-
Posts
41 -
Joined
-
Last visited
Everything posted by throttlekitty
-
AFAIK it's up to the RNG whether doors are locked. To make things a little worse, a key works on all doors in a building. If you want each apartment to have a unique key, you'll need to split the building up into a lot for each one.
-
worst tutorial ever! Seriously though, there's been a lot of threads in this subforum that aren't tutorial/resource related, just random questions.
-
fixtures_fireplaces_01.png has all the fireplace tiles. You might want to check your building palettes to make sure you have objects set for them.
-
For those of you that like to work in 3D, I've been working on a prefab scene that I can reference in for modeling and placing. You'll find it on the drive link in the 3D folder, a readme is included. It's a clean setup with lights, cameras and reference objects for easy snapping. It looks like this in Maya, and I've included a .fbx of this scene as well so you can use it in Blender or Max just as well.
-
Use the trim in location_trailer_01 instead, it doesn't have that gap. They're meant for the trailer homes to give them the appearance of being off the ground somewhat.
-
\media\lua\server\Items\Distributions.lua And for any entries that have procedural=true, you'll also want to look at ProceduralDistributions.lua, but that goes for rooms/locations.
-
Loot spawns in bins anyway, they don't need to be in a room. Many of the containers have an "All" description, so unless they are in a room that tells them to give specific loot, it uses All instead.
-
https://drive.google.com/open?id=1i2VYWHNvrGXfDS1dv_9VYgCnI4PpTqxc I'll be kicking out new sprites for my map and updating them on Drive as I go. I've got a list that I'll be working from, but I'm open to most requests; just know that my progress will be quite slow for a while. First up is the porch kit, it adds these little end caps and some adjusted railings. The downside is to get them to show on higher floors, I had to uncheck their FloorOverlay property, which means players and item can show behind the caps.
-
Well, kinda. Their loot isn't created until you kill the zombie. Schroedinger's key
-
This has been the case for a while, not 100% on cars, but you can get house keys by doing this.
-
Map Question: Spawnpoint won't show at ingame selection ( SOLVED )
throttlekitty replied to T-Titenic?'s topic in Help
I think the line "lots=Kentucky" is what ties yours into the main world, not "Muldraugh". But anyway, my standalone has "lots=testMap1" and I think that's the only thing. -
Map Question: Spawnpoint won't show at ingame selection ( SOLVED )
throttlekitty replied to T-Titenic?'s topic in Help
Try removing Spawnpoints.lua on line 1. -
Does that stack with Hemophobic maybe? By the end of day 1, my character is a nervous wreck, been finding it hard to stay level-headed.
-
I also get this error. I have bleach and a bath towel in my inventory, using the world context menu to clean blood. https://pastebin.com/C6TLmgXs
-
-
Mind if I add to the thread? Here's the template I use in Photoshop, it's helpful for lining sprites up. I have two extra block grids for 45 degree/flat, for when I'm painting flat pieces. Heres a preview: Here's the file: _masks_basic_starter.psd
-
Yeah, they can sit right next to each other, just beware of overlapping tiles. Buildings behind others shouldn't have front-facing walls for example. If it's easier for you, make it as a single building first, duplicate the file as needed, then delete the housing areas in each.
-
Interesting, I could only get it to tint the images, which wasn't particularly helpful.
-
How did you make the vegetation image?
-
Way cool, I've only taken a quick look just now. It is annoying to move from flat to iso, this will make floor tiles much easier, thanks!! Any chance of adding support for a furniture tile? Working off a single input.png could get tiresome, think you could pull off getting all images in an input directory?
-
In this case, yes. policestorage has only two container entries: "all" and "metal_shelves", both giving weapons and ammo. You'd have to insert a distribution table for "bin" if you needed to have a policestorage room that also has trash. You can check the full list of rooms/containers in this file: \media\lua\server\Items\Distributions.lua
-
I had spent some time adding/fixing/reoganizing a while back, drop these in your %userprofile%\.Tilezed folder. You may want to make a backup of these files just in case. https://drive.google.com/open?id=11evB5__GhdEE3Pnd0DpxypKO3NoCJw4S edit: I put the wrong files up a little bit ago. Also there's some references to some of my yet-unreleased tiles, so just delete those.
-
The One Stop TileZed Mapping Shop
throttlekitty replied to RingoD123's topic in Tutorials & Resources
@Legoland99, that extra tile isn't extra, the walls/door/window are all sitting on the northen tip of the tile. Ringo, I have one question about zoning that I can't dig up still. Does the game use the Nav zone for anything? -
Your details are looking better and better! And what's this data map?