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Ayrton Orio

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  1. Spiffo
    Ayrton Orio got a reaction from Nisora in Cap Levi, Normandy, France   
    Yes still working on it!
    I had a long hiatus as I could not spend so much time on it, but I'm back at it.
     
    I want to publish the map around the end of next months (my father is eager to try it too, so I need to kick myself in the butt), but for that I need to make sure every road lead somewhere (and there are tons of it), and that the game is playable (ressources have to be spread throughout the map). If possible i woul like to hyave the basic layout for cities but it might be unrealistic.
     
    Anyhow, TLDR: I will post it next month on the workshop so you can all tell me how broken the map is!
     
  2. Like
    Ayrton Orio got a reaction from Axezombie in Having Kids   
    Good idea but I can only start to imagine what kind of unacceptable trolling this kind of feature would bring to the game... Also, the time scope of one life in PZ is probably too short to really contemplate the next generation, after a 2 minutes research, I could not find a player surviving for more than a few months or a year. Apparently, you more or less "beat the game" after a few months, which seems fair. Maybe it will change in the final game though.
     
    I think it's a great idea because of the emotional value it would bring to the game, having to take care of a vulnerable AI (a bit like in ICO) would make surviving more relevant and varied. Especially is the AI is limited in some ways compared to the player, for instance you would have to carry a kid over a fence, or through a window, the kid would get tired faster when walking, you could carry him but you'd get tired faster. The kid could get sick, get scared or go crazy more easily, maybe he could be careless too and leave a window open, a door unlocked or start a fire!
     
    At this point it's more a "Home Alone" simulation than anything, but you get the idea.
  3. Like
    Ayrton Orio reacted to Ciber Ninja in Cap Levi, Normandy, France   
    I don't have the files to double check this now, but I think it was blends.txt?
    Basically there is a text file somewhere that controls how the colors of your bmp are translated into tiles. Once you get that setup I suggest using Paint.Net for editing your bmps, Keep a master .PDN with all your base, veg, and zombie maps in different layers. I like to also keep things like roads in a separate layer.  Then if you want to change one part, you have much less editing to do. There are a few plugins you should look for I don't have that stuff on my comp atm so I can't give names. There is one that lets you make grids which can be nice, but the most important one lets you select a few colors or a color pallet and make every pixel have the closest value in that pallet. That way you don't get any errors in conversion.
    To create random forrest paths I suggest first create a new layer, fill it with a grid of lines. Then you can apply what I think was called the warp filter. It was definitely a default filter. That keeps all your paths connected, but makes them naturally squiggly. 
    And for farm plots you can use the fill tool with a pattern selected the apply a little warping to get those nice cornrows.  Also look for an erode/dilate plugin and experiment with that.
    Don't be shy about reusing buildings with minor changes. People are not very observant.
    Make liberal use of the "pothole" road textures, they can give you some interesting looks. I often see country roads with a meter or so of gravel on the side irl. 
    You can make it look like you have drainage ditches on roadsides via alternating light and dark grass.
  4. Like
    Ayrton Orio reacted to Ciber Ninja in Cap Levi, Normandy, France   
    The many small streams & canals should be good for controlling player movement. By making zombies very dense at bridges, you form a chokepoint that forces players to be crafty once an area runs out of resources. You can alter certain files to let you paint crop vegetation. 
  5. Like
    Ayrton Orio got a reaction from Jason132 in Map of Normandy, France   
    A few images to give some update about the Normandy map:
     
    I have been working on crop fields in order to diversify and make them interesting to visit for loot. As I am now working in a more cell by cell process I can put more focus on individual elements




     
    I have also been working on towns, it took me a while ot get it right but I wanted the driving to feel more like what you have in Europe, small streets, many one ways, cars parked on the sides on reserved locations, etc. When you drive in it you can't rush it un less you want to turn your car to a wreck. I am at the very beginning of making the building blocks of the ....blocks. Will do different corners, longer buildings, restaurant, etc.

     
     

  6. Like
    Ayrton Orio got a reaction from grammarsalad in Map of Normandy, France   
    Hello everybody,
      I have been a big fan of project zomboid for quite a while now and since the beginning I have been fantasizing about a PZ in a European environment. I tried to create a small part of the coastline near Cherbourg. It's my first map on PZ.   Eventually I would like to cover the whole area around Cherbourg with the nuclear power plant in the West (La Haie) and the more rural and fishing area in the East. But that's something that will be possible only when the creative mod is avaiale as the region covered is too big for manual editing.   I had several objectives while creating this map: - Fun roads. I have been very impressed by the vehicle update and it is clear that vehicles will become an essential part of the gameplay. But in the current maps, roads are straight, and not very varied, so I tried to bring the spirit of small French roads, with many branches. Also I have reproduced the "boccage" structure of the fields so when you drive around you can't necessarily see inside the crop fields which I think gives incentive to stop from the car and have a look around by feet.   - Interesting coastline. I went for a "lande"-ish coastline as it is hard to give a sense of elevation. For now it looks very empty but I'm planning to make new vegetation for this specifically.   I'm planning on adding new tiles also, the goals is to use the vanilla tileset as much as possible but I have started making a new tileset.   I'm also planning, but for much later, to make boats. I already have one or two models that are close to completion. (sail yacht and motor yacht) I guess it should be doable to create one out of the template from the vehicle. (big assumption, I could be very wrong)   I had a few questions for people used to mod maps:   - Is it possible to apply a vegetation biome using WorldEd? For now I have only pine trees, which are not really adequate for my environment. I would like to have fruit trees and such. Is it something I have to do manually? - I had seen a while ago a video where you could see a developer scatter vegetation on the fly, is it something that exists within tilezed or it's a future feature of the creative mod? - Is there a centralized DB with all .tmx building created by the comumnity? I wish to consult and contribute! - Is there any "populate" tool in Tilezed that I should know about before getting started? Like for roads for instance? - Do you have any piece of advice for me? Remarks, suggestions...?   TLDR: I'm making a new map based on Normandy, France   Thank you for reading



  7. Like
    Ayrton Orio reacted to Bejasc in bigger and more detailed trees?   
    Not to go too far off on a tangent, but you're right in saying it would fit the new animation style. The tree appears to use a sort of Ambient Occlusion effect quite heavily. I think the new character styles would go well in an environment that also utilised this. Imagine how fantastic it would look with this very old community-made mockup  Sadly, I don't think this is something they can do within the current engine. 
  8. Like
    Ayrton Orio got a reaction from Bejasc in bigger and more detailed trees?   
    you are absolutely right, that looks fantastic. But it's not implemented yet, or did I not venture far enough to see those trees?
    As for the "too detailed", you might be right since I really wished the forest gameplay was a bit more interesting so I might have overdone it a little bit, but I think it also anticipates on the future animation update visual improvement and on the latest sprite additions... Agreed with variety for sure, that's were giving more details could come in handy.
  9. Like
    Ayrton Orio reacted to Neutz in POI Fort Redstone, KY   
    Having a break from my Union City map, as i was getting really burnt out.
     
    I didn't like some of the community maps because they add too much and some of them just don't fit right and are too big with no online map.
     
    So i decided to start some small POI type maps with alot of detail that fit right into the original map and only replace a few cells
     
    First up is Fort Redstone, a Military Base located just North of Rosewood.
    Some buildings are from the community pack but edited and the others i made myself.
     
    It includes custom tiles and spawnpoints for FilibusterRhymes military vehicles.
     
    https://steamcommunity.com/sharedfiles/filedetails/?id=1516836158
     



     
  10. Like
    Ayrton Orio reacted to Neutz in Union City   
    UNION CITY
     
     
    With Louisville a still a while off I decided to take up the task of getting a good sized city into the game.
     
    Also, Yes the map does borrow the name from the last stand web browser games but otherwise has no relation
     
    If anyone would like to help out with buildings, comment here or PM me.
     
    I don't have alot of time to work on the map these days, every now and then i will post updates though
    It has many buildings made by myself and other contributors, i have also made alot of custom tiles for the map.
     
     
    Most recent progress
     

     
     
     
     Residential Housing
     

     
    High School
     

     

     
    A Victorian mansion.
    Just one of Legoland99's many creations,
     

     
    Custom Sprites
    This map includes new sprites and variations made by myself
     

     
     
    I have made a bunch of clutter objects to make the world feel more lived in and immersive
     

     
     
     

     

     

     

     
     
     
     
    Thanks to the following
     
    This map will also contain buildings from the community.
    Thanks to the following forum members for your creations
     
    Legoland99
    Atoxwarrior
    956Texas
    BeastlyBean
    Blackbeard06
    cmseter
    dko112
    DoctahWong
    Doublebrain
    EUDOXIO
    fluffe9911
    GothicGhost
    grivcin
    Jela331
    kaizokuroof
    Leolvanov
    mads232
    Mainulainen
    Project Zomboid (for 2 example buildings)
    rsdworker
    Sieben
    The googlator
    Traya Aclus
    Valindil
    Veged
    VikiDikRUS
    Way2sp00ky
    Z3759xy
    IndigoRebel
    zoeyflower
  11. Like
    Ayrton Orio reacted to Neutz in Cap Levi, Normandy, France   
    Really nice map, great idea taking PZ to another part of the world
  12. Like
    Ayrton Orio got a reaction from Jason132 in Cap Levi, Normandy, France   
    Some updates on the Normandy Map
     
    I had to familiarize myself with the building editor, World Ed and Tilezed in order to go forward with the map. It took me a while because I'm an idiot, but I think I'm up to date now.
    Here is some news with medias attached:
    - French looking buildings (residences, mansions, greenhouse, stores, garages, etc)
    - Better crop fields, now there are many different types of fields depending on their use (cattles, veggies, fruit trees, etc)
    - roads are now all connected and make sense. Smaller paths are being done, especially for foresty areas. 
    - revamped "boccages", better definition of tree lines, in-between paths, etc
    - bridges of different sizes and use were designed
    - layout of cities streets are in progress
    - Vehicles spawn more naturally (for a french scenery) as they will stand in on side of the street, parked in front of houses (as we Frenchies do)
    - Defined every landmark of the map to make the navigation more interesting and easy. (cities, harbours, relais chateau inn, main church, military base, vineyards, larger gas station, 
     
    and probably a bunch of other things I forgot to mention
     
     
    The map is not yet ready to be uploaded on the workshop as I want every major area of the map to have lootable buildings and vehicle spawns to allow player to go from one town to the other with more ease.
     
    I have added a video to showcase what drove me to do this map: Having more fun driving the cars on non linear roads. (unfortunately the video is very laggy)
     
     
    There is clearly tons of work to be done (as you can see in the attached files), but I think I will be able to upload the map at the end of June and make it playable for everyone who wishes to.
     
    My short term TODO list is as follow:
    - 10-12 residences to be done + variations
    - 8-10 unique buildings (lighthouse, gas station, monastery, etc)
    - Towns layouts + vehicles spawns
    - roads and streets signs and decoration
     
    The longer term list is as follow:
    - Apocalyptic feel (burned cars, fortified houses, corpses, etc)
    - Foraging areas
    - lootable map
    - Community feedback
    - Polish path
     
     
    Have a good sunday!




  13. Like
    Ayrton Orio got a reaction from agreubill in Cap Levi, Normandy, France   
    I heard adding cows to an isometric game tends to lead to problems

  14. Like
    Ayrton Orio got a reaction from VikiDikiRUS in Map of Normandy, France   
    A few images to give some update about the Normandy map:
     
    I have been working on crop fields in order to diversify and make them interesting to visit for loot. As I am now working in a more cell by cell process I can put more focus on individual elements




     
    I have also been working on towns, it took me a while ot get it right but I wanted the driving to feel more like what you have in Europe, small streets, many one ways, cars parked on the sides on reserved locations, etc. When you drive in it you can't rush it un less you want to turn your car to a wreck. I am at the very beginning of making the building blocks of the ....blocks. Will do different corners, longer buildings, restaurant, etc.

     
     

  15. Spiffo
    Ayrton Orio got a reaction from Atoxwarrior in Cap Levi, Normandy, France   
    There was also a need to focus on the sea side areas, for now I want to work with the vanilla tileset only but maybe I will expand on it eventually.


     
    I have made many offroad trails that will be fairly easy to go through with a 4x4 not so much with city car.
     

     
    here is the base layout for the military base in the center east of the map.

     
    And finally, the island in the North, I will add a spawn point here but as long as there is no boat it will be a commitment to stay...

  16. Spiffo
    Ayrton Orio got a reaction from Bejasc in Cap Levi, Normandy, France   
    I heard adding cows to an isometric game tends to lead to problems

  17. Like
    Ayrton Orio got a reaction from Jason132 in Map of Normandy, France   
    Hello everybody,
      I have been a big fan of project zomboid for quite a while now and since the beginning I have been fantasizing about a PZ in a European environment. I tried to create a small part of the coastline near Cherbourg. It's my first map on PZ.   Eventually I would like to cover the whole area around Cherbourg with the nuclear power plant in the West (La Haie) and the more rural and fishing area in the East. But that's something that will be possible only when the creative mod is avaiale as the region covered is too big for manual editing.   I had several objectives while creating this map: - Fun roads. I have been very impressed by the vehicle update and it is clear that vehicles will become an essential part of the gameplay. But in the current maps, roads are straight, and not very varied, so I tried to bring the spirit of small French roads, with many branches. Also I have reproduced the "boccage" structure of the fields so when you drive around you can't necessarily see inside the crop fields which I think gives incentive to stop from the car and have a look around by feet.   - Interesting coastline. I went for a "lande"-ish coastline as it is hard to give a sense of elevation. For now it looks very empty but I'm planning to make new vegetation for this specifically.   I'm planning on adding new tiles also, the goals is to use the vanilla tileset as much as possible but I have started making a new tileset.   I'm also planning, but for much later, to make boats. I already have one or two models that are close to completion. (sail yacht and motor yacht) I guess it should be doable to create one out of the template from the vehicle. (big assumption, I could be very wrong)   I had a few questions for people used to mod maps:   - Is it possible to apply a vegetation biome using WorldEd? For now I have only pine trees, which are not really adequate for my environment. I would like to have fruit trees and such. Is it something I have to do manually? - I had seen a while ago a video where you could see a developer scatter vegetation on the fly, is it something that exists within tilezed or it's a future feature of the creative mod? - Is there a centralized DB with all .tmx building created by the comumnity? I wish to consult and contribute! - Is there any "populate" tool in Tilezed that I should know about before getting started? Like for roads for instance? - Do you have any piece of advice for me? Remarks, suggestions...?   TLDR: I'm making a new map based on Normandy, France   Thank you for reading



  18. Like
    Ayrton Orio got a reaction from MaxMcPherson in Cap Levi, Normandy, France   
    Some updates on the Normandy Map
     
    I had to familiarize myself with the building editor, World Ed and Tilezed in order to go forward with the map. It took me a while because I'm an idiot, but I think I'm up to date now.
    Here is some news with medias attached:
    - French looking buildings (residences, mansions, greenhouse, stores, garages, etc)
    - Better crop fields, now there are many different types of fields depending on their use (cattles, veggies, fruit trees, etc)
    - roads are now all connected and make sense. Smaller paths are being done, especially for foresty areas. 
    - revamped "boccages", better definition of tree lines, in-between paths, etc
    - bridges of different sizes and use were designed
    - layout of cities streets are in progress
    - Vehicles spawn more naturally (for a french scenery) as they will stand in on side of the street, parked in front of houses (as we Frenchies do)
    - Defined every landmark of the map to make the navigation more interesting and easy. (cities, harbours, relais chateau inn, main church, military base, vineyards, larger gas station, 
     
    and probably a bunch of other things I forgot to mention
     
     
    The map is not yet ready to be uploaded on the workshop as I want every major area of the map to have lootable buildings and vehicle spawns to allow player to go from one town to the other with more ease.
     
    I have added a video to showcase what drove me to do this map: Having more fun driving the cars on non linear roads. (unfortunately the video is very laggy)
     
     
    There is clearly tons of work to be done (as you can see in the attached files), but I think I will be able to upload the map at the end of June and make it playable for everyone who wishes to.
     
    My short term TODO list is as follow:
    - 10-12 residences to be done + variations
    - 8-10 unique buildings (lighthouse, gas station, monastery, etc)
    - Towns layouts + vehicles spawns
    - roads and streets signs and decoration
     
    The longer term list is as follow:
    - Apocalyptic feel (burned cars, fortified houses, corpses, etc)
    - Foraging areas
    - lootable map
    - Community feedback
    - Polish path
     
     
    Have a good sunday!




  19. Like
    Ayrton Orio reacted to cardenaglo in Gaia Alpha 3 "A New Beginning"   
    Progress Update:
    Hello everyone! Over the last few days I've been finishing up the town area of Anabasis and right now I'm just finishing up the furnishing (still a pain in the ass). I'll be moving on to Bridgewater or Irin after, more than likely the former cause I'm lazy. 

    Some of you may be wondering when I'll be doing a release and I'll tell you this; I intend on there being one soon tm and it'll have the six towns I've named so far.

    The highlighted area is what be included in the next release. The thing is, the method that I'm using, to create less repetition in towns and make towns feel unique and tied together slows me down very much.  Thus I cant promise you a date. Originally I was thinking next weekend but its taken me 3-4 days just to do a small town. 


    If anyone is interested in furnishing buildings please do let me know. I'd be more than happy to take people on board to help on that front. 

    As always questions, comments and suggestions are always welcomed!
  20. Like
    Ayrton Orio got a reaction from junglistjim in Few ideas to make the late game more challenging   
    For me that's the only real option, because even if you had stronger zombies, around the mid to end game, you are supposed to have a confortable stock of weapons and ammos, so it would not be too hard to kill them anyway (unless you make them reallllly resistant, in which case it would be silly imo)
    The horde would be a good justification for stockpiling ammos, and gathering npcs, and it would possibly destroy your base. Or at the very least turn it to shit for a while. 
    I don't know if the new animation update will enable fill screening hordes though.
  21. Like
    Ayrton Orio reacted to PriMan in Car 3D models   
    Main problem of cars at this time - it make a standalone mod with new loaded car. We are try to do a new loaded model at basic design with some retexture but it was crush a game. We are make a new model, scripts file, textures and lua file with configuration of new car, but it still crush.
     
    And if just a replace a model for new and upload it at like a mod, it not work at server. Worked only new textures and script file. 
  22. Like
    Ayrton Orio reacted to nasKo in Build 39: Vehicles released!   
    Survivors of the Knox Event can now drive vehicles and explore every nook and cranny of the vast Project Zomboid map.
    Vehicles are enhanced with real physics, and come with all the expected sundries such as a UI dashboard, headlights, expanded inventory space, car horns, air conditioning and car radios – and the capacity for breakdowns, part replacement and collision damage.
    Mark.exe has been kind enough to record a short video to explain ’em. Please consider going and subbing to his channel if you don’t already!

    Nine different vehicle models are available – not including variants on these such as branded vans, or emergency vehicles. The PZ garage runs the gamut from family cars to police sedans, to Spiffo restaurant vans.
    Vehicles can be found outside homes and in parking lots – while keys can be found in nearby homes, in the vehicle itself or on the floor. Hotwiring is also a skill option.

    Players can replace spare parts, tyres, suspension, brakes and more – all of which can be damaged by situations such as overuse, off-road driving and collisions.
    Vehicles must be topped up with gas, have charged batteries and each variety of vehicle has its own set of replacement parts for players to add to their chosen transport.
    To accompany vehicles a Mechanic profession and skill have also been added to the game – allowing for increased chances of successful part installation, and trickier repairs.

    PLEASE NOTE: Due to the massive engine and gameplay changes required for vehicles, game saves from the previous build 38.30 are NOT compatible. If you want to continue your game a Steam beta channel for the previous Build 38.30 has been provided.
    PLEASE ALSO NOTE: While we’ve taken a lot of effort to get this build as bug free as possible, due to these huge changes to the PZ engine we can anticipate many bug reports, and also the potential of operational issues on computer set-ups that weren’t part of our IWBUMS beta process. Please report any issues here, and thank you for patience.
    OTHER BUILD FEATURES:
    The PZ map has been expanded – filling in the countryside between Riverside and Rosewood with farmsteads, camp sites and various nooks and crannies to explore in your cars, vans and ambulances. The official PZ online map has been updated to reflect this.
    A lot of optimization has been done under the hood to make way for vehicles: general map streaming performance, garbage collection improvements, UI framerate changes, rendering of non-visible internal tiles to provide smoother play around tall buildings etc. Many, many other improvements to game systems including: player-crafted double-doors and gates, new sandbox options, map improvements, MP and co-op tweaks, external generators, loot and XP balance, UI improvements, better gamepad controls and much much more. For the full changelist, and information on about a million other fixes and tweaks, please visit the Build 39 release thread.
     While vehicles have been a massive group effort from a lot of people within the team, we’d like to give a special thank you to EasyPickins, who did a lot of the technological framework and put a lot of sweat and blood into the system for a long time before everyone else got involved. We’d also like to thank General Arcade, and especially Yuri, for his invaluable help in their integration and evolution.
  23. Like
    Ayrton Orio reacted to Vaileasys in RELEASED: IWBUMS Build 39.67.3   
    Proof The Indie Stone really listens to their community
  24. Like
    Ayrton Orio got a reaction from trombonaught in tree wind   
    the approach is very cool, instead of using a frame by frame animation, it animates the tile as a whole, very clever. 
  25. Like
    Ayrton Orio reacted to trombonaught in tree wind   
    OMG WHAT THIS IS AMAZING
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