RingoD123

PZ Dev
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  1. Bedford Falls V3 (Steam Workshop)

    Bedford Falls now fully updated on Steam and Nexus Mods to include full Vehicle spawns.
  2. How to Edit Vehicle Skins

    Yes, you can use this method to edit the texture of a custom model downloaded from the workshop. You will need to include all the folders from the workshop mod (textures, scripts, models and lua folders), along with all the files it provides, then just copy and paste the vehicle texture with a new name and point to that texture in vehicles script file like outlined in the Original Post.
  3. 1) First create a folder structure for your mod, call the first folder something like "MyCarReskinMod". Inside that create a "media" folder, inside your media folder create 2 more folders, one called "textures" and one called "scripts". Inside the texture folder create a folder called "Vehicles" and inside the scripts folder create a folder called "vehicles". Your final folder structure should look like: MyCarReskinMod media textures Vehicles scripts vehicles Don't forget to place your mod.info and poster.png files inside your first folder alongside the media folder. 2) Copy, paste and rename the vehicles main texture that you want to edit/reskin from the ProjectZomboid/Media/Textures/Vehicles folder to your media/textures/vehicles folder. Use this texture along with the vehicles texture mask (also found in the same folder) as a template for your skin. The vehicle mask is listed in the code snippet below ("textureMask = ...") and dictates what part of your vehicle texture gets assigned to each part of the 3d vehicle. 3) Find and copy the original script of the vehicle you want to reskin from the ProjectZomboid/Media/Scripts/Vehicles folder and paste it into your media/scripts/vehicles folder. Below is what the start of your vehicle script should look like, in this example we are editing the taxi skin: Change the line "texture = Vehicles/Vehicle_CarTaxiShell" to "texture = Vehicles/"YourVehicleSkinPNGNameHere" and save. Add your entire mod folder structure into your users/zomboid/mods folder, enable the mod on the in game mods page and play, your edited vehicle skin should now be in game. You can download an example here: RingoCarSkinEdit.zip
  4. User Created Lots

    Done
  5. How to add Vehicle Zones to your Map Mod

    If you are using the latest version of TileZed then you should not need to, it should already be there like you said.
  6. Help Me Please

    In WorldEd, click on Edit and then Preferences and make sure the tiles folder there is pointed at the same Tiles folder you pointed TileZed to.
  7. Help Me Please

    Hi, close BuildingEd and then in TileZed, click on Tools and then Tilesets, make sure the Tileset Folder is pointed at the Tiles folder you downloaded and not the 2x folder inside of it.
  8. Map Tools & Tiles for Build 36

    That's because there is a new thread with the latest version here: https://theindiestone.com/forums/index.php?/topic/23816-latest-tilezed-worlded-and-tilesets-may-17-2018/
  9. The One Stop TileZed Mapping Shop

    Use the instructions in this tutorial, don't mix instructions from different tutorials. Using the tile definitions from your Steam install of zomboid will guarantee you are using the latest version. Generated lot files go in: "MyMapMod/media/maps/MyMapMod" for the actual mod to work. The instruction I gave to create a lots folder is so that you are not directly copying over your mods lots when you generate lots. You want to generate them into their own lots folder (outside of your mod folder structure) and then copy them into your "MyMapMod/media/maps/MyMapMod" folder from the lots folder. You don't need to, it's just an extra level of security against accidentally overwriting them. You can always download and check other map mods by subscribing to them on Steam and navigating to your Steam Workshop folder.
  10. You cant access the vanilla maps in TileZed, that's what I meant by "you can't add any buildings to the vanilla map per se". You would need to create a 1 cell (or larger) map mod that replaces one of the vanilla cells, just like Bedford Falls and other maps do. Here is a link to the mapping tutorial thread if you havn't seen it already, has a lot of helpful info for creating and editing map mods: https://theindiestone.com/forums/index.php?/topic/21951-the-one-stop-tilezed-mapping-shop/
  11. Hi, unfortunately you can't add any building etc to the vanilla map per se. You would need to find a vanilla map cell to replace and then load that map mod like any normal custom map.
  12. The One Stop TileZed Mapping Shop

    Updated OP to include instructions on how to add roof occlusion room defs and vehicle zones. Both can also be found as seperate guides for any modders who already have a map mod made and just need to add these new features: Vehicle Zone tutorial: https://theindiestone.com/forums/index.php?/topic/23398-how-to-add-vehicle-zones-to-your-map-mod/ Roof Occlusion tutorial: https://theindiestone.com/forums/index.php?/topic/23394-how-to-update-buildings-to-use-the-new-roof-occlusion-system/
  13. You do not want to use emptyoutside on roof tiles that are already over a room of your building. You only need to use it for roof tiles that do not sit above a room in the building as your rooms already have room definitions.
  14. How to add Vehicle Zones to your Map Mod

    OK, are you sure you are testing your mod using the vehicle branch of PZ? Just tested your mod and it loaded fine and vehicles were spawning, couldn't see anything wrong in the objects.lua or anything else. Scratch that, I can see that you are from your console log, first thing i would try is to re-install the vehicle branch and turn off all other mods, then test yours by itself.
  15. How to add Vehicle Zones to your Map Mod

    I don't know exactly what is wrong but your console log is reporting a lot of errors with your objects.lua. When you are adding vehicle zones does your screen look like the example in the OP?