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xXxFANCYCAPYBARA36xXx

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Posts posted by xXxFANCYCAPYBARA36xXx

  1. 18 minutes ago, CaptainDingo said:

    Currently, it seems the palette of colors that clothing spawns from is totally random. This sounds good on paper, but in reality every 10th person probably doesn't own a purple sweater and green pants. Predominantly you'd expect to see a lot of blue jeans, and black and white shirts.

    Is there any way to edit the palette that clothing picks from? I noticed in the item definitions, clothing has palette entries but they point to something I don't know how to find.

    never really thought about this but now you mention it, hordes do look a lil weird when every 10th zombie sports purple or green clothes and a lot of them just look kinda off

    im not sure but the hordes in the new animation update preview videos looked a lot better, they had black and blue jeans instead of those randomized colors.

  2. 14 minutes ago, rsdworker said:

    well in my tower (i created it was 10 floors - i cant remember i will check over)

     

    Update = 8 floors with roof - its seems there isnt a actual limit - i cant recall a tall tower with more than 7 floors

    There IS a limit so please fix whatever you made before starting your map cause trying to put any >8 floor building into the map will crash your tool immediately and as far is i know not save any big changes you made in the process

  3. On 18.6.2017 at 7:35 AM, Neutralnz1 said:

    I have got most sprites working in game now, The different colors really make a difference and give the game a fresh look for those who have been around for a long time and seen everything.

     

    Made a more modern looking home for eg.

     

     

    Spoiler

    House1.thumb.png.d8127b1e15c564f7a1de521e250f533f.png

     

    i swear to god thats a house from the last stand: dead zone

    the floorplans layout etc remind me a ton of it atleast.

    your custom tiles are awesome and i love your furnishing

  4. sorry for double post

    i want my game to have some really low poly 3d human characters on a procedurally generated 2d space so i been learning some blender and made this

    it took me a few tries because i didnt find good tutorials on making characters with reference images especially not low poly ones 

    Spoiler

    qoUDtwq.png

     

    V NEW MODEL overhauled her after tons of trial and error and im pretty happy with it now the legs went from 5 sided to triangular also did better rigging and the whole UV stuff

    V11jTSt.png

    EDIT

    bcQ4ipA.png

    Finished a Parka for her

    now i need to rig it and look into making a male version and do that uv stuff with both i think

     

    qqkM3tp.png

    nightfall

  5. On 7.3.2016 at 5:48 AM, Jab said:

    Experimenting with advanced rigging techniques today.

     

    Also thinking about not exporting bones that are not set to deform the mesh. Good way to control efficient bone exports.

     

    Pic:

    3ornjO3kRyg3In4HEk.gif

    OH MY FUCKING GOD THAT IS SO ADORABLE
    WHOS A GOOD 3D MODEL

  6. i just finished like 12 building replicas from a small town in indiana called "hope", 

    im taking a different approach now and dumping the generic houses for more fleshed out and personal ones to the area theyre in (partly cause i released my previous usa map houses and since other people can use em now for their maps mine wouldnt be fully original anymore)

    so i got this planned out at the moment

     

    INDIANA
        Smalltown HOPE
        City INDIANAPOLIS

    MICHIGAN
        City DETROIT

    EAST COAST

    MOUNTAIN STATES
        State COLORADO
            Gated Community HIGHLAND RANCH
            City DENVER
            Smalltown SOUTH PARK?

        State UTAH
            City SALT LAKE CITY

        State WYOMING
            Jackson?

    WEST COAST
        State WASHINGTON
            City SEATTLE
            Smalltown

        State CALIFORNIA
            City LOS ANGELES
            Smalltown no idea yet, gotta look for one

     

    cities will have smaller versions of their skylines, and all the big buildings will be unfurnished at least for the first release if i ever release this map.

    as you can see, there arent a whole lot of locations. this map is way too ambitious to include tons of location with different regional and personal housing, so i reduced the mini USA to a few states 

    for example, the entire midwest will basically be indiana (thats me pissed to everyone excluding indiana from the midwest in every game and such ever, my maps gonna be big and cool and not include any of the mainstream midwest states HAH) so it will be indiana, with indianapolis and hope and maybe roanoke, and the rest will be farmland with a few farm buildings scattered around. 

    im including a bit of michigan because of my best friend whos from michigan and ill see about including a bit of his small town in it but it wont see detroit, atleast not in the first release either.

    i will likely not be including new york and boston and such, atleast not for first release. i wanna get the map out before / shortly after the animations update.

    if new york and boston and all those will make it in theyll be heavily downsized versions, with a lil skyline and a few big buildings.

    thats it for now.

     

  7. On 5.6.2017 at 6:08 PM, Legoland99 said:

    Does anyone know the maximum number of floors the game can hold ? I think it was 7 or 9. Any help would be great !

    As far as I known since like 2014 or 15 its usually been said to be 8, but I recently read about how the floor limit is **apparently** 7. I keep my buildings roofed up at floor 7

    for 1, performance reasons and 2, to be on the safe side

  8. 2 hours ago, Brex said:

    Stranded

    You start on the side of the highway outside Muldraugh and March Ridge with a random assortment of minor injuries. You've just crashed your car after hitting a zombie in the middle of the road. The car is totaled, and the sound of the crash has attracted a horde. You only have precious seconds to grab whatever random assortment of items you have in the trunk and hightail it outta there. 

     

    Turbulence

    You spawn in the middle of the woods with mild to severe injuries next to a burning helicopter wreck. You're the only survivor of a helicopter crash after being shot down by an Army chopper. Apparently the pilot didn't get the message about the no-fly zone over Knox County. Now you're bleeding bad, the fire from the helicopter is spreading, and (of course) the zombies are coming to check out all the noise. There are a few supplies scattered around the crash site, but time isn't exactly on your side...

    Both remind me of the intros to the The Last Stand flash games, stranded is like the beginning of The Last Stand Union City and Turbulence is like one of the older games (think pt 2) 

    I like the idea it would be cool to have such starting scenarios

  9. just wanna make sure were basically talking about you know how an area is black, and when you look at it but theres several trees for example the vision behind those trees remains black cause u cant see past them? and they leave that shade that goes to the direction youre looking towards, and it looks like theyre huge black shadows stretching past the screen thats what im talking about basically, the stuff you can control with lightning quality where the lowest one makes them all be darker tiles while the highest setting makes them look like soft shadows?

    im not sure if it takes a huge hit on performance since i have a terribad pc and it runs well on smoother settings with no frame drops, but then again this game is the apotheosis of masterful optimization and theres probably some amazing algorithm or something behind that that wouldnt work the shadow way and just kill performance badly 

     

    the colored overlay sounds awesome i like it 

     

    maybe you could include a sky horizon in place of the clock for when you dont have any form of clock on you, you get a lil horizontal like 40x120 bar that will show you what the sky looks like and youd have four base horizons, purplish for morning blue for day orange for evening and daaaaaaark blueish for midnight and then you get cloud overlays depending on the current weather (clear for no rain inbound, clouds covering the bottom for rain inbound, full clouds for rain) i love skies and id love to see that or maybe a mod that adds this

    ik for sure that the game had something like that where it showed a sun and clouds and such as like weather icons but i think its no longer ingame

  10. As i mentioned already it would 100% only utilize the current shaders that turn stuff black when u havent seen em or a slightly darker shade when youve seen em but are not looking. basically, something like wall tiles "emitting" a "light" thats a dark transparent shade of blueish during daytime that would contrast again the bright floor, im sure it would take a shitton of dedication to do but i dont think a mod for that is impossible

    if someone knows how to mod the shader maybe? or wall tile properties? or maybe just a script that automatically emits those "shadows" from every wall tile. it would be amazing to see.

    then just need some sweetfx mods to fine tune the lighting again, i kinda miss the original shading that was bright and sunny and warm looking vs the "bleak and sad" one now, although its not a big problem to me so if its not gonna happen its all cool aslong as ill get to see the animations update sometime 

  11. 8 hours ago, Fuji said:

     

    Goddamn, your coloring continues to be impeccable.

    thanks

    a  l o

     for the kind words fuji (: 

    i was inspired heavily by bills town from tlou and a lot of the sunsets i photographed with my iphone in real life making skies is extremely fun and i wanna make a lot more in different conditions different cloud types and different day times and if the horizon clock ever happens again i wanna design some skies for a mod for it

  12. Im not sure if this is included already but I never really find anything besides and axe or baseball bat on every 200th or so zombie, but it would be cool if there was a very rare chance of coming across fallen survivors who can have a lil survival kit kinda on em, such as instead of an axe having a backpack filled with canned goods or ammo or such.. similar to the survival stashs, but its a very rare chance to be on a zombie you kill.

    This idea comes from how in multiplayer for example when you join in new and everyone already picked every house clean and ruined a lot, and you have difficulty finding anything really when the huge clans are stockpiling everything and basing all the good spots, you can have a rare chance to kill a fallen survivor and get some gear to help you thru for the next day or 2.. nothing OP like finding an entire pristine shotgun with 90 shells in a large hiking pack, but finding a fallen survivor with a school backpack, maybe some good bandages or disinfectant along with a medium condition spiked baseball bat and maybe a letter to his wife or something like that would be awesome, the chance of finding these would be very rare too to keep it balanced like for example one in every 500th zombie 

     

    TLDR

    basically walking, lowkey survival starter kits that have a very rare chance to spawn amongst a horde or group of zombies to help new players in mp out and generally give some "help" to worlds that dont have loot respawn

  13. This isnt too important ( although it would look beyond A W E S O M A Z I N G G G G G G G G G ! ! ! ! ! ) but it would be so dope to at some point in development see shadows bein casted from houses

    The way I was thinkin is that it uses the current "shadow" system where stuff you havent seen is black, and stuff u recently seen but no longer are looking at turn a like slightly darker shade. 

    Maybe you could use something like that to make those "shadows" appear during daytime and make those appear on every wall tile / building in a way i dont know to explain but hopefully you know what i mean?

    what do you think about that?

    heres a pic i found its a photoshop of what pz would look like with shadows

    iZnPvyX.jpg

    Theyre very different from what I mean and likely NEED the houses to be full 3d models for it to happen, but this is just to show how different and how much cooler daytime would look with shadows

    i believe lighting and shading plays a huge part in atmosphere 

     

  14. On 1.5.2017 at 0:15 PM, xXSly_WolfyXx said:

    Hey guys, I'm working on an update for my map and I could really use these window tiles for the visitation room.

    https://gyazo.com/8838d2c22c74fc38c4df3cadcbb53457

    The problem here is that it appears there is no such tiles in the current tools or if so I can't find them. Does anybody know what they might be under?

    FOUND EM, theyre in location_community_police_01 :D 

  15. On 17.5.2017 at 6:51 AM, Atoxwarrior said:

    Remembering one of the first films of my youth, NIGHT OF THE LIVING DEAD!!! I recreated the farm house and the cemetery of the film, it is not a completely accurate representation so I have added some details personally, but if I can say that study the film well to distribute correctly The rooms of the house according to the movie, including the basement with a special surprise, also informed that I have discovered how to make the vehicles appear in Eerie Country so it will not be a problem the transportation in this area, the map is quite large And that which is only a part of the final total.

    18447294_1360644430649628_74656721440916

    Check out a free game on steam called No More Room in Hell, it has a pretty much 1:1 recreation of the NOTLD House you can get some references from if you want

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