MAP TOOLS
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309 posts in this topic

Provided as-is. Any questions one of us will try and point in the right direction. :)

Edit: For the moment, these are Windows 64-bit or Windows 32-bit only.

REQUIRED:
http://www.projectzomboid.com/tools/ZomboidMapTools1_1.zip
 
UPDATED TOOLS:
TileZed/WorldEd 32-bit
TileZed/WorldEd 64-bit

 

 


YOU HAVE TO DOWNLOAD ZomboidMapTools1_1.zip AS WELL AS EITHER THE x64 OR x32 TOOLS.
 
Anyone who downloads the updated 32 or 64 bit tools, make sure to keep the original rules.txt that's in the WorldEd folder from the ZomboidMapTools1_1.zip.
 
If you don't, you will not be able to place water because it's not defined, anymore.
 
If it's too late, open the rules.txt and replace everything:
 

version = 1
 
alias
{
    name = lightgrass_n
    tiles = [
        blends_natural_01_56
blends_natural_01_60
    ]
}
 
alias
{
    name = lightgrass_w
    tiles = [
        blends_natural_01_57
blends_natural_01_61
    ]
}
 
alias
{
    name = lightgrass_e
    tiles = [
        blends_natural_01_58
blends_natural_01_62
    ]
}
 
 
alias
{
    name = lightgrass_s
    tiles = [
        blends_natural_01_59
blends_natural_01_63
    ]
}
 
alias
{
    name = medgrass_n
    tiles = [
        blends_natural_01_40
blends_natural_01_44
    ]
}
 
alias
{
    name = medgrass_w
    tiles = [
        blends_natural_01_41
blends_natural_01_45
    ]
}
 
alias
{
    name = medgrass_e
    tiles = [
        blends_natural_01_42
blends_natural_01_46
    ]
}
 
 
alias
{
    name = medgrass_s
    tiles = [
        blends_natural_01_43
blends_natural_01_47
    ]
}
 
alias
{
    name = darkgrass_n
    tiles = [
        blends_natural_01_24
blends_natural_01_28
    ]
}
 
alias
{
    name = darkgrass_w
    tiles = [
        blends_natural_01_25
blends_natural_01_29
    ]
}
 
alias
{
    name = darkgrass_e
    tiles = [
        blends_natural_01_26
blends_natural_01_30
    ]
}
 
 
alias
{
    name = darkgrass_s
    tiles = [
        blends_natural_01_27
blends_natural_01_31
    ]
}
 
alias
{
    name = sand_n
    tiles = [
        blends_natural_01_8
blends_natural_01_12
    ]
}
 
alias
{
    name = sand_w
    tiles = [
        blends_natural_01_9
blends_natural_01_13
    ]
}
 
alias
{
    name = sand_e
    tiles = [
        blends_natural_01_10
blends_natural_01_14
    ]
}
 
 
alias
{
    name = sand_s
    tiles = [
        blends_natural_01_11
blends_natural_01_15
    ]
}
 
alias
{
    name = medlonggrass
    tiles = [
        blends_grassoverlays_01_24
blends_grassoverlays_01_25
blends_grassoverlays_01_26
blends_grassoverlays_01_27
blends_grassoverlays_01_28
blends_grassoverlays_01_29
 
 
    ]
}
alias
{
    name = medmedgrass
    tiles = [
        blends_grassoverlays_01_32
blends_grassoverlays_01_33
blends_grassoverlays_01_34
blends_grassoverlays_01_35
blends_grassoverlays_01_36
blends_grassoverlays_01_37
 
 
    ]
}
 
alias
{
    name = medshortgrass
    tiles = [
        blends_grassoverlays_01_40
blends_grassoverlays_01_41
blends_grassoverlays_01_42
blends_grassoverlays_01_43
blends_grassoverlays_01_44
blends_grassoverlays_01_45
 
 
    ]
}
 
alias
{
    name = lightlonggrass
    tiles = [
        blends_grassoverlays_01_48
blends_grassoverlays_01_49
blends_grassoverlays_01_50
blends_grassoverlays_01_51
blends_grassoverlays_01_52
blends_grassoverlays_01_53
 
 
    ]
}
alias
{
    name = lightmedgrass
    tiles = [
        blends_grassoverlays_01_56
blends_grassoverlays_01_57
blends_grassoverlays_01_58
blends_grassoverlays_01_59
blends_grassoverlays_01_60
blends_grassoverlays_01_61
 
 
    ]
}
 
alias
{
    name = lightshortgrass
    tiles = [
        blends_grassoverlays_01_64
blends_grassoverlays_01_65
blends_grassoverlays_01_66
blends_grassoverlays_01_67
blends_grassoverlays_01_68
blends_grassoverlays_01_69
 
 
    ]
}
 
 
alias
{
    name = darklonggrass
    tiles = [
        blends_grassoverlays_01_0
blends_grassoverlays_01_1
blends_grassoverlays_01_2
blends_grassoverlays_01_3
blends_grassoverlays_01_4
blends_grassoverlays_01_5
 
 
    ]
}
alias
{
    name = darkmedgrass
    tiles = [
        blends_grassoverlays_01_8
blends_grassoverlays_01_9
blends_grassoverlays_01_10
blends_grassoverlays_01_11
blends_grassoverlays_01_12
blends_grassoverlays_01_13
 
 
    ]
}
 
alias
{
    name = darkshortgrass
    tiles = [
        blends_grassoverlays_01_16
blends_grassoverlays_01_17
blends_grassoverlays_01_18
blends_grassoverlays_01_19
blends_grassoverlays_01_20
blends_grassoverlays_01_21
 
 
    ]
}
 
alias
{
    name = street
    tiles = [
        blends_street_01_96
blends_street_01_101
blends_street_01_102
blends_street_01_103
 
 
    ]
}
 
 
alias
{
    name = street2
    tiles = [
        blends_street_01_80
blends_street_01_85
blends_street_01_86
blends_street_01_87
 
 
    ]
}
 
alias
{
    name = lightgravel
    tiles = [
        blends_street_01_48
blends_street_01_53
blends_street_01_54
blends_street_01_55
 
 
    ]
}
 
alias
{
    name = pothole
    tiles = [
        blends_street_01_16
blends_street_01_21
 
 
    ]
}
 
alias
{
    name = dirt
    tiles = [
blends_natural_01_64
        blends_natural_01_69
        blends_natural_01_70        
blends_natural_01_71        
 
    ]
}
 
alias
{
    name = sand
    tiles = [
        blends_natural_01_0
blends_natural_01_5
blends_natural_01_6
blends_natural_01_7
    ]
}
 
alias
{
    name = sandblends
    tiles = [
        blends_natural_01_8
blends_natural_01_9
blends_natural_01_10
blends_natural_01_11
blends_natural_01_1
blends_natural_01_4
blends_natural_01_3
blends_natural_01_2
    ]
}
 
alias
{
    name = darkgrassblends
    tiles = [
        blends_natural_01_24
blends_natural_01_25
blends_natural_01_26
blends_natural_01_27
blends_natural_01_17
blends_natural_01_20
blends_natural_01_19
blends_natural_01_18
    ]
}
 
alias
{
    name = medgrassblends
    tiles = [
        blends_natural_01_40
blends_natural_01_41
blends_natural_01_42
blends_natural_01_43
blends_natural_01_33
blends_natural_01_36
blends_natural_01_35
blends_natural_01_34
    ]
}
 
 
alias
{
    name = lightgrassblends
    tiles = [
        blends_natural_01_56
blends_natural_01_57
blends_natural_01_58
blends_natural_01_59
blends_natural_01_49
blends_natural_01_52
blends_natural_01_51
blends_natural_01_59
    ]
}
 
alias
{
    name = darkgrass
    tiles = [
        blends_natural_01_16
        blends_natural_01_21
        blends_natural_01_22
blends_natural_01_23
    ]
}
 
alias
{
    name = medgrass
    tiles = [
        blends_natural_01_32
        blends_natural_01_37
        blends_natural_01_38
blends_natural_01_39
    ]
}
 
alias
{
    name = lightgrass
    tiles = [
        blends_natural_01_48
        blends_natural_01_53
        blends_natural_01_54
blends_natural_01_55
    ]
}
 
alias
{
    name = water
    tiles = [
blends_natural_02_0
        blends_natural_02_5
        blends_natural_02_6        
blends_natural_02_7
    ]
}
 
 
 
 
rule
{
label = Dark Grass   
 bitmap = 0
    color = 90 100 35
    tiles = darkgrass
    layer = 0_Floor
}
rule
{
label = Medium Grass
    bitmap = 0
    color = 117 117 47
    tiles = medgrass
    layer = 0_Floor
}
rule
{
label = Light Grass
    bitmap = 0
    color = 145 135 60
    tiles = lightgrass
    layer = 0_Floor
}
rule
{
label = Sand
    bitmap = 0
    color = 210 200 160
    tiles = sand
    layer = 0_Floor
}
rule
{
label = Light Asphalt
    bitmap = 0
    color = 165 160 140
    tiles = lightgravel
    layer = 0_Floor
}
 
 
 
 
 
 
 
rule
{
label = Dark Asphalt (main roads)
    bitmap = 0
    color = 100 100 100
    tiles = street2
    layer = 0_Floor
}
rule
{
label = Medium Asphalt
    bitmap = 0
    color = 120 120 120
    tiles = street
    layer = 0_Floor
}
rule
{
label = Gravel Dirt
    bitmap = 0
    color = 140 70 15
    tiles = floors_exterior_natural_01_12
    layer = 0_Floor
}
rule
{
 
label = Dirt
    bitmap = 0
    color = 120 70 20
    tiles = dirt
    layer = 0_Floor
}
rule
{
label = Dark Pothole
    bitmap = 0
    color = 110 100 100
    tiles = blends_street_01_0
    layer = 0_Floor
 
}
rule
{
label = Light Pothole
    bitmap = 0
    color = 130 120 120
    tiles = pothole
    layer = 0_Floor
}
 
 
rule
{
 
label = Water
    bitmap = 0
    color = 0 138 255
    tiles = water
    layer = 0_Floor
}
 
 
 
 
 
 
 
rule
{
label = Trees
    bitmap = 1
    color = 255 0 0
    tiles = [
        vegetation_trees_01_8
        vegetation_trees_01_9
        vegetation_trees_01_10
        vegetation_trees_01_11
    ]
    layer = 0_Vegetation
}
rule
{
label = Trees + Dark grass
    bitmap = 1
    color = 127 0 0
    tiles = [
        vegetation_trees_01_8
        vegetation_trees_01_9
        vegetation_trees_01_10
        vegetation_trees_01_11
darklonggrass
        darklonggrass
        darkmedgrass
        darkshortgrass
    ]
    layer = 0_Vegetation
}
rule
{
    bitmap = 1
    color = 64 0 0
    tiles = [
        vegetation_trees_01_8
        vegetation_trees_01_9
        darklonggrass
        darklonggrass
        darkmedgrass
        darkshortgrass
        darkmedgrass
        darkshortgrass
    ]
    layer = 0_Vegetation
}
rule
{
    label = Grass (all types)
    bitmap = 1
    color = 0 255 0
    tiles = [
        darklonggrass
        darkmedgrass
        darkshortgrass
        darklonggrass
        darkmedgrass
        darkshortgrass
        darklonggrass
        darkmedgrass
        darkshortgrass
vegetation_groundcover_01_18
vegetation_groundcover_01_19
vegetation_groundcover_01_21
vegetation_groundcover_01_22
vegetation_groundcover_01_23
    ]
    layer = 0_Vegetation
    condition = 90 100 35
}
rule
{
    label = Light long grass
    bitmap = 1
    color = 0 255 0
    tiles = [
        lightshortgrass
        lightmedgrass
        lightlonggrass
        lightshortgrass
        lightmedgrass
        lightlonggrass
lightshortgrass
        lightmedgrass
        lightlonggrass
vegetation_groundcover_01_18
vegetation_groundcover_01_19
vegetation_groundcover_01_21
vegetation_groundcover_01_22
vegetation_groundcover_01_23
    ]
    layer = 0_Vegetation
    condition = 145 135 60
}
rule
{
    bitmap = 1
    color = 0 255 0
    tiles = [
        medshortgrass
        medmedgrass
        medlonggrass
medshortgrass
        medmedgrass
        medlonggrass
medshortgrass
        medmedgrass
        medlonggrass
vegetation_groundcover_01_18
vegetation_groundcover_01_19
vegetation_groundcover_01_21
vegetation_groundcover_01_22
vegetation_groundcover_01_23
    ]
    layer = 0_Vegetation
    condition = 117 117 47
}
rule
{
    bitmap = 1
    color = 0 128 0
    tiles = [
        vegetation_trees_01_8
        vegetation_trees_01_10
        darklonggrass
        darklonggrass
        darkmedgrass
        darkshortgrass
        darklonggrass
        darklonggrass
        darklonggrass
        darkmedgrass
        darkmedgrass
        vegetation_trees_01_8
        vegetation_trees_01_10
        darklonggrass
        darklonggrass
        darkmedgrass
        darklonggrass
        darklonggrass
        darkmedgrass
vegetation_groundcover_01_18
vegetation_groundcover_01_19
vegetation_groundcover_01_21
vegetation_groundcover_01_22
vegetation_groundcover_01_23
    ]
    layer = 0_Vegetation
}
rule
{
    bitmap = 1
    color = 255 0 255
    tiles = [
        vegetation_foliage_01_8
        vegetation_foliage_01_9
        vegetation_foliage_01_10
        vegetation_foliage_01_11
        vegetation_foliage_01_12
        vegetation_foliage_01_13
        vegetation_foliage_01_14
        vegetation_trees_01_8
        vegetation_trees_01_9
        vegetation_trees_01_10
        vegetation_trees_01_11
        darklonggrass
        darklonggrass
        darkmedgrass
        darkshortgrass
    ]
    layer = 0_Vegetation
}


 

Vague process:

WorldEd -> create bitmaps for terrain -> BMPtoTMX -> drag drop cells into world grid
BuildingEd -> make buildings
WorldEd -> place buildings in world
TileZed -> do detailing around building that couldn't be done in building ed. Put fancy stuff around map to add detail to roads etc.
WorldEd -> Drag selection - Export to Lots -> add offset to put your world in correct place in game world then export. Muldraugh is 25x25 offset, Westpoint is 25x15. For now overwrite files. Will get maps working with modloader file system so your mod can override areas of the map.

You need to make all buildings in BuildingEd for the loot and future NPCs/Sadistic AI to work, as well as needing to use the new tiles (had to remove the old to fit in memory on the integrated gfx) so I'm afraid this means stuff will need making from scratch, but buildingEd is nice to use so hopefully that process won't take that long

Goes without saying all credit for these tools goes to EasyPickins who has done some amazeballs stuff and all credit for tiles to Mash who has equally done amazeballs stuff, and all credit for the terrain stuff goes to Binky who has yeah you get the picture :P

----------------------------
Edit from Moderators
----------------------------

Back in February 2013(!) hummer and fish-tank owner mendonca recorded a video of him using the tools to build a prison. I'm not sure how it compares to using these updated tools, but it may be a good place to start if you're looking to get going:

 

 

I'm here to give an info on how to get the blends working correctly!

 

It's the same as with the rules.txt, you have to get the blends.txt file from the ZomboidMapTools1_1.zip (it's in tools/TileZed/WorldEd) and overwrite the one that comes with the 32 or 64 bit version.

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Awesome!


Where's the .app? D:

 

I hardly doubt that it will ever be mac-compatible! xD

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Awesome!

Where's the .app? D:

 

I hardly doubt that it will ever be mac-compatible! xD

Whoa, I don't even know what to say. Much disappointment. 

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The tools are written in the open-source Qt toolkit, so they should in theory build just fine on Mac/Linux. :-)

 

https://github.com/timbaker/tiled

https://github.com/timbaker/pzworlded

 

On either platform, if you get the Qt 5.2 SDK, and open up the .pro file for either project in QtCreator it should build without too much hassle.  After building it would need to be properly packaged up for each platform though, not sure how to go about it.

RoboMat and harakka like this

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The tools are written in the open-source Qt toolkit, so they should in theory build just fine on Mac/Linux. :-)

 

https://github.com/timbaker/tiled

https://github.com/timbaker/pzworlded

 

On either platform, if you get the Qt 5.2 SDK, and open up the .pro file for either project in QtCreator it should build without too much hassle.  After building it would need to be properly packaged up for each platform though, not sure how to go about it.

 

Awesome news!! :)

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Thank you! I've been waiting so long for this. My dreams of rebuilding my beloved shithole of a hometown in all it's zomboidy-goodness are one step closer to reality <3

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Wait, how do you add walls on the inside?

The walls are placed automatically between rooms and as exterior walls.  The Building > Rooms menu command (or toolbar button) is how you define new rooms, and choose various tiles for the rooms.

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Any folk who are already familiar with the tools due to their tester access, if you're willing, some tut video would be much much appreciated by both us and community alike  :D

 

I know Thuz was working on a manual for it.

Gammlernoob likes this

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Just mindblowing guys! Now I only need to get the perk "creative" and I can start doing awesome stuff with this. Until then: You got work mappers!

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Any folk who are already familiar with the tools due to their tester access, if you're willing, some tut video would be much much appreciated by both us and community alike  :D

 

I know Thuz was working on a manual for it.

 

Would mendonca's video still be relevant do you know?

 

Also, woohoo!

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Any folk who are already familiar with the tools due to their tester access, if you're willing, some tut video would be much much appreciated by both us and community alike  :D

 

I know Thuz was working on a manual for it.

 

Would mendonca's video still be relevant do you know?

 

Also, woohoo!

 

 

Probably mostly relevant :) feel free to edit the OP with a link if you have it, I can't remember it. S:

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Just out of curiosity, are these tools for 64bit systems only?

 

 

 

The uploaded ones may or may not be, I dunno, but we certainly have had both in the past so it shouldn't be a problem.

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Cool - current download on won't play nicely with my 32bit potato. Will quite happily wait until such time I can get my grubby mits on the 32'ers. Cheers Lemmy.

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