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  1. Server IP : 45.26.230.245 Port : Default Come Join the Veracious Community! Are you looking to join a project zomboid community but dont know where to start? Well look no further than Veracious Network's Zomboid Survival Server! From our custom mods (made specifically for our server, by us, but also released on the workshop) such as Veracious Network's Garage Pack, Veracious Network's Weed, to our kind hearted and helpful community! Being a member of veracious network is a great opportunity for anyone looking for a server to call home! The server is set at mostly default settings with a few things turned down such as zombie speed etc, but other than that the difficulty is as close as vanilla as we would like it. But now onto the important stuff, Mods. At the time of writing Veracious Has over 100 mods in the server, Most of which are just quality of life improvements, there isnt anything that drastically changes the way the game is played etc. Come participate in Daily Group Raids! Gear up with us on a cold night while we raid a town or base somewhere! Making sure to grab all of the good stuff! Or are you a lone wolf who would rather go questing? Dont worry we got you there too! One of our team members at Veracious Studios is working on writing custom quests for our server using the SSR Quest system (these will probably be released on the workshop at a later date)! Discord: https://discord.gg/nx79Jr3BSy
  2. Caminantes RP CaminantesRP Os presentamos CaminantesRP, un servidor de rol donde TÚ eres el protagonista! Ofrecemos una experiencia de rol única, con todo tipo de mods que mejoran la experiencia! Facciones lore, Sistema "Héroes", historia única.... 🧭 Misiones y eventos únicos. 💯 Todo tipo de vehículos, militares, deportivos, industriales... 🚗 Sistema de medico complejo y realista. 🩺 Sistema de facciones único. 🏘️ Sistema de rol que recompensa buscar y generar rol. 🥇 Lore-Masters con experiencia! 📚 Mecánicas de todo tipo... 🔧 Mapa custom añadiendo mapas muy interesantes! Barricaded Mall, Raven Creek, Over the river... 🗺️ Loot y configuraciones custom! ⛓️ Enfocado a que te pienses las cosas dos veces! 🧟‍♂️ Tenemos una comunidad sana y 0% toxica!! 💬 Contamos con una escuela de rol para enseñar los fundamentos del RP. 🧏 ¿Quieres ser el protagonista? ¿Quieres sentir que estas en una película? Sea cual sea tu historia atrévete a compartirla con nosotros, te esperamos!! https://discord.gg/RWgygjsWcQ
  3. Hi, I've been playing around with Building editor and I'm not sure how to add garage doors to my existing rooms?
  4. So I've built a shelter off away in the woods near a lake. Isolation was key - therefore I built onto the lake and isolated part of the base as a sort of island. The base's store room (2nd floor) sits on top of the garage. The garage is completely accessible to normal terrain while you must take a rope to get up to the 2nd level. The store room then leads further onto the lake to the "home" which is divided by some doors. All in all, the construction was quite simple. I ran into very few issues getting walls up other than what might be expected when building on water. I'm making this thread as only half of my constructed base actually registers as an interior and the effects are game-changing. https://steamcommunity.com/sharedfiles/filedetails/?id=2548315176 Had to wait for a rainy/snowy day to get this visual to show how drastic the difference is and why I'm setting this one down until I can find a solution (hopefully with your help!). I built about 90% of this base in vanilla and then added some mods on including HC and a stat HUD as well as a QOL mod that shows what skill I've leveled up in above my head. That being said, I'm not convinced any mod contributed to this issue. In this picture it's 53.5F inside, we're going winter which is why I've really kind of had it with this bug for this character. Semi-comfortable, well lit in the morning/afternoon/evening and dry. But upon crossing the threshold of those doors, the game then registers that we're outside. https://steamcommunity.com/sharedfiles/filedetails/?id=2548315150 To answer some obvious questions first Yes, there is a roof Yes, floor tiles are on either side of each wall in a desperate attempt to kick this glitch at some point Yes, we're on a lake Funny enough, I've built a pillar on every edge I'm capable of doing so on the main house, but have not done so on the store room. Still, the store room registers interior. You can even see inside the edges from the outside in the pics. So yeah, we're raining and snowing inside where I normally sleep and it sucks. The furnace is next to useless in this space as it's fighting the coming winter cold. If it had not been for a backup I had cuz IWBUMS, I would have lost this character due to some nonsense as there was a massive freeze that came in overnight one night and I hadn't realized yet that the building registered as exterior and my character died unexpectedly. Kinda my bad, but he'd have survived just fine in the store room since it's interior. The sheet rope you see going up is attached to a fence on the roof which actually has walls built around it with a roof on top of that also. That best part is, that tiny room he crawls into after climbing the rope also registers as interior, is super well lit even when my "home" is not, as it's exterior, even though it has no windows! I've made an attempt at deleting the isoregiondata folder - reloading game - destroy wall and rebuilding it to no avail. I've done that a good number of times while trying a few different things to trigger the game to finally think the building is interior but came out empty handed. I was hoping someone could take a look at this. This is actually the first time I've ever gone onto a game's forum to participate in the community. I've got a .rar of my save file prepped, but I'm a bit unfamiliar with trusted file sharing sites so if you wanna take a look at the world, you'll have to recommend me a site to upload Thanks to anyone for reading this or even looking into it!
  5. Hello guys! This is my first time post on forum. Sadly those building didn't fit in my own map project. I decided to share with the community to make these lovely buildings have a nice spot to settle down. Feel free to use and modify. Link at bottom of this post ------------------------------------------------------------- Police Office House ------------- Small Spiffo's Restaurant in city All building's links is in here Google Drive
  6. Blender template for creating custom Project Zomboid Tiles Hello. Recently been experimenting with creating custom tiles for Project Zomboid, and tried to create some model for it in the Blender software. So ive decided to prepare and share some instructions/template for people who would want to create their models/furniture in blender - but they are still a bit confused how to start with it, to fit with the default PZ dimensions. Heres project file for Blender (currently 2.92.0 version), which contains a basic workspace for creating Project Zomboid tilesets in 3D environment. Download: https://drive.google.com/drive/folders/1B_wVyOKwibm3PxI6-ZQsP_hgV0U3OQGi?usp=sharing Camera angle is set up to fit properly the isometric view of tiles used in PZ (you can see camera view by pressing Numpad0 key). Also theres included additional ‘helper grid’ (just an image reference) to keep track of proper size for the model (this grid is only visible in the camera view). Ive included also an example of bookshelves modeled by me - with base texture, normal map and specular map - also with two lights to create shadows and give an additional effect of accent to the final render. These maps are optional, but they helps in adding more depth to your model. You can also change or remove (or add more) the lights, but its generally good to have at least one light in scene. Important note - to fit into general style of tiles ingame, remember to set up lighting affecting your models in a similar style as it is visible on original tiles. To help you with understanding the lighting style of tiles in PZ, ive prepared some quick helper images below: In blender project, ive also enabled Ambient Oclussion option in the scene properties, as well with Bloom effect for making the render looks more soft and smooth for the eye. These options can be adjusted and disabled as well. The process of creating a model can be a bit complicated and overwhelming at beginning, so before using this template - make sure to look up the basics of modeling, creating uv map and texturing in blender. Personally i would recommend learning from the “Blender Guru” channel (made by Andrew Price). He’s got very good tutorials especially for beginners, with a calm pace of narration through it, while explaining each step in details. General steps for creating your model are as below: 1) Start modeling the shape of your object/furniture. There are many different methods how to do it, and its good to look up for tutorials and find the method best fitting for yourself. Example: Here 2) When you will have a finished model, you need to unwrap your mesh to UV Map. By default it is made by selecting all faces of your mesh in edit mode (with A key, or manually) - and then pressing U key, and choosing one of the options to unwrap it into UV map. Theres few ways to do that as well - if your model isnt very complicated and detailed, i think simple and practical way is just to use Smart UV Project option, and then setting some small value for the Island Margin (so you can edit easily each face of the mesh in UV map later). Heres another video which may explain you more about unwraping the mesh (and also marking seams, which allows you to manually project your mesh in parts): Link 3) Once you have your model and UV map prepared, you need to find or create some textures. Please keep in mind that not everyone is okay with using their textures by someone else - but you should be able to find some nice, free textures for non-commercial projects (or commercial if its needed). Texture ive used in the template, i found on this site: https://freestocktextures.com/texture/ The authors of these photos give you license to use the textures for free in both commercial and non-commercial way - also with possibility to modify the texture as you would want to (which i did, making the texture a lot darker). 4) With prepared texture, you need to create new material for you model, and apply the texture to it. You can do it by going to the node view (in Shading tab), and adding Image Texture Node, choosing your texture in it, and finally linking it to the Output Node. Once you have your texture linked, you can go to the UV Editing tab on the top, where you will be able to see two viewports - uv mesh editor on the left, and 3d view on the right. Hover your mouse cursor on the view on right side, make sure to change mode to Edit mode, and then press Z key, and choose Rendered view, to see your render (with applied texture) in the real time (thanks to new Eevee render engine in blender). Now you can select different faces of your mesh in this viewport, and with each select you will see in the left viewport a highlighted face projected from our mesh. Use this UV Editor to adjust your uv map (change shape or scale), to make sure texture appears properly on your model. 5) All necessary steps are completed. You can also add the normal map and specular map to give your model more depth. This can be done as well with the nodes in the Shading tab. You can look up the basic example in the template, in the same node view. Making normal maps and specular maps can be done in a few ways as well. But for this tutorial - you can find online free tools which would help you generate those maps, based on the base texture. Theres also a way to generate normal maps in Krita (as well like in Gimp or Photoshop), by using proper filter. 6) Remember to add some light to your scene, its nice to have at least a subtle one. You can also change the overall world lighting in the World properties/Surface. How to use a template Simply open the project in blender, and start by hiding the bookshelves model (make it visible when you will need a reference, you can remove it later). Do it, by hiding not just model, but the individual collections (which are like layers in the graphics software) - like ive prepared in the project, as seen below: Notice also that theres four different collections of bookshelves models - two for the different sides in front view, and two for the different sides in back view. Also each of them is placed in the slightly different position - it is intentional to make the same light effect on them, but with light covering them accordingly from proper side (and fitting to the original PZ lighting style), in the final render (so you need to render and save them separately - just check current collection, and uncheck the rest). The lighting setup ive prepared in the project isnt perfect and ideal, but should work properly with your models, and for the most important - it should fit the original style. Dont be afraid to experiment with setting different lighting - and changing its shape, power, or even colors. Theres helper grid of original isometric tiles from project zomboid, which appears only in the Ortographic view in the camera (access camera view by Numpad0 key). You can use it when you are done with final model, to align the model/furniture as it would appear in the TileZed editor - to make sure, for example, if it fits on the one or more isometric tiles. The angles for the camera in blender, to work with the isometric view of PZ, are set up as below: Orthographic Scale is set to 10. To fit the original tiles size it should be on 20, but we are using 10, because (in my opinion) as you will see later - it will help us create better, clean effect (instead of blurry) in the final render and exporting to tileset. When you are happy with look of your model, render it and save as image (separately for all front and back sides). Also useful tip: To prepare back view of your model - simply duplicate your model, select it, and then just press S (scale) key, and then X (x axis), and finally write -1 and press Enter key to accept. This will rotate the object in the opposite direction, exposing its back properly to the camera view (remember to place it in the proper position, having in mind the style of covering lighting). Also one more useful tip: To change a model to appear in different sides (front or back), in the eyes of your camera, as in the template project - you can select your model, duplicate it, and then press R (rotate) key, then press Z key (z axis), write number 90, then press minus (“-”) key (to make value as negative 90), and finally press enter to accept it. This will rotate your model accordingly in 90°. You can repeat the same process, but without using minus, to rotate model in opposite direction. Now we will add our rendered images to the tileset. To do that, find the image of one of the tilesets for Project Zomboid, which are available here: For this tutorial we will use “furniture_shelving_01” tileset image. Open it in your favorite graphics editor/software (in my case Krita). Then in the next tab open one of the rendered images. Change the scale of the whole image of your rendered model (should be in 1920x1080 resolution), by dividing original value by 2 - and choosing Scaling method as: Nearest Neighbour (or as Closest, or Pixel Perfect, in different software). Now you should have your image in 960x540 resolution. Select and copy your rescaled image, and go back to the “furniture_shelving_01” tileset, and paste your image there on new layer. After this, try to line up layer of your new tile on top of the original one (in this case bookshelves), having the original one below your new one , and then select and delete the original tile from the first layer, leaving only your tile in the place. This way you should achieve effect as below: As you can see, we got our new tile in a crispy (as Popeyes Chicken) look, instead of anti-aliased or too blurry - if we would set our previous value already as 20 in render settings in blender. This way the new tile got more pixel-like look, and (at least in my personal view) more fitting to the original PZ style. Thats all for this tutorial. Thank you for reading this - hope it could help someone. Good luck and have fun with creating your own tiles - nheve
  7. Hi I want to add custom safehouse locations to an existing multiplayer server. After some thinking and searching I figured it would probably be easiest to use a map mod. The goal is to add a claimable safehouse and if possible not provide anything more than a bare minimum foundation for the player to claim and then build their own house on top of. No free walls etc. if possible. Plan is as follows: Download and get map editor working - Done Create a 1x1 cell map - half done, I think I understand the basics Figure out how to import map and lot information from the Muldraug map for a specific sector Figure out minimum requirements for a safehouse to be claimed Add my new safehouse Fire up and test the mod as a package If it was possible I would prefer to just mod the lot information for a sector and add that into a mod, but I am not sure that is possible. If it is, please let me know. I am currently stuck on trying to import the lot information for the location I have chosen. I find the coordinates and what sector to copy from the gamefiles using the coordinate system at map.projectzomboid.com, but I am not sure how to import that information into my custom map. The information itself seems to be located under the game folder here: media\maps\Muldraugh, KY I am also unsure whether I can get away with only changing the lot information or if I actually need to provide the entire sector as is from the game files to ensure it does not mess up the map itself. If this belongs under the help section, please let me know.
  8. Hello, I would like to know if anyone could point me at a tutorial/other topic that would explain how do you add custom tiles and define them so that you can use them in the building editor? On the image I have highlighted in red the living areas and in green the piece i need to define in the building editor to create new sloped roof. The top could be simplified with a 45deg slope. and is it possible to make a dormer like this, would the window be working? (see second picture) side note: updating the tools for map modders was really rad and motivating!
  9. Hello to all, I'm new around here (and I hope I've posted into the right place ) So yea, I've been having a play around and created this ugly duckling hehe A small two story home. I don't feel too savvy when it comes to making the roofs, if anybody has a some tips? This is my first building (and Thread) so I'd like to hear your feedback, Please and Thank you. Feel free to use it however you'd like. -MrCouper HouseOne.zip
  10. A mod that allows user to define custom actions and consumes it before the game process it as a normal chat or in-game commands. This idea came from the fact that I wanted to add custom command but found a dead end with the current events and limitations in place. I think some people wanted similar feature such as this but just couldn't do it. (I have made one but it isn't really well designed for public usage except for my own self xD) What are the expected features? - Able to get the message user have entered. - Define custom commands with custom prefix - Consume the commands before in-game commands (to add flexibility in design) - Print custom output or run a function based on the command. This should sum up the custom chatbox that allows anyone to change the output and create custom mod commands.
  11. https://ufile.io/w02uf I added a bunch of my residential and commercial zones aswell.. alot of building variety to be added to a map.. .I hope someone adds them to a map, it be cool to play in those buildings. some buildings might be missing room definitions, dont remember, this pack was abandoned months ago and I believed it was better off if the community had them. ====I strongly advice not to edit the buildings, they are made for the player to struggle to get in, Let the player figure out how to go in, them. some of the buildings blocks are straight puzzels with many dead ends==== ***DONT FORGET TO INSTALL THE CUSTOM WALLS IN YOUR 1X 2X FOLDER!***
  12. Hello everyone. I'll make an official thread for posting my custom buildings so that I won't fill the forums every time I do something that I consider worthy or in the mood of sharing. Hope you'll like this Questions, comments and criticism is welcomed ! <3
  13. Like the title says, I want to start creating my own map and buildings. I've never done it before, but I've got the time and I've got a decent enough computer, as well as some ideas for a town or two that I've been wanting to bring to life. Unfortunately, I have no idea where to begin. Thuztor's supposedly tell-all mapping guide is no longer accessible for some reason, so I'm not quite sure how to go about doing ANYTHING in relation to mapping. Does anyone have another guide available, or perhaps a link to Thuztor's guide that actually works? Is mapping easy or hard? I'm an utter noob when it comes to mapping, so forgive me for being so confused.
  14. Does anyone know the maximum number of floors the game can hold ? I think it was 7 or 9. Any help would be great !
  15. Hello again folks. Dipping my toes into the mapping pool, but after so much time away, I've forgotten how to fix the issues that I managed to navigate last time. At present, I've been following Ringo's new mapping guide as close to the letter as I can, but I've run into issues with the spawn points. Similar to the problem Xeonyx had back in 2015 the spawn point tool does not seem to work as intended. I am able to place the diamonds onto the map, but upon selecting them, there is no menu of professions to choose from. Instead, I have to type a custom profession (unemployed and all have run into the same issues). Either way, if I type unemployed and set the spawn points, the coordinates update on my spawnpoint.lua with the following: Once everything is saved and packaged again, I load up the mod as per instructions, find the map, create a new character (I've tried several careers including unemployed) and receive the following error message in the console. Can anyone see why the map would be failing to load? Am I wrong in thinking that it's the spawnpoint causing the issue (considering that the coordinates on the map and in the console are completely different)? Any help would be greatly appreciated, and I would love to put an answer up here permanently, as I remember the same thing happening 2 years ago! Mono
  16. Workshop Page:http://steamcommunity.com/sharedfiles/filedetails/?id=860479137 This is a map I've been working on. It is a continuation of a map I started for Nolan's Survivor Mod. Please note you cannot use Nolan's Survivor Mod at the same time you use this map. Title:Valley Station Military Outpost Version:1.1 Size: 1 Cell Cell Location: 41,14 http://map.projectzomboid.com/?desc=Survival_1xL0#0.8336425885023149,0.11389437032158789,237.37631379976963 Description:The military has created an outpost on the highway leaving Valley Station. All knowledge of this outpost is classified, who knows what you'll discover!
  17. Ok so I looked for every tutorial I could find. Most of which are dead links, outdated or incomplete. So I used http://projectzomboidatoxwar.blogspot.com/ By Atoxwarrior Sadly it wasn't in english so I had to replay it a few times to make sure I got everything (of course this is with the old tools as well too). But I managed to do it. I've added my tiles to tilzed. I've created a new tileset definitions I've created a .pack file I've modified my mod structure to include the new texturepack folders as well as modify my mod.info file No matter what I do I always get an error in WorldEd trying to generate lots "Some Tilesets missing in a map cell 0,0" The directory points to the same tiles directory read by TileZed so I double checked that. I've made it this far but now there are no more tutorials to cover this that I can find. So any info would be greatly appreciated. Thanks - Capt_Paradox Oh yeah, though i did play with my tiles folder earlier trying to switch directories between Tiles and 2X which caused my buildings to disappear in TileZed but still appear in WorldEd (after switching it back of course since that didn't help). So if anyone knows of a fix for that either let me know
  18. 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?
  19. 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?
  20. Hi all, I've been working with the mapping tools for a little while now, and decided to look at adding some custom tiles. I've pretty much got it. But when in TileZed, and using the Tile Properties, I've added tilesets, but where can I define if something is a Tv for example? I've noticed not all options are available in the Tile Properties options, but when highlighting a Tv it shows other options that are not available in the sidebar. I've read about a 'Tileproperties.txt' but can't seem to find the file anywhere? So... how can I edit these other options? Or, where can I find the txt file? Thanks in advance -TG
  21. Since I dont have time to map , I will release all my buildings to the community , in the pack you might find some stuff from community members (credits to them). 95% of the stuff is mine the rest of the stuff is from the community and former members of the Romero City Team (which is now defunct ) you will see their names in their folders. Anyways hope you guys find use to them, and dont forget to ADD THE CUSTOM TILEZ to tilezed !!!!!!! or you will end up with a bunch of ????????????????????? ... For some buildings you will still get them, because I lost the tilez i used in them, so either erase the ?????? manually or just dont use the building! -=-=-=-=-- As for the tilez, i gathered them from google-=-=-=-=-=- Basically the read me says almost the same thing as i typed here. downloads: https://www.dropbox.com/s/i2yguw2mni1wqjg/more buildings.zip?dl=0 https://www.dropbox.com/s/8f0kneu7jyowukp/BUILDINGS AND CUSTOM TILEZ.zip?dl=0
  22. 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.
  23. 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.
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