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About martingee

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    Animation Wizard

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  1. It's been over 4 years...

    You're literally posting about NPC's above a thread discussing them.
  2. modifying cars

    Attachments are planned. We've been focusing on getting the base vehicle code working properly and tying that into the game. I'm not sure on the plans or technicalities of changing car colours. From my understanding you could probably re-colour the whole car but not have different coloured areas.
  3. 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.
  4. can I export a costum player model to this game?

    Currently there is a fiddly way to import your own skinned character which is detailed here . I'm no scripter or coder so don't know how user friendly that method is. The animation update will include a better and hopefully user friendlier way to import objects and skinned objects (characters) which is part of Bitaboon Marks remit.
  5. 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" .
  6. PZ "community"

    "Clean up in aisle 3!"
  7. 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.
  8. RELEASED: Vehicle Test 36

    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.
  9. Glass in Vehicles

    The only transparency we can have on 3d models is 1 bit transparency, that's to say it's either fully transparent or fully opaque with no in between value. Graded transparency on buildings (ie window glass) is achieved through the engine knowing what layer each element is on and can then draw this correctly in game. The PZ engine doesn't have a z buffer which is how a semi opaque window would be calculated during rendering. I'm not a programmer or tech artist so i may not have explained it correctly but in the past Captain Binky has explained this to me properly but i can't find the skype conversation, i think it was before i upgraded to a new SSD.
  10. Lua Method "loadSkinnedZomboidModel"

    As part of the animation update there will be support for loading skinned and static objects, that's one of the things Mark from Bitaboon has been working on. How exactly that will present itself and the full list of file types (.x files and fbx will be) I'm not sure, as I've not tested it yet but it is in the works.
  11. Thursday (now Friday--oops!) Quickie

    Well yes, the possibility of lag is a real issue and one the team are constantly working to avoid and improve (but is rarely credited for). It's easier for me to model this stuff as I go along, as opposed to going back and doing them and if, for whatever reason, interiors don't make an appearance, they can be easily removed from the model.
  12. Thursday (now Friday--oops!) Quickie

    The initial mesh and UV's I passed to Mash didn't contain an engine but subsequently I have updated the models with an engine compartment so that's what you're probably seeing. I have an engine texture and new UV's I'll pass onto Mash, it's not a big job but just needs re-exporting some of the textures. It's on my list to do. The hope is to have trunks, hoods and doors open but we need few things doing before they're implemented. It won't be any time soon (like next week) but it's something that's planned.
  13. Pitch Battle

    I'll try and answer some of the ones I have insight on but be aware I'm not privy to all the discussion that goes on around features and design! Box trucks and eighteen-wheelers -in a previous Thursdoid we previewed a WIP Fire Engine which is part of a larger pool of WIP vehicles. Balance is key if these larger vehicles were to be introduced, once we're happy with how the current crop of vehicles work and are integrated into the base game, the guys can make a judgement call on how larger, potentially over powered, trucks et al could be added. Tanks and military vehicles -I will say straight away that I have not yet modelled a tank but there are some WIP military vehicles. Like with trucks, military vehicles have the ability to be game breaking and change the tone of PZ if they're introduced willy nilly. The Military are an important part of PZ lore so military vehicles will make an appearance at some point, I'm just not sure to what extent. Motorcycles/Bicycles - I'll answer these two together. It would be great to add motorcycles and bikes however they introduce a side of things we've yet to tackle which is attaching player characters to vehicles and have them animate. At the moment, when a player gets into a car their model vanishes, this would look all wrong with bikes and motorbikes and also be visually inaccurate. You also have the quandary of dealing with the player potentially getting knocked/falling off the bike. It opens a can of worms that can't be tackled until the anim system is working. Vehicle deformation -I don't know how "expensive" vehicle deformation would be in the PZ engine, my gut feeling would be "high" but I'm no coder . From a model point of view I've tried to keep the models as low poly as I could whilst still trying to give the cars decent and distinctive shapes, I'm not sure they have enough poly's in them to start deforming them and still have them look ok. We could try but I think for the time being, our efforts are best directed elsewhere imo. Construction vehicles -Similar points to box trucks etc. I did look at construction vehicles when I was looking for ideas, they have a couple of challenges (tracks, moving parts), perhaps one for later down the line when we have other things sorted. Armored cars -like The Presidents car "The Beast" or do you mean player made, reinforced cars? (or both!?) I haven't modelled a limousine as I've been concentrating on more "everyday" cars but I did wonder about something like that but that might be for later. Again I think the plan is to have the ability to modify your car with suitable car parts (last weeks Thursdoid) but to also add zombie protection stuff at a later date. That needs to be worked out once people are happy with the base mechanic stuff.
  14. Grave Harvest

    Well, like most things, opening doors, trunks etc will be possible it's just how far up the priority list it is. Everything takes time to do, I'm just not sure how time consuming this is and as we've seen we're cracking on with visible damage, tying the upkeep and maintenance into the game etc as well other aspects of the game. It's definitely a conversation we need to have since things are never straight forward
  15. Grave Harvest

    When I've been making the vehicles they've all got interiors including engine compartments and trunks where applicable. Doors, hoods and trunks have been modelled so the can open. However I'm not sure when we'll implement this as a few things need to be "lined up" like animations for it to be visually correct, and I have no idea regarding what needs to be done code side for it to work..