio mod that deletes all the vanilla radio and adds a sort of story mode that refers to places on the map and gives directions and advice
  3. a custom item mod to create story based items and a video-gamey money system, where zombies will drop "soul coins" you can trade in for items to help you.
  4. Whatever else we can think of!

I'm doing the mapping as I speak ; currently working on the main building.

It's a sequel to my Maze Challenge map; The story will blur the lines between paranormal and science fiction -- focusing on a government facility that experiments with the afterlife and powerful demonic entities.

#

(if you're interested in helping with anything or have suggestions or whatever, send me a message 😄 )

severe ridge
#

wow, i wasn't expecting something that big and awesome D: i wish i could code for that but i can barely do models and textures

abstract raptor
#

@severe ridge if you can't help with the code you can always help with the writing ! 🙂

#

Or make buildings or help plan

naive tusk
#

^ spread fire ?

willow estuary
pastel estuary
abstract raptor
#

@willow estuary I don't half ass shit

willow estuary
#

I didn't say you did.

abstract raptor
#

then why mention that you don't make half ass mods?

#

no one prompted you to say that

#

it seems like a jab at me

willow estuary
#

spread fire ?

pastel estuary
#

that inventory interface is not an ISScrollingListBox; I would make it an ISInventoryPage or some similar object if I understood how that UI element works

abstract raptor
#

ok i apologize then, I must be paranoid

#

ugh

pastel estuary
#

but I don't, so it's a bunch of ISResizableButtons and ISRichTextLabels and ISButtons

abstract raptor
#

(stupid mental illness making me think everyone's out to get me and embarrassing myself in front of people)

pastel estuary
#

f

willow estuary
#

Don't sweat it.

abstract raptor
#

I legit have schizoaffective I really do apologize if that makes me come off as toxically insecure

willow estuary
#

Yeah, don't worry about it. Delete the posts if it'll make you feel better?

#

Ahahaha, also I lied, the hack job Flare Gun "model" I have in this mod is pretty damn half-assed. 😄

severe ridge
#

cant i create mods on mac? :l it says blabla no other stuff than folders on contents/ folder but even the modtemplate is having the same error.... maybe something related to mac folders? halp lol

raw tulip
#

windows master race

severe ridge
#

ikr

#

/cries

raw tulip
#

F

severe ridge
#

maybe is .DS_store hidden files?

#

nope

#

no idea

drifting ore
lavish adder
#

make a mod where Pickle Rick is a lootable food item

eternal stirrup
#

It would be quite easy just to edit the existing pickle texture xd

willow estuary
soft musk
#

Oh so this includes all those other mods then or am I misunderstanding

willow estuary
#

It includes the content of several other of my mods, while also modifying/patching the content of other, multiple, mods by other authors.

soft musk
#

So then I should probably unsubscribe from say, smoke grenades, kukri etc to prevent conflicts correct?

willow estuary
#

No; that shouldn't be an issue. The kukri files in both the kukri mod and advanced gear, for example, are identical, and won't cause conflicts.

If you have both the kukri mod and advanced gear subscribed, when you activate the kukri mod it uses the files in the kukri mod, and when you activate the advanced gear mod it uses the files in the advanced gear mod. Even if you have both activated, the files should be identical.

#

TLDR version: it's designed to avoid any such problems, and you should be able to subscribe/activate both the mod bundle, or the individual mods w/o issues.

soft musk
#

Ah such it's just simple a redundant thing then, if I remove the kukri mod or smoke grenades I'll still have them due to yours, it's really nice you made in such a way it doesn't cause conflicts.

willow estuary
#

Yeah, exactly! Deliberate redundancy. Thanks 🙂

soft musk
#

I have one last question if you don't mind, when subscribing it states that the armor mod and NVG mods are requirements, is that true?

#

I saw that Item Tweaker is mandatory, but i already have that due to other mods so.

willow estuary
#

Yes; those are new now that the technical issue I mentioned has been solved.
The intent being that AG server as a Hydrocraft-style bundle of equipment/gear mods, while also providing people the option to just use individual components.

soft musk
#

Ohhh so I think I understand what you mean, thanks for the info.

iron salmon
#

FYI: We've added B40 and B41 version tags to the Steam Workshop so mods can be tagged for which version of the game they are for/compatible with.

#

Should show in the workshop tags soon-ish. Migh require a cache clear of the browser if it doesn't show up for too long.

iron salmon
#

Thanks to @cold swift for bringing it up again

willow estuary
#

Is there any documentation on how to add tags to PZ workshop items @iron salmon ? I can't find anything PZ-specific on Google, and my attempts o add them to the tag field in workshop.txt so far have proven ineffectual.

pastel estuary
#

wouldn't it be safer to redefine individual functions as opposed to redistributing the entirety of someone else's code?

at least in lua/client/eris_nvg.lua, it seems to be a near identical copy of the one in eris_nightvision_goggles

willow estuary
#

Probably, but I have Eris' permission to use their code, and this is also a free hobbyist resource made by an amateur stoner so these things happen.

Generally with patches, when I use the entirety of a file in lieu of just individual functions there has been some technical issue that I don't understand where I do it that way because "it just works".

And although I ordinarily endeavor to not cut and paste code, I consider patches to be a separate instance.

pastel estuary
#

hmm, there's an OnPreGameStart event defined in LuaEventManager but it's never used

willow estuary
#

Eris has been credited; I have their permission; the NVG patch won't function unless you have Eris' original mod installed and running.

And also I can't be bothered to go back over something I did when I was stoned at 3 am a month and a half ago and sort out what the 15 lines I added to that file are.

pastel estuary
#

what would it even be used for

willow estuary
#

Beats me; I'm stoned all the time and don't get paid to do this 😄

iron salmon
#

It's the other way around for me

willow estuary
#

😢

willow estuary
raw tulip
#

fuck i cant get the tris low enough

#

pls help

#

the polys are pretty good without triangulating the model but still.

#

614 tris is double of the existing model in the game

#

i suppose i could remove the ejection port and just texture that on since the pistol is pretty tiny in game

mystic prawn
#

Rip

steady forge
#

The thing in the back

raw tulip
#

auto seer

#

g18 auto, fun gun

#

otherwise, will doubling the tris affect performance on the pistol? its tiny so..

steady forge
#

And maybe can rest definition to the iron sights, the default model have ones super basics.

raw tulip
#

hm.....

#

what im worried about is, if there is a time when pz has better.... model viewing

#

such as zooming in father than the current 25%

#

D E T A I L S

#

of course, games need to be optimized, but i hate to leave out small details

severe ridge
#

glock is a square come on

#

lmao

#

se if theres disposable stuff inside the model

raw tulip
#

there isnt

#

ive cleared that all out

severe ridge
#

D:

#

such a nice pew pew tho

#

how it works? theres a polygon limit?

#

i got so many low poly weapons packs lmao

#

love assets

raw tulip
#

well the more polygons/tris the more the game has to handle

#

the games 9mm pistol has 280

#

while mine can go up to 600

severe ridge
#

hm

raw tulip
#

which is double, not good for optimization

#

im sure the game can handle it
im just asking around whether its okay

severe ridge
#

yeah... maybe remove parts, make the barrel more polygonal, remove button, back and make sights one part

raw tulip
#

but... D E T A I L S

#

rip 😂

severe ridge
#

the finger protection at the trigger can be more raw as well

#

ikr :/

#

but theres so much detail you can see with the drawing distance within pz lmao

#

dont worry

#

try to draw some details into the texture

#

instead meshing the parts

raw tulip
#

hm.

#

i guess thats for the better

severe ridge
#

or just leave it like it, i dont think that would slow the game terribly or smth

#

looks good, u made it?

raw tulip
#

ya

severe ridge
#

cool, love guns c:

#

imma try to make one as well

#

just dont know which one would be nice to see

raw tulip
#

its totally illegal but, im gonna replace the m16 model with an ak

severe ridge
#

illegal?

raw tulip
#

the m16 fires 5.56

severe ridge
raw tulip
#

the ak dosent

severe ridge
#

7.62

raw tulip
#

but the m16 in game fires so slow

#

it could be subbed for the ak

severe ridge
#

depends on ur aiming lvl too

#

the speed

raw tulip
#

nah

#

i tested it

#

if you hold the trigger down

severe ridge
#

its funny because it starts shooting fast and slowss down

raw tulip
#

it gets slower and slower fire rate

#

ya

severe ridge
#

yeahhh

#

lmaao

raw tulip
#

not even 800rpm like most ar-15 platform weapons

severe ridge
#

like erectile dysfunction gun

#

a realistic full auto wep would be too op i think

raw tulip
#

so yeah, im gonna do the most illegal/cursed thing
modding the m16 into an ak

severe ridge
#

just clearing the zombiemen

#

why not both 8)

raw tulip
#

the only full sized full auto is the m16

#

the 9mm pistol can be full auto too

#

so i made a glock

severe ridge
raw tulip
#

ah yes

#

im thinking if i should put an akm or an ak12 to replace the m16

severe ridge
#

ak74?

#

not 47?

raw tulip
#

akm, ak74, ak47 same thing for now

#

i know they are different but generally speaking

#

i dont like the wood ak's i like modern ak12

severe ridge
#

yeah, i think about plastic with the 74 and wood with the 47

raw tulip
#

you know what

#

you're right

#

im just gonna try it right now as it is

#

600 tris isnt much

#

i hope

severe ridge
#

itss not

raw tulip
#

its a tiny pistol

severe ridge
#

otherwie the game would slow withing 3 guns on screen

#

otherwisse

#

fk

raw tulip
#

hm...

severe ridge
#

my keyboard sucks

raw tulip
#

i wonder if ORGM will suffer what im going through

severe ridge
#

na

#

free assets, low poly

#

they can go low as 200

raw tulip
#

fuck man

#

thats low af 😂

severe ridge
#

resolution was smaller before 41 tho

#

more pixely

raw tulip
#

oh thats true

severe ridge
#

orgm weapons were almost 2d

#

lmao

raw tulip
#

ohhhhh

severe ridge
#

now we gonna have the cute version prob

#

i hope

#

but yeah, im kinda saturated already, need multiplayer to hype on modding again

#

i cant even post mods because im having problems with mac

#

fuck mac

raw tulip
#

Apple rip

#

windows master race

raw tulip
#

nice

severe ridge
#

its like. black

#

bu theres red and wwhite beans on the texture for the selection

nimble spoke
#

I feel ya, updating all my mods to build41 isn't even finished yet and I had to take a break

raw tulip
#

hmmmm I got an idea

#

I'm gonna make skins for this Glock I'm making

#

I wonder how I could get that to work with the workshop

severe ridge
#

can you

#

use the clothing variables

#

to apply different textures to weapons

#

8l

raw tulip
#

I'm not a programmer

severe ridge
#

like randomized chance between some skins

raw tulip
#

I'm not sure how I'd do that

#

I'm thinking of uploading the mod with no textures

#

and seperating the textures into another mod

#

so people can pick and choose what skin they want

#

but I fear people may call me out for workshop spam

severe ridge
#

clothing items have

#

<m_MasksFolder>media/textures/Clothes/Hat/Masks</m_MasksFolder>
<textureChoices>summerhat</textureChoices>
<textureChoices>summerhatpink</textureChoices>
<textureChoices>summerhatstripe</textureChoices>

#

idk if texture choices would work the same for guns

nimble spoke
#

I have not tried to give texture options to hand items, but I know the system isn't limited to the clothing type

#

in theory the limitation we have now for adding new clothes should not apply in this case, that is new GUID entries

#

what I did try was to apply item icons and they didn't work, even when the textures did. But in this case I was wearing the item

raw tulip
#

oof this model looks really bad

#

but its more efficient now

#

lowered it around 100 tris

#

ill texture it to cheat its appearance

#

im sticking with the finer details such as the sight and barrel

#

i removed the ejection port

#

this model makes me vomit
but its a small price to pay for salvation

steady forge
#

Looks nice

raw tulip
#

texturing will hide this mess

vivid flare
#

remove the mag as well

#

nobody will see this

#

same about the trigger

#

it's too tiny

#

and the small round thing at the end of the hammer(?)

raw tulip
#

thats the auto seer

#

glock 18

willow estuary
#

Almost none of that fine detailing will be properly visible at maximum zoom.

vivid flare
#

yup

severe ridge
#

thats more 1911-ish

nimble spoke
#

pz is the opposite of an FPS, you can have less details than goldeneye 007 had and it will be perfect

#

as long as the overall shape and colors match

raw tulip
#

there

#

basic colours of the areas

#

272 polygons/quads, 512 tris

#

ill do a quick test

willow estuary
#

Yeah, agreed with Soulfilcher; the PZ characters models don't even have fingers.

raw tulip
#

they kinda do

#

if you look hard enough

drifting ore
#

@raw tulip you made this glock up here?

raw tulip
#

yes

#

but ive had to scale it down a few times

drifting ore
#

its looking beatiful

raw tulip
#

and optimize it a bunch

#

im not really used to really low poly models

drifting ore
#

it looks good

raw tulip
#

its too simple

#

but pz demands simplicity

drifting ore
#

but i love that

#

i think its not too simple

#

and i have a fricing problem on my right ear

#

my right ear cant hold my heaphone

#

headphone goes up

#

and youtube premium is shit

severe ridge
#

nice pew pewer

drifting ore
#

pew pewer?

raw tulip
#

im not that happy with it

#

but its fine

severe ridge
#

best name ive come with

#

looks like the nintendo glock but the mesh is just fine

#

what ur not happy with?

drifting ore
#

@raw tulip its fine man you can do it better

severe ridge
#

once i figure out how to upload mods ill make some custom weapons too

raw tulip
#

ah...

severe ridge
#

lmao

#

origin point

raw tulip
#

ya

#

melee weapons are different

severe ridge
#

looks so good in game wew

#

how so?

raw tulip
#

i need to export melee weapons up

severe ridge
#

some models follow the body animations, idk how to deal with that

#

oh yeah

raw tulip
#

the pistol needs to point a different direction

severe ridge
#

the come flipped upwards

raw tulip
#

wtf

#

time to flip it again

severe ridge
#

spin to win

raw tulip
#

and yes you do see the small details, at least i see them. @willow estuary @vivid flare

#

its a nice touch

#

ill keep it

vivid flare
#

i would do it in texture

raw tulip
#

its my first gun model for pz so this is nice

#

i suppose

severe ridge
#

it is uwu

drifting ore
#

rotflol you want a gun for modelling?

severe ridge
#

can someone send me a mod template? :l i swear im doing everything right

#

even my mod template is not working

raw tulip
#

well dammit.

#

the only problem i have right now is rigging

#

until i get that figured out along with exporting animations and rigs

#

this will remain broken

severe ridge
#

if you get to know about rigging hook me up pls lmaoe

#

lots of items are

raw tulip
#

looks like this mod is getting shelved

#

rip

#

hey can you open .zip files?

#

ill send you the file structure if you can access it

drifting ore
#

i can open .zip

raw tulip
#

@severe ridge

severe ridge
#

ye

raw tulip
#

wait

#

so whats your issue?

#

exactly?

#

you cannot see the mod in the workshop screen when you boot pz?

#

or some other issue?

severe ridge
#

ok

#

still having the same issue

raw tulip
severe ridge
#

ive tried seeing hidden mac files, no .DS_store or anything :f must be smth

raw tulip
#

hm.

severe ridge
#

lmaoe

raw tulip
#

i had a similar issue with my workshop folder a while ago

severe ridge
#

cs:go low

raw tulip
#

but im on windows so...

#

the issue i had was: NOT the "WORKSHOP" folder in your steamapps/common/project zomboid

use user/Project zomboid/workshop

#

a ModTemplate will be in there, that was my issue

#

but... does mac have a user/project zomboid folder?

severe ridge
#

yep, all of them

#

theres the user workshop and app workshop folders

raw tulip
#

C:\Users\Admin\Zomboid\Workshop\ModTemplate\Contents\mods\ModTemplate\media\maps\ModTemplateWorld1

#

hm...

#

im not sure how to help you. i am sorry

severe ridge
#

ill find a way, thank you ❤️

soft musk
#

Odd question, when an error is thrown is there any easy way to search through the line of text to find them/find what mod causes the error? What I mean is something like using the search function and searching for specific text to see where the errors are instead of scrolling through it all.

raw tulip
#

watch the tris spiral out of control as the project goes on....

#

(existing in game D-E pistol, 284 tris)

#

hm... turns out you CAN use textures outside of the 128x resolution

#

so i can cheat the model this time with a bit of trial and error 😮

raw tulip
#

i think ive improved at the low poly optimisation

#

i got it to almost 200 tris!

marsh beacon
#

Nice

raw tulip
#

added 30 tris to fix some texturing issues

#

heres a quick colour layout

#

heres a comparison

#

yeah i guess the existing pistol has more detail and looks more realistic

#

mine looks more game-y, something youd see from unturned

#

ill have to work on the texture more

steady forge
#

Maybe you can get a texture from a GTA SA mod, some ones are prety game-y

#

Or you can tray to use the default texture.

raw tulip
#

massive deagle

mystic prawn
#

Owo

#

Sexy

raw tulip
#

not sure if ill ever release these remodels

#

until i learn how to fix the muzzleflash issue

drifting ore
#

hi guys

#

is there something wrong with this mod.info file?

#

name=Normandy, France
poster=poster.png
id=normandy
description=A map of Normandy
tiledef=tiledefinitionsnormandy 201
pack=normandynewtiles.pack

#

the pack does'nt seem to load for some reasons

#

and can anyone confirm that when doing a texture pack

willow estuary
#

I believe that there is an issue with pack files for mods, and that a fix may be forthcoming?

drifting ore
#

you have to feed separate png for each texture

#

I believe that there is an issue with pack files for mods, and that a fix may be forthcoming?
@willow estuary

#

oh really

#

you mean with IWBUM?

willow estuary
#

Yeah, I think I saw something about that?

drifting ore
#

is that the only way to add new tiles in game?

#

also, I dont seem to make it work on non IWBUM

#

i think I'm doing something wrong

#

it's driving me crazy

#

@willow estuary what about your mod? from memory you had custom tiles too no?

willow estuary
#

Naw, I haven't touched that stuff yet, aside from experimenting in worlded/buildinged.

#

@drifting ore although I was about to try some tile stuff for a mod; I take it this issue makes that a no-go?

You aren't able to somehow have your tiles work if they're pngs and not in a pack?

drifting ore
#

sooo

#

i think i'm the one fucking up

#

I would not be surprised at all if you made it work

#
  • i believe you are much more knowledgeable than i am
raw tulip
#

whats your problem?

drifting ore
#

the only thing i can deal with really is map making

raw tulip
#

cant see the item on the game>workshop screen?

drifting ore
#

@raw tulip let me show you

#

well i can describe

#

I have added my new tiles, made a new definitino (on a separate file)

#

then i have chopped all the tiles into separate png

#

made a .pack out of this

#

added in the proper directory the proper files

raw tulip
#

hm.. im not a mapper so im not sure about this

#

sorry mate

drifting ore
#

@raw tulip thats alright

#

thank you anyway

#

i will finish describing the problem, if anyone can help

#

ANYWAY, when I try to see the new tiles in game : i get a black tile for the floor, and no tile for the walls

raw tulip
#

so before i release my deagle mod, anyone got ideas for weapon finishes?

#

gold

#

stainless

#

black

#

tiger stripe

#

fireball (blaze)

#

fade

#

im actually going to release it, even though i said i was gonna shelve the project

drifting ore
#

the faze niko finish

#

with flames

raw tulip
#

im not exactly sure what that is, ill google it

#

oh

drifting ore
#

let me show you

raw tulip
#

that fire deagle got it

drifting ore
#

ah alright

raw tulip
#

yeah i got that

raw tulip
#

lads.

#

i need some help deciding which flames look better

#

well, the actual question is how much flames

#

its hard to notice, the flames are slightly farther down the barrel, pretty much reaching the trigger guard

#

or... if i should even shorten the flames a bit more

#

and another thing, is this too... yellow?

#

its the correct karat so it should be fine, but it looks pretty yellow to me

upper junco
#

Seeing that just brought back memories of the Golden Gun from Goldeneye. Old n64 days.

craggy furnace
#

it begins

willow estuary
pastel estuary
#

@willow estuary very nice

indigo hound
#

its mod*

naive tusk
#

👍

slow spade
#

@indigo hound Как по мне иконки слишком большие в сравнении с остальными ванильными

indigo hound
#

ну ток средняя канистра

#

потом уменьшу. ибо еще норм обложку рисовать)

#

@slow spade

#

тыж не смотри на канистру ванильную. Ибо канистра эта вообще предмет. Ты сравнивай с ЮИ от радиального меню машины

severe ridge
#

pizdec

willow estuary
vital lynx
#

Guys, it will be hard to replace zombies with animals (bears for example) and make them spawn at forest only with different loot like meat, hides and stuff from hydrocraft mod?

severe ridge
#

that sounds like a lot of scripting lmaoz

#

they're probably going to use spawn for animals (if they ever come around) kinda like that other option instead of urban focused but with it's own values blablabla

willow estuary
#

Technically not completely impossible, in that you could, in theory, change some clothing models into a bear costume, and have some zombies in the forest in bear costumes, and even have the hydrocraft stuff spawn on them at death.

But they would still act like zombies, and make the same sounds as zombies, and have the same animations as zombies, and game wise be identical to zombies, aside from being in bear suits and spawning the meat, etc.

But that would be an absurd amount of work to make some half-assed fake bears.

proud spruce
#

That never stopped anyone before.

willow estuary
#

They would not act, or look like bears in the least.

proud spruce
#

Goodness, I just realized I've been away from this so long I've never seen the new clothing models yet.

#

Gotta look up how those work and how to make things spawn with them.

vital lynx
#

@willow estuary why not replace zed models completely? theres is car mods only, but no npc replacers still

willow estuary
#

What zombie models? As far as I can see, the player and the zombies use the same model.

vital lynx
#

same ids?

willow estuary
#

Again, even if you replaced the model it would still act like a zombie.

vital lynx
#

you can script it later

proud spruce
#

That's basically the difference. Cars were made with different models in mind (and later in development when they had better practices nailed down) so they have stuff built in to mod them.

#

Not sure how much of the AI is even exposed to script something like a bear.

willow estuary
#

I have put a ton of work into modifying zombies, and, mod wise, you can't script their behaviour aside from the most superficial fashion.

vital lynx
#

its hardcoded?

willow estuary
#

The ai isn't exposed.

You can do some pathfinding, and a couple other minor things, but that's it.

vital lynx
#

I see

willow estuary
#

Like, if you want a bear hunting simulator you can either wait until build 42, play another game, or play b41 pz with zombies acting like zombies in bear costumes.

proud spruce
#

Most of it is very much hardcoded. And even then, if you modified it, you'd be editing zombies not adding things on top of zombies.

#

(and that's presuming it can be modified, which would be very hacky and not multiplayer compatible.)

willow estuary
#

People don't put up with those incredibly lame Hydrocraft cardboard cutout animals because nobody had bothered trying to add actual proper 3d animals; people put up with it because that's all you can do for animals right now.

vital lynx
#

I just thought you can replace models with its own animation and change few behaviors like preventing to go through windows. They still reminds of an animals - they scratch you, bite you..

willow estuary
#

I mean, if you really want some sort of pve bear fighting game, honestly there are a bunch of games that already have bears in them?

Or just wait until build 42.

vital lynx
#

sure, i just wait 42

severe ridge
#

always pack that THANG

#

yeah, im playing with blackbeard's mod, he's probably doing a better mp5 soon, i miss having to manage gun variety lel

severe ridge
proud spruce
#

Quick question because I've been away: Is there an attribute in items to have them use a different graphic while on the ground?

#

I seem to recall there being one but it having some sort of issue with it not working (either all the time or for certain items).

severe ridge
#

im not sure, it seems that almost all (melee and ranged) weapons, even from mods appears as models in the ground, including helmets. i don't know where the behaviour comes from tho x.x

proud spruce
#

That's probably just derived from it being something that has a model at all.

severe ridge
#

hmmmm

proud spruce
#

ie, Equipment meant to be shown on a character.

severe ridge
#

i dont remember trying to throw cabbages at the ground

proud spruce
#

(Which sounds new to me.)

severe ridge
#

but they do have a model for eating

#

like apples too

#

there must be a way, but im pretty sure its separated by item groups (and available model)

proud spruce
#

Well I'm more asking for anything that doesn't use a model.

severe ridge
#

if there's no model its invisible

proud spruce
#

Though that's got its own questions as I have to catch up on what even has/uses models now.

severe ridge
#

theres no placeholder

#

but still can be used tho

proud spruce
#

They show their icon on the ground.

severe ridge
#

yeah, but magazines have models

#

but i dont know if their models are like