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  1. 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.
  2. 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? 🤔
  3. 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 thin
  4. 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!
  5. 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
  6. 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
  7. 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
  8. 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 traffi
  9. It seems that some tiles got scrambled/rotated in between the builds. These tiles were looking correct the last time I played a year ago, but some map addition probably caused them to appear scrambled, which might be related to this bug where according to a post from @EasyPickins generating cells again helped or this bug which remained unfixed in 39.67.5 (I have yet to verify it on 39.68). I was certain I found another similar location with scrambled tiles around Muldraugh, but since I can't find it now in my screenshots, let me post about the one I know about: North from Muldraugh
  10. I have followed the steps of this excellent tutorial to create a custom map: https://steamcommunity.com/sharedfiles/filedetails/?id=853478035 and at the step of testing my map, I can't seem to launch it (how frustrating!) The game recognizes the mod, the spawn points, launches and then gives me an unexpected error type. I think I have all right files needed (I triple checked at this point), but still the same error. this is what the console says, can anyone help me please? console.txt
  11. Hi everyone, I'm just learning Tilezed Worlded, and need a little push in the right direction here... So I've got my TEST.png, TEST_veg.png, TEST_ZombieSpawnMap.bmp - [Started] TileZed, went into WorldEd... - [Converted] to TMX with no errors - [Loaded] successfully into WorldED - [Clicked] cell 0,0 and everything loaded and looks as it did in TileZed - Added Building, and [Saved] as TEST.pzw - Went back to Tilezed, [Edit] - [Preferences] - [Zomboid], added the WorldEd Project file I just saved... - [Closed] TEST_0_0.tmz.... [RE-OPEN
  12. Any full tile roof peice that is currently not over a room definition in your building needs a room definition. For any bits that are above an internal room, simply make sure that room has a room definition (all room in buildings should, even hallways etc). If the roof bit is over an outside area (such as a porch) then instead of giving it an internal room definition, which could possibly mess with loot tables etc, use the new room definition made for this situation - emptyoutside. In the example below you can see that this building has a porch roof outside the front do
  13. ALL BUILDINGS I MADE Since I intend to continue on creating buildings for the community, i took advice from Atoxwarrior and made a single post for all my creations! Feel free to go throgh them and pick the one you liked the most You can use'em freely on whatever project you might be doing, just mention me in the "credits". ====MADE BY TEREC====
  14. BOOKSOTERE AND GREENE'S BUILDING SIZE: 20x20 DOWNLOAD:unfinih.tbx MADE BY TEREC
  15. Hey guys I need some help with TileZed's BuildingEd. I just finished a cool building that I worked so hard on, saved it and everything, didn't click on anything out of the ordinary. When I went to WorldEd, I clicked on my building, didn't show a preview image. When I dragged it out onto my Cell, it didn't show a building, neither did it plop a building when I placed it on my map itself. Then I went to BuildingEd to see if I messed something up, and instead I got an error saying, "Error Reading Building - Invalid Object Coordinates (1, -3 Line 2209, Column 72". What does this mean and how can I
  16. Like the title says, I want to start creating my own map and buildings. I've never done it before, but I've got the time and I've got a decent enough computer, as well as some ideas for a town or two that I've been wanting to bring to life. Unfortunately, I have no idea where to begin. Thuztor's supposedly tell-all mapping guide is no longer accessible for some reason, so I'm not quite sure how to go about doing ANYTHING in relation to mapping. Does anyone have another guide available, or perhaps a link to Thuztor's guide that actually works? Is mapping easy or hard? I'
  17. Ok when using the wall tool make sure for these sides you click on Exterior wall and select your texture. Click the multicolored square at the top toolbar and you get the room tool. then go to the plus and click add room When you open it up you see there are two names, the top one doesn't matter, the second one indicates what spawns there, so if im making a bedroom put bedroom for internal room name. https://theindiestone.com/forums/index.php?/topic/5461-full-list-of-current-room-definitions/ this is a good list to help you figure out the nam
  18. So earlier today, it was brought to my attention there are some new tiles that "Starkittycat || Game Dev || YT" made me aware of. One of those new tiles is Sliding Glass Doors! So here's how to use them on your house to pretty em up all nice. Ok top left click on Building - Then tiles Left side the top menu click on Doors Then in the middle window pane, scroll till you get to fixtures_doors_01, then on the right side the doors will appear. Go down and click on the white sliding glass door(or the red ones). Then you
  19. Hey Indie Stoners, I'm playing PZ for about a month now and the 130+ hours i collected hopefully speak for themselves. Congratulations for the release of the newest build. Having such progress after a few weeks may make me a spoiled kid though. So I'm looking forward to build39 within the next weeks. I'm here to give a bit of a feedback but mainly to ask a catalogue of questions. I'm quite tempted to make a map for your game by my own. But I need to know what I'm getting into, as I am aware that this will be an effortful task.
  20. Spawn Map-Objects Utility - Enhance your maps ! Workshop link What is this mod ? While I was working with the map editor, I got frustrated some items could not be placed using it. For instance, barricades and campfires. So we decided with a friend to solve this problem... Once done we decided to make this mod and make it as generic as possible ! This should allow any mapper to use our object-spawning system to make better maps and any modder to upgrade it with ease. I'm a player, what do I need to know or do ? Nothing. This mod should be a dependency mod for any map t
  21. Hello fellow players and map editors. I'll be posting my custom buildings here as I make them. I'd like to hear what you guys think so that I could get a good feeling what this community wants. So far, I built a simple, one story office building that could be a car dealership. A parking lot will soon come separately. I might be able to expand the building... Loot will contain tools (Such as wrenches, hammers, etc.) and electronic parts.
  22. 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
  23. So I have an image that I want to attach to the ground layer. It's pretty big so I know it isn't easy. I broke my image up to 4 different sections and tried lining it up so this way they'd all meet....... But they don't they all overlap each other and slightly offset. Any suggestions or methods to those would be greatly helpful, hell I'd even do individual tiles (60x124 is it?) but I'm not quite sure how to set up an isometric grid so that is proving a tad difficult. Thanks.
  24. I managed to load my custom tiles into TileZed. I'm trying to add my custom tiles to the building editor. I can find them if I go under the "tiles" tab and browse that way. What I'd like to do is create a new Category and select my tiles from the "ISO" tab instead for building. I went to my .TileZed folder and tried to modify the buildingtiles.txt but it gave me an error after modifying. So I'm obviously missing something......... here's my text But like I said still tossing me an error........ any suggestions?
  25. UPDATE:Tiles for 2015 didn't work for me or BlackBeard so I linked to 2014 tiles which still work. I have modified the tutorial to reflect this! If someone knows of a fix for 2015 tiles please let me know. https://dl.dropboxusercontent.com/u/237104401/Project Zomboid Mapping Instructions.txt (New Download link for Txt file Tutorial)^^^^^ This is a basic guide to get people from Veg Map to testing their Custom Map in PZ. I'm one of those people, who before I commit to something I want to understand the process to see limitations. I spent 3 days scouring the web for videos and tutorials to learn
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