• Content count

  • Joined

  • Last visited

  1. Filibuster Rhymes' Used Cars!

    Some pictures for ya.
  2. Filibuster Rhymes' Used Cars!

    Hey dudes, I finally got the compilation of my cars completed, plus a few extra. I've got all the masks working, although the damage textures are kinda half-assed. The script files are fine tuned (for the most part). But yeah, hope ya guys enjoy! Link: etails/?id=1510950729 I owe a HUGE thanks to Fenris_Wolf of ORGM Rechambered for helping with, well, all the lua files, haha. I'm as good as code illiterate, so without him, this wouldn't have gone anywhere. Car list:
  3. How to create new vehicle mods

    Hey dude, I'm home now. If you want help getting the texture right, I'm up for it. Did you wanna over discord so we don't hijack the thread?
  4. How to create new vehicle mods

    I got ya. Would you mind uploading the model file or at least taking a picture of what it looks like in blender?
  5. How to create new vehicle mods

    Hey dude, it looks like you might need to play with the UV in blender. You can also export it to get a template for your texture, too. Look up sone tutorials on uv in blender. If you need any help, feel free to pm me. I'm at work right now, but can show ya how when I get home. Good luck!
  6. How to create new vehicle mods

    Hey Harra, some more details on what RingoD said about the orientation. In blender, the model needs to be facing upward along the z access. The roof should be facing the positive direction of the y access and the bottom should be facing the negative direction (of the y access). I snapped a quick pic to show ya. I haven't messed with the scaling in the script in a while, but I think it changes the size of the tires, too, so it's probably better to resize it in blender. What I do is import one of the vanilla vehicles into blender alongside my model, resize mine, then export it. Try to place it as close to the center, too, it'll make getting the extents and stuff a lot easier. Definitely import one of the models to check it, man. It'll help with the orientation too. Good luck, dude!
  7. Filibuster Rhymes Used Car Dealership or Whatever

    Hey, thanks man! I'll definitely look into the BMW, but I'm just focusing on getting what I've got into the game for now. I think we can replace sounds, but I couldn't figure out how to add new ones. Doesn't mean we can't, though.
  8. Filibuster Rhymes Used Car Dealership or Whatever

    Here ya go. I also messed with the chevy trucks' proportions a bit.
  9. Filibuster Rhymes Used Car Dealership or Whatever

    Hey, I tinkered with it a bit. The hmmwv is the same size, but I shrunk the tires and lowered it some. How's that look to you guys?
  10. Filibuster Rhymes Used Car Dealership or Whatever

    Alright, I've almost got them all in and scripted. After that, I've just gotta go through them all and do the masks, lighting, damage, redo some textures, figure out what the spawn rate should be... It'll be a fun time!
  11. Filibuster Rhymes Used Car Dealership or Whatever

    Hey, thanks guys. I'm glad you like 'em! And thanks, Arsenal. I like the original cars, but they do seem a tad on the large size compared to mine. I'm planning on making an optional mod scaling them down a little, either in blender or through the scripts, so I definitely appreciate the numbers, my dude. Also, if you guys notice anything that looks off, please lemme know, even if it's something seemingly insignificant.
  12. Filibuster Rhymes Used Car Dealership or Whatever

    Hey guys, with the ability to add cars in the new weather beta (thanks a lot, by the way!), I've been working on adding them all as new vehicles. Here's a screenshot of what I've got so far. I've got like ten thrown in there for now, not counting the different similar models (like cop cars or different lengths of pickup bed). I haven't done the masks yet, but got the random colors in, so that's pretty cool. Take it easy, dudes.
  13. Vehicle mods

    Work in progress.
  14. Vehicle mods

    Hey man, thanks! I'm glad ya like it, my dude. I've got a few more in the works, but I'm waiting until we can spawn new vehicles before I really get at it again. That and I seriously hate texturing, it takes me forever, haha.
  15. Vehicle mods

    Hey dude, sorry, I know this reply is a bit late... Also sorry if this explanation is confusing as heck, but hey, I'm gonna try. After you make the model, you've gotta convert it to what PZ uses, a .txt file. For blender, you can export/import PZ models using scripts. I'll attach them to this post. I didn't make these, I can't script for crap. I found them somewhere on here, but can't remember where. If you need to know how to run scripts with blender, just lemme know. After you've got the model zombified and ready to go, you can set it up as a mod. Name it something like Vehicles_MYCAR.txt. So if you're on steam, you're gonna go to C:\Users\YOUR NAME\Zomboid\Workshop, then make a copy of ModTemplate and rename it to whatever you want for your mod. Preview.png will be the image that appears in the steam workshop, workshop.txt gives the workshop all the info for your mod. Then move on into Contents\mods\ModTemplate(which you'll also rename to your mod). has all the info that's in the mod menu in the game. Name is how the name will appear, and ID is whatever the folder is named. Poster.png is what appears in the mod menu. Alright, time to get to the meat and potatoes. The rest of this will be done in the media folder. If you're using the mod template, go ahead and delete the maps folder. We need to place a to throw the models, so create a models folder and put Vehicles_MYCAR.txt in there. Now we need somewhere for the textures, so head back to media and make a textures folder. In that folder, make a Vehicles folder, so you've got media/textures/vehicles. In there, place your model's texture, Vehicle_MYCARShell.png. Back to the media folder again. Make a folder called scripts, make a folder in there called vehicles (so it's media/scripts/vehicles). Best thing to do here would be to copy one of the vehicle scripts from the game. It's easiest if you copy one similar to what you're making. Let's say you're making a four door sedan. Hey, the taxi's a four door sedan, so why not use that? Copy vehicle_taxi.txt from your ProjectZomboid/media/scripts/vehicles folder into your mod's scripts folder and pop that sucker open. I recommend using notepad++ for this instead of window's default notepad. On line 11, you should see file = Vehicles_CarTaxi. Change Vehicles_CarTaxi to Vehicles_MYCAR (or whatever your model file is called, without the extension). Upper and lower case matter when you're loading in any file, so make sure you check that. Now go down to line 20 and change texture = Vehicles/Vehicle_CarTaxiShell to texture = Vehicles/VehicleMYCARShell. Or whatever, again, without the extension. If you made new lights, damage and rust masks for you car, you change those on lines 28-34. Currently, though, they don't work for mods. Now you just need to tweak this sucker. Extents and physicsChassisShape are basically the collision area of the car. You might need to change the wheel position, those are the offset setting for wheel FrontLeft, wheel FrontRight, etc. Lines 103-134 in the taxi's file. You'll probably need to tweak the seat positions, too. Lines 136-189, my dude. Again, the offset will change where it's at. Outside will be where you get out of the car. To change where you can enter the car, go on down until you see area SeatFrontLeft, line 199. It'll say xywh = buncha numbers. The x axis will be, y will be along the length of it, w is width of the green box, and I guess h is height, but I haven't experimented with that yet. You might need to change the other areas too, but it works the same way. Now the car is ready to go, you just need to get the mod to load it. Head back to the media folder for, ideally, the last time. Buuuut if you're anything like me it won't be, because you'll have made some dumb, small spelling error or something like that. So you need something to load the models into the game. Create a folder called lua. In the brand spankin' new lua folder, make a text file, and rename it to MYCAR.lua. Make sure you give it a unique name or else it could conflict with other mods. Since I can't code, script and am barely able to form a coherent sentence, I just copied and modified the model loader I found in Jab's crowbar mod. require 'Reloading/ISReloadManager' local MOD_ID = "MODNAME"; local MOD_NAME = "MODNAME"; local MOD_VERSION = "1.00"; local MOD_AUTHOR = "YOURNAME"; local function info() dir = getDir(MOD_ID); loadStaticZomboidModel("Vehicles_MYCAR", dir.."/media/models/Vehicles_MYCAR.txt", dir.."/media/textures/Vehicles/Vehicle_MYCARShell.png"); print("Mod Loaded: " .. MOD_NAME .. " by " .. MOD_AUTHOR .. " (v" .. MOD_VERSION .. ")"); end Events.OnInitWorld.Add(info); Save it, start the game and test 'er out. I'm not great at explaining things, so please, feel free to ask if anything needs clarified, my dude. Export.txt Import.txt