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  1. Suggestions 1. Change Vehicle camera positioning. The center of the screen should be shifted forward in the direction of the vehicle. 2. Allow camera movement with RMB like in a normal person view. Currently it is only possible to "aim" the camera when the front window is open... which is illogical. 3. It would be better to introduce "Vehicle camera offset" option to let players configure how far the camera is moved when they enter a vehicle. Rationale 1. In most cases a player does not really need to observe half of the screen behind the car. At the other hand the player needs to look forward and the further he can see the road - the better. It is not possible to "aim" the camera with RMB in a car when the front window is closed but it is possible to do so when you open that window. As the result I found myself in an illogical situation where I open a window to look further by aiming the camera and positioning it so that the car would be at the border of my screen. Because I don't need to know what is BEHIND my car when I move at 100mph speed. The only exception is a situation where I intentionally aim my camera backwards. 2. It is useful to be able to use "aim" camera. I don't really get why we can't use it with closed windows. It would be better to allow players to use this camera and look through the windows of the car exactly the same as they can do with open windows now. 3. In case someone does not like the offset - they can tune it.
  2. I read in one of the latest updates that the devs removed the ability for the player to melee out of car windows, but I think this also extends to throwing molotovs out of car windows as well and wanted to clarify if anyone else was having this issue and if so, is it intentional as I don't believe this change was specifically mentioned in the patch notes.
  3. I was playing Project Zomboid the other day when I realized something, whenever I hit a zombie I would lose way more speed than I should. Then I started testing. Going 90km/h in an unloaded, 100% condition van hitting a single zombie would cause the van to lose 22% of it's speed, ending up with around 70km/h. I then did the math: If the average van weighs 1984kg and we suppose that the average zombie is 56kg (14% loss of 65, average human weight, due to decay), the van should have a final velocity of about 88km/h. So, car collisions should be tweaked so cars lose a more proportional amount of speed.
  4. I mean that's it, why have 26 storage per seat when you can take them out and have a "merged" trunk which would be a lot more space efficent than having stuff on the seats and you can put so much more, trust me or atleast trust my neighbour, he did it so he could put 30 heavy crates of raspberries, before that he could barely put 10 crates in the car. Also a buff to the trunks would be cool too.
  5. I noticed when you hook up cars to cars the towing chain is invisible. So I think the chain should be visible as in actually modeled and textured. If you have an invisible chain then it looks like the cars are just floating together which doesn't look right.
  6. [41.73] Singleplayer and Multiplayer Hosted Server and Dedicated No Mods Occurs on New Save Reproduction Steps: 1. Start the game in any mode. 2. Get a readable skill book. 3. Start reading the skill book inside a car. 4. Character get stuck, can't stop reading, can't exit, can't eat until finish reading the book. Extra Information The first way is to turn on the vehicle and drive it. If the car has no key, no gas or no battery. The second way to stop is wait a zombie break the window, then push the zombie. Many times leads to fatal injuries and character losses. About Duplicants: Couldn't find any similar bug report. Words used during the research car, car reading, car bug, car reading bug. book reading, book bug, book reading bug. car book reading, car book reading bug.
  7. Hello, I may missed the words to describe it, but one image (or two in this case)... Anyway, I've noticed that the car has some sort of 'bubble' going on where it glitches those little barricades on the side of the road at Valley Station. I'm at 40mph on the first picture, it glitches 9 or so tiles. If I stop, the number of tiles bugged goes down to 2 or 3. After going out of the car (second image), if I'm looking it glitches as well. If I'm not looking, it renders as usual.
  8. Internal combustion vehicles available in the game are making excessive noise. As much as it is fun to drive, it attracts the attention of zombies. I think the game takes place in the 90s and there were electric vehicles on the market at that time. If these vehicles are added to the game, traveling between provinces or districts with less sound would be a little better. I did some research and in the 90s there were EV1 cars made by General Motors. Generators or solar cells can be used to charge them. Electric vehicles weren't very common back then, and if you add them to the game, you'll still do the same. This will not make the game any easier.
  9. It would be great for 6 month later to have to convert a car for use whit wood-gas if fuel is scarce. Don't know what I mean here is google translation link to an explanation. I would love too have the option in-game whit pros and cons.
  10. Hello and welcome to my tutorial. It covers full workflow of vehicle creation for PZ. If you are a complete beginner in 3D modelling, you'll have to watch/read additional tutorials, I won't cover every aspect of model creation and 'where this button is located'. I divide vehicle creation in these stages: 1) Modelling 2) Wheels texture and modelling 3) Texturing 4) Packing files in folders 5) Editing scripts and .lua 6) In-game editing and tests 7) Workshop publish STAGE 1 - MODELLING Today I am creating a 1960 Ford Falcon I prefer using blender as it is my everyday 3d modelling software. Now, find references for your vehicle and ideally it will be a blueprint/outline scheme, like this one: There are some tips in modelling for PZ: 1) Do not care too much about topology and good shading. There is no actual shading in game, only windows have reflections. 2) Avoid n-gons or triangulate them before export 3) DO NOT make edges to outline body panels/parts. All dividing of parts will be done with texture mask. You can do it in UVs if there will be a point for that. 4) Place spindiel imitations in wheel wells to hide rear part of wheel models 5) In the UVs parts of body have to be straight-oriented without any non-90 degrees rotation, so pixels in texture will lay parallel with polygon flow. 6) To avoid physics artifacts in game import model of one of vanilla game cars models to your scene and model in consistent scale. Or import mine, that is available in the end of topic. This is what I consider a well done model There is nothing special in UV unwrapping process, just remember to place the least amount of seams possible and keep island aligned. Here are the UVs of my model: I've unwrapped the model without applied mirror modifier, so now we will have to texture just one half of the car. I'll fix mirroring later. STAGE 2 - WHEELS There are many ways to make a wheel and texture it, but I'll show the most efficient one. Make the wheel's face with simple materials, but unwrap the 'road touching part' to flat surface, like this: Then place an orthographic camera facing the wheel, scale it to fit the whole wheel-dish. Place a ring with emission material to light the wheel. Switch your renderer to Cycles and go to camera view, now use a rendered shading mode to adjust materials and lights to your taste. Set rendering resolution to something like 120x120-175-175 for best results Check the 'transparent' box in film settings to have alpha backround in texture: Now increase the sample count to something like 512-1024 and hit render. You will end up with a result of a ready-to-go wheel texture: The example file with scene for rendering and the model of this wheel you can download here: *google drive .blend file* Now make a lowpoly model of the wheel to use this texture on. I prefer using 18-24 edge circles for wheels. The unwrapping will be later, but eventually you'll end up with this: This method takes 10-15 minutes when you get used to it and gives a stunning and clear result. STAGE 3 - TEXTURING NOTE: I use a pretty complicated way of texturing and adding light to model. All rules of using textures the default way are covered in "HOW TO CREATE NEW VEHICLE MODS" topic by RingoD123, one of PZ devs. You can access it here: *boop* I'll show you my way, using Substance Painter to apply lighting and fake chrome parts to model. But first comes the base color and details of the car, so let's dive into it. Create a texture with 0 alpha and resolution 256x256. You can go for 512x512, but personally I like pixelated look of lo-res texture. Here are the settings for initial image: To preview the texture you are painting with different car colors, use this node setup. But switch filtering mode from "Linear" to "Closest", I forgot to do it on screenshot. There are two types of texture details: somewhat transparent and absolutely opaque. Half-transparent parts will be affected by car color, so they are mostly shadow/highlight details. Headlights, fixtures and things like that have to be opaque and painted with 100% brush hardness. It is easier to keep 3d view just to see what are you doing and paint texture in image editing mode, right there: First, paint the outlines of doors and other opening parts. Here are some brush hardness values: 0.2 - Outline shadow 0.5 - Outline 1.0 - Fake chrome and rubber window sealing Some work in progress screenshots Now when you have windows frames, save the image you just painted and go to photoshop and mask out glass sections like that Well, time for Substance Painter. You can use photoshop gradients for windows and blender lighting for lighting of the body, but I'll use SP "Baked lighting" filter for that, and for chrome especially. I will briefly describe what I've done in SP: 1) Mask out windows, give them mirror metal material and add a filter to them 2) Mask out chrome parts, made them mirror metal and added the same filter with slightly different settings. 3) Apply the same filter to all body parts left. 4) Add a position gradient to the windows Now I have this result, it is not shaded model, just basecolor: Also export the AO map you baked in SP. You can download file with this scene to look through and get ideas using this link: *boop* Now paint additional details you want on the car and open Photoshop. This is your layers layout: Now save it as .psd for future color editing and as .png to see what the you've done. Plug .png direcly as BaseColor in shader settings. Set your shading setting like this: And check if everything looks ok. This is my result: And this is the vehicle's look with wheels that we made before Sweet, isn't it? Now, it is time to get rid of mirroring. You can make new UV, bake it and... get A LOT of offset artifacts resulting in jagged pixel edges. There is a lazy but effective method: 1) In the UV editor place cursor in the 0,0 coordinates. 2) Set Pivot to 2D cursor: 3) Scale all UV islands to 0.5 EXACTLY 4) Apply mirror modifier to your model. Now select FACES of any half of the model and move it in UVs on Y by value 0.5 EXACTLY or you'll eventually mess everything up. 5) In Photoshop expand canvas of your PSD file we made before 6) Duplicate everything and move to the upper left corner, like in UVs. You can merge color layer(s) to operate color on export more easily. Now you have half of the texture empty... You do not want to waste it, right? Then drop in the wheel texture here without scaling, and you won't need additional texture file for it! 7) Create a layer beneath all others and paint it black or grey to cover alpha-holes in the textures. 8 ) Now unwrap the wheel to this new texture and let it shine! We painted the car and fixed mirroring. DOWNLOAD THE .PSD FILE: *bloop* There are 3 more types of textures to make: 1) Rust 2) Damage (1 or 2 levels, I'm lazy, I prefer using single one) 3) ID Color Mask or just Mask It wasn't possible to make them right with mirroring. Everything about these textures are explained clearly in Ringo's guide, again: *boop* I'll just show results I ended up with. Now you have to use 512x512 clear images for these textures, do not forget it. RUST Painted it with jitter brush and 0.2 hardness. To see what I am doing used the same node setup, as for base texture. DAMAGE Painted gradients with black and white with 0.1 hardess with repetitive strokes. MASK Mask texture tells game where are separate parts of car: doors, windows, lights and others. Every part has it's own color in palette, you can find color table in Ringo's guide. Copy and paste color HEX to use it in blender brush or fill tools. I've missed some of the parts because they do not really matter. AEUGH Texturing is finished. Go to photoshop and make all color variations you want and save them as .png, name them Vehicles_[vehicle name]_ Vehicle name mustn't containt spaces These are color palettes of my car: Now you have to export your vehicle body and wheel models. Copy them to an empty scene and save as separate file. If you used blender default orientations (front, back, right, left, top), then rotate the car on Z axis by 180 degrees. Game rotates it for some reason, so you'll have to do it. Now position everything in scene like this and continue to export settings. Export body and wheel separately with these settings: STAGE 5 - Packing files in folders The folder hierarchy and naming the files you can find in Ringo's guide. The mod file and all of my project files you will be able to download in the end of this topic. make up an Id name for your car. It has to be short, but unique and do not contain spaces. For this car I use '60falcon'. _____________________________________________ workshop.txt properties of the mod for Steam Workshop _____________________________________________ mod.info properties of the mod for in-game mod menu _____________________________________________ models_X folder -> vehicles this folder contains 3d meshes of the vehicle - body and wheel _____________________________________________ textures -> vehicles easy to guess, all vehicle textures are placed here null.png - completely transparent image, used as placeholder later on _____________________________________________ scripts -> vehicles there shoud be a .txt file named with you vehicle's ID name. Open it up and follow these instructions: change invertX to 'TRUE' if vehicle appears to be mirrored by left and right in game. Do not care about scale, offset and other geometric parameters. Insert all your color variation textures as shown below: All vehicle driving parameters are self-explanatory. Remember to set seats count, I'm creating a car with 4 seats. If you want to make less seats or add new, delete passenger[Seat code] records or add new. Also remember Seat[position] records down below. Add or delete the templates, loaded from Game default files: _____________________________________________ LUA SCRIPTS lua -> server -> vehicles -> [car id name]dis.lua Vehicle trunk type distribution file. There is a file with all vehicle distribution types in game files, I'll put it in project folder in the end if the article. This is game files distibution types, select one of them in respect to the vehicle type you are creating. I'll use CarNormal type for Ford Falcon. This is what distribution lua file has to be: _____________________________________________ lua -> shared -> [car id name]SpawnList.lua This file describes spawn zones of your car in game world with certain chance. I've typed in all default zones of spawn, you just have to change the chance and set [Base.60falcon] to [Base.(your car id name)] _____________________________________________ lua -> shared -> Translate -> EN -> IG_UI_EN.txt This is the name of the car in UI - keys name, mechanics window name and such. STAGE 6 - In-game editing and tests Launch PZ and disable all mod exept the one you will be debugging. Now close the game and go to Steam. In application setting set startup parameter to -debug It enables many debug options in-game. Now launch the Game again and, if menu doesn't appear, you've done something wrong in lua scripts. Check them for probles, and I hope, you'll figure out what is wrong. Now start a new game in world with no zombies and big amount of cars. Leave the house and find any car vibing in the street. Right click, -> Vehicle -> Set Script -> [your car ID name]. Car will switch to yours. This is what I've got on first time in-game spawning: YEET, it is all coming along. But wheel positions are a bit off, and we have to place the entering areas of doors. Go to Right click on car -> [DEBUG] Vehicle -> Vehicle Editor. Chassis Place extents and physics shape to outline the car Areas These are access areas to different parts of the car. There is nothing to describe, really, just place them where you can explain it and continue to next section Right click in mechanics tab to enable cheat options for the car. Now right click in mechanics panel. Here you can get key for that car or repair it. Final result in different variations Make a suitable preview image for your mod and crop it in Photoshop to 256x256. Place it in mod folder as preview.png In game menu go WORKSHOP -> create or update mod -> Go to your profile workshop items and find the new mod. Add the description, more screenshots and set visibility to 'Public' ALL PROJECT FILES: *YEET* ZE END Congratulations if you followed my guide to this point. Comment any issues or mistakes I've made.
  11. 41.64 Multiplayer Host No. Reproduction steps: Just driving a car, I don't really exactly know, but while driving the character will sometimes just remove the key and refuse to start the car (I think it happens most often after motor dies) I've seen this happen a couple of times in my multiplayer server with my friends where the car will not start moving. Sometimes it's just due to engine failure, but I've noticed that when you try to start the car again, they key disappears from the keyhole and even when you put it in, the character doesn't rotate it and the car just can't start until you step out and in or after a couple tries of rotating the key.
  12. Hi IndieStone, Not completely sure if this is intended behavior or not, but reporting it anyway since this was possible (and really useful) in build 40. Passengers used to be able to sleep in the car while someone else was driving. We used this functionality a lot previously, as switching driver positions allowed us to roam the map overnight, just as we can in real-life. In B41 though, whenever the car is moving, we get a message saying that sleeping is prohibited unless the car is standing still. Obviously zombies aren't that real, but it really gave a nice touch to exploring. We would love to have this option come back!
  13. [EN] Hello! I decided to make more realistic retextures for vanilla machines. I decided to create a mods theme on the forum, maybe someone is more comfortable. Work is still ongoing!) [RU] Всем привет! Я решил сделать более реалистичные ретекстуры для ванильных машин. Решил создать тему мода на форуме, возможно кому то так удобнее. Работа все еще продолжается!) Мод тут | Mod Here
  14. As the title says, I can't leave the car anymore. I just drove on the street and did hit the fence, it catapulted me into the air, landing on a burned car. Now Im on top of it and can't do anything about it. See the Video Link for details.
  15. This car that I stripped for parts was in the parking spot when I was working on it, as you can see by all the broken parts I've left behind. One time I came back and noticed it was halfway up the sidewalk area, and now it's over a full car length west. I've not pushed it or towed it, and it's done all this without tires. It's been maybe 24 hours since I took it apart, so it's drifted that far in quit a short amount of time.
  16. Hi dont know if this been reported. i did a search, but came up empty. I crashed in to the carwreck and sent it flying, i turned around to see what happend. and saw the wreck stand on its front/back bumper veriticaly. I crashed in to it again to lay it down. and it got up on the roof of my van instead. Now its to heavy so i cant drive my car much, it goes very slow. I cant get out from either sides and the zombies does not care. they just stand around. I have to wait on starvation. Any tips? Edit: I got out, i pushed forward (W) and exit (e) the same time. dont know how it happend. almost got eaten.
  17. Not sure if this was addressed earlier. If it was, let me know. With that behind, I suggest icing on roads to form as a result of freezing temperatures after a rain or fog. I'm pretty sure there's a grip mechanic regarding tires so shouldn't be hard to implement (hopefully, I'm not a dev). This would add a bit more realism and challenge to driving a car. Imagine just casually driving and then losing control which ends with a glorious crash. Well technically even water on a road should decrease the grip in some way. Dirt roads could get muddy as well, slowing a car down. What is your opinion on this suggestion?
  18. Batteries do not charge while the engine is running when I playing in 1 day = 12 hours Fix is needed as soon as possible, because using machines is now not really work I do not use mods in contact with cars In the first screenshot, the state is 90%, and in the second it’s already less, I drove for about a minute. Initially, when I found the car, the battery was 95% charged. build 41.37 upd. For the test, I left the car wound up for an hour of playing time, and when I returned the battery was charged up to 94%, but if I drive a wound machine, the battery does not charge. upd. 2 I reinstalled the game and the problem did not disappear, but I 100% understood how it works. When the car starts up, it spends ~ 2% of the charge, but the battery starts charging after some time (~ 5-15 game minutes). It turns out that short trips by car plant a battery, this is very strange, there wasn’t such a thing before. And in real life, the car generator starts to work when the engine starts, and not after 5-15 minutes.
  19. dany

    lag with car

    when i drive a car, the car drives very slowly, the game lags a lot and sometimes no. It seems related to the number of zombies who chase me. I reduced the graphics to the bare minimum, but even there, I have to zoom in as much as possible to be able to accelerate...
  20. I had a fully loaded police truck when I saved and exited the game. It was parked and turned off about 20ft from my location. Loaded up a few hours later and the car was gone. This was parked by the rear exit to the movie theater by the mall. EDIT: Another odd effect. The backdoor to the movie theater is now locked and it was NOT when I last played. As far as I can see, the pile of dead zombies I was disposing out back are still there. So, car and contents vanished, door locked itself. The trunk was nearly full with a few tote bags, a school bag, and a hiking bag loaded mostly non perishable food, building supplies, tools and some guns and ammo.
  21. I've tried tor each out to people on the indiestone discord, I've done everything ever article i can find on here to try and fix it and have no idea what i can do to fix it. whenever i try to toggle the Vehicle Info or Car radial i just get lua errors Vehicle Info: function: onMechanic -- file: ISVechicleMenu.lua line # 395 function: onKeyPressed -- file: ISVehiclemenu.lua line # 969 Car Radial: function: showRadialMenu -- file: ISVehicleMenu.lua line # 54 function: onKeyStartPressed -- file: ISUIHandler.lua line # 56 I have no clue how to fix this, or read LUA, I've tried everything I could find about it, I don't know Lua code at all so yeah, maybe i'm an idiot but help would be appreciated Al mods are disabled, i thought maybe ORGM's settings might be conflicting so i disabled all mods i had, i checked my servers settings for vehicles as well, easy use isn't enabled, i have no idea why this isn't working
  22. in build 40.36 trunk condition 100% and have only 20? Bug?? Some small cars have 40 at 100%
  23. I love the idea of zombies if strong or numerous enough being able to break down walls or even topple houses if you set them to extreme settings, but this is silly and I would only like it as an option. I'm sad that huge hordes of zombies can only break doors and windows. It seems a bit silly too in that way. I'm also disappointed that cars can't crash into signs or buildings and cause any actual damage. Cars crashing into buildings are not so uncommon and get reported on the news less often than they actually happen. I saw a news report once that a man got drunk or had a heart attack and drove his SUV right into a mans bathroom right through the cinderblock wall. Why can't we do this in PZ? I think there needs to be at least some small degree of realism in that sense. I also think it's silly that ramming a high speed car through a horde of zombies slows the car down so much, so fast. If you ever watch some of the crazy videos of car crashes on the internet (18 or older only! very warning!) There was a video of some women walking in the street doing a protest or march or some parade or something? in the street and a car drove them over and all the people in the street vanished into thin air as the car hit them and carried them out of the way of the camera, out of frame. The car didn't slow down and just kept going almost unaffected (but surely very damaged) I understand if cars in PZ slow down if they hit a large amount of zombies, but if the car is moving fast enough, it should go very fast through a large horde of zombies but it should become severely difficult to mantain control and the car should take serious damage. I think that would make it more realistic instead of always being slown down no matter what speed. tldr: zombies should be able to break more things given enough effort and large horde size or strength (or combination of some other factors) cars should be able to damage the environment more and handle driving through many z's at high speed'z cars should be able to drive through walls of buildings given enough speed with high damage to car and possibly driver Please take this suggestions and bite me! jk I love you. thanks for reading!
  24. the title of the topic speaks for itself I would like to ask developers to make it easier for to add a unique shader for the car least at the modpack level Why this? This will allow players and servers add variety of shaders the car, add inscriptions for fractions and much more. Small example how to use texture. Tdea of adding a shader on the example of a fraction Members of the faction receive a journal, after studying which it is possible to repaint car with logo only of its faction ps My English very bad
  25. Good evening. This is something I can't explain in pictures, because it's in motion. I can, however, describe it. I am also experiencing lag like I've never imagined, although I attribute that to the "Super Survivors" and my entry into a place I have not been before, which requires new Survivors to be generated. (Trying it without the "Super Survivors" enabled only caused monster lag when there were large numbers of zombies.) When I summon a horde of zombies to follow me in my car (so that I may either ignite them or run them over), the occasional event in which the horde gets so big that the zombies literally stop my car happens. This is normal, and usually, my car can't move more than a few pixels for some time until I break out. That is where the problem arises. Zombie hordes keep concentrating on one side of my car, and the game clips as my car is forced in the direction the zombies are pushing. I have no control over my car until it crashes into something. It's as if my car is on black glass! When I plough into a horde of zombies and they stop me, the usual pixel-by-pixel shoving begins, but once I break out of the horde, my car suddenly lunges at full speed, as if the horde was a chain that had been broken, in the direction it was going. I cannot control, break, or reverse course into the car unless and until it crashes in some way. It's as if my car is on black glass! I should mention, BTW, that it is in November, the temperature is approximately thirty two degrees Farenheit, and it is raining. This, coupled with lag, means my car crashes into everything and the game keeps lagging, so even when I am in control, I still crash into things. Even with all the Mods and the special Advanced Map, I never experienced any lag like this, and I've noticed a lot of change in vehicle mechanics and behavior since the IWBUMS V40.14 version. (Namely, the positive benefits are that I can run over zombies more efficiently and vehicles cause more damage to zombies.) Is this Working As Designed, or have I encountered a bug? Thank you for any assistance you may render. -TURTLESHROOM
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