#mod_development
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they almost are
seems like I can get them to go everwhere except on the back π
Are they just not centered properly when they were originally created?
I have no fucking clue
I keep messing around but
they just keep getting further away no matter what direction I rotate or move them
this is driving me insane
man
do you not have a character to place against in blender?
also be sure that you're applying transforms
yay π
Great!
doesn't it move a little when it is attached as backpack? I don't know how that's handled for the backpacks
the backpack version makes them horizontal but they come out of the appropriate spot on the back
you can always tweak the model to find the best spot.... and angle too
We don't have the character model. Blender can't import it
also, static models use the 0 0 0 point of origin and then get attached to the bone of choice in game
I dunno
I tweaked and tweaked and tweaked but I can't get them to meet at the shoulder blades
I'm giving up on this for the rest of the day lol
maybe you're using the wrong bone
I know there's left and right for torso animations, but I think there's one in the middle too
Are you using Spine? If so, try Spine1
I was using spine1
Spine puts it closer to the waist
Might need to figure out a custom spot to put it if thats even possible.
can you post a screenshot from the back?
Im currently afk
But thats what it looks like from the back connected to spine1
are they coming out of the shoulders?
Yep :/
just move the model in blender a little, in edit mode
I tried that
Oh shame it couldnt be easy
I know the feeling, tweaking these things can take forever to get just right
specially when for some crazy reason you think it is done, close blender, and then you have to import again, fix all import bugs and resume work lol
you guys have been doing all these clothing models totally blind?
kinda yeah, most of mine are modified from an existing model so they're never far off in terms for placement, and size doesn't get screwed
oh ok. was going to say that i was able to get this via some demo software, so it bungles the geo on purpose
but i don't have a proper bind pose for the joints
there was a guy around here, nurver I think that was trying to convert the models, but he couldn't figure out a way to convert armature correctly
if you can get the armature right and working it would be awesome, because I think that's all we need to make skinned models properly
wasn't exporting skinned geo also a problem?
I don't know, because I can;t ever get my hands on them anyway
i need to get back to work, i can play with it more later. I'm using PolyTrans here btw
thank you for trying
I found a maya plugin but for 2016
blender fails to import that fbx for me
gives an error, or it imports incorrectly?
no error, just imports nothing at all
FBX importing is kinda problematic in blender too
at least from the vehicle models
I'll need to download a more recent blender version then
2.75 doesn't import anything
could you try to use it in place of the original just to see what happens?
in place of what original?
oh, in game? yeah that, no
i'm not actually interested in modding clothes just yet, just thought i'd try to give the rest of you a leg up if i could
@nimble spoke your gonna be making modded clothes?
I already have a clothes mod on steam
Oh yeahhhhh
awww shit, I downloaded blender 2.91 and it can import the model, but that version of blender doesn't export to X
ain't it grand?
I like how there's this blender version minigame as part of making models for games.
yeah, I have 3 versions installed now
X format is such a pain in the ass
importing and exporting starcraft 2's own M3 format with a community plugin wasn't this hard
seems that way for maya too, all i can find are antique plugins
I'm holding out for AnimZed though, I don't have time for the low level nonsense for a pair of pants these days
TIS had that blog post recently-ish showing their woes trying to support blender, I'm a bit worried they'll overtune their fbx handling for blender and inadvertently break maya-based fbx files
I guess I'll have to test as fbx
setting up a test
it WORKS!!!!!!
Amazing! I guess I'll test skinning stuff tomorrow to see how it goes
hi uwu
if i didnt have my semi truck project, like 200 math tests and online school id pick around aswell with that model, but still great to see people figuring it out
can anyone hewp me pwetty pwease fix my wings uwu
jk, I just got back home bout to start the headache all over again
thanks blender
are you saying that goofy fbx i gave you works in-game with skinning?
yes, it animates as it should
sweeet
i'll work on getting the rest pose for sure. It looks like it's stored in the skin data, so i should be able to swing it. (in theory)
I'll record it, just one sec
wait soul, you're saying it animates clothes properly?
I used it as the hazmat suit model just for the test
spooky
Looks like we can just use that as a base for setting the bone weights and all that is needed for skinned clothes
what way would I have to rotate this to get the wings a little less horizontal do you think?
so in theory custom clothes are now possible
first you need to find the front of it, look from the left side and rotate clockwise
don't rotate the camera though
select the view option
they are! thanks to throttlekitty
cool stuff! and yeah, copying skin weights is usually a breeze
I need something as a first test
I'm really tempted to say "good enough" here...
It's better than being attached to the shoulders lol
how can you fly with wings on your shoulders XD
If rotation is good just move the model to the front enough to make it touch the body
it literally like refuses
how?
Like, I make an adjustment, it gets further away, I go the other way, it moves to the same place
am I in hell
how's that even possible lol?
sometimes adjustments don't even seem to do anything
I will try it eventually but as a first test I need something simple in terms of bone weights, I think I'll make some kind of shoes
clown shoes!
AHahahaha, JINX
Not that it's surprising that that would be your first choice; but thanks for considering the one clothing item that I have the weird fixation on.
like look BEFORE
after
literally nothing changed even though I moved the model
(and exported obvs)
this model just doesn't wanna touch the character -- Azakaela has cooties I guess
Are you moving it in object mode? it should be in edit mode. Sorry it if is an obvious question but you need to be sure
I have to move it in edit mode? :thonk:
ok just tried moving it in edit mode and I'm having the same problem, where it'll refresh but nothing noticably changes 
I even moved it super far away
just to see if it would work
but still
I feel like there's some weird shit going on, cuz like even the craziest adjustments I'm making aren't doing jack
you are missing something.... review your steps. Are you sure you're saving the model used there and not a copy?
Yeah, I am overwriting the file in my workshop folder
import -> edit mode -> fix bugs if needed -> object mode -> export
also can recommend a pair of dunlop rubber boots, since they will be alot more interesting in terms of working
I think the file just bugged out or something
I've never seen a model ignore changes like that
but if you have a previous version maybe you should use that
before you moved it in object mode
It was making adjustments earlier, I don';t understand what changed
are there unapplied transforms?
I think I'll actually make new hair or beard
Just wish I could get this to land in the right spot XD
you will get it right
i think ill have to grab that model and try my hand on some things now
say soul, thinking what im thinking?
go crazy, I'm making a few simple test for today, real attempts to make clothes will start tomorrow
i just realized what you're doing aza. the game parents the mesh to the bone in-game, so it gets the proper rotation then?
soul filcher was right
I was doin' it wrong the whole time
I needed to be in edit mode to make the adjustments
and switch back to object to export
I feel dumb
π
make sure someone gets a hold of paw low on this discovery
me and that man tried for months to get the animation set for skinned clothing
we're not quite there yet
as I feared, blender fucks up that too on export
i could see this going wrong in a few ways, what happened?
now people can RP as demons killing off the masses, nice work! XD
I made it so like
you make the horns or the wings by sacrificing a mirror
but thank you so much @fallow bridge
that was the validation I needed π₯Ί
Can we fly with it? Kappa
no animations for flying yet so no
iz just cosmetic
but the wings act like a backpack
they should have a infinite carryspace
nah just 22
I suppose youd edit the xml
how does one allow hats to go over other hats i.e say a hat over a full-hatted item like the NBC hood and a helmet over it
i'm not seeing much in the terms of XMLs
so like I found out the other day, but I closed the file
lemme do some searchin'
k thank you
there's this file that sests clothes to be exclusive so textures don't overlap and stuff
tryna remember what it was called rn
do you have any idea where it was located in?
i could probably narrow it down if you did
thank you
also if you say looked at a hat
like say
this one right here, in clothing/clothingItems
<?xml version="1.0" encoding="utf-8"?> <clothingItem> <m_MaleModel>static\clothes\m_bandana</m_MaleModel> <m_FemaleModel>static\clothes\f_bandana</m_FemaleModel> <m_GUID>0b210a48-3044-4f17-b35a-57d1d119363b</m_GUID> <m_Static>true</m_Static> <m_AllowRandomHue>false</m_AllowRandomHue> <m_AllowRandomTint>false</m_AllowRandomTint> <m_AttachBone>Bip01_Head</m_AttachBone> <m_HatCategory>Group01</m_HatCategory> <m_MasksFolder>media/textures/Clothes/Hat/Masks</m_MasksFolder> <textureChoices>bandanablack</textureChoices> <textureChoices>bandanablue</textureChoices> <textureChoices>bandanared</textureChoices> </clothingItem>
The Hat Category
if you remove that
then it's no longer exclusive
alright
I had to do it to figure out how to get my character to wear her hair down while wearing a hat
alright thank you
i have gotten what i wanted working to work
it even fits nicely
Screenshot? @twilit drift
i just wanted to get a helmet onto the NBC hood, worked pretty well
very nice! Glad I was able to help
yeah thank you man
fuck i need to download that mod again
the one with the overlays depending on your condition
yeah it reminds me of NMRIH
as in: blood appears on your screen when injured
very good mod
what's it's name again?
all i've been seeing for the past
7 ingame days is
blood red because
fractured ribs exist
lol
prepare for at least a month too two months of that
might as well just fast forward
(I used free models)
oh
BUT
it took a lot of fanagaling to get them in game lol
I have yet to make my own model and I will
And once I get the hang of it, I'll know how to put in game way easy
alternatively
I could be lazy and spend money to buy a good model
stimulating the modeling community's economy
XD
here's my first attempt
XD
the maya .x translator i found doesn't seem to work on pz files π¦
But PolyTrans had an option to reset to bind pose before export, as well as not exporting with an animation. So I guess I'm stuck with fixing the model now
fixed the male's polygons, just have to deal with UVs, I'll get Female going tomorrow. (probably the stupidest thing i've done in a while)
Epic
a mod that lets you allow to attach 2 weapons on your bag
dayZ intensifies
You know what would be pretty pog? a rescue mod where like a heli or something else like a boat you can contact and they can come and rescue
i know that isn't the point of the game being an unescapable hell but it would be neat
or a higher chance for a heli to rescue you during the helicopter event?
even tho it's best to let the helicopter not see you at all cost anyhow
yeah and it follows you if it sees you
I doubt someone with two braincells will try to rescue you
to record for news
maybe it's mentioned on tv?
well we dont know if its a news helicopter or a military one so idk
It's pretty obvious a news helicopter
the military one makes less sense
the news one makes sense
they both still make sense
or y'know news one is sent out by the military or something
news reporters will do anything to get footage of a survivor inside the knox event zone
makes no sense
the military is trying to hide it
what is there to hide?
the zombies
besides i dont think they'll just let a random news chopper out in the zone
who said they will let it inside?
is it known by the public tho?
if you watch the news ingame there are riots and panic and shid
this is after a photo of a man in west point gets leaked
ask anyone in #pz_b42_chat
what photo of a man
read the lore
thought there was barely in lore in the first place
I still have to give it some tests and try a few things to fix it. I'll report later today. I suspect one issue might be that blender uses 2011 version of FBX and zomboid doesn't accept that format, I think it uses 2013 and more recent
don't need to convert animations, those are in separate files. armature with t-pose would be enough
But I really think that going with FBX instead of X is the right approach
I tried converting the model through Autodesk/s FBX converter but it says the file is corrupted. I can convert the model I exported through blender to ascii format, but I have nothing to compare it to
I'll take a closer look at blender once I get this model fix done. Blender has that paradigm of the armature always(?) being it's own hierarchy, and that might be a problem too. Also if you get a chance, how are you swapping pz's .X models with fbx, so I can also do game testing on my end?
In my own experience armature isn't always its own hierarchy. You don't really have to do anything to use FBX instead of X, the game checks for both extensions when you define a model for clothing
I'm not sure overriding will work though, you have to change the xml file and use a new model name
ok so here's what I guess i'll call a "proper" base male body v1_final_final for now.
I ran into a a bit of a snag, I noticed when i export from polytrans in Bind Pose with no animation, the joint orients are totally different from the export with straight animation. For example, the spine/neck/head joints in the BP version use Y for up, but in the Anim version, X is up for those.
I can't say for certain which is correct, it could be a quirk from polytrans. But when I tried to pull the matrices data manually from the .X into maya, they're equally wrong. I'd expect skinned geo to work fine, but this may need to be adjusted if it's incorrect for animations. (or wait/ask TIS for a proper fbx from 3dsmax)
Also, from those of you that have already done clothing mods, is this at the correct scale?
the head edit is intentional, i'm replacing the default male body. however, joint orients are definitely jacked up, and i can't move.
it's also interesting, since the head joint was one that i manually fixed because i thought it was wrong. So I guess their skeleton is just borked.
but I gotta stop here for now
oh, looks like PZ uses FBX version 2014/2015, doesn't look like Blender has any version option, at least in the copy i'm using.
this image is cursed af
"k-kill... me...."
also the mesh needs to be a single entry, so i've combined the skirt back and exported as 2014
blender only uses 2011 version, I tried using autodesk's fbx converter but it only covers up to 2013
it said the model was corrupted anywya and couldn't convert
isnt it ASCII?
nope
That brings "cursed" to a whole new level
this model doesn't work for me
so weird
something needs to be reverted to your first model, that one animated just fine
doesn't work in blender?
this is the bigbrain dude i was using for the first game test
doesn't work in game, doesn't even show up
if you think that was disturbing
this one works, and only the head is out of place
obviously I made it so the clothing item doesn't replace body parts lol
.....................................................
maybe it's just me but ever since b41 beta hit i've seen such a big influx of cool mods
im still playing ninja, with zombies :l
now the resulting FBX from blender can be converted by autodesk's FBX converter, but still won't show in game. But at least now I got an ascii model
Yall making some weird shit, wish i got time to work on my scrap stuff again, can yall make some kind of monster creatures in the meantime xD
If anyone wants to take a look at the ASCII version of the model here it is. there's some weird shading going on, but it still shows in game. I will try to compare with whatever blender spits out and try to figure why one works and the other doesn't.
it's probably because they have more of a range of what they can do. with animations and clothing and what not
plus some other things
true
fuck me making this edited hawaiian shirt into it's own shirt type is fucking agony
i don't understand any of it
XD
i've got this going but i don't know what to do with it
you need to create a new ClothingItem = for it, it is a sml file that goes in clothing/clothingitems
xml
open pz folder, go to media/clothing/xlothingitems/ copy shirt_hawaiianTINT.xml to your mod and edit
don't even have a mod folder set up
i know nothing about this
and i'm not trying to swap the hawaiian shirt, i'm trying to add another shirt entirely
uuuhhhhh, maybe take several steps back and find a guide for that then
first you need to know how to set up a mod
https://github.com/FWolfe/Zomboid-Modding-Guide this is a good guide right
i'm guessing it's good as it's from Fwolfe
I need ice cream flavors.
For something I'm making.
Taking any and all suggestions.
@fallow bridge I wrote the tutorial there on custom clothing. Follow it and you'll get it.
@late hound yeah i was looking at it and was totally lost
when i say i know nothing about pz modding
i mean i'm fucking blind when it comes to it
exploring the files i can do
but making the files and understanding them
fuck no
understanding can come from a lot of exploring
true
but so far i haven't seen any mods add a custom shirt via just renaming and adding it's own variation of a vanilla shirt
so far it's either been retextures or full new clothing
from what i know
i'm sorry i'm terrible at this shit
must be fucking migraine inducing dealing with me
Well I don't think any of us fully understood the PZ filetypes and terminology when we started. It took lots of patience and troubleshooting to learn and understand the intricate rules of the engine and code.
Is there any vehicle mod tutorial out there btw? I think I saw one once but can't find it now
Thx in advance
@zealous wing do bubblegum icecream
hmmm what kinda energy drinks were around in the early 90s
I wished I was born in the 90s so I was actually far away from the current gen
My brothers only 4 years younger and they think completely different, and they confuse me
The only younger sibling I understand is my younger sister and thatβs because I raised her so she imprinted off of me @olive axle
Fair nuff
My younger brother made me so confused I used to get mad
ooo big bins, the models pretty nice too
is there already a DBZ clothing mod? I need it to become Super Saiyan
what? just a guy hanging out.
nobodies made a real joke mod yet
closest we have is a few texture edits and paw low loots fantasy pack
Make the joints real busted
Because we try to pass our joke mods as serious mods.... and nobody noticed
Absolute jammin hat
mmk, i'm totally stumped here. continuing on from yesterday with the skinned model stuff
there were some weirdnesses in the skeleton, so i rebuilt it all with what i assume should be proper transforms for now, but the game doesn't load this fbx at all. I can't find the difference from what I had working yesterday
It's all dark magic... the model looked fine with the exception of the head of course
yesterday I spent some time trying to figure out what exactly breaks the model after going through blender
oh, i think i found the difference. I had pushed rotation to joint orient, and i'm going to guess that's no bueno in pz
breaks, like a pile of poly soup on the floor?
no, breaks like won't show up
Yummy
one thing I noticed is that blender recalculates the normals using a different method, it was easy to compare in ascii
but that's not the only difference
all the 3d programs do, it's annoying actually.
things I need to figure out in export settings: Axis, scale, what to include and what not to include in the file
I suspect they use Z up, but i haven't gotten that far yet. I can help you get the rest sorted once I figure this stuff out on my end
clothing defaults to Z up. if thats useful at all
strange, using Y or Z up on export seems to do nothing?
maybe -Z up?
and which one would be front?
forward, whatever that's called
should I apply transforms on export?
I'll export Z up and -Y forward now
looks like I got it right this time
Hooray! I fixed the beldner model enough to make it appear!
nice!
I'm still stuck with a flipped spine and walking parallel to the ground. it's weirding me out that nothing that i'm changing is having any positive effect
that's horrifying
first trailer for my project is basically complete now
but you got it right before, what happened?
i never did
What? Your model works for me, just the edited big head is wrong
awwww shit
so i'm wondering how you got yours standing upright
are you replacing malebody? I'm actually using it in a clothing item
i am replacing malebody
maybe that's why we have different results?
must be
oh, the other difference today is that i can now walk around
turns out that the base bodies need a node called "Translation_Data"
Do you want the file to make a quick test with clothes?
yeah that'd be great
Here, replace the model, and spawn a hazmat suit
thanks! uhh noob me wants to know how to quickly spawn one
I use the necroforge mod, or the debug launch option, it has an item spawner too
aaa this is great
i noticed in the character setup before play starts that the females get broken by having a broken male in the folder somehow
You just made a swim mod
Where do i find the files for world tiles
if you're talking about sprites for mapping, it's in the workshop tools
well cool
Where are the workshop tools
does he lift? π
From there, you'll find all the tiles in C:\Program Files (x86)\Steam\steamapps\common\Project Zomboid Modding Tools\Tiles
what's interesting is that the skirt part of the mesh isn't visible there. But the game has some sort of masking system in play, doesn't it?
Oh ok
So, ya'll know that really cool VHS tapes mod?
I was thinking about makin' an expansion for it that was compatible with Survivor Radio, and also just adding in a bunch of movies. Like remember how Survivor Radio used to have "The Big Lebowski" and "Pulp Fiction" in it?
not a bad idea π
It looks like it calls to the Broadcast keys; so I tried swappin' one of these values with one of my own from my own radio xml file, however, when I inserted the tape, it didn't work :/
I vaguely remember seeing a tutorial shared in here on adding mod options to the options screen. I think it was done in a way that didn't require overriding any base files? Anyone know what I'm talking about?
interesting
anyone know where this dirt barrier is under? i cant find it under either fences or bushes which is what its surrounded by
never seen that before
fencing
it doesnt exist in either the fencing or fencing burnt tiles
I don't think so?
i think it might be under vegetation walls but for some reason i dont have that file
there are tiles the game has but the editor doesn't
bruh moment
Yeah, the transparecny in the texture
idk how to work blender, doing even basic shit is infuriating
if i could somehow rotate the model by 90 degrees and keep the skinning...
anyway, if you can fix that, this should be a functional base for blender for you guys. that video is me testing the output straight from blender, just that the mesh sits funny when i imported it
hhmmmm weird. I'll try to adjust it, but the model will never be the same again. I've copied over huge chunks of your file just trying to get a better result in game but so far it is a mess
It will probably make it worse
Again, how? I'm baffled, the big head version appears correct when I import it
hm I'm so stumped right now
theoretically, all I should have to do is like change out this broadcast line. I wonder if for some reason it only pulls from RadioData.xml and not other radio xml files
actually SF, let's take this private and not clog the channel
yeah
ok so yay
skinned models working out of maya, sounds like Soul Ficher has it working from Blender now
I don't think you guys were clogging the channel. It's interesting how you guys were approaching this problem of importing/exporting the rig into Blender and such. It's something I was aiming to solve too.
i realized we had reached the point of "try x", "try x and y", "try x and y and z", try "x and z"... etc
if you guys need me to, i can try to shit out a jacket on a model to test this out
my talent is dumping models out that are of average quality
We got it working
that model is unbelievably cursed, but god damn thats amazing to see it working
i remember i tried this before months ago, and managed to get down to the rigging bones. that was it.
There's a weird texture/lighting/transparency glitch that needs to be fixed but that's it
so this is working for singular clothing items aswell, such as just pants etc, not just full body items?
and here's mine
I will test that
Thats epic @grizzled grove
SF, that lighting is strangely alluring
but I don't see why they wouldn't work
need a model to test it with soul, or are you gonna just distort the hell outta some base clothes?
I'm just going to attach some cubes to the hands or whatever and make it an item
makes sense
also, regarding the lighting, idk if you guys have tested ir or not, or if im just pouring a cup of water into the ocean, but check the normals and make sure they're correct.
yeah, I think that the glitch comes from e not copying over the edited nromals
ugh I wanna throw this computer out the window
cause you and throttle have been testing this for days now and i dont wanna be throwin around shit y'all already did
wish I could get a hold of Tiax and figure out why I can't add new broadcast keys
on the same token aswell, wrong normals would sometimes make textures invisible.
so, it could or could not be that
I'm testing that right now
will say, no matter what it is, its still a huge breakthrough on the clothing modding
where pawlow at
working i think
yeah, updating the normals fixed it
haha
Now I'm going to test the cubes
probably do some rectangles aswell to see if they move properly?
cause im wondering for the models for clothing if they move based on the model below, or the mesh its put to for the clothing
xD
well thats that question
lmfao
throttle, i need to see that hold a gun
i need some laughs
uvs are wrong for that texture π
more than likely, the UV for the clothing needs to overlap the existing player UV.
I think all skinned models just use the base bones just like body models
^
so technically, any amount of faces then should work for clothing
be it 200 or 2000
here's the silly cube versionif you want to play with it
media\models_X\Skinned\Clothes\
in theory yeah, all you need is to respect the base body armature
wait, yall got FBX clothing models working?
i don't know if you need to hide the .x version of the model or not, but i did
game sues x or fbx, it doesn't really matter
uses
the catch was to convert a body properly so we have it as a base
soul, mind dm'ing me the base thingy you guys are using so i can make up a test model?
i gotta dip my toes down into this water
that'll convert fine into blender throttle?
and this is the z up version, this is what i export from maya to pz
I'll send the ASCII version in case you want to follow my copy/paste method of fixing it, because blender will screw up that
somethin seems off yikes
blender joints are so oogly
they dont seem correctly placed
it's possible. i know on my end in maya, they're correct.
Here is ASCII version. What I did to get my model working was to convert it to ASCII too and then copy mesh, vertex, edge, normals into that file
using autodesk's FBX converter
hmmm, my blender all of a sudden doesnt support ASCII
it doesn't
iport the binary version
then later use the ascii version to fix your model
oh, i get what you're saying now
winded up here back in binary form
so when im done, convert it through the format back to ASCII?
edit, export using Z up and X forward, convert to ascii, copy stuff over
I can send a screenshot of what exactly needs to be copied
so by edit, you mean create a piece of clothing, correct?
im making sure i do it right so i dont create a fuckin mess lmao
also, @grizzled grove on crosschecking these models on eachother, my blender imported that maya one completely fine.
yeah, create in the same mesh, don't create a new one or I won't know what you will need to copy later
so throttle, what ways do i export yours out?
im testing yours since it seems to be complete for me
I suspect that blender users won't need to do the copypaste ascii thing, I was able to get a crappy version exported to the game straight from blender, but i don't know blender well enough to try to fix it
#mod_development message
despite the name, this linked file is a different copy with bad skin weights, but it (kinda) works in-game. So maybe you guys can brainstorm over that one a bit
i'll work on getting the female body base tomorrow btw, gotta run now
currently checkin out to see if my edits worked or not
if it did, i have an idea on how to make singular clothing items.
I compared throttle's file and the resulting blender file in ascii and I think it was easier to fix everything by copying, but hey, if you feel you don't need it I'm ok with that
well, im already loadin up the model ingame to check it around
haha
that went as well as i expected it to π
i think until the systems refined down ill let you guys pick with it
when it comes down to editing and picking with files, its not exactly my strong suit
did you go with just using the resulting blender file?
yeah, that's what I get even if I don't touch the model I imported, not your fault
let me finish my tests here with my method
since when we wait for official support? lol
never hehe
on a side note, it appears that custom clothing DOES work for tearing
i tore cube man π¦
but he did show the proper clothing underneath
probably be hopping off for the night aswell, been up since 7 am, had 6 online school classes and then finished modding my semi truck along with starting a box trailer
im mentally gone atm lmao
just my 2 cents, but i think for jackets it has a special tag to show the characters model
same with all clothing that isnt full body
probably something related to the masks
the hazmat occupies these
while the jacket does not.
so, i think in order to show the model, you gotta have the right sections loaded.
yeah, I already checked that 4 and 6 are the hands
Yeah i actually discovered that a couple days ago too lol
The masks hide certain parts under the clothing i think
I got rid of the masks on the clothing that made like for instance arms invisible and it worked
How hard is it to make this into an item that can actually be picked up?
one sec I know how to do that
just working on something else right now
I think you need to define it as a movable
But then you might also need to add it into the scripts
and make sure it has a name and a group name etc
yeah, tiledefinitions
Now I just need to figure if weights are wrong or I need to copy something else to fix it
yess it works
Anyone taking mod commissions (paying) for custom models in game
Hey quick question, how difficult would t be to make a mod that uses clothing system (hoodies up/down and hats backwards/forwards) for clothing? I already know I could never do it but perhaps if itβs fairly easy Iβd be willing to (once I get the funds) pay someone to make a mod that makes it so almost every long sleeved piece of clothing could have folded sleeves
well, if you gonna pay somebody, let them also integrate a keybottun for put the hoodie off/on.
I first need to know if itβs easy or not
If it wonβt work I ainβt paying shit
i think you can do it, if you believe in yourself and with the power of friendship
but, i have no clue if its easy or not. but i hope the mod will come
bro, @craggy furnace is already making that mod
yes
also, while im here, anyone know if there is a way to increase player speed on the fly? like in game, whenever
because i have a mod idea
(not like i can even make it but whatever lol)
So heβs making it so almost ALL VANILLA CLOTHES have the ability of folding their sleeves? Or is it just his mods clothes
Is it me or do some clothes have color masks while others do not?
(colored on the fly, where the default assets are white or black)
So, I've looted every police station in the world, but i want full rogue set or hecu (pawlow loot), any idea where they are located ?
You might be referring to the TINT clothes which are just the clothing you can color
Like pink T-shirt and shit
They usually have a white texture
You have to have a white (or black) texture for color blending to be effective.
I noticed some items appeared to do this- but I also noticed there's like 8 shirt icons in the .pack files
those are not tinted, they have variations, like the lumberjack shirt
or is it the lumberjack shirt? I don't remember
Yeah I was wondering why
I assume it's more expensive to color on the fly, but then you'd have unlimited colors
I used to work on a proof of concept where all the assets were white. The concept involved building objects using different materials (metals) that could be mixed.
Metals were given rgba defines
While something like that would be overkill for Zomboid, I was curious for things like mugs that are all blue - how much work would it take to have them initialize off a set of colors.
I stayed away from textures and models in most of my mods.
with tint you don't have control over which colors spawn. Not all clothes should work like that
Not all clothes should, but solid colored clothes would look fine?
yeah, but are there any solid color clothes that don't have a tinted version?
What do you mean?
If anyone knows how to put custom clothes in game, hit me up, commission of $100 for the job
Yeah, some like Sweater have colors
And if their textures are colored when packaged too this makes them not colored "on the fly"
Sweater receive tint even though their textures are colored
Just to clarify, there's a texture for each color of sweater and then there is a "tint" applied during game too?
That seems like the least effective approach if true
they are separate items
sometimes you want to control which version will spawn in a zombie
canβt you just learn to do it yourself for $0?
I have projects myself that I am already doing that is taking up most of my time and, it's my money, I can choose how I want to spend it.
very steep for some custom clothes, thatβs all iβm saying
I'd rather go high than go low.
It catches the eye as well.
@nimble spoke but wouldn't the overhead be the same if you just colored it from the getgo and not having multiple icons/textures?
That's the thing I'm curious about
Not if you plan to control how they spawn in zombies. There are cases where an item could have multiple colors instead of being separate items for each colors, but that way you can't spawn a zombie all in red, or all blue sports wear for example. It all depends on how you want the zombies to look like
Not sure what you mean by this? Colored items could be any color you want?
For example a tinted tie can spawn as black, but I can't use the tinted tie in an outfit I want to add because it must always be black, so I need a separate item that is always black, and I need to add a black icon for it
they are random
Well... they don't have to (should) not be
But thank you for clarifying stuff
I was wondering about this while at work so I couldn't check
yep! UTAS UTS-15 and Model 1216 / 1212
American soul

Do you have a special shotgun you want?
Is it possible to create/edit a trait via mods?
i'm kinda busy, but i could use $100 or so, probably a bit high for a zomboid request, the game is lowpoly with low res textures. Shoot me a pm with what you're looking for if someone else hasn't
Will do
The job is still open to anyone reading as well
depends if its applicable to actual limitations π€
my script broke cheat menu and the debug item list

I dunno what the issue is exactly
oh! i know its not a shotgun but can you make a g43?
I LOOOOVE you mod btw, best gun mod out there imo
i had a script that was breaking the whole ghost mode lul
Fuck thatβs me rn
welcome to tee vee em!
yay big progress
today i did:
Processed female body.
Fixed problems with male body and it's skeleton.
Exports working from maya and blender now!
For blender users, import the Y Up versions and let that be the base for your modeling and skin weight copying. I've been exporting as -Z forward, Y Up and it seems to work just fine. That's what's pictured in the female hazmat suit above.
(just wanted to point out there's no need for any conversion or copypaste that Soul Filcher was having to do before, you export as fbx straight to the game now)
Cool stuff aza!
pass that file around to anyone, I don't know who was all doing clothing mods
Pulp Fiction 
lets say i wanna get into modding PZ, where do i start?
That's amazing!
Does anyone know if OnKeyPressed works for joypad buttons?
how does this look for a 26 foot reefer (stubby trailer for anyone wondering)
no
its not exactly a reefer atm, as its not refrigerated
their used in areas where the deliveries have super small roads
Like rural kentucky! That's neat
im also gonna make the 52 foot version
im just wondering if itll fit in the vehicle editor even
I think it does
No, I checked, unfortunately it doesn't
Or at least I doubt it because it gets called from GameKeyboard class
Vorpal Weapons looks neat
Are there any mods that add a sharpened shovel? Or an entrenching tool?
New hair and beard are now possible
oh shit! nice!
π
you thinking what im thinking pawlow?
holy fuck those bananas bring back memories
Mood
I keep my programming homework in files labeled "this fucking shit" and my prof loves it
my modding folder is like a hikikomori's room
My trash can is βthe secret stashβ
Brilliant
β« Hanging out with my friends β«
you and the boys
Project zomdrip
bottom one is strawberry?
Yiss
Bulma comes in clutch and makes some drip for the boys.
My Instagram: https://www.instagram.com/buzz_lighthole
making some experiments :l
yay
nothing solid so far π
hue
so close, yet so far :B
Got a question here: Does it look like the lid's off of this tub of ice cream?
A variant:
lid on for comparison:
by comparison it does
there's not a lot of room to play with there. I'd maybe suggest making the ice cream much brighter, and try placing the lid standing up and behind?
I think placing the lid standing up behind it would be the best way to show it's open
yes π
The little lean makes it a lot nicer
Thanks.
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Hi guys, are there any good mods which expand on the base building aspect? More stuff to build, etc
More Build Mod adds some new buildables.
Made some Ice Cream Sandviches:
Yes.
Thanks π
Chiappa triple crown if you ask me
almost 100% people, just need to fix some uv related to the player model and it's good to go. all you need its to group your desired mesh to the specific linked vertex group in the model and remove the vertex groups you're not using.
The only workaround is... You can't delete parents of a vertex group or bone, so you have to hide the necessary parts in the UV, there's probably a better way to do this, but mission accomplished
@grizzled grove luv β€οΈ
It's some work but now everything is possible
btw, use FBX to this, don't even mind about DirectX wizardry
I'll probably explore and try more stuff before updating anything, no rush :B but we can pretty much use any model right now and link it separately in the player model
Still using old Blender for weapons and such tho 8V lul
Trench gun
stalker happy noise
and M1897 trench gun is already in mod!
Oh neat
I'll make the g43 a little later..
How about a Six12?
Itβs basically a not trash pancor jackhammer
That actually works
I have prepared a picture to make six12
You got a saiga in there as well?
Looks hot
thanks)
They also look like vanilla guns almost
Which few people do
@main lion how many guns have you textured/made so far?
for the new update?
For your mod in general
Speaking of your mod what is it called? @main lion
Or will be called
Brita's Weapon Pack
Currently, there are about 120 gun variants in the mod.
and There are about 120 ~ 140 new weapons available for the new update.
you have fps issues with everything π have you tried to manually allocate memory to the game and/or remove limits for RAM/VRAM use?
i remember i had the same issues when i first started to play skyrim years ago
@main lion Same guy who does the nice guns.......nice to meet a gun maker. Anytime you'll be doing a minigun or a nuke or a rpg?
I can make them, but I don't think it fits with vanilla motion ((
Ah. So your only a gun maker or?
A nuke is waaay too much bullshit for this game.
A man portable minigun is almost as much bullshit.
An RPG or its US equivalent would make marginally more sense for this game. BARELY.
i should finish mine
I want to see a town or louisville get nuked.
an M72 makes sense and is very balanced
it gets used and then is worthless
practically a directed pipe bomb
Semi-related, but that happens in the Return of the Living Dead.
Louisville actually gets nuked.
IIRC, TIS choosing KY as the setting was mostly inspired by those early zombie movies?
i have a minigun on debug lul
m134
but yeah, i can't see it fitting in the game, i just use it for the luls
Too overkill? Hmm.....what if we made a interesting ice sword?
A man portable minigun weighs, what? 50 kilos?
π maybe for fantasy oriented items, but even so, less is more in PZ
mine's around that /hmm, without 6> str its just always burdening
but nobody really carries a m134 ofc
even less a mk19 :p
PZ already has an ice sword
what is it? a popsicle?
I'm also making guns and equipment
like gas mask
π
What about gauntlets?

I haven't tried it yet because I don't know how to handle the bones of 3d tools (
Maybe for protection, pawlow makes a spiked gauntlet for the fantasy pack so i can get some pieces together from other mods to make a bad ass Ash williams character.
I don't know how to apply clothes and equipment in-game yet, so I try to focus on the guns..
thanks!
They look good for a hazmat suit or combat.
What about those paint masks?
I haven't finished that work to release yet ((
@main lion i have an M45 if you require good reference images
oh, I have M45 mask
yep very rare one )
i have an SF10 too
I feel like a sako 85 or a Winchester model 70 would fit the game well, if you need more gun suggestions
Thereβs a sako 85 in like every zombie game for some reason
I did the first one but i donβt know how to do the second one
oh, I made sako85 last week
Savage Model 12 and Sako 85
cute
Dang bro that looks great! Really does look vanilla which is perfect
Thanks man)
Yeah np
my first PZ rigged model (which Filibuster actually made)
Did you rigging work on blender?
Yeppers, im using @grizzled grove models and grouping the parts i want to vertex groups related to those bones
nice!
still learning lmao
should be able to copy skin weights from the base body in most cases
like boom, done
@severe ridge + Brita = Zomboid essential mods
Job is still open
Payment: $100
Job description: Adding custom clothes to the game.
What kind of cloth do you want?
agreed
true