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About martingee

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    Animation Wizard

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  1. Or something a low budget, fast food franchise would buy.
  2. I have a Taxi model done, it's essentially a NormalCar with a taxi sign and advert board on the roof. It needs Mash to do her texturing magic but it'll be for a future update, we've got a core set of vehicles that need tieing into the game properly. Once that's done we can take stock and decide what other vehicles we want to add. There are some other vehicles already in a WIP state but we need to weigh game balance, lore, engine performance etc. before they get finalised.
  3. Bicycles, motorbikes and indeed anything that has the character visible on/in the vehicle open up a can of worms regarding animation and physics that we currently can't accommodate. That's not to say we won't get around to them at a later date but we need a few things in place before we can do them; namely stable and robust vehicle physic as well as the new animation system. Even then they'll need some attention to work properly.
  4. Awesome! What's the safe room for? Tornado's?
  5. My aim with the Police livery, as with most stuff I do for PZ, is to be authentic not necessarily accurate.
  6. When I initially designed the Police texture my thoughts were what you might find in rural Kentucky. Research threw up a myriad of designs, in part because of the different types of Police (state, county, metropolitan etc) but also the fragmented structure of Police forces in America. Once Louisville makes an appearance this design will be more applicable. That's not to say the current one will stay white, depending on what Mash thinks and wants to do, a colour change may happen if it jars with the rest. Also, for those raising concerns on wheel placement, they'll change. Some do clip the wheel arches at the moment as they're placed in code an not part of the car mesh export. It's on the task list, like shadows but performance, stability and functionality is priority atm.
  7. Motor bikes, cycles and anything where the player is prone to falling off opens up a whole can of worms with regards physics, anims etc. I think the plan for now is to get cars working and stable and then look at how feasible bikes etc are with the vehicle system and the new anim system once that's finalised. So whilst I'm not saying "never", its not likely to be in the initial vehicle release.
  8. I'm may be been thick but what's the "EMT" job?
  9. The zombie eating anim is done and iirc was shown in a previous mondoid vid. (here's hoping lemmy didn't take it out )
  10. I may have tweaked Captain Binky's original animations but the new ones are pretty much the same as the old. The mouths will not be animated as that would require adding a skeletal bone to the mesh. We're endeavouring to keep it as optimised as possible and the extra bones I've added are for the back pack and some other clothe related goodness. An extra bone for the mouth is not really worth it for the "pay off".
  11. Assault rifle 02 was loosely based on a Ruger mini 14 but as mentioned I modelled it to generally look like guns of a similar type so we could cover a few possibilities. My thinking behind including a gun like this was what would be available to local Kentucky residents in 1993. The research i'd done lead me to believe police forces in the area would have access to the Ruger mini 14 as well as people privately owning them. Now whether the model will actually represent something like a Ruger mini 14 in game is still been mulled over, but whatever it is will be distinctly different to assault rifle 01 which is meant to a more modern (1993 modern ) assault rifle. It's also worth noting that these aren't necessarily going be as prelevant as handguns and shotguns.
  12. I'll have to check with the guys but I didn't model a silencer because, chances are, "vanilla" PZ won't have them. There is a mod though that adds silencers ( ). Lasers and iron sights haven't been taken out; I didn't model a version with those attachments because visually they wouldn't look a whole lot different whereas a red dot scope sits quite prominently on top.
  13. It's a wooden mallet, something akin to this it's just the shading in 3ds max when I took the screen grab, gives it a funny look.