RingoD123

PZ Dev
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About RingoD123

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  1. RingoD123

    The One Stop TileZed Mapping Shop

    I dont think so, if it's not in the tutorial then don't worry about it. You could always ask RJ if you want/need to know exactly what it does.
  2. RingoD123

    The One Stop TileZed Mapping Shop

    The size is fine, that building in your second image, you would place that one first and then place the building that would join to the right after it. Basically place the inside wall of building 2 after the outside wall of building 1 if that makes sense.
  3. RingoD123

    The One Stop TileZed Mapping Shop

    The best thing to do is create 6 new layers in the Layers tab on the right of your image, name them the same as the 6 that are already there except change the "0"'s to "1"'s. If you the click on levels you will see that you have created a new level that replicates the first. Then just make sure you have the correct levels floor or vegitation layer selected and then place as normal.
  4. RingoD123

    Compass

    As axezombie said, the game's camera does not rotate, so North, East, West and South always face the same directions, meaning a compass would be useless as they do not mark your current position on a map, that would be some kind of GPS system which I dont beleive would have been around back when this game is based. No matter where in the game world you are, these are always the "compass directions": So adding a "compass" to the game would be nothing more than a static image/set of icons that basically do the same as the image above, which would be kind of pointless. As Kim Jong Un pointed out, the main consideration is with regards to in game maps, as they can be presented in isometric format, like the game itself, or in top down format, like this: The above image is top down, the top of the image is North, any map that is top down like this will always have the top of the image as North. If you find it hard to work out the directions compared to the isometric game world then just imagine rotating this map 45 degrees to the right to make a diamond shape, North is now the same direction on the map as it is in game. Isometric in game maps already fully match their directions with the actual game world, like so: Anyone using a different version of North, East, West and South, are using them wrong, maybe show them the first image I posted above as a reference. Along with N, E, W, S, It could be useful to also use directions such as "screen up" instead of "North West", "screen down" instead of "South East", and again, these directions never change.
  5. We like this idea and I will start the process of getting this in game after I ask Mash to make some arrow overlays for the road. My thought is a 90deg left and 90deg right arrow for each of the 4 directions along with a 90deg Left+Right for T-Junctions. My thinking is placing these about 10-15 tiles from the turn/junction itself on straight long roads.
  6. RingoD123

    The One Stop TileZed Mapping Shop

    Pretty sure they represent different rooms in your building, shouldn't need to have it turned on to be fair. Just click on view and then make sure "highlight room under pointer" is unticked, close the cell and then re-open it, bulbs should be gone, you can always bring them back by re-ticking the "highlight room under pointer" option.
  7. RingoD123

    The One Stop TileZed Mapping Shop

    You do not want to do anything with the config folders, leave them as is. However it does look like your tiles folder is set to the correct one... For sanity's sake I would completely remove Tilezed from your system and download/unzip it again (make sure it's the latest one from the same thread as the latest tiles that i linked you above), then make sure both tilezed and worlded have the tiles folder set correctly again: "In WorldEd, click on Edit and then Preferences, then in the Tiles Directory part of the preferences window, navigate to and select your tiles folder (make sure it is the tiles folder you select and not the 2x folder inside of it), you'll probably also need to do the same in Tiled by clicking on tools and then tilesets, and again make sure the tiles folder is the one selected at the top of that window." Once done you shouldn't have any issues with missing trees or anything else.
  8. RingoD123

    The One Stop TileZed Mapping Shop

    Yes, that looks correct for tilezed but you also need to check that worlded is correct, in wordled click on edit and then preferences and make sure the same tiles folder is selected there.
  9. RingoD123

    The One Stop TileZed Mapping Shop

    If the trees are not loading up then you still have not set up your tiles folders correctly. Make sure that both in tilezed and worlded you have tiles folder selected and NOT the 2x folder inside of it.
  10. RingoD123

    The One Stop TileZed Mapping Shop

    Yeah if you've been renaming stuff to fudge a fix then god knows what else you've broken. Delete your tiles, re-download the latest and make sure your tiles directories are set up properly both in tilezed and worlded like described above.
  11. RingoD123

    The One Stop TileZed Mapping Shop

    Are you using the latest tileset (from this thread: https://theindiestone.com/forums/index.php?/topic/23816-latest-tilezed-worlded-and-tilesets-may-17-2018/ ) ? If so you might have not set up your tiles folders correctly , In WorldEd, click on Edit and then Preferences, then in the Tiles Directory part of the preferences window, navigate to and select your tiles folder (make sure it is the tiles folder you select and not the 2x folder inside of it), you'll probably also need to do the same in Tiled by clicking on tools and then tilesets, and again make sure the tiles folder is the one selected at the top of that window.
  12. RingoD123

    The One Stop TileZed Mapping Shop

    1) 16 or 32bit should be fine, I always use 32. dithering and transparency are greyed out when using either of those so you don't have to worry about them. 2) Yes, just make it all black where you don't want zombies spawning 3) No, unfortunately not. 4) The game world is split into cells which are 300x300 tiles, you can only replace or add cells within this grid. When you use the world offset it is in cell's not tiles so you cant place a new cell over the top of where multiple cells would meet, only replace exisiting cells or add new cells to the exisiting grid.
  13. RingoD123

    The One Stop TileZed Mapping Shop

    See the last paragraph in Step 4) exporting. When you export your world you can specify a world offset so you can add to existing maps or replace cells on exisiting maps. if you use: https://map.projectzomboid.com/ and click on map cor-ordinates on the left you will be able to see the co-ordinates for the cell you hover your mouse over, use this in conjunction with world offset option when exporting to add to or replace part of the vanilla map.
  14. RingoD123

    Zombie Spawn Height?

    Pretty sure zombies (outside of buildings) only spawn on level 0.
  15. RingoD123

    Show lots in Tilezed?

    Place your lots by opening your cell in WorldEd as normal, then save and close your cell, then in WorldEd again, right click on your cell and then click on "open cell in tilezed", from there you should be able to add detail to your world while seeing the lots you placed, if you're still not seeing your los then make sure to use the generate lots in worldEd after placing your lots and saving but before opening the cell in tilezed.