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chromarict

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Everything posted by chromarict

  1. chromarict

    Map help

    I actually had no idea that was a feature on the big tanks. I don't think I've ever bothered trying to right-click one in-game before. It might just automatically work if you place the big tank tiles as a group then, since some other special tiles seem to just work as expected when you place them in BuildingEd without extra setup.
  2. chromarict

    Map help

    Do you mean the gas pumps or like actual storage tanks? For the pumps, you can find them under Location - Shop - Fossoil and Location - Shop - Gas2Go in Iso mode. For the tanks, there are some large multi-part storage tanks in the industry_02 tileset you can manually assemble in Tile mode, but I'm not sure if those are what you're looking for or whether they'll automatically act as gas storage.
  3. chromarict

    Map help

    You're welcome! Hopefully the rest of your modding will go a lot more smoothly.
  4. I think they're either unreleased or simply unimplemented tilesets. I could be wrong, but I don't think they're actually intended to have tiles since I remember having a few like that for the last couple releases of the tileset definitions. You can set up your building's room definitions to pull from one of the predefined loot tables as described here: I'm not sure which room definition handles VHS tapes specifically, but you can probably look at Distributions.lua and ProceduralDistributions.lua in Zomboid's media/lua/server/items folder to find out. You can also create custom room definitions to fully customize the loot that spawns there using this guide:
  5. chromarict

    Map help

    I just had a thought, actually. I think you mentioned earlier you don't have a custom spawn point, but you did generate a spawnpoints.lua file and had spawnregions.lua set up. Since your spawnpoints.lua has no spawn points, the spawn region file basically does nothing. So maybe that's causing problems when it loads the spawn points or regions for Raven Creek and Bedford Falls and it realizes your map has added a null spawn point/region to the list and then it crashes trying to add the other mod's data. Try removing your spawnpoints.lua and spawnregions.lua and see if you can load your map before the ones that were making it crash.
  6. chromarict

    Map help

    At least changing the load order was an easy fix. I was worried you'd have to end up moving your map to a different area to avoid the conflict.
  7. chromarict

    Map help

    Maybe try only having your mod and any tileset mods it needs enabled. It might be some compatibility issue with other map mods that you also have active.
  8. chromarict

    Map help

    So it looks like it isn't loading any tiles where you're trying to spawn. Did you add a custom spawn point to your map or are you just trying to spawn at the vanilla ones? If you did, maybe you need to run the File -> Write Spawn Points command again in WorldEd to update spawnpoints.lua. Also if you previously had a spawn point you were just using for testing, but removed it and didn't regenerate spawnpoints.lua, it might be trying to load a spawn point that doesn't exist anymore and that could be causing the issue. Although, with it having so many warnings about spawn points that are pretty far apart based on the coordinates, maybe for some reason the server is trying to load your map by itself instead of placing it on top of the vanilla map. Then it's still loading the spawn points for Muldraugh, Rosewood, etc. even though they're in unloaded / empty cells, causing these warnings and the crash. Is there a server setting somewhere, separate from the main mod list, where you list the maps it should load?
  9. chromarict

    Map help

    Alright, I just wanted to make sure you were using the same version in both tests. Hopefully the log will shed some light on this because I'm out of ideas.
  10. chromarict

    Map help

    Your best bet is probably to run the dedicated server again when you're able to, let it crash intentionally, and get the error message in the console.txt file so you can get more accurate info on what's causing it. When you do the local host test, are you using the locally installed version the modding tutorial says to put in C:/Users/<username>/Zomboid/mods, or did you remove that so you can force the game to use the Workshop version? If the local one is still in the mods folder, it might be taking priority when loading and ignoring the Workshop version during your local host test so it works fine, while the dedicated server is only set up to use the Workshop version. If that's the case, there's probably something wrong with the Workshop version since only the dedicated server is crashing.
  11. chromarict

    Map help

    I think a good place to look into adding custom building colors would be the custom lootable map tutorial: You don't need to do all the setup for making the map item itself unless you want a lootable map item that reveals the area around the base. I'm not sure if it will even work, but if I understand it correctly, the important part you need is to set up a custom MyModMapDefinition.lua file in your mod's media/lua/client/ISUI/Maps folder and take the first lua code spoiler content in that tutorial, the one that starts with "require ISMapDefinitions", and just modify the MapUtils.InitDefaultStyleV1() function to add your new color layer after where it has the block of code to handle RetailAndCommerical coloration. You shouldn't need the second lua code spoiler contents that he says to add after the "-----" line, that stuff just sets up the custom map item and has nothing to do with handling the custom building colors as far as I can tell. I haven't tried it myself, but I believe it will work since a comment in the code says "Add data from highest priority (mods) to lowest priority (vanilla)", which I assume means your mod's map layer definitions will overwrite the vanilla in-game map features, thus expanding the color definitions to support any new building types you add. I do think you need to keep the vanilla color definitions though, since it's overwriting instead of combining, and removing the vanilla colors would probably make the built-in building types not show up in your map mod's cells. When you place the LootZone object type in WorldEd, you need to select it and the rename it to "army" in the Objects panel on the left. If you select it with the select/move object tool, it should automatically highlight it in the list. If it doesn't and you have multiple, you can select one in the Objects panel and the main view should focus on it so you can tell which one you're editing more easily. Then you can click (or maybe double-click, I don't recall which) where it says "<no name>" and it should turn into a text field you can type the name of the loot type in. Well, did you read the console.txt file? Jokes aside, what details about the error were in the console.txt file? And are you sure you put the mod in the proper folder for the server? I haven't actually run a dedicated server myself, so I don't know if you need to put them in the server folder to load properly or if it'll just read them from the local user mod folder like singleplayer does. And just to be certain, is the test server up-to-date and on the main build 41 release branch? If it's outdated, it might be crashing if there's some sort of compatibility issue for older versions of the game loading maps made in the latest version of WorldEd.
  12. chromarict

    Map help

    There are some two-piece door frames in the fixtures_doors_frames_01 tileset that should cover the gap. You can manually draw the fences in using the rectangle tool like with the roads, you just need to add the building properties instead of the road properties. For that you want the key to be "building" and value can be any of the building types you can set in BuildingEd, like "RetailAndCommercial" for green, "Medical" for blue, etc., or if you want it to be the default orange building color you can just set the value to "yes", which is what the Generate Building Features button uses if you didn't assign a building type in BuildingEd. Also I just learned the hard way, WorldEd doesn't automatically load your in-game map data from worldmap.xml when you close and reopen it. So if you restart WorldEd, make sure you use InGameMap -> Read XML Features before you start adding new shapes. Otherwise, using Write XML Features will just erase your old work. I noticed this because I was testing the manual setup for custom building shapes, and my water and road shapes disappeared from the map in-game since I forgot to read the existing data before I added my test shapes.
  13. chromarict

    Map help

    I forgot that guide doesn't make it very clear how to get to the Legend settings in BuildingEd. You have to click the Welcome tab on the left, then over in the file browser on the right select your building file and use the dropdown that says <NONE> by default to change the building type, which affects what color it is on the map. If you leave it on <NONE> I think the building won't show up on the map at all. Then in WorldEd using the InGameMap buttons on the far right of the toolbar you should be able to set up shapes for roads and you can generate building, tree, and water shapes automatically using the InGameMap menu at the top between the Cell and Help menus. If you don't have any of those buttons, you need to update to the latest version of WorldEd. Finally, using WorldEd's InGameMap -> Write XML Features menu to export the in-game map data to whatever folder you put your map.info and exported lot data in will make the in-game map show your new map data.
  14. chromarict

    Map help

    Oh to get it to show the new stuff, I think you just need to follow the official tutorial on setting up your map for the in-game map system. You can find that here: I would assume since your map is loaded after the original map, the in-game map data you generate through WorldEd will just overwrite those cells in the original in-game map/minimap. As for getting it to work with someone else's minimap mod, I have no idea. You'll probably have to find the documentation for that mod and see if it explains how to add your own map data to it. There doesn't seem to be any actual mechanic for double doors from what I can tell. There are a few doors that have versions with the handles and hinges on opposite sides so you can make them look like double doors if you place them next to each other and remove the door frames, but I don't think there's any way to link them so they both open/close when you interact with one of them. The only doors I've found in BuildingEd's Iso mode that have both the left- and right-side handle variants for double doors are the black metal/glass doors and grey metal doors in fixtures_doors_02 and the white wooden doors in location_community_church_small_01. In Tile mode, there are a bunch of gate-style doors that line up perfectly as double doors in fixtures_doors_fences_01, but if you're trying to make them part of a building instead of a fence they may not look very good.
  15. chromarict

    Map help

    You might have to switch to Tile mode and erase that trim piece from the trim layer (assuming it's in the correct layer). Worst case scenario, you can use the checkboxes to hide layers until you figure out which one the trim piece is in. Holding control and left-clicking tiles should erase them from the selected layer in BuildingEd. I'm not sure about the slanted grass. Maybe it needs to be in a specific layer to count as solid? Try putting them in the wall layer if they aren't already there. Also don't worry about asking so many questions, that's like the main purpose of the modding forums anyway.
  16. chromarict

    Map help

    Sorry, I forgot to clarify in my last post, the "coordinates" in the online map are the coords of each individual tile, you want the one below it that says "cell" with some 1 to 3-digit numbers, like 34x25. It was almost 3 a.m. where I live so I was super tired when I wrote that last post. Also the little orange bit looks like wall trim. If you're just using the wall tool on the main page of BuildingEd, you can click the WallTrim category on the right side and select None. I think if you select the wall before changing the trim, it should update itself without you having to redraw the wall. If you used the room tool instead you can just edit the room settings and set the wall trim to None there.
  17. chromarict

    Map help

    As far as I know, doors aren't manually lockable in the editors. They have a random chance to lock when you first start a new save file, and keys currently have a random chance to spawn in some containers inside the building or on any zombie that dies inside (so you can farm them infinitely as long as you lure zombies into a building). Keys spawned in either of these ways automatically work for any door attached to that building as long as they're part of the same building file in BuildingEd. If you do pick up a key in-game, you can right-click any door it works on and it should have a lock/unlock option. However, I'm not sure how that works with fence gates if you place them with the regular tile tool in TileZed since they aren't part of a building. I'm hoping they'll expand the system a bit in the future, like how for cars you can find the keys on nearby zombies or laying on the ground nearby, since it feels a bit cheat-y to just lure zombies inside and kill them until one magically generates a key in their pockets. Plus it would be nice to be able to manually set the default lock state of a door. You might be able to do it via a lua script, but I have barely touched scripting so I genuinely have no idea if that's possible. There are quite a few multi-tile objects, including those car lifts, that don't show up as objects in the default "Iso" tab of BuildingEd. You have to click the "Tile" tab on the left side and place each piece manually. The parts for the car lifts are in the location_business_machinery_01 tileset. Also I'd recommend putting the pieces in the Furniture layers to prevent other furniture from clipping through them, and if any need to be placed on the same tile to line up properly you can place each of them in one of the four Furniture layers so they don't overwrite each other. If you already set up the coordinate offset stuff and put "lots=Muldraugh, KY" in your map.info file as mentioned in the official guide, make sure your mod is staying enabled when you leave the mod menu by reopening it after the game does the lua reload. I had an issue with mine disabling itself after reloading lua because I had a comma in the mod ID in my mod.info file. I think that caused a problem since enabled mods are probably saved as a comma-separated list, which means the comma in the ID makes the game think it's two separate mod IDs and can't load your mod since the folder name is incomplete. If you have either of those, or any other special character in your mod ID, that might be the problem. If you haven't set up the coordinate offset, you need to find the furthest northwest (top left) coordinates of the cells you want to replace in the base map and then enter those coordinates in the World Origin box of the Generate Lots menu in WorldEd. That should havefset your map from the default coordinates of (0,0) to wherever you want the northwest corner of your map to be. The easiest way I've found to get the coordinates of cells in the base game is to use the online map at https://map.projectzomboid.com/, click "Map Coordinates" on the left side, and then move your mouse around the map to update the cell coordinates listed on that menu. Also I may be wrong, but I think you can't overwrite cells in an existing save file if they've already been visited. So if you're trying to add your mod to an existing save game, that might be the problem. Try creating a new save file with the mod enabled to see if the map gets updated if you haven't checked that already.
  18. chromarict

    Map help

    I was just about to tell you I had been poking around in TileZed when I got the notification saying you quoted me lol. It should be much easier than my earlier suggestions of either making the whole compound area one giant building or making separate buildings for each section of the fence. There's a fence tool on TileZed's toolbar that makes placing the fences super easy, but you'll have to go back and manually place the gates by selecting them in the Tileset browser in the lower right corner and clicking wherever you want to place them. They seem to all be located in the fixtures_doors_fences_01 tileset. If you draw them in the same layer, the gates should automatically replace the whatever fence section you place them on so it shouldn't break the entire fence. I don't know if there's a "proper" layer to draw in since the only options in TileZed are floor, floor overlays, or vegetation. If you have issues with other tiles appearing through the fences or being completely replaced by them when they shouldn't be affected, you may have to paint them in a different layer. I noticed when using the street line painting tool, sometimes it would act weird and overwrite the automatic grass to road blend tiles unless I put the lines in TileZed's vegetation layer even though they aren't actually plants. It seems to work fine doing that as far as I can tell, and it shows up correctly in-game so I don't think there's anything wrong with doing it that way,
  19. chromarict

    Map help

    You could make them part of your main building in BuildingEd or make them as a separate "building" consisting of only fences and gates. There's also a fence tool on the toolbar in TileZed I think that lets you draw a line of fence parts, but I'm not sure how to add a gate to it. I really haven't done much in TileZed besides use it to open BuildingEd and the tileset browser. I'm pretty sure TIleZed does have a mode that just lets you place any tiles for doors, furniture, etc. in it, but I haven't messed with it enough to figure it out yet.
  20. chromarict

    Map help

    Haha, don't worry about it. I made a couple mistakes when I first got into mapping recently too. Like I took a while to figure out I can't even import a map into WorldEd if I have no vegetation map at all. I just wanted to ignore vegetation and focus on the base map first and it took me almost a day to figure out I had to at least make a blank vegetation map to be allowed to import anything. It's a bit easy to overlook stuff in the official guide since it's so much useful info condensed into one really long forum post. I swear I've read the thing at least 10 times already trying to make sure I don't miss anything, but I'm sure there's something in there I'm still overlooking.
  21. chromarict

    Map help

    What export settings are you using in Paint.NET? If I open the base map in GIMP, it says it's using an indexed color palette instead of standard RGB colors, which might be the problem. Quick Edit: Try exporting in 32-bit mode instead of using auto if you are, that seems to default to 8-bit which loses precision. Second Edit: I just realized you named your vegetation map Compound_veg2.png, but it should be Compound2_veg.png to match the base map being called Compound2.png. So that might be the problem and the indexed vs RGB color palettes might not be the issue after all.
  22. chromarict

    Map help

    No worries! Also I figured out your problem. You're getting a bunch of rogue colors because you probably have anti-aliasing enabled, which blends the colors together, resulting in colors between grass and dirt that WorldEd doesn't recognize. I zoomed in on your road and noticed this: See how some of the pixels are a brownish green instead of being entirely brown or entirely green? That's the issue. Here's a more clear example of what's happening: As you can see with the top squiggle, it's trying to blend the new pixels into the old when anti-aliasing is enabled. If you disable it using the drop-down next to the brush fill type at the top, it draws like the bottom squiggle, which is what you want for WorldEd since it won't mess up your pixel colors. If you don't have anti-aliasing enabled, then you might just not have your brush opacity (I think Paint.NET calls it hardness?) set to 100%, which means it isn't completely replacing the old pixels you draw over.
  23. chromarict

    Map help

    You're welcome! Hopefully you won't run into any more problems going forward.
  24. chromarict

    Map help

    I'm glad you finally got it to work! And yes, if you want to replace a forest, you can change the grass tiles to dirt or pavement in the base map. Just don't forget to paint black over the area in the vegetation map or you'll end up with trees growing in odd places. Also about the rogue colors, yeah it's probably best practice to replace them, although from my experience they just show up as empty tiles in WorldEd/TileZed, and I would assume in-game they act like the black void you can't cross at the edge of the map. I couldn't figure out how to change the default color in the CartoZed themes (the defcol option didn't seem to change anything even though it was defined in the base themes), so you should replace the white areas with something else. Black works fine in the vegetation map since that just means there's no trees or grass there. For the base map, I use black in some of the cells around the edge of my map since it isn't perfectly rectangular and I don't recall getting errors about it, but it's probably better to use a valid color. There are probably some small areas of rogue tiles where buildings sit in the base game since CartoZed hasn't been updated to read the newer tiles (most recent version I could find was 2016), so any of the ones it missed got filled in with either black or white. From my testing it seemed that most of those problematic ones were up near Louisville. If you're feeling adventurous, you could copy your texture .pack files from Zomboid/media/texturepacks to CartoZed/texturepacks and use TileZed's .pack browser to find the names of the newer tiles and add them to the base map theme file, but honestly it would just be faster to manually fill in the rogue colors with a valid one in your image editor. I think most image editors these days have a select/replace all by color option anyway.
  25. chromarict

    Map help

    Well I'm just about out of ideas as to why you can't import your .bmp files then... Maybe use the New World button to make a world with a different name to see if something is wrong with your .pzw world file? Also I have good news about rebuilding the cell data! I found this tool: which lets you read existing lotheader/lotpack data, including the map data for the base map in your /ProjectZomboid/media/maps/Muldraugh, KY/ folder. Then you can select the cells you want to export as 2D images to use as the base and vegetation maps in WorldEd. Unfortunately, it doesn't come with color theme files specifically for exporting the base map and vegetation map data (well, it has a vegetation theme, but that one is green instead of the shades of red WorldEd uses), but looking at the themes it comes with, it doesn't look too hard to implement. I'm gonna try putting the themes together now and I'll post them for you when I finish. At least this way you'll only need to worry about redoing the buildings, unless there's another tool hidden on the forums for extracting the base game buildings, because I haven't found their source files anywhere in the game folder yet. Update: I've gotten the CartoZed themes about 95% working. There are a few issues, such as the empty cells showing up as white on both the base map and vegetation map and some of the newer tiles on the base map show up as black, but it should get the job done without completely remaking the cells from scratch. So all you should have to do is set CartoZed to load the Muldraugh, KY map from your game folder, pick one of these theme files, and then drag a box around the cells you want to export before hitting "Save as 2D PNG" at the bottom. Also I experienced an error with CartoZed when trying to load a second map after exporting the first, so it looks like you'll need to restart it after exporting the base map image before you can export the vegetation version. WorldEd_BaseMap.txt WorldEd_VegetationMap.txt
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