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  1. There's no vehicle icon for the mapping function. PLEASE add one! Pretty please with zeds on top.
  2. Hello, I am a long time Zomboid player and a couple days ago I started learning the mapping tools, at first things went smoothly, the image to vegetation map on WorldEd is intuitive and smart, the BuildingEd is powerful and I was having a good time. But since yesterday it has been a slow descent into madness as I tried to make more complex stuff. I thought to myself "hey wouldn't it be nice if I put a big radio tower there" or "hey let's put some military stuff over there for narrative purposes" and I was deeply disturbed by the fact that a lot of furniture is unavailable in the Iso mode of the BuildingEd. So I checked more tutorials, dug into the editor and the tilesets stuff. Apparently a lot of furniture is straight up not available as furniture but only as a bunch of tiles and I have to manually assign and assemble them as furniture in the furniture window. Needless to say that this is incredibly tedious. But even worse is the fact that some stuff like radio towers is straight up not doable in this window since some parts are meant to be on the same tile but different layers which is not possible there. So I thought "maybe I am meant to draw it manually in Tile mode, make it a tbx and place it in WorldEd instead of as furniture" which would be fine if I wasn't faced with this issue: I tried everything, drawing on different layers, different floors, make part of it furniture and part of it tiles but I CANT GET THIS DAMN RED BEAM UNDERNATH THE WHITE ONE, and it's driving me crazy, it's like it's automatically drawn on top or underneath other tiles depending on it's position on the x/y axis regardless of the layers. Aside from that, am I the only one finding it weird that a lot of stuff is not available as furniture? Like I can understand that a huge radio tower that can be assembled in different ways isn't available as just "furniture" but what about the military crates, industrial vats, tent walls etc? Also, if anyone has a BuildingFurniture.txt or something to give me those missing furniture I'd be forever grateful.
  3. Lets say I am making a huge zone across two world cells vs. a small zone. Do they give out the same amount of foraging goods? It goes for all type of zones - Nav, vegetation, forest, farmland etc etc.
  4. How i can edit Muldraugh, KY?
  5. Hi guys ! already, sorry for my english, i'm french and i use google trad. I am embarking on a map project with a mod pack to recreate the movie "I am a legend" in PZ. I'm going to make a reduced version of Manhattan (3km x 6km) but I still need a lot of different buildings. I would therefore like to know if some of you would be interested in making some buildings and then sending them to me so that I can integrate them into the map. Go on google maps, in a street of Manhattan and redo the buildings you want. you can tell me the address of your buildings so that I can place them as best as possible on the map. I hope some people are interested. I have already started on my side.
  6. Hello Gentlemen, So far, thank's to your usefull instructions, i'm able to upload a new map and i'm proud of it <3 Yet i have some questions, one of them is: Do you know any system to create the modded map so it shows in the world map? I saw many modders have done it so i was wondering how to do it.
  7. • Version: The 41.65 • Singleplayer/Multiplayer: Multiplayer / Solo • Host or dedicated: Dedicated by RoxServers, • Mods: Yes Actual mod used • Reproduction steps: No special steps need. The roof somes tiles of the roof are transparent • Location: 13971,3223 https://map.projectzomboid.com/#0.8580913158065621,0.18942206458153354,381.7928617252663
  8. • Version: The 41.65 • Singleplayer/Multiplayer: Multiplayer / Probaly to Solo • Host or dedicated: Dedicated by RoxServers, • Mods: Yes Actual mod used • Reproduction steps: Invisible wall between double stair • Location: 13213x3508 https://map.projectzomboid.com/#0.8157481403109516,0.18019883921718488,382.20595199999997
  9. • Version: The 41.65 • Singleplayer/Multiplayer: Multiplayer / Solo • Host or dedicated: Dedicated by RoxServers, • Mods: Yes Actual mod used • Reproduction steps: The ground is not aligned with the door • Location: https://map.projectzomboid.com/#0.3904214961757604,0.17899022961522668,99.37105900423849
  10. I`m so exhausted. Since I started a new project in the WorldEditor it doesn`t open anymore. All I get is an error (pic related) when I`m trying to open TileZed or WorldEditor. I`ve reinstalled it, deleted all the files, checked "Tilesets.txt", but there`s nothing about this tile and there is no such tile, because I deleted it a while ago. I can`t check anything in the program itself, because every time I press Ok it shuts down. The only two things I haven`t done yet is reinstalling the game itself (which I think is unrelated) and checking for corrupted regedit`s files (but what exactly should I check?). What`s your opinion about this? Also, I didn`t find anything about this error.
  11. Hello guys, I seem to have a bit of a problem with water sources on the map mod im making. I have tried to search if someone else had my problems but i couldnt find anything like it ... So the thing is: I am doing something wrong with water (i think). I will leave the BMP image of my map but as far as i know, world ed had no problem with it. I will also leave some more pictures to show the "bug" i introduced and to maybe help with pointing me in the right direction. Im also making a few custom tiles but none of them are water, i can post the images of them here if needed too. Also i dont know if this is relevant but with the new sound system i always hear my character walking in wooden planks ... even in roads! Thank you so much for your time reading this and i would realy appreciate any help i can get! https://imgur.com/a/6Sklczk edit: i forgot to mention that the planks are breaking the fishing mechanic. You can select the option to fish but there is always 0%. edit2: there was another user that had the weird textures and he suggested "If you have similar problems with a grid between your own created tiles, give attetion to the transparent pixel around the tile in the 128x256 field, which needs the same RBG colors as its non-transparent tile/object." And i dont know what this 128x256 field is .... as far as i know the image i created had no transparent pixels. (this is probably not related to my issue it seems) edit3: not sure if relevant but doing some more testing shows that alongside the planks, every garage door becomes unusable when i load my map and you can also clip through some high fences. edit4: i´ve narrowed the whole problem down to the custom tiles im making. They are the root of all the trouble but i cant figure out why. I tested my map without the new tile definitions + texturepack and it works fine not a single problem .... i will leave a link to my custom textures files to this post since i cant upload them directly due to their size. i dont know if the problem could be that i didnt do this: "Filenames should be fully lowercase" when i was making my png files. I also dont know if the info file named "mod" we need to create has to have something else regarding floor definitions since the texture pack creates a second .pack file for floor tiles. the only lines i have for the textures are "pack=myTiles" and "tiledef=myTiles 427". SOLUTION: I was dumb enough to leave on the tile definitions file "myTiles" a bunch of other stuff that didnt belong there. MAKE SURE you ONLY have the definitions regarding your OWN custom tiles there! If i wasnt clear enough let me know!
  12. 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
  13. Signs and drawings that are visible on windows, such as For Lease, 24 hours, All U Can Eat or BA, KE, RY signs in Muldraugh, stay there (and can't be picked) when the window is smashed, including when the glass is removed. You can go through them if you want, too.
  14. After some experimentation with getting a previous texture fixed, I'm unable to discern why the trees aren't displaying correctly in tilezed. I'm using the steam version of the toolsets, and had to change the directory where both editors read the textures from. All the textures load in correctly except for vegetation. It looks like it's specifically trying to load vegetation_trees_01 ? Any ideas? 🤔
  15. I thought it will be a good idea to create one thread with the list of the rooms that miss light switches, or some other minor appliances. I remember back in the days that the missing light switch was relatively popular issue, so it might be worthwhile to have it grouped together. I alone have found 2 rooms in Muldraugh area and that miss the light switches, but feel free to use this thread to list the buildings that miss an otherwise obvious item, e.g. a house without a toilet, sink or oven while it should probably have one, assuming there are such houses at all of course . I think it would be possible to nail down the rooms that miss a lightning switch by using a tool similar to IsoRegionDebug from Weather Debug, but a good old manual reporting might be handy as well, especially if one can't find that bloody hidden switch – feel free to inform where it is then, as some false positives are bound to happen (unless it's so well hidden, that maybe it's best to move somewhere else anyway ). 1. Muldraugh North Farm, level 0, room behind the kitchen (covered by stairs): https://map.projectzomboid.com/#10606x9967 2. Muldraugh Large Warehouse (north), level 2, the room at the stairs (not 100% sure, but I think a switch should be there): https://map.projectzomboid.com/#10595x9311 Someone also mentioned a missing light switch in a River Wood school kitchen or the dining room, but sadly no location, so without my knowledge of the new areas, I didn't check it. As a bonus I also throw a shoutout to reports of a house without driveway and a house with missing wall that was still there in build 39.67.5 (the other house with missing wall being fixed), but I have yet to confirm it's in 39.68 weather test. I also noticed a few other issues with scrambled map tiles in Muldraugh, some of which are also visible in PZ map so might be related to a house that's missing wall, but that's a matter for a different bug report.
  16. Hello everyone! Very simple question, as I'm new to mapping with Zomboid: If I were to make a map where the ground in the entire cell or the majority of the cell was, say, at level 2, level 3, etc; would the zombies spawn on that, or would they be "under the map" and still spawning at level 0? Just wanted to ask before I get too crazy and start building, only to find out that all the zeds are underneath everything with no way to nibble on the player. Thanks!
  17. I'm getting all my ducks in a row to work on a map + tiles mod, and here's some questions I haven't been able to figure out. I'm a fan of not having to redo a bunch of stuff late in a project, so any help is much appreciated! Are the road tiles behavior hardcoded? I'd like to make a couple more, but I don't see any properties or relevant scripts that make a road tile give a smooth ride (compared to driving on grass). I just want to make some tire marked roads so they aren't so uniformly clean; I could do this with an overlay, but if I'm going to do that, then why not save a little and make them a full opaque tile? In my test map, I can't get zombies to NOT spawn. I have a sandbox preset that works just fine with the vanilla map, no zeds spawning. The same preset on my map has a small amount of zombies everywhere, including where I spawn, and inappropriate places like water or in kitchen counters for example. In this case, I was using an all-black spawnmap. I thought maybe some slight noise was getting saved or something, but that wasn't the case. I also tried other combinations of spawn settings with some painted white spots in my spawnmap, but still seeing the loose zombies peppered across the cells. The map with the painted spots is increasing population density there, so that works as expected. But having them spawn on top of the player spawn or anywhere else they shouldn't is a problem. What am I missing here? (afterthought to point out that I am using the correct pixel size for the spawnmap) I've gathered that most of the named zone areas (TownZone, Forest, etc) relate to trapping and scavenging through a couple thread and looking at scripts. Since I can't open the vanilla map in the editors to see exactly how things are laid out, just a few questions here. Nav zone: What is this used for and where? I assume I would lay these zones out on roads, but what about say, a sidewalk system on a school campus? And should a Nav zone overlap a Town Zone, or does the game expect them to be broken down so they don't overlap? Also, is it possible to use custom zone definitions? I've got a half-baked idea for adding random barricade type things similar to the car wrecks.
  18. Hey yall, I've been tinkering with the rules sheet the last few days to add more colors to the bitmap to make farms a bit more easily, as Im a big fan of just creating things randomly. Then I decided big flower fields and other sorts of trees and all sorts of miscellaneous items would be nice to see to differentiate areas. The problem I'm coming across is that trees that arent some sort of Pine variant have the trunk as one layer and the leaves on a higher layer. This would work fine in the builded tool but for use on a veg bitmap theres nothing higher than the vegetation layer. Now if I add a layer and call it "vegetation 2" and have the leaves appear on layer "vegetation 2" it works out fine. The problem is that I can only make that layer in tilezed and only one cell at a time. Now my question is how can I do this where someone would not have to add a layer to each of their cells?
  19. Hello everyone! I've been working on making a (will be) large standalone map (not connected to Muldraugh). I was wondering how I could effectively add more spawn regions to it (ones for each 'town'), currently it just bugs out and adds another world which isn't what I want. I was also curious how one might efficiently create multiple spawnpoints regions in Worlded as it currently seems I can create one and then would have to go and manually add the spawnpoints to all the other regions as it doesn't differentiate them. I imagine I could do this by creating multiple maps and merging them together, but I want to avoid splitting the .lots and such between multiple folders. Appreciate any and all help! Here are a couple map teasers for those curious, will be posting in WIP fairly soon.
  20. This is very similar to adding foraging zones to your map, (step 6 of this tutorial: https://theindiestone.com/forums/index.php?/topic/21951-the-one-stop-tilezed-mapping-shop/ ) Simply add the following code to your map mods' PZW file the same way as in step 6 of the above guide: <objecttype name="ParkingStall"/> <objectgroup name="ParkingStall" color="#85929e" defaulttype="ParkingStall"/> List of vehicle zone names to use in WorldEd: bad good medium sport farm junkyard trafficjams trafficjamn trafficjame trafficjamw rtrafficjams rtrafficjamn rtrafficjame rtrafficjamw police ranger fire mccoy fossoil postal spiffo radio ambulance burnt The first group is the most common type of vehicle zones used. The second group are for traffic jams pointing in specific directions to immitate the flow of traffic. The ones prefixed with r will spawn less than the regular trafficjam zones. The third group are specific zones for the type of vehicles listed, they are still also spawn random cars but will also spawn the vehicle listed. The final one will add random burn out vehicles. Vehicle zones should be placed as a multiple of 4x3 tiles (4x3, 8x6, 28x3 etc) with 4x3 being a single vehicle, 4 being its side and 3 being its front/back. You can choose any color values you want for the different zones, just make sure they are hex color codes. Once done, load your map mod up in WorldEd, open a cell and add your new vehicle zones as you would foraging zones. Whenever you add a zone you need to use the objects panel on the left of the WorldEd window to give the zone a name (use the names listed above) that will be visible in WorldEd as a tag over the zone, making it easier to keep track of what you have placed where, if these are left blank then the game will default back to grabbing random vehicles from the ParkingStall zone. Example: After you have added vehicle zones to all of your cells, save your map. Once saved, generate your lots and then write objects to lua. You now have vehicle spawns in your map. If you are having trouble with your vehicle zones, you can always take a look at the vanilla objects.lua within the muldraugh folder of your zomboid install, once opened just search for "ParkingStall" to see examples of vehicle zones used in the vanilla vehicle branch. For aligning vehicles in parking stalls: Select a ParkingStall object. In the Properties panel, click the "add" button under Templates. Choose one of the 4 ParkingStallX templates. You should see "Direction=X" where the object name is displayed. The direction controls where the front (or back) edge of each vehicle is aligned. In the picture you can see a Direction=E ParkingStall facing a Direction=W ParkingStall. This is used to ensure the vehicles don't overlap each other, and leaves space for the player (and zombies) to walk between them. For single parking stalls, there is usually no need to choose a direction. The FaceDirection property can be added to ParkingStall objects to align the front of a vehicle to the edge specified by the Direction property. When this property is "false" or isn't assigned to a ParkingStall object, the vehicle will face in a random direction as before. This can be used for parallel-parked vehicles for example.
  21. It seems that some tiles got scrambled/rotated in between the builds. These tiles were looking correct the last time I played a year ago, but some map addition probably caused them to appear scrambled, which might be related to this bug where according to a post from @EasyPickins generating cells again helped or this bug which remained unfixed in 39.67.5 (I have yet to verify it on 39.68). I was certain I found another similar location with scrambled tiles around Muldraugh, but since I can't find it now in my screenshots, let me post about the one I know about: North from Muldraugh North Farm: current vs how it used to look like. I compared the current version with the Alexandria 2015-07-22 as the wrong tiles seems to be there also in build 38 map. There's also this issue I spotted in North Muldraugh Large Warehouse, but it's not visible in PZMap:
  22. I have followed the steps of this excellent tutorial to create a custom map: https://steamcommunity.com/sharedfiles/filedetails/?id=853478035 and at the step of testing my map, I can't seem to launch it (how frustrating!) The game recognizes the mod, the spawn points, launches and then gives me an unexpected error type. I think I have all right files needed (I triple checked at this point), but still the same error. this is what the console says, can anyone help me please? console.txt
  23. Hi everyone, I'm just learning Tilezed Worlded, and need a little push in the right direction here... So I've got my TEST.png, TEST_veg.png, TEST_ZombieSpawnMap.bmp - [Started] TileZed, went into WorldEd... - [Converted] to TMX with no errors - [Loaded] successfully into WorldED - [Clicked] cell 0,0 and everything loaded and looks as it did in TileZed - Added Building, and [Saved] as TEST.pzw - Went back to Tilezed, [Edit] - [Preferences] - [Zomboid], added the WorldEd Project file I just saved... - [Closed] TEST_0_0.tmz.... [RE-OPENED] TEST_0_0.tmz And I am not seeing my buildings in TileZed.... Am I missing something ? ====================== EDIT ========================= So under the [Edit] - [Preferences] - [Zomboid] tab where it states you must close/re-open to see changes... I thought this to mean merely the TMX file.... But it seems to me, that closing and opening via the [FILE] menu doesn't make the changes appear.... Instead, when I close it and restart TileZed completely, the changes (buildings in this case) are visible in TileZed, to allow further editing of the landscape with buildings in place for reference... Hope this saves someone else some aggravation!!!!
  24. Any full tile roof peice that is currently not over a room definition in your building needs a room definition. For any bits that are above an internal room, simply make sure that room has a room definition (all room in buildings should, even hallways etc). If the roof bit is over an outside area (such as a porch) then instead of giving it an internal room definition, which could possibly mess with loot tables etc, use the new room definition made for this situation - emptyoutside. In the example below you can see that this building has a porch roof outside the front door, all other bits of roof are already over a pre-existing room definition and so we don't need to worry about them. We do need to add an emptyoutside room definition on/under the porch roof however as there currently is no room definition outside the building. In this example, the porch roof is on the roof layer of floor 2. If we check Ortho view you can see that a room definition of emptyoutside yellow) has been applied to the corrosponding tiles on floor 2. Once applied, simply save the building and move on to the next. Once all buildings are done, close buildingEd and open your map in WorldEd, generate lots and you're done, your map should now support the new roof occlusion system! If you're having problems getting it to work properly, remember: every "full tile" roof peice (the little overhang peices you see in the example above do not need to adhere to this rule, just leave them as is if you have any) must be "over/on" a room definition, so make sure every room in your buildings has a room definition (including hallways etc). Add a room definition of "emptyoutside" (without " ") to any full tile roof peices that do not sit "over/on" an internal room definition. Make sure to generate lots in WorldEd once all of your relevant buildings have been updated.
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