#mod_development
1 messages · Page 463 of 1
Already ahead of me lol
Will these only appear in 1 stack high?
I just thought of something cool maybe you can disassemble them and use the crates for base storage, would be very useful
they're not furniture actually
indeed
Ah that’s a shame, well we got the drops that’s what important
Any pics to show?
anylone know of some mods like terror zeds? i wanna add special infected but not the spontaneous combustion zombies that kill you instantly
I would ask that in general, someone there can give you an answer way faster
oh damn so it does helps, damn I wish fence hopping wouldnt be the main calorie burn
(also sorry for the late reply)
SuS
Is this an among us joke or its a name of a mod?
Lol
Superb Survivors
Oh ya great choice
Choice?
I'm asking this question to disable any mods in particular
I don't use SuS
Lag is just one of the many problems with that mod
Keep the meming out of the modding and mapping channels please.
Don't do that, you may get muted for 2 weeks
Sorry, it’s just what this guy wants is ether trolling or confusing
Speaking from experience
I'm not trolling, I'm asking this because my game lags and I'm trying to find out what mods are causing this issue
Lol sorry, I thought you said that you wanted to lag out your game lol, it’s late where I live
He did.
He worded it badly
Or better yet explained why he was askin
Anyways
@quasi ginkgo most mods that add custom models to the game tend to (on not the greatest hardware) cause fps loss
It has been a roller-coaster this night lol
Thank you!
BTW Everyone! Would just like to announce if you haven’t checked it out!
Another commissioned project from my Team EGNH made by @elfin bobcat and his team brings you
THE SIMPLE BUT GAME CHANGING MOD OF SITTING
https://steamcommunity.com/sharedfiles/filedetails/?id=2487022075
Hope you guys test and check it out and a rating would be awesome! More mods to come from our group!
I corrected myself in that a lot of timed actions also have high burn rates and they each have their own rate- the longer the action takes the more calories imagine.
Ultimately I think diet has a lot more of an impact and you're going to have to avoid the junk food. #realism
FANGIRL SCREAMING
yeah i got it last night. changes the game for real
new models and textures for G3 Phantom pack
with Astrocom military and Sordin headset
nice
I think you are right, and it does makes sense (was just annoying that almost a thousand zombies killed in the first month yet I was a meatball)
how to import project zomboid models to blender?
check the pins has a lot of info
thx
np
Make sure you do not burn yourself out, take a break.
the belt looks very great BTW
@main lion and again, awesome work! :)
Hello, just uploaded next mod ive been working on recently. The idea is simple, but maybe someone will find it useful as well. Thanks 👍 https://steamcommunity.com/sharedfiles/filedetails/?id=2488316681
Does anyone know of another mod that uses a custom mechanics overlay other than the 67commando?
Might be wrong, but it might be the other APC mod, that also has it
Hello, I wanted to present you a mod that I made today, maybe can help you https://steamcommunity.com/sharedfiles/filedetails/?id=2488489996
nice
guys what do you think about dis armor
Ferrari mod?
Is there a elegant way of adding new tools to this kind of recipes? Seems like my mod which adds new knifes and has been added to this recipes are overwritten by other mods affecting the same recipes.
you could modify itemTweaker to add onto variables rather than replace them
that would make your mod compatible with other's mods
Hy someone knows how to build this fence?
This is what i use to make the recipe accept all hammers in the game and from other mods
you cant i think
ohhh:( oke and thanks for the answer:)
Thanks, i think thats a direction i should look into
ehi guys! I was looking for someone able to add few items in game.
In the meantime I tried to learn by myself, copying another mod.
Inside the folder media\scripts\ I have my file Stalker_item.txt :
module Stalker
{
item Artifact
{
Weight = 0.01,
DisplayCategory = Normal,
DisplayName = Artifact,
icon = Artifact,
}
}
Inside the folder media\textures\ I've placed my Item_Artifact.png
But then, in game, I tried to find my item using Necroforge 2.7, writing Stalker.Artifact
but I can't find anything....sadly
ok nevermind, it worked 👍🏼
Would it be possible to change existing traits into needing certain items?
Example: short sighted would need glasses,ashmatics would require asmatic kits to not die from choking
Maybe modifying items to alleviate the side effects of those traits
Would be easy to modify the traits to be deadly without the item's help
See: More trait's alcohol addiction
On https://projectzomboid.com/modding/ I only see DoParam for the zombie.scripting.objects.Item class, what do you mean?
@austere scarab it is possible, the hydrocraft mod for build 40 did this.
This is probably an unpopular question, but has anyone ever attempted making or at least thought about making an escape from tarkov inspired mod for PZ? Surely it wouldn't be of much use without a fully functioning multiplayer, but when build 41 MP is released, do you think that some crazed modder will attempt it?
Actually, yes! There's this one mod that makes looting through items slower and harder, just like EFT.
https://steamcommunity.com/sharedfiles/filedetails/?id=2463568911
https://steamcommunity.com/sharedfiles/filedetails/?id=2462558471
@desert warren That's actually pretty cool, even though its only a small aspect of EFT, but It's cool to see people interested!
Would it be possible to put in animals or other enemies into the game?
I know there is some mods but I’m not sure how good they are
Failing that I’ll just reuse zombie stuff
some people made enemy AI, when bots aren't planned for approximately two more builds
afaik there also was a mod for build 40 with animals and hunting, no idea how good it actually was though
if you specifically want a mod to use, i would suggest superb survivors? they add bandits/raiders and also friendly AI, but i think its fairly customizable
its interesting
the groundwork for them already exists deep in the game
hair, clothes, etc
the old radio stuff has references to bandits and "cannibals"
people really dont "want" enemies
the moment people start getting shot is the moment theyll get mad
what mod are you currently using for weapons?
if dont use this one you should def use it. https://steamcommunity.com/sharedfiles/filedetails/?id=2200148440
dont see brita's. use that. brilliant weapon mod
is it safe uninstall brita`s weapon pack mid game?
haven't tried tbh.
dont think it is
pretty sure your mods remain for that game and if your missing one that save wont load
i do know that if you have them installed but have different mods on and then load that save, it will load the specific mods aslong as they are installed
It should. It will delete all of the items that arr in the mod
You can also back up the save
Does anyone know the container type for keyrings?
I want to make a car dealership keyboard that can hold keys
Looking to replace the player character model. Anyone know any tutorials or examples? I'm already proficient with Blender
Looks like the container has a data value of OnlyAcceptCategory to Key, according to https://pzwiki.net/wiki/Key_Ring
The question may have already been from someone else.
Does anyone have a blender file with male and female skeletal animations for 41 versions.
I want to add my clothes to the game.
Speculation: while looking into my own character model stuff, it seems build 41's models can be imported into common 3D modeling software. The filetypes used are .x and .fbx, which I'm not familiar with. Perhaps the animations are baked into the model?
I tried to import the .directx file into blender 2.79. With male and female bodies, it betrayed a mistake, and from clothes it gave out a porridge of bones.
You use fragmotion
It can import .x files
But can't export fbx
Thanks. I hope I can take out the bones.
@wet dune I don't really want to see any advice coming from you until you have released at least one clothing item to the workshop. Try uploading a mod and you may start sounding credible. @rapid granite To clear things up. Fragmotion can be used as a file conversion step to convert the vanilla .X models to .OBJ files, then you can import them into blender as a reference. Then when you are finished with making the model and scaling it to the vanilla model, you export to .obj, and export that from fragmotion into .X. However! I only recommend this for Static models (models without the walk animation).
To make a Skinned model (models with the walk animation), you use Throttlekitty's models as a reference. Since these files are easy-to-work-with .FBX files, we don't need to jump the hoop of file conversion like we did above. You import those player models into any version of blender, size up your model onto that, apply the model to a bone, delete the rest of the bones and the reference player model, then straight export that out as .FBX. This is as much as I can explain without writing up a whole guide for this (which I will do in a week and a half's time).
😮
Sorry I was just saying
There was no need to be rude.
i don't have any clothing mod on the workshop :p
That's a bit unfair, I haven't uploaded any mods to the workshop either
But I seriously doubt you could call me not credible when it comes to mod development
Guys, please help D :, in the b41 I try to put my mods, right ?, but the game always generates an error when loading a new world, I already deactivate the mods of the b40, what can I do?
What's the error?
mmm
wait
there u are
Fun fact, I just tried to make a quick game with the two brita mods (the one for weapons and the one for armor) and the game started without problems, what I did was put it in survival, and I did not choose any skill or profession, and enter with a random character, I don't understand why it works like this
and it's like a crash, the only option he gives me is to go to the desktop, it says that there has been an unexpected error and followed the direction of the game's debug console, I've read it and removed the mods which have no logical relationship with the game's lua and so on, but nope, it keeps generating the same error
and there is a line in the debug console which says the cause of the error, and says the following:
Caused by: java.lang.NullPointerException
Does this happen when you have no mods loaded at all?
Try taking this to #old_techsupport - but try the usual first steps of verifying the game cache (in steam).
yep, but i installed a java third party loader, and it fix the error
it's like verify the files of the game ?
right click the game in steam's library, and go to properties > local files > verify integrity of game files
This re-installs any changed or missing files - outside of steam workshop downloads
yep, I did that and reinstalled the game every time I got the error, but it didn't solve anything, I also deleted the zomboid folder in users, nothing, the same
I did not know what I was doing specifically, thank you for explaining to me
You should also unsubscribe from any workshop content you recently subscribed to if verifying didn't work.
I did that too xD, I don't think it's a problem with steam or mods, at least I would like to believe it, I will unsubscribe from the content of the ws and subscribe again.
try running the game before you resubscribe
It's funny you know?, this did not happen in the b40
but you said a third party loader fixed the issue?
gotta
yes
let me explain
This error also happened when I started the game without any type of mod or anything like that, and then I had to install something called AdoptOpenJDK, which I deduce is third-party java
this third-party java not only solved this error, but also optimized the game a lot
I would take this over to #old_techsupport - it sounds like your java may be out of date
HAhaHAhahSasfnjanf, believe me, I wish it was just that, but it's something else, I don't know
super weird
As far as I know pz doesn't rely on java versions your computer is running. At least that's what I understand from dev talk about it. It is worth confirming with them
The game is bundled with two Java distributions - 32x and 64x version
So no, you do not need to have Java installed to run the game
How are you launching the game and which OS platform are you running?
If you are launching the game with the bat or sh script in root directory you are then using the bundled Java distribution, that is if that is available otherwise you would get an error
I am running it from bat x64 in windows 10, because if I run it from steam the game goes to 8 fps, I need this ApodtOpenJDK so that the game has a decent framerate
also try to copy and paste the mods to the root folder of the game and it keeps crashing in the same way
Hi guys!
Does somebody knows if there's an event that's triggered when eating something?
You should be able to set the event method yourself
Take a look at Food#setOnEat method
Can anyone tell me why when I import my .obj into fragmotion it looks all broken?
what are you attempting to achieve?
Well I'm trying to make this into a .x, when I do export it as a .x and try to use it for my mod it just doesn't show up in game.
use legacy versions of blender to export
This is what it looks like in blender
What do I use to export to .x in blender 2.91?
OR do I have to revert to an older version
No it's just that someone told me to export my model as an obj and import it to fragmotion and then export it to .x with that.
I don't really think I need to animate anything.
use blender instead
direct export to the game
when modding, minimalize any level of convolution
So use .fbx right?
the game is moving there iirc
yep
.X is deprecating since microsoft doesnt care anymore
This is my first time ever 3d modelling something so I'm pretty new to all of this. I'd never even heard of .x prior to trying to make this mod.
I appreciate it
👌
and to clear up the fragmotion thing
peach is correct
it can be used for that
Sorry, who's Peach?
authenticpeach
Oh I see that's who told me about fragmotion originally.
So where should I put my new weapons model exactly? Do I replicate the file structure for where other firearms are?
something like this? \media\models_x\weapons\firearm
for some reason it's not showing up in game, my hands are just empty when I equip and aim it.
I'm pretty sure I properly scaled it I exported the handgun model into blender and scaled it accordingly.
you scripted the model right?
Could you elaborate please.
in scripts you have to tell the game what are the models to use as well as where to apply the models
I'm pretty sure I've done everything right, should I post it here?
sure
uh its over 2k characters guess ill use pastebin
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
that appears to be the item script
check out models_items inside of media/scripts for an example of scripting models into the game
line them up like these
the second links the model
the first links the second script
basically
it needs the model loading script to tell the item script what its loading
I think I understand
This generally applies to any asset, the game doesn't just grab anything in the media directory and subfolders - most of whats in those folders are copies of what the game has stored - those are just copies.
so I make a new models_items.txt inside my mods scripts folder first correct?
I don't think the name has to be the same
I have seen it not work putting two module script blocks within the same file though- I haven't confirmed that though.
module Base
{
model maxim
{
mesh = weapons/firearm/maxim,
}
Should it look like this?
thats the models filename
yes
so should i rename the .txt to something else?
you can if you want- I don't think it matters
ill just try it as is.
hmm seems my game keeps crashing now.
Now my game keeps crashing and the log says this [17-05-21 20:34:54.616] ERROR: General , 1621298094616> GameWindow.uncaughtException> Unhandled java.lang.OutOfMemoryError thrown by thread MainThread..
[17-05-21 20:34:54.618] ERROR: General , 1621298094618> ExceptionLogger.logException> Exception thrown java.lang.OutOfMemoryError: Java heap space at Arrays.copyOf line:3181. Message: Unhandled java.lang.OutOfMemoryError thrown by thread MainThread..
[17-05-21 20:34:54.618] ERROR: General , 1621298094618> DebugLogStream.printException> Stack trace:.
[17-05-21 20:34:54.619] LOG : General , 1621298094619> GameThread exited..
make sure you have all your {}'s
oh damn, I think your right.
it looked like this.
It should look like this right?
whoops lol
happens
yep, boots up instantly now haha
Ah the model shows up on the ground now just still not in the hands hmm.
I would look at how the other guns are scripted
there's scripts for onground models as well as in hand stuff
Nice dude
@craggy furnace Would you happen to know what I need to do at this point?
Hmm it appears I was incorrect and I did not scale my model properly haha
Or, idk I mean it looks normal when it's on the ground thats weird.
It’s the object orientation
import an object from zomboid thats similar in size
put the model next to it an orient and size it
save the size
done
Weird, I thought I did that already. I imported the handgun_03 model into fragmotion, exported it as an fbx and put it into blender then scaled my model too it.
yeah see.
sorry exported an obj
So do you know why it would be so weird in game if i have done what you said?
ctrl-a to apply the transforms (or make them "real" in other words)
what throttle said
but i didnt change anything.
thats what it looks like directly after I imported the handgun_03 obj from fragmotion
sorry, only scanned chat real quick. you're sure the transforms are zeroed out?
I have no idea what that means haha.
I'm very new to 3d modelling this is the first thing I've ever modeled on my own.
gotcha, one sec
hit 'n' to show the transform panel, location/rotation should be all zero, and scale should all be 1. Ctrl-A to apply transforms if they aren't
ah, gotta be in object mode first
ok cool, next thing to try is setting the scale to either 0.1 or 0.01 in the export settings i think.
nah
well its not as big ill try 0.01 now
i don't use blender often, sorry if i don't remember some specifics 🙂
Oh please don't worry you all have been extremely friendly dealing with my noobiness.
Epic, it's size is normal now it just seems that it's backwards haha.
which way should I rotate it do you think.
wait i think i might have figured it out
well there we go, I got it oriented properly.
Thank you very much @grizzled grove @craggy furnace @sour island I finally got this working 🙂
grats 🙂
Now all I gotta do is work on balancing the distributions for an integrally suppresed 9mm handgun haha.
This looks interesting, is it based on a real gun?
Yep, the Maxim 9 made by silencerco I believe. It's integrally suppresed.
I just love the look of them
It's intended to be a highly sought after weapon as it's integrally suppresed (I achieved this effect by lowering the sound range, I believe I set it to about 10.) I tried to make it realistic, you won't be able to clear a building of zombies and not have any on the surrounding floors/rooms notice, but you may not attract zombies that are roaming the streets.
kek
mw3 gun
if blender were a person i would give them the most SLOPPIEST of the TOPPIES
I've released my mod for anyone who may be interested https://steamcommunity.com/sharedfiles/filedetails/?id=2490549401
About how many vertices should I be aiming for on a weapon model?
Always aim as low as possible without sacrificing fidelity
Oh shit the new cyberpunk esque gun
Ballpark range for something like a warhammer?
People will give you different numbers depending on their style
I've once seen a simple barrel with 20k triangles made by a really popular modder in Cities Skylines
If you ask him he would say a minimum of 10k triangles for a cube 😄
I usually aim for below 100 vertices
But its because i feel pleasure by going as lp as possible 😄
300-500 vertices should be fine still.
But overall i think. The less geometric details, the better it looks ingame.
I have noticed that if you have a high poly object ingame it kind of "flickers"
This is a low poly tool i have created for my “Bushcraft Gear” mod series.
https://steamcommunity.com/sharedfiles/filedetails/?id=2423906082&searchtext= - Low poly hand hatchet - A 'Project zomboid' mod - 3D model by Minimalistiker (@Minimalistiker) [02ad334]
For some reason the unlock sound keeps looping, and i dont know which mod is doing it
I also dont feel like disableing my mods list 1 by 1 to find the mod thats doing it. is there any way to find out which mod is doing it
Use a JVM debugger
whats that
is it friendly to people that dont know much about coding?
That's a relative question, since it depends on how much you know about software development
nothing
This is standard procedure for debugging anything Java related
It's either that or disabling your mods one by one
In that case forget about what I said, just disable the mods 😅
;-,
You can do the 50/50 method
Disable first half of your mods and see if it still happening
how would one make a clothing mod (which the clothing is based off of already ingame pieces) and add it to loot pools?
nice
is there a mod that reduces the zombie vision at night?
Isnt that a thing by default?
I always feel so sneaky at night
dont know if its a thing, but I think zombies at night should have very low vision, (so you could just sneak through them as long as you are quiet)
what are GUID's when it comes to items
Красаучыг!)
Anybody here play with Hydrocraft?
yeah
I need a hand with building basic wooden walls
IDK where to find the recipe for them or if it's even available
GUID's are reference identifiers that the game uses to call upon for a particular clothing item.
Not from what I can see by looking at the code
Only light level of the tile dictates whether you will be seen or not
I just released a handgun on the workshop, here's the statistics for my model if you are interested. It's not very detailed.
Thanks, just what I was looking for
Does anybody here know good resources for hydrocraft?
I.e. a guide to using it, etc?
using them?
I want to build a shack, idk how to do that
It's probably blindingly obvious but here I am
is it not done through the build menu?
right clicking the ground - maybe with a hammer equipped?
no clue, I avoid that mod so I can't speak to how it's designed
this is proving most daunting
time to dredge the entire hydrocraft items list until I find what I'm after
unless hydrocraft intentionallly disables the carpentry menu for some reason, having a hammer with you should show that as an option when you right click the ground
but it doesn't
what kind of hammer are you using? I tihnk the game only considers the standard vanilla hammer
That's the only one I have
For some reason I have an Advanced Building menu I can access, but not the basic one
the advanced one only shows things like brick walls and glass roofs
is advanced building menu separate from hydrocraft?
if the advanced menu cancels out the basic it may be hardcoded
my clothing spawns in loot distribution, but it doesn't show on the character when worn
any ideas?
you mean visually?
yes
did you script both the models as well as items?
i think i did
When scripting you write everything within module Base {} or another module name and import from base
the item is under an item block, but you also need to include a model block
to tell the game what mesh and texture to use
Someone should really write a visual API or something
so where do i put that model block in? because it's in the xml files for the clothes
Invisible clothing is a common error in this process. This happens when you don't add an addition to your copy of the GUID table.
where is said GUID table, and how do i apply it in
\Steam\steamapps\common\ProjectZomboid\media
where in there, is it exactly
its in that folder, not in any subfolder
what's the file called?
fileGuidTable.xml
ah
thank you
so i should put that into the mod data folder too, and edit it to include said clothing
You add an addition to it at the end or something like
<files>
<path>media/clothing/clothingItems/Zed_Skin.xml</path>
<guid>ff6a89d6-0609-43e6-98e9-e271ed15fa19</guid>
</files>
<!-- Authentic Z Custom Clothing -->
<files>
<path>media/clothing/clothingItems/Tshirt_Rochelle.xml</path>
<guid>00f5f41c-8075-44cb-adb3-c85fcb7315b4</guid>
</files>
no leave the file as is
okay
this is my file directory on my mod
okay
NP 🙂
you don't need the entire lvanilla list, your version of FileGuisTable.xml can have just your addition, unless you plan to use the vanilla items in your own zombie outfits
ah okay
There's also a discord
Reason: Posted an invite
okay, so my clothing item isn't showing, however it spawns in
this is my mod folder, is there anything missing?
So the txt script is working, as the item exists in your inventory+as a sprite. That leaves it to the .XMLs. We are not getting a texture error, rather that its invisible. I suggest looking at the .XMLs, in particular if the new GUIDs match and if they are referencing the files correctly. Also note that pretty much everything except the texture reference in the .XMLs are case-sensitive, so look out for that.
so the xmls in the clothing folder and comparing it to the ones in the guid's, yes?
yeah compare the clothingitem.xml to the GUID table reference and also if the .txt script links to the clothingitem.xml correctly
okay so the guid's are the same, do i name the .txt script links to the clothingitem.xml file name or the name given inside of those
So for example, I have the item name and the clothingItem name as the same, but the clothingitem name (line 3), has to be the same name as the clothingitem.xml. Therefore I have a "Hat_Gibus.xml". That's all I mean for this part.
same GUIDs? I don't think it's the purpose for which they exist, generate your own here https://www.guidgenerator.com/online-guid-generator.aspx
so those are the same, i'll try generating the guids
This is all granted that you have created your own and are using them here.
Man modding in clothing sounds so much more difficult than a weapon. I don't even know what a GUID is lol.
don't be intimidated by it, its just a string of seemingly random characters that is used as an ID for something
I see.
ok i'll boot it up now and see if it works
How come weapons dont need guid's?
The player does not wear it. They are not clothingitems. The attachment system is separate from this.
Hmm
- the fileGUIDTable, but you showed that previously. That is all in terms of files.
why did you copy all of those skinned models over, are you using them?
yes
i'm just attempting to make a retexture of the normal army fatigues
as a new item
nice camo very kek
but what does that have to do with the Skinned Beards and Hair model folders?
i just pulled the entire thing over
(I know not the root issue)
should i delete those?
Yeah you don't need those, nor the body models
you can zip me your mod folder and dm it
as in: the mod, yes?
yes
ok
ok issue 1 is that you forgot a "<" to end the texture choices section
should be this
ok
Hi all! does any one know mod to not hide hair under hats (dont turn hair to ponytale while wearing hats or headgear). I definitely saw this mod in steam workshop but now cannot find. Sorry for my bad english.
it should be this one @prisma halo https://steamcommunity.com/sharedfiles/filedetails/?id=2447729538
Thanks a lot.
no problem
ah
that is most likely it
try it out and send a screenshot
i will, thanks
the pants work, oddly enough
the jacket doesn't
i did both of the corrections you pointed out
don't need that "/" on second to last line, before closing <textureChoices> statement
You are fully restarting the game when doing these tests right?
yes
hmmm
i really need to just release my BDU upgrades
i was going to do tiger stripe too
its been on the shelf forever
helicopters took priority
i found the issue
a missing slash at the end of that texturechoices
@late hound thank you for your help man
hah!
i really appreciate the help for my first mod
alrighty
thank you alot
do test out your distros before you release this, I thought I saw a few things that were incorrect
no problem, glad to have helped!
yeah thank you man
lol
You even have the pants bloused, yes
very sexy
Base game PZ looks ugly
Any plans to work on it?
working on it now
Nice, now I can look like an actual marine, sexy boots and sleeves up.
Anyone working on replacing the vanilla military vests with textured plate carriers?
I think paw paw low loot might have that
I think so as well. I was just wondering if anyone was working on retexturing the vanilla ones.
Well they would need a remodel to look good, im not sure if thats possible. I know that retexture is possible tho
Do mods always overwrite basegame?
Some do intentionally with ItemTweaker API mod (The proper way), other do by verbatim overwrite, which isn't the proper way to do it.
Or another good way (the workaround) is to create a new item altogether and have it work the same way as you want it. That way you have full control over what you are doing and not worry about overwrites or conflicts. Question is very general, it depends on what you want.
@late hound It worked out to bind to the body and bones, everything moves as it should.
Now the problem with exporting to the game. I have tried different ways to export to .X format, but the model is not displayed. (with registration in the registry everything is ok, the problem is with the model)
what are you making?
Jacket model
ok, make sure you apply it to the respective bones and delete the bones you are not using, then export to .FBX
Also don't forget to apply the weight maps to it before you export to fbx.
is that how it should be?
Maybe? I have not made a skinned model jacket or torso model before.
when saving to .FBX do you need to select some parameters?
I use the newest version of Blender. I also have been modeling my models on ThrottleKitty's FBX reference player models, so I don't have to deal with any scaling issues.
I'll save in 2.8 with these parameters.
Still does not see.
Look plise where there is a mistake
another thing you got to do is remove the vertex groups that of the bones that you are not using
I'll try it now
I cleaned it, but everything is still
maybe because of the format the game does not see the model.
Are you running the debug mode?? In the game
Does it have a texture and did you apply object transform?
texture is, UV scan too
You should, that tell you if you have a skindata error or just visual bad config
<?xml version="1.0" encoding="utf-8"?>
<clothingItem>
<m_MaleModel>skinned\clothes\0</m_MaleModel>
<m_FemaleModel>skinned\clothes\0</m_FemaleModel>
<m_GUID>sfdress0-time-dung-0000-000000000002</m_GUID>
<m_Static>false</m_Static>
<m_AllowRandomHue>false</m_AllowRandomHue>
<m_AllowRandomTint>false</m_AllowRandomTint>
<m_AttachBone></m_AttachBone>
<m_Masks>13</m_Masks>
<m_Masks>14</m_Masks>
<m_Masks>3</m_Masks>
<m_Masks>5</m_Masks>
<m_UnderlayMasksFolder>media/textures/Clothes/Jacket/Masks</m_UnderlayMasksFolder>
<textureChoices>clothes\1</textureChoices>
</clothingItem>
model "0"
texture "1"
the problem is in the model
Can you make a screenshot instead?
Script too
I had same error when i made a clothing item. In the end it was a script error
Your clothing item name is 0?
yes
I also have never seen that kind of fileguid before but ig it works
You shoukd get notepad++ it has dark mode and gives a better overview
I'm just doing a test model to see how it works
Can i also see script?
the script is working. The problem is in the 3d model!
Can i see it anyways?
I just wanna help
media\clothing\clothingItems
in clothing.xml ordered
media\scripts\clothing\clothing_jacket.txt
item 011
{
Type = Clothing,
DisplayName = 011,
ClothingItem = 011,
BodyLocation = Jacket,
BloodLocation = Jacket,
Icon = JacketSuitTux,
RunSpeedModifier = 0.93,
CombatSpeedModifier = 0.95,
ScratchDefense = 20,
NeckProtectionModifier = 0.5,
Insulation = 0.40,
WindResistance = 0.2,
FabricType = Cotton,
Weight = 2,
}
in fileGuidTable.xml ordered
Your clothing item name here is 011
In the xml its 0
@rapid granite
I suggest you name everything the same
Models, textures, everything
Are you exporting with blender 2.79 directx addon?
I was advised to export to .fbx
I export to blender 2.9 in .fbx
directx addons, export settings. question with animation.
All original game files for clothing models have animation.
looked through in fragMOTION
Are you trying to make an animated clothing item with a new model?
I'm making a jacket.
I dont think anyone ever made a remodeled jacket before.. i dont think its currently possible?
Its possible to retexture existing items or make non animated items
Look at that
I believe it is possible.
I think I saw a video on it
Might be, but is it worth trying to do without the tools that the devs are using?
It’s the same process of making any other type of skinned model. You just apply a number of different bones for the export.
Has anyone made a mod with that before?
There are quite a few backpack mods out there that use a custom skinned model. I made your jerrycan into a skinned model. I also made a clown nose and a cigarette model into skinned models. I also believe soul filcher and throttle kitty made hazmat-suit based skinned models that changed the shape of the player model back in march. The sky is the limit on this front, I would say.
Developers should be asked to throw off the blender file with the walking animation to which all the clothes are tied.
And where the -1 frame is taken in the original pose of the model.
and ask them how they exported to .X format
We don’t need to export to .X format though. You also tie it to the animation of a bone, so it doesn’t matter what the original pose of a certain frame was. Though it would be helpful to know what bones should be assigned per model type.
I’ll help you out with the testing of your model later today after my classes.
@late hound
most likely the model and bones that I have are probably out of date.
It is necessary to ask the developer responsible for the models and animations.
If you used throttle kittys reference models, then it’s not out of date
oh, thats why it was all stetchy..
if you make it a static model then it wont stretch.
I would like to ask the developer. have to find out from him.
Only where can you find them and ask a question
Nice
They use 3ds max, and wrote a proprietary .x exporter. The devs are all hands on deck for multiplayer stuff right now, but I'm told that we should be getting more/better info at some point afterward. They're shifting toward .fbx for 3d anyway (I still can't get fbx animations to work properly, but don't have much else to go on right now for troubleshooting). Right now the best character skeleton is the male/female set that i put together, nothing is out of date in it
is this correct ?
VehicleZoneDistribution.fire.vehicles["Base.85vicfire"] = {index = -1, spawnChance = 30};
@throttlekitty Thanks. then through 3d max is imported into the game.
You still need to somehow open .X files with clothes in a blender.
So far I have only been able to open it in fragmotion, but haven’t found a way to convert it to a blender.
How do I see what's causing errors?
I see like "errors 950"
Can I see a console?
Using some big modpack
@fresh steppe go to #old_techsupport
check your local zomboid folder ( the one with the saves ) there should be a console log in ther
Good evening, I don't know if I'am allowed to just ask questions in here or if I'm in the right channel, but is there an "easy" way to add items to the starter kit, that don't come from the original game, but were added via mods? Do I just add another line containing the name of said items in /lua/server/xpsystem? Or advanced shenannigans if the item isn't in the base game?
i havent messed with that yet but ill send you a mod that adds new starting items, maybe you can find something usefull there:
with how updated the current build for Super survivors is, do you guys think Serious Survivors is still worth the download?
no
Hey guys, do you think my workshop pages description provides enough information? If not what do you think I should include? https://steamcommunity.com/sharedfiles/filedetails/?id=2490549401
Maybe another screenshot or two, wouldn't hurt.
I personally like mods that show off what they have in them
hmm, wonder what i should take for screenshots.
one shooting at some zombies, the other a zoomed in pic of the gun holstered on a character or the gun on the floor
@rapid granite I managed to get your model in-game, but as you can see...some things didn't work out. Maybe I assigned too many or too few bones, not sure on what. It would take some more time to figure that out.
Good ideas.
make the selection of which part is linked to which bone group, transfer weights, might work
anyone using the toxic fog mod, what to do if you cant find a mask?
Whatcha think? @late hound
Good screenshot!
is the death instant?
Also this one showing an impact
No, the HP goes down gradually IIRC
but I take it since the fog last long it will inevitably kill if you havent find a mask right?
Yes
thought there was some makeshift way to make a mask or something, but if its basically secure death then this is a bit too much
There is this : "Maybe there is some way you can fashion a rudimentary respirator? And maybe there is some way to treat yourself when sickened by this pestilent miasma?"
I can look into the recipes for you
ah here we go
Makeshift mask...cloth draped over face?
yeah reading those lines made me think it was possible
just couldnt find the recipes in game
or like a plastic bottle with some thread or something (like that cloverfield 10 lane movie)
wait let me try again then
cause I wrote gas / mask on the recipes and didnt find anything
unless it requires to read a book/magazine to know how to craft them
oh wait, it does
does the fog kills you if you are inside a house?
no
One would think the toxic fog would seep into houses as well
Those houses in the 90's were not exactly airlocks
yeah, tho I guess that balances it if you didnt find a mask
wonder if Im protected inside a selfbuild house
Put four walls around yourself without roof and you're protected
being drunk helps
and being indoors
thanks yar
when you go to spiffos every 6 hours
JAJA yeah in blender the clothes looks nice, but in the game... lmao
You should add the picture of the french dev in also lol
for some reason, this and this alone refuses to save position data and size
very cool PZ modding tools
Thank you so much!
2 questions:
- in what format did you save the model?
- stupid question. what you really need to delete?, you can throw a screenshot
Naturally, export it in .fbx format and you need remove the base model of player (basically, only what you want show in the game)
Clear.
@rapid granite Will you release your clothing soon? They look 💯
Still not displayed.
you can drop your .fbx file.
As soon as I figure out how to insert the model into the game.
Your model is visible, but my converted one is not.
I never found an error.
Dakka
how i can get this model ?
you dont 🙂 im making a mod out of it
inspired from the metro gatling gun and now being added to the scrap gun mod
Are players gonna be able to carry it or is it more like a turret?
How would youe ven make it a turret ;v
If someone provides me the code sure xD
right now they can carry it. this is only the light variant with 3 barrels instead of 5, and a smaller ammo box
We can collaborate on it if you want, I believe we can make it into a turret without too much problems
that would need animations tho?
i mean sure, i guess we can try
That would be more difficult to do though 🤔
I would need to look at examples of animated IsoObjects (if there are any of course)
I am confident I can give you a muzzle flash though
@late hound was gonna make a tutorial on animations?
just give it 32 different sprites for each direction? that would change to where the player is aiming
you are gonna make it like a furniture moveable right?
Yes that would work 👍
Make it into a regular holdable weapon for now
And make a suggestion in #mod-ideas about the turret
as you can see, the gatling uses a car battery as power source, i guess the stationary variant could have that removed and would have to be connected to a generator / any other modded power source?
We can work on it later, I am definitely in support of the turret idea
Remember to submit an idea suggestion, otherwise I guarantee I will forget it 🤪
Idk if you're aware but there's an issue with repeated fire
im aware, and i dont care
👍
besides? once the devs overhaul guns it will probably fix itself?
in the best case*
Yeah, just figured if you expected to have a fully automatic gun it's going to be disappointing
its not full auto, its brrrtt
Are you using the debug mode in the game? if you dont get a skinning error or "Failed to load asset" on console, probably you are not config the UV Map, try using a full white texture
@main lion Those looks awesome! Do the Night vision-goggles actually work though?
not yet!
thanks for making mods brita
Thats normal for me
I dont know which sound i should give it
Layer a normal gun noise, add a rattle, and zapping
How would i google that lol
i usaly get my gun sounds from youtube
Oh I use audacity (free) and sound libraries (also free)
you have a good sound library?
Not home atm, but you can just Google free sound libraries
You can have audacity record computer audio too
Oh realy?
Yeah
im cringing so hard becouse i tried to record sound via streamlabs and somehow squish it into audacitya
I made all the sounds in Vanilla Weapons Expanded
huh
Oh that mod
idk why this isnt on front page
It's a mod, I made random items that had models already in the game weapons and overhauled the sound a bit
looks rad!
still fun to occasionaly whack your friend with a random item in splitscren tho
Smashing bottles and mugs is satisfying
If bottles don't break they make a ping sound that makes me happy
Unfortunately item types are very particular and you can't use food or bags
So bottles, kettles, pots, etc have to be empty
when i try to record via audacity i get a -9999 error
Make sure the top right is set to computer audio
Never had an error like that before
the top right'p
not sure where
the second tab?
Also I guess I need to update my audacity
The gray boxes, right above the ruler/time scale
Primary soundtransmitter
it only lets me select 2 other mics which i no longer have
Hm, what does the drop down all the way to the left say
i can select headsets there and primary sound transmitter
wait no
that was right
Gotta go for a bit, but I would google it- you may have to change settings too
on left i have windows WASAPI and MME and Directsound
select wasapi - select speakers as mic
already figured it out 🙂
👍
I like the Karambit from blacklist as well.
RPD Crown Vic : )
prefer the old model
god bless police cars from the 70s-90s
I hope we can make the ammo for that beast
Yo is there and if so where is the armory in the prison?
yes
if you are asking that question then you have already made peace with your death
shit lol
you are going to die lol
😢
why is there so few mods that add furniture/things to build (even decorative)
is it too complex or is there a mod I can copy to start making custom furniture?
because making it is a complex and involved process
usually, people who make furniture around here do it in blender first
i installed some kind of modpack so i have a tooon of mods, i think thats in this one
I dont mean the modeling tho, can get those sprites in 2d no problem, but the issue is placing them in game (requiring planks/nails/etc)
Nope need sledgehammer
wait, you mean as in like a recipe?
i have never delved deep into furniture at all
oh I mean, putting the visuals aside
being able to make like a desk or table, or fancy object
then place it as furniture
🤔
ah yes
this is a complex mod, and it does add an item
but how is there no more furniture or decorative items in the workshop
to be honest
even plants or flowers, not a single mod
this community has a hard on for guns
haha ok thats true
all the attention goes there
I mean not a single fancy gun holder
only now does the game have the systems and intellect/talent and general will to make other things now
pretty sure in the modpack i got had a ton of decorative sutff?
i know your pain
agreed
i have wanted furniture gun racks for a long time
but to let you onto a little secret
which modpack?
its possible all furniture may one day become 3D
What is wrong with this prison map tho? I spawn in a cell with 3 zombies lol
3 seconds in:
uhh i'll check in a sec
I mean, considering how much time mp is taking, I assumy my grandchildren will be able to see 3d furniture
I know, every thursday Im like 
clientside zombies?
ye
the thing is, 3d furniture sounds like something that will happen tbf, tho still a bit weird that in many years not a single person added like, pretty flowers
hydrocraft was the only mod for that
but whilest everyone is in denial
HC will deprecate
its too much
last time i read the recipes internally for HC i wanted to throw myself off a cliff
finished my base aaaand thats it, nothing I can do to prettyfy it
plus they are going to have to redo ALL loot tables
So the reason why there are so few mods that add additional furniture is its tied into the map making process. Its made with the same tools (TileZed) and you import your sprites into it. You then give it the values that you want attributed to it, then you export it as a .tiles file. Then from there you can add your additional code to it to make it an item and tie in any meaningful uses for your piece of furniture. It's like three mods types into one - map making, item creation, and code based. AND your sprite gotta look nice, so there's the art factor to it.
@craggy furnace all I find is a basketball and some crap in the armory? lol
not even a single gun? 👀
I have the art factor covered, and wasnt looking for functionality (besides being plant variations), but damn I see your point
its a pain in the ass
you dont simply dip your fingers into PZ modding really
the deeper you go you are basically pulling the guts out
Steam Workshop: Project Zomboid. [img]https://i.imgur.com/cKVBRWw.gif[/img]
[h2]A vanilla(ish)-friendly collection of PZ mods for v41.x[/h2]
A ever-growing (and sometimes shrinking) collection of mods I enjoy using in Project Zom
what kind of decorative things does it have?
so yeah, you don't need to add additional code, but you need to learn how to import your sprite into tilezed tiles creation format, then give it the right tile properties. It will then give it a name like Recreation01-06, that is the name you have to refer to when you make it an item in your scripts .txt file. So yeah this whole process is very involved.
could you link this one?
is there any mod that did this so maybe I can copy and start editing from there?
https://steamcommunity.com/sharedfiles/filedetails/?id=2321449952&searchtext=hobby
I believe this one did it, let me confirm.
oh Im currently using that one because it add collectables, but didnt check, let me see
yup it does
Becouse there’s no tutorials that show how to do it
Making a moveable is so tedious.
ok I just saw the files and jesus
One should be made, I would be willing to help create one, but I got to start on the clothing and animations tutorials 😄
Make an animation tutorial
if anything, one that allows a built base to look override by nature, we can see this with normal buildings that start to get some vegetation on them, but would be nice to have some tree house vibe stuff
like tons of plants and shit over the tiles
that is very possible with enough time, knowledge, and effort
That would be so cool
Imagine being on top of a city block with a garden like that
Train mod when?
but yeah, however if what shark says (3d furniture) comes to happen (which will very likely happen in some years) I dont think it will happen, hopefully tho, my base is so ugly I need excuses to go looting..
Probably the same guys that made boats will add dis sooner or later
that was my first option (and I used it some years ago) but its very unbalanced
some planks of wood and you can make metal walls
ahh
ancient chinese secret
cant you configure it?
Does it allow to make garage doors?
no
also for some reason I cant make it work with https://steamcommunity.com/sharedfiles/filedetails/?id=1832608432&searchtext=build+menu
Heya, I need to update the enabled mods list info on that for it to still work properly.
Or read the changenotes one by one, but that's no fun
Okay I updated it.
Could anybody try to help me shorten the length of timed actions in planetalgol's worse searching? I love the mod, it makes it a lot more immersive but I'd just like to cut the time in half or so.
Wouldn't hurt to ask him
I would but I know all of his workshop pages say otherwise, so I'm a bit cautious to do so lol
You asking him to change his mod for you vs you asking for some tips on what parameters might need fiddling with to tune it the way you want could be two different conversations.
you can always change it youself too, it just requires you changing 1 line of code
in this case anyway
Yeah thats what I thought, I decided to look into it but I couldn't figure out the exact line that does it
DM me the file and I can tell you
I myself am completely confused.
I export your file to .fbx unchanged, and everything is visible.
I remove the body and leave the jacket, also export to .fbx
the game does not see.
What you get on console? any error?
Yeah, you are getting "Failed to load asset" honestly idk much about moddeling and things like that, but apparently is a error when a vertex not are properly connected with the rest of armature structure, Try remove vertex from model base until only show your model
For example, I did a model about some Elbow Pads, and for not get that error, I added a square with vertex with the armature data
(I know there is surely a method to avoid this, but it is a measure until I know how make it correctly lmao)
Oooh those are cool
Fixed it! I did remove vertex, and it turns out that not all bones had weights on the model.
Hi other modders -> small question related to getModData(), i understand its a java array there for integer indexes. Is there though anyway to use string key indexes ? Say like :
self.javaObject:getModData()["pzarchangel"] = {
["items"] = {},
["center_piece"] = nil,
}
if not i am resorting to doing :
self.javaObject:getModData()["pzarchangel"] = {
[0] = {"items" = {}},
[1] = {"center_piece" = nil},
}
--
elaborating. modData is iterated using snippet :
for k=0, t:size() -1 do
local v = known:get(k)
...
end
this will iterate over all integer keys of the lua-java array 't'
but will not iterate over named keys.
