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throttlekitty

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Posts posted by throttlekitty

  1. 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.

     

    image.thumb.png.34261008f142cf21a94b3de9a685eefe.png

  2. 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.



    image.thumb.png.7251980a0743d419d5a21077ee30c9b2.png

     

     

  3. On 10/20/2019 at 4:05 PM, ohgodspidersno said:

    Are there corpses nearby? Those cause unhappiness and poor health.

     

    The game doesn't do a terrific job of communicating this fact to the player.

    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.

  4. 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.

  5. 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?

  6. 4 hours ago, Kenny780 said:

    Thanks, but what about garbage bins for example? If I add appropriate name "policestorage" for example and put a bin in this room, will police equipment also spawn in this bin?

    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

  7. 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.

  8. 7 hours ago, RingoD123 said:

    The size is fine, that building in your second image, you would place that one first and then place the building that would join to the right after it. Basically place the inside wall of building 2 after the outside wall of building 1 if that makes sense.

     

    @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?

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