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RingoD123

The Indie Stone
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  1. RingoD123's post in Integrating Map into Base Map was marked as the answer   
    Just your lotpacks and lotmaps are needed in that folder, along with the chunkdata (zombie respawn stuff, made automatically if using latest version of TileZed), objects.lua and spawnpoints.lua files. It should also have a map.info file that includes the lines:
     
    title=Your Mod Name Here
    lots=Muldraugh, KY
    description=Your mod description here
     
    "lots=Muldraugh, KY" will tell the game that the files contained in your mod folder are to add to the base map.
  2. RingoD123's post in How do I install Bedford Falls? was marked as the answer   
    All you need to do is make sure your running the [iwillbackupmysave] branch through steam and unzip the file directly into your PZ install folder (generally c:\program files(x86)\steam\steamapps\common\projectzomboid on 64bit or c:\program files\steam\steamapps\common\projectzomboid on 32bit ). Then just start a new game, you should see the description for Muldraugh has the text for Bedford Falls instead, select muldraugh as your spawn point and you will actually spawn in the north of Bedford Falls
  3. RingoD123's post in This is irritating. D: was marked as the answer   
    Hey Doc, I could be wrong but it doesn't look like your building your buildings using the building editor.
    You should build your buildings in BuildingEd, save them as lot files, then place those lot files on your map in WorldEd, then if you need to make some minor adjustments to the map itself after placing your buildings, those can be done in Tilezed.
     
    If you then need to make any adjustments to the building(s) you can just open them back up in BuildingEd and then save, then in WorldEd, just re-generate the lots for the cell with the edited buildings in.
     
     
    Edit: In your buildings above, any walls etc that are not disappearing when you untick the layer have probably been added to the wrong layer, just untick each layer one by one until the said walls/items disappear, then that is the layer you placed them on. If this is so then its a good example as to why to use BuildingEd, as when its used correctly it will place all walls/items etc on the correct layers and floors automatically.
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