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asierus24

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Posts posted by asierus24

  1. On 11/29/2023 at 9:18 PM, Nuno said:

    Hello friend, did you manage to solve your problem? I'm going through the same situation and don't know what to do.

    sorry for not responding, yes the issue was that i forgot  to "define" the model used, i leave you here a example code of the car working:   (but basically the issue was that  i forgot to define the first "model Vehicles_93jeepcherokeee" section  which is later used to set up the model for the car a few lines below)

    module Base
    {
    	model Vehicles_93jeepcherokeee
    	{
    		mesh = vehicles/Vehicles_93jeepcherokeee,
    		shader = vehicle_multiuv,
    		invertX = FALSE,
    		scale = 0.4519,
    	}
    	vehicle 93jeepcherookeerangerlb1test
    	{
    		mechanicType = 2,
    		engineRepairLevel = 5,
    		playerDamageProtection = 1.3,
    		offRoadEfficiency = 1.20,
    
    		model
    		{
    			file = Vehicles_93jeepcherokeee,
    			scale = 1.8500,
    			offset = 0.0000 0.3568 0.0000,
    		}
    
    		spawnOffsetY = 0.30724707,
    
    		skin
    		{
    			texture = Vehicles/vehicle_93jeepcherokeeparkranger2lb,
    		}
    
    		skin
    		{
    			texture = Vehicles/vehicle_93jeepcherokeeparkrangershelllightbar,
    		}
    
    		lightbar
    		{
    			soundSiren = VehicleSiren,
    			leftCol = 1;0;0,
    			rightCol = 0;0;1,
    		}
    
    		textureMask = Vehicles/vehicle_93jeepcherokeeparkranger2lb_mask,
    		textureLights = Vehicles/vehicle_93jeepcherokeeparkranger2lb_lights,
    		textureDamage1Overlay = Vehicles/fr_Veh_Blood_Mask,
    		textureDamage2Overlay = Vehicles/fr_Veh_Blood_Hvy,
    		textureDamage1Shell = Vehicles/fr_Veh_Damage1,
    		textureDamage2Shell = Vehicles/fr_Veh_Damage2,
    		textureRust = Vehicles/fr_Veh_Rust,
    
    		sound
    		{
    			engine = VehicleEngineSUV,
    			engineStart = VehicleEngineSUV,
    			engineTurnOff = VehicleEngineSUV,
    			horn = VehicleHornStandard,
    			ignitionFail = VehicleIgnitionFailSUV,
    		}
    
    		extents = 0.7892 0.6378 1.9027,
    		shadowOffset = 0.0000 0.0108,
    		mass = 1000,
    		physicsChassisShape = 0.7892 0.6378 1.9027,
    		centerOfMassOffset = 0.0000 0.3189 0.0108,
    		shadowExtents = 0.7892 1.9027,
    		engineForce = 4700,
    		maxSpeed = 90f,
    		engineLoudness = 100,
    		engineQuality = 75,
    		brakingForce = 95,
    		stoppingMovementForce = 4.0f,
    		rollInfluence = 1.0f,
    		steeringIncrement = 0.04,
    		steeringClamp = 0.3,
    		suspensionStiffness = 40,
    		suspensionCompression = 3.83,
    		suspensionDamping = 2.88,
    		maxSuspensionTravelCm = 10,
    		suspensionRestLength = 0.20f,
    		wheelFriction = 1.4f,
    		frontEndHealth = 150,
    		rearEndHealth = 150,
    		seats = 4,
    
    		wheel FrontLeft
    		{
    			front = true,
    			offset = 0.3027 -0.3622 0.6541,
    			radius = 0.12f,
    			width = 0.2f,
    		}
    
    		wheel FrontRight
    		{
    			front = true,
    			offset = -0.3027 -0.3622 0.6541,
    			radius = 0.12f,
    			width = 0.2f,
    		}
    
    		wheel RearLeft
    		{
    			front = false,
    			offset = 0.3027 -0.3622 -0.5514,
    			radius = 0.12f,
    			width = 0.2f,
    		}
    
    		wheel RearRight
    		{
    			front = false,
    			offset = -0.3027 -0.3622 -0.5514,
    			radius = 0.12f,
    			width = 0.2f,
    		}
    
    		template = PassengerSeat4,
    
    		passenger FrontLeft
    		{
    			position inside
    			{
    				offset = 0.1784 -0.1459 -0.0216,
    				rotate = 0.0000 0.0000 0.0000,
    			}
    
    			position outside
    			{
    				offset = 0.6432 -0.4649 0.2162,
    				rotate = 0.0000 0.0000 0.0000,
    				area = SeatFrontLeft,
    			}
    		}
    
    		passenger FrontRight
    		{
    			position inside
    			{
    				offset = -0.1784 -0.1459 0.0216,
    				rotate = 0.0000 0.0000 0.0000,
    			}
    
    			position outside
    			{
    				offset = -0.6432 -0.4649 0.2162,
    				rotate = 0.0000 0.0000 0.0000,
    				area = SeatFrontRight,
    			}
    		}
    
    		passenger RearLeft
    		{
    			position inside
    			{
    				offset = 0.1784 -0.1459 -0.3946,
    				rotate = 0.0000 0.0000 0.0000,
    			}
    
    			position outside
    			{
    				offset = 0.6432 -0.4649 -0.2541,
    				rotate = 0.0000 0.0000 0.0000,
    				area = SeatRearLeft,
    			}
    		}
    
    		passenger RearRight
    		{
    			position inside
    			{
    				offset = -0.1784 -0.1459 -0.3946,
    				rotate = 0.0000 0.0000 0.0000,
    			}
    
    			position outside
    			{
    				offset = -0.6432 -0.4649 -0.2541,
    				rotate = 0.0000 0.0000 0.0000,
    				area = SeatRearRight,
    			}
    		}
    
    		area Engine
    		{
    			xywh = 0.0000 1.1892 0.9514 0.4757,
    		}
    
    		area TruckBed
    		{
    			xywh = 0.0000 -1.1784 0.9514 0.4757,
    		}
    
    		area SeatFrontLeft
    		{
    			xywh = 0.6324 0.1243 0.4757 0.4757,
    		}
    
    		area SeatFrontRight
    		{
    			xywh = -0.6324 0.1243 0.4757 0.4757,
    		}
    
    		area SeatRearLeft
    		{
    			xywh = 0.6324 -0.3514 0.4757 0.4757,
    		}
    
    		area SeatRearRight
    		{
    			xywh = -0.6324 -0.3514 0.4757 0.4757,
    		}
    
    		area GasTank
    		{
    			xywh = 0.6324 -0.7838 0.4757 0.4757,
    		}
    
    		area TireFrontLeft
    		{
    			xywh = 0.6324 0.6595 0.4757 0.4757,
    		}
    
    		area TireFrontRight
    		{
    			xywh = -0.6324 0.6595 0.4757 0.4757,
    		}
    
    		area TireRearLeft
    		{
    			xywh = 0.6324 -0.5514 0.4757 0.4757,
    		}
    
    		area TireRearRight
    		{
    			xywh = -0.6324 -0.5514 0.4757 0.4757,
    		}
    
    		template = TrunkDoor,
    
    		part TrunkDoor
    		{
    			table install
    			{
    				recipes = Intermediate Mechanics,
    			}
    
    			table uninstall
    			{
    				recipes = Intermediate Mechanics,
    			}
    		}
    
    		template = Trunk/part/TruckBed,
    		template = Seat/part/SeatFrontLeft,
    		template = Seat/part/SeatFrontRight,
    		template = Seat/part/SeatRearLeft,
    		template = Seat/part/SeatRearRight,
    
    		part Seat*
    		{
    			table install
    			{
    				skills = Mechanics:2,
    				recipes = Intermediate Mechanics,
    			}
    
    			table uninstall
    			{
    				skills = Mechanics:2,
    				recipes = Intermediate Mechanics,
    			}
    		}
    
    		template = GloveBox,
    		template = GasTank,
    
    		part GasTank
    		{
    			install
    			{
    				skills = Mechanics:7,
    				recipes = Intermediate Mechanics,
    			}
    
    			uninstall
    			{
    				skills = Mechanics:7,
    				recipes = Intermediate Mechanics,
    			}
    		}
    
    		template = Battery,
    		template = Engine,
    		template = Muffler,
    
    		part Muffler
    		{
    			table install
    			{
    				recipes = Intermediate Mechanics,
    			}
    
    			table uninstall
    			{
    				recipes = Intermediate Mechanics,
    			}
    		}
    
    		template = EngineDoor,
    
    		part EngineDoor
    		{
    			table install
    			{
    				recipes = Intermediate Mechanics,
    			}
    
    			table uninstall
    			{
    				recipes = Intermediate Mechanics,
    			}
    		}
    
    		part Heater
    		{
    			category = engine,
    
    			lua
    			{
    				update = Vehicles.Update.Heater,
    			}
    		}
    
    		part PassengerCompartment
    		{
    			category = nodisplay,
    
    			lua
    			{
    				update = Vehicles.Update.PassengerCompartment,
    			}
    		}
    
    		template = Windshield/part/Windshield,
    		template = Windshield/part/WindshieldRear,
    
    		part Windshield*
    		{
    			table install
    			{
    				recipes = Intermediate Mechanics,
    			}
    
    			table uninstall
    			{
    				recipes = Intermediate Mechanics,
    			}
    		}
    
    		template = Window/part/WindowFrontLeft,
    		template = Window/part/WindowFrontRight,
    		template = Window/part/WindowRearLeft,
    		template = Window/part/WindowRearRight,
    
    		part Window*
    		{
    			table install
    			{
    				recipes = Intermediate Mechanics,
    			}
    
    			table uninstall
    			{
    				recipes = Intermediate Mechanics,
    			}
    		}
    
    		template = Door/part/DoorFrontLeft,
    		template = Door/part/DoorFrontRight,
    		template = Door/part/DoorRearLeft,
    		template = Door/part/DoorRearRight,
    
    		part Door*
    		{
    			table install
    			{
    				recipes = Intermediate Mechanics,
    			}
    
    			table uninstall
    			{
    				recipes = Intermediate Mechanics,
    			}
    		}
    
    		template = Tire,
    
    		part Tire*
    		{
    			model InflatedTirePlusWheel
    			{
    				file = Vehicles_WheelFROR1,
    			}
    		}
    
    		template = Brake,
    
    		part Brake*
    		{
    			table install
    			{
    				skills = Mechanics:6,
    				recipes = Intermediate Mechanics,
    			}
    
    			table uninstall
    			{
    				skills = Mechanics:6,
    				recipes = Intermediate Mechanics,
    			}
    		}
    
    		template = Suspension,
    
    		part Suspension*
    		{
    			table install
    			{
    				skills = Mechanics:6,
    				recipes = Intermediate Mechanics,
    			}
    
    			table uninstall
    			{
    				skills = Mechanics:6,
    				recipes = Intermediate Mechanics,
    			}
    		}
    
    		template = Radio,
    		template = Headlight,
    
    		attachment trailer
    		{
    			offset = 0.0000 -0.2757 -0.9514,
    			rotate = 0.0000 0.0000 0.0000,
    			zoffset = -1.0000,
    		}
    
    		attachment trailerfront
    		{
    			offset = 0.0000 -0.2757 0.9730,
    			rotate = 0.0000 0.0000 0.0000,
    			zoffset = 1.0000,
    		}
    	}
    }

     

  2. Well im making some weapons and all worked fine, models showed and managed to create a Sight attachment for it, it works as intended as long as you have it equipped but if you drop it on the ground it becomes a big sight! (only happens when weapon has the sight atached, otherwise both models work fine when not attached as shown on the next pictures) any ideas on how to fix?

     

     

     

    thanks in advance, 

    20231202124440_1.jpg

    20231202124409_1.jpg

    20231202124418_1.jpg

     

    All works fine until you attach the sight to the rifle and try to drop it on ground (equipped shows fine)

     

     

    20231202124449_1.jpg

  3. I was making some testing to add top lightbars to a custom textured 93 jeep cherokee from Filibuster's awesome mod so i went ahead and imported the model Vehicles_93jeepcherokee.fbx in to blender then i added the light bar to the top , all looked fine even on windows 3d visor (got textures done too), but then ingame i get only a black shadow when i spawn the vehicle.

     

    Ingame black shadow;

    6.thumb.png.8927efae5e7cc137cd8ba767e91a5634.png

     

    in blender:

     

    5.thumb.png.0d312d1847772f6d4b1ee82cf3c22dce.png

    in 3d visor:

    2.thumb.png.fee0c4f1b88c5e765a1f15c7d1195d9a.png

     

    the model is located on media\models_X\vehicles of my mod and i get a console error that says: ERROR: Animation   , 1661092289508> 656.152.936> ModelManager.addVehicle> Failed to find vehicle model: Vehicles_93jeepcherokeeparkrangerlgoffroadLB

     

    even exported it as tubetarakan said on his tutorial which i think its the most recent one

    4.png.c943368a502556888656eecfe132fc5b.png

     

    Also tried to export it without the texture material, and got the same result.

     

     

    file paths:

    Model:SpecialEmergencyVehicles\media\models_X\vehicles\Vehicles_93jeepcherokeeparkrangerlgoffroadLB.fbx

    Textures: SpecialEmergencyVehicles\media\textures\Vehicles\ used textures/light/masks images

     

    the code for the car on scripts\vehicles: 93jeepcherokeeparkrangerLB.txt

    Obviously Filibuster Rhymes' Used Cars! Is loaded cos is a requirement of my mod 

     

    Anyone can tell me whats wrong ?

     

     

    [SOLVED]  fix on comments :)

  4. Update progress (not released yet):
    -Fixed Power station roof entrance which was blocked by barrels.
    -Added missing lightswitches on power station offices and other places.
    -Fixed layers on some sandbags and other items.
    -Added 2 new cells expanding more to the east and started work on La Grange.
    -Added more custom tilesets made by me.

  5. This is my first map for zomboid, report any issues you may find.

    Adds Trimble County Power Station and extends the area following east highway of Louisville up to La Grange.

    ?imw=5000&imh=5000&ima=fit&impolicy=Lett

    ?imw=5000&imh=5000&ima=fit&impolicy=Lett

     

    ?imw=5000&imh=5000&ima=fit&impolicy=Lett

    Features:

    Trimble County Power Station (vaguely based on real one)
    La Grange (vaguely based on real one) and surroundings.
    New unique buildings made by me and the community.
    Some custom tiles made by me.
    Uses some tiles from the community (Requirements)
    Themed zombies will spawn on the appropiate areas, for example factory workers on factory.
    Ingame map support (except for buildings atm, still trying to make them appear )
    Has military vehicle spawns on some places, like the roadblock. (only works if you have any military type vehicle mod like Filisbuster's)
    No spawnpoints, maybe add them in future if people want them.
    Foragin zones.

     

    REQUIRES:

    -Daddy Dirkie dirks tiles: https://steamcommunity.com/workshop/filedetails/?id=2337452747

    -Fantasiado's More Street Details: https://steamcommunity.com/workshop/filedetails/?id=2554699200

    -Throttlekitty's tiles: https://steamcommunity.com/workshop/filedetails/?id=2384329562

     

    Remember:

    -As with other maps mods, if you visited the adyacent cells, the map may not appear, if that happens you need to start a new game.( this includes early versions of this map)

     

    Future plans:

    -add more details to the map (taking suggestions).

     

    Download:

     https://steamcommunity.com/sharedfiles/filedetails/?id=2802755864

     

    Pd: I known that Trimble County Power Station it's located further north near the Ohio river but i prefered to add it to the Louisville east highway area instead of the middle of nowhere without roads.

     

     

    Uses 50x11,50x10,51x11,51x10,52x11,52x12,53x11,53x10,54x11 and 54x10 cells and will not be compatible with any mod that modifies these cells.

     

    Thanks to the creators of the required mods for creating such nice tiles.

    Thanks to the creators of the community buildings.
    Also thanks to RingoD123 on the forums for the tutorials on mapping.

  6. Hello, im was looking for the sandbag tiles for my map and can't find them, i assume that they are here but they refuse to load: (picture below)

     

    i used the latest tiles here: 

    anyone known where are the sandbags? or how to fix those tiles.  thanks in advance.

    bug.png

  7. I made some custom tiles for my map, but they don't show ingame.  i also made some signs and they work just fine in game but these new ones not, don't known why these don't load ingame.

     

    as you can see they  work fine on editor but they don't load ingame but the others i made on the same pack file work just fine. 


    i have added them to the .pack file following this tutorial:

     

    the first ones i added work just fine but the second tileset don't and i did the same process :(  (they are not wall overlays as i stated on the pictures they are just tilesets.)

     

    maybe have something to do with the .tiles file? 

     

    also i noticed that when i added some flood lamps from the vanilla lightning_outdoor_01 they also don't show :(

     

    thanks in advance.

    MISSING TXT2.png

    234020055_MISSINGTXT1.png.80b55a3bd4e9d4396807aa6049d6df91.png

  8. On 9/1/2020 at 6:14 PM, Tashendal said:

    Hi all! I solved the problem. But a new question arose. What needs to be registered in 'Properties' so that the tile of the window cleared of glass starts working. Now, after cleaning the broken window from the glass, the entire wall disappears.

    how you fixed it? i have the exact same problem :(

  9. It's there a way to force a determinated type of vehicle like police on the parking stalls? im trying to do a checkpoint on the road and i need that cars that spawn are 100% police cars, i already tried naming the stall "police" but it spawns normal cars too.

     

    Also im having trouble to make game load some custom tiles used on the tilezed editor, the game loads the pack file but some the custom textures used don't show ingame, on the other hand, some custom tiles used on the map like custom road signs etc work just fine. 

     

    all the custom textures/sprites/tiles work fine on the editor :(

     

     

    **I have made the.pack file placed it on the correct folder and referenced it on the mods file just in case anyone thinks not :) also the logs don't send any error related to my new tilesets as i fixed all of them**

     

     

    thanks in advance 

    MISSING TXT2.png

    MISSING TXT1.png

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