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RingoD123

The Indie Stone
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Everything posted by RingoD123

  1. You have forgotten the final folder inside of the "maps" folder, as per the guide: OK now you have all of the files you need to test your map in game, so lets go ahead and do that. First, create a new folder on your desktop (or somehwere easily accesible) and give it a name (e.g. MyMapMod), inside create another folder called media, inside there create a 3rd folder called maps and then inside there, create a final folder called MyMapMod (or whatever the name of your map is). Inside this final folder is where you want to put all of the .lotheader, .lotpack and .bin files that were created when you generated the lots for your map, as well as the spawnpoints.lua file and and objects.lua (dont worry about this for now, you will create one when you add foraging zones later). You remove the "lots=Muldraugh, KY" line from your map.info file if you want your map to not be connected to the vanilla map.
  2. There is a new system in update 42 that allows mappers to add "RoomTone" objects to their maps which will allow them to specify particular ambient sounds to be used when in specific buildings. So, not in the current public build but once 42 goes public, yes.
  3. Not really as they would have the wrong co-ordinates and it would take more time finding and replacing those co-ordinates than it would to just place down some new ones where you need them.
  4. If you want you can subscribe to and download Bedford Falls on steam workshop, if you then add this file: bedfordstashdescriptions.lua to its "media/lua/shared/StashDescriptions" folder it will enable the test stashes from the original post of this thread and using the methods in the guides. Might be helpful in checking folder/file structure etc. You can then load the game in debug mode (-debug in the launch options on steam), when in game select the debug menu, then the "dev" box at the top and then stash debugger, you can then select any Bedford Falls (or vanilla) stash map and click spawn, you will be teleported to the building and the stash will be populated. Obviously will also come in handy for testing your own too. You can also press F8 when in game in debug mode to bring up the map debugger, you can use this to load and see what each map/stash maps shows.
  5. The above file should look like this: as per the lootable map guide:
  6. You would make them separate maps and use the world origin to dictate how they connect, for example if you had a 100x100 map and wanted to add a second to the right of the first then you would use a world origin of 101, 0 for the second. Then just make sure both maps have the same "lots=" line their map.info files
  7. You only need 1 PNG for your base map and 1 PNG for your veg map.
  8. If cars have stopped spawning then your mod has an error in the objects.lua file. When the game finds an error in the objects.lua it stops processing all other objects listed after it in the file. .bak files are simply backup copies and not used by the game or by tilzed/worlded. For your main issue you would be better off adding the extra cells to your map mod world in worlded and then creating the actual cell containing the rest of bridge, that way the game knows that everything that is being loaded is part of your mod and will properly be able to overwrite vanilla stuff as it should, it will also make any errors a lot easier to find.
  9. Yes, you can use this guide to create a new room definition or add items to an existing room definition:
  10. Check the spawn location files for each map mod you are trying to use, they should have an entry for "unemployed", if it has an entry for "all" then change it to "unemployed" instead.
  11. Yes it's possible using lootZones, this guide should explain how it works:
  12. The tilesheet fixtures_doors_02 has 3 sets of double doors towards the bottom of the sheet. The tilesheet fixtures_doors_frames_01 has the frames for double doors. You will need to use tile mode to place the doors and frames, just make sure you delete the wall where the doors will go first.
  13. Create a new blank world and make your images bmp files, then use the "maps" window on the right hand side of the screen to navigate to your bmp's (you must have your base and your veg bmps in the same folder and named correctly) and then drag your base bmp over your blank world cells.
  14. All in one guide is here: You can also stop by the zomboid discord which has a channel dedicated to map modding.
  15. Again, in Worlded, right click on one of your cells and choose the "open in tilzed" option, not sure why your are trying to open one of your cells in paint.........
  16. You open your tmx files in tilezed, or you can right click on the cell you want to open in worlded and then select "open in tilezed"
  17. You only open your world file in WorldEd not Tilezed, probably why you cant see it in tilezed.
  18. Ah ok, then click view and tick "highlight current floor", or press H on your keyboard.
  19. Then i'm guessing you didnt add the roof tiles to the roof layer. Using the roof tool in iso mode will automatically place things on the correct layers.
  20. I replied in your other thread but think I got confused as to what you where trying to do, is your roof definitely placed on lvl 2 and not lvl 1? Also, you did use the roof tool in iso mode yes?
  21. You need to make all of your floors first and then add your roof, roofs don't move themselves.
  22. You need to press "o" on your keyboard or click on view and tick "show object shapes", you will then have all functionality back
  23. That is normal, some tiles/tilesets are old and/or unused and show up in red.
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