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throttlekitty

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Everything posted by throttlekitty

  1. 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.
  2. worst tutorial ever! Seriously though, there's been a lot of threads in this subforum that aren't tutorial/resource related, just random questions.
  3. 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.
  4. 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.
  5. 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.
  6. \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.
  7. 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.
  8. 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.
  9. Well, kinda. Their loot isn't created until you kill the zombie. Schroedinger's key
  10. This has been the case for a while, not 100% on cars, but you can get house keys by doing this.
  11. 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.
  12. After taking a big fall by running at a short fence, it's possible to repeatedly reset the standing up animation afterwards by tapping additional direction keys. I could only repeat this on a female character.
  13. 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.
  14. 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
  15. What's your GPU and OS? Reporting that it looks fine on ultrawide here. GTX1080ti, Win7, 3440x1440
  16. 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
  17. 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.
  18. Interesting, I could only get it to tint the images, which wasn't particularly helpful.
  19. 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?
  20. 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
  21. 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.
  22. @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?
  23. Your details are looking better and better! And what's this data map?
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