martingee

PZ Dev
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About martingee

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    Animation Wizard

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  1. 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.
  2. 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!
  3. 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.
  4. Climate Change

    http://kyweathercenter.com/?p=1816 just saying... Although the pictures weren't showing when I last looked.
  5. 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.
  6. Currently we export to X files and then there's an in between proprietary exporter so the PZ engine can read the anim/model. However one of Bitaboon Mark's tasks is to streamline this process and have the ability to import X files directly into the engine along with more common formats like FBX. Bikes are something we'd like to do but we have to get a few things worked out and lined up in order for it to happen.
  7. Climate Change

    For what it's worth, there is a meteorological detachment/unit actually based in the real Fort Knox.
  8. PZ updates (?) / development

    I live in Britain and occasionally meetup with Lemmy, Captain Binky and RingoD if anyone's interested. No, it's fine, I've just got something in my eye.
  9. 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).
  10. Bullet trails were requested/suggested a while back to help players in multiplayer have some indication as to where they were been shot from and also generally help with aiming. The way firearms work currently don't support this or tracers (which is what you were may be thinking of?) which would be quite cool in their own right and as you mention are another type of ammo.
  11. Bows (specifically the arrows) need new code systems writing for it as the guns currently don't use physics code and is, iirc, why we don't have bullet trails. Bows and crossbows are on the cards but I don't know when they'll be looked at since they will require a concerted effort to implement.
  12. 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.
  13. 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" .
  14. 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.
  15. RELEASED: Vehicle Test 41

    Capacity is set the way it is for gameplay balance. I know what you're saying but vehicles would be quite OP and/or become too essential. That's not to say the numbers won't get tweaked if it's felt they don't carry enough but it's one of the examples where gameplay trumps realism, which has been one of the mantras of PZ development.