wbfactory444r Posted January 17, 2020 Share Posted January 17, 2020 I'm trying to make additional furniture mod. And I made few images for mod. But when I try to do some programming thing with TileZed. I couldn't connect empty storage image with inside stuff image... Can I get some help...? DiederikV 1 Link to comment Share on other sites More sharing options...
Damano Posted January 19, 2020 Share Posted January 19, 2020 Looks very cool Link to comment Share on other sites More sharing options...
DiederikV Posted January 24, 2020 Share Posted January 24, 2020 Replying because I will also be in need of this info. Link to comment Share on other sites More sharing options...
DiederikV Posted March 13, 2020 Share Posted March 13, 2020 Soooo I figured this out. Ill try to explain it. 1. Draw tiles 2. Save tiles as .png file in: DRIVE:\Steam\steamapps\common\Project Zomboid Modding Tools\Tiles\2x 3. Open Tiled 4. Up top click tools -> Tilesets 5. Click the "Add Tilesets" button In this new screen it should also direct to where step 2 is pointing. 6. check the boxes for the new tilesets that you want to add to your map. (even for just adding tilesets I'd recomend adding them to a map for now) and press OK 7. Good job, they should now be in the list. If you click on them they should show you the tileset 8. close this screen Now you will need to give properties to your tile set 9. Up top click tools -> Tile properties 10. Here we are going to define what your tiles do in game. I'de recommend opening Tiled twice for the following 11. Open the .tiles file that is in your DRIVE:\Steam\steamapps\common\Project Zomboid Modding Tools\Tiles by default. Mine was called "newtiledefinitions" This will be your reference 12. In your other tiled also open the tile properties screen but now instead make a new file 13. Click the + icon on the bottom and select your tilesets. (if you want to update this later it is important that you do not delete these sets if they are being used in maps/mods/whatever, the number will be different and it will break stuff) 14. Click on the tile you want to give properties to, open the reference tiled and navigate to an object similar to the one you are adding 15. copy the settings and change them to your need, most stuff is self explenatory 16. sweet, now your tiles have properties. 17. close the tile properties screen 18. Go to tools -> .pack files -> create .pack file 19. Fill in the required steps. Now we will need to create a mod for you to be able to load your items in-game Eventhough I have the game on steam and it has its own mod folder their for some reason where it loads my mods from is: DRIVE:\Users\Username\Zomboid\mods 20. Copy the "examplemod" and name it whatever you want 21. open the folder and open the "mod" .info 22. change the name, ID, Description 23. save and close the file 24. In your media folder inside of your mod folder create a folder named "texturepacks" in here you will put the .pack file you created in step 19 (\Zomboid\mods\MODNAME\media\texturepacks) 25. back in the media folder you will put the tile definition file 26. Open up the "mod" .info file again in your main mod folder 27. add the line "pack=THENAMEOFYOURTEXTURE.PACK FILE" Awesome, now we will need to fix the container overlay. You can fix this for yourself locally OR you can add it to the mod so that others can enjoy it as well. 28. navigate to DRIVE:\Steam\steamapps\common\ProjectZomboid\media\lua\server\Items 29. Here is a worldfiller.lua file, copy it 30. past it in your mod folder in MODNAME\media\lua\server\items (the "server" and "items" folder does probably not exist yet, create those) 31. Now open the worldfiller.lua file you just pasted there (I use notepad++, its free and easy to work with) 32.Now afer opening this file there will be a bunch of lines, these are all the existing container overlays in the game. For as far as I experienced you will need to keep those in addition to what you will add. Upon loading your mod this file will be used instead of the default one. If you don't keep the existing stuff it will no longer work in your map Adding new things 33. Now for example you have the line Quote "overlayMap["location_shop_zippee_01_11"] = {{ name = "other", tiles = {"food_01_10", "food_01_18"} }, { name = "other", tiles = {"food_02_10", "food_02_18"} }}" in here location_Shop_zippee_01 is the name of the texture that its refering to. the _11 after that is the position on the texture, simply counting left to right and then continue on the next layer. there are 2 links after that, one for when its full and when for when its partially full. so "food_01_10" is when its full and "food_01_18" when it is partially full. Now what you want to do is copy-paste this line and edit it so that it will use your own overlays on your own tiles. "overlayMap["ThisIsMyNewTileSetName_11"] = {{ name = "other", tiles = {"ThisIsMyNewOverlayName_10", "ThisIsMyNewOverlayName_01_18"} }, { name = "other", tiles = {"food_02_10", "food_02_18"} }}" I hope this helps MopS, gaticomuchacho and iBrRus 1 2 Link to comment Share on other sites More sharing options...
MopS Posted February 1, 2021 Share Posted February 1, 2021 (edited) DiederikV Thank you so much for this guide, I don’t even know how I didn’t come across it before. I have been puzzling over how to add fullness to my containers for over two months now. And today I learned how to do it. THANK YOU !!!!! Edited February 1, 2021 by MopS Link to comment Share on other sites More sharing options...
DiederikV Posted February 26, 2021 Share Posted February 26, 2021 On 2/1/2021 at 7:12 PM, MopS said: DiederikV Thank you so much for this guide, I don’t even know how I didn’t come across it before. I have been puzzling over how to add fullness to my containers for over two months now. And today I learned how to do it. THANK YOU !!!!! No problem. Tip I found out later. Name the copied file (so your custome one) different. so instead of worldfiller.lua I named it worldfiller_diederik.Lua That way you only have to add your custom lines. If you name it the exact same it will overide the vanilla file in game, which may cause issues if the devs update the file and you dont. I hope you get what I mean Link to comment Share on other sites More sharing options...
austin3rockr3 Posted March 11, 2021 Share Posted March 11, 2021 DiederikV MopS hey not to butt in but im having a similar issue. but im wondering how to replace world items altogether with custom objects and not just inserting overlays. as an example, i would like to insert a chance to replace a vanilla object with my custom object/tile. any help would be appreciated! Link to comment Share on other sites More sharing options...
austin3rockr3 Posted March 11, 2021 Share Posted March 11, 2021 overlayMap["appliances_television_01_8"] = {{ name = "other", tiles = {"tvs_2"} }} this is what i came up with. i want to replace antique tvs with my box tvs but its not working. is something like this even possible through overlays? Link to comment Share on other sites More sharing options...
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