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PriMan

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Posts posted by PriMan

  1. On 8/22/2018 at 7:18 PM, RingoD123 said:

     

    VEHICLE ZONE

    HEX COLOR

    Head

    #FF0000

    Tail

    #00FF00

    Front right door

    #00FFFF

    Rear right door

    #FFFF00

    Front left door

    #FF00FF

    Rear left door

    #0000FF

    Front right window

    #007F7F

    Rear right window

    #7F7F00

    Front left window

    #7F007F

    Rear left window

    #00007F

    Windshield

    #7F0000

    Rear Glass

    #007F00

    Front left guard

    #C000C0

    Rear left guard

    #0000C0

    Front right guard

    #00C0C0

    Rear right guard

    #C0C000

    Roof

    #000000

    Right headlight

    #400000

    Left headlight

    #C00000

    Right tail light

    #00C000

    Left tail light

    #004000

    Right brake light

    #7F4000

    Left brake light

    #7FC000

    Right flashing beacon (The lightbar)

    #C0C0C0

    Left flashing beacon (The lightbar)

    #404040

    Hoot

    #FF007F

    Boot / Trunk door

    #00FF7F

     

     

  2. Hello guys! I have a problem that I could not solve on my own. We make a custom model of police car for Project Zomboid (Link). After we upload it to the Workshop, and we saw that the textures of light, damages and rust do not worked. In lua file the textures was writed to the model, but it still does not work. Anyone know, how fix that problem? 

     

    Spoiler

    require 'Reloading/ISReloadManager'
    local MOD_ID = "EnhancedVehicles";
    local MOD_NAME = "Enhance Vehicles";
    local MOD_VERSION = "0.1";
    local MOD_AUTHOR = "PriMan";

    local VehicleCommands = {}
    local Commands = {}

    local function info()
        dir = getDir(MOD_ID); 
            loadStaticZomboidModel("Vehicles_CapricePolice",
        dir.."/media/models/Vehicles_CapricePolice.txt",
        dir.."/media/scripts/Vehicles/carnormal.txt",
        dir.."/media/textures/Vehicles/CarLightsPolice/Vehicle_CarLightsPolice_Lights.png",
        dir.."/media/textures/Vehicles/CarLightsPolice/Vehicle_CarLightsPolice_Shell.png",
        dir.."/media/textures/Vehicles/CarLightsPolice/Vehicle_CarLightsPolice_Rust.png",
        dir.."/media/textures/Vehicles/CarLightsPolice/Vehicle_CarLightsPolice_Mask.png",
        dir.."/media/textures/Vehicles/CarLightsPolice/Vehicle_CarLightsPolice_Overlays_DAMAGED_01.png",
        dir.."/media/textures/Vehicles/CarLightsPolice/Vehicle_CarLightsPolice_Overlays_DAMAGED_02.png",
        dir.."/media/textures/Vehicles/CarLightsPolice/Vehicle_CarLightsPolice_Shell_DAMAGED_01.png",
        dir.."/media/textures/Vehicles/CarLightsPolice/Vehicle_CarLightsPolice_Shell_DAMAGED_02.png");

        
        loadStaticZomboidModel("Vehicles_WheelPolice",
        dir.."/media/models/Vehicles_WheelPolice.txt",
        dir.."/media/textures/Vehicles/Vehicle_WheelPolice.png");

        
        print("Mod Loaded: " .. MOD_NAME .. " by " .. MOD_AUTHOR .. " (v" .. MOD_VERSION .. ")");
    end

    Events.OnInitWorld.Add(info);

     

  3.  

    5b34971c2207e_EVLogo.thumb.png.d81669560eba57d46c5e7fe551dff0dc.png

    Enhanced Vehicles (WORK IN PROGRESS) 

     

    Hello members!

    Today i want present you a our modification for Project Zomboid. 
    We are decided to change default cars for more detailed and realistical.

    Our team make a new models and textures based on realistical vehicles of 90's.

    About progress, we will inform you at this topic. Thanks for you'r attention.

     

    Chevrolet Caprice 1992


    1. First car in our modification - Police Cruiser and Park Ranger Sedan replaceble at model based on Chevrolet Caprice 1992. We are already complete a model and main textures. 

     

    1.thumb.png.98c6e126676b61408f63489b62c22c41.png

    2.thumb.png.c7a18bb794fe495e76e8b9a3fddad2af.png

    3.thumb.png.eb8d4e800bd09712208b9a6dca469528.png

    4.thumb.png.7a344dea1c3c7783a388ead41be1ace5.png

    5.thumb.png.25afde2523f60d5750a1513470104306.png

    6.thumb.png.50c5524c440d0907c8114764e2de0fb7.png

     


     

     

     

     

     

     

  4. 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. 

  5. At this moment I do not know how work the principle of using service paintjob at services vehicles, but I want to suggest using a variable number to assign a pattern at the vehicles. For example, I'll take a sample of vehicle liverys from GTA IV and GTA V. This will be useful for optimizing the game.

     

    Now for more details:
    In GTA V, we can find vehicles with a variation of numbers on the roofs of patrol cars / taxi / firetruck's. Is that how different textures are applied on one model.


    Long time ago I did the LCPD Cruisers for GTA IV and use diffirent livery to make use a one car for ownership to different regions of the city with different textures.

     

    Example: 

    • 1. Libery City Polcie Department livery

    gallery_53650_1078_18977.jpg.9df6daa91b502bb4f7a80a4097b67e2a.jpg

     

    • Port Tudor Polcie Department livery

     gallery_53650_1078_27982.jpg.217a58d6f051366bb94adfb43407dda3.jpg

     

    • Alderney City  State Police livery

    gallery_53650_1078_87616.jpg.e0c8c013bd8664d495eda1acf4a2b360.jpg

     

    In exactly the same way, we can use one model for different cities in Project Zomboid by setting the livery binding parameter to the spawn region.

     

    if Muldraugh = "1" then copcar1_livery = "1" - copcar1 at spawn position around Muldraugh spawned with livery 1 (Muldraugh Police Dept.)

       West Point = "2" then copcar1_livery = "2" - copcar1 at spawn position around West Point spawned with  livery 2 (West Point Police Dept.)

       Valley Station = "3" then copcar1_livery = "3" - copcar1 at spawn position around Valley Station spawned with livery 3 (Valley Station Sheriff Dept.)

       Louisville = "4" then copcar1_livery = "4" - copcar1 at spawn position around Louisville spawned with livery 4 (Louisville Sheriff Dept.)

       Brandenburg = "5" then copcar1_livery = "5" - copcar1 at spawn position around Brandenburg spawned with livery 5 (Brandenburg Police Dept.)

       Fort Knox = "6"  then copcar1_livery = "6" - copcar1 at spawn position around Fort Knox spawned with livery 6 (Fort Knox Sheriff Dept.)

    ... = "7"  then copcar1_livery = "7" - copcar1 at spawn position around %new city% spawned with livery 7 (%new city%)

    ... = "8"  then copcar1_livery = "8" - copcar1 at spawn position around %new city% spawned with livery 8 (%new city%)

    ... etc.

     

    I think this approach will help to bring variety and realism into the game.

    Thank you!

  6. 4 hours ago, Mrxbath said:

    Has there been any way to charge a car battery added?

    I was a little disappointed to realize that I wouldn't be able to use any cars on my 12 months later build.... Every battery is at 0% by now.

    The oldest and easiest way to start a car engine with an empty battery is to push the car and trying start the starter. It is possible to implement this function when 2 or more players participate in the game. It would be brilliant!

  7. 30 minutes ago, Blake81 said:

    So, if there any way to open a car's trunk if you lost the key? I lost my car's keys while fighting a horde with fire (my corpse got burnt) and while I could hotwire it, I still cannot open the trunk. Can we use a crowbar to open it or something?

    Yea! That will be cool if we will can open trunk with crowbar or axe with some damage of body car. 

    Or maybe destroy a window, sit in car and open trunk from inside. 

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