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A set of Tools and Tiles for Project Zomboid's Map Making Programs.

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BeeArr's Tiles & Tools

This project started as just a way to improve my personal Map-Making experience in Project Zomboid's TilZed/WordlEd/BuildingEd tools. It started with the simple goal of adding tiles to BuildingEd, but evolved into a complete new set of tools for TilZed, as well as a re-work of some existing ones, that will hopefuly make the Map-making process easier and more acessible for everyone.

I would like to thank everyone the Unnoficial PZ Mapping Discord for the support and help they have shown me, as well as thank all tile-makers for their wonderful tiles which are the main reason why I have created all of this in the first place.

If this project helped you, and you appreciate the herculean effort it took to put it together, please consider supporting me on Ko-Fi. Buy Me a Coffee at ko-fi.com

Backup your files!

Before you change anything in your own editors, please remember to backup all of your relevant files, which include:

  • TileZed and WorldEd as a whole.
  • Any and all files modified in this project.
  • Any and all files contained within all map projects (.tmx, .pzw, .lotheader, .bin, .lotpack, etc.)
  • Any and all building files (.tbx).
  • Any and all tilesheets (.png).

These tools have not yet been tested fully,

I am not responsible for any loss of data resulting from the usage of these tools. See license.txt for more information

Watch out for Mods!

I personally like to use many mods, especially new tiles. As such most of this project requires the same mods/tilesheets to be available, the list of which can be found here.

  • I have separated the tiles used by the TileZed tools into two categories (Vanilla and Modded); it should be easy to spot and comment out the modded tiles if you prefer to make maps using only Vanilla tiles.
  • When it comes to the BuildingEd ISO mode, I made no such separation, and using my modifications to that tool without the mods/tilesheets is not recommended.

The TileZed Tools 1

Expanded - Edge Tool 1

Expanded Tile Selection

While the functionality of the Edge Tool remains unchanged, the list of available tiles has been increased.

1

More than just edges.

The Edge Tool distinguishes itself from the fence tool in its ability to draw 'Outer' and 'Inner' corners, which greatly expands its use beyond simply drawing Grime and traffic lines. Although the current set of tiles which can benefit from placement througn this tool is low, new updates to vanilla and modded content might add new tiles to be used. Here are some examples:

1 2

Reworked - Fence Tool Fence Tool

Expanded Tile Selection

Pertominus#5743 gave me a great deal of inspiration when he shared his personal 'tool-fence-data.lua'. I have greatly expanded upon that list of fences to include all fences, both vanilla and modded (excluding the broken pieces.) As well as other non-fence tiles which work well with the tool, such as power lines, HVAC tiles, vines, etc.

1 2

Corner Placement at NW ・ NE ・ SW ・ SE

The original Fence tool was limited when it came to the placement of corner tiles, as most vanilla fences only have one corner tile in the north-west. I have expanded this functionality so that the tool is not able to use other corner tiles if available, like with these hedges or HVAC tiles, for example:

1 2

Remember to use the Ctrl Key to draw the SE corner manually. (It is the same as the 'post' tile in the old tool.)

Double Gates

You are now able to place double gates on fences that support them! Holding the Alt Key when drawing fences should begin to draw the first gate tile; continue holding the alt key as you place the adjacent tile.

1

Example Data Entry

To create new entries, follow this template and add to 'tool-fence-data.lua'.

fence {
   label = 'Tall Black Metal - Double Gate Op.',
   west1 = 'fencing_01_67',
   west2 = 'fencing_01_66',
   gate_space_w = nil,
   gate_door_w = 'fixtures_doors_fences_01_41', -- Solo Gate Tile OR Double Gate tile on x = 0, y = 0.
   gate_door_w2 = 'fixtures_doors_fences_01_40',-- Double Gate tile on x = 0, y = 1.
   north1 = 'fencing_01_64',
   north2 = 'fencing_01_65',
   gate_space_n = nil,
   gate_door_n = 'fixtures_doors_fences_01_42', -- Solo Gate Tile OR Double Gate tile on x = 0, y = 0.
   gate_door_n2 = 'fixtures_doors_fences_01_43', -- Double Gate tile on x = 1, y = 0.
   nw = 'fencing_01_68',
   sw = nil, -- South West Corner Piece
   ne = nil, -- North East Corner Piece
   post = 'fencing_01_69',
   se = 'fencing_01_69' -- South East Corner Piece, same as 'post' for most fences.
}

Reworked - Single-tile Object Tool (Formerly Street Decoration Tool) 1

Expanded Tile Selection

The lackluster vanilla selection has been greatly increased to cover most tiles that could be used outdoors.

1

Increased Height Limit

The original tool was able to place street lamps and traffic lights layers 0_Furniture and 1_Furniture. The tool is now able to place tiles on the 2_Furniture layer. Currently the only tile that makes use of this is the Utility pole, which when used in conjunction with the Fence Tool, makes the process placing power powerlines much easier.

1

Example Data Entry

Before you use this tool, make sure your current map features all of these layers: '0_furniture, 1_furniture, 2_furniture'. If you wish to create new object entries follow this template and add them to 'tool-street-decoration-data.lua'.

add4d {
    label = 'Utility Pole',
    layer0 = '0_Furniture',
    tile0 = {
	w = 'appliances_com_01_94',
	n = 'appliances_com_01_88',
	e = 'appliances_com_01_94',
	s = 'appliances_com_01_88'
    },
    layer1 = '1_Furniture',
    tile1 = {
	w = 'appliances_com_01_95',
        n = 'appliances_com_01_89',
        e = 'appliances_com_01_95',
        s = 'appliances_com_01_89'	
    },
    layer2 = '2_Furniture',
    tile2 = {
	w = 'appliances_com_01_92',
        n = 'appliances_com_01_93',
        e = 'appliances_com_01_92',
        s = 'appliances_com_01_93'
    },
	distance = true
}

NEW - Multi-Tile Object Tool 1

Gone are the days in which you have to rumage through tilesheets and manually select tiles when you want to place a large object directly in TileZed. This tool is my crowining acheivement and allows you to place multi-tile objects with one click! While the current selection of tiles isn't quite extensive, it is easily expandable as with the other tools.

1 2

Rotating Objects.

MTO can rotate objects! By holding the Alt, Ctrl, or Shift Keys, the object will be rotated if different orientation versions of that object are available.

1

Example Data Entry

When creating a new object for the tool, please keep in mind that the tiles are arranged in the pattern shown in this image. 1

  • dir1 refers to the tiles displayed when no key is pressed, dir2 when Shift is pressed, dir3 when Control is pressed, and dir4 when Alt is pressed.
  • When an object does not have tiles in each orientation, copy the usable ones to the leftover directions so the tool continues working (See 'Orange Tents' template)
  • Objects with two tiles should follow the 'Orange Tents' template.
    {
        label = 'Picnic Table',
        dir1 = {
            w = 'camping_01_8',
            n = 'camping_01_9',
            e = 'camping_01_10',
            s = 'camping_01_11'
        },
        dir2 = {
            w = 'camping_01_12',
            n = 'camping_01_15',
            e = 'camping_01_13',
            s = 'camping_01_14'
        },
	dir3 = {
            w = 'camping_01_8',
            n = 'camping_01_9',
            e = 'camping_01_10',
            s = 'camping_01_11'
        },
	dir4 = {
            w = 'camping_01_12',
            n = 'camping_01_15',
            e = 'camping_01_13',
            s = 'camping_01_14'
        },
    },
	{
        label = 'Orange Tents',
        dir1 = {
            w = 'camping_01_0',
            n = 'camping_01_1',
            e = nil,
            s = nil,
        },
        dir2 = {
            w = 'camping_01_2',
            n = nil,
            e = 'camping_01_3',
            s = nil,
        },
	dir3 = {
            w = 'camping_01_0',
            n = 'camping_01_1',
            e = nil,
            s = nil,
        },
	dir4 = {
            w = 'camping_01_2',
            n = nil,
            e = 'camping_01_3',
            s = nil,
        },
    },

Expanded - Houseplant Tool 1

Thanks to our wonderful tile-makers, this tool's usable tile pool has been greatly increased.

  • Vanilla Users: While out-of-the-box it depends on those modded tiles, I made it easy to comment them out on the tool itself.

1

NEW - Grass Tool 1

Allows you to place grass anywhere. No more fidgeting with Rulesets and the BMP Brush. Places grass on the 'O_Vegetation' layer.

1

NEW - Shrub Tool 1

Allows you to place shrubs, and other low plants. Places shrubs on the 'O_Vegetation' layer.

1

NEW - Seasonal Bushes 1

Placing Bushes by hand with the new game tiles was incredibly difficult. You needed to select each of the bush tiles (Branches, Leaves, Flowers) and place them one-by-one, changing layers in between. This Bush tool does that automatically, randomizing the bushes placed in the process.

  • Before using this tool, add the following Layers to your map: '0_Vegetation', '0_Vegetation1', '0_Vegetation2'.

Four Seasons

This tool is also able to place bushes from different seasons:

  • By holding the Alt Key, you are able to place Spring Bushes.
  • By holding the Ctrl Key, you are able to place Autumn Bushes.
  • By holding the Shift Key, you are able to place Winter Bushes.
  • Without holding any Key, the tool defaults to Summer/Green Bushes.

1

Example Data Entry

The tool works by pulling tilesheet data from each bracket, in order, and placing the fisrt one on the '0_Vegetation' layer, the second one on the '0_Vegetation1' layer, and the third one on the '0_Vegetation2' layer.

  • The spring tool is the only one which is cable of using three layers, '0_Vegetation' for the branches, '0_Vegetation1' for the leaves, and '0_Vegetation2' for the flowers. It will also place two tiles, or even one, if only that is available within the brackets.
  • The autumn and summer tools can place one or two layers, while the winter tool can only place one.
spring = {
{'d_plants_1_16', 'd_plants_1_24'},
{'f_bushes_1_7', 'f_bushes_1_71', 'f_bushes_1_87'},
}
summer = {
{'f_bushes_1_0', 'f_bushes_1_64'},
}

autumn = {
{'d_plants_1_15'},
{'f_bushes_1_0', 'f_bushes_1_48'},
}

winter = {
{'f_bushes_1_0'},
}

NEW - Tree Tool 1

Allows you to place trees anywhere in the map! No more fidgeting with Rulesets and the BMP Brush.

1

NEW - Seasonal Trees 1

Placing Trees by hand with the new game tiles was incredibly difficult. You needed to select each of the tree tiles (Branches, Leaves, Flowers) and place them one-by-one, changing layers in between. This Bush tool does that automatically, randomizing the trees placed in the process.

  • Before using this tool, add the following Layers to your map: '0_Vegetation', '0_Vegetation1', '0_Vegetation2'.

Four Seasons

This tool is also able to place trees from different seasons:

  • By holding the Alt Key, you are able to place Spring Trees.
  • By holding the Ctrl Key, you are able to place Autumn Trees.
  • By holding the Shift Key, you are able to place Winter Trees.
  • Without holding any Key, the tool defaults to Summer/Green Trees.

1

Example Data Entry

The tool works by pulling tilesheet data from each bracket, in order, and placing the fisrt one on the '0_Vegetation' layer, and the second one on the '0_Vegetation1' layer

  • The Spring, Summer, and Autumn tools are all able to place tiles in two layers.
  • The Winter tool currently only places tiles on a single layer.
spring = {
{'e_americanlinden_1_0', 'e_americanlinden_1_8'},
{'e_americanlinden_1_0', 'e_americanlinden_1_12'},
}
summer = {
{'e_americanlinden_1_0', 'e_americanlinden_1_12'},
{'e_americanlinden_1_1', 'e_americanlinden_1_13'},
}

autumn = {
{'e_americanlinden_1_0', 'e_americanlinden_1_16'},
{'e_americanlinden_1_0', 'e_americanlinden_1_20'},
}

winter = {
{'e_americanlinden_1_0'},
{'e_americanlinden_1_1'},
}

NEW - Cracks Tool 1

Allows you to place small street cracks on the '0_FloorOverlay' layer.

1

NEW - Trash Tool 1

Allows you to place small street cracks on the '0_FloorOverlay' layer.

1

NEW - Stone Tool (Relies Exclusively on Daddy Dirkie dirks Tiles) 1

I made these three tool with great appreciation for the tiles that Dirk, Melo, Pert and all others have made. It allows you to place stones randomly on the '0_Furniture' layer.

You must have DDD's tilepacks installed for this tool to work, if you wish to remain vanilla, remove this tool.

1

NEW - Stacked Junk Tool (Relies Exclusively on Dylan's Tiles) 1

It allows you to place Stacked Furniture tiles randomly on the '0_Furniture' layer.

You must have Dylan's tilepacks installed for this tool to work, if you wish to remain vanilla, remove this tool.

1

NEW - Overgrown Tiles Tool (Dylan's and Melo's Tiles) 1

It allows you to place his Overgrown tiles randomly on the '0_Furniture' layer.

You must have Dylan's and Melo's tilepacks installed for this tool to work, if you wish to remain vanilla, remove this tool.

1

NEW - Blood Tool 1

Allows you to place blood splaters on the '0_FloorOverlay' layer.

1

NEW - Azakaela's Tile 2 Item Converter Addon

1

The wonderful Azakaela has released a tile-to-ingame-item mod that allows mappers to easily create their own stories by guaranteeing spawns of items, cars, notes, weapons, etc. My addon tools will allow you to quickly place some of the available items while in Tilezed. You may find that mod here.

Random Corpse Tool

Random Zombie Tool

Random Skeletons

Random Army Zombie Tool

Random Police Zombie Tool

Random Medical Zombie Tool

Random Special Zombie Tool

Random Container Tool

Random Electronics Tool

Random Electronics Scrap Tool

Random Metal Scrap Tool

Random Wood Scrap Tool

Random Farm Equipment Tool

Random Melee Weapon Tool

Random Firearm Tool

Random Explosive Tool

Four Direction Vehicle Placer Tool

How to install Aza's addons.

Follow the instructions below to install these tools in your own Tilezed, but instead of replacing the LuaTools.txt file, copy and paste the code from the version within Aza's Tools folder to your own LuaTools.txt file.

Needless to say, these addons require the tilesets from Azakaela's Tile 2 Item Converter Addon.

Adding these tools to your TileZed.

Backup your files before proceeding.

The process of adding the tools is fairly simple. Head to your TileZed folder and:

  • Replace the 'LuaTools.txt' within your /TileZed/ folder by the one provided in this Project.
  • Add all files within the /TileZed/lua/ folder provided in this project to your /TileZed/lua/ folder, replacing all files when prompted.
  • If you use Alree's fork of TileZed, place the files on the TileZed folder of his fork.

Choosing which tools to use.

If you would like to use some, but not all of these tools, remove them from your TileZed program by:

  • Opening the 'LuaTools.txt' file.
  • Deleting the 'tool' entries from the file.

1

If you would like to opt out from the changes made to the 'Fence', 'Edge', and/or 'Street Decoration' tools, do not replace either of the original files (e.g: 'tool-fence.lua' & 'tool-fence-data.lua').

Removing Modded tiles from Tool Datasets.

If you would like to remove modded tiles from the dataset:

  • Open the .lua file corresponding to the dataset, or to the tool from which you would like to remove modded tiles.
  • Comment out the lines after the -- ## Modded ## comments.

1

The BuildEd Improvements

To me, this is the true wonder of this project. So many tiles in the vanilla game, so many more from all modded tilesets... But when you are starting in Zomboid Map-Making and creating buildings with BuildEd, it is incredibly daunting to both navigate through all those tilesheets and to use those tiles effectively because not only they are not categorized, but also not properly set up within BuildEd's own ISO tile placer.

To help myself, and the many others who are beginning their map-making journey (and veterans as well, of course), I painstakingly went through most of the tilesets made publicaly available by the devs in this forum post

Not only that, but I did the same for most of the modded tilesets that our incredible community has created. The end result includes what I believe is 90% of the general use (tiles that could be used on any map // not created for specfic projects), non-meme tiles, available for use in ISO mode on BuildEd. This includes walls, roofs, trims, furniture, signs, roof caps, grime, etc; added by hand to BuildEd.

1

In Numbers

Vanilla 'BuildingTiles.txt' size: 1 BeeArr's 'BuildingTiles.txt' size: 1

Vanilla 'BuildingFurniture.txt' size: 1 BeeArr's 'BuildingFurniture.txt' size: 123

About Mods

I have used modded tilesets extensively through this project, therefore to make full use of my changes would require you to have the same modded tilesets as well. The current .pack files within my mod folder are:

Smoke2x.pack
Blood.pack
water_dispenser.pack
en_newburbs.pack
improvisedflooring.pack
perts_tiles.pack
perts_xmas_tiles.pack
Quarters.pack
solarmod_tileset_01.pack
solarmod_tileset_01.pack
melos_tiles_for_miles.pack
P4PumpPury.pack
ivery_tiles.pack
fearstiles.pack
lighting_indoor_01.pack
SGnewFarming_01.pack
SGnewFarming_01.pack
SGnewFarming_01.pack
DTilesPack.pack
RC_01.pack
diederiks_tile_palooza.pack
tkTiles_01.pack
swws_weather_station.pack
grapeseed.pack
blackwood.pack
DTilesPack.pack
tsarcraft_music.pack
tsarcraft_music2x.pack
Fire2x.pack

The exact tilesets this edit is currently using can be found on this file

Adding the improvements to your BuildEd.

Backup your files before proceeding.

Regardless of which BuildEd you are currently using (Vanilla or Alree's Fork) the files to be replaced can be found at:

C:\Users\USERNAME\.TileZed

  • Copy all files within this project's /-dot-TileZed/ folder, into your /.TileZed/ folder, replacing when prompted.

What's Next?

While I feel pretty happy about how things tunrned out, there's always room for improvement.

  • Figure out how to Automate the NewBurbs Roofs.
  • Make sure all of the TileZed .lua tools are checking layers before drawing.
  • Adding tiles extracted from the current version of the game, but are not made available by the Devs, to BuildEd ISO mode.
  • Creating my own tileset and actually finishing my first map project 😂.

"I have a tool idea!"

Great, contact me on Discord and I will try my best to implement it!

Thank you for reading, and thank you for your support!

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A set of Tools and Tiles for Project Zomboid's Map Making Programs.

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