#mod_development
1 messages · Page 425 of 1
@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
I'm not sure if I need to do a table.insert(); of some kind at the end
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).
What exactly is going on in game with that file now?
@radiant ginkgo So it was you making that train
You bastard you! IF you get it working. Ill be maazed
amazed*
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
roofs of buildings**
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".
then how do you explain them flipping and going miles into the air?
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.
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.
oh I overlooked horizontal level
@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!
Does anyone know why the MoreBuilds mod isn't working?
@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.
@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
@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
I can make it as a transport, but this will be unrealistic, since it will be used on roads and everywhere
Therefore it is static
AHAHAHAHA NAH MAN FUCK IT! ROLL A TRAIN DOWN MULDRAUGH
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
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.
@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?
@spark vector seems to work for BlowTorch and PropaneTank
check recipecode.lua in PZ
k brb
Apologies in advance if I ask questions you already answered
Are you getting a context menu option for this?
Like does it even appear on the list?
no problem at all, happy for any help. I'm a great copy/paster modifer of LUA
Yes
so gasbarrel to petrol can works
but not petrol can to barrel
but yes, menu's work... what i mean is when u try and fill the barrel, the use delta does not go up
Have you created a recipe? Not just a change to recipecode, but an actual plain old recipe in scripts/recipes.txt?
in a private pm i can give u all the code to test if u want
yea that's probably best for everyone
if we crack it we can post the results here in case they're helpful to others
k cool will do... gimme 10-15mins.. im still working... and i will zip it up for you
absolutely
Is it possible to make the floor half submerged?
I believe the point is that the floors are not global, but local.
Does modding allow this to be changed?
Where are the vanilla vehicles located in the zomboid folder? I wanna take a look at them and see how they tick
Also reverse the devs causing gentle love taps to zombies damaging vehicles cause other people cheese that shit.
Vehicles are in media/scripts/vehicles but you won't be able to undo the collision changes, those are handled inside the java files
Ah damn alright. Im just a little annoyed with it but ill make due with it thank you sir
@nimble spoke by chance does your car mods effect the frequency of key spawns in vehicles or am I just extremely lucky
No changes to key spawns
Alright then must be lucky off my ass thanks for the rely once again sir
Tell me. I want to draw a new window. Where can I find an example? Where is the window data stored?
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
@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
Reorganized Info screen causes a conflict as well.
@river plinth sprite name (string), red (float), green (float), blue (float), alpha (float), send update packet (bool)
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?
Thanks, colors seemed kinda strange so I doubted that it's actual rgb
@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?
My mod is breaking PZ for me ;_;
I did a simple update and now the game becomes unresponsive
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
Reorganized Info Screen was easy to update
Is anyone else seeing makeup show up as clothing items that they can take off and put back on?
If I wanted to install a mod map, would I install it just like installing a mod by putting it in the same folder?
The mod maps that I know about are just like normal mods that just happen to have a maps folder
so yes
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
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
and as I'm no spriter I would need someone further down the line that creates this massive amount of sprites for me
Well, Hydrocraft seems to have an issue with topping out sprite memory.
What would require thousands of sprites? Well, aside from Hydrocraft.
staged crafting projects, so when you build a crate you have multiple stages of completion
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
so I guess I will do the cop-out then
hi, some one knows the var name for the object 50s Diner Table?
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
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```
This is my code where the translation is fetched using getText()
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" }
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
@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.
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.
As far as the actual creation of new 3D models, check out the pzwiki for links to tutorials.
thanks a lot! I have almost 0 knowledge when it comes to programming, but ill give it a shot
Oh another thing
You can do all of this with NotePad or whatever stripped down text editor comes with your computer
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.
Like normally if you were to select a block of text and then type ", the stuff you selected would get erased and replaced with "
In a programming text editor it would instead wrap the stuff you selected with " " on either side
Stuff like that
you definitely want one
I recommend Atom: https://atom.io/
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
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.
If you provide all the art assets I can assign them GUIDs and slip them into the game.
@lost spear @nimble spoke
HAH I wish I was a artist hon or a modeler etc etc
If I could I would gladly help you out but I was just looking to get into mods
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
I'm curious to know how exactly you're going to do that
I still need to find a good solution for the context menu in relaxing time
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.
any gun mods for build 41?
mr danny its beautiful
@topaz pendant wish there was, OGRM is still in build 40 and Fenrir said he'll work on it once build 41 is stable
Hi i search a library of project zomboid
I found this : https://pzwiki.net/wiki/Modding:Lua_Event
It's all?
@pseudo yacht The best way is to decompile the source files and look around them
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?
@river plinth it's hard 😮
@pseudo yacht You mean the actual decompiling or modding itself?
If the actual decompining, than no, not really. Did you try JD-GUI?
Yes i have JD-GUI but for search a value ^^
I do not see how to search
example the life of the player
There is the torch symbole at the top, with this you can search in all files
And once you look at the code more you quickly get the hang of it
Hey, if I were to download a map, would I put it also into the mods folder?
Anyone know how to replace the zombie sounds in build 41?
Toyota 💩
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.
@eternal stirrup What's that for
@main cave I'm adding a Polonez FSO Polish car from the 90s
oh ok
Polonez wow, my father got one 20 years ago
Make Fiat 126p small car who have engine on back
Made a tool for testing damage to zeds/weapon damage. https://steamcommunity.com/sharedfiles/filedetails/?id=2083318073
maybe it's clipping on the main hull of the car?
yeah, something's off with the offsets, thanks
@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.
@eternal stirrup looks like a suspension issue or wheel position issue
models don't push or interact with each other to cause that
I'd try to tweak the z axis position of your front wheels
@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
I have shared a Blender plugin here before, let me check if I have the link
But you can still use the older file format
the txt model
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 😄
thanks @nimble spoke , I'll give that a shot
@quasi geode no sweat, the fact you put anything up there at all is awesome
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)
Does anyone know what the 'IS' in 'ISUI' stands for?
indiestone most likely
@spark vector IndieStoneUserInterface
I can tell you how import
nice, yes please
i might not respond right away, in which case thank you in advance
@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.
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.
new update:
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)
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
people have a hard enough time reading the giant bold print, let alone the fine stuff 😐
my favorite mod !!!
thanks 🙂
Would you guys
like to listen to the weather channel's aesthetic music in the survivor radio mod?
Footage from The Weather Channel, July 10, 1993. Features on-camera meteorologists Terri Smith, Jodi Saeland, Tom Chisholm, and Lisa Spencer. Includes a brief clip of a Weatherstar 4000 error at 1:07:41.
brings back memories
vocab question:
ModelName.object:method()
is that correct?
or is it :function()
object:method() table.function()
: passes the self argument, therefore its a method of self. . is generally not tied to any specific instance (no self), so its a function
thanks
I think I still don't really fully understand tables
I'm trying to override something and having troubles. How do you reference something's local variable?
the original starts like this:```
CharacterCreationHeader = ISPanel:derive("CharacterCreationHeader");
local AvatarPanel = ISPanel:derive("CharacterCreationAvatar")
function AvatarPanel:createChildren()
self.avatarBackgroundTexture = getTexture("media/ui/avatarBackground.png")
I need to override function AvatarPanel:createChildren() but I can't figure out how to get the syntax right.
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
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
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
@quasi geode thank you!
np..hope that makes some sort of sense haha. not always the best at explainations
It really does
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
but I'm so far behind the curve for someone my age
@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.
@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
i dont. the release is actually more so i know when the file was updated, not what the current release is
say someone released a mod called hydrocraft 2.0, i am confused
@quasi geode are you going to make gun models once build 41 becomes stable?
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
Oh, that's good to know. btw is the Walther WA2000 gonna be a thing in the mod once it gets updated?
hadnt really considered it
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/
Just fucking end me
@spark vector Hey man, looks like cooking time has some serious issue with orphaned FMJ mods, do you know what could it be?
I'll give it another glance in a few days
how easy/hard would it be to make a mod that just makes it so that there's permanent heavy fog for any game mode?
@abstract raptor https://steamcommunity.com/sharedfiles/filedetails/?id=2086715842
That had been bothering me for a long time, too. I finally decided to do something about it.
Why isn't there a M1 Abrams mod yet?
I bet making a working shooting mechanic won't be possible but just driving around would be pretty fun
There's already an APC mod where you can drive over all the zombies, risk free, that you desire.
I think its more the grandeur of an M1 Abrams that they're after
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
theres a debug UI window for modifing the weather and climate controls in the lua files, should work as a sufficent example
cant remember the file offhand
@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?
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.
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
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
Cool!
does anyone know if it would be possible to add kingsmouth spawn points in order to play on the map with custom sandbox?
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?
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
So, I have the PZ authoring tools installed on steam, do I need other software?
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.
@drifting ore Download https://steamcommunity.com/sharedfiles/filedetails/?id=1902043347 and use that as a template. It makes the one-piece swimsuit a modern leotard look instead of a 1930's strongman suit.
The original vanilla clothing textures are stored in Project Zomboid/Java/media/textures/Clothes
Which I imagine you'll probably want to borrow to use as a base of reference
@spark vector gotcha, thank you!
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.
Anyone know how?
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.
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?
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.
have mods been made for custom car parts? battering ram on front, or fortified windows etc? i remember there was talk long ago
@earnest quartz Soul Filcher's Driving Time shows that this can be done, but nobody has actually done it yet
That has the best rust texture I've seen on any vehicle mod!
@willow estuary thanks! I made do with my limited editing skills xd
how to edit the meshes/models? i cant find a way to open the extensions in blender
I couldn't either on blender 2.8
any other free or at least cheap software for that?
@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.
I downloaded a older version and the directx plugin, works well, just need some orientation on how to set files and preview textures lol
Does anyone know how to properly download maps like Bedford Falls?
I can't find any proper tutorials
You just subscribe to the workshop item and Steam automatically downloads it.
If you instead somehow mean edit, you can't.
@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.
so cool
I was literally about to ask about that haha
wow
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
nvmnd, doing it
Rest in a vehicle with a mattress to recover endurance.
A vehicle with a freezer or oven sounds cool
amazing
@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 )':
even importing a pz hair and trying to export it breaks everything
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
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
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
those objects are probably used for those animation orientations
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.
Who like gun racks? This bad boy will only hold rifles and shotgun.
did a mockup of a boneworking table for a future weapons mod
alright, so putting this into a lua file and calling the following returns a "object tried to call nil in createChildren" error at line 12 https://pastebin.com/8TxxfCrs
local test = BoneworkingTableWindow:new(100, 100)
test:addToUIManager()```
however, removing line 12 causes the dialog box to not have the close button
anyone knows a good tutorial for adding texture pack?
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
now that bags are visible in player hands, etc. how hard would it be to make usable riot shields etc? :>
any tutorial for making car ?
@vivid flare https://steamcommunity.com/sharedfiles/filedetails/?id=2091564445&searchtext= This has 2 riot shields
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
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
Rim World
@shrewd grove oh yes please, I've been asking for someone to add an e30 forever
And an e34 later would be awesome
Vehicle Additions API that provides vehicular Gasoline Storage Tanks and Gun Racks for modders: https://steamcommunity.com/sharedfiles/filedetails/?id=2094336923
Gun Racks in Some Trucks: https://steamcommunity.com/sharedfiles/filedetails/?id=2094816565
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
1k texture for models of this size is total overkill
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
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
thanks for the advice, i just stuck to the 128x anyway.
lets see if it goes well when trying to detail the sledge
tbh looks like it has way too many polygons for pz :>
you can get it from the workshop in just a moment, im setting things up 🙂
its done
@raw tulip I dont know if you heard me on the Voice chat, but here is what I was talking about:
https://www.opticsplanet.com/blackhawk-tactical-backpack-kit-de-tbk-de-tbk-b.html
whats this for?
no i did not hear you in the voice chat
could you get me up to speed?
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
No i was suggesting just the models
ah is that so
Yep Sorry
what should be modified to replace such?
I think the Crowbar could be used but as far as the bolt Cutters, i dont know if ive seen them in game
i dont think bolt cutters exist, must be from a mod
BACKORDER NOTICE: ON BACKORDER UNTIL MID JUNE
The PRO-BAR from Fire Hooks Unlimited is the ultimate in forcible entry tools. It's the only tool used by FDNY!
The most utilized tool in the fire and rescue service today!
The Pro-Bar is the Halligan type entry tool that is re...
As for the crowbar
Just an idea
just a remodel of the crowbar into this?
how do you think i could get the tactical kit into the game?
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
im not a programmer
Understood
animal forage?
@earnest prairie
is it okay if i go for this?
adds a bit of colour to the object instead of being entirely metal
This would also be a cool tool to add to game
what is that
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
its done
ItemZed Scripts & Distribution editor. Welcome to ItemZed! ItemZed is a development and modding tool that is used to edit the contents of script modules (foodstuff items, weapons, recipes etc) and the distribution table that dictates where different in-game items can be found ...
Not sure if this will help
Cool!
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.
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
what about making multipla car?
ive used the guns before, i dont remember seeing these models in game. probably because i just wasnt paying attention
its the vanilla game files
im pulling them from the game out and checking them out in their full model glory
oh ok
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
the guns look awesome
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
and the ORGM mod Will come to the 41
i miss orgm so much
yeah its good
dessert eagle, great dish
i love eating shotgun barrel
ah ok
i like to make mods that dont "add" stuff to the game
but build upon it or improve it
hmm
as people may be uncomfortable with "adding abnormal stuff" to the game
and it requires code. im not a programmer
its easier to edit instead of adding
ya
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
this aspect of modding is right down my alley
i still wanna do something
colour a hat, easy
i went far on the hair models but i got cockblocked by the anims
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
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
yeah i still havent figured out how to export animations, bones or rigs
if its even possible without the devs jumping on
or worse, you can have hair without proper origin point lol
its the blue thing floating all over there lol
haha waifu hair?
hHAHAHAHAA
whom is this?
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
the only thing i remember from hydrocraft is my mates looking for the north korean flag 😂
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)
fire in the hole
Smoke 'Em if You Got 'Em: https://steamcommunity.com/sharedfiles/filedetails/?id=2095838582
tactical witch
Someone's seen Fire Force
you can hook those nades on backpacks :y cool, i'm overloading with mods, love it.
Using a placeholder model right now, and the code needs some polishing, but this bad boy is fully functional.
make it so you can load shotgun shells but it blows your hand lmao, can you make a gun light up things
*?
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.
uhh how to upload mods in to the steam workshop
@drifting ore https://products.aspose.app/3d/conversion/x-to-obj
this is one way, another is to get a plugin/addon for blender
i maked the obj but how do i open in blender
import and export X models
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
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 ;-;
The witch hat looks really cool
Who wants to help me make the most epic mod
what is it lmao
It'll involve:
- a 3x3 cell map with a cell sized building at the center
- 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
- 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.
- 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 😄 )
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
@severe ridge if you can't help with the code you can always help with the writing ! 🙂
Or make buildings or help plan
^ spread fire ?
I don't make half-assed mods.
more work on the Boneworking Table
@willow estuary I don't half ass shit
I didn't say you did.
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
spread fire ?
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
but I don't, so it's a bunch of ISResizableButtons and ISRichTextLabels and ISButtons
(stupid mental illness making me think everyone's out to get me and embarrassing myself in front of people)
f
Don't sweat it.
I legit have schizoaffective I really do apologize if that makes me come off as toxically insecure
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. 😄
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
windows master race
F
funniest shit i ve ever seen
make a mod where Pickle Rick is a lootable food item
It would be quite easy just to edit the existing pickle texture xd
Nothing fancy so-much, but I just solved a technical hurdle that makes "mod pack mods" a more versatile, with being able to set multiple require/dependencies for a mod.
Practically speaking it means stuff like my Advanced Gear mod bundle can have a LOT more content in them now that I can do stuff like interface it with Nolan's Armor mod, and Eris' NVG mod. Pew Pew!
https://steamcommunity.com/sharedfiles/filedetails/?id=2050264961
Oh so this includes all those other mods then or am I misunderstanding
It includes the content of several other of my mods, while also modifying/patching the content of other, multiple, mods by other authors.
So then I should probably unsubscribe from say, smoke grenades, kukri etc to prevent conflicts correct?
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.
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.
Yeah, exactly! Deliberate redundancy. Thanks 🙂
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.
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.
Ohhh so I think I understand what you mean, thanks for the info.
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.
Thanks to @cold swift for bringing it up again
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.
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
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.
hmm, there's an OnPreGameStart event defined in LuaEventManager but it's never used
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.
what would it even be used for
Beats me; I'm stoned all the time and don't get paid to do this 😄
It's the other way around for me
😢
Feel the Burn....
https://steamcommunity.com/sharedfiles/filedetails/?id=2097498737
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
Rip
The thing in the back
auto seer
g18 auto, fun gun
otherwise, will doubling the tris affect performance on the pistol? its tiny so..
And maybe can rest definition to the iron sights, the default model have ones super basics.
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
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
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
hm
which is double, not good for optimization
im sure the game can handle it
im just asking around whether its okay
yeah... maybe remove parts, make the barrel more polygonal, remove button, back and make sights one part
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
or just leave it like it, i dont think that would slow the game terribly or smth
looks good, u made it?
ya
cool, love guns c:
imma try to make one as well
just dont know which one would be nice to see
its totally illegal but, im gonna replace the m16 model with an ak
illegal?
the m16 fires 5.56
the ak dosent
7.62
its funny because it starts shooting fast and slowss down
not even 800rpm like most ar-15 platform weapons
so yeah, im gonna do the most illegal/cursed thing
modding the m16 into an ak
the only full sized full auto is the m16
the 9mm pistol can be full auto too
so i made a glock
pew pews
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
yeah, i think about plastic with the 74 and wood with the 47
you know what
you're right
im just gonna try it right now as it is
600 tris isnt much
i hope
itss not
its a tiny pistol
hm...
my keyboard sucks
i wonder if ORGM will suffer what im going through
oh thats true
ohhhhh
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
nice
I feel ya, updating all my mods to build41 isn't even finished yet and I had to take a break
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
I'm not a programmer
like randomized chance between some skins
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
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
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
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
Looks nice
texturing will hide this mess
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(?)
Almost none of that fine detailing will be properly visible at maximum zoom.
yup
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
there
basic colours of the areas
272 polygons/quads, 512 tris
ill do a quick test
Yeah, agreed with Soulfilcher; the PZ characters models don't even have fingers.
@raw tulip you made this glock up here?
its looking beatiful
it looks good
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
nice pew pewer
pew pewer?
best name ive come with
looks like the nintendo glock but the mesh is just fine
what ur not happy with?
@raw tulip its fine man you can do it better
once i figure out how to upload mods ill make some custom weapons too
i need to export melee weapons up
the pistol needs to point a different direction
the come flipped upwards
spin to win
and yes you do see the small details, at least i see them. @willow estuary @vivid flare
its a nice touch
ill keep it
i would do it in texture
it is uwu
rotflol you want a gun for modelling?
can someone send me a mod template? :l i swear im doing everything right
even my mod template is not working
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
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
i can open .zip
@severe ridge
ye
wait
so whats your issue?
exactly?
you cannot see the mod in the workshop screen when you boot pz?
or some other issue?
haha looks like its from unturned
ive tried seeing hidden mac files, no .DS_store or anything :f must be smth
hm.
lmaoe
i had a similar issue with my workshop folder a while ago
cs:go low
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?
C:\Users\Admin\Zomboid\Workshop\ModTemplate\Contents\mods\ModTemplate\media\maps\ModTemplateWorld1
hm...
im not sure how to help you. i am sorry
ill find a way, thank you ❤️
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.
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 😮
Nice
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
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.
not sure if ill ever release these remodels
until i learn how to fix the muzzleflash issue
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
I believe that there is an issue with pack files for mods, and that a fix may be forthcoming?
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?
Yeah, I think I saw something about that?
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?
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?
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
whats your problem?
the only thing i can deal with really is map making
cant see the item on the game>workshop screen?
@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
and modified the mod.info
@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
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
let me show you
that fire deagle got it
yeah i got that
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
Seeing that just brought back memories of the Golden Gun from Goldeneye. Old n64 days.
@willow estuary very nice
👍
@indigo hound Как по мне иконки слишком большие в сравнении с остальными ванильными
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
pizdec
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?
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
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.
That never stopped anyone before.
They would not act, or look like bears in the least.
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.
@willow estuary why not replace zed models completely? theres is car mods only, but no npc replacers still
What zombie models? As far as I can see, the player and the zombies use the same model.
same ids?
Again, even if you replaced the model it would still act like a zombie.
you can script it later
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.
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.
its hardcoded?
The ai isn't exposed.
You can do some pathfinding, and a couple other minor things, but that's it.
I see
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.
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.)
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.
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..
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.
sure, i just wait 42
Today i learned scaling and merging lmao
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
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).
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
That's probably just derived from it being something that has a model at all.
hmmmm
ie, Equipment meant to be shown on a character.
i dont remember trying to throw cabbages at the ground
(Which sounds new to me.)
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)
Well I'm more asking for anything that doesn't use a model.
if there's no model its invisible
Though that's got its own questions as I have to catch up on what even has/uses models now.