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FilibusterRhymes

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Everything posted by FilibusterRhymes

  1. Hey dude! No problem, and thank you. You don't need to start a new game, but vehicles will only spawn in areas you haven't been yet.
  2. Hey guys, I was thinking it'd be nice to be able to have the radio and TV play sound files. That way we could mod in voice overs, songs and whatever else comes to mind.
  3. Hey dudes! I uploaded a quick and dirty fix to steam that should get my mod working with this update.
  4. Hey man, check Fenris_Wolf's previous post in the thread.
  5. Hey man, I've actually got most of them done. Only need to do about 10 more. I have a kind of preview Workshop mod up that acts like an add-on to orgm you can subscribe to if you want to use the newest weapon models before they're officially integrated into orgm. the P90, vepr and sig are all in there. I'm glad you're liking the cars, dude! I had a pretty good time making them. It was a lot more productive than just making unfinished spaceships in games like Interstellar Rift or space engineers, which is what I normally do when I'm feeling creative, haha.
  6. Oh hey, I should probably update this. My main man Fenris_Wolf actually found a fix for that issue. I've got it implemented in the newer versions of the used cars mod. I don't think I have it in the smaller cars mod, but I'll try to update that tomorrow.
  7. Hey man, thanks! I wanna keep it as modular as possible, though. But I'll definitely post a link and recommend yours with it the steam description, my dude. Hey, thanks for reporting this. A handful of others have reported the same issue. I'm really sorry dude, but I'm at a loss. I'll keep trying to find a common factor, though. What are the other specs of your computer?
  8. Hey guys, I was poking around in the VehicleZoneDefinition.lua and it looks like the McCoy pickup isn't in there. I'm no coder, so I could be wrong, but it looks like the McCoy lines at 217 and 218 point to the normal PickUpVanLights and PickUpTruckLights vehicle instead of the PickUpVanMccoy and PickUpTruckMccoy.
  9. Hey man, Fenris pointed it out to me, too. It was some sloppy coding (see: copy and pasting) on my part, haha. Oops! I just uploaded a fix. Hopefully. Sorry about that! Hahaha, thanks man!
  10. Update 11/3 Hey guy! This is now working on the stable branch! 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: https://steamcommunity.com/sharedfiles/filed 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:
  11. 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?
  12. I got ya. Would you mind uploading the model file or at least taking a picture of what it looks like in blender?
  13. 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!
  14. 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!
  15. 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.
  16. Here ya go. I also messed with the chevy trucks' proportions a bit.
  17. 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?
  18. 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!
  19. 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.
  20. 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.
  21. 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.
  22. 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). Mod.info 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
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