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cardenaglo

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Posts posted by cardenaglo

  1. On 12/5/2018 at 9:53 AM, Kennethdio said:

    Unfortunately I can make buildings but have no clue how to make maps, so it doesn't exist. This bunker is meant to be a piece for mappers so they could download it and use it in their maps. Your image issue, I have no damn clue what's happening, so you should try describing your issue more.

    I can help put it in to the base world after im done with Xonic's mall, if you'd like. I'd just need to know where youd want it.

  2. Hey! Yeah no this kinda fell off. It was highly ambitious and the small team I had sorta fell off with their own stuff. From there I lost the files and all the buildings when I lost access to my MEGA account. It was near impossible to try and restore and life happened so I wouldnt have had the time. Right now I'm working on recreating the base PZ buildings along with some other stuff out of State of Decay 2 for a much smaller map that I may share soon but for now is just a personal project.

  3. As a mapper I've felt rather limited in the appearance and more importantly detailing of my forests and farms. I'd have to go in to Tilezed to make changes like adding rocks or leaves to forests. Similarly I felt it cumbersome to have to go to each tile to fill out farmland in very specific manners.  To remedy that for the last few day's I've been tweaking the rules the tools use. I've managed to add quite a lot of stuff into my maps using these edits ranging from sticks and stones to multi vegetable farms on tilled dirt. In the images I've provided each row (and one column in the second image) are a different rule set.

     

    2.thumb.jpg.4501325fe9f2e6fc372b02dc12faca5b.jpg 

    1.thumb.jpg.4e8e7f8874469555a60d0cb26e3cf3e1.jpg

     

    If you want to try these out just replace the Rules in you Worlded folder and it will work perfectly. To use in Tilezed you may need to import and reload your Rules sheet.

    Also quick tip for Photoshop users, use the noise function, reduce tolerance to zero and select different shades to replace with any of the non food colors and it will distribute the features both randomly and in a nice spread out fashion. This way you don't have large patches of leaves or stones that don't look all that great.

     

     

    Spoiler

    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 = FarmLand
        bitmap = 0
        color = 140 90 40
        tiles = floors_exterior_natural_01_17
        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
        condition = 90 100 35
    }
    rule
    {
        label = Trees + Medium grass
        bitmap = 1
        color = 127 0 0
        tiles = [
            vegetation_trees_01_8
            vegetation_trees_01_9
            vegetation_trees_01_10
            vegetation_trees_01_11
            medlonggrass
            medlonggrass
            medmedgrass
            medshortgrass
        ]
        layer = 0_Vegetation
        condition = 117 117 47
    }
    rule
    {
        label = Trees + Light grass
        bitmap = 1
        color = 127 0 0
        tiles = [
            vegetation_trees_01_8
            vegetation_trees_01_9
            vegetation_trees_01_10
            vegetation_trees_01_11
            lightlonggrass
            lightlonggrass
            lightmedgrass
            lightshortgrass
        ]
        layer = 0_Vegetation
        condition = 145 135 60
    }
    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
    {
        label = Grass + Few Trees (dark)
        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
        condition = 90 100 35
    }
    rule
    {
        label = Grass + Few Trees (medium)
        bitmap = 1
        color = 0 128 0
        tiles = [
            vegetation_trees_01_8
            vegetation_trees_01_10
            medlonggrass
            medlonggrass
            medmedgrass
            medshortgrass
            medlonggrass
            medlonggrass
            medlonggrass
            medmedgrass
            medmedgrass
            vegetation_trees_01_8
            vegetation_trees_01_10
            medlonggrass
            medlonggrass
            medmedgrass
            medlonggrass
            medlonggrass
            medmedgrass
            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
    {
        label = Grass + Few Trees (light)
        bitmap = 1
        color = 0 128 0
        tiles = [
            vegetation_trees_01_8
            vegetation_trees_01_10
            lightlonggrass
            lightlonggrass
            lightmedgrass
            lightshortgrass
            lightlonggrass
            lightlonggrass
            lightlonggrass
            lightmedgrass
            lightmedgrass
            vegetation_trees_01_8
            vegetation_trees_01_10
            lightlonggrass
            lightlonggrass
            lightmedgrass
            lightlonggrass
            lightlonggrass
            lightmedgrass
            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 = 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
    }
    rule
    {
        label = Corn
        bitmap = 1
        color = 255 255 100
        tiles = [
        vegetation_farm_01_0
        vegetation_farm_01_01
        ]
        layer = 0_Vegetation
    }
    rule
    {
        label = Wheat
        bitmap = 1
        color = 0 45 200
        tiles = [
        vegetation_farm_01_02
        ]
        layer = 0_Vegetation
    }
    rule
    {
        label = Radishes
        bitmap = 1
        color = 50 95 120
        tiles = [
        vegetation_farming_01_54
        ]
        layer = 0_Vegetation
    }
    rule
    {
        label = Tomato
        bitmap = 1
        color = 135 5 100
        tiles = [
        vegetation_farming_01_70
        ]
        layer = 0_Vegetation
    }
    rule
    {
        label = Lettuce
        bitmap = 1
        color = 135 5 150
        tiles = [
        vegetation_farming_01_22
        ]
        layer = 0_Vegetation
    }
    rule
    {
        label = Strawberries
        bitmap = 1
        color = 255 150 0
        tiles = [
        vegetation_farming_01_62
        ]
        layer = 0_Vegetation
    }
    rule
    {
        label = Carrots
        bitmap = 1
        color = 255 170 85
        tiles = [
        vegetation_farming_01_38
        ]
        layer = 0_Vegetation
    }
    rule
    {
        label = Mixed Vegetation
        bitmap = 1
        color = 50 75 20
        tiles = [
        vegetation_farming_01_70
        vegetation_farming_01_38
        vegetation_farming_01_22
        vegetation_farm_01_02
        vegetation_farming_01_54
        ]
        layer = 0_Vegetation
    }
    rule
    {
        label = Flowers 1
        bitmap = 1
        color = 236 0 140
        tiles = [
        d_plants_1_24
        d_plants_1_25
        d_plants_1_26
        d_plants_1_27
        d_plants_1_28
        d_plants_1_29
        d_plants_1_30
        d_plants_1_31
        ]
        layer = 0_Vegetation
    }
    rule
    {
        label = Flowers 2
        bitmap = 1
        color = 240 50 160
        tiles = [
        d_plants_1_40
        d_plants_1_41
        d_plants_1_42
        d_plants_1_43
        d_plants_1_45
        d_plants_1_46
        d_plants_1_47
        ]
        layer = 0_Vegetation
    }
    rule
    {
        label = Tree Foliage
        bitmap = 1
        color = 40 90 60
        tiles = [
        e_americanlinden_1_15
        e_carolinasilverbell_1_15
        e_cockspurhawthorn_1_15
        e_dogwood_1_15
        e_easternredbud_1_15
        e_redmaple_1_15
        e_riverbirch_1_15
        e_yellowwood_1_15
        ]
        layer = 0_Vegetation
    }    
    rule

        label = Tree Wood
        bitmap = 1
        color = 40 90 60
        tiles = [
        e_americanlinden_1_03
        e_carolinasilverbell_1_03
        e_cockspurhawthorn_1_03
        e_dogwood_1_03
        e_easternredbud_1_03
        e_redmaple_1_03
        e_riverbirch_1_03
        e_yellowwood_1_03
        ]
        layer = 0_Vegetation
    }
    rule
    {
        label = grasses
        bitmap = 1
        color = 90 85 0 
        tiles = [
        d_generic_1_0
        d_generic_1_1
        d_generic_1_2
        d_generic_1_3
        d_generic_1_4
        d_generic_1_5
        d_generic_1_6
        d_generic_1_7
        d_generic_1_19
        d_generic_1_20
        d_generic_1_21
        d_generic_1_26
        d_generic_1_27
        d_generic_1_29
        d_generic_1_30
        d_generic_1_32
        d_generic_1_33
        d_generic_1_34
        d_generic_1_35
        d_generic_1_36
        d_generic_1_37
        d_generic_1_38
        d_generic_1_39
        d_generic_1_46
        ]
        layer = 0_Vegetation
    }
    rule
    {
        label = Ferns
        bitmap = 1
        color = 200 85 0 
        tiles = [
        d_generic_1_49
        d_generic_1_50
        d_generic_1_51
        d_generic_1_52
        d_generic_1_53
        d_generic_1_54
        d_generic_1_55
        d_generic_1_48
        d_generic_1_85
        d_generic_1_80
        d_generic_1_81
        d_generic_1_82
        d_generic_1_83
        d_generic_1_84
        d_generic_1_86
        d_generic_1_87
        ]
        layer = 0_Vegetation
    }
    rule
    {
        label = Sticks and Stones
        bitmap = 1
        color = 250 80 70 
        tiles = [
        d_generic_1_8
        d_generic_1_9
        d_generic_1_10
        d_generic_1_11
        d_generic_1_12
        d_generic_1_13
        d_generic_1_14
        d_generic_1_15
        d_generic_1_16
        d_generic_1_17
        d_generic_1_18
        d_generic_1_22
        d_generic_1_23
        d_generic_1_24
        d_generic_1_25
        d_generic_1_31
        d_generic_1_28
        d_generic_1_40
        d_generic_1_41
        d_generic_1_42
        d_generic_1_43
        d_generic_1_44
        d_generic_1_45
        d_generic_1_47
        ]
        layer = 0_Vegetation
    }
    rule
    {
        label = Leaves
        bitmap = 1
        color = 145 85 70
        tiles = [
        d_floorleaves_1_1
        d_floorleaves_1_3
        d_floorleaves_1_2
        d_floorleaves_1_4
        d_floorleaves_1_5
        d_floorleaves_1_6
        d_floorleaves_1_7
        d_floorleaves_1_8
        d_floorleaves_1_9
        d_floorleaves_1_10
        d_floorleaves_1_11
        d_floorleaves_1_0
        ]
        layer = 0_Vegetation
    }
    rule
    {
        label =Street Cracks
        bitmap = 1
        color = 128 128 128
        tiles = [
        d_streetcracks_1_1
        d_streetcracks_1_3
        d_streetcracks_1_2
        d_streetcracks_1_4
        d_streetcracks_1_5
        d_streetcracks_1_6
        d_streetcracks_1_7
        d_streetcracks_1_8
        d_streetcracks_1_9
        d_streetcracks_1_10
        d_streetcracks_1_11
        d_streetcracks_1_0
        d_streetcracks_1_12
        d_streetcracks_1_13
        d_streetcracks_1_14
        d_streetcracks_1_15
        ]
        layer = 0_Vegetation
    }

     

    Rules.txt

  4. Hey yall, I've been tinkering with the rules sheet the last few days to add more colors to the bitmap to make farms a bit more easily, as Im a big fan of just creating things randomly. Then I decided big flower fields and other sorts of trees and all sorts of miscellaneous items would be nice to see to differentiate areas. The problem I'm coming across is that trees that arent some sort of Pine variant have the trunk as one layer and the leaves on a higher layer. This would work fine in the builded tool but for use on a veg bitmap theres nothing higher than the vegetation layer. Now if I add a layer and call it "vegetation 2" and have the leaves appear on layer "vegetation 2" it works out fine. The problem is that I can only make that layer in tilezed and only one cell at a time. Now my question is how can I do this where someone would not have to add a layer to each of their cells?

  5. On 12/31/2018 at 12:28 AM, Xonic said:

    Showrooms contain living rooms, kitchens, dining rooms, home theaters,  bedrooms, kids rooms, bathrooms, and two tiny home solutions 

    Untitled-7.jpg 

    I really love this! It definitely gives me ideas for rooms in my own buildings too. Gameplay wise its a nice little scene to recreate in your own home

  6. On 6/4/2018 at 5:00 AM, Pressouu said:

    Hi

    I was wondering if there are any news about that ? I edited my own building that I just want to add into the base map. And if not, how can I add it into a cell ? I can't find the pzw. file for Muldraugh anywhere ! I'm desperate i've been searching for hours. Can someone help me please ? :-( thank you !

    So its not possible to add things to muldraugh. The pzw. File youre looking for just isnt there. But as others have mentioned your best bet is to edit another cell for your structures. 

  7. Sadly I do not :(

    I lost the mega account just cause i didnt feel like digging up the recovery key and thats why you cant access that link anymore. And while looking to get ya the files i realized those were my only copies after doing a cleaning of my computer of unnecesary stuff. 

  8. This is a little bit of critique on a minor detail but your grass is repetitive, and its mainly because of the grass you went with.  Now im not sure if you place the grass on the buildings themselves but it doesnt look like placement from a veg map. Anyways might i suggest changing the grass from the one currently to one of the ones in e_newgrass that have like an extra slit down the center. it would make things look more... natural I guess? Aside from that though im quite enjoying the map :)

  9. 1. Yes you have to basically go through the process before you can place any buildings on a map. I would think the reason for this is because of how each cell is broken up into a different file type once imported.  

     

    1.1 you dont need to have it exactly. You could make a base image that's entirely just grass,  a veg image thats entirely black which would mean no vegetation, and a zombie image thats also black for no zombies. I wouldnt suggest it and would say if you want to work with a plain map to atleast get your roads done and make the veg map and spawn map black so you can detail those later however you wish. 

    1.2 The only reason i see to having to set each room's walls and floors is because of the default selection but you could just make an empty room. 

    1.3 there is not. i think theres like 40 or so walls you can choose, but probably like 10 are really exterior walls. 

    1.4 you can, you can leave it empty.  But again to me seems counterproductive as then you have to go back to each room and give them their def. which can be a hassle. 

    1.5 Assuming you're using an editor that has layers, it makes things pretty easy to edit, by simply removing the pixels on your street layer (or whatever youre editing).  you dont have to remake it, you simply edit it, save over the bmp and update the changed cells. 

    1.6 from what ive seen it looks like itll be similar to foraging zones in that, the areas you mark have a chance at spawning cars. So like foraging zones, youll have to mark these "car zones" yourself. 

    2.1 its random.

    2.2 Yes, and good examples of this have been made. 

    2.3 not sure what you mean, but just gonna go with no. 

    2.4 im assuming it looks if the area the building on spawns zombies and then based on that spawns zombies to fill the floors accordingly (except the roof)
     

    2.5 Im sure they could be made but none are currently implement aside from the stairs.

    2.6 look at the room def thread or even the file itself to see what each room spawns. 

    2.7 many have created different tiles, so potentially yes you just gotta ask the creators for it. 

     

  10. This... This is beautiful! I love all the new sprites you guys made. They really make everything look much better and lived in, its part of the reason why i slowed down on my project everything just started looking like everything else. Great job on everything and keep it up!

  11. 14 hours ago, xXxFANCYCAPYBARA36xXx said:

    check out the gaia map, he had similar roads that looked real good

    otherwise i guess you can fix that up by making it a more straight / clean curve, it looks a lil jittery in a way 

    Not sure what youre working with but in PS it was just a matter of grabbing the selection expanding and contracting and smoothing. But because I'm not working on a replica i could make my streets however id like, meaning a lot less curvature. Might i suggest taking some artistic liberties and changing the streets to be straighter, especially if those streets dont have buildings nearby. Itll keep things clean. 

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