Jump to content

Search the Community

Showing results for tags 'textures'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • News & Announcements
    • News
  • Project Zomboid
    • PZ Updates
    • General Discussions
    • Bug Reports
    • PZ Support
    • PZ Multiplayer
    • PZ Community & Creativity
    • PZ Suggestions
  • PZ Modding
    • Tutorials & Resources
    • Mods
    • Items
    • Mapping
    • Mod Ideas and Requests
  • General Games Development
    • Indie Scene
  • Other Discussions
    • General Discussion
    • Forum Games & Activities

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Twitter


Interests

  1. im unpacked "C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\texturepacks\UI2.pack" and placed it like "C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\texturepacks\UI21\Item_CreditCard.png" "C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\texturepacks\original\Item_CreditCard.png" "C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\texturepacks\UI2\UI20\Item_CreditCard.png" "C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\texturepacks\UI2\UI21\Item_CreditCard.png" "C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\texturepacks\UI20\Item_CreditCard.png" and no one of this doesn't changed icon in game. pls tell me how?
  2. I've been working on a Helmet mod and its texture only has problems with baggy clothing on the character, I'm not sure if anyone else has encountered this problem and has a solution or not. I have been comparing it to other mods that add clothing but I can't find anything that jumps out. any help would be appreciated. Some clothing that has been giving it trouble is mostly static model clothing, for example, long shorts, suit jackets/pants.
  3. Houses are no longer cleaned or repaired regularly, textures should gradually become dusty, walls should lose their paint, outside should have details of dirt, moss and dark polution marks and inside should have details of seepage and mold with wall debris on the floor, in a Silent Hill 2 or Chernobyl vibe, you know? I feel this needs to be more aggressive in the game. It seems that the houses, internally and externally, do not follow the advance of vegetation at the same intensity, after a long time everything is still clean, perfect and happy. Anything metal in the game should oxidize; cars, grills, garbage cans, blades, poles, even slides, swings, etc. everything should loose paint and rust. The woods should rot too.
  4. Hi, i have a problem with textures on car, they are inverted. Idk what to do, I sent here 2 photos below. Maybe you know what to do.
  5. Duffel Bag appears completely basically invisible. when being held or on player's back, it is very difficult to tell whether it is there or not and the outline is only visible when being hovered over the mouse.
  6. After nearly a week, I tried to revise my map "Vacation Islands" and it works well so far. But there are some annoying problems, which came up. 1. On the two pictures you see the same place inGame and in WorldZed. I can't figure out, why my floor tiles get this grid border on each. Also, some corner blends haven't the right position / or they aren't also shown correct. Notice: You can see the grid of sand tiles in WorldZed too, but not of the other tiles. (like grass, street) 2. The next problem caused a game error. I have this problem just with one tilesheet, as far as I know. The tilesheet holds floor tiles like tiled-tiles and wood-tiles. The old tilesheet has the same problem as the new 2x tilesheet. Can it be, that the name of the tilesheet is not recommended? - the name is: "tz_floors_interior_tilesandwood_01" Error: ERROR: General , 1622673472885> ExceptionLogger.logException> Exception thrown java.lang.NumberFormatException: For input string: "tz_0" at NumberFormatException.forInputString.. "tz_0" is the first tile of "tz_floors_interior_tilesandwood_01" and the error occurs if you step onto the tile in game. 3. The third problem is just a little annoying. I don't know, how I can establish the correct audio to tiles. Sand sounds like sand, but grass sounds like street.
  7. I have bug with textures on Macbook Pro (mid 2012, i7 3615qm, gt650m)
  8. So I just got this game a couple weeks ago, I was playing around with settings to get better performance and now I don't know if its something ive done or a bug but car textures are missing. The shadows are on the ground and I can still get in the car and check the trunk but the actually textures aren't showing. Just wondering if anyone has any ideas? Loving the game so far!
  9. Good afternoon. Enough said. I am using Mods (particularly "Hydro Craft") and a Map overhaul, but none of the Furniture or graphics are overwritten by either. That means these shelves are glitching in the Vanilla rendition. The shelves, regardless of how full they are, are always shown to be empty. That means they are missing the Sprites that change the shelf when something is sitting on it. What, if anything, can be done to fix this? Thank you. -TURTLESHROOM
  10. Like in the picture Place: School
  11. Hello guys! I have a problem that I could not solve on my own. We make a custom model of police car for Project Zomboid (Link). After we upload it to the Workshop, and we saw that the textures of light, damages and rust do not worked. In lua file the textures was writed to the model, but it still does not work. Anyone know, how fix that problem?
  12. @Connall , @RobertJohnson Feature for mod.info (pack=....) needs to be updated to choose .packs. Example: pack1x=... (only load this pack when the game settings is 1x) pack2x=... (only load this pack when the game settings is 2x)
  13. Sorry about my language i speak spanish. 1- Well, i made two texture packs (1x and 2x). There are tiles with the same name inside of each packs. 2- Settings on mod.info Pack=textures1x Pack=textures2x 3- Two packs will be loading when the game is booted . 4- If i play in 2x, can see 2x tiles (Because the last pack loaded in mod.info is textures2) but if i changed settings to 1x custom 2x tiles appear on the game because the same reason (Game load textures2x) i was searched the console.txt (if i play with 1x settings only load tiles1x and not tiles2x) There are another way to load a custom texture pack(lua code) depending on settings used for 1x or 2x? i want to load textures 1x or 2x when boot the game depending on the saved settings. Feature for mod.info (pack=....) needs to be updated to choose .packs. Example: pack1x=... (only load this pack when the game settings is 1x) pack2x=... (only load this pack when the game settings is 2x)
  14. 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
  15. Some textures are looking very unnatural on the ground, like pan, bucket, etc. it is good to change those textures to look more natural on the ground. here is some changes i made and the difference is noticeable.
  16. D1zzy

    Textures problem

    Hi guys. I've got a problem. Already tried to google it for a while.. So. It seems that every custom/modded object in the game is double sized. Cars from the car mod.. Everything from hydrocraft.. If somebody faced this problem and already found the solution pls reply.. Sorry for bad eng.
  17. Or diagonal roads, or any texture pack that includes nicer road textures?
  18. (is not very important aspect to add this game but suddenly wants could be implemented, will speak no English, so take screenshots of the game and create the image with photoshop, to explain better, I know that may seem to you that were to be implemented something similar in Zomboid project.) i speack spanish i use translator google no es algo muy importante agregar este aspecto a juego, pero quisiera que de pronto se pudiese implementar, no se hablar ingles, por eso tome pantallazos del juego y con photoshop cree la imagen, para poder explicarme mejor, quisiera saber que tal les parecería que se implementase algo parecido en project zomboid.
  19. Hello. So, I am wondering if anyone has figured out how to add 3-d shapes to the models or how to change/edit current ones? I've only messed around with it a bit, but I believe you have to edit the pack files and I haven't messed around with those too much. It seems like the developers gave us some tools to get started, like the object files with all the vertices and faces of the models. The furthest I got was removing parts of a weapon, and that wasn't very cool. I found a thread probably 6 months ago with screenshots of a guy editing some weapon meshes in Blender. I don't remember where I saw it, but does anyone know how he got the models in a format that works with blender? I think it would be badass to get some new shapes in the game like guns, hats, and backpacks. I've edited the textures, but I haven't figured out how to set two different textures for the same model i.e. using the shotgun model for an AR-15 but with a different texture without changing the texture of the shotgun. Kinda late here, hope that makes sense.
  20. So the only thing I have to do to be allowed to play PZ is install a censor mod. I had a great cesor mod that worked with build 26 but crashes with 27. I haven't played PZ in several months(Yes. I am an obidient son) and the guy who made the censor mod refuses to update it. So I'm thinking that I would be able to edit the textures for the blood to make them invisible. I found all the textures but they are in the format of .pack files and I can't find how to extract them(And then turn the edited textures to .pack files again). I do also not know which .pack contains the blood textures. So if someone could tell me how to do this that would be really nice! Alternativily you could update the mod that is here or help me do it although option #1 is easier... Thanks!
  21. I started work on a mod to create a constructable moonshine still a little while ago and never finished it. It's been languishing in my "unfinished works" folder for quite a while and I don't really feel like messing with it at this point. I hate the idea of throwing away perfectly usable custom resources and others might be able to utilize these files to include and improve upon their own projects. That said, here is what I had finished (minus the lua portion of the wip. It was early in development and badly flawed anyway.) available for public use: I'd be tickled pink if someone wanted to take what little there is here and use it to create a complete mod but you're welcome to use any of the contained resources as you wish. Enjoy! Download: http://www.mediafire.com/download/mihzqkm0b9pr6vo/Unfinshed+Moonshine+Mod.rar Note: In case anyone looking through the files wonders what the heck the sound file was going to be used for, I was going to set it to play that as a world sound when the still was in operation. The condenser barrel of a moonshine still is often called a "thumper barrel" because it produces a booming thump, described by some as sounding like "distant thunder", during the distillation process. Now you know... and knowing is half the battle. G.I. JOEEEEEE!!!!
  22. Hey!!! I got a bit bored with the Radcliff Project and saw that 956Texas was looking for gun racks and counters. So, I decided to make some and share them with everyone! There are 3 different rack types: one empty, one with two rifles and two shotguns and one with 3 shotguns and a single rifle. I can do a couple of others with only shotguns and/or only rifles, if I find that people are actually using these. And there are also all directions for the counters and one extra south and east facing counter for variety. So without further ado, here's the pic and the link for the file. Download updated link with the wall mount stuff. I'll just add that this is just the .png picture file. You'll have to do your own tile definitions for them to spawn weapons and export them into a .pack or .tiles file to work in game. I don't precisely know how either works yet, so you'll have to figure those out for yourself. Oh, and if a mod sees this, could we possibly have a section for textures etc? It's a bit bonky here. Yay for modding! <3 EDIT: I forgot this:
  23. The Problem Bodies of water are dull and almost unrecognizable as water. They are static, produce no ambient noise and have no glint or shine that differentiates it from the land around it. How Can the Game Improve in Respect to this Problem? Better water textures. Give water a flow and current. Maybe even a subtle shimmer.Waves. No matter what size, waves make bodies of water instantly recognizable.Audio and proximity. Allow players to detect when they are near a body of water by slowly fading in the sound of flowing water . Does it Make Sense for the Game? Bodies of water would become important for the player to be aware of. The sound of flowing water can muffle or block out the sound of an approaching zombie. Trash and useful items would wash up on the shores of rivers and lakes. Is it worth the time and effort to develop? The game seems severely lacking in giving movement and "life" to the game world. More dynamic and visually appealing bodies of water would give the game world more "life" and would also make the player more aware of them.
  24. Heya fellow survivors. My question is, how do I make an item load a icon from the mods folder instead of the game dir? I've tried everything, at least it feels like it. What I have tried: 1. Put textures in texture folder 2. Put textures in ui folder 3. Put textures in the mods folder (the one with the media folder and mod info file) 4. Put textures in the lua folder with the lua files. 5. Loaded textures with the getTextures function. (How do you properly use this?) Loading the textures with the getTextures function doesn't seem to solve the problem as the textures load without it from the game dir. I'm moding for build 25+ btw.
  25. Does anyone know if it is possible to add custom textures for world objects? For items you have the possibility to put the textures named like Item_Something.png into the mods texture folder. but for worldobjects it does not work, as the textures are set differently. i have seen that NakedSkin mod today which adds new character textures, but i have no idea how to do that for objects. Anyone has an idea? thanks a lot
×
×
  • Create New...