#mapping
1 messages Β· Page 186 of 1
Could make some cool non-euclidean environments with this
Yeah what was Ekron on the map is closer to irl Lickskillet, and this new place that got added definitely looks WAY more like Ekron, so maybe what we know as Ekron will be changed to Lickskillet?
Maybe try adding the emptyroom definition on the other floors too and see if that helps?
did that and it solves the seethrough the floor but it looks wonky, see the weird shadows?
Huh yeah thats weird π€
yep, i dont know which way should i keep the map tho xD I wish there was a "cleaner" workaround
Hey what program do i need for mapping
You can download the Project Zomboid Modding tools from steam. And I recommend these videos if you have no experience in mapping in PZ. https://www.youtube.com/watch?v=zKMrQsxyXTQ
In this short video I will quickly show where you can find the project zomboid mapping tools, both on steam and on the indiestone forums.
For a link to the forums please click here:
https://theindiestone.com/forums/index.php?/forum/64-mapping/
And if you want to support me here is a link to my patreon:
https://www.patreon.com/DaddyDirkieDirk
It is easy to pick up ^^
Do you model too marc?
Nah, I'm so bad at artistic fields hahah I'm just messing around and i try to do my best
Hey thats kool, im glad you were around to help my little question
Ive got some neat ideas that i think will get picked up pretty quick but it might take a while to make alone
Good luck π
mehh
what i don't like about emptyoutside: these are definitely rooms. look at the end of your alley. there are faded walls
when i did that, those emptyoutside areas even went dark sometimes, because there was no light switch π
Make sure the internal name is set to emptyoutside
v
mm will try that
nah it does not work, the only way it worked is as moeki told me with the internal name "empty"
are you manually drawing this because my god do they look perfect
yeah, in photoshop
dude, they look insanely accurate
thanks man :)
just dreading getting to the acutal mapping
i need more mapping boyos
if you need any help let me know
ive made a few dwinky maps here and there
hell, id appreciate it
and so would my entire community
u down to DM?
yeah dm me, i have a lot of dm's tho so might not respond immediately.... im a bit of a lazy bastard right now
lol all good
we have a heat wave going on here in Leeds tbh
so im sat here suffering
ive heard
im a texan, 115 F outside
but i got AC
Any tuts on landscape generation by image painting?
yeah, dirk's tutorials are great
last spam
i like the spam, please continue π
heehhe
wha dat
Museum
All the exhibition halls
Have I dug myself a deeper hole? yep, but it'll be good when it's finished
Cooling tower, building for the new construction zone of Eerie Country.
Hello survivors, today I will show you the creation of a water cooling tower that will be part of my next plans to expand Eerie Country.
More details about this construction in my patreon:
https://www.patreon.com/posts/69313358
Si quieres apoyarme para seguir subiendo contenid...
Yay, content that makes one feel right at home
cool. as moeki said. emptyoutside isnt perfect. for the second floor use a randomly named room (void) and set internal walls,flooring and grime to none. fix whatever walls break with the individual wall tool
there is no internal room definition for emptyoutside
emptyoutside is the internal name/room definition, the "name" can be anything and is only for inside the editor
hmm mine is weird then because its opposite. when i draw a room named EmptyOutside it has no visible walls, the internal name can be anything but i use none/empty as my default.
is this vanilla?
i guess all your seeing is to do with adding an invisible room and not to do with the room def itself as emptyoutside shouldn't even have capital letters in it and is only used to hide upper parts of buildings/roofs that are not over an internal room def when your underneath them
hmm thats exactly what i used it for in this building. the central stair case was horrible ingame and the building was strange too look at when the center had no room def. working fine now but no room definition
internal names are the only ones used in game, names are just for the editor
not sure whats going on there but that has nothing to do with emptyoutside as that is something that only takes effect in game
beats me π€·ββοΈ name = emptyoutside roomdef=room2 VS name = yes roomdef = emptyoutside (displaying as Nil)
okay so i take this back. internal definition for emptyoutside definitely works better. and for me, having the name as the same helps by automatically hiding the walls and floor when generated. there is also no shadow which is much nicer
yeah the south farm is what really sold it for me when i looked, its basically an exact recreation
there version will be amazing, they always add more sass to a location and more character im hoping we will see some cool little brands of stores or something
maybe even a little dig at the fact they call themselves a city with a grand population of 140 π
So youre gonna make NEW New Ekron after they make this right? 
hell to the no, im done with map modding
i burnt out for the final time π
Yeah i get that youve done a LOT so i feel like thats only natural eventually
I'll probs make a few tiles here and there when im bored but i must admit its refreshing to be gaming again and not thinking so much about weird random ideas @winged epoch
i trhink it was 140 back in 1990's i totally forgot been a while
wasnt there already a town ingame that everyone referred to as ekron?
Yes
Mmm i might try this, the thing about my building is that whenever i get to top floor, the 0 floor (ground floor) looks weird. I'll try it this afternoon
why do they not add a pride flag tile lool
grime technician π
btw how did you created those small floors for the balconies? i might need it :3
it looks amazing 
thnks haha
still have a few more buildings in line for erosion application π
i already dread the day i'll hit those 7 storey buildings π
Uhh its gonna be funπ
me eternally
can confirm this is Grimey!
its a custom version of the Industry floor trim
looks neat!
I made progress on making my own tiles, which I started with posters. but when I attempt to place posters on the walls, either ingame or in the editor. they vanish when going on the walls? does anyone know whats wrong?
oh
smh
though how do I fix the ingame issue where it wont place in the proper direction. Such as this being the default orientation when trying to play in the south direction
i did though
I have a tile facing south and east
oh I think i fixed it
I just copied the tile data from an existing ingame painting and just applied that to my posters. but for some reason I had to invert the directions of my posters
swapping the south and east
ya but its weird that the vanilla tiledef didnt work lol, i had to edit it
yeah lol, its not the weirdest thing I've seen PZ do
ive had the headache of dealing with the scuffed book models
i cant believe i didnt get it in....
Hey all, I'm having an issue with some custom tiles I've made. I made these windows and although they smash correctly and removing the glass works too the issue I have is that when I face away from them they look like this:
You cannot see through them at all and when I do face them they look like this:
So I can see through them but they become entirely transparent. Does anyone know what definition I've done wrong as I've copied the commercial vanilla ones and this is still happening :/
someone should recreate The Office in pz lol
hmm not sure what could be wrong. testing now to see how vanilla behaves. how do you place them in building ed?
Dylan did it π
This was the issue, changing full window to wall fixed it, really appreciate that man π
pretty
anyone know why worlded crashes when tryna generate lots?
havent seen that before. can you do cells individually?
ya
think its just a memory issue
its one cell in particular that seems to be causing issues
ya
whats your system memory?
Anyone know where I can find the rules & blends for this map palette?
i think thats Dirkies. not sure if its public
Found it on pztiles.com
I also have it on my map π€£
Everybody using my rules π
Was there blends to along with your rules?
should have locked it behind patreon support π
Well im not sure whats up with your blend files
I actually lost one of my three patreons due to lack of content 
noo its not the OG was it?
It was
I thought about streaming about half a year ago but with the new baby i really dont have the time
Maybe they wanted more cat photos from you π€
I cant even finish my map π
Don't worry, in drips and drabs you'll get there
We'll have a race of 2 tortoises
I need to still zone about 140 cells
Aand then do the map for the entire thing
A good tip would definetly do it as you go
And not at the end
if blends thinks thats a tile then it probably hasnt been defined as an Alias
Thats dope though
lol, also sorry if I came out a bit rude last time we talked. I was just very frustrated and tired lol since it may have been like 1AM or something
I did get the stuff to work though thanks to your videos and also the videos by Azakaela Redfire. I just need to move the textures a bit so they dont conflict with larger tiles suck as ovens and ect
doing it as you go has its downsides aswell. i had to turn off adjacent cells in worlded because it would crash quite often loading all the buildings, map data and zones for 9 cells. especially in town center
No worries π π
To live is to suffer
yo! i got my tile pack posted (finally) so if people want to use the random stuff i make its all here! i might even update it from time to time https://steamcommunity.com/sharedfiles/filedetails/?id=2837923608&searchtext=
Nice, you flipped the vines. Why disnt I thinkof that
Finally made some proper American styled street lights
xD i was inspired by one of your rooftop patios. ithink you used rail tracks and vines on top, or grass
I'll share it with you after I'm done with some touch ups
I made it so it can be as big as you want
You should make a sunken rail so its in the street and not on top
Good on ya mate. Looks like that hard Yakka paid off
You mean like that?
Hmm
Dunno how to make it like that lol
That vanilla porch raised tile they use could work in a kitbash? (?)
Orr trim a vanilla rail down and put it slightly lower on a tile?
need to figure it out somehow
put curbs on eiether side of it. in PS not in tilezed
Yeah, I might end up doing some photoshopped ones
although this area is a bit too complex
i think that looks cool
Could I bother for a link to your rules? The one I have does not match up to the map palette rgb colors.
@silent sierra This is just in photoshop. Its just a suggestion though. It looks good as is
Yeah, that looks nice
But then I would need it for every diagonals
i mocked up one from street blends
Appreciate that. I swear the default blends file defines dirtgrass but for some reason your rules file doesnt. I defined it myself in your rules since the tiles werent being used by any others rules.
And now do it for every single variation of turns
I might do something custom in the future
Might also make tram tracks turns simpler
Nah, so basically when I was tiny (like 2-3 years old) my parents used to call me Dirk instead of Diederik as my full name was quite a mouthfull for such a little brat.
Through the years I never really had a proper username and usually just used Diederik (heck, even my world of warcraft character was named Diederik)
Now my buddies called me Dirkie dirk a handfull of times but it wasn't a reall nickname or anything but I liked the sound of it
So when I became a dad abit over 2 years ago I put daddy in front of it and "daddy Dirkie Dirk" was born,
yes or you could do less angles.
Probably best to keep it as is for now
Yo there are some amazing tiles i could use :3 Might use it for my map β₯οΈ (Do i download the mod itself and then take the .PNGs and put em in the tiles 2x folder?, besides needing the mod ingame?)
dope
lol hi
yep you got it! in your mod.info if you put require=ModID you can have it automatically turn on required mods
cool, thanks man π
LETS GOOOOOOO!
definitely think i need to redo my firestation now with these tiles available 
Feel free to use it if anyone wants it
with this you can make bigger street lights
You going to put it into a pack @silent sierra ?
getting back to working on my map
https://gyazo.com/1512c68b635e2209e349afece8f76e5a it's pretty big idk
@restive swan just curious, does double TV from your pack work as TV?
I assume not, as it would require some custom sprites?
and not exactly sure if it's even possible
It's got the property for tv signal but not sure it has a visual function
Honestly never tested it
@spring widget TY. Champagne time ayeee
The only connection between double-tiled Iso objects is the spritegrid coords. Something like a double tiled TV will place properly, but the game will likely treat each side as a separate TV allowing different channels at same time.
https://gyazo.com/a792eec75672b1b2715d7a978917c3eb anyone have any idea how I could make it look like these poles are connected?
if someone else has made a map, can i add spawnpoints to that map myself with a spawnpoints file for a server, or perhaps create a mod that just adds the spawnpoints (not sure if possible), or would i have to make a copy of the map mod and add them that way?
the map has no spawn points and i wish to use it as the spawn for my server.
Yeah you can do it. Look at the base game files, media/maps/Westpoint. See the two files in there? Those are the two you would need to make a spawn point mod
Alternatively download one of pillows spawn mods. Have a Sus of the mod files
I think you should make an edit to the hay files and make your own vegetation for the marshes, yellow isn't a wet enough color
you need like dark green
maybe make them cat tails
A dam broke and flooded the area!
I donβt disagree
itβs kind of a time concern thing though
best be expeditious
@long sage
I think this might take a literal eternity
Imagine the bases with lvl 6 carpentry and beyond
Staircases and sheet ropes oh my

yeah the mountains are gonna be like the most busted safe area
zombies can't really navigate them
you'd only really have to worry about like, players
not to mention I'm also gonna be adding a dope af cave system to the mountains
UNGA BUNGA INTENSIFIES
I'm having some issues with my custom tiles pack guys. Idk why they dont work in game. To work with them on the editor i put my custom tiles PNGs on the tiles-2x folder, then i have a separate folder, lets say, "Custom tiles" where i throw in the same png's to create the pack file, and also i created a new tiles definition for it. From here, they work on the editor, but when i create the mod i have a folder called "Zomboid"-mods-myMod-media-texture packs where i throw my .pack file (and my tile definitions as well, i dont know if they should be here) but then i can't start the game without any problem but my tiles don't appear
.tiles file (the tile definitions goes in to MODNAME\media
.pack file goes into MODNAME\media\texturepacks
in MODNAME there should a mod.info file (its just a text file)
In that textfile there should be the regular stuff but also in include a:
pack=NAMEOF THE .PACK FILE ( in my case its "pack=diederiks_tile_palooza")
tiledef= NAMEOFTHE.TILES FILE with a number between 100 and 8000 (in my case its "tiledef=diederikv_tile_def 7001")
DONT USE 7001, that will create an issue with my tiles mod, use something else for a number
got it! Thanks a lot π
Two levels are vegetated and floored, 3 levels to go X_X
its looking great Aza! π
This is looking amazing
So how does that work? Is that inside a building?
I wouldnt be suprised to eventually find an old aztec /mayan towering temple in there one day π
This shit mega cool. Maybe I should make some in my map too after all
Imagine when they add animals little mountain sheep living in these caves
would be perfect for Peaches
Guys one question, do stairs work as intended when placed with tiled instead of inside a building?
Or should i make a building without walls and place it there?
What are you trying to do?
Like the ones you don't understand
just make some outside stairs
like my village has 1 level so it'll have 2 places with stairs
How long have you worked on the map? Can't wait to try it 
feels like it's been forever lol
@warped kindle LMK you tile definition name and the number you choose and i will add it to the list so no one else picks it
7575 π
got a name for the definitions?
hello, I'm trying to get into making custom sprites and I'm just wondering if there are any guides in making them? The only guide I found on youtube was made 8 years ago and its in a different language
guides, tuts? nope! xD but if you download TK's photoshop template from the pins and load some vanilla tilesets into it you will see how they line up, are spaced out and cut
other then that its just pixel art and trying to replicate the base game art style
oh alright I see thx
jsut that "adm_custom_tiles_definition" π
Updated my street lights, for even more variation + pedestrian lights (borrowed it from tk tiles)
So now that I finished traffic lights, I finally made tram tracks
Gonna take a while to make all turns though, probably make them simpler
Mm nice
they look good my dude
just if anyone was wondering, it didnt work on my end, i just did a building extend the part of the street i wanted and placed those stairs there. If i placed them on tiled (Furniture Layer 1, because if i did not i could not paint them so close to the building) the character just passed through them.
i see thanks for the update
question. when making overlay files is there any naming convention? or will the game just load each file in the folder?
No convention. I used to have overlays in the same png as the cobtainer and later moved them to a seperate file.
It only needs the overlay file with the info
How do I make a civil war fort without making it gigantique
Maybe the trick is to just add another cell to my map and make it bigger than gigantic
find some good ref π
what kinda of civil war fort
wood
or stone?
there's a good one in the revenant
I'm going to make 2 buildings I've decided
fort kiowa
One is the iconic houses from Manassas national park
ah nice!
And the fort I think will be brick
i likey
This shit look miserable as hell id rather get eaten by confederates
oooh yea
This is what I imagine the house of the rising sun looks like
cheers for the info
custom walls, trims, grime, floors..... havent even started on the wall damage and furnishings.... the Adams family mansion is getting some primo treatment
unseen are some cool overlays that i want to spawn randomly on walls π
unseen?
ahh. did not know that
dude i think thats how you are meant to do the street cracks
overlayMap["blends_street_01_48"] = {{ name = "other", chance = 38, usage = "", tiles = {"floors_overlay_street_01_16", "floors_overlay_street_01_17", "floors_overlay_street_01_18", "floors_overlay_street_01_19", "floors_overlay_street_01_20", "floors_overlay_street_01_21", "floors_overlay_street_01_22", "floors_overlay_street_01_23", "floors_overlay_street_01_24", "floors_overlay_street_01_25", "floors_overlay_street_01_26", "floors_overlay_street_01_27", "floors_overlay_street_01_28", "floors_overlay_street_01_29", "floors_overlay_street_01_30", "floors_overlay_street_01_31", "floors_overlay_street_01_48", "floors_overlay_street_01_49", "floors_overlay_street_01_50", "floors_overlay_street_01_51", "floors_overlay_street_01_52", "floors_overlay_street_01_53", "floors_overlay_street_01_54", "floors_overlay_street_01_55", "floors_overlay_street_01_56", "floors_overlay_street_01_57", "floors_overlay_street_01_58", "floors_overlay_street_01_59", "floors_overlay_street_01_60", "floors_overlay_street_01_61", "floors_overlay_street_01_62", "floors_overlay_street_01_63"} }}
oh man thats all the cracks that can appear on the tile blends_street_01_48
hmm
and its a 1 in 38 chance
just on this one single tile?
thats world gen though not errosion
where did you find this?
the file is much larger and details each of the street tiles
C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\lua\server\Items\FloorStreetOverlay.LUA
i got 8 custom streets and currently its neither with cracks, nor counts as street when driving π
damn.. i searched hours. WHY is it in the servers folder? π
i would put road underneath. your custom tile on flooroverlay. cracks should show overtop kinda like how wall cracks show over graffiti
they would. yes
but i made the street brushes to save a layer, to avoid edged shadows everywhere and to work faster
did you ever see a manually tiled street in the dark ingame? π that's terrible π
and it is a huge performance hit
but thansk so much for showing this lua π
where do i put this custom lua?
@restive swan
only easy building ive ever made in this game lol
ModName/Media/LUA/Server/Items
it seems bland at first but its looks exactly like it should xD
could even use Dirkies raised flooring to get the basement windows
does not show anything ingame yet
why is this in a server folder?
server is still used in solo
ok
its more like client is used when connecting to a server afaik
i added my tiles in the script and placed it in modname/ media/lua/server, but there spawns nothing on startup
:/
renamed it to be unique?
no π
could be it
it isnt π
only thing about that is its not possible to have a centred set of stairs there and it makes the floor ultra-deep
do you mind elaborating
i know now what you meant. i am elaborating currently ^^
my solution
needs a custom tile
those walls are roof_walls
mmmm i see
what did you use for the stairpiece there or did you make that just now?
you just need a custom set, where you move all roof walls on the other side of the tiles π a whole set done
the one stair wall already there is from the vanilla tileset
search for roof
I wanna know too π
are you sure this isnt a DDD asset ?
yes. because i just worked with the vanilla set π
walls_exterior_roofs_04
here. did it for you
aw. thank you Moeki
that's the new mirrored version to make stair railings
@spring widget keep the movement in mind π
a single fake stair which looks like this wouldnt work ingame
Also keep in mind that those custom tiles are movement blocking, making it so you can't jump out of the windows.
good i hope they get trapped in and eaten alive
π π
i used yours and i could jump out
they blocked movement but.. as soon as i placed a window next to it, the movement block got disabled
cannot for the life of me find those stairs but i did find some by pert
REALLY?
yes
at least temporarily they will do
ah right, thats what windows do, I forgot about that feature
nice. that creates so many more options. I LIMITED MYSELF FOR NO REASON
it looks really cool, when you jump out a window and there are solid tiles
the jump is longer and you overpass all raised tiles
i do like to jump through a window and climb over a table
but then you just turn and walk on the floor tile
meh. about 300m from my house, deep purple is playing live. i can hear it very well, but i can't see it tonight π
how do i decorate the inside of a building over 150 years old... this is a new challenge
Old school oven
The metal one
Wood Shelves but not the full height bookshelves
Some carpets
Quite empty
Wood table
And a 32β plasma state of the art tv π
it HAS to be heinz 4k
Colonel Custer was a raging apple fan boy
He had an Apple Watch on while he made his final stand
He said
βSiri play Decpasito one last timeβ
Which is why itβs called
Custers Last stand
#fact
first steps are good π
i am exctied to have a basic building for once i dont have to make 1,001 assets for
What about the really rustic floorboards?
i googled the interior and it actually looks like that
it has surprisingly nice floor
Fair dooos
yeah im gonna make a fort
lean into the historical angle bit more. my professors would be proud of me
only thing with a fort is i gotta make it so theres nothing in it so it wont be a perfect starter base lmao
although there arent many zombies out in the wilderness anyway so walls dont matter that much
i am tiling a monorail π will take a while
Howdy-!
Ok so I wanted to ask this bc Iβm working on something that I want to include it in, but
Does anyone know if the βUndergroundβ tiles (the big pillars of dirt and stone, I believe added by TKβs tiles) can be made to be destroyable from any direction? Or is it solely stuck to being destroyable from the upper left?
I'm not sure, I found them quite glitchy when I've used them
But that could be my own doing π
They seem pretty stable for me - the only thing that isn't is the aforementioned destroying
Hold on, let me try to get a recording of what I mean
those are cool. did not know those
my idea to this is: are all tiles needed for this effect on the same tileset or is it possible to use 2? one with the wall and one set with the dirt
Its all a single tile
if the dirt is on an extra sheet, you could make a custom copy of this sheet and rename it with f_ in front
a single tile. do you have a pic how this looks in the editor?
ok. so the wall is on another tileset
if you make a copy of underground and rename it to f_underground_01, these walls are undestroyable
no sledging anymore
but i see... your question is "from any direction" π
quite the opposite
did you try to edit the properties?
currently, those seem to count only as wallW(est)
making a bunker ? π
or something like that
@jovial glen hope you are having a good week btw!
Where do I go to edit those-?
I'm new to all this, so-
I am lol
i certainly have π thamks you and hope the same for your week
puh.. there are dirkiedirks tutorials linkd/pinned above, about custom tilesets and properties
i can't find a solution for this yet in the properties
@vestal scarab
try to set this custom tileset from TK to scrapable
this could work to remove it from every side
save your own custom properties.file in C:\Users\username\Zomboid\mods\modname\media
it's a name_definitions.tiles file
you need mod.infos etc, too. how to do this is in the guide in the forums
i'm making a desert/swamp map and i made custom water tiles that can be slowly moved across and cannot be drank from
so people are forced to go to secret locations to ge twater
do those tiles move ingame?
Well this is
Odd
I can't find where the tiles are anywhere
Its not under any of the .tiles
Ah, I had meant in the tile properties thing
I found it, though, so-
wow..poor passengers. that's a sudden curve π
Wish I could do better lol
All credits go to TGFbro, of course.
Original video: https://youtu.be/cXi7ZDi1OGQ
i know, i am annoying π
thanks for the laughπ
It has to be like I did it for now
turn is hidden underneath the tram
its ok π those sunken rails are great
Do TK's invisible walls show up in game or do they only appear in the editors?
They have shadows
Itβs better to use the debug food or the other one next to it
They block players from moving
Used it on my bunkers too
Debug flooor*
Yes they show up in game (they work) but you canβt see them
But the walls block eyelines. So you get a black shadow
Ah, yeah, I realized invis walls would be needed, but I've been using TK's the entire time, only now questioning if they actually are visible or not lol
Ahh
Yeah so I prob need to use base game ones for it, then, for people to actually see the slopes and whatnot?
What are you trying to do?
Just block the sloped areas so players can't walk through it
Iβm not on my pc but what are the options in the tk invisible tiles
Options as in-?
Like what tiles there are for it, or-?
anyone know what I'm doing wrong? the left is what shows up when I put my isolatedStorage.png file into WorldEd :(
using 90, 100, 35 for RGB values
Could you send a screenshot of the tiles next to the debug wall in the tiles for tk invisible
Dirkie made a video on this in the pinned posts π
thank you! 
Debug solid trans
Thatβs the one
So place that as a furniture or something under the bunker slopes
It stops people from walking through the bunker slope, which spoils the illusion
Also place it on the outside edge of the roof so people donβt fall into the bunker slope from above
Yeah lol
I had done this, without taking a min to think about how they'd work lol
Planning on it, yea
Nioce
Just gonna use it as a guide for the moment
Cool
You can always hide and unhide layers at the top right
Visibility and opacity
Where should I put the tiles on the edges-?
Above the tallest slope
Think you have it right
But not on the roof*. Only the outside
See it like an invisible blocker
@wise grotto i'm following dirkie's tutorial but I keep having the same problem with the red :/ any tips?
This video? https://youtu.be/3wkOkyC58Uw
So if you have missing tiles in one of the editors just follow this quick help video.
I noticed audio cuts out when loading the settings/tools but I guess you will all still get it.
If you like what im doing please consider donating to my Patreon.
https://www.patreon.com/DaddyDirkieDirk
ohhh no I was watching his tutorial but I'll give that one a go, thanks
when i see this.. what about players who build a stair next to it and just walk above the invisible wall? they would be jailed on the inside, if they don't have mats for another stair up
Like they way the character jumps over the rocks π€
Yeh they would be, but they can go in debug mode to fix it
Djdbdjdnd yeah I had thought about that a bit but I think Iβm going to want to keep roof access to being inside onlyβ
Need to figure out how to make intersecting rails look good
Guys have they removed one of the sinks? I'm noticing a lot of sinks missing in my map, seems very odd :/
You figure it out?
Iirc Gotta open Tilezed go to tiles and set the tile folder location. Relaunch both applications after
yeah I got it, thanks!
i have a new appreciation for maps in this game lol
shot in the dark but does anyone know how I can prevent my brush from having multiple tones?
You need to use the pencil tool, pretty sure
thank you!!
does anyone have the blackwood or raven creek regions? I seem to get 5 to 10 frame drops when in those areas zoomed all the way out
Not sure what you expect? Zoom has cap settings because it requires exponentially more cpu. Raven Creech is especially demanding because of the multi story buildings. Blackwood and grapeseed get similar fps drop because they are just complex, I think it's normal what your experiencing
ok
ty
random half awake thoughts... has anyone ever wondered how cool it would be if the GTA5 map was put into Zomboid? too bad terrain isn't a thing yet.
What is this tile called or what tileset is it in?
its on the industry tilesheet
Thanks, figured it out.
Also, how do you change the z-level when placing tiles in TileZ? IE, placing a microwave on a counter.
you just put it on a higher layer. furniture2 probably
the only z level you can change is floor lvl
yeah, go into the Brush Settings tab and uncheck the hue variations
also moving from brush to pencil mode is great for doing map work
I've had a similar idea to this, making a Rust inspired map and remaking all the different monuments that spawn on the maps in that game. It could either be a standalone map thats just a little rust island or I was thinking I might make a town to go into the vanilla map that is called Rusty Town, KY or something and have it be a rundown town with the buildings from rust
Ooh Rustbucket, KY would be a good name for the town too
Guys one question can i change my PNG of the terrains for each cell without affecting the buildings and everything i placed? In case i need to modify some part of the river/dirt/etc
If I understand right, changing the PNG and rewriting the BMP to TMx will undo all the custom work you've done in TileZed at least. Afaik anything you can do in the PNG stage you can do and more in tilezed
What is it specifically you're trying to modify
just the width of the river
i think it's easily fixable on tilezed tho
you can re-do Bmp to TMX but instead of selecting replace maps, select update maps. however you want to to a TMX to BMP before making any changes to the PNG in photoshop
and this will save all your work in Tilezed
does this only update the terrain?
yep it only updates the 0_floor layer
thanks man π
yeah easypeasy mate just use the Water brush and have a go with it
btw i got another silly question, anybody knows where this church altar block is?
that raised bit? looks like the ones i used for my Manassas house I got from trailer tilesheet
ty! π
also got some color variants in industry set
mmm but the ones in trailer don't stack up imma try the industry
im not sure which ones you mean i can't find any in the industry
ohh i see, thanks man
D E C A Y
Put some screenshots of my buildings on Reddit we'll see what the nerds think of it
razzle them
i will get 3 upvotes
-10 downvotes incoming
Not enough meme
π
0 votes and 0 comments so far on Reddit
1 more upvote and ill have beaten my 3 upvote goal
dont forget to like and subscribe
we did it reddit
i had go log in and shit, remember how to find r/zomboid and upvote it
what an effort
lmao
theres actually good content on there if you sort by top of all every few days
i keep wanting to get a project zomboid art commissioned but i dont have anything i really want to commission π
pert buddy do you want to test my map for me
ill do it monday night but i want to smash out some map stuff over the weekend
i dont have the energy to map after work but i can play
nw
idk where i am with it anymore either. im tired of making custom assets and im still lost on what i want lol
this mapping stuff is really hard work
haha i been smashing custom assets for this current house. loving it
so you think its ready? or you just want to do a round of bug fixes?
it's not ready. and i think its way off being ready. but im wondering if i get a new perspective of it from in-game that i will need or want to change things about it, which is better to do now than once ive 'finalised', detailed and perfected everything
Adding my cannons as an isometric item in the Laundry section
what do you mean laundry?
naw i wanna put it in laundry
okay xD
Thats very cool. Please stop doing it, I dont want to update my entire map
pert mate but sorry you're setting a bad example. now we're all going to have to work harder
im trying to slow you down so i can beat you to release
go on! get to it
this is like the tortoise vs the hare but they're both tortoises and you cant tell if they're still alive or not
i am so excited when you make a new asset because it means i can eventually use it without doing any work
also, those trims are banging