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  1. I've created a really simple map just to test everything out. I've went through this tutorial and got everything working except actually being able to spawn into my own map in-game. Here's the repository of my mod: https://github.com/Urbs97/ProjectZomboidTestMap And as an attachment the finished mod I'm using that is the result of generating lots with the repository I've linked. The mod is loaded: But I can only choose the vanilla spawns: Those are the contents of my map.info which you can also look up in the repository and fork the project if you like: title=Hello World Map lots=Muldraugh, KY description=My description fixed2x=true I've tried different "lots" (even the mod name) and also removing it. The result is always the same. In case more information is needed I will try to answer as soon as possible in this thread. Thank you for your time. MyMapMod.zip
  2. Hi everyone, I starting created my own map base on real city plan. My problem it's road not only on in N,S,E,W direction, can we rotating building assets like home and all stuff for have different angle or need road only on N,S,E,W ? Like i have road with 35° angle and rotating home for have this angle? I put screenshot under for show what i mean..
  3. I am really new to this modding thing and I'm completly lost. Please be patient I've createad a 2 cell map with a couple of buildings, and I don't know how to make it work in the dedicated server me and my homies recently rented. We can even spawn in the location where the buildings and everything else was suposed to be but it's just woods. I also noticed that only one of the cells got the in-game map markings, there's a road conecting the place to the main roads and it doens't show on the map. Is there any newbie friendly guides or tutorials teaching how to solve this? Please help us haha
  4. Hi guys, I searched everywhere, but I couldn't find any answers, Is there a way to create a new map without loot on the containers? I saw on the workshop a bunker map which has no loot and I tough it was a great idea. I'm trying to do the same, the objective here is to have a great base with all the storage spaces available and loot everywhere else. Thanks in advance.
  5. Hello! Im the maker of the map mod "Tandil", im having a problem with beds and rugs having some of their tiles misplaced when in game. I added 3 screenshots of how i see the beds in tiled, worlded and in game. I updated the tileset to the latest version (https://www.dropbox.com/s/rv176fybui76fym/Tiles-Feb-07-2022.zip?dl=0). Im not sure if i have to edit the tiledefinitions of the beds or what to do... Any help would be appreciated. Thank you! SOLUTION: thanks to RingoD123 The fix is to have: fixed2x=true as the last line in your map.info file.
  6. so i made the map and it is on the vinella one what i need help with is when u press m how do i add what i changed to that ?? cant figure it out
  7. Hello! I would like to create a replica map of my hometown from real life into Project Zomboid. I would like to know what 1 pixel in the game map would be equal to in real life. How many feet/meters is 1 pixel equal to?
  8. There's no vehicle icon for the mapping function. PLEASE add one! Pretty please with zeds on top.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. • 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
  14. • 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
  15. • 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
  16. 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!
  17. 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.
  18. 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? 🤔
  19. 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!
  20. 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.
  21. 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?
  22. 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.
  23. 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.
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