martingee

PZ Dev
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About martingee

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    Animation Wizard

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  1. Approximately 1:30 ... wouldn't be very practical as it would attract zeds to your base though.
  2. Too Hot For TV

    Every time you add a new system or tweak an old one it invariably impacts performance to some degree. If you could see the time and effort put in by the guys to minimise lag, raise fps etc you'd be amazed at how technical things get (i'm no programmer ). That's not to say current and future builds will play as well on your laptop as older builds but, be assured the Zomboid team do as much as possible to squeeze out the last bit of ping, fps, packet loss, etc they can from the code so people can play on older machines. There's probably a thread somewhere that goes through some of the basics steps you can do as well in order to improve performance on your machine (update graphic drivers, validate steam install etc). I'll see if i can find one or if someone knows can they direct us to it?
  3. Major Buildings Request Thread

    I don't think Kentucky is known for its wine but I would expect a distillery for all the bourbon! I've mentioned it previously but I don't do anything with the map so I'm not sure what the plans are.
  4. Restrictive Dresses + Animation

    Part of the animation update is also restructuring the character skeleton. I've added 4 bones (2 at the back, 2 at the front) that control the dress between the legs. This affords some control and flexibility over clipping. I do like your designs and may nick a couple although we have the bra (and pants) in the base female texture so braless dresses are problematic at the moment Also heels probably won't make it (as a model anyways) as the feet are not detailed enough.
  5. The "broken hood" issue is known about and we have a fix in the works although it will only show a blank grey texture like the other bits. Ultimately we'd like to have working doors, hoods, trunks etc so we'll just be able to hide the separate mesh elements when you swap/fix them.
  6. Community Vehicle Suggestions

    I do have a few more cars modeled but i think the focus will be on refining what we have and get what we currently have working with the anim build and new importer (so we can have interior views), doubling down and making sure the scale of the cars/characters fit the world and add attachments (in what ever form they take). Adding a new vehicle isn't just about importing a new model and texture (unfortunately ) there's a few more things to be done so having everything properly fleshed out and working means we don't have to keep going over the same stuff. I mean, we kind of are a little at the moment as we finalise the vehicle build but i'd rather do that with the set of vehicles we have, rather than add five more and have to continually tweak those as well.
  7. Simple vehicle accessories

    Accessories (or attachments as I call them) are planned. We're still discussing to what extent they'll be implemented so any suggestions, as always, are welcome!
  8. RVs

    Trailers cause a problem because they introduce articulation to the physics system, in this case it would be a ball joint or at the very least a hinged joint. Were we using Unity, Unreal or some other commercial game engine then these things are already included and yet still cause a lot of headaches even though they're been used "out of the box." I don't think it's a "never" but certainly at the moment we have other nuts to crack before we get onto something like this.
  9. Climate Change

    http://kyweathercenter.com/?p=1816 just saying... Although the pictures weren't showing when I last looked.
  10. Is PZ Ever going to get finished?

    Iirc vehicles will be optional so in theory you'll be able play without them been spawned but also benefit from the overall optimisations that's been added.
  11. Climate Change

    For what it's worth, there is a meteorological detachment/unit actually based in the real Fort Knox.
  12. Car 3D models

    We don't have any "standards" per se and vehicles as a whole are still WIP so our process for getting them into game and how they setup/interact with code is still been refined and will likely change. With that been said here's a wireframe of the NormalCar along with its UV png The NormalCar has 699 tri's without wheels. When I've modeled the vehicles I've aimed for as lower tri count as possible whilst still maintaining a good shape and silhouette, so some are a little higher in tri count than the NormalCar (the ambulance has 861 tri's for example).
  13. Grave Intention

    Initially the Jeep won't have a tyre like the screengrab, that was my mockup in 3ds max. Ultimately it should have a tyre but will require some code tweaks so that you can use it, definitely planned though. Whilst I didn't initially make the Jeep with the other military vehicles I think I did see some camouflaged army jeeps similar to this Jeep during my research. I don't think it would look out of place to have a military version once we include the military.
  14. Test Track

    Coincidentally when I originally did the Ambulance texture you'll notice the Star of Life is not the one you find on Ambulances, it's a basic approximation. After the Red Cross controversy I was acutely aware of not infringing on copyright, which in this case is held by the US government. I know it appears in quite a lot of other games and the US government don't seem to mind (unlike the Red Cross) but I decided to not take the chance. So far no one's pointed out it's not "right" .
  15. Garage and vehicles

    Cars currently look a bit too big atm, I'm not sure on the specifics of "why" but the new characters in the anim build are also slightly bigger and more in proportion with the cars. Obviously this doesn't help with regards the garage doors but once everything is in and working properly with each other, we can look at reducing the rendered vehicle and character sprites and hopfully (fingers crossed) get them to work with garages as a whole.