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Sieben

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Everything posted by Sieben

  1. I didn't! it's just probably the shaders at work? But anyways, great! Maybe . Then it's a hint from the game to take blue carpet as roof
  2. I'll make more for you Also good idea to dye the gas station roof blue , looks better!
  3. If I count them from left to right with the numbers 1, 2, 3 (first, middle, last), then take the right half from nr. 1 with the cabels and from nr. 3 the left side . Merge them and you get a new one. This would be nr. X Now you can place 1, 2, X, 2, X, ..., 3
  4. Hmm, just a mix from first one and the last one, then you can set it a long as you wish
  5. Making circles ending up in anger and showing the fist to heaven, so I decided to leave it squared . But don't tell it C. Ronaldo, because he'll team up with L. Messi and they'll kick me really hard in my groin Of course it's under construction and will changed at the ende with 6 entrances, fanshops, fastfood and so on . Its only basically drawn. Currently working on the lockerrooms. Can be seen in the far west.
  6. Don't know. Maybe your character will be the same with his/her inventory. But I don't think that carpented stuff will be transferred.
  7. What about some game/ videogame machines?
  8. Using my brain, it's a soccer field... maybe a football field. Both right! Considered Multilanguage
  9. Currently working on something big:
  10. Use a Zip-format I forgot to mentioned it
  11. Hello everyone! I decide to create a little "How to" - tutorial for those, who asked themself "How did he make that". Not to mentioned that it's really easy and self explaining for myself, I'll make a step by step guide to be sure that everyone is in a position to make and use the stuff for his/hers buildings (and also not to end on a pyre because of witchcraft). Hmm, with what shall we start? Ok, have it Part 1: How to create a prisoncell with a cell style window - (one you can't open without a sledgehammer ) Step 2: Creating and drawing three rooms I decide to make two cellrooms and one floor. Interior Walls should be the school walls, the floor I choosed here is from the industry_01 tileset. If finished, it should be look like this: Step 3: Draw cell walls and cell windows With the "Place Wall" tool, just draw a wall across the cells and the floor (the security should have full view in the rooms but the prisoners shouldn't see each other ) and two walls where the windows should be. Otherwise I've changed the Interior Walls of the two cells to the cell and not the school walls. Step 4: Organize Tiles (Part two) Because all the rooms looks really awful, let us create some WallOverlays What we need: A new cathegory called WallOverlay - Walls - Windows (Here you put all windowsoverlays in the future for a better overview) A new cathegory called WallOverlay - Walls - Corners (same here for corners) We'll need for this tutorial windows from school and commercial and both corners (even if not both corners are used now, it's could be helpful for other projects ) Hit the "Plus(+)" twice in the new cathegories for two wall overlays. Then search the windowframe in the location named in Step 1. Drag westsided window to west field and northsided window to north. Same for the corners but here it's enough to place a corner only to west. Don't forget to switch the Layer from Furniture to WallOverlay on at least one field in a row! Step 5: Asign the walloverlays with "Place Furniture" Like placing your favorite fridge, let us place our created walloverlays. First the windows and then choose the school corner and place it twice to the cell wall. Looks much better . Step 6: Opposite cells Repeat Step 2 and 3 on the opposite. You should now youse the Exterior Wall cell for placing the windows! Place the window overlay from the commercial wall and place again twice the school corners. Adding four doors and the cells are finished! How to create an elevator of death Step 3: Create three more floors Click on Floor 1/1 and add three floors until we have 4 of them. Step 4: Drawing rooms Now we're drawing rooms on each floor. On floor 1 there should be the shaft_basement room and each floor above a shaft_none room. The size is up to you but I'll created a 5x4 tile room I've added some doors to each floor. Sadly there aren't functional elevator doors just some closed walllike doors under escalators Step 5: Drawing the elevator Choose the floor, where the elevator should be stucked and draw a smaller room in your shaft. I choose the 2nd floor. My shafts have e size of 5x4 tiles, so in my case it will be 3x4 tiles. Draw the elevator with the shaft_elevator01 room. Now up one floor and draw another room with the shaft_elevator02 room. Oh no! The "roof" have now walls, so no fall off . Step 6: Removing walls No problem! Use the "Place Wall"-tool and select as wall "None". Place it over the existing one will make it vanish and walkable! Elevator of death because you can fall down some floors if unwary! Pro tips: If placing the elevator in the basement and a player fall down the roof because of unwariness, he/she won't escape and will starve to death unless he/she has a sledgehammer . Part 2 Feel free to comment, discuss, criticize
  12. Maybe I should create a little tutorial how to improvise some funny stuff. Not so intensive like Thuztor "Mapping an Building" tutorials, because he's really good at it and I like them. No need to adapt him
  13. Update! Heliport ist finished and can be downloaded from the first page in the military-spoiler I'm finished for now with the military stuff. Maybe I will update some buildings with better techniques, new tiles (if they added) or just removes bugs.
  14. You can attach the *.tbx files if you create or edit a post with the option "use full editor".
  15. Update! Yay! Ugly hangars are finished and are ready to download
  16. Thanks! It's hard not to repeat the details . I'll always try to add something new and even if this just a little "container hopping parcour" to reach crates or to suprise peoples with loot, they'll never expected (in a worse way . But it's make sense, not in every box is ammo!). Also some jokes like an outdoor freak in the IAB or people who just moved to their new apartment. Suomiboi got a special "house" for his map, so he know what I'm talking about
  17. Hi Sangennaru! What I've heard from the others, Z spawning in houses seems currently a little buggy. Disappearing: Why you don't upload your *.tbx file for us, so someone of us can take a closer look on your building. I never seen a complete building disappear . Maybe you build it on the 2nd floor and don't mention it. Otherwise: your lamppost at the entrance should be one tile away from the building, because it merge with it Edit: The mistake I've made in my first building: Don't place stairs above each other! You can't go down anymore!
  18. Not forget the star symbol if the weapon is equipped.
  19. Update! Added the little military airport to the military download. It contains a communication tower, some storagerooms, cargocontainers, a barrack and a kitchen. I'm working on hangars (heading east and south/open and closed) and they are to 75% finished. A helicopter landing zone will be a seperate download. Where is the runway? It's easier to draw the runway in TileZed or at the *.png with paint and in addition you can create your own runway . A hint: The airport is heading west!
  20. Hmm, maybe it's intend to be empty. But zooming near the building in PZMP, the rooms looks really empty... The creator should asked
  21. Because: -luck x -luck = luckĀ²
  22. Yay, collect post stamps!
  23. I'm curius to hear the answer It's a good riddle!
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