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Found 107 results

  1. Ayrton Orio

    Cap Levi, Normandy, France

    I am redirecting my post from modding to map as i did not realize there was a category for map only. Here is the original post for details: https://theindiestone.com/forums/index.php?/topic/23230-map-of-normandy-france/ I have attached a section of the map, where most of the towns will be (where there is sand essentially) I have reposted the larger map also I had a few questions for you map modders: - Is it possible to apply a vegetation biome using WorldEd? For now I have only pine trees, which are not really adequate for my environment. I would like to have fruit trees and such. Is it something I have to do manually? - I had seen a while ago a video where you could see a developer scatter vegetation on the fly, is it something that exists within tilezed or it's a future feature of the creative mod? - Is there a centralized DB with all .tmx building created by the comumnity? I wish to consult and contribute! - Is there any "populate" tool in Tilezed that I should know about before getting started? Like for roads for instance? - Do you have any piece of advice for me? Remarks, suggestions...?
  2. Legoland99

    Making a Map, ideas/suggestions needed

    Hello, first of all, I am Legoland99 from the forums, creator of many custom buildings. I am planning on making a map, and need your help for that. I am wondering what kind of maps the community would like to see and play: a) A small City complete with suburbs, parks and such. A lot of undead. b) A wasteland type kind of environment with lots of burnt wreckages, half buried buildings, towns, bunkers, scarce resources and hordes of zombies. c) An overgrown game world after the apocalypse, with houses, buildings, gas stations, towns and other areas covered by greenery and ransacked. Scarce resources, high value areas with items such as nails, saws, car pieces or even guns. Car spawns are extremely rare and most of them are broken and require skills to repair them. Your chance to rebuilt society to an extent and make it yours. Most likely the c) map I would work on but I don't mind ideas, I can very well implement all of the maps into one, or compromise. Please share your ideas for buildings, areas and maps you would like to see.
  3. Here you will find a (hopefully) comprehensive guide to map modding using TileZed, from scratch, to uploading to Steam Workshop. Step 1) Installation and setup Spoiler - Download the latest version of TileZed here ( https://theindiestone.com/forums/index.php?/topic/23803-latest-tilezed-worlded-and-tilesets-may-14-2018/- Unzip the download to a destination of your choice (c:\, or desktop for example), it's usually best to create a new folder first, called for example, "Zomboid Mapping" and unzip the download into that folder, you will end up with 3 new folders, TileZed, WorldEd and Tiles. - To load the program, navigate to the TileZed folder and double click on TileZed. WorldEd and BuildingEd are both opened from within TileZed's menu's. 3 Step 2) Creating a new map - Creating A Master Image Spoiler The first thing you need to do to create a new map mod is to create some basic images you can import into WorldEd. You will need a paint program such as Paintshop, Gimp or Paint.Net (I use paint.net and it works great). Open your paint program of choice and create a new image, each pixel of the image will correlate to 1 tile when in game, so, if you want to create a map that is a single "cell" in size, you would create a 300x300 pixel image. If you wanted to make a 2x2 cell map you would create a 600x600 pixel image etc. Once you have created your new blank image save it as a png file (eg. MainMaps.png), this is so you can work with multiple layers, which will make your life way easier! - Creating The Base Map Image Spoiler Now you have your blank map image up and ready we need to setup the exact colours we will be using to draw the game world (when importing your image into WorldEd every pixel gets read and converted into the relevant tile (if the colour is recognised by WorldEd)). Use your programs colour palette to enter the colours below using the RGB values given: -----Base Map Colours---- Dark Grass | 90 100 35 Medium Grass | 117 117 47 Light Grass | 145 135 60 Sand | 210 200 160 Light Asphalt | 165 160 140 Dark Asphalt (main roads) | 100 100 100 Medium Asphalt | 120 120 120 Gravel Dirt | 140 70 15 Dirt | 120 70 20 Dark Pothole | 110 100 100 Light Pothole | 130 120 120 Water | 0 138 255 ----Veg Map Colours---- Dense Forest | 255 0 0 Dense Trees + Dark grass | 127 0 0 Trees + grass | 64 0 0 Mainly grass, some trees | 0 128 0 Light long grass | 0 255 0 None (black) | 0 0 0 Now you are ready to start drawing your base map, for now you should ignore all the colours listed after water as you will be drawing these onto separate vegetation map layers. Example: Spoiler MAKE SURE TO TURN ANTIALIASING OFF AND CHANGE BLEND MODE TO OVERWRITE BEFORE HAND! (otherwise you will get colours not recognized by WorldEd, leading to extra work later). - Creating The vegetation Map Image Spoiler Now you have created your base layer which should contain your main roads (using the dark asphalt colour), paths and side roads (light asphalt, dirt, gravel dirt), dirt, water, sand and grassy ground (dark/medium/light grass), save this image as a BMP (eg. MyMap.BMP) (if warned about flattening the image just select yes/continue/ok) it's now time to start drawing the vegetation map on a new layer. Close the BMP image you just saved and create a new layer on your original .png,have it above your base layer (it should put itself there automatically), copy your original layer and paste it onto the new layer, then hide/untick your base layer. On this new layer start by selecting the None(black) colour from above and flood fill all the roads (and any other area where you do not want vegetation to grow such as water, sand etc (erosion vegetation will still work fine)) and delete any/every other colour from this layer, leaving just the black areas you just created. Now start drawing the other five colours (the ones you ignored when creating your base map) on places where you do want vegetation to spawn. Start off with using a seperate layer for each colour, starting with the Light long grass, just flood fill that entire layer with it, then drag your black "no veg" layer above it, this allows you to see the road/building layout easily. Then work your way up through the other colours (creating new layers for each one, each one above the last in the order list) as needed, all the way to the dense forest one. Save your PNG now, you're going to make some temporary changes you dont want to save. To save this as a vegetation image, make sure your base layer is still hidden/unticked (so only your vegetation layers are visible) and then start merging your vegetation layers together, from the top down. You should now be left with 2 layers, a single vegetation layer, and your hidden base layer, save the image as a BMP (eg. MyMap_veg.BMP) (if warned about flattening the image just select yes/continue/ok), note that this image MUST be saved with the same name as your base map BMP with the added "_veg" at the end, it must also be saved in the same folder as your base map BMP. Once you have saved the veg map BMP, close that image and then close your PNG WITHOUT saving, unless you want your vegetation layers to be permanently merged, making it a lot harder to make edits, if needed, in the future. Example: Spoiler - Creating The Zombie Spawn Map Image Spoiler You will also need to create a new image called a zombie spawn map to tell the game about the density of zombies in our map, this is a black and white image that is 10x smaller than your base and vegetation images, so, if your map image is 600x600 pixels, your zombie spawn map would be 60x60. Start by flood filling it black (black means no zombies), then add white and grey lines/circles/patches where you want zombies to spawn, white is highest density, getting lower and lower with darker greys. (example), Save this in the same folder as your base map and veg map, again giving it the same name but this time with the "_ZombieSpawnMap" suffix (eg. MyMap_ZombieSpawnMap.BMP). It can be handy to make sure anti-aliasing is enabled when creating this image as it will naturally add shades of darker grey around any white or greys you place. You now have all the required images to create a new world in WorldEd. Example: Spoiler - Importing into WorldEd Spoiler Open TileZed, click on the Tools menu and then Click on WorldEd, this will open a new window, click on New, give it the size of your map (e.g. 2 cells x 2 cells) and click ok, you will now see a number of numbered squares depending on the size of your map. Each one of these squares represents an in game Cell (300x300 tiles). Now, navigate to the folder where your map mod images are stored and drag and drop the base image (MyMap.BMP) into the WorldEd window, making sure it covers all the numbered squares correctly. Once done, click on File and then BMP to TMX, on the window that pops up, click on the 3 dots in export directory and create a new folder (e.g. MyMapMod) for your mod and click on select folder, then before you press ok, make sure "Assign generated maps to world" and "Report unknown colours" are both ticked, then click ok. Click ok on the sanity check (make sure you aren't accidentally overwriting the wrong mod etc) and WorldEd will do it's magic. Now, if you forgot to turn anti-aliasing off, WorldEd will probably pop up and tell you your image contains rogue colours, it will then list each rogue colour found along with the co-ordinates (in pixels) of every pixel with this rogue colour, you will need to open your images, find ALL of these pixels/colours, replace them with the correct colour(s) from step 2 then re-import into Worlded, otherwise you will end up with errors in your game world when it comes time to play. If WorldEd didnt throw up any colour errors then all you need to do now is click on file and save, give your world a name (I like to use the same name as the map to avoid confusion) and save, you now have the basics of a new map, to which you can now start adding buildings and world detail! Step 3) Creating/Adding custom buildings Navigate to your TileZed folder and create a new folder inside named Buildings, this is where you are going to save any buildings you make or download. - How to create custom buildings Spoiler Open TileZed. Click on Tools then Building Editor In the new window click on New Building. In the settings window that pops up you can choose a template and the plot size for your building. The templates provide pre-made room definitions for certain types of buildings, which are crucial for spawning the correct loot in the right places. For now choose “none” for the template and leave the plot size at 20x20 tiles. It's always best to make your plot a bit bigger than your actual building and surroundings will be as you can shrink your plot to match your finished building later. Click OK. You will be presented with a grey screen with a grid of 20x20 squares. For now, make sure Iso is selected on the left of the window. The first thing you need to do now is create some room definitions for your new building, this will allow the game to spawn the correct loot into the right places, such as food into kitchens, clothes into bedrooms, medicine into bathrooms etc. At the top of the window, click on Buildings and then Rooms (or you can use the Rooms icon on the toolbar). In the small window that popped up. click on the + in the bottom left to add a new room type. On the right you can now give your new room a name which can be anything you want, and an internal name, which MUST match one of the names in this list: https://theindiestone.com/forums/index.php?/topic/5461-full-list-of-current-room-definitions/ You can now draw your new room on the tile grid by clicking and dragging with the left mouse button (make sure the Draw Room tool is selected at the top of the window). Notice how the colour of the tiles turns to the colour you selected for your room in the previous step. Once you let go of your left mouse button your room will appear. You can change the shape of the room by clicking and dragging more pieces that connect up, or by holding CTRL and clicking/clicking and dragging to delete parts of a room. You will see that placing tiles of the same room type next to each other will automatically delete the internal wall between them, and placing tiles of different room types (e.g. living room and kitchen) next to each other will maintain the internal walls. You can create new internal walls (or delete internal walls) using the Place Wall tool (located to the right of the Draw Room tool). Simply click on the Place Wall icon, select the tiles you want to use for it's interior and exterior facing walls as well as grime etc and then left click and drag your wall on the tile grid, right clicking on a wall you place will delete, to edit it's length, left click on one of its "ends" and drag. So now you've finished placing the rooms for your ground floor you probably want to place some windows and doors. Click on the Place Doors tool at the top left of the window, then using the tile and furniture menu on the right, use the Doors and Door Frames options to select the door you want to use, then simply click on the tile grid where you would like the door to go. Exactly the same method is used for placing windows, except using the Place Windows tool at the top of the window instead (located to the right of Place Doors). You've now placed your windows and doors, but maybe you realised that your building is 1 tile too wide and you need to make it smaller. Just select the Draw Room tool, hold CTRL and click and drag on the area you want to delete. That worked, but your doors and windows that were on that side of the building are now floating in thin air, 1 tile out from the "new" wall. You can easily get around this by selecting the Select and Move Objects icon at the top of the window, then clicking and dragging the area select over the doors/windows etc you want to move, then clickng and dragging one of the rectangles at the base of one of the objects, all objects will move together as one, making bulk/mass changes easier to deal with. Now it's time to place some furniture down, simply use the Tiles and Furniture menu on the right of the window to browse through and select the furniture piece you want, then at the top of the window the Place Furniture icon should now be clickable, once selected simply left click on the tile grid where you would like your furniture to go. Right click will delete a previously placed piece. You will notice that items will automatically orient themselves to have their backs to the wall if placed against one. If put up against 2 walls (such as the corner of a room) you can change its' orientation by moving your mouse cursor within the tile it's to be placed on. You can also select the orientation of furniture by holding the left click down as you place it and moving your mouse round, once in the desired orientation, simply let go of the left mouse button. If you are placing multiple objects on the same tile then the last object added will be drawn on top, so if you want to have a chair on top of a rug, make sure you place the rug first and then the chair. Your ground floor is complete, now it's time to add some stairs and a first/top floor. Click on the Place Stairs icon on the toolbar at the top of the window, select the stairs you want to use in the Tiles and Furniture menu on the right and then left click on the tile grid where you would like to place your stairs. Right clicking on previously placed stairs will delete them. Now click on the Floor icon on the toolbar, this will pop up a new window that lists the floors of the current building (currently only Floor 1). Click on the blue + icon to add a new floor, you should see that it has added Floor 2 to the list, above Floor 1, click OK. Now that you are back to the tile grid you will notice that your building currently looks darker, however if you look at the toolbar you will also notice that the floor icon has changed (now reads Floor 2/2), indicating that you currently have your new floor selected, and any room/items you place will be on this floor. You can now place rooms and furniture etc like before (making sure the correct tool is selected in the toolbar), notice that when you add a room that sits above your previously placed stairs on the floor below, BuildingEd will automatically "cut holes" in the floor to allow the player to move between floors. If any of your lower floors are not covered by rooms on higher floors then don't forget to add some roof pieces over the gaps. To do this, navigate to the floor above and then click on the Place Roof icon in the toolbar and select a roof type (e.g. Flat Top), then on the right of the window select Roof Tops (or Caps/Slopes depending on the roof type being used) under Tiles and Furniture and select a roof tile to use in the area below. Then click on the tile grid where you would like to place the roof tile (e.g. a flat roof tile to cover a ground floor room is placed on the "floor" of the next floor up). When you want to add a roof to your top floor, create a new floor using the Floor icon like before, then select the Place Roof icon in the toolbar, select the type of roof tile you want to add and place on that new layer. Flat roof tiles are by far the easiest to add, bu the prettier sloped roofs can be figure out with a little bit of trial and error, again using right click to remove any previously placed pieces, just remember to have the correct roof type selected in the Place Roof tool depending on what tile you're trying to add. Finally you might want to add detail around the outside of the house such as gardens and paths. To do this, first click on Tile (underneath Iso) on the left side of the window, you should notice that the options on the right of the window have changed. At the top right is a list of every layer, ticked layers have all tiles placed on that layer visible in the tile grid, un-ticking them makes those tiles invisible, allowing you to hide the buildings walls when placing flowers or ground tiles for example. At the bottom right as a list of all of the different tiles you can use. Click on the category and then the desired tile on the right. Left clicking on the tile grid will place the selected tile on the selected layer, overwriting any tile that is already at that location and on that layer. Hold CTRL and left click to remove a tile from the currently selected layer. Lastly you will need to add a room definition for any full tile roof peice that is not over an internal room of your building. This is to allow the new roof occlusion system to function correctly. 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. 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. Now your building is complete, its time to save it. If you havn't already, create a folder inside you TileZed folder called buildings, you can create any number of sub-folders in here to help organise your buildings if you like. Now, in BuildingEd, click on File and Save As, navigate to your buildings folder, give your building a name and save it. To make life easier when creating similar buildings in the future it's a good idea to save your buildings template, so when you create a new building you can select it's template and have all of your room definitions, wall tiles etc already set up for you. To do this, click on Building and the Properties, here you can see the default tiles that will be used on any building created with this template. To the left is also a button for checking/editing the room definitions. Clicking on Save Template will ask you for a name and then save it to the list of templates. As you can see you can quickly edit and create multiple templates rather fast using this method. - How to add buildings to your map Spoiler If it's not already open, open WorldEd (open TileZed, clikck Tools and then WorldEd) and load your previously saved map. You can now edit your map by double clicking on one of the cells, it will open a new tab (named cell x,x) containing a preview of what that cell will look like in game. You can use the sliders to navigate the camera around the map as well as holding down control and using your scroll wheel to zoom in/out. To the right of the preview window you will see a couple of areas, one labeled "maps" and one labeled "history", in the maps section, navigate to your buildings folder, you will see all of your buildings listed as tbx files (you can create multiple folders within the buildings folder if you like to help organise your buildings to make them easier to find). All you need to do now is click and drag a tbx from the section on the right onto the preview window (make sure "Select and move lots" is selected on the toolbar at the top of the screen), you will see the building moving with your mouse cursor over the world, just drop it wherever you want it to go. Once you have placed all the buildings you want on this cell click on File and then Save and then close the tab (named cell x,x). You should now be back to seeing your entire map. You can now repeat the process for each other cell. Once you are finished adding buildings (you can always add more later if you want to start off small and test a few things first) come back to the world view and save your map. Step 4) Exporting and testing the map- Exporting Spoiler Before adding world detail such as lamposts, road markings, road signs etc you probably want to load your map up and run around in game to make sure everything is as you want it because any world detail changes you make will be lost if you need to make edits to your BMP files and re-import them into WorldEd. The first thing you are going to need to do is add a spawn point (or more) on your map. To do this you will first need to create a spawnpoint.lua file, just navigate to the folder you created when you imported your BMP's into WorldEd (e.g. MyMapMod) which by default will have been created in your TileZed folder. Once there create a new text document, open it and then click on save as, change Save as type to All files, name it spawnpoints.lua and click save. Then open WorldEd and load your map, double click on the cell you want to add a spawn point to, once it opens, click on the "add spawn point" tool at the top of the window and click on the map where you want your spawn point to go, it will place down a prism to allow you to keep a visual track of your spawn points as well as opening a dialogue box to select the profession that can spawn here (if no boxes are ticked then nothing will be added to the spawnpoints.lua file when you write spawn points). Once finished, save the cell, come back to the world view (close the cell's tab) and click on File and then Write Spawn Points, on the dialogue box which pops up, navigate to and select the spawnpoints.lua you created above and save. Once you have created your spawn point(s), save your map then click on File and then Genrate Lots>All Cells. Here you will be asked for 4 things, the first being the directory your lot files will be saved in, click on the 3 dots and navigate to the folder you created for your map mod when you imported your BMP into WorldEd, then right click and create a new folder called Lots, select this folder. Secondly it needs your zombie spawn map, just click on the 3 dots and navigate to your zombie spawn map and select it. Third is the Tile Definitions folder, again click on the 3 dots and this time navigate to your Project Zomboid Steam Install folder (c:\Program Files\Steam\SteamApps\Common\Project Zomboid), click on the Media folder and then click Select Folder. The last thing is the World Origin. If you are making a stand alone map which is not connected to any other maps then you can just leave this as is. If however you are wanting to add your map to an exisiting world or overwrite a cell(s) in an existing world you will need to change these values. The cell of your map that is at 0,0 (the one furthest to the north west) will be given the values you use here, allowing you to offset your map to make existing maps bigger or overwite cells of an existing map. Once ready, click ok - Getting it in game Spoiler OK now you have all of the files you need to test your map in game, so lets go ahead and do that. First, create a new folder on your desktop (or somehwere easily accesible) and give it a name (e.g. MyMapMod), inside create another folder called media, inside there create a 3rd folder called maps and then inside there, create a final folder called MyMapMod (or whatever the name of your map is). Inside this final folder is where you want to put all of the .lotheader, .lotpack and .bin files that were created when you generated the lots for your map, as well as the spawnpoints.lua file and and objects.lua (dont worry about this for now, you will create one when you add foraging zones later). You also want to create a text file(it will actually be saved as a .info file), using Notepad, in this folder, called map, include the following: Spoiler title=Your map name here lots=Muldraugh, KY description= Your map description here (in this example were adding/overwriting cells in the base games map, but all the files will be kept seperate so the mod only appears when selected in game(hence the lots=Muldraugh, KY)). Click on File and Save as, now instead of saving it as a text file, at the bottom, select Save as type and choose All Files, then name the file map.info The next file you need in this folder is a PNG file called thumb.png, this is the thumbnail used in the games menu for your mod, for now you can just create a blank one using your paint program and save it in this folder. From this folder, navigate up 3 folders until your in the first one and can see the Media folder, in this first folder, alongside the media folder you want to create 2 final files, the first is a mod.info file, again just create a txt file (saved as .info instead of .txt) this time called mod and include this info: Spoiler name=The Name Of Your Mod Here id=The Name Of the First Folder You Created Here (e.g. MyMapMod) description=Description Of Mod Here poster=poster.png The very last file you need is another png, just copy your thumb.png you created a little earlier, paste it here and rename it to poster.png All that's left to do now is drag and drop (or copy and paste) that entire folder structure into: C:\Users\YourUsernameHere\Zomboid\mods Then load up Project Zomboid, click on Mods, enable your mod, create a new game and select your map on the world selection screen. You should find yourself spawning in on one of the spawn points you created earlier. If you want to give players the option to spawn at one of the games vanilla locations (Muldraugh, West Point, Rosewood) as well as your own, then you will want to create one more file alongside your spawnlocations.lua called spawnregions.lua, which includes this code: Spoiler function SpawnRegions() return { { name = "Muldraugh, KY", file = "media/maps/Muldraugh, KY/spawnpoints.lua" }, { name = "West Point, KY", file = "media/maps/West Point, KY/spawnpoints.lua" }, { name = "Rosewood, KY", file = "media/maps/Rosewood, KY/spawnpoints.lua" }, {name = "My Map Mod", file = "media/maps/MyMapMod/spawnpoints.lua" }, } end This will show a spawn location pop up in game after selecting your mod as the game world for your new game, in this case allowing the player to select between one of the 3 vanilla locations or the location(s) you set up when you created your mods spawn points. Step 5) Adding world detail Spoiler Now that you have had a run around your map in game and are happy with the layout, vegetation, bulding placement etc it's time to start beautifying your map by adding detail. To start, open TileZed and then open WorldEd, load your map. Right click on the cell you want to add detail to and then click on "open in tileZed". Bring TileZed to the front (or minimise WorldEd) and you will notice you have a zoomed in view of that cell. In map window to the right of the screen, click on the layers tab halfway down, the window above should populate with a number for layers with different names, these are what you will use to place your various bits of detail, allowing you to stack multiple things on top of each other without overriding the previous one (such as road markings on roads, trees on tiles with grass etc). Below this will be a tilesets window listing all of the different tilesets currently used in game, clicking on one of the names will display its contents directly to the right, as you will see, most tilesets have multiple tiles. Adding detail to your world is simply a matter of finding the item you want to place from the tilesets, making sure you're on the correct layer (so placing a tree wont delete the ground tile etc) and then clicking where you want to peice to go (making sure the stamp brush tool at the top of the window is selected). There's a lot of useful tools listed along the top to help you, such as undo and a rectangular select to allow you to copy and paste areas of detail, for example, simply place down some road markings from the street_trafficline_01 tileset on to the FloorOverlay layer, then select the Rectangle Select tool, select the cells with the road markings on, press CTRl+C and then CTRL+V, now you can click away, placing copies of that area (only tiles on the currently selected layer) with a single click, allowing you to place large amounts of detail rather quickly. Once you are finished adding detail to your cell, click on File and Save then close the tab. You can now go back to WorldEd and repeat the process with each other cell, once complete come back to WorldEd, click on File and Generate Lots. Your world detail has now been saved and can be seen in game. Any time you make changes to your map and want to test it in game you will want to re-copy all the .lotpack, .lotheader and .bin files along with your spawnpoints.lua and objects.lua into the folder structure you created in the step above "Getting It In Game", overwriting old files as you go, then copy into: C:\Users\YourUsernameHere\Zomboid\mods as you did before, again overwriting if asked. Step 6) Adding foraging and vehicle zones Spoiler Find the .pzw file for your map mod (generally in the parent folder to your mods .lot files) and open it in a text editor (e.g. Notepad). Look for the line(s) that starts with "<bmp path= ...", after the last one, paste this chunk of code: Spoiler <objecttype name="TownZone"/> <objecttype name="Forest"/> <objecttype name="DeepForest"/> <objecttype name="Nav"/> <objecttype name="Vegitation"/> <objecttype name="TrailerPark"/> <objecttype name="Farm"/> <objectgroup name="TownZone" color="#aa0000" defaulttype="TownZone"/> <objectgroup name="Forest" color="#00aa00" defaulttype="Forest"/> <objectgroup name="Nav" color="#55aaff" defaulttype="Nav"/> <objectgroup name="DeepForest" color="#003500" defaulttype="DeepForest"/> <objectgroup name="Vegitation" color="#b3b300" defaulttype="Vegitation"/> <objectgroup name="TrailerPark" color="#f50000" defaulttype="TrailerPark"/> <objectgroup name="Farm" color="#55ff7f" defaulttype="Farm"/> Save the file and close it. Open TileZed and then WorldEd and load your world, dbl click on the cell you want to add foraging to. Click the "create object" button at the top of the window. At the bottom of the window you will see 2 selection boxes ("Level: 0" and "Obj Grp: <none>") Click on "Obj Grp <none>" and you will see the list of foraging zones you can add to the world. Select the type you want, you can then draw a rectangle on the game world by clicking and holding left mouse button. You can add multiple rectangles of any type and size to each cell, allowing you to be as specific or general as you want. Once done, save the cell, close it and move on to the next. Adding vehicle zones is very similar to adding the forging zones. Simply add the following code to your map mods' PZW file the same way as you did for the foraging zones above. <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. 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. 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. Once all cells have had their foraging and vehicle zones added close any cells left open so you are back to the main world overview in WorldEd. Click on File and the Generate Lots>All Cells. If they aren't already then make sure your path to your lots directory and zombie spawn image are complete. Then for your tiles definitions folder you want to point that to the media folder inside your Project Zomboid installation folder (steam>common>... etc). Once done, click ok. Click File and then "Write spawn points to lua", then click on File and click "Write objects to lua". Step 7) Uploading to steam workshop Spoiler Create a folder (anywhere for now, desktop is handy) with the name of your mod (e.g MyMapMod), place your mods preview picture (named preview.png) and a .txt file called "Workshop" which includes the following code: Spoiler version=1 title=Your Mod Name Here description=Your mod description here description=Second line of your mod description here (you can add more description= lines if you like) tags= visibility=public then save the file. Within the same folder as these 2 files create a new folder called "Contents", and inside the Contents folder add another folder called "mods". Inside this folder is where you want to copy and paste your mods main folder (the one you have been placing into c:\Users\Yourusernamehere\Zomboid\Mods when you test your mod in game). Once this is done cut/copy/paste the entire folder structure into your C":\Users\YourUserName\Zomboid\Workshop" folder and load up PZ. Click the "Workshop" button towards the bottom left and the click "create and update items", then select your mod (if it doesn't show dbl check you added it to the correct folder which will be shown at the top of the screen). Make sure the items details are correct and then press next, your mod will then be uploaded to steam workshop (wait for the upload confirmation)and should be viewable within the hour. You now have a map mod on steam workshop! Anytime you update your mod, simply copy/paste the updated files over the existing ones in your "C:\Users\YourUserName\Zomboid\Workshop" folder and follow the above step again from loading up Project Zomboid, anyone subscribers will have the update pop up in their downloads automatically. Tips Spoiler Map Image Creation: If you are using paint.net, I recommend the Selective Palette plugin. You can choose a palette of colors and all pixels in your image will be assigned to the closest color. Find it here: http://forums.getpaint.net/index.php?/topic/8043-curtis-plugin-pack-update-for-354/ - Ciber Ninja More Coming Soon FAQ's Spoiler Coming Soon Other Helpful Guides Spoiler Building Making - Current Room Definitions https://theindiestone.com/forums/index.php?/topic/5461-full-list-of-current-room-definitions/ How To Add Custom Texture Packs And Tile Definitions https://theindiestone.com/forums/index.php?/topic/8790-custom-texture-packs-and-tile-definitions/ Blackbeard06's Video Mapping Tutorial - https://theindiestone.com/forums/index.php?/topic/21943-how-to-make-a-map-start-to-finish-full-video-tutorial/ Thuztors Mapping Guide PDF https://theindiestone.com/forums/index.php?/topic/5075-mapping-guide-v02/ How to Support 1x and 2x tiles https://theindiestone.com/forums/index.php?/topic/23319-supporting-1x-and-2x-textures-in-mods/ How to create lootable maps for your map mod https://theindiestone.com/forums/index.php?/topic/22577-how-to-create-lootable-maps/ How to combine Map mods https://theindiestone.com/forums/index.php?/topic/22576-how-to-combine-map-mods/ Big thanks to Capt_Paradox, Blackbeard06, Suomiboi, Thuztor and the whole modding community <3
  4. Neutz

    Union City

    UNION CITY With Louisville a still a while off I decided to take up the task of getting a good sized city into the game. Also, Yes the map does borrow the name from the last stand web browser games but otherwise has no relation If anyone would like to help out with buildings, comment here or PM me. I don't have alot of time to work on the map these days, every now and then i will post updates though It has many buildings made by myself and other contributors, i have also made alot of custom tiles for the map. Most recent progress Residential Housing High School A Victorian mansion. Just one of Legoland99's many creations, Custom Sprites This map includes new sprites and variations made by myself I have made a bunch of clutter objects to make the world feel more lived in and immersive Thanks to the following This map will also contain buildings from the community. Thanks to the following forum members for your creations Legoland99 Atoxwarrior 956Texas BeastlyBean Blackbeard06 cmseter dko112 DoctahWong Doublebrain EUDOXIO fluffe9911 GothicGhost grivcin Jela331 kaizokuroof Leolvanov mads232 Mainulainen Project Zomboid (for 2 example buildings) rsdworker Sieben The googlator Traya Aclus Valindil Veged VikiDikRUS Way2sp00ky Z3759xy IndigoRebel zoeyflower
  5. quite simply put, i found a light switch that should be part of a section of the living room, but instead its in the washroom, thus giving the washroom 2 light switches and a permanent light in the living room near the backdoor https://map.projectzomboid.com/?#0.718883258923851,0.2483100986760063,418.96425128510725
  6. Flanua

    Mansion, KY

    Created for the fresh game version 40.40 and 40.43. I aslo uploaded this mod on NEXUS here is the link: Download from Nexus I also attached this mod in this post. Mansion - On the outskirts of Kentucky, in the middle of a forest is located a huge mansion. This private property on its territory has a garage, steel fence, fresh air, storage unit and even greenhouse in case the fridge is almost empty. This is one of the nicest, safest and peaceful places you could ever find in the whole Kentucky! In case you ran out of supplies you could visit a convenience store, only several miles away! In game tutorial is great and by having that kind of a mansion it would be much easier for newbies to learn how stuff works in this game and safer from the start. P.S: Game engine doesn't like walls completely made from (glass) windows and because of that it will be a little tricky to use a greenhouse. P.S.S. To developers: I would be so glad and honored to see this mansion as a part of the game in the final game. Or at least as a challenge map. Or both. My intention was to build a vanilla mansion on the outskirts of Kentucky. Because many houses too close to the town. Many work and testing was done. Plus a cell aligned with adjacent cells. I will gladly share my source files to the developers if needed, just ask me by using my email address: flanua@gmail.com PZ Mansion KY.zip
  7. While I personally feel that a HUD-Map would be detrimental to my PZ-experience, i still think that an external map is a very useful tool. So, I present to you: The Project Zomboid Map Project: http://pzmap.crash-override.net/ New page: http://map.projectzomboid.com/ This is a zoomable and panable map (using the OpenSeadragon javascript library) of Muldraugh. Total size: 136 GB Dimensions: 1075200px * 396800px (426.639.360.000 or roughly 426 Gigapixels) The site is currently not available for offline viewing. A new download version will be available in the near future. Currently there are maps of: - Muldraugh, West Point and The Mall Knox County (Survival mode, Builds 30 and 35) - The Challenge Maps - Bedford Falls - Dreadwood - New Denver - Phoenix - Radcliffe - Drayton (Rebuild) - TWD Prison - Vacation Island To help manage the POIs of the maps, have a look at the POI Manager (see an explanation here). IMPORTANT: I AM NOT A TIS DEVELOPER! If you find bugs in the map, please report them in the Map Bugs Tracker!
  8. Hello survivors, my name is Filip and last year I was working together with Neutz to make a large city map. We both had to stale due to me having exams and getting into university, and also breaking all of my facial bones on my right side and forgetting a month's worth of things. I am happy to announce that as of now I am thinking of starting a map, while using the over 300+ buildings that I have made in the last year, plus hundreds more to come. I don't know the basics of map making or what my map will be off, just know that it will contain both rural , hills, towns and some cities. Alongside that I will be adding things such as a monorail and other assets that I think will make some people happy when exploring cities ( no, the monorail won't be drivable, but you can climb on the tracks, jump through the emergency openings and maybe find some valuable, random loot to check and stay safe in the air from the hordes of zombies below. Stores will be gated, broken down cars, checkpoints, contained areas and much more will be available in the cities, while the rural areas will be either picked clean or swarming with the moving hordes of the undead. You will be able to find an airport that you can explore, bunkers, cabins deeply burrowed in the woods, burnt down suburbs, a factory sewer system and much more. It will take time, sure, but I will do my best to see it done. Any ideas are welcomed for this project and I will take them into account. If you want any poi's to be added, anything special included and so on I will try my best to do so. Waiting for your ideas and responses!
  9. Arsenal26

    Z Spawn Density in Large Buildings

    As I complete more and more of my map, I've noticed that zombie spawn density is the opposite of what I'd like it to be in some areas. - Homes are about right with at most 1 zombie per 200sqft (ie, 1600sqft house has about 6-8 zeds inside) - Small gas stations have maybe 0-3 inside - Fast food places have maybe 1-4 inside My issue is with Large buildings/stores having ZERO zombies inside... I've got displays, shelves, mannequins, checkout stands, light switches, bathrooms, etc... placed in the store, so it's not like an empty warehouse... and despite being within the ZombieSpawnMap image, absolutely no zombies spawn inside. So I'm wondering, is there a particular type of object, or something I can place to increase the zombie density of certain buildings ? Lets say I wanted to create a huge 12 theater cinema just jam packed with zombies.... is that possible ? Seems like such a waste to create large empty structures, where in most zombie situations they tend to congregate inside large structures like shopping centers, and such... I did notice that a Prison building I made is just stuffed with Zombie spawn.... And the only real difference between this building and lets say a Walmart store, is that the Prison has a extreme number of rooms in relation to its footprint... Does number of rooms in a building affect spawn density ? Just thought I'd throw that question out there, as I continue to mess around with different combinations.
  10. So... i get endless game loading while i try start game.... every time... Then I load game via bash and get this bash projectzomboid.sh 64-bit java detected Java HotSpot(TM) 64-Bit Server VM warning: ignoring option UseSplitVerifier; support was removed in 8.0 Setting breakpad minidump AppID = 108600 Steam_SetMinidumpSteamID: Caching Steam ID: 76561198209803892 [API loaded no] Java HotSpot(TM) 64-Bit Server VM warning: You have loaded library /home/defective/.local/share/Steam/steamapps/common/ProjectZomboid/projectzomboid/linux64/libfmod.so.10.8 which might have disabled stack guard. The VM will try to fix the stack guard now. It's highly recommended that you fix the library with 'execstack -c <libfile>', or link it with '-z noexecstack'. java.io.EOFException at zombie.iso.IsoLot.readInt(IsoLot.java:70) at zombie.iso.IsoMetaGrid$MetaGridLoaderThread.loadCell(IsoMetaGrid.java:1202) at zombie.iso.IsoMetaGrid$MetaGridLoaderThread.runInner(IsoMetaGrid.java:1155) at zombie.iso.IsoMetaGrid$MetaGridLoaderThread.run(IsoMetaGrid.java:1146) p.s. i try run execstack bur it not installed and pacman don't find it in repository PC spec: ██████████████████ ████████ OS: Manjaro 18.0.0 Illyria ██████████████████ ████████ Kernel: x86_64 Linux 4.19.1-1-MANJARO ██████████████████ ████████ Uptime: 2h 7m ████████ ████████ Packages: 1296 ████████ ████████ ████████ Shell: bash ████████ ████████ ████████ Resolution: 1600x900 ████████ ████████ ████████ DE: KDE 5.52.0 / Plasma 5.14.3 ████████ ████████ ████████ WM: KWin ████████ ████████ ████████ WM Theme: Breeze High Contrast ████████ ████████ ████████ GTK Theme: Breeze-Dark [GTK2/3] ████████ ████████ ████████ Icon Theme: Adwaita ████████ ████████ ████████ Font: Noto Sans Regular ████████ ████████ ████████ CPU: Intel Pentium 4 3.00GHz @ 2x 3GHz GPU: GeForce GT 610 RAM: 1488MiB / 3252MiB
  11. 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.
  12. 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.
  13. DresdenBBQ

    College Station TX

    I was thinking of making my own map, and any announcements/ updates would be posted on this thread.
  14. Capt_Paradox

    Valley Station Military Outpost

    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!
  15. Nero's Shadow

    Home of the modern zombie, Pennsylvania.

    Aight. Ever since the conception of games in this style such as Class3Outbreak, the idea of making my home area has been a thought. There are so many amazing options, Monroeville and the mall, Evans City, Any of the boroughs and townships in Butler and Allegheny Counties. And hell, to top it all off there is Pittsburgh. Now, I have absolutely no mapping experience and may just be using this as a good excuse to forget about my fiancee leaving me. However, I really want some input here. Here are some Google Maps images of local areas including the aforementioned. Monroeville: https://gyazo.com/e38857243ecbd99ea1fbc0119ff13970 The Mall: (featured in Dawn of The Dead) https://gyazo.com/bbaea16c9aa723ac43a5e8fa6e9249cc Evans City: (Home of Night of the Living Dead) https://gyazo.com/2e55455f11d06c4271e6c0a1ea75e000 Butler: https://gyazo.com/9cedc6993d74d642f11b04d0cb152846 Cranberry Township: https://gyazo.com/2d03b8777935912067c88b71e9310353 Connecting roads: https://gyazo.com/b06bb52ddc7906bfdbce70d6470b6a2b Zelienople: https://gyazo.com/e8602d983501e6a6e12e54fb439ba8ad Callery: https://gyazo.com/03ea7cc1265bb8efaa4ef835d5d1af0f Connoquenessing: https://gyazo.com/ca54b35b14bd084c4c8ea9867e082bf9 Meridian: https://gyazo.com/01e056def79de3da5867853cef1e1167 All of there are Southwestern PA, north of Pittsburgh. I know scale seems to be a thing we all have a hard-on for and we definitely need some sort of MP or fleshed out SP to make these maps worth it. The resources contained alone would make it boring to play on your own. Just wondering, is any of this something someone could take on? Can the game handle this sort of scale? Could it handle individual towns but not all of them interconnected? Hit me up share your thoughts.
  16. Blackbeard06

    Monroeville

    Monroeville has now been released! An area south of Rosewood. This map contains a suburbia, Airport, Military base, Research Lab, City, Farms, and various outside settlements. The map is in a usable state. I plan to add more detail and buildings in the future. If you discover any bugs please report them here or in the Steam work shop page. You may download the map from the Steam workshop here. http://steamcommunity.com/sharedfiles/filedetails/?id=915801691 I've used many community made buildings from the Building Pool V2 which was made from 30 different Artists. I'd love to thank you all for your hard work in making this map possible! Atoxwarrior BeastlyBean Blackbeard06 cmseter dko112 DoctahWong Doublebrain EUDOXIO fluffe9911 GothicGhost grivcin Jela331 kaizokuroof Leolvanov mads232 Mainulainen Neutralnz1 rsdworker Sieben srandiny The googlator Traya Aclus Valindil Veged VikiDikRUS Way2sp00ky Z3759xy IndigoRebel zoeyflower Below is the initial WIP post, you may also reply your bugs here. ~Initial post~ My second map, and currently 10x10 cells. Features a suburb spanning 2 cells, a city, Airport, and various others. Lots of scattered settlements here and there as well. I'm trying to make every single building for the map, so it would be a new experience for everyone and to get some new buildings out there for everyone to use. I am making this with quality in mind and want to make this map very detailed like others. The area I plan to place this would be south of Rosewood, and should roughly be the size of West Point as far as content.. Not sure on the release date, regardless after this map I plan to make a huge map. Like 45x45 cells or more if possible. (inspired by Cardenaglo's bunjil map.) More info on that when this one is finished..
  17. Fetzen

    East Muldraugh Nature Reserve V1

    Hello, my first post here to let you know about my little project, the East Muldraugh Nature Reserve. http://steamcommunity.com/sharedfiles/filedetails/?id=942309234 I built it in the first place to fill the void between Westpoint and New Bedford. In the North it connects to the end of the River south of Westpoint, forming a lake. From there it is mainly forest, crisscrossed by some hiking paths for nature tourists. A few huts here and there for those who would like to try in the wild. On the south border towards Bedford Falls there is the small village (Fetzington) east and an Eco-Hotel and a prison on the west. I dont really plan on making many buildings or large towns. I hope others do that. My plan for the future is only to add a few more customized locations in forest. If feedback is good ill look into working over few other parts of the main map with a little more interesting forest and a few small villages. Big thanks to the Authors of the buildings in Building Pool V2 and for the effort of putting all these buildings into a budle. More of that please! i hope you enjoy, let me know what you think. Fetzen
  18. What is Phoenix? Thanks and Credit: Version: Beta 1.3 "Consumerist Ideals" Edition To play this map, follow the link above and click "Subscribe" on the Steam Workshop Page. The map will appear on your map list in game, once it has downloaded! Please note that images below are presented in-process, and will change over the course of the map's development. For the most up to date view of the map, please see the "whole world" map above. Download: Videos: Images: Open All Hours Construction Site and Manager's Trailers CST (Construction, Science and Technology) College Phoenix Commercial Street The Eon Building Eon's Ground Floor Eon's First Floor Eon's Second Floor Offices Old Energy Building Knox Bank Phoenix Branch (Part of the Eon Complex) A difficult night atop some rented offices The Nuthall Diner and Shopping Complex Traveler's Rest Hotel Water Treatment Plant Phoenix Police Station Military Staging Area, in the Quarantine Zone End of the Shopping Complex, in the Quarantine Zone Phoenix General Hospital Phoenix General Hospital and Storefronts Phoenix Quarantine Zone Updates and Changelog (Older versions. Do not use): Work in Progress: Known Bugs: As always, please leave any feedback, and I'll take it all into consideration!
  19. Contrary to the inventory and loot windows, the map window (when you read a map) cannot be resized. this is really annoying even if you pin it (whenever you mouse out of the windows it foldes back up, when you mouse over it, it unfolds down). Also Consider that the Map UI window is really big ( it takes more than half the area of the game's HUD). Is it possible that one can convert that window to something like the inventory or loot one (so you can resize it ) through some minor modding? I will happily try to do it.. but I need some major guidance for it. Regards
  20. Dr_Cox1911

    Add small things to main map

    Greetings all, completely new to the whole map-stuff, but how would I add little things to the main map like small huts, camping sites, ...? A whole new map is to much for me right now, but some adjustments to the current one would be neat. Any help and tips would be nice
  21. On YouTube I've been making tutorials of the basics of project zomboids Map editor tools. right now I am finishing up with the building editor. if I missed anything let me know and I'll make sure to make tutorial covering it here is part one for more tutorials check out my channel Doge's Creator
  22. Soviet_Soldier77

    Request/Map Idea [Silent Hill]

    Hello, i would like to throw this idea out here as i have seen only one other post semi-related to it. This game plays great and the dystopian feel is amazing, I believe that this feeling would mix really well with the look of Silent Hill. With that in mind it also helps seeing how large the maps of some mods or even just the base maps get. There are already maps for all of the games released which i think would make things alot easier no? I'll attach an image of the major towns put together for people/possible modders to view as they wish. I'm not suggesting to do an over world AND Nightmare world; I'm just thinking with the base tile set and such it would look very nice for the whole of Silent Hill, and be a wonderful map to have available to players. I really really hope someone can pick this project up as Silent Hill is one of my favorite games of all time specifically 1&2 If you haven't played them I highly suggest doing so if possible. Thanks for reading -SovietSoldier77 -edit From Top to Bottom are The whole province of Silent Hill SH Downpour's map SH1 Old Silent Hill map & SH1 Central Silent Hill and lastly SH2 town map. I hope this is enough reference, if not please ask me for more, id be more than willing.
  23. I would love this map being on the official game map website, I play it all the time, and it would be so nice if I can just entering the official game map, put this map and search coordinates, find where I am, I would love it http://steamcommunity.com/sharedfiles/filedetails/?id=1158053757
  24. Vaileasys

    House missing a large wall

    Flibble666 on Discord noticed a house is missing a large chunk of its wall. This is seen on Build 39.66.3 Checked on Build 38.30 and the wall was not missing. Coords: 13814x4682 Cell: 46x15 Rel: 14x180 Location on Project Zomboid Map Project Note that although these images were taken from Blindcoder's map project, it was checked and confirmed in-game. Not a graphical glitch as I could walk through where the wall should be. Build 39.66.3 Build 38.30