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Posts
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Reputation Activity
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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!
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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!
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martingee got a reaction from MrCouper 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!
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martingee got a reaction from Ayrton Orio in 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).
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martingee got a reaction from Kuren in 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.
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martingee got a reaction from Kuren in 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.
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martingee got a reaction from Capt_Paradox in 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.
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martingee got a reaction from Kuren in Climate Change
For what it's worth, there is a meteorological detachment/unit actually based in the real Fort Knox.
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martingee got a reaction from trombonaught in Climate Change
For what it's worth, there is a meteorological detachment/unit actually based in the real Fort Knox.
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martingee got a reaction from Tails in 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.
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martingee got a reaction from Kuren in 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.
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martingee got a reaction from Spikelord in 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.
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martingee got a reaction from NorthRoad in 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.
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martingee got a reaction from Zorak in 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.
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martingee got a reaction from iwawa in 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.
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martingee reacted to Sick Boy in Muffled Scream
Just wanna put this out there...
Fahrenheit. Not Celsius when doing temperature displays.
Yes, I know the rest of the world uses Celsius, but Americans use Fahrenheit, as would all of their temperature displays.
I'm fairly certain you'd include an option to swap between the two. Actually most cars I've seen that digitally display temp have this feature in real life. But I wanted to be a loud American anyway.
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martingee got a reaction from Sparrow in 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.
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martingee got a reaction from trombonaught in 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.
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martingee got a reaction from EnigmaGrey in 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.
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martingee got a reaction from Leoquent in 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.
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martingee got a reaction from Kuren in 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.
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martingee got a reaction from Legoland99 in 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.
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martingee got a reaction from Kuren in 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.
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martingee got a reaction from myhappines in 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.
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martingee got a reaction from Legoland99 in 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.