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MopS

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About MopS

  • Birthday 05/18/1992

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  1. This is an isometric game, it will not be possible to keep distances here and there are no exact numbers. Try starting from the fact that the tile is 256px high and check how high the doorways are (~220px) As for the distances - the width of the door is 1 cell. The easiest way is to consider this as 1 meter.
  2. i set scale in blender export to 0.3. But most often the model will need to be customized additionally. This can be done while in the game. Put the model on the floor and change the size in the blender. After export, it will change inside the game. Keep doing this until you get a result that suits you. It is also possible to set the scale in models.txt. Just add scale x.x after your model and texture path.
  3. MopS

    Please help me

    Hello. I don't know about bottles, but I was making weapon textures in fbx. Everything is fine with their animation, it should be registered in the parameters of the subject in scripts/yourmod.txt For animation, the item must be attached to the bones of the character model. If you make clothes, it is written in a separate file (or on the model itself in the editor). And in the case of objects, a ready-made animation is used (in your case, just the animation of a vanilla bottle). Look, maybe the file models_items.txt in scripts folder will help you.
  4. You could have used the wrong parameters. Also, the attack speed depends on the character's skills This is PZ - to understand something here, you need to restart the game 500 times, each time changing some parameter. Good luck finding a solution)
  5. If you have a steam version, unsubscribe from the mods in the steam. Then just connect them in turn and the problem will be found. The folder for installing mods in this case will be different. More accurately - \steamapps\workshop\content\108600 The errors that you have indicated will not lead to the problem that you describe. They affect the display of textures. Most likely the error is in some item from the mod or in the steamapps\common\ProjectZomboid\media\lua\server\Items folder of one of mod. I think I had something similar, but I can't remember now((
  6. U can use .FBX file. Blender can do that file without any problems. some time ago there were also a lot of questions about this) and yes, be very careful when you write something for PZ. good luck)
  7. MopS

    Help find guide

    Hello. Most likely you didn't search well. The creation of weapons is quite simple in this game and a lot of people are doing it. You need the steamapps\common\ProjectZomboid\media\scripts folder In it you can find examples of how to correctly fill in the characteristics of weapons. Next, you need to create your own mod. C:\Users\YOURUSER\Zomboid\Workshop\ModTemplate help you with it. There you create your "your_weapon.txt" in scripts folder and paste code: module YOURMOD { imports { Base } item YOURWEAPON { DisplayCategory = Weapon, Type = Weapon, """other features from common\ProjectZomboid\media\scripts folder""" } By the way, there are already a bunch of mods that add different weapons. Is it perhaps easier to look for something already ready than to do something that has already been done 100 times before you?
  8. I will not express my opinion about the development of the game and people who fight for the "purity" of this game and do not recognize modifications as such. But here's what I'll say. 50% of the content in 41 builds somehow originates from modifications. The most striking example is the VHS cassettes, which were created back in 40.43, but are now "officially" added. Server creators are constantly busy choosing interesting mods and testing their performance with each other. And only from this experience new ideas are added to the game. I don't want to offend anyone, but if you want to see the finished game, then you came to project zomboid at the wrong time. Someday this game will be over. And I really want to believe that even during my lifetime.
  9. After playing around with items for a long time, I figured out what the StaticModel is for. This is used for items that are tied to character animations. I used this when I made halberds. Without a StaticModel, they stand upright when placed on the floor (even with a WorldStaticModel)
  10. What's wrong with links? I just re-downloaded the character models with bones from the links provided.
  11. Hi all. I ran into a problem and took a long time to solve it. Decided to write it here, suddenly someone will come in handy. When we're scripting an item, it's very good to add the following structure so that it doesn't conflict with other mods. module YourModName { imports { Base } } In such a case, when you specify a WorldStaticModel item parameter, you must specify your model in the format YourModName.YourModel. For example. module Astaroth WorldStaticModel = Astaroth.Asta, Perhaps this is obvious, but I'm stuck at this point for about 2 days) I hope this helps someone) PS Thank you for creating this guide, it's much easier to get into the study of the 3d editor and the diversity of your game with it)
  12. Thank you so much!!! I got it!! Now it will be necessary to play with the sizes and texture, but these are already quite trifles and they are even interesting for work.
  13. yes, "staticmodel" seems useless to me now too. I understand correctly that for the game there is no difference between "*.X" and "*.FBX" files? Thanks for the answer, I'll try again. I will write in the same topic if I can find an error in myself.
  14. yes, i wrote "items.txt" for understanding. This is giving me a headache too. But a lot of practice in building 3D models) Thanks for the answer.
  15. Hello. It's been a long time since I started little by little learning PZ mods. I have already created a unique map for my server and implemented a quest system there. But now I'm facing a problem that I can't solve. There is an item that is a DIAMOND (this is the currency of our server). The Code for this item is in items.txt in "script" folder on first screenshot. There is a file items_models.txt (2 picture). File *.fbx in "media\models_X\WorldItems" File *.png in "media\textures\WorldItems" 3d picture - model in Blender and UV-map 4th pic - result in-game It would seem that I have done everything so that the object is displayed in a 3D version. But he absolutely does not want to do this. There is definitely no problem with the FBX model, because checked by replacing with vanilla "Brass.fbx" and "Brass.png" in textures. So my question is. What did I NOT do so that the object is displayed not in 2d, but in 3d version? Over the past week I have watched and read a bunch of tutorial videos and guides on adding new items of clothing and could not figure out what I was doing wrong in the end. Unfortunately, I could not find guides for adding "just items", not clothes, for all this time. PS I have already tried changing the paths in "items_models.txt" to "media/models_X/WorldItems/...." Changed the name to "WorldStaticModel = Asta / (Asta_Ground) etc. Replaced everything with vanilla settings with fish (Brass.fbx, Brass.png, etc.) It didn't help. Now I turn to you and thank you in advance for your answers. When studying, I was guided by topic "THE ONE STOP SHOP FOR 3D MODELING: FROM BLENDER TO ZOMBOID!"
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