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Capt_Paradox reacted to IndigoRebel in Building Tips
Very important
When deleting objects in tile zed
Never ever press delete while youre holding the mouse buttons or you will crash TileZed and lose any recent unsaved changes you made.
SO SAVE YOUR WORK OFTEN!!!!!
I have lost a good 30 minutes of building work because of this error. So Ill say it again save every 5 minutes of work!
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Capt_Paradox reacted to cardenaglo in Building Tips
The "O" key turns placement on and off. So if your tools are grayed out its likely that you press the "O" key. Simply press it again and youre good to go. as a note this state also continues into new sessions.
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Capt_Paradox reacted to cardenaglo in Gaia Alpha 3 "A New Beginning"
Hello Everyone! As you may have noticed big changes are coming for the map and I'd like to show you the progress of Anabasis and talk a little about what i'm up to.
Anabasis is, as many know, the beginning of our story. Thus it will be one of the easier places to live in. The center of town was made with the idea that players would band together and fortify it (maybe like 50 wood log walls would be needed) and several factions could then lay claims to separate areas. In the center you'll find a dorm like area above the bank, a furniture store, hardware store offices, the police station, convenience stores, pizzeria, a school, grocers, self storage, salon and clothing store. By now you've probably noticed the unfinished buildings. The lagest one will either be a hotel or apartments, the ones next to it are a sandwich shop and gas station. then the smaller ones towards the right are going to be small coast homes. The rest of the area will likely be houses and a place to get train tickets to head out into the world and a cabin or two and a pier to fish in.
I've also got the boat back in. It'll be a bit of a run to get to the city but you wont be without resources as the ship will have plenty. This would also make a good base if you can fix the front hull breaches. At the bottom left the road there will be leading to a train depot which will also be a good place to fortify due to its high walls but you'll have to clear all the zombies first.
Here we have a large portion of the southern part of landmass. I want to populate this area with shells before I release, this way players can have an idea of whats to come. I might also release some of those cell lots for some of you to populate to your liking. Overall though there's a lot to work on and it'll be a long time before I finish it.
As always comments, questions, and suggestions are welcomed!
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Capt_Paradox reacted to EasyPickins in Map Tools & Tiles for Build 36
Updated the tools February 20, 2017.
BuildingEd
Fixed crash when pressing the Delete key while moving objects. Autosave files in the user's .TileZed directory can be opened and deleted using the Welcome screen. Autosave files are created for buildings with unsaved changes every 2.5 minutes. If BuildingEd crashes, it should be possible to open a recently-saved autosave file. Note: For buildings that have previously been saved, autosave files are created in the same folder as the original TBX file. -
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Capt_Paradox got a reaction from trombonaught in RELEASED: Build 37.14
I'd love to see a sprite animation tool added to TileZed. I think having animated sprites, would make the game feel less static than is does now.
I'd also like to see an event manager at some point so this way mappers could setup single player campaigns or perhaps just something to create a story driven mission. As of now the only way to do that would be LUA scripts and a crap load of coding.
Which is quite a bit of work when you think about the environment mapping, building creation, custom textures(formatting) and more.
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Capt_Paradox got a reaction from Legoland99 in Valley Station Military Outpost
Update update: Piers will be added back again in the next update. I tried to prevent zombies from jumping on water tiles, but due to the lack of visibility after making railings non-hoppable it wasn't that helpful. So I'll try to think of another fix, but either way Piers will return.
V1.3
- Fixed Docks: The piers were nice, but allowed zombies to jump over railings and got stuck on water tiles. So they were removed for now.
- Removed fence between docks and main base area
- Added a Ship: Couldn't attach it to the Docks because of zombie behavior causing them to jump into water so I made a spot by the survivors shelter to dock.
- Fixed some minor problems with vegetation and props
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Capt_Paradox got a reaction from IndigoRebel in Building Tips
Mappers don't forget about the Tile View under ISO. If you right click on the texture your trying to use you can select which layer it's on to help facilitate unique or strange mapping ideas. Example:Floor Overlay WallOverlay1,2,3,4
To make sure that it works after right clicking and selecting your layer click on the Furniture tab to the left, then click back on tilesets and that usually makes the change happen. Otherwise it'll behave as if you didn't do anything. Took me awhile to figure why it wasn't working on the right layer.
I like the idea of people creating buildings as other things (that's how I made my bunker hill and docks) but be careful how you do it because a lot of tiles are marked as indoor tiles under tileset properties. So visibility issues might occur because of that.
A fix for that would be to open the PNG file under the tiles folder in a paint program and save them as a new texture, load it into TileZed, then make a custom tileset definition file to modify the properties to your desire. (unclick IsIndoor to change visibility/ making railings non-hoppable also reduces visibility to none like a wall so be careful about that as well).
If you are trying to make custom textures in a isometric format and use GIMP as your paint program: I found this which helped make my first texture ever http://registry.gimp.org/node/25040 Works great for floor sprites/tiles.
If I remember any more useful things I'll post it.
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Capt_Paradox got a reaction from RingoD123 in Building Tips
Mappers don't forget about the Tile View under ISO. If you right click on the texture your trying to use you can select which layer it's on to help facilitate unique or strange mapping ideas. Example:Floor Overlay WallOverlay1,2,3,4
To make sure that it works after right clicking and selecting your layer click on the Furniture tab to the left, then click back on tilesets and that usually makes the change happen. Otherwise it'll behave as if you didn't do anything. Took me awhile to figure why it wasn't working on the right layer.
I like the idea of people creating buildings as other things (that's how I made my bunker hill and docks) but be careful how you do it because a lot of tiles are marked as indoor tiles under tileset properties. So visibility issues might occur because of that.
A fix for that would be to open the PNG file under the tiles folder in a paint program and save them as a new texture, load it into TileZed, then make a custom tileset definition file to modify the properties to your desire. (unclick IsIndoor to change visibility/ making railings non-hoppable also reduces visibility to none like a wall so be careful about that as well).
If you are trying to make custom textures in a isometric format and use GIMP as your paint program: I found this which helped make my first texture ever http://registry.gimp.org/node/25040 Works great for floor sprites/tiles.
If I remember any more useful things I'll post it.
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Capt_Paradox reacted to IndigoRebel in Building Tips
I think a thread for players tips on buildings is in order because im sure every mapper has found their methods and perhaps we can share with each other to imporve upon ourselves and for new builders aswell.
My tips
1.Dont just Make buildings with the buildeditor tool
Make your street items buildings, make parking lot buildings. Make decorated alleyways as buildings and even make some forest decor as buildings.
2. Organize your building files before you place them. If you organize your files after you place them then youre going to break your map and have to replace some stuff. And trust me for the bigger projects youre going to want to categorize your files to make things a bit easier.
3. When highlighting a plot of land in tilezed the Bottom left corner of the screen will have the tile dimensions, use this to get the dimensions you need for buildings to fit in certain areas, like street corners and such.
4.Dont forget to copy your floors before you furnish them!!!
5.Make lots of Building Templates to save you time!!!
I hope my fellow builders can share some tips as well because gosh golly I could use some XD
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Capt_Paradox got a reaction from Legoland99 in Valley Station Military Outpost
Updated To Valley Station Military Outpost to Version 1.2
Version 1.2
-Changed Vegetation to a darker green for most areas
-Changed Sniper Towers at entrance:Better railings
-Corrected some room spawns
-New Waterfront area
-Added New building still WIP
-Moved back Entrance to Hillside/Bunker
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Capt_Paradox got a reaction from Zombadger in Valley Station Military Outpost
Update update: Piers will be added back again in the next update. I tried to prevent zombies from jumping on water tiles, but due to the lack of visibility after making railings non-hoppable it wasn't that helpful. So I'll try to think of another fix, but either way Piers will return.
V1.3
- Fixed Docks: The piers were nice, but allowed zombies to jump over railings and got stuck on water tiles. So they were removed for now.
- Removed fence between docks and main base area
- Added a Ship: Couldn't attach it to the Docks because of zombie behavior causing them to jump into water so I made a spot by the survivors shelter to dock.
- Fixed some minor problems with vegetation and props
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Capt_Paradox got a reaction from Legoland99 in Valley Station Military Outpost
Workshop Page:http://steamcommunity.com/sharedfiles/filedetails/?id=860479137
This is a map I've been working on. It is a continuation of a map I started for Nolan's Survivor Mod. Please note you cannot use Nolan's Survivor Mod at the same time you use this map.
Title:Valley Station Military Outpost
Version:1.1
Size: 1 Cell
Cell Location: 41,14 http://map.projectzomboid.com/?desc=Survival_1xL0#0.8336425885023149,0.11389437032158789,237.37631379976963
Description:The military has created an outpost on the highway leaving Valley Station. All knowledge of this outpost is classified, who knows what you'll discover!
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Capt_Paradox got a reaction from xXxFANCYCAPYBARA36xXx in [WIP] Alaska Map
A little late, but I'd love to see Ice Fishing implemented at some point. Interesting map Idea
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Capt_Paradox got a reaction from trombonaught in Valley Station Military Outpost
Updated To Valley Station Military Outpost to Version 1.2
Version 1.2
-Changed Vegetation to a darker green for most areas
-Changed Sniper Towers at entrance:Better railings
-Corrected some room spawns
-New Waterfront area
-Added New building still WIP
-Moved back Entrance to Hillside/Bunker
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Capt_Paradox got a reaction from Legoland99 in Valley Station Military Outpost
Of course feel free too! I got something else special in the works too
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Capt_Paradox reacted to Atoxwarrior in Eerie Country Beta
A preview of the interior content of the Helicrash, special thanks to Cyrrent Eiledoll for their help.
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Capt_Paradox reacted to Kaltag in [WIP] Alaska Map
Hey!
So I've been thinking that a cold map would be really interesting and so I'm making one
What Will It Be Like?
I was thinking of making it around Anchorage, but I am open to ideas. I would also like to make one in the Nome region, as it would give a nice uninhabited/alone feel. I also want to make it so it is not so about zombies (although it will, trust me ) but also about surviving in a harsh environment, little food, cant really grow food a lot, etc. Anyway tell me what you think and again, I am open to suggestions.
Features
If you want to help with this, I would love help, its my first map again and I am open to any help, wether you want to make something for it or you wanna give me cookies.
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Capt_Paradox reacted to xXxFANCYCAPYBARA36xXx in United (micro)States of Merica
update on buildings I made project isnt dead just a loooooot of work and I gotta finish every building before starting map work so i can plan the buildings in
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Capt_Paradox reacted to cardenaglo in Gaia Alpha 3 "A New Beginning"
Train tracks took way too long to make, spent most of today just making the corner pieces because of how randomly spread out the pieces were. On a brighter note, now that i've finished them i can start filling out the tracks for the rest of the map both the elevated city ones and the ground ones for the regular trains.
I will also be starting almost entirely anew on the towns. While the buildings i got were wonderful and i know the creators made them with care i want the towns to feel like everything belongs. Thus this project just increased its length tremendously.
I tried to make it pretty modular so that you can make turns easily, do larger lines or smaller ones and be able to place them over roads without disrupting anything
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Capt_Paradox reacted to TheRealXeonyx in WorldEd not accepting png/bmp files
You should be able to find how to create a vegetation map here:
under the title: Creating The vegetation Map Image
When you're finished, name the vegetation map in your case "Basemap2_veg.bmp" without the "" and save it in the same folder as the Basemap2.bmp image. Clicking and dragging the Basemap2.bmp image on Worlded should now work.
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Capt_Paradox reacted to Blackbeard06 in All player made Building Archives Verison: 3 - 4/7/2022
I've managed to search the forums of every player made building and assembled them all into one archive. In addition I have created this forum post that organizes all the buildings to make searching very fast. (link down below) This would hopefully help mappers easily find and use buildings to save some time. As I was looking at each players contributions about 35% had dead links, so I could not get all of them. Also if the buildings required custom tiles I did not include them as there were no working links.
Categories;
City - Spaces Commercial Apartments
Automotive
Businesses
City Buildings
Entertainment
Merchandise
Recreational
Restaurant
Shop
Industry Construction
Warehouse
Misc.
Military Public Service Education
Fire
Hospital
Municipal
Police
Religion
Residential Special Incomplete Needs Thumbnails
This greatly improves finding which building you need rather than wasting time searching. I have also added Pictures so most buildings in the archive now comes with a picture you can view before opening.
Database Statistics:
Total Artists contributions:
37
Commercial Buildings:
355
Industry Buildings:
65
Military Buildings:
70
Residential Buildings:
465
Special Buildings: (doesn't fit in any category)
300
Buildings in total:
1290
Total Rooms:
6,825 (estimate)
Total Size:
938mb
Total Man Hours:
670.00 (estimate)
Now hosting on steam!
Building Pool V2: (all buildings)
https://steamcommunity.com/sharedfiles/filedetails/?id=2790725628
Building Pool V3: (error free, cherry picked)
https://steamcommunity.com/sharedfiles/filedetails/?id=279072623
A very Spacial thanks to;
Atoxwarrior
BeastlyBean
Blackbeard06
cmseter
DavidBlane
dko112
DoctahWong
Doublebrain
EUDOXIO
fluffe9911
GothicGhost
grivcin
Jela331
kaizokuroof
Kennethdio
Leolvanov
mads232
Mainulainen
Neutralnz1
Project Zomboid (for 2 example buildings)
rsdworker
Sieben
srandiny
The googlator
Traya Aclus
Valindil
Veged
VikiDikRUS
Way2sp00ky
Z3759xy
IndigoRebel
zoeyflower
For all your hard work and dedication!
If you have buildings you should add it to the database Simply create a folder with your name and add all your building .tbx files into it then send me a download link. Feel free to add any pictures.
If anyone does not want their creations in this archive let me know and I will remove them. Since I am dealing with a lot of files, I will need you to provide the building names.
One last thing. Please credit the original artist if you plan to use any of these buildings in your creations.
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Capt_Paradox got a reaction from Veeroos in Valley Station Military Outpost
Workshop Page:http://steamcommunity.com/sharedfiles/filedetails/?id=860479137
This is a map I've been working on. It is a continuation of a map I started for Nolan's Survivor Mod. Please note you cannot use Nolan's Survivor Mod at the same time you use this map.
Title:Valley Station Military Outpost
Version:1.1
Size: 1 Cell
Cell Location: 41,14 http://map.projectzomboid.com/?desc=Survival_1xL0#0.8336425885023149,0.11389437032158789,237.37631379976963
Description:The military has created an outpost on the highway leaving Valley Station. All knowledge of this outpost is classified, who knows what you'll discover!
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Capt_Paradox got a reaction from grammarsalad in Valley Station Military Outpost
Workshop Page:http://steamcommunity.com/sharedfiles/filedetails/?id=860479137
This is a map I've been working on. It is a continuation of a map I started for Nolan's Survivor Mod. Please note you cannot use Nolan's Survivor Mod at the same time you use this map.
Title:Valley Station Military Outpost
Version:1.1
Size: 1 Cell
Cell Location: 41,14 http://map.projectzomboid.com/?desc=Survival_1xL0#0.8336425885023149,0.11389437032158789,237.37631379976963
Description:The military has created an outpost on the highway leaving Valley Station. All knowledge of this outpost is classified, who knows what you'll discover!