RingoD123

PZ Dev
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  1. 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/
  2. 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.
  3. 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.
  4. 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?
  5. Looks like you need to remove the floor tile from the emptyoutside room you set up. Click on Edit rooms, select your emptyoutside room, make sure nothing is selected for walls, floor, grime and trim etc.
  6. After placing your emptyoutside "room" click on the place wall tool on the toolbar (just underneath view and building menus) and then Exterior Walls in the tiles and furniture pane on the right, select "none" from the list below and draw your "invisible" walls where exterior walls have appeared. And your main roof shouldn't have an emptyoutside room def on it as it sits above the rooms of your building which will already have room defs, so the emptyoutside room def is not needed.
  7. How to add Vehicle Zones to your Map Mod

    just add this to your pzw file like you would the foraging zone stuff: <objecttype name="ParkingStall"/> <objectgroup name="ParkingStall" color="#85929e" defaulttype="ParkingStall"/> then use the list of names to enter a name in WorldEd after placing a ParkingStall like the picture in the OP shows.
  8. They don't have to restart the server with any/all updated map mods. But until the server's are restarted with the latest versions (when available) of the relevant map mods, those areas' building's won't benefit from the new roof occlusion. It may also be possible to update a server without losing the save data, I know there has been varied success in the past with this, but i'm not the right person to ask about server setup/maintenance.
  9. anywhere under the roof should be fine.
  10. How to add Vehicle Zones to your Map Mod

    Pretty sure that's the rtrafficjam names.
  11. Yeah, thankfully you don't need to re-place the buildings in worldEd, just edit your buildings and then generate your lots and it's done.
  12. How to add Vehicle Zones to your Map Mod

    Updated tutorial to simplify things a bit.
  13. How to add Vehicle Zones to your Map Mod

    level 0 as all cars should be spawning on the ground.
  14. How to add Vehicle Zones to your Map Mod

    It seems i jumped the gun a bit I have updated the OP with all of the current vehicle zones.
  15. How to add Vehicle Zones to your Map Mod

    The names listed above are the only ones available so far. They are still a work in progress.