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turbotutone

The Indie Stone
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  1. Like
    turbotutone got a reaction from GeronimoJay in Erosion - Nature takes over   
    Thanks
     
    Been working on the nature objects under the new system, ill post some screens,
     
    you will also see some cracks in the screenshots but they are just placeholders, im still working on their spawning rules.
     
    Screenshots:
  2. Like
    turbotutone reacted to Minic90 in PZ Unpacker   
    I wrote a tiny tool, for Un/Packing .pack files.
     
    .pack Format
    The .pack files contain all used textures in PZ.
    The structure is the following:
     

     
     
    Features:
    1. Unpack: .pack files into seperated .png files (extra info is saved in a .xml file)
    2. Pack: .pack file is (re)pack with the .xml file and all .png files
    3. Split: all seperated .png files get split up in their containing (sub-texture) .png files
    4. Merge: merge (sub-texture) png files to one huge png.
    4. XMLview : view the resulting .xml file and edit its content
     
    Coming features:
    Split and Merge for Character.pack ?
     
    Download:
    https://www.mediafire.com/folder/8a37ath7zayyd/Project%20Zomboid
    ChangeLog:29-Dec-2013-fixed some 'cleanup' problems (thanks Aardman55 for complaining ^^)28-Dec-2013-managed to unpack the Characters.pack file; Had fun with the new DDS format that is used for the character textures .-. -Added merge function for splitted .png files This function does (currently) not work for the .dds files24-Nov-2013-Changed the 'viewXML'-option again -.-; Now i wrote it all myself and didn't just use foreign code. (And it looks better now ^^)-Added 'Save'-option to the XMLView, now you can easily edit the .xml file23-Nov-2013-Added 'viewXML'-option for better reading of the .xml file
  3. Like
    turbotutone reacted to RoboMat in RoboMat's Modding Utilities   
    RoboMat's Modding Utilities
    - Utility functions by modders for modders -


    For Players

    If you want to play a mod, which requires the modding utilities you simply have to download them from the link below and install them like any other mod you use. If you need help just leave a reply in this thread.

    Download from pz-mods.net







    For Modders

    The idea behind the modding utils was to have a common hub for modders to use. Modders can suggest and add new functions to the utils. Why? Primarily to get rid of redundant code (dry code) and to offer a place for new modders to go and learn from. Anyway, you probably want to know how to use the mod utils.

    First of all you have "open" the utils to your mod. You can do that by adding this line to your mod.info file
    require=RMUtilityNow you can access everything that is contained in the modding utils. There are four main libs that contain a bunch of useful functions such as concatenating two tables or trimming a string.

    The mod utils hook into the standard libs of lua namely table, math and string. Using them is quite intuitive now:
    -- Localize string librarylocal string = string;local testString = " this Is a test string ";testString = string.limitWhitespace(testString);print(testString);-- > this Is a test string-- You can use this too:testString = testString:removeWhitespace();print(testString);-- > thisIsateststringI added a fourth library called 'zomboid' which contains miscellaneous functionality for Project Zomboid. It can be used the same way as the above libs.
    -- Localize zomboid lib.local zomboid = zomboid;zomboid:getExactTimeOfDay()-- > returns current hour, minutes and seconds ingame.I added extensive documentation to all of the libs and I hope it is clear enough for others to understand. If not, just leave a reply.

    Last but not least there are several utility 'classes' such as a file reader and a lua benchmarker in the utils atm. If you are familiar with lua you shouldn't have problems with accessing and using them.

    A (very bad) example for the benchmarker would be something like this:
    local benchmarker = LuaBenchmark:new('LoopCounter'); benchmarker:start(); print("Starting " .. benchmarker:getName() .. "!"); local no = 0; for i=0, 10000 do no = no + 1; end benchmarker:stop(); print(""); print("... finished in " .. benchmarker:getResult() / 1000 .. " seconds!\n"); -- > Starting LoopCounter! -- >... finished in 0.016 seconds!





    Changelog

  4. Like
    turbotutone got a reaction from Austin in Erosion - Nature takes over   
    The idea
     
    To slowly have the map detoriate over time, nature grows wild and the urban areas slowly decay.
     
    What will the mod do?
     
    Currently the planning is for Erosion to add the following effects to the game:
     
    Plantlife:Nature will slowly start to take over, popping up on natural tiles. Currently plants have 6 stages (low grass to tree), only the most fertile spots will reach the maximum. Random special objects with a very low chance of spawning (imagine a dead campfire and the likes). Streets:Big cracks in the road that gradually become more intense. Patches of cracked road where grass and stuff grows through. More litter and garbage appearing over time. Random special objects with a very low chance of spawning (a pile of zombie corpses for example). Houses (exterior):Cracks that can appear on over time. Vines that slowly takover a part of a wall. Windows have a chance to be broken over time (idea by RobertJohnson) Doors have a tiny chance to pop open at some point. Random stuff like smudges and what not.  
     
    Textures by Thutzor
     
    Thutzor will be doing the extensive list of additional artwork for the mod. Thank you Thutzor!
     
    build 27 version:
    pz build 27 click here
    Post 25 march 2014 steam update:
    pz build 26B click here
    Pre 25 march 2014 steam update:
    pz build 26A click here
     
    Download Erosion Alpha 0.1
     
     
    Modding Erosion
     
    Videos
     
    Screenshots
     
    Screenshots Archive
    Outdated screenshots from the very first functional version:
  5. Like
    turbotutone got a reaction from Yorny1 in Erosion - Nature takes over   
    A little update on the progress that also answers this question:
     
    Ive restructered the code completly to make it lua oop, its now a singleton class, a instance can be gotten by "local instance = Erosion()" for example.
     
    As for Fj45 question, heres a development screenshot:

     
    NOTE: this is not how the end product will look like it merely a display of values.
    The base values (their perlins) in nature are visualized by the height of trees/grass here (shows only 6 different intervals or so, but in reality the values have a much higher diversity), the higher the base value the more chance on developping bigger objects like trees over time. So clumps of trees should evolve naturally. Ofcourse there will be chance involved for each tile so low value tiles might have big objects too but their chance of development is just much smaller.
     
    Now the roads, the crack on tile that the player is standing on signifies a roadcrack, im just using sprites from the game, but the idea is for it to be a connected crack. These will gradually become more intense as time goes by.
    The darkened tiles on the road is where other smaller cracks appear where grass grows through slightly, als needs custom tiles.
     
    So the todo list for the next days is to build the new spawning method based on the current system.
  6. Like
    turbotutone got a reaction from harakka in Erosion - Nature takes over   
    Most certainly but there will be new grass for the streets made by Thutzor, imagine grass growing from cracks and that kind of stuff.
     
    Also ive been working on the progression yesterday and so far that seems to work nicely. To give you all a impression of that i let the system take a screenshot every 10 levels of erosion:
     
    Note: there is a flaw in the screenshots, the objects that evolve simply spawn over the existing objects at the moment, gonna fix that so they remove the old object first.
     
    Progression Screenshots:
     
    And lastly, for RoboMat, a Stalkerish screen that has a bit of a pripyat feel:
     
    Greets,
    Turbo
  7. Like
    turbotutone got a reaction from RoboMat in Erosion - Nature takes over   
    Most certainly but there will be new grass for the streets made by Thutzor, imagine grass growing from cracks and that kind of stuff.
     
    Also ive been working on the progression yesterday and so far that seems to work nicely. To give you all a impression of that i let the system take a screenshot every 10 levels of erosion:
     
    Note: there is a flaw in the screenshots, the objects that evolve simply spawn over the existing objects at the moment, gonna fix that so they remove the old object first.
     
    Progression Screenshots:
     
    And lastly, for RoboMat, a Stalkerish screen that has a bit of a pripyat feel:
     
    Greets,
    Turbo
  8. Like
    turbotutone got a reaction from lordixi in Erosion - Nature takes over   
    Thanks
     
    Been working on the nature objects under the new system, ill post some screens,
     
    you will also see some cracks in the screenshots but they are just placeholders, im still working on their spawning rules.
     
    Screenshots:
  9. Like
    turbotutone got a reaction from dred in Erosion - Nature takes over   
    Thanks
     
    Been working on the nature objects under the new system, ill post some screens,
     
    you will also see some cracks in the screenshots but they are just placeholders, im still working on their spawning rules.
     
    Screenshots:
  10. Like
    turbotutone got a reaction from RoboMat in Erosion - Nature takes over   
    Thanks
     
    Been working on the nature objects under the new system, ill post some screens,
     
    you will also see some cracks in the screenshots but they are just placeholders, im still working on their spawning rules.
     
    Screenshots:
  11. Like
    turbotutone got a reaction from daorkboypl in Erosion - Nature takes over   
    The idea
     
    To slowly have the map detoriate over time, nature grows wild and the urban areas slowly decay.
     
    What will the mod do?
     
    Currently the planning is for Erosion to add the following effects to the game:
     
    Plantlife:Nature will slowly start to take over, popping up on natural tiles. Currently plants have 6 stages (low grass to tree), only the most fertile spots will reach the maximum. Random special objects with a very low chance of spawning (imagine a dead campfire and the likes). Streets:Big cracks in the road that gradually become more intense. Patches of cracked road where grass and stuff grows through. More litter and garbage appearing over time. Random special objects with a very low chance of spawning (a pile of zombie corpses for example). Houses (exterior):Cracks that can appear on over time. Vines that slowly takover a part of a wall. Windows have a chance to be broken over time (idea by RobertJohnson) Doors have a tiny chance to pop open at some point. Random stuff like smudges and what not.  
     
    Textures by Thutzor
     
    Thutzor will be doing the extensive list of additional artwork for the mod. Thank you Thutzor!
     
    build 27 version:
    pz build 27 click here
    Post 25 march 2014 steam update:
    pz build 26B click here
    Pre 25 march 2014 steam update:
    pz build 26A click here
     
    Download Erosion Alpha 0.1
     
     
    Modding Erosion
     
    Videos
     
    Screenshots
     
    Screenshots Archive
    Outdated screenshots from the very first functional version:
  12. Like
    turbotutone got a reaction from Suomiboi in Erosion - Nature takes over   
    Thanks
     
    Been working on the nature objects under the new system, ill post some screens,
     
    you will also see some cracks in the screenshots but they are just placeholders, im still working on their spawning rules.
     
    Screenshots:
  13. Like
    turbotutone got a reaction from LeoIvanov in Erosion - Nature takes over   
    Thanks
     
    Been working on the nature objects under the new system, ill post some screens,
     
    you will also see some cracks in the screenshots but they are just placeholders, im still working on their spawning rules.
     
    Screenshots:
  14. Like
    turbotutone got a reaction from Rathlord in Erosion - Nature takes over   
    Thanks
     
    Been working on the nature objects under the new system, ill post some screens,
     
    you will also see some cracks in the screenshots but they are just placeholders, im still working on their spawning rules.
     
    Screenshots:
  15. Like
    turbotutone got a reaction from SpaceJunk in Erosion - Nature takes over   
    The idea
     
    To slowly have the map detoriate over time, nature grows wild and the urban areas slowly decay.
     
    What will the mod do?
     
    Currently the planning is for Erosion to add the following effects to the game:
     
    Plantlife:Nature will slowly start to take over, popping up on natural tiles. Currently plants have 6 stages (low grass to tree), only the most fertile spots will reach the maximum. Random special objects with a very low chance of spawning (imagine a dead campfire and the likes). Streets:Big cracks in the road that gradually become more intense. Patches of cracked road where grass and stuff grows through. More litter and garbage appearing over time. Random special objects with a very low chance of spawning (a pile of zombie corpses for example). Houses (exterior):Cracks that can appear on over time. Vines that slowly takover a part of a wall. Windows have a chance to be broken over time (idea by RobertJohnson) Doors have a tiny chance to pop open at some point. Random stuff like smudges and what not.  
     
    Textures by Thutzor
     
    Thutzor will be doing the extensive list of additional artwork for the mod. Thank you Thutzor!
     
    build 27 version:
    pz build 27 click here
    Post 25 march 2014 steam update:
    pz build 26B click here
    Pre 25 march 2014 steam update:
    pz build 26A click here
     
    Download Erosion Alpha 0.1
     
     
    Modding Erosion
     
    Videos
     
    Screenshots
     
    Screenshots Archive
    Outdated screenshots from the very first functional version:
  16. Like
    turbotutone got a reaction from EnigmaGrey in Erosion - Nature takes over   
    The idea
     
    To slowly have the map detoriate over time, nature grows wild and the urban areas slowly decay.
     
    What will the mod do?
     
    Currently the planning is for Erosion to add the following effects to the game:
     
    Plantlife:Nature will slowly start to take over, popping up on natural tiles. Currently plants have 6 stages (low grass to tree), only the most fertile spots will reach the maximum. Random special objects with a very low chance of spawning (imagine a dead campfire and the likes). Streets:Big cracks in the road that gradually become more intense. Patches of cracked road where grass and stuff grows through. More litter and garbage appearing over time. Random special objects with a very low chance of spawning (a pile of zombie corpses for example). Houses (exterior):Cracks that can appear on over time. Vines that slowly takover a part of a wall. Windows have a chance to be broken over time (idea by RobertJohnson) Doors have a tiny chance to pop open at some point. Random stuff like smudges and what not.  
     
    Textures by Thutzor
     
    Thutzor will be doing the extensive list of additional artwork for the mod. Thank you Thutzor!
     
    build 27 version:
    pz build 27 click here
    Post 25 march 2014 steam update:
    pz build 26B click here
    Pre 25 march 2014 steam update:
    pz build 26A click here
     
    Download Erosion Alpha 0.1
     
     
    Modding Erosion
     
    Videos
     
    Screenshots
     
    Screenshots Archive
    Outdated screenshots from the very first functional version:
  17. Like
    turbotutone got a reaction from Kidlonewolf in Erosion - Nature takes over   
    The idea
     
    To slowly have the map detoriate over time, nature grows wild and the urban areas slowly decay.
     
    What will the mod do?
     
    Currently the planning is for Erosion to add the following effects to the game:
     
    Plantlife:Nature will slowly start to take over, popping up on natural tiles. Currently plants have 6 stages (low grass to tree), only the most fertile spots will reach the maximum. Random special objects with a very low chance of spawning (imagine a dead campfire and the likes). Streets:Big cracks in the road that gradually become more intense. Patches of cracked road where grass and stuff grows through. More litter and garbage appearing over time. Random special objects with a very low chance of spawning (a pile of zombie corpses for example). Houses (exterior):Cracks that can appear on over time. Vines that slowly takover a part of a wall. Windows have a chance to be broken over time (idea by RobertJohnson) Doors have a tiny chance to pop open at some point. Random stuff like smudges and what not.  
     
    Textures by Thutzor
     
    Thutzor will be doing the extensive list of additional artwork for the mod. Thank you Thutzor!
     
    build 27 version:
    pz build 27 click here
    Post 25 march 2014 steam update:
    pz build 26B click here
    Pre 25 march 2014 steam update:
    pz build 26A click here
     
    Download Erosion Alpha 0.1
     
     
    Modding Erosion
     
    Videos
     
    Screenshots
     
    Screenshots Archive
    Outdated screenshots from the very first functional version:
  18. Like
    turbotutone got a reaction from voythas in Erosion - Nature takes over   
    The idea
     
    To slowly have the map detoriate over time, nature grows wild and the urban areas slowly decay.
     
    What will the mod do?
     
    Currently the planning is for Erosion to add the following effects to the game:
     
    Plantlife:Nature will slowly start to take over, popping up on natural tiles. Currently plants have 6 stages (low grass to tree), only the most fertile spots will reach the maximum. Random special objects with a very low chance of spawning (imagine a dead campfire and the likes). Streets:Big cracks in the road that gradually become more intense. Patches of cracked road where grass and stuff grows through. More litter and garbage appearing over time. Random special objects with a very low chance of spawning (a pile of zombie corpses for example). Houses (exterior):Cracks that can appear on over time. Vines that slowly takover a part of a wall. Windows have a chance to be broken over time (idea by RobertJohnson) Doors have a tiny chance to pop open at some point. Random stuff like smudges and what not.  
     
    Textures by Thutzor
     
    Thutzor will be doing the extensive list of additional artwork for the mod. Thank you Thutzor!
     
    build 27 version:
    pz build 27 click here
    Post 25 march 2014 steam update:
    pz build 26B click here
    Pre 25 march 2014 steam update:
    pz build 26A click here
     
    Download Erosion Alpha 0.1
     
     
    Modding Erosion
     
    Videos
     
    Screenshots
     
    Screenshots Archive
    Outdated screenshots from the very first functional version:
  19. Like
    turbotutone got a reaction from Kuikka in Erosion - Nature takes over   
    The idea
     
    To slowly have the map detoriate over time, nature grows wild and the urban areas slowly decay.
     
    What will the mod do?
     
    Currently the planning is for Erosion to add the following effects to the game:
     
    Plantlife:Nature will slowly start to take over, popping up on natural tiles. Currently plants have 6 stages (low grass to tree), only the most fertile spots will reach the maximum. Random special objects with a very low chance of spawning (imagine a dead campfire and the likes). Streets:Big cracks in the road that gradually become more intense. Patches of cracked road where grass and stuff grows through. More litter and garbage appearing over time. Random special objects with a very low chance of spawning (a pile of zombie corpses for example). Houses (exterior):Cracks that can appear on over time. Vines that slowly takover a part of a wall. Windows have a chance to be broken over time (idea by RobertJohnson) Doors have a tiny chance to pop open at some point. Random stuff like smudges and what not.  
     
    Textures by Thutzor
     
    Thutzor will be doing the extensive list of additional artwork for the mod. Thank you Thutzor!
     
    build 27 version:
    pz build 27 click here
    Post 25 march 2014 steam update:
    pz build 26B click here
    Pre 25 march 2014 steam update:
    pz build 26A click here
     
    Download Erosion Alpha 0.1
     
     
    Modding Erosion
     
    Videos
     
    Screenshots
     
    Screenshots Archive
    Outdated screenshots from the very first functional version:
  20. Like
    turbotutone got a reaction from Snerck_ in Erosion - Nature takes over   
    The idea
     
    To slowly have the map detoriate over time, nature grows wild and the urban areas slowly decay.
     
    What will the mod do?
     
    Currently the planning is for Erosion to add the following effects to the game:
     
    Plantlife:Nature will slowly start to take over, popping up on natural tiles. Currently plants have 6 stages (low grass to tree), only the most fertile spots will reach the maximum. Random special objects with a very low chance of spawning (imagine a dead campfire and the likes). Streets:Big cracks in the road that gradually become more intense. Patches of cracked road where grass and stuff grows through. More litter and garbage appearing over time. Random special objects with a very low chance of spawning (a pile of zombie corpses for example). Houses (exterior):Cracks that can appear on over time. Vines that slowly takover a part of a wall. Windows have a chance to be broken over time (idea by RobertJohnson) Doors have a tiny chance to pop open at some point. Random stuff like smudges and what not.  
     
    Textures by Thutzor
     
    Thutzor will be doing the extensive list of additional artwork for the mod. Thank you Thutzor!
     
    build 27 version:
    pz build 27 click here
    Post 25 march 2014 steam update:
    pz build 26B click here
    Pre 25 march 2014 steam update:
    pz build 26A click here
     
    Download Erosion Alpha 0.1
     
     
    Modding Erosion
     
    Videos
     
    Screenshots
     
    Screenshots Archive
    Outdated screenshots from the very first functional version:
  21. Like
    turbotutone got a reaction from GimmeCat in Erosion - Nature takes over   
    The idea
     
    To slowly have the map detoriate over time, nature grows wild and the urban areas slowly decay.
     
    What will the mod do?
     
    Currently the planning is for Erosion to add the following effects to the game:
     
    Plantlife:Nature will slowly start to take over, popping up on natural tiles. Currently plants have 6 stages (low grass to tree), only the most fertile spots will reach the maximum. Random special objects with a very low chance of spawning (imagine a dead campfire and the likes). Streets:Big cracks in the road that gradually become more intense. Patches of cracked road where grass and stuff grows through. More litter and garbage appearing over time. Random special objects with a very low chance of spawning (a pile of zombie corpses for example). Houses (exterior):Cracks that can appear on over time. Vines that slowly takover a part of a wall. Windows have a chance to be broken over time (idea by RobertJohnson) Doors have a tiny chance to pop open at some point. Random stuff like smudges and what not.  
     
    Textures by Thutzor
     
    Thutzor will be doing the extensive list of additional artwork for the mod. Thank you Thutzor!
     
    build 27 version:
    pz build 27 click here
    Post 25 march 2014 steam update:
    pz build 26B click here
    Pre 25 march 2014 steam update:
    pz build 26A click here
     
    Download Erosion Alpha 0.1
     
     
    Modding Erosion
     
    Videos
     
    Screenshots
     
    Screenshots Archive
    Outdated screenshots from the very first functional version:
  22. Like
    turbotutone got a reaction from JaxTheGuy in Erosion - Nature takes over   
    The idea
     
    To slowly have the map detoriate over time, nature grows wild and the urban areas slowly decay.
     
    What will the mod do?
     
    Currently the planning is for Erosion to add the following effects to the game:
     
    Plantlife:Nature will slowly start to take over, popping up on natural tiles. Currently plants have 6 stages (low grass to tree), only the most fertile spots will reach the maximum. Random special objects with a very low chance of spawning (imagine a dead campfire and the likes). Streets:Big cracks in the road that gradually become more intense. Patches of cracked road where grass and stuff grows through. More litter and garbage appearing over time. Random special objects with a very low chance of spawning (a pile of zombie corpses for example). Houses (exterior):Cracks that can appear on over time. Vines that slowly takover a part of a wall. Windows have a chance to be broken over time (idea by RobertJohnson) Doors have a tiny chance to pop open at some point. Random stuff like smudges and what not.  
     
    Textures by Thutzor
     
    Thutzor will be doing the extensive list of additional artwork for the mod. Thank you Thutzor!
     
    build 27 version:
    pz build 27 click here
    Post 25 march 2014 steam update:
    pz build 26B click here
    Pre 25 march 2014 steam update:
    pz build 26A click here
     
    Download Erosion Alpha 0.1
     
     
    Modding Erosion
     
    Videos
     
    Screenshots
     
    Screenshots Archive
    Outdated screenshots from the very first functional version:
  23. Like
    turbotutone got a reaction from DoctahWong in Erosion - Nature takes over   
    The idea
     
    To slowly have the map detoriate over time, nature grows wild and the urban areas slowly decay.
     
    What will the mod do?
     
    Currently the planning is for Erosion to add the following effects to the game:
     
    Plantlife:Nature will slowly start to take over, popping up on natural tiles. Currently plants have 6 stages (low grass to tree), only the most fertile spots will reach the maximum. Random special objects with a very low chance of spawning (imagine a dead campfire and the likes). Streets:Big cracks in the road that gradually become more intense. Patches of cracked road where grass and stuff grows through. More litter and garbage appearing over time. Random special objects with a very low chance of spawning (a pile of zombie corpses for example). Houses (exterior):Cracks that can appear on over time. Vines that slowly takover a part of a wall. Windows have a chance to be broken over time (idea by RobertJohnson) Doors have a tiny chance to pop open at some point. Random stuff like smudges and what not.  
     
    Textures by Thutzor
     
    Thutzor will be doing the extensive list of additional artwork for the mod. Thank you Thutzor!
     
    build 27 version:
    pz build 27 click here
    Post 25 march 2014 steam update:
    pz build 26B click here
    Pre 25 march 2014 steam update:
    pz build 26A click here
     
    Download Erosion Alpha 0.1
     
     
    Modding Erosion
     
    Videos
     
    Screenshots
     
    Screenshots Archive
    Outdated screenshots from the very first functional version:
  24. Like
    turbotutone got a reaction from haveK in Erosion - Nature takes over   
    The idea
     
    To slowly have the map detoriate over time, nature grows wild and the urban areas slowly decay.
     
    What will the mod do?
     
    Currently the planning is for Erosion to add the following effects to the game:
     
    Plantlife:Nature will slowly start to take over, popping up on natural tiles. Currently plants have 6 stages (low grass to tree), only the most fertile spots will reach the maximum. Random special objects with a very low chance of spawning (imagine a dead campfire and the likes). Streets:Big cracks in the road that gradually become more intense. Patches of cracked road where grass and stuff grows through. More litter and garbage appearing over time. Random special objects with a very low chance of spawning (a pile of zombie corpses for example). Houses (exterior):Cracks that can appear on over time. Vines that slowly takover a part of a wall. Windows have a chance to be broken over time (idea by RobertJohnson) Doors have a tiny chance to pop open at some point. Random stuff like smudges and what not.  
     
    Textures by Thutzor
     
    Thutzor will be doing the extensive list of additional artwork for the mod. Thank you Thutzor!
     
    build 27 version:
    pz build 27 click here
    Post 25 march 2014 steam update:
    pz build 26B click here
    Pre 25 march 2014 steam update:
    pz build 26A click here
     
    Download Erosion Alpha 0.1
     
     
    Modding Erosion
     
    Videos
     
    Screenshots
     
    Screenshots Archive
    Outdated screenshots from the very first functional version:
  25. Like
    turbotutone got a reaction from ManBearPig87 in Erosion - Nature takes over   
    The idea
     
    To slowly have the map detoriate over time, nature grows wild and the urban areas slowly decay.
     
    What will the mod do?
     
    Currently the planning is for Erosion to add the following effects to the game:
     
    Plantlife:Nature will slowly start to take over, popping up on natural tiles. Currently plants have 6 stages (low grass to tree), only the most fertile spots will reach the maximum. Random special objects with a very low chance of spawning (imagine a dead campfire and the likes). Streets:Big cracks in the road that gradually become more intense. Patches of cracked road where grass and stuff grows through. More litter and garbage appearing over time. Random special objects with a very low chance of spawning (a pile of zombie corpses for example). Houses (exterior):Cracks that can appear on over time. Vines that slowly takover a part of a wall. Windows have a chance to be broken over time (idea by RobertJohnson) Doors have a tiny chance to pop open at some point. Random stuff like smudges and what not.  
     
    Textures by Thutzor
     
    Thutzor will be doing the extensive list of additional artwork for the mod. Thank you Thutzor!
     
    build 27 version:
    pz build 27 click here
    Post 25 march 2014 steam update:
    pz build 26B click here
    Pre 25 march 2014 steam update:
    pz build 26A click here
     
    Download Erosion Alpha 0.1
     
     
    Modding Erosion
     
    Videos
     
    Screenshots
     
    Screenshots Archive
    Outdated screenshots from the very first functional version:
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