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  1. Updated to 34.28 Sorry for taking so long guys, I switched jobs and I spend most of my free time trying to figure out this being a father thing lol. My son is only 8 months old and I spend all of my free time with him. He and his mother went on "vacation" to visit family out of town so I finally got time to complete the mod. Sorry, and I hope everyone hasn't lost interest. When you choose one of the custom hairstyles at the character creation menu the character preview will show the player bald. Don't freak out, that is completely normal and as of right now there is no way to change it. There are 2 different versions, both included in the download. One is for players that use Jab's ModelLoader and the other is for players that don't. Either way the install instructions are included. Have fun!!! Download Alternate Download If you enjoy this content feel free to Donate. FYI, the mod is still currently beta, though it works perfectly fine. It's only beta because I'm not finished adding hairstyles for men and I haven't even started adding beards or hairstyles for the women. I have actually created my own tools to make it easier, once production is finished I will release the tools also, that way everyone can add their own hairstyles to the game easily. ALSO...Do not add my mod to any modpacks.
  2. 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
  3. 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?
  4. 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.
  5. 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.
  6. 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.
  7. Very simple request. I'd like to see the ability to save your characters during their creation, much like how you can save Sandbox settings alongside the pre-existing presets (Default, Beginner, 8 Months After Apocalypse). This could lead to some very interesting concepts later down the line when customization of characters becomes more in-depth, as you could have people sharing different character creations with each other with different trait and profession combinations. I find it slightly irritating having to create my preferred builds over and over, though I don't mind. It would just be helpful and more efficient if you could save them for easy access.
  8. 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.
  9. 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?
  10. 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
  11. 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.
  12. 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?
  13. 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
  14. New thread to keep the buildings organized Last Updated: 16/03/2021 Yippee-Ki-Yay! New download link in Google Drive where you can find all the files for the buildings below Direct link to google drive The next buildings are free, you can use, change, share or whatever you want to do whit them. Just remember to add me in the credits and a link to this post. Thanks you! Bloody Restaurant House #1 Chernarus Bar - Store 1 Stores 2-3 (the numbers are for the project, if you follow the buildings and want to put them in order) This pack has a Book Store, a Laundry, the Spiffo's Bar up stairs and a bathroom, warehouse for the bar and an office. Chernarus School Industrial Warehouse 1 Industrial Office 1 Hotel: The Key - The missing tiles at the left bottom are because this building was made for the project "chernarus plaza". The empty space it's exactly for the "Chernarus Bar" at the left, bottom corner, and the "Stores #2-3" goes in the next place, after the bar. Spoiler If you want to place all the buildings in the correct order, see this picture: You need the following buildings: Hotel: The key + Clothes Store + Hair Dresser place + Public Bathrooms + Plaza + Stores #2-3 + Chernarus Bar I made a pack for you. You just need to download this pack, and you will get all the buildings listed above. Place them in your map and have fun! The size of the whole pack together: 62x35 tiles Download the pack: https://drive.google.com/drive/u/2/folders/1hyBLH2gCAOzhfgL_3-yeKsXkgaqVb8wO I'm working in making buildings for the Chernarus Map Project of grivcin. Check it! http://theindiestone.com/forums/index.php/topic/5122-project-cherno-wip-updated-with-new-images/ If you are working in a map or another project and you need buildings, you can tell me and we will see what we can do For everyone but mostly spanish people: Un usuario de Youtube (ditoseadio) está haciendo una serie sobre el mapa Bedford Falls en modo Hardcore y con voz en Castellano. Si quieres ver el mapa hecho por la comunidad, entre ellos mis edificios y una entretenida serie con zombies y muchos analgésicos de por medio te animo a que te pases por su canal y eches un ojo a sus videos https://www.youtube.com/user/ditoseadio
  15. 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
  16. 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
  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. Howdy, Here's a description of how to add your mod in PZ. First, the folder tree : zomboidFolder |-- mods |-- MyMod/ |-- poster.png |-- mod.info |-- media/ |-- lua/ |-- lua1.lua |-- UI/ |-- myUI.lua |-- sounds/ |-- myCustomSound.ogg |-- textures/ |-- Item_customItem.png |-- Prof_customProfession.png |-- ui/ |-- Traits/ |-- trait_customtrait.png |-- scripts/ |-- myCustomItems.txtLet's explain now 1. The very important mighty mod.info The mod.info file will contains a full description of your mod, along with other great stuf, here's an example : name=My custom mod v1.7id=RJCustomModposter=poster.pngdescription=Here's a description of my awesome custom mod.require=Utility, CustomMod2url=http://theindiestone.com/forums/index.phpname = the name displayed in the mod selector. id = an unique ID you need to find, it'll be used for the require stuff for example. poster = the .png image which be displayed when someone click on your mod in the mod selector. description = a full description of your mod. require = you can add a list (separated by ",") of id of mods which are required for your mod to works, for example if you want to add an Utility mod you use, or if you just want to make change on another mod, etc. url = the url of your mod (indiestone forum, xeno-mods or pz-mods only), it'll be displayed as a button under the poster, click on it will open your default browser to this url. The only essential tag is "name". All the others are optional and can be left out. Here come my über paint skillz to show you how it look like in game : Please don't be shy, you can compliment me on my paint skillz, I know I pwn everything. 1.1 A bit more stuff about the require. The require work recursively, for example if you have 3 mods, mod A require mod B, mod B require mod C. If you don't have the mod C, you couldn't activate the mod A, a red cross will be displayed if you miss some of the mods required : Here, my test1 mod need the test2, I have it, but the test2 require exampleMod, which I don't have, so I can't use the test1 mod. If now I have all my mod (A,B and C), and I double click on the mod A, the mod B and C will also be activated. And then if I disable the mod B, the mod A will also be disabled, because it require the mod B to work. Then, the require mod is also used to load your mod in a certain order, for example if mod A require mod B, then mod B will be loaded in the game before mod A. Remember, you have to use the ID of the mod, not the name or the folder's name. 2. The lua files. The lua files are loaded after the vanilla lua files, which mean you can override the existing lua file (example, I make a new UI/ISLabel.lua file). All the .lua extension file will be loaded, even if they're inside folders. 3. Customize your items.txt ! You can add custom items for your mods, you just have to place them inside /scripts/ folder. You can override existing items or make new one. Here's an example : module custom { item myNewItem { HungerChange = -10, Weight = 0.1, Type = Food, DangerousUncooked = TRUE, DaysTotallyRotten = 21, DisplayName = Egg, Icon = customEgg, DaysFresh = 14, }} Here I created a new item (please note I used the module custom, but I could use the module Base if I wanted to). Now I want to override existing item, if you make a file named items.txt, it'll override the existing items.txt, it mean we gonna load YOUR items.txt and not the vanilla one, so be carefull to do it, use this only if you want to replace EVERY ITEM or a bunch of them. If you want to modify only some items, here's the solution : You make a file named as you want (except items.txt), like customItems.txt, and inside it, do that : module Base{item Egg { HungerChange = -50, Weight = 5, Type = Food, DangerousUncooked = TRUE, DaysTotallyRotten = 21, DisplayName = Egg, Icon = customEgg, DaysFresh = 14, }} Here I overrided the Egg, by setting the module Base (which is the one in items.txt). Now the egg will weight 5 and give 50 hunger reduction. 3. The custom textures In the /textures/ folder, you can add your custom textures. You can add textures for items, trait and profession. 3.1 The custom item icon To add a custom item icon, you just need to add the image in the textures/ folder, named like that : Item_iconname.pngHere's an example of my item : item myNewItem { HungerChange = -10, Weight = 0.1, Type = Food, DangerousUncooked = TRUE, DaysTotallyRotten = 21, DisplayName = Egg, Icon = customEgg, DaysFresh = 14, } So my item icon will be textures/Item_customEgg.png. You also can override items icon, for example just place a textures/Item_Axe.png file, and this one will be taken instead of the vanilla one. 3.2 The custom trait icon To add a custom trait icon, you have to add your image in the ui/Traits/ folder like this : ui/Traits/trait_yourtraitid.pngThe trait ID is the first parameter when you add a trait, it need to be in lower case, example : TraitFactory.addTrait("Athletic", getText("UI_trait_athletic"), 6, getText("UI_trait_athleticdesc"), false);To add an icon for this trait, I need to add a ui/Traits//trait_athletic.png image, the name is Athletic, but as I said, the name of the image have to be in lower case. You can also override the existing one, for example just put in your mod folder an new ui/Traits/trait_brave.png, and there you go, the brave trait will now take your image instead of the vanilla one. 3.3 The custom profession icon It's almost the same as the trait, in your textures/ folder, you image have to start by "Prof_", example : Prof_professionIcon.pngThe icon of the profession is the last parameter (no need to be lower case on this one) : ProfessionFactory.addProfession("fireofficer", getText("UI_prof_fireoff"), "Prof_FireFighter");In this case,my .png file will be : textures/Prof_FireFighter.png. You can add new one and override existing one. And here you go for now Please, don't hesitate to suggest new stuff for the mod.info or the mod loader, and tell me if there's any bugs Oh also, everything will be in for the next steam version only.
  19. 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...
  20. 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)
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