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Ayrton Orio

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  1. Like
    Ayrton Orio reacted to RobertJohnson in Cap Levi, Normandy, France   
    The COWS! I want COWS everywhere now!
  2. Like
    Ayrton Orio reacted to cardenaglo in Cap Levi, Normandy, France   
    This all looks fantastic and i really like the houses and greenhouse youve created!
  3. Like
    Ayrton Orio 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  )
  4. Like
    Ayrton Orio reacted to Legoland99 in Back to Making Buildings! -Union City Project- Explanation   
    I've been away since I had to finish 12 grades of school and got myself a place at a Physiotherapy Course in Groningen, The Netherlands. I only have a month left until the big exams to get my Bacalaureat Diploma, so I was really busy to finish well in school and study for them. I hope ya'll can understand this. I do have a bit more free time until the last week of the exam and can work on PZ buildings. After that I have even more free time to work on PZ, so get ready peeps!
     
    Here is an Office Building I've just made.


  5. Spiffo
    Ayrton Orio got a reaction from EUDOXIO in Custom tiles for Building Editor   
    Hello,
     
    I would like to know if anyone could point me at a tutorial/other topic that would explain how do you add custom tiles and define them so that you can use them in the building editor?
    On the image I have highlighted in red the living areas and in green the piece i need to define in the building editor to create new sloped roof. The top could be simplified with a 45deg slope.
     
    and is it possible to make a dormer like this, would the window be working? (see second picture)
     
    side note: updating the tools for map modders was really rad and motivating!


  6. Like
    Ayrton Orio reacted to Fenris_Wolf in Firearms suggestion for future builds.   
    That brush kit does not work like I want at all, but I haven't had time to fix it yet. As is, it repairs the condition of the gun.
    What it needs to do is track the amount of rounds that have been fired through the gun, so it knows how dirty it is, the more dirt, the higher chances the gun's overall condition will lower, and higher chances of jamming. The whole brush and cleaning aspect needs to be separated from the condition & repair functions.
  7. Like
    Ayrton Orio reacted to myhappines in Firearms suggestion for future builds.   
    Hi all. As you all know,  whis new animation system devs announced new firearms. To add more realystic feeling of guns I think this features should be added.
    Arms condition and weapon parts.  Exploring map you can find different weapon parts,  and as you find all you can assemble arms by  yourself. Also this allows you to repair firearms after long usage.  Cleaning your gun. All guns needs cleaning, to keep them in good condition. Gun brush kit like in ORGM will be good adition to vanilla game. Also used guns that you find can be in different condition, and cleaning it should improve it a bit.  Target practice to improve your shooting skills. Making targets from empty cans and bottles and shooting them can improve your skills or or teach you to shoot before the meeting zeds outdors.
  8. Like
    Ayrton Orio reacted to martingee 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).
  9. 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



  10. Like
    Ayrton Orio got a reaction from myhappines in Grave Intention   
    i like the round roof on the 4x4, looks like a lada niva
  11. pillow
    Ayrton Orio got a reaction from RealHumanBeing in Grave Intention   
    i like the round roof on the 4x4, looks like a lada niva
  12. Like
    Ayrton Orio got a reaction from Spikelord in Grave Intention   
    i like the round roof on the 4x4, looks like a lada niva
  13. Like
    Ayrton Orio reacted to nasKo in Grave Intention   
    Hey all, here’s the current work going on for upcoming builds.
    Primary work on the vehicles beta is something of a bug blitz – with Vehicles Beta Build 35 will be released early tomorrow to community testers. This version includes more varied car spawns and car colours, the new Mechanic Skill overlay being interacted with via RMB, controller support for remaining aspects of the vehicles UI and new debug scenario options to help both devs and modders in testing. Amidst a bunch of issues/bugs being fixed – including (hopefully) the most notable Spiffospace crashes and the annoying flickering container issue.
    The public Spiffospace server remains open for community bug hunting, and once it’s clear that Vehicles Beta Build 35 is stable we’ll be running a Community Megatest to flush extra issues out into the open. As ever free PZ codes will be available to those who join in. So keep an eye on the forums for when we fire the starting gun. While Yuri sorts out server crashes spotlit on Spiffospace and Tim mows through general bugs, alongside his general balance/UI work RJ is also looking into adding a few extra car models to the existing vehicle roster – now that it’s a relatively simple and existing process. Currently on the production line are a more luxury car, and our take on something that looks a bit Jeep/4×4 ish – though the latter needs a little more work from Martin as its curved hood/grill makes it look a bit too vintage.

    Connall continues his mission of adding foraging/town zones to the vast swathes of countryside introduced in Mash’s new map sections that’s intended to fit in the gaps between West Point / Riverside and March Ridge / Rosewood. Zoning is pretty dull, but he isn’t moaning too much. He’s also brought foraging/forest zones a lot closer to Riverside cental, as it was clear that folk were struggling in that regard with the latest PZ map addition. Once he’s done the new map will be added to the Vehicles beta build (complete with mailboxes for Riverside, mailbox and skill magazine fans). Bitbaboon Mark continues to nix bugs from the animation system so it’s ready for when the vehicle builds are finished off – with his current focus being making sure everything is initialized correctly on load. His colleague Steve, meanwhile, is finishing off his new vehicle sound system – after which he’ll be looking into improving memory use, lag and general optimization in the vehicles build. General Arcade’s Stas continues his work on the new MP chat box – this week taking the PZ in-game radio system into account, on top of Faction and Safehouse chat. He’s also been consulting with the team about the best ways to make it all look good and in-keeping with the rest of the Zomboid UI. This week’s death-based forward-planning from Just a Robber. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Fanks!
  14. Like
    Ayrton Orio reacted to terec the tec in [APARTMENT] 3 story highly detailed apartment building   
    3 STORY APARTMENT
    this is a highly detailed apartment building with more then 16 individual apartments!



     
    SIZE: 30x50
    download:APARTMENT PROJECT.tbx
    -MADE BY TEREC-
  15. Like
    Ayrton Orio reacted to terec the tec in [BUILDING] Bookstore and greenes w/residential   
    BOOKSOTERE AND GREENE'S BUILDING
    SIZE: 20x20
    DOWNLOAD:unfinih.tbx
     
    MADE BY TEREC
  16. Like
    Ayrton Orio reacted to DeegoFund in Amusement park?   
    i was thinking an amusement park would be a cool idea for a part of this map in Muldraugh, although i have no idea how to make a map or add sprites. any ideas?
  17. Like
    Ayrton Orio got a reaction from trombonaught in Back in Bleak   
    thnaks for taking the time to answer me, I did not assume it would be in the FAQ!
     
  18. Like
    Ayrton Orio got a reaction from hunger john in Back in Bleak   
    It's probably a bad question to ask but while it's early 2018, and the Christmas spirit is still with us, what are the plans (if any atm) for NPCs?
     
  19. Like
    Ayrton Orio got a reaction from RealHumanBeing in Back in Bleak   
    It's probably a bad question to ask but while it's early 2018, and the Christmas spirit is still with us, what are the plans (if any atm) for NPCs?
     
  20. Like
    Ayrton Orio got a reaction from Atoxwarrior in Back in Bleak   
    It's probably a bad question to ask but while it's early 2018, and the Christmas spirit is still with us, what are the plans (if any atm) for NPCs?
     
  21. Like
    Ayrton Orio got a reaction from Thuztor in Cap Levi, Normandy, France   
    I am redirecting my post from modding to map as i did not realize there was a category for map only.
    Here is the original post for details:  https://theindiestone.com/forums/index.php?/topic/23230-map-of-normandy-france/
    I have attached a section of the map, where most of the towns will be (where there is sand essentially)
     
    I have reposted the larger map also
     
     
     
    I had a few questions for you map modders:
    - 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...?  

  22. 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



  23. Like
    Ayrton Orio got a reaction from Legoland99 in Z3759xy 's tbx-Topic   
    that manhattan shot is really something
  24. Pie
    Ayrton Orio got a reaction from Noahdaceo in Cap Levi, Normandy, France   
    I am redirecting my post from modding to map as i did not realize there was a category for map only.
    Here is the original post for details:  https://theindiestone.com/forums/index.php?/topic/23230-map-of-normandy-france/
    I have attached a section of the map, where most of the towns will be (where there is sand essentially)
     
    I have reposted the larger map also
     
     
     
    I had a few questions for you map modders:
    - 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...?  

  25. Like
    Ayrton Orio got a reaction from Z3759xy in Z3759xy 's tbx-Topic   
    that manhattan shot is really something
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