I made a Project Zomboid Mod | Start to Finish DevLog - Watch before YOU Develop!

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and what you see here is the junk jet from Fallout 4 it has a limited capacity can shoot just about anything and is fueled by your hoarding capabilities now I referenced this in my last video as you just heard but thanks to Judith we're going to make this happen hey pin this commento junk jet mod now please whoever is computer wizard please 11 lovely I said why the [ __ ] not I could be that wizard I got the skills I got some background some things Ste computers talking to the machines so yeah this is the this is the journey this is where we Jet Set Radio this [ __ ] we [ __ ] we just grind it out we're just going to and if you still have no idea what this video is about this is going to be the dev Vlog of me making my first project zom mod as a complete Noob we're going to speedrun through this creative process with the goal of teaching you what to do and what not to do we'll on everything from the ideation process tool use resources development rows and load box until we see that sweet sweet product of the junk jet in game yeah yeah we're going to grind it out the first two days we're just outlining requirements on paper just to do some research on what we want to do exactly but this is mainly important since we have to accept three concepts before even moving forward one there are things we know that we know two there are things we don't know that we know and three which is most importantly there are things we don't know at all so these are considered the unknown unknowns as the things we just don't know which could just end up leading to this project ending immediately but this is the planning necessary to prevent any of these issues but overall to kick this off we're we pretty much use notepad to keep track of some thoughts as we built out our requirements a little bit of clickup as a productivity software just to kind of outline things our tasks some dates on there to keep us accountable and a little bit of chat GPT for that uh sweet sweet help that we so dearly need but yeah shrink me down let's [ __ ] look at these requirements now nice now we're just going to add this into a nice little checklist throw some dates on there keep ourselves accountable and that wraps up as much planning as we're going to do for now so going off those known knowns and known unknowns there are tools we're going to need to make this happen we know project zboard is javab base we'll have to dust off our knowledge there and download an IDE to decompile some source code explore some files then we're probably going to need blender to make our actual 3D model and learn how to use it since that would be helpful also project onare has an existing structure with mods leveraging Lis scripting so yeah that's another thing we'll have to try to figure out then there's no better way to start by just doing some research and creating that weapon template and reviewing some existing mods to help guide me along the process and last Le there your confidence in yourself that you could do it and then the rest will fall into place as we pass forward day two was followed by some in-game testing just to see how projectiles work uh molotovs being one of the only projectiles in the game that you can visibly see so I actually want the ability to shoot my gun and to see the object hit the zombie there's some a lot of math done for Collision detection we'll see if I even get that far but overall that's one thing I did some research on during day two but one L I did take was following guides from about like two years ago about how to decompile the game I want to realize I don't need to decompile the game I don't need to do any of that just to build a mod wasted some time there on day two but on the winds shout out to my boy Patrick I think he's just doing Minecraft videos right now um Blackbeard and orgn for the only three Youtubers with any context on how to actually build a mod so they that was helpful appreciate yall the goats and lastly we also discovered Kojima we found his GitHub repository and he actually built his own tool for handling Workshop mod templates so all the mundane boring things you have to go through when it comes down to building your mod updating files copying over into Workshop directory he built a really cool typescript based uh node CLI just to handle all the file management that comes with andina Mod so I'll probably jump to screen to show you what's going on there just go read his documentation now on the third day we're feeling confident ready we sat down opened up vs code and immediately got distracted started playing some rocket League bashing stats up for those who are interested in uh in the sport but you know what after that was a huge Monumental push in the progress we started to make we got to work on our mod template use some existing Assets in game with a shotgun and trigger an action on a key [Music] press pew pew you see I press reload and it goes pew pew that's pretty big it's like the hello world for me so I was pretty I was I was proud of that [ __ ] your honeymon now we're at a new Crossroads we have to make the great decision do I handle all the logic of weapon reloading and removing the items from the inventory myself or leverage all the nice functions and templates that product zom provides me in the first place got to figure it out to handle this ourselves we have to automatically pull junk items use it as ammo feed it to the weapon handle that with our key press maybe add in some logic if a junk item is favored so it won't select it then we'll need to always track our inventory which could have some high overhead but I don't have to worry about magazines and M recipes on the other hand just use the existing templates for ammunition magazines where I just need to figure out how to convert a junk item into ammo to fit in the magazine through a recipe which sounds a bit more simpler now which do you think would be easier cuz I tried them both ding ding ding yep using the existing weapon templates for obvious reasons now I had some knowledge gaps I'm not perfect I don't know what I'm doing but we'll throw up some reasons on why I went with this path and what everything that went wrong with this one so regardless now we're cooking we see the path forward and we know what we got to do but I have a trip planned to Colorado so I to push everything in the GitHub get my new machine ready with all the apps and tools I needed just so I could work on into my free time now did I really get anything done while I was on vacation in Colorado yes I did I took 4 days to figure out how to fix an issue I created for myself but while I was struggling with that issue in my free time I decided to work on all the design work one I found a an existing three model of a junk jet that saves me so much [ __ ] time you have no idea I was not looking forward to making this I have some solid works experienc in the past and you see you see the edges on this junk Chet it sucks but shout out to this guy cuz I I took it congratulations you won then after that came all the boring stuff like making your icons making your images transparent for the junk jet this is some stuff on Photoshop you could also use [ __ ] if you don't want to pay for Photoshop but po Wham slam wow now this shit's looking professional almost Workshop ready days is 11 and 12 though we're back on track and things are functioning recipes working tool tips added magazine don't need it reloaded weapon logic working chat GPT helpful honestly I was pleasantly surprised with how useful chat GPT was during this process I've I threw a lot of things at it and as my little paired programming buddy it did pretty well but after going back and forth it was familiar with the product zomboid structure for the mod templates and what were some of the functions that actually existed in game so wow I was really surprised there so that's a w gun texture still doesn't exist let's do it so blender starts with us building off of the existing model that we found off the web or should I say reducing the existing model since overall that's a 5 megabyte model and project zomboid is just going to reduce a lot of the details that we didn't even need in the first place so we're going to thank black perod with the first lesson reduce all the complexities in that shape to its lowest form while still keeping the same form factor so through that we watched a few tutorials figured out how to use the option and just played with our slider till we got ourselves in nice shape that still kept the overall form factor of the junk jet then came the mesh texture fails after a few attempts and tutorials we finally did an export and it did not work out at all we went through process of elimination checked the model script checked out file paths but we did not check blender and we were just never exporting the right in the first place I had to uncheck everything except for the mesh and that's all we really cared for so this was a huge Discovery and I even tried troubleshooting and changing my export type to direct X which wasn't even necessary since it supports fbx files so simple as just a toggle we love to see it so once we figured that out then we were golden we tried to do it the legit way which includes accounting for every flat Edge on your model and then painting all those individually maybe within Photoshop or so after you exported your little image and then importing that in the game but my only issue is that this shape still sucks even though I got my model given to me I didn't have to go to the work to make it myself it was still a fairly complex model to begin with opposed to just a few rectangles or a square or something so I just painted it orange and we did the export the right way and it [ __ ] worked I was hyped and to go from Orange to this beautiful texture we see today we just ended up taking our texture overlay image and slapping on two images of the junk jet my thought process was that everything should be covered in some one of these rust pre-apocalyptic dusty ass colors and it it worked out so boom now the junk Jet's working now the last pieces was just aligning our junk jet model with our player which was just taking some existing models seeing where they sat doing some fine-tuning lots of saves and re-uploads but we finally got it it's looking good good enough to my standards now last up on our checklist came down to handling the distribution for house spawns work I actually ended up using a python script just to read out all the junk item files since I wasn't going to type that [ __ ] out myself also we threw in a custom sound for the uh junk jet noise when you shoot it it's got awful but it kind of works then we got to like take a look at our requirements maybe some of the stats for the recipes what it takes for you to actually use it lastly some bugs we'll have that will end up calling features and we'll ship it off but before we can even ship anything we still have to face the final boss and that is collusion detection the only person in the workshop that remotely does this is the maven bow and arrow mod that's the only weapon in game that I know of that where you can actually see the projectile come out of the weapon Hit the Target and yeah that's what we're looking to do but replace that with some RNG roll of any inventory item we created that converted into junk for our weapon now we have to face the reality is that there is a lot of code here involved and it's foreign so I did not get that far and that's the seona backlog for v2 of the junk jet so so either way this is going to be an open source project I'm throwing it up on my GitHub so if anyone is interested in pulling this making some edits like have a field day just let me know if you're going to do anything but overall this has been a really fun experience going through the whole process hopefully you got to learn a thing or two I'm going to put all the links of the things I've learned in the description here and call it a day probably in the V2 we'll try to tackle Collision detection before this video gets any longer and then figure out how this works in multiplayer but for now you could tell me how terrible this mod works in the workshop comments cheers and have a good
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Channel: kendrick_today
Views: 3,250
Rating: undefined out of 5
Keywords: project zomboid mods, project zomboid guide, project zomboid tutorial, project zomboid build 41, project zomboid mod delevopment, how to make a project zomboid mod, build a project zomboid mod, create project zomboid mod, build in project zomboid, how to create a project zomboid mod, how to build in project zomboid, making a project zomboid mod, project zomboid, build 41 project zomboid, make a project zomboid mod, how to mod project zomboid, project zomboid weapon mods
Id: Os6tpM_LIxI
Channel Id: undefined
Length: 12min 40sec (760 seconds)
Published: Mon Jul 24 2023
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