Jump to content


  • Content Count

  • Joined

  • Last visited

About Pop

  • Rank

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Something I forgot to mention when it comes to the stairs. The easiest way I've found to make stairs work correctly, custom ones that is. Is to just copy the defs of each respective stair piece in the tile definitions. It's included in the TileZed program and this is probably what it's intended for. No need to do guess work really, just copy paste a definition if you have the same type of tile. The easy way I found to do this, is to open the .newtiles file then add my own tilesheets to it. Eventually you can remove all the sheets from .newtiles one in tiledefinitions when all your custom tiledefs are done. After that, just save your .tiles file as something else, so you don't overwrite the original .newtiles file.
  2. So I've decided to work around this problem. I believe I've found a solution that will force the game to display the railings and trims correctly. The fix is pretty simple, copy and cut up the tilesheets that I want to use, combine them into a single tile, make new tilesheets, add these to a custom tilepack. Now there's no trim to add to the railing, because the railing will have the trim as part of being a railing. Hopefully it will do the trick. I'll report back wether successful or not.
  3. So I just noticed this now. Not sure if it's a new bug or an old one. If you have a wall with walltrim, or a railing with trim placed on top of it with layering, next to a corner, the wall or railing will be on top of the trim. With the editor, I attempted to place the wall and railing with both Wall # 1 & Wall # 2, whilst placing the trim in Trim layer #1 & #2, Overlay #1-4. Meaning I've tried all different layer combinations, still the railing or wall will be in front of the trim. If I understand it correctly, the layers in the list that is over the other groups, will be placed on top of the sub group. Like furniture #4 is placed, or loaded, after furniture #1, to make sure that it's displayed and loaded correctly. Wall #1 is under, or behind, Wall#2. Curtain #1 is displayed under curtain #2, so that #2 is the more visible layer. But especially corner tiles with walls and railings don't want to apply to this rule. Even if I place a railing as the wall trim #1, and use the trim in wall overlay #4, the wall will load in front of the trim. Known issue, or what gives? It's driving me mad because the editors display it correctly, only in the game does it change back. And it only applies to certain walls or railings in the corners, not every time. Edit: I uploaded some pictures to help show what I mean. Yellow: Trim is on wall overlay layer #4.  Red: Trim is on wall overlay layer #3. Green: Trim is on wall overlay layer #2. Purple: Trim is on wall furniture layer #2. Blue: Trim is on wall trim layer #2. The railings is on wall layer #2. Consistently on all railings. All the non problematic trims are on wall trim #2, with no problems. So why does these places not work? As you see in the overview picture, it all looks as intended. It looks like I want it in TileZed, BuildEd and WorldEd, but the game itself will do this.. The editors follow the layering rule, game follows the layering rule, but the colored markings are an exception only in the game, regardless of layer.
  4. CartoZed will likely help you. I'd suggest using it together with the ZomboidMapProject. Just select a cell in CartoZed after loading the map from your folder, select tile or tiles, save as PNG. After that you still need to use paint or something to make the maps for the nature. But with CartoZed it's easy to keep the existing roads and still add new roads that line up with the original map. Then you can use the normal procedure of making maps with TileZed, BuildEd and WorldEd. Back to ZomboidMapProject to find the X Y position, add those when writing the lots in WorldEd.
  5. So I have used different ladders, made my own textures and remodeled however I liked it. Have not found any more problems that I could not work around really. But I'll list what I've found out so far when doing this. If adding tile defs to a ladder going either topN or topW, make sure to also change the def of the top of the ladders to be NorthWallWindow or WestWallWindow. Even if there is no window there, it needs to believe there is, to you automatically vault the top of the ladder. If you don't the character animation may get stuck completely and you won't be able to go back down anyway. If you add tile def to a ladder going either topS or topE, you can not put a WallWindow def on there, because of what I believe is the isometric limitations. But, if you make a wall there that has a window, or a fence that can be jumped over, it will work just like stated above regarding topN or topW. So for ladders to work going N or W, a full wall can be SheetRopeNorth or SheetRopeWest, SheetRopeSouth or SheetRopeEast. For the top tiles, where you reach the top ladder, you need SheetRopeNorthTop and also NorthWallWindow for that tiledef, or SheetRopeWestTop combined with WestWallWindow. And for the top ladders SheetRopeSouthTop or SheetRopeEastTop, but you need to combine this with something to jump over, either a fence of sorts, or some type of window that you add.
  6. Thank you for the answer. When reading another thread it was said to stay away from those, because they were not being updated.. Either way, I started making my own tilesets by copying from what was already provided, then adding them as a custom tileset to my mods insteads. That way it stays in game atleast, but it takes a lot more effort. I'll see about getting the steam version though, could be nice to have more choices without cutting, pasting, tiledeffing so many tiles I want to use. Extra information: Also I found that if I add some textures with TileZed, rather than BuildEd, meaning to the cell itself rather than to the buildings, it seems more textures and tiles work that way and don't get removed.
  7. So I seem to have another problem. Not sure what's going on really. Whenever I make a map in tilezed, worlded and builded, and later on load it in to the game, there's so many tiles missing. What I mean is that most things do work and show up, but a lot of the things I add, like wall vines or edge grass, either gets removed or gets it's tile swapped with another. I can for example build a wall and add wall vines to it by layering. But when loading up the map in the game, either the wall vines are missing completely, or they have changed to another wall vine, so that they all look the same. So it looks the same in tilezed, as in worlded, as in buildinged. But when loaded in to the game some tile textures are swapped, some just plain removed. What's going on here? How do I get the game to actually show my map the way it is made?
  8. So I've managed to get it to work now. Although I'm not quite sure what exactly changed overall. I remade the .pack and .tiles files from scratch, changed some tile defs and now it works. Sometimes, after going up stairs, or up a ladder, when you reach the top, and fall down, the freeze happens again, but as of right now, it's only when falling/stepping off a ledge after going up. I'll leave with this for now, if you want to be able to get back down after climbing a ladder, that uses the sheet rope mechanic, you need to have a ledge to climb over. Like if you're climbing through a window, or over a fence, otherwise the ladder, sheet rope mechanic, won't work. Atleast this is as far as I've gotten at the time or writing this. Will mark this as answered when I'm sure no new problems arise in relation to this.
  9. Pop

    POI Fort Redstone, KY

    Like your mod very much. Would really like it to be able to make ladders like yours though. Mine won't work at the moment. Do you have any tips or tricks on how to be able to actually climb the ladders? I keep getting stuck, even though the ladder knows it's a sheet rope, atleast it seems like it knows..
  10. So I'm hoping someone can help me figure out a solution to this. I've decided to try and add working ladders, using the sheetrope function, aswell as a new staircase. I have made a custom tilesheet and added it to the editors. I can use it in the editors as tiles, and it shows up in game when trying out the mod after doing a .tiles and .pack file. For the ladders/sheetropes, as soon as I try to climb it in the game, the whole game will freeze and climbing is impossible. It doesn't crash the game, but will make it stuck, leaving me to ALT+F4 to get out of it. Basically, the ladders seem to know they are ropes in the game, but it won't work to climb them, only to start the climb, before it freezes. With the stairs, I've managed to get to the second part of the stair before the above mentioned freeze occurs. Meaning, the stairs is in 3 parts, I can walk on the first, then the second level, but stepping on to the third level of the stair will cause a freeze and leaving ALT+F4 as the only solution to leave the game. I have no idea how to continue here, or what to do from this point on. Anyone know a solution, or willing to help with making it work? It would be greatly appreciated.
  11. Pop

    ORGM Rechambered

    Any chance you might add silencers directly into this mod? The steam version of the silencer for ORGM has not been updated, and I'd really like to use this mod. As it is right not it's not worth the risk to fire at all.
  • Create New...