EasyPickins Posted June 4, 2014 Share Posted June 4, 2014 Custom .pack files If you have custom map tiles, you will need to create a .pack file containing those tiles for the game to load. This can be done using the "Create .pack file..." command, found in the Tools menu in TileZed. Place your tilesets into a directory, then click the + button to add that directory to the list. The .pack file should be saved to your mod's media/texurepacks directory:Zomboid/mods/MyMod/media/texturepacks/NAME.packAdd a line to your mod's mod.info file:pack=NAMEYou can add one pack= line for each .pack file. Custom .tiles files Some tiles require special properties to be set, to handle rendering or collision for example. This can be done using the "Tile Properties (.tiles)" command in the Tools menu in TileZed. Place your custom .tiles files in your mod's media/ directory:Zomboid/mods/MyMod/media/NAME.tilesAdd a line to your mod's mod.info file:tiledef=NAME NUMBERThe NUMBER is important, it controls the unique ID numbers assigned to every sprite.NUMBER can be from 100 up to about 8000. The game reserves all numbers under 100 for itself.All .tiles files loaded by the game and every active mod must have a unique NUMBER. Don't use the same NUMBER as another mod, if that mod might be active at the same time as yours.Once you choose a number for your .tiles file, do not change it, otherwise it will break savefiles using your custom sprites. This is because the savefile records the ID number for each sprite.Don't remove a tileset from your .tiles file and then add it again. Doing so will change the sprite IDs assigned to tiles in that tileset. If you look at the game's newtiledefinitions.tiles file in the editor, you will see that there is a number next to each tileset name, and a unique "gid" in the tooltip for each tile. Those numbers must remain the same if you edit the .tiles file. totovick, nasKo, dred and 7 others 9 1 Link to comment Share on other sites More sharing options...
Sergeantbm Posted June 4, 2014 Share Posted June 4, 2014 So does this mean that soon we could have full-on texture packs? Total conversion mods? Necromatic_Corgi 1 Link to comment Share on other sites More sharing options...
Suomiboi Posted June 5, 2014 Share Posted June 5, 2014 So does this mean that soon we could have full-on texture packs? Total conversion mods? No, not yet. This is just for mapping and adding custom textures to new maps. As far as I understand... Link to comment Share on other sites More sharing options...
turbotutone Posted June 6, 2014 Share Posted June 6, 2014 Just converted all images for a mod to tilesheets, packed them and loaded... Works like a charm and a great convenience for both spriter and coder when having to deal with lots of sprites.Great work easyp! Suomiboi 1 Link to comment Share on other sites More sharing options...
Ivan Posted July 3, 2014 Share Posted July 3, 2014 I downloaded TileZed from here http://www.theindiestone.com/community/viewtopic.php%3Ff=34&t=7521.html I dont see a Tools Menu option in TileZed, where is it located? Link to comment Share on other sites More sharing options...
turbotutone Posted July 3, 2014 Share Posted July 3, 2014 Seems like an outdated link... check this thread instead:http://theindiestone.com/forums/index.php/topic/4674-map-tools/?p=113529 Ivan 1 Link to comment Share on other sites More sharing options...
Atoxwarrior Posted July 31, 2014 Share Posted July 31, 2014 I do not understand as I can include my custom tiles to the game if you did a video explaining this process I would understand better what it would have to do thanks 956Texas 1 Link to comment Share on other sites More sharing options...
956Texas Posted August 12, 2014 Share Posted August 12, 2014 what program do you use to build custom furniture, signs and stuff? Paint? Paint net? Maya? Link to comment Share on other sites More sharing options...
956Texas Posted September 27, 2014 Share Posted September 27, 2014 is there a video to explain the process more in detail? Link to comment Share on other sites More sharing options...
Suomiboi Posted February 18, 2015 Share Posted February 18, 2015 Here's a detailed step-by-step walkthrough on how to get the tiles working on your map mod. Tell me if you guys n' gals find something wrong with it and I'll fix it. Happy mapping! I assume you've already drawn a tileset and have added custom tiles in the tools. how to do a tile definition file (.tiles)1. In tilezed, go to tools -> tile properties2. From the pop up File -> New (name the file. I use TILESETTEST)3. Click on the blue + sign in the top middle of the pop up window4. Choose the tilesets you want to add/define5. Once chosen, specify each tile by clicking on it and changing the parameters on the right side of the screen accordingly. Ie. enable IsFloor and disable IsIndoor if your making a floor tile that's outside.6. Save7. Close the window how to do a packed texture file (.pack)8. Copy your tileset(s) to a new folder. (No matter where, just create a new folder somewhere and copy the files there)9. In tilezed go to tools->.pack files -> Create .pack file10. Click on the blue + sign on the mid left of the pop up11. Find the folder where you copied the tilesets and choose it12. Name the pack file (for this I use NAME.pack) Remember lower and upper case letters make a difference so don't make a name like l33TNo0OBs.pack or you're going to have a bad time.13. You can specify where the .pack will be created from the ... icon (defaults to tools/tilezed)14. Press OK How to add the files into a mod structure. I assume that you've created an otherwise working folder structure15. Create a textures folder to your mod: Zomboid/mods/MyMod/media/texturepacks/16. Copy the .pack file to that folder17. Copy the .tiles file to Zomboid/mods/MyMod/media18. Open your mod.info file (Zomboid/mods/MyMod/)19. Add these two lines:pack=NAMEtiledef=TILESETTEST ###20. replace the ### with a number from 100-8000 (check if other published mods are using the same number and announce what number you're using in your map thread) All done. Open up and play! If this is all ok, I'd appreciate if it could be added to the OP (as a spoiler?). Atoxwarrior 1 Link to comment Share on other sites More sharing options...
Atoxwarrior Posted March 3, 2015 Share Posted March 3, 2015 I did a series of videos that show step by step creation of (Texture packs). Special thanks to Suomiboi, who helped me to your list of steps, did just a modification of the steps, but everything else is the same. Note: The blog is in Spanish, but the videos show step by step throughout the process. http://projectzomboidatoxwar.blogspot.com/ Link to comment Share on other sites More sharing options...
Mr.X Posted September 21, 2015 Share Posted September 21, 2015 any one going to update the old tool that unpacks .pack files with a xml created for repacking with the header info? i think its lacking some png pages for the character.pack . i was going to adjust some things that a 3d model run through a filter just cant do like ignore lighting for the sake of detail in the face for zombies. to make them slightly more menacing but its missing some pngs the old tool that unpacks and repacks .pack fileshttp://theindiestone.com/forums/index.php/topic/2473-how-to-mod-the-textures/ Link to comment Share on other sites More sharing options...
MXXIV Posted March 8, 2016 Share Posted March 8, 2016 On 3. 7. 2014 at 6:11 PM, turbotutone said: check this thread instead: http://theindiestone.com/forums/index.php/topic/4674-map-tools/?p=113529 This link is now dead too. Could the correct link be added to the original post so that people can see it instantly? The original post mentions TileZed like something everyone knows, but when I searched it in google and Project Zomboid application folder, I found nothing. Link to comment Share on other sites More sharing options...
Marcowar Posted February 22, 2017 Share Posted February 22, 2017 I have to thank you on this programme (will credit you on workshop) I've started to do sprites, slowly working on building a collection, you can find my steam workshop at Post Apocalyptic Sprites By MarcOwaR Link to comment Share on other sites More sharing options...
Woldren Posted March 20, 2017 Share Posted March 20, 2017 Hi, could you help me? my multiplayer server don't read customtiles anymore All was good, custom tiles were on, and one day, after 1 month, they were all gone. it seems a story, but it is the cruel reality. how did it happen? We also did a server wipe, but nothing has changed, the customtiles not seen yet. Link to comment Share on other sites More sharing options...
Soul Filcher Posted April 21, 2017 Share Posted April 21, 2017 How can we set up 1x and 2x tiles for our custom packs? If that isn't possible, any plans to update the tools? Link to comment Share on other sites More sharing options...
Snakeman Posted May 4, 2017 Share Posted May 4, 2017 I set my own custom .packs with the same names of each tiles (1x and 2x) 1x works good... 2x not working. If i set on mod.info only 1xpack tiles (pack=snakemantiles1x) working (1x and 2x option settings) but in 2x seems to be adjusted to that resolution making a some pixeled tile. if i set only 2xpack (pack=snakemantiles2x) Not working (in 1x or 2x option settings). Link to comment Share on other sites More sharing options...
Necromatic_Corgi Posted May 9, 2017 Share Posted May 9, 2017 I'm having a bit of a problem, My custom tiles appear to be invisible for some reason. https://gyazo.com/9212dae5503065dee25ea3994034accb Can anybody offer some help by chance? I'm trying to push an update for my map and this is kind of crucial. Thanks. Link to comment Share on other sites More sharing options...
Snakeman Posted July 1, 2017 Share Posted July 1, 2017 @EasyPickins Link to comment Share on other sites More sharing options...
ammopack Posted December 31, 2021 Share Posted December 31, 2021 Any .tiles tuts or help? Lots of options here I dont know what they do Link to comment Share on other sites More sharing options...
Tchernobill Posted May 27, 2023 Share Posted May 27, 2023 (edited) It looks like the .pack format definition has changed over PZ lifespan. New header seems to be / include pzpk (UI2.pack) while old format was starting with the number of pages(UI.pack). Where can I find the format definition ? answer is: on this git repository. Edited May 28, 2023 by Tchernobill solution given by map/tile experts (Alree) Link to comment Share on other sites More sharing options...
Healsfire Posted August 9, 2023 Share Posted August 9, 2023 On 5/8/2017 at 8:38 PM, Necromatic_Corgi said: I'm having a bit of a problem, My custom tiles appear to be invisible for some reason. https://gyazo.com/9212dae5503065dee25ea3994034accb Can anybody offer some help by chance? I'm trying to push an update for my map and this is kind of crucial. Thanks. Did you ever figure out how to get this fixed? Link to comment Share on other sites More sharing options...
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