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  1. I managed to load my custom tiles into TileZed. I'm trying to add my custom tiles to the building editor. I can find them if I go under the "tiles" tab and browse that way. What I'd like to do is create a new Category and select my tiles from the "ISO" tab instead for building. I went to my .TileZed folder and tried to modify the buildingtiles.txt but it gave me an error after modifying. So I'm obviously missing something......... here's my text But like I said still tossing me an error........ any suggestions?
  2. How does one import into tilezed a multi-tile object. The one thing that keeps me away from making anything custom is the incredible difficulty in making multiple tile objects. I already have ideas on making car rubble objects, and more but the fact is that You have to split objects that span multiple tiles and I have noidea how that works at all... Does anyone know how this is done? I have already scoured the forums and no one has a tutorial or any videos on the subject. Only single tile object creation. Any ideas?
  3. It would be cool if Radios could play custom music on survival singleplayer, like have a folder on our computer that plays MP3's from that folder, would be cool to hear radios playing our music in the distance or luring zombies with "Never Gonna Give You Up." GTA and The Sims do this, seems like a cool idea, even though it probably wouldn't work for multiplayer. Singleplayer is good enough for me.
  4. Hi, Is there a way to program my custom drop, without modifying the vanilla tables/rolls, for my custom items? the problem is that with the perk "lucky" I can obtain VERY EASY my super rare MODED ITEMS on zombies (in 10 minutes I managed to get 1/4 of them with that perk, and in theory I should get one of them per month). I want to create RARE items, with probabilities lesser than the 0.1 imposed by the perk "lucky". I already tried to see other mods, but they got a VERY complicated and long code, without comments and I need the "basic code" to do that on my way.
  5. Hello again PZ community, This time I am trying something new. I am looking to make my blonde hair in-game actually look blonde instead of... well, not. I'm sorry but THAT is not blonde and nowhere even close to blonde! My hair looks kind of like yellow/gold in real life and it saddens me that I can't have that in-game despite it saying there is blonde.. I have modified all three of these files in media/textures: -F_Hair.png -F_Hair_Blonde.png -F_Hair_BlondeDark.png I made them all bright and blonde as they naturally should be, but I don't think it made any difference at all in-game. I increased the lightness, vibrance, saturation and pushed it to true blonde colors. I don't believe modifying these files is making any difference. Please can anyone tell me how to change the default blonde hair color?
  6. Adds craftable paints of every color using food coloring with hand done (aka not good) art for food coloring and the makeshift paint bucket. easy recipe using glue and water with color for paint buckets. now make that base pretty and post it. make and paint 1.0 http://pz-mods.net/weapons-items/mkapnt/ future versions will be added as i learn more about item distribution
  7. Hello everyone, I created an old mod when I used to play this. I could load individual .png image files and they loaded in the game perfectly fine, but after re-working my mod (took several hours this morning) to apply it to and include all of the latest changes in the game, none of the custom images work anymore. Everything else works but the images. They are mostly Item_ icons, and one Objects_ file. Previously I used this code in a random lua for it to work: function TestItemIcons.loadTextures() getTexture("Item_Cigar.png"); end Events.OnGameBoot.Add(TestItemIcons.loadTextures); ---- Please can someone help me get my custom images to be loaded by the game again? My friend and I are eager to get back into the game and we're just waiting on this last bit of info, thanks everyone.
  8. Hi, so I was just thinking about the 3D system that's been added. I haven't got any modding experience with this game but it does interest me. Anyway, will there be some sort of tool that will convert 3D models and their animations into the game format? And then how will you be able to access these in-game? Personally I'd like to see (or make) a mod that adds more asthetic features to the game (characters mainly). I'd like to see: Hats, Jackets, Visible 3D Bags, Variations of existing weapons (visual change only), Different shoe types I would do this by extracting the existing models and animations and then attach my custom model where I'd like it (on the back of the player for a backpack, etc), then remove the player model while keeping the backpack with the animations still on it. I just wonder if the devs have any ideas on how easy or hard this would be to do? Will we be given template models and animations to work from? Also, what about 3D in-game objects such as (non-functional) cars which may have a random rotation on them? Forgive me if this has already been answered, just a thought I had. Thanks, -Ben
  9. I think having a title by your name would be pretty neat and could change the dynamic if RP's and multiplayer in general ranging from creating groups to being more unique. /settitle text here would be the command. So your name would be for example if you typed: /settitle West Point Survivalist your name would be displayed as: MyName [West Point Survivalist] pretty simple, but effective.
  10. Now then fellow survivors. For a while now I've been recreating the village I grew up in, which mostly consists of semi-detached and terraced houses. As such, I've been building them in pairs or a big long row in the editor, rather than individual homes. Finally decided to create a mod to test it, realised how easy it was and got annoyed for not doing it earlier, but before long I had spawned in my childhood home. Awesome! However, as I had built both my neighbours house and mine as one, I could lock/unlock both front doors. Not the biggest crime in history I admit, but was wondering if there was something I was missing whilst creating. Is there a way to tell TileZed that there are numerous homes in one building and to spawn seperate keys? Or, do I need to create seperate buildings for each individual home and line them up in WorldEd? Either way, I'm happy. I'm not too far into making the houses as I've been focusing on gettng the pngs right. I can duplicate the buildings I have, split them in 2 and create side A and B. I'd just like to know before going on a building creation rampage and end up making more work for myself in the long run. Thanks for your time and to TIS for making Project Zomboid. It's pretty wizard.
  11. Okay, here's my idea and to the indie stone I think y'all will appreciate this one. Instead of 'unemployed' we should make an option for 'custom occupations.' In other words, the same thing but allow you to change the name of said occupation if you choose. This would take some weight off the indiestone from having to make even more occupations but at the same time it would fill in many many different occupations that were left out either due to time constraint or simply lacking the thought of it. Tell me what you think. 8 points to spend and the option to change the name from Unemployed to another occupational name of your choice.
  12. We are looking for people who want to join me and atoxwarrior do many new sprites, like corpses, toxic barrels, you name it. The reason is we are trying to achieve on making more stuff to support building makers. , Atox has his hands full, doing American Gangs graffity, here is a example of what im talking about (im not good at it, but if someone would like to polish them, do so) If you like doing sprites, come join the team
  13. condings

    Custom map

    Is it possible to have my custom map i made as the map people play on instead of the default west point and muldraugh?
  14. dred

    Custom sets of tiles

    I have wondering about custom set of tiles i made for my buildings - if they stay assigned to the building when i export it or not? I have this doubt and i'm not sure that when i share my buildings on the forum, people using them will have missing tiles. Can someone confirm/deny this? Thanks in advance.
  15. Since the game poses the question, "How will you die?" It would enhance the experience if it was you (or your character, at least) since your character is some what of a nameless survivor, why can't it be you?
  16. Adds more food!! By itself all this mod does is spawn jars, new water bottles and food. Everything else needs to be spawned by another foods mod. Includes spices that do not spawn and require foods mods to be built off of this mod that spawn their required spices so that only needed spices are spawned... If you want to make a food recipes mod using my Spices mod, and need a little help making it work, look at my little tutorial HERE. Spice spawning will now be up to specific foods mods which use those spices. Some stuff still uses vanilla sprites, will make sprites soon. See this for sprites: Food: (Spawned by default, can be added to by modders foods mods) Frozen Brussel Sprouts Canned Beets Canned Chicken Canned Sardines Celery Stalk Cucumbers Chunky Peanut Butter Green Papaya Green Tomato Herring Honey Leeks Maple Syrup Molasses Papaya Fish Sauce Frozen Pot Pie Frozen Scallions Frozen Shrimp Raisins Red Chili Peppers Robomango Fruit (named for RoboMat ) Soy Sauce Frozen Sugar Snap Peas Tobascant Sauce Tamarind Teriyaki Sauce Tomatillo Warcestershire Sauce Water Bottles (the new bottles and jars can be filled with water) White Chocolate Other Items: (Spawned by default, can be added to by modders foods mods) Mason Jars Medical Salve (Think Neosporin) Spice Bags (only added to spawn list so you can carry stuff in them ) Spice Related Items: (These do not spawn and require foods mods to be made that spawn them.) Brown Sugar Fish Oil Kibbled Nori (made from Nori Sheets) Kosher Salt Nori Sheet Mortar and Pestle (To grind up spices and other stuff) Cooking Oils (Canola, Olive and Vegetable) Petrolatum Jelly Powdered Sugar Spice Jars for Spices (Spice list coming soon) Spices (for baking, cooking, bbqing, and other styles) Vinegars (Balsamic, Cider, Distilled, Malt, Rice Wine, Red Wine and White Wine) (Spice list coming soon, for modders, check the source-code to see the spices you can spawn) Download: Main (PZ-Mods) || Mirror (My Dropbox) Foods Mods That Use This Mod For Spices: (Links to other foods mods that use this mod will go here.) Items and Recipes Tutorials For Foods and Spices Mod kinyoshi (Spice up TV Dinners with some Black Pepper) Zombie Body Part Alchemy Mod kinyoshi (Grind up zombie parts to make a partial cure) Salted Meats Mod kinyoshi (Salt meats to make them last longer)
  17. first off, this is my very first time modding or doing anything with code so my knowledge is limited tho i learn fast. i started playing this game and learned most of it and started wanting for more content i.e. weps/recipes/etc. i couldnt find any working mods that were worth a shit other than a neat item spawner that did nothing new so i deleted it. I just started browsing code until i fond the items, then decided to try to add a new gun(hope to add loads, think of state of decay). I succesfully made a Colt .45 that had its own ammo and a working reload function and got it to spawn into the game. before all this i downloaded some weapon mod that had ak-47, m16, m14, m1garand, etc. he had new textures and everything but i couldnt get his mod to work at all. the way i added my colt pistol was i went to the base item files, found the pistol and all required parts(2clips and the ammo) made some changes and had my new pistol working perfectly. i then decided to add all of the weapons from the failed mod i downloaded earlier. sorry for rambling, its my nature, to the point!! how do i get the new textures for the weapons i added? i currently have all the weapons added and spawned but they are all shotguns or the 1 pistol textures.... lol..... and to boot the shotgun textures only show when my character is walking a certian way, its invis while shooting, and none but my original Colt .45 reload at all but thats because i copied most of the other dumbshits code when i made them.(dont no if he was completely incompetent or mod was ruined by update. the item code looked ok so i copied and made changes but am going to have to redo as none currently reload). rambled again.... i want to add custom icons/sprites for my guns, read it can be done but the tutorial was very bad and poorly translated, or my understanding of lua is just that bad, and i plan on adding lots of recipes and other items after i finish this (crafting silencers, generator of some type for after power is out, and much much more, i have a huge imagination, and i could use the help of someone who knows a lil bit about this stuff. I have the time and desire to do a lot of modding so any and all help is very appreciated. and i couldnt get anything to work in the "Mod" folder so i've been putting everything in the base game files, not sure if thats the best way to do it or not but after i finish some more work im going to upload and ill need to consolidate the files if possible, any help here be great. sorry for the shit typing, and rambling. if you need anymore info about how i went about this just ask and ill try to respond asap. thanks for reading.
  18. Hello, Yesterday i posed a question in the Modding Help section about using custom translations. http://theindiestone.com/forums/index.php/topic/3676-custom-texts-for-gettext/ Conclusion, it is not possible yet to use a translations .txt as found in the game already, but theres a option comming available soon. Now i wanted to see if i could use getText in my lua files already instead of strings so i dont have to replace them later on when this option comes available. But since a option is coming available soon i wanted to keep it simple and make it so that when the official method comes around i could easily copy paste my translation data. So the result is a very simple getText override: --***********************************************************--** TURBOTUTONE **--** Temporary custom translations fix **--***********************************************************-- set the language you want to test herelangBrev = 'EN';-- improvised translation tabletLang = {};-- English language sectiontLang['EN'] = { -- Custom context menu stuff: CtxTurboCraft_Build = "TurboCraft build", -- Add more stuff:}-- saving the original getText functionlocal old_getText = getText;-- simple getText overridegetText = function(string) -- check the offical translation function local str = old_getText(string); -- if the strings dont match its safe to assume an official translation has been found, we return if str ~= string then return str; end -- if the strings matched previously, were gonna check the improvised translation table if tLang[langBrev][string] ~= nil then return tLang[langBrev][string]; end -- if none found, return the string as is return string;endCopy paste the code to a lua file in your mod directory and add your custom translations to the translation table (tLang) and it should work the same as with the official translation, for example: getText("CtxTurboCraft_Build")Now when there comes a official method for modders available to do custom languages, then you should be able to simply copy the translation data between the brackets of the tLang table into the appropiate text file formatting and remove this temporary fix lua file. Regards, Turbo
  19. Hello, Ive noticed the frequent use of the getText() function that, if im not mistaken, refers to a global java function of some sort that handles correct language display. An example of the function call in some random lua file: local doorOption = subMenu:addOption(getText("ContextMenu_Door"), worldobjects, nil);Ive also noticed that, for example, the english language files required for this function seem to be residing in: media/lua/Translate/EN/ So, i have tried adding a custom textfile with custom identifiers, using the same formatting as these files found in above mentioned directory, to my_mod_directory/media/lua/Translate/EN/: MyMod_EN.txtMyMod_EN = { MyMod_TitleDisplay = "MyMod Title!!!",}but this did not seem to work. Thus my question; is there at this moment a way to properly utilize this getText() funtion for you mod? Regards, Turbo
  20. I hate cropping images and trying to take a good picture of my pencil drawings but I was able to do my best with what I got and I posted this cartoon like zombie I named phil... EDIT: Hey, I remade Phil on my pc paint program so he looks better. Let me just say it was a pain in the a** to re-create him on paint considering the limitations the program has but I was able to do it none the less...
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