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grivcin

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About grivcin

  • Birthday 11/29/1980

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    1980s

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  1. grivcin

    Cherno and tiles.

    So I have redone the Chernarus map again to something I pleased with. I don't think I will continue working on this anymore. I've gone through different iterations and styles and decided to just keep it as the original Chernarus map with the usual locations. Each location should be somewhat similar to the actual location. If you zoom in you can see. Almost all roads are isometric except for some roads that I left as they are on the actual map for variety. Roads range from 1px - 12 px. Except for landing strips that may be bigger. I added some lakes that are not in the actual map for variety and sources of food I guess. This map has not been worked on. My laptop is too old. I don't have custom buildings, I have pictures of some Dayz buildings, but not all. I don't even know how to make buildings anymore or even work with the tools and I don't think I want to re-learn them. That is why this project has been held off for so long, plus losing all the files and reworking it through different iterations until Photoshop just couldn't handle it anymore. If people out there want to work on this map I can provide the folders. I have been trying to make some variation tilesets that fit the theme of Chernarus. Since I finally managed to figure out how to make the tileset I can just upload them when I have other textures. I imagine there are ways to work the map efficiently, I just don't think I can do it with my limited setup. It's too time-consuming. I have design ideas already but can't implement them. I was thinking of making some parts of the map be already overgrown. Some of the streets decayed and vegetation everywhere, some damaged buidlings, but I don't have the artistic ability to do that. AtoxWarrior has some of those elements in his project which is awesome to see. Again, I can provide the files if someone really wants to work on this project and start filling the world. I'd like to see someone who already has experience build on this world. Or a group of people who know what they are doing. Reason being that I actually want to see this world in action reason being I can't not because I don't want to, I just can't with my rig. I know there are some unknown colors that need to be found and fixed. It's a huge map. About 40x40 tiles worth. It's almost as big as the Chernarus map that was about 19,000+ pixels.
  2. grivcin

    Cherno and tiles.

    Finally figured out how to create a tileset png that works
  3. grivcin

    Cherno and tiles.

    Updated Chernaurus isometric map: I've decided to make the map somewhat different. Added a ton more city and village blocks. And new areas to explore in the future. Detailing and building making is what's coming next. Map is still 9000x9000. There's a lot of work to do. Adding custom tiles will probably not happen as I can't get it to work in TileZed. If I knew how Card did his farmland and visual stuff for his Cherbourg map this would take half the time, but I don't. I'm still trying to remember half the stuff I used to when making buildings and figuring out the basics of the building editor. But I'll keep working on this and see what I can manage. the big blocks are to visualize where lots will be going. I have no idea if that is a good idea or not. Or how that will affect the building of lots once I start plotting down lots. Or if anyone can make a suggestion who is experienced in creating lots on a map. All feedback and constructive criticism is welcome.
  4. grivcin

    Cherno and tiles.

    So I was lurking the forums (like I have for years now) and came across Cherbourg. What a beautiful piece of work. Even though I cannot play Project Zomboid (my 2011 yr old laptop can't handle it like it used to). I still admire most of the things that are created. I've been contemplating reworking the Chernaurus map since Cherbourg came along, but it's a massive endeavor. Cherno was a passion project. A hobby. Meant to ease a lot of anxieties and depression. I've since lost most of my photoshop files due to hard drive failure. But I still have some files. So I made a new base map. Making tiles is hard work. Multiple tiles, even harder. I have some drawing abilities, but not like the devs. Creating handmade tiles or sprites or whatever you want to call them is HARD. I scoured the internet to search for tiles that I think would fit in a post apocalyptic setting and of course some good 'ole regular tiles. But mostly things you would see in a dystopian setting like litter, clutter, etc. I found a blender file in this forum and learned how to use blender: in taking 3D models and converting to png tiles (I can't remember who posted it, but credit to them) These tiles are, of course, not mine. I also have worked on creating new recolor and texture tiles (walls and roofs) and trying to see how to work with multi-tiles (not mine) just converted in blender from a 3d model found on different forums from different dystopian and not-so-dystopian games: I also played around in photoshop just to see how multi-tile objects are built on an isometric grid. All in all, the pandemic gave me some time to play around and think how cool and rather complex it is to make multi-tile objects. I wish there were a tool that can auto-magically cut tiles on an isometric grid. NOTE: Though they aren't exactly "custom" by any means. These tiles are being made available for anyone to use for their map making endeavors. Of course you do have to actually make them useable for the game and create the respective files in TileZed. I wouldn't know where to start. As I haven't dealt at all with TIleZed or WorldEd in a long time. As for Chernaurus. I'm slowly working on it. As for buildings, clutter, litter, the farmlands, and all that wonderfully tedious stuff? That will take a little more time, unless boredom takes over. I saw there was a google drive with all the player made buildings and the sort. Some of those buildings might work on this map. But I feel that this map needs its own tiles (sprites) and a lot of "DIFFERENT" buildings all around with lots of randomness. In the original DAYZ game there wasn't enough difference between all the buildings. Honestly I don't know enough about LUA or other game aspects to create a mod for this. If nothing, I will just pass the project over to someone that has more experience and can actually make it happen.
  5. So I was lurking the forums (like I have for years now) and came across Cherbourg. What a beautiful piece of work. Even though I cannot play Project Zomboid (my 2011 yr old laptop can't handle it like it used to). I still admire most of the things that are created. I've been contemplating reworking the Chernaurus map since Cherbourg came along, but it's a massive endeavor. Cherno was a passion project. A hobby. Meant to ease a lot of anxieties and depression. I've since lost most of my photoshop files due to hard drive failure. But I still have some files. So I made a new base map: Making tiles is hard work. Multiple tiles, even harder. I have some drawing abilities, but not like the devs. Creating handmade tiles or sprites or whatever you want to call them is HARD. I scoured the internet to search for tiles that I think would fit in a post apocalyptic setting and of course some good 'ole regular tiles. But mostly things you would see in a dystopian setting like litter, clutter, etc. I found a blender file in this forum and learned how to use blender: in taking 3D models and converting to png tiles (I can't remember who posted it, but credit to them) These tiles are, of course, not mine. I also have worked on creating new recolor and texture tiles (walls and roofs) and trying to see how to work with multi-tiles (not mine) just converted in blender from a 3d model found on different forums from different dystopian and not-so-dystopian games: I also played around in photoshop just to see how multi-tile objects are built on an isometric grid. All in all, the pandemic gave me some time to play around and think how cool and rather complex it is to make multi-tile objects. I wish there were a tool that can auto-magically cut tiles on an isometric grid. NOTE: Though they aren't exactly "custom" by any means. These tiles are being made available for anyone to use for their map making endeavors. Of course you do have to actually make them useable for the game and create the respective files in TileZed. I wouldn't know where to start. As I haven't dealt at all with TIleZed or WorldEd in a long time. As for Chernaurus. I'm slowly working on it. As for buildings, clutter, litter, the farmlands, and all that wonderfully tedious stuff? That will take a little more time, unless boredom takes over. I saw there was a google drive with all the player made buildings and the sort. Some of those buildings might work on this map. But I feel that this map needs its own tiles (sprites) and a lot of "DIFFERENT" buildings all around with lots of randomness. In the original DAYZ game there wasn't enough difference between all the buildings. Honestly I don't know enough about LUA or other game aspects to create a mod for this. If nothing, I will just pass the project over to someone that has more experience and can actually make it happen.
  6. A good suggestion for Project Zomboid which I would recommend and wish the developers would implement is a tool where you can import your own tiles and rearrange them, edit them, and save. For example, say you have a car tile and want it in the game. The tool will split it where it needs to so that it appears in game as it should and you can add all the options like if it is solid and whatnot. Because objects that take up multiple tiles aren't easy to make by hand and knowing how and where to split is just hard for non-developers like myself. I have huge tile ideas that I want to implement but it is not feasible. The flexibility the game will have if you can take a drawing or a tile and have a program analyze and split it and then have it made into a sheet or tilesets would be amazing. More people would create amazing things. Take for example walls, doors, steeples, architectural designs. Little details that make the environment believable will immerse the player more in the world. That was what I wanted with Chernaurus, but ultimately, its too complex for me. A tool that allows you to import textures, an ISO image or drawing of an object and then have it arranged and split would be kind of neat. You might be thinking, "isn't there a tool that does that already?" Yeah the tool allows to import those tile sheets that you may make but it can't split multiple tile objects correctly. You can have a car that takes multiple areas of a sheet but as soon as you start to split the tile each side, N,E,W,S and the like it doesn't know how to manage that. You literally need to hand draw them already in halves. I commend the developers with their game and their unique style, but non-developers like me don't have the ability to create or mastery that type of artistry. This is what ultimately made me suspend the project. I still very much love the game. If someday the developers make a tool like that I would love to start making my own tiles that will fit the apocalyptic setting I wanted to create with chernaurus. Have a great day everyone.
  7. Trust me I'm still gonna do this. Just doing other things right now. Ive been lurking in the forums every once in a while. But for sure Ill be updating it at some point. Unless someone else beats me to it. But I will be expanding the world of the Zeds to include the cities and islands that currently exist in the Dayz world as well. The only downside is no Height maps so just bear that in mind
  8. Suspended for a while....it's complete but I just need time to do the details, and of course until custom tiles are implemented there won't be much of a release as I can't test them in-game. So that's really the only reason it's been suspended.
  9. That's just the tile definitions and arrangements on some parts that mix exterior walls with window tiles etc...all that can be fixed if you go to Building Ed ----> then tiles... in the building menu and after a new window opens, click the little button on the bottom that turns it into Expert Mode (should look like 2 picket fence icons and check and see what walls are fudged up...to do that just click on external or internal walls from the list on the upper left side check to see where things are and whats on the W, N, E, S....but then again I could be wrong
  10. When using photoshop, make sure in the general preferences (Edit menu.......General....) you set antialasing to nearest neighbor, set colors to Windows and make sure to un tick antialiasing, feathering when using brushes or any other tool. Also when creating a new project don't let adobe manage your colors, and set it to 24 bit like Ringo said. Also make yourself a swatch with all the basic project zomboid colors. It's been working for me. Also Suomiboi thanks for the tip on the blends.txt. it was driving me crazy that nothing was blended at all!!!! Also when saving in png format when it asks if you want interlaced and compression don't do either.
  11. I don't know how this will look in the editor, I haven't tried it out yet. Just made random dead corpses. I'll probably make more later on. Check it out and let me know. DEAD CORPSES
  12. Eso si! NĂ­tido! Buen aporte amigo!
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