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martingee

The Indie Stone
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  1. Spiffo
    martingee got a reaction from Kuren in Men with Ven   
    It might not be straight away, there's a lot to get working properly, but that's the plan. The cars have been modelled with this intention.
  2. penisham
    martingee got a reaction from Blasted_Taco in Beeverdoid   
    I initially was looking at vehicle armour because it was one of the first things brought up when we announced vehicles and kept on been asked for throughout development. It also linked in nicely with our other proposed attachments to vehicles (bullbars, ploughs etc) and could use the same code attachment system.
     
    We’ve gone through a few iterations internally and the screenshot posted in the Thursdoid is the path we’re looking to go down.
     
    Stylistically I’ve tried to keep it “real worldy” but with some artistic license since a lot of people want to go full on Mad Max style which, really isn’t in keeping with PZ’s art and game design but does provide some nice forms and “cool” looking vehicles. This won’t stop people in the future from doing their own thing and putting billions of spikes everywhere!
     
    Reference came from a number of sources, some obvious (there’s a plethora of zombie survival vehicle design online!) to some less obvious.
     
    It’s from one of these less obvious sources that the much debated wheel coverings were taken from; a real world source where practical reasons for covering the wheels and still having them functional literally mean life and death. Namely homemade, improvised, armoured vehicles used by militias in the Iraq and Syrian wars. I also found some examples of Ukrainian and vehicles made in some of the African wars.
     
    I won’t post them all (there’s a whole r/ reddit devoted to improvised, armoured vehicles as well as google searches) but here’s a few that influenced some of my early iterations, including the wheel coverings.
     

     

     

     
    The overall affect is too extreme for PZ but gave me a good starting point.
     
    My intention was for the armour was to only represent the reinforcement of parts but people seem to be reading each part “as is”, so a sealed window would restrict the drivers view more than a slatted one, which wasn’t my intent. A sealed window would for all intent and purposes be the same as a slatted window with no more advantage or penalty; this is something we can discuss internally depending on what pro’s and cons we settle on for armouring the vehicle and whether we want to go quite so literal.
     
  3. Like
    martingee got a reaction from Kuren in Beeverdoid   
    I initially was looking at vehicle armour because it was one of the first things brought up when we announced vehicles and kept on been asked for throughout development. It also linked in nicely with our other proposed attachments to vehicles (bullbars, ploughs etc) and could use the same code attachment system.
     
    We’ve gone through a few iterations internally and the screenshot posted in the Thursdoid is the path we’re looking to go down.
     
    Stylistically I’ve tried to keep it “real worldy” but with some artistic license since a lot of people want to go full on Mad Max style which, really isn’t in keeping with PZ’s art and game design but does provide some nice forms and “cool” looking vehicles. This won’t stop people in the future from doing their own thing and putting billions of spikes everywhere!
     
    Reference came from a number of sources, some obvious (there’s a plethora of zombie survival vehicle design online!) to some less obvious.
     
    It’s from one of these less obvious sources that the much debated wheel coverings were taken from; a real world source where practical reasons for covering the wheels and still having them functional literally mean life and death. Namely homemade, improvised, armoured vehicles used by militias in the Iraq and Syrian wars. I also found some examples of Ukrainian and vehicles made in some of the African wars.
     
    I won’t post them all (there’s a whole r/ reddit devoted to improvised, armoured vehicles as well as google searches) but here’s a few that influenced some of my early iterations, including the wheel coverings.
     

     

     

     
    The overall affect is too extreme for PZ but gave me a good starting point.
     
    My intention was for the armour was to only represent the reinforcement of parts but people seem to be reading each part “as is”, so a sealed window would restrict the drivers view more than a slatted one, which wasn’t my intent. A sealed window would for all intent and purposes be the same as a slatted window with no more advantage or penalty; this is something we can discuss internally depending on what pro’s and cons we settle on for armouring the vehicle and whether we want to go quite so literal.
     
  4. Like
    martingee got a reaction from xXxFANCYCAPYBARA36xXx in How to Edit Vehicle Skins   
    To help create your custom skins here are the UV's for each vehicle (as .png's). 
     
    These are my working files so the names don't "mean" anything, other than to tell me which set of UV's they are.
     
     
    PZ_Vehicle_UVpngs.rar
  5. Like
    martingee got a reaction from RickL in How to Edit Vehicle Skins   
    To help create your custom skins here are the UV's for each vehicle (as .png's). 
     
    These are my working files so the names don't "mean" anything, other than to tell me which set of UV's they are.
     
     
    PZ_Vehicle_UVpngs.rar
  6. Like
    martingee got a reaction from BlackSun in Electricity gone, solar unavailable, generators dangerous - how about...   
    Approximately 1:30
    ... wouldn't be very practical as it would attract zeds to your base though.
  7. Spiffo
    martingee got a reaction from Kuren in 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?
  8. Spiffo
    martingee got a reaction from grammarsalad in 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!
  9. Like
    martingee got a reaction from grammarsalad in 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.
  10. Like
    martingee got a reaction from Vaileasys in 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.
  11. Like
    martingee got a reaction from Jason132 in 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.
  12. Like
    martingee got a reaction from MaxD12 in 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.
  13. Spiffo
    martingee got a reaction from EnigmaGrey in 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.
  14. Like
    martingee got a reaction from Liva98989 in 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.
  15. Spiffo
    martingee reacted to Liva98989 in Restrictive Dresses + Animation   
    Heya Everyone, so let's get right to it.
    Seeing the new video with the "potential" clothing I noticed that the way they had big gowns/dresses animated (As is most common to see, people usually just bind the dresses to the legs and therefore get these big pants which are supposedly dresses, even though they act completely like pants, bound to the bone structure and therefore easier to fit into animations (So you don't need to animate new animations for the dresses))
     
    Now while I understand why they would do this, I would like to suggest another option.
     
    Have restrictive dresses.

     
    Now before you go crazy, there are some restrictive and some not-restrictive dresses, the 1st, 3rd, 4th and 6th are probably the most restrictive and I would suggest making it so you can only walk in them (or crouch, but no running) which makes it so we won't see clipping, but holding the bottom of the dress to the ground (as shown on the bottom "animation", that way it seems much more like dresses instead of big pants which only really look good if you're standing still. 
    I would suggest animating the dresses (or part of them, to just drag along the ground, thinking along something like the Villager (woman) from Warcraft 3 if anyone can remember, it seems much more like a dress and doesn't break the aesthetics of the game. 
     
    So wearing a beautiful dress would let you look stunning, but would restrict you to walking/crouching, and maybe climbing through a window, but never down/up ropes or any of the other crazier animations.

     
    And if things become grim you can always just rip it and suddenly you can do all the normal things you could do before.
     
    Just please, let's not go the route of big trumpet pants, then I rather you just keep to dresses like the dark blue which is just a polygon in between the legs.
     
    (also please add heels  )
  16. Like
    martingee got a reaction from DedpaUrvor in Visible layer (interior, engine bay) under removable carparts   
    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.
  17. Like
    martingee got a reaction from Zorak in Visible layer (interior, engine bay) under removable carparts   
    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.
  18. Like
    martingee got a reaction from Tails in Visible layer (interior, engine bay) under removable carparts   
    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.
  19. Pie
    martingee got a reaction from F4t0n3 in Visible layer (interior, engine bay) under removable carparts   
    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.
  20. Like
    martingee got a reaction from halkaze in 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!
  21. Like
    martingee got a reaction from trombonaught in 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.
     
  22. Pie
    martingee got a reaction from MrCouper in 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.
     
  23. Like
    martingee got a reaction from Tails in 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.
     
  24. Pie
    martingee got a reaction from Keshash in 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.
     
  25. Like
    martingee got a reaction from Pandorea in 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.
     
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