#mod_development
1 messages Β· Page 403 of 1
No
Anyone has a link to Jab's Blender scripts?
I wanna try to edit some of the existent vehicle models for making something random :v
Thanks.
The devs should make a specific channel for the modding tools and their tutorials.
That would make some stuff easier when people joins here.
Wait, You can make animations wit Jab's Scripts?
Ok, I leave that apart lol
@cursive bramble IsoGridSquare.haveElectricity(), IsoGridSquare.setHaveElectricity()
OH must have missed those.
i was exceptionally tired when i scoured using jdgui
ty
Found the lua that creates the oven button
[java.lang.ArrayIndexOutOfBoundsException: 8465]
getting this on game startup - usually can decipher whats wrong but i dont hve any line errors to work with.
sounds like im messing with the arrays the lua to java manager works with?
hangon....
well...kahlua exposes java arrays, not everything gets converted to a lua table...for somethings instead of having to do mytable[index] like normal in lua, your using the java arrays myarray:get(index)
does the tables/arrays defined (say {"hello","bye"} become arrays that start from 0 or 1?
ah alright.
never worked with kahlua before.
if you define that as a table in lua....it starts at index 1 like normal lua
but alot of the exposed class methods will return java arrays instead
Jeez, this vehicle are ultra empty lol
When animations comes out, These will have their interiors and transparent windows?
alright. seems my error comes from this :
newX = (from.x or from[1])
this allows me to let specify vectors as indexed by keys .x, .y) or int (1 and 2)
^ though wont allways be kahlua arrays so adding :get("x") or get(0) wont work - so id have to test prior (probably a helper function then)
@drifting ore Yeah they are empty boxes for now
The only model I like, is the SUV.
It looks very well done.
Don't wanna offend, but the others are just so weird when I look them in Model Editor.
Nah forget it, this one is also strange
Thanks for the answer anyway
@cursive bramble i wont bother lecturing on the 'best coding practice' of not passing a consistant data type to your function so you dont have to handle specific types (since i break that rule often myself)....if type(variable) == "table" then
derp didnt think of using type() was trying to do a if table["get"] but that obv fails too... ty
i prefer many typed in, but standardised out (ie spit out a {1,0} for vector. but expect any vector in)
you can be really cheap if you want and KNOW the value will return true... local x = type(from)=="table" and (from[1] or from.x) or from:get(0)
heh...i should probably be shot for typing that last line of code there LOL
Is it possible to remove or alternate jumpscare sounds?
I managed to make all containers in a vehicle show the turn on/off button, now I'm having a hard time trying to check if it is an oven or not lol
question, is it preffered for PZ mods to line end with ; or no preference (since lua doesnt care either way)
HA! I just ate a TV Dinner cooked in my van, it was burnt but it was the best TV Dinner ever!
personally i dont use ; because its not traditionally done in lua
damn thing burns too fast
so its kinda a mixed bag archangel...if you look at the base game files like 80% of the lines have them, but the other 20% dont lol
Do you guys know if MapZoid works for custom vegetation images for importing them to WorldZed?
Or if there are other kinds of programs wich can make Terrain images alot more faster and easier?
no idea dont do mapping stuff
Snake is the guy to help you Cupa
Now that van is mostly functional, I wonder how I should balance it. Energy usage for fridge/oven and propane tank?
^ cant store delicates loosely? i dunno eggs and such should break if you drive van fast ?
Nah, I won't go that far
battery and propane use should be enough
If your battery is down you can't turn the oven or keep the fridge working
maybe 2 kinds of ovens, propane and electric, just as theres 2 kinds of seats heh
propane is more common, but electric do exist
and would bring the next exploration-into-vehicle-making step of 2 diff items that fit same slot π
most good ones have a toggle switch
but not all π
valutech vs premium hah
oh and oven running, bit of the heat bleeds out and heats car as if heater running π
My idea was to use propane so it isn't that easy to have an oven running after everything went to shit. I mean, you can stockpile propane tanks but not forever
I think making it electric is far easier to keep using
eh i dunno, b/c electric ovens use mad amounts of power, and would drain battery quick
meaning you gotta run car alot, to keep it charged
working hose that sprays fire right?
nah
π
lol
burn the hordes π
tank
heli, plane, SAMs to shoot down the fucking heli......
lol
since zomboid doesn't have a vehicle armor system
or at least im just stupid
i cant add an apc
having a system is subjective
can mimic armor with stronger parts
yeah
but someone with a 22lr could blow your head off through glass
lol
im making a consumers car pack
of real cars
something that gives zomboid flavor
like orgm
i think i might take a dip into the modding market with that
soul would prolly like the help π
if i have problems ill ask
its my frist time
hi
but yeah
it'd be nice to kill someone with a nice sports car ingame
and just blow it up
or have a race car
that goes really fat
fast
and you ram a tree at 300 mph
or some stupid shit
lol
Yeah, I want to add a fast car too, but not my priority
engineer can make bombs......with remotes.....these should be attachable to cars as any part is π
Bill add in a Semi - Truck with like 200 storage capacity even if you cant make the trailer turn it would be cool π
i will
Also someone needs to make a working garage door so we can replace the garage on houses with it
@drifting ore i was saying you & soul could just work on 1 mod, you both seem to have he same goals
Funny how it started with adding items to the vehicle loot and now I have a working camper van. I can't stick to simple stuff
same
π
lol, a rocket launcher? Snake could use that for his militery base
........or we use it to blow up his military base for sending out effin helis
yeah
fuck it
im adding a bus
Free Download, 3d Marcopolo Ideale 770 model available in 3ds, obj and made with Blender.
hell yeah
My progress will be slow on adding new cars because I don't want to use downloaded models
make the storage big on the bus
@drifting ore http://www.renderosity.com they have a freestuff section you might find some vehicles in
Renderosity - a digital art community for cg artists to buy and sell 2d and 3d content, cg news, free 3d models, 2d textures, backgrounds, and brushes
the bus will fly through walls
and bring the community to its knees in awe of its
uh
bus
yeah
renderosity is usually high poly stuff
ya but can turn into low poly easily
atleast gives a base to work on rather than scratch π
new bus, 10-20 seats? π carry my npc army
bill
Free Download, 3d Dump Truck model available in 3ds, max, tga and made with 3DS MAX.
we need this
xD
-hits one tree and character fucking dies-
lol
"hey, who's that outside our base"
"FUCKING TONKA"
"Demolishes base and kills everyone"
lol
oh dude
Free Download, 3d Semi Truck model available in obj and made with 3dmax.
thats good
and giant fucking vehiclle
it fits with the game
perfect
now where the hell are these going to spawn
the bus
i got it figured out
but the giant ass
construction vehicle
Gas station for bus
lol
xD
im worried about it glitching through walls
the dump truck should spawn outside industrial warehouses
here is another truck that fits into the game
Free Download, 3d Airport Fuel Truck model available in obj and made with various applications.
ok
i just look for vehicles that look like they would fit in terms of looks the dump truck was a meme but if its added then all i can say is lol
forklift
lol
tanker truck
i personally dont like the ambulance in game now
Free Download, 3d Ambulance model available in obj and made with various applications.
that would be cooler
oh btw i know how to find the cure in PZ
Can you help me implement it @drifting ore
Free Download, 3d 9P117 Scud-B model available in 3ds, sldprt and made with 3DS MAX.
lmao
MOTHER OF ALL ANNOYING THINGS!
copy pasted (shameless i know) some math code and modified it to fit me. code kept freaking out at one line. turns out the text i copied used some hyphen (-) instead of 'minus' (-) for the math and i couldnt see the difference except in some color coding subtleties.... spend 3 hours hunting this down (and this. kids. is why we retype code and not shamelessly copy pasta)
π
I kind like the actual ambulance of PZ more than that one.
we need a scud
It feels kind of apart from the game's world.
i mean its cool but i think there should be more than one
same with cop cars
like suvs n stuff
wow
this website steals models...
Free Download, 3d BM-21 GRAD model available in 3ds, sldprt and made with 3DS MAX.
thats from arma 2...
pretty sure thats illegal.
or they got it from that site
Bohemia makes their models themselves
another one from arma 2https://free3d.com/3d-model/uk-fv510-quotwarrior-2quot-tank-93982.html
Free Download, 3d UK FV510 "Warrior 2" Tank model available in 3ds, obj, dae, max, c4d, tga, sldprt and made with Cinema 4d.
a lot of places 'make themselves' but really dont XD
Trust me bohemia make everything
themselves
every page i go down i see more models from arma 2
this is scaring me
someone who knows cars
please help
meplaese
the model looks easy
but the script file
that is no script file i know
ik
ok
phew
i got the item in
the journey of a thousand miles
begins with one bus
is there any zombie trap mods?
id love to put like spikes around the outside of my base
that would be so cool.
@woeful bridge i dunno if independant mod exists, i seem to remember HC mentioning about traps and zombies though
@drifting ore you can also spawn them in multiplayer as an admin
hi
hmm
whats the command
issue with lua math
Im very familiar with using math.cos(<rads>) for my math.
yet the following
[code]
print("cos(90deg) : " .. math.cos(math.deg(90)));
print("cos(90rad) : " .. math.cos(math.rad(90)));
print("cos(90) : " .. math.cos(90));
print("cos(1.5707963268) : " .. math.cos(1.5707963268));
[code]
produces :
cos(90deg) : -0.2995153947555356
cos(90rad) : 6.123233995736766E-17
cos(90) : -0.4480736161291702
cos(1.5707963268) : -5.1034119672569625E-12
seems none of these are right, or am i just too damn tired again?
the line [math.cos(math.rad(90)));] should be the correct one ?
90rad is.......alot of circles π
cos is typically rad input, not 100% sure for java/lua but most languages are
just being confused by lua cos function, since it works in rad i use (math.rad(90)) to convert 90deg to radians -> plug into cos to get result. but sites online differ in result to what i get
could the java mess with the lua conversions?
cos(90 degrees) should return 0, cos(0 degrees) = 1, so if the output doesnt match that, then the input is rads, cos(0 rad) should be 1, cos(pi/2) should be 0, the latter you tried in your final line and isnt 0, so i dunno π another reason to avoid java
probably some type shananigans i swear...
ah.....your 4th line, E-12, thats effectively 0, so my bad, cos(pi/2) = 0, its rads input, and you typing in decimals + floating point issues π
then is it possible to fix? basically tryin to rotate a vector by 90 degrees quickly (allways 90)
try cos(math.pi) (i assume math.pi exists) and you get -1
@quasi geode Thanks for clarifying. So if I do not want to "double multiply" then I should change FirearmSpawnModifier (and Ammo, Magazine, Repair and Component) to for example 0.5 but keep everything else (CivilianFirearmSpawnModifier, CivilianBuildingSpawnModifier, etc) set to 1. Then if I want more or less I can move 0.5 up or down as needed
never rotated vectors in code sorry π
@earnest quartz i get -1. so yes it works and my lua is sound, i suspect some precision nonsense is happening :/
guess ill just have to use lookups sigh
It is probably floating point issue.
seems to kill it, isntead of 1 i get 0.9998 etc
most things dont usually need the insane precision >.>
It resolves to float type rather than double it seems. That could cause some precision issues.
seems this hates me for it. probably just too tired to see my issue myself. in past lua projects using Love2D i never had this issue with plan math
would using the fun devide by 1.0 work maybe?
or round π
rounding is unsafe though ?
if its always 90 deg, and you expect -1, 0, 1, then round works XD unsafe? idk
I don't remember how it is rounded but that odd behavior sux.
Plus expect some bugs as that lua is outdated
since you said always rotate by 90 degree, could also add a function to call, you only have the 4 values in, return whats expected
but again, is the precision needed π
Varargs are kinda bugged a little too.
urgh...
no clue about java, but c# for ex has multiple, math.cos(float rads) math.cos(double rads) prolly decimal too, maybe passing in an accual type would help π
in love2d your dealing with pure lua...any number in PZ's lua file is actually a java double, as jianmingyong said
@stuck helm up to you how you want to do it, i just provide as many options as i can so you have choices π
Sometimes you have to trick lua by doing 90.0
That would guarantee a 90 when converting to double. "90" itself could be 89.99999999999999
all above is not working :/ seems lua is itself VERY finnicky about the math and i believe Love2D which im familiar with adds special hardcoded values then for these cases? guess ill just use a lookup...
dont blame lua...blame kahlua π
remember your not dealing with real lua like love2d
actually tested on Lua:demo, and even python is doing this...
python `print(math.cos(math.radians(90)))
gives
6.123233995736766e-17
same as PZ lua and lua:demo
that E-17 means move decimal left 17 digits lol
so 0.000000000000000006123233995736766
yeah
curious, what does cos(0) return? π
python or lua XD
pz π
or whatever idc
point being you pass in 0, a whole number, and should get back 1, a whole number, no fl;oat precision crap π maybe, but again just a curiosity lol
1.0
π
thats lua:demo let me try PZ
edit :
i get 1 (whole)
ah python [round(math.cos(math.radians(90)))] seems to be happy, so rounding should work? ill try that (apologies for the math spam to all...this just really bugged me)
that did the trick it seems... the values i get out test correctly :/ godamn flooring issue.
I've noticed you can use <br> tags to line break in things like tooltips. Are there any other tags? Colors, perhaps?
must be colors, cuz food
Uhhhhh, it seems that VanSpecial only spawns in "test cases" or when if fails to determine spawn type for the area? Weird, I've seen it spawn in parking lots
How to disable jumpscare sounds? Deleting stab1, stab2 and stab3 yields no results.
I thought those were unused
Wait, unless youβre talking about the sounds that happen when youβre character suddenly encounters a zed
Maybe try replacing them which silent ones?
i hate that noise so much, still gets me when i have the volume up
Lol it doesnβt bother me too bad
Sometimes I jump
Honestly itβs one of them things that once you disable it you will miss the sound
I think its more nice to have for initial jumps scares. Ie of you are actually as jump scared as your character. But if say you are mentally aware of the zombie but the character isnt and gets jumped scared... then its an annoyance
Have there been any decent magic like mods? Wondering on a few concepts i want to twckle beside my mechanical mod concepts.
someone please where is the list of events? I can never find it when i go looking for it
"Fenris_Wolf: uh only a very outdated page..easier to use something like JD-GUI and look at the code in LuaManager.class"
.links
Usefull Links
[projectzomboid.com/modding/](https://projectzomboid.com/modding/)
[List of Events](https://pzwiki.net/wiki/Modding:Lua_Event)
[Official PZ Wiki](https://pzwiki.net/wiki/Main_Page)
[Item & Crafting List](http://undeniable.info/pz/wiki/itemlist.php)
[Character Planner](http://undeniable.info/pz/CharacterPlanner.php#unemployed,)
[Forums](https://theindiestone.com/forums/)
[Bug Tracker](https://theindiestone.com/forums/index.php?/forum/85-bug-reports/)
[PZ Reddit](https://www.reddit.com/r/projectzomboid/)
can anyone tell me when exactly does OnContainerUpdate fire?
@placid delta I recently looked into this but it just can't recall it right know
I think it was only when a new item is spawned/transfered to the container, but back then I tried so much stuff to make my cooling box work I might have this wrong
I tried using it recently with my custom icon problem, but I need more tests with it to be sure the event was firing when I thought it was
Don't love love it when everything works? I can install/uninstall my custom parts in my camper, and it fixed the container size issue
nice
Now.... should I add the items somewhere else? They'd be useless until you find a camper van so I don't know what to do
ah i'd probably just leave them in there
I mean in mechanic shops, garages? As a way to replace them if ever
It's amazing seeing all those working in the mechanics window. Great job.
make them work for it...its going to be a high value item due to the usefulness
so if they need to replace, go hunt down another camper XD
gives them a mission..something to do π
Hmmmmm makes sense
Now I feel I can add wahtever weird part and function I want, as long as there's no need for visual changes in the model
Modelling is generally hard for some of you?
Or it's easy to handle with the passing of the time?
Or scripting is alot more harder?
Modelling a PZ car isn't hard even with my short experience in modelling, it would take me a long time though
modelling a pain in the ass for me....the coding is easy for me
But we can't change parts of the model in game, each vehicle type has a set model
So no metal spikes or any of that
I been working on a small truck model. I only completed it's front :p
What do you think about it?
Always having thaat dream of driving those mega things with their containers...
Looting all Rosewood and March Ridge.
What kind of truck is it? I say your dream is possible
I'm trying to find the Image lol
Something like this
It's not the right one.
But I don't want to make you wait alot of timne :p
Ohhh I see that'd be nice to have
Those contaiiinnerrss...
But, I'm not sure if PZ would detect those, because they are actually apart from what the real vehicle is.
You will need to make it a big static model
Yeah, the model would move more like a bus, but it would be an alright compromise on the visual to make it playable.
Maybe try smaller trucks? I don't know I'd have to research the best option
I'm actually curious if it's possible to make more than 4 tires on the vehicle.
Something like this?
As parts installed probably, as additional wheels I'm not sure
THat's a good one actually.
UHaul's are usually one static thing
That would be perfect
Similar to what I've seen for larger camper vans, but I decided to go for the simple model change I made
And their competition https://www.pensketruckrental.com/imgs/trucks-large/img_rental_22cargovan.jpg
Ghost Recon found a good "Franklin" truck
(These are all four wheelers, too)
I could probably make that one using the franklin van as a base
Ok, gonna try this one.
Thanks for the recommendation.
thats cool
Look at that lowrider
Thanks man.
i could see myself doing driveby's on hordes in that <.<
And catch some undead bitches
lol
Haha.
I got the mapping right so they don't just open random parts of the car, haha.
Before, I think the drivers side opened a sliver of the trunk.
lol
lol
that nice muscle car
Are the colors in your texture or game-defined?
I've been unable to create proper textures to use the game colors
They're mine.
I think I know how to get them game defined, but since I kinda went at this haphazardly, it was too much for me to want to get it working on it.
If you open up the game's car shell textures in something like paint.net and use the color sample tool on one of the empty areas, it's actually colored, but just set to a transparency of 1.
So whatever you want the color to change on, just set the layer to a transparency of 1 before you save it as a png.
That's the thing, I use photoshop, and I faced these transparency issues with other games
I have to learn how it is done in photoshop
You might have to save it as 8bit also, instead of auto.
I'm gonna try making a 1990 suburban next. I know more what I'm doing now, so I'll be able to test that out better.
Also, I wanna upload it to the workshop, but the model isn't being loaded when I make it as a mod. The texture is, but just not the model.
You need a loader function in lua
That's way above my head, haha, but I'll check it out.
Here, change the files in it
Does it still need that if it's replacing a current model?
I've got it replacing the taxi.
I've got the path as FR1971impala(modname)\media\models\Vehicles_CarTaxi.txt
I've double checked to make sure I didn't accidentally toss the original taxi model in there.
Make sure the name inside the TXT is also Vehicles_CarTaxi, I don't know if that changes anything
Weird, I had no problems when trying to replace a model
I'm having a friend test it now to see if it's just something on my end. Who knows?
@nimble spoke You had the replacement set as a mod, not in the game's model folder, right?
It's gotta be something with how I'm packing it into the mod folder, then. I tried replacing the carNormal model with LuxuryCarBurnt and it appeared normal.
Did you have the script folder in the mod, too?
You need the same folders you see in /media/ to store the files that will be replaced
If it is working for a model and not the other there's something wrong with the file
It's not working for any vehicle models, but the textures are working.
I tried making a new mod real quick to just replace a few vehicles with the offroad model and no dice.
Double check all folder names, including Capitals
As far as I remember it should work
Alright.
This is my first time messing around with this, so I appreciate the help.
I'm gonna go through step by step what I did.
I'm trying to just replace any model right now, so in my mod folder, I made a folder called "modelrepalcementtest".
It's god the mod.info, poster, and I added media\models
Then I copied over kate.txt, the offroad vehicle.txt (whatever it was), weapons_fireaxe.txt.
So just to test this, I changed kate to male.txt, copied the the offroad a few times and changed it to a few different vehicles, and changed fireaxe to weapons_baseballbat.txt
I started the game, enabled the mod and tested it, and everything's normal.
I've got all other mods disabled, too.
Where is that folder located?
It should be Workshop/YourSteamItem/Contents/mods/YourModName/media
Workshop can be found in User/YourUser/Zomboid/
I have it in C:\Users\My Name\Zomboid\mods
I can enable and disable the mod in game.
There's just no change when I do.
it is
thats where all my mods go
i know khaos uses it for testing beta orgm versions that arent on the workshop
so works for steam users too
How do you handle working in \users...\mods\ ?
When I go to play with friends using my mod, I have to sub to my own mod and usually move my working copies out of the /mods/ folder
i dont think if your playing MP its a valid directory for steam players
but fine sp
i dont use steam myself, so i cant verify, but i asked khaos a while back his process for installing orgm beta versions
he unsubs from the workshop and uses C:\users....\Zomboid\mods
Yeah, that's what I have to do while developing.
I use Steam so /mods/ works alright for me testing even MP, it just has version mismatches when trying to play with friends since theirs are from Workshop
ya i get that lots every time i want to connect to our server i have to move my dev version
Okay, it's not just me then.
but think i'm just going to make a cheap script to do it before launching zomboid π
that way i can just run the script and tell it to go MP mode or dev mode....getting tedious doing it manually
cant believe i let it slide this long
Hmm, good idea
really not like me to do things manually...usually if i do a task twice, and know i'm going to have to do it more i automate it lol
i been slacking π
Alright, I FINALLY got it.
I couldn't just overwrite the model file, I had to change the name, then change what model it loaded in the car script, then add the model loader.lua.
π€ I don't remember if that's what I did
Probably was
Spent too much time just to get simple changes done
Lookin good, though.
^^^
Do I need new textures in the modelloader.lue, or just models?
you can set any texture in the line that loads the model, it doesn't matter
Alright, thanks.
There has been a new Mod Published!
you'll be able to do custom zone for vehicle in the next patch (or edit current zones to add your vehicles)
you mean, in game RJ? like, you'll be able to make a sort of parking stall?
Loving this community.... and Uhauls would make epic scavangers... sleaking of which. Bycicles and Moyor Bikes maybe? Is that even possible
everything is possible it just depends if modders and the devs want to
Motorcycles are kind of possible if you don't mind seeing them without a pilot, or having a generic pilot on them all the time. I think TIS will fix that when animations arrive
@inland gull Are we getting one today?
Worthy sacrifices for small vehicles i guess. Additionally i want sbopping trollys... cause who doesnt want to shop for the dead. If i ever get my mod in any state to share ill consider adding small vehicles cause i think the transportstion would be welcomed.
Really looking forward to uaing the 'players buildings can be properly determined by thr game' addition from yesterdays notes. Gonna make my ideas more doable
nice
Oh my god
My dreams of looting all March Ridge and Rosewood are becoming truth.
How much storage that truck has?
I still haven't changed stats, I just copied a van for now. There are several stats I don't even know what the values should be. I had to tweak front wheels offset several times to get then in the right position
well, keep up the good work. β
i loot all of a city every game, its just a slow process XD
esp with such small trunks ;x
@nimble spoke perhaps a vehicle making tool is needed, with an ingame UI to adjust to just click arrows to move bits around π
how hard is it to texture the vehicles? just photoshop + uv mapped template?
Yeah
I've been using the game's models and textures as a base, way faster to get them working
i wouldnt mind helpin on a texture π i get a fair bit of idle time at work recently, downside casnt directly test in pz heheh photoshop yes games no, and whats more odd? they dont even care if i photoshop boobs, but killing a zombie? yep care o.O
lol
well not everyone enjoys violence against zombies...they are a minority group you know its just not appropriate workplace behavior
minority? bullshit, i seen tons of jobs full of zombies π
Overriding trunk capacity in the vehicle stats does nothing, setting a capacity in the part's data also doesn't seem to work properly, you have to use item's capacity, so if I want a huge trunk, I need to create a new item
pft, when was the last time you saw a zombie as a CEO of a major corporation? and soon as someone becomes a Z they get fired...thats why theres so many unemployed zombies with nothing to do but wander the streets
probably...most vehicle parts have actual inventory items attached
it tend to pull properties from the inventory item when it installs the part
wish we could remove seats to have a bigger cargo spot π
and wheres them SUVs with the fold down back seats to convert to cargospace π
wonder if those even existed in 90s
those fold down seats dont actually increase the volume you can store in there...just make it so you can fit more awkward stuff in
dont remember commercials for em til 2000s i think? but then i uit watchin commercials since so ;x
no, they decrease volume, to add seat
sittable location π
lol just saying folding down the seats doesnt change their size just their shape
ya, total space doesnt really change
just max size of a single item
but pz ignores that bit
damn video games, always ignoring the laws of physics!
Capacity for that trunk? Dash bulldriver has 90, how about the others?
in modern cars there are foldable seats, that greatly enhance the storage room
with the organized trait its 116 capacity for the dash bulldriver
can mods add skills that gain xp?
π¦
My custom models don't show the overlay images, but my car types with custom base textures do. What in the nine hells controls that? @ember orchid
@nimble spoke I'm having the same issue. It's showing the shell just fine, but not the overlays. Gonna try to sort it out tonight.
@nimble spoke It all works fine when you move the textures and models directly into the game's folders, but not when you have them as a mod.
At first I thought it could be an issue with my textures, but the hearse , army pickups and vans work fine. It is something related to the use of custom models
I'm messin around with it now, I'll let you know if I can figure anything out with it.
Are you ready for a pop surplus?
Yes
I had to redo a lot of the geometry and change uv layout, so I decided to make it easier to add variations later
So, It will contain orange sodas, apple juice boxes and bottles of water?
And pop cans
oki
But I'll add other variations, probably one moving furniture and things like that
need one with a lua script...first time the rear door is opened, a dozen z's spawn right there π
random any door
but if one spawns for that seat row, other side wont
could prolly even time it, spawn 1 per sec for n seconds
@quasi geode That is something I want to add to every car actually. A chance to spawn a token zombie item, if anyone opens the car remove the token and spawn a zombie at the open door location. Can you help me with that?
pickup trunks no spawn
And maybe add a thumping sound to the car when there's a token inside, much like traps do with animal sounds
car trunks tiny tiny chance cuZ people mightve hid
shouldnt be too hard
ambulance trunks high chance of 1-2
cuz dude they carrying likely infected already
Fuck yeah, do you want those MEDS? Come try your luck!
im evil π
I don't want to add a code that fires every time a player opens a door, that's my first concern
Imagine a dozen fuckers coming out of the truck.... I can imagine people raging in the mods comments
But maybe that specific type could have a warning, like something painted on the doors
Or you could throw on some bloody textures, like hand marks on the inside of the windows.
That's a triple awesome idea!
hmmmmm I wonder if we can add new overlay texture slots
I'm not having any luck getting those masks and overlays working, man.
I can only get them to work if I copy the textures, models and scripts directly to the game.
Ok, my turn to do some research then
And even then, it'll only work if I rename the model from Vehicles_CarImpala to Vehicles_CarTaxi.
But that doesn't work when I set it as a mod.
There may be something buried in java
It might be related to the texture we set in the model loader function, I'm not sure, just something that hit me right now
I was thinking that.
At least when you have the model replacing another.
I think it's something else when you've got an entirely new one.
you guys are setting textureDamage1Overlay, textureDamage1Shell, textureDamage2Overlay, and textureDamage2Shell in the script file?
Yes, my camper van uses standard van textures right now, but they don't show in game
As Filibuster said it only happens for a model added through a modelloader function
not for the same model when it is used to replace a model in the game files
So, either an issue with how we load it, or something missing in java code
I'm checking IsoSprite now, and there are references to it, but I don't understand them
i cant follow the entire logic flow cleanly, BaseVehicle.LoadAllVehicleTextures() doesnt decompile right in jd-gui
@inland gull It would be great to have some help with this issue
Maybe there's a list with all the models in java that is needed to load the overlays? That would be a bummer
doesnt look like it
yeah, don't think currently you have a way to add your own models to load, i'll add a lua function for that
what's the method for spawning a zombie? I tried createZombie and spawnHorde but I'm getting an error
theres several methods
public static IsoZombie createZombie(float x, float y, float z, SurvivorDesc desc, int palette, IsoDirections dir)
public static void spawnHorde(float x, float y, float x2, float y2, float z, int count)
public static void createHordeInAreaTo(int spawnX, int spawnY, int spawnW, int spawnH, int targetX, int targetY, int count)
public static void createHordeFromTo(float spawnX, float spawnY, float targetX, float targetY, int count)
I've tried those 2, what are x2 and y2? can I use x and y for those?
x, y, x2, y2 defines a box area
Ok, so if I use x and y for x2 and y2 there won't be a box
idk maybe, might choke didnt look...just set x2 and y2 one off
lol, it worked.... and I died, because it spawned 10 of them even if count was 1
I think I have to use createZombie then
dont see anything in the code that multiplies the count
Hmmmm then it was me calling the function way too many times along the chain links
sets Horde.count = count, then does a for (int i = 0; i < this.count; i++)
Ok, it is working now, but I entered the car as the zombie spawned. I think it should prevent entering it, right?
maybe give it a random chance? nothing quite as awesome as getting away with jacking a zombie for its ride π
open the door...grab the z and pull it out..then hop in and drive away π
Well, you can always press E again as it spawns
Now I need to fix trunk spawning, I found an ambulance, the trunk is open, there's the corpse inside, but I don't need to do anything to access it, so I can simply see the corpse and walk away
And how should I handle entering the car from another door? Right now you can be in a car with the "living corpse" in it
automatically give the player a bite or scratch? π
I'm not that evil
dont worry...spend a few more years coding you'll join the darkside like the rest of us π
Ohhhh I just thought if you have a zombie in your damaged trunk and it is dropping items it has to spawn a zombie, not the item on the floor
Evil question, how can players potentially trap zombies in trunks?
i think the real evil question...how can zombies potentially trap players in trunks? π
I was thinking about bringing a truck full of them to someone's doorstep and open it, walking dead style
the big cargo vans would be only practical way
and putting a noise making item (watch, clock, radio, noisemaker, etc) in the 'trunk' could bring zombies near, so just a matter of getting nearby zombie to 'climb in'
yeah, I'll have to think about that
maybe if noisemaker item is within the green square area of trunk, and zombie enters square, move zombie into truck
But first I have to fix spawning from trunk
or nvm noisemaker can be in trunk der, just zombie enter square
dont even need insta spawn, delay spawn by 1-2 sec π
and rather than on player, find coords of the green square for the door, spawn there? π
I'll have to learn how to do that
it would be ideal in the case of the trunk
right now I have no idea how I'll handle the token item spawning in a trunk that is open
Is there a similar method to createZombie for spawning a vehicle?
No
Damn. Gonna have to hold off on one mod idea then.
There has been a new Mod Published!
Driving around with the thumps from a zombie in the trunk is scary
I need to get the square where the part is, using player or vehicle imposes a serious limit
There has been a new Mod Published!
There has been a new Mod Published!
Can we change the sizes of the tires?
There's a radius value for each wheel, but I haven't tried it without changing model's scale. I know model scale also changes the wheels
Cool, thanks dude.
I'm thinking large, slow construction equipment with a lot of pushing power to clear out those congested highways.
I just tested some very large radius and it causes weird physics, be careful lol
wheels didn;t look that much larger though
I tried up to 35 radius
Haha.
Car started jumping as soon as I spawned it, and trying to drive it make it all worse
Yeah, that's a bit larger.
If you want wheels to look larger, maybe reduce car model size in blender, then increase vehicle scale in car script
I'm going to test it
A'ight.
Worst case scenario, could just hide the wheels behind a bulldozer type tread.
Yeah
I tested a model down to 1/4 the original size and multiplied model scale by 4, I couldn't enter the car
so no clown cars? π¦
LOL
Tweaking cars stats is a nightmare
Who made the genius decision of having in-game stats being calculated with visual model size?
make sense...saves alot of hassle...just like most of orgm's weapon stats are calculated by weapon weight...well other things too but weight is the primary factor lol
No no.... weight is a virtual number, you can set it to whatever you want
model scale should affect the visual model, and nothing else, define you car dimensions elsewhere
Imagine if the visual model size affected the stats of your weapon
that be perfect...if i could calculate the volume of a model and determine its weight from that π
dont work so well though...some materials are denser then others
No, from a game design that isn't perfect, because it forces your model to have a very specific size so your weapon stats would be correct, and also eliminates the use of said model in other sizes for purely visual purposes
No goldeneye's DK mode lol
lol
Really, I'm tweaking stats to no end here because each one I tweak causes weird in game effects
when the idea was just bigger wheels visually
its only non-perfect when someone wants to come along and hack it for a purpose you didnt intend....damn modders <.<
π
lol
ya well...tbh i'm glad your doing the wheel experimentation and not me..i wanted to make a lift kit and larger wheels for my suv lol
This is harder than making fridges and ovens work in a van
sometimes the car simply won't move, sometimes it becomes bouncy even to the point it tumbles
or just veeery slow like right now
Come on and jump with us!
Hahaha, beautiful.
How'd you get the wheels bigger? Did you scale the truck model down in blender, then scale it up in the stats?
I assume the wheels are seperate objects
Yeah.
So they'd have to be rescaled, followed by the position of the truck's frame being moved up to accomadate the wheels
We (at least I) can't find a way to just rescale the wheels, though.
Not in the vehicle's scripts, at least.
I'm thinking we might be able to make a new, alternative wheel object, though.
Have it use a larger model, then have the vehicles we want to use larger wheels call on the new one or whatever.
Yeah, scaled model down to 40% in blender, then compensated in the stats, spent a few hours tweaking several stats to fix the result and it still isn't working properly
I didn't even move the model up, its position is an interaction of stats and physics and changed a lot when tweaking
I just found that wheel model is defined in the wheel template script
I'll try to add new Tire items that use a separate template and check if I cen get the other wheel textures working
There has been a new Mod Published!
There has been a new Mod Published!
@placid delta can survivors be rescaled? ie kids? be interesting to run into families π you wanted to add the whole pat down bits other day, maybe a cell to keep their kids so parents play slave π
That would actually be interesting.
someone mentioned survivors on a server. is this true? can we use them on servers now?
Β―_(γ)_/Β―
You arent allowed to add kids into games and allow them to be killed @earnest quartz hence why there is no kids in gta
so if they added kid zombies or survivors they would need to be invincible
not an argument its a fact.
and yet the sims has them lol
good for them
its not allowed well it is but the developers get lots of hate from media so its not worth it hence why not many game devs add them
kerbals has em, and actively kills them π
i've seen 0 hate in media against kerbals killing children lol
its irrelievent anyways...the intial discussion was about modding, not the base game. same rules dont apply. devs already said they wont add them to the base game, and you cant scale down the survivors models...so none of it makes a difference lol
aw
agreed @quasi geode
lol not much to agree with its not opinion, just facts XD
im saying you are right.
im agreeing with your statement since it was correct.
is that not what agreeing is for?
lol...once the new animations system gets in though it maybe possible to mod that stuff in
personally i think it would be stupid to add into the game even with mods but thats my opinion
well not something i'd waste my time doing but to each their own i guess
The Walking Dead game had a child zombie at one point
The issue is that people are uncomfortable with killing children
Oh, No More Room in Hell had child zed as well. Itβs not illegal, just VERY controversial.
At least in the states it isnβt illegal. For other countries, Iβm not sure.
it isnt illegal thats not my point my point is its not allowed in games because the devs dont want negativity from the media and fans
regarding the killing of children
and as for modding it in the game i say respect the developers by leaving it out of the game if they rejected it then respect their decision
Iβd be all for a mod involving children. Itβd be an interesting challenge to help guide them through a horrific and hopeless world and teach them how to survive. But I can understand whyβd people would feel uncomfortable about it.
"not allowed in games because the devs' the devs make the game, and decide what goes in it, thus company policy to exclude, which is by their choice, thats like saying you're not allowed to eat meat, because you're a vegan this week, thats your choice, nothing stopping you but you
it makes perfect sense the developers dont want it in the game and if they wont allow it it wont be added.
stop trying to be smart by repeating my statement that makes perfect sense and start trying to bash it.
Wonβt stop a modder from making it though, even if it isnβt allowed on Workshop.
If you donβt want children in game, I can understand that.
grey a modder can make it but my point is i wouldnt personally because id respect the devs decision to not add it in.
Thatβs cool, thatβs cool
i agree with your point too
π
you see its nice to debate things in a positive atmosphere isnt it @queen veldt shame others cant do the same...
good for you, and thats your choice & opinion, nowhere did devs state mods couldn't do it, just they wouldn't themselves, they also won't be adding ORGM or hydracraft depth of guns & other items to the game, so by your words we should 'respect their decision' and delete such mods lol
I never said that. i said i personally would respect their decision to not add it.
learn to read before being a smart arse.
sorry trying to be a smart arse..
i dont know where you got the idea i said it shouldnt be allowed at all.
i do read, stop making personal insults rather than talking just because other's views dont match yours
I just said i agreed with greys opinion and saying you are trying to be a smart arse isnt an insult its an observation.
Itβd be an interesting challenge to care for children. Playing a game them while holed up in a house for a bit increases your survivorβs happiness, youβd teach them how to defend themselves or hide, maybe get them to help with gardens or scavenging, and of course, the emotional trauma of losing a child. But again, I understand if the devs donβt want them added.
Cameronrhys: learn to read before being a smart arse.
but he is saying making zombie children to kill
Yeah, kind of like a more in-depth version of This War of Mineβs βThe Little Onesβ dlc
i asked nicely, you refused, welcome to ignore π
judging by the way he structures his sentences his first language isnt english.
no wonder he keeps trying to catch me out and fails every time.
grey it would also be cool if the kids grew up over time too
There would be zombie children, of course, but theyβd wrack your survivor with guilt from possibly just seeing them, and killing them would βharden upβ the survivor over time, making them used to doing something like it. Unless they were a, say, veteran profession.
and learned to do more as they grow up
Itβd be interesting as well to have them grow up over time
yeah like i think killing kids if you are to add it make it a negative thing that is fine.
many games have had kids dying in them, and no comments from the devs wishing they wouldn't be for mods. kids dying is no less 'horrific' than other people'
Is this guy still trying to argue when we are talking @queen veldt ? lol
Yeah, unless you got a trait like βsociopathβ that makes them immune to feeling guilt
yeah
Several games do have kids dying in them, anx
Fallout did, though with negative consequences, Dying Light had zombies implied to be infected children, No More Room in Hell had two variations of child zombies (one that looked like the young girl from Night of the Living Dead, a classic), etc.
Actually, I think having your survivors wake up in the middle of the night with nightmares from traumatic events would be an interesting feature now that I think about it. Theyβre already in the game i believe
yeah i think killing children in games is ok as long as the devs say its ok personally i would ask before modding it in but its not a terrible idea its just probably not worth the negative attention it brings with it.
Yeah, it can bring a lot of controversy
it just depends how you present them, the sims and kerbals have had kids for a long time, and actively dying, without negatives, because the sims is aimed around family and not psychotic murder, and kerbals....well....when do they not go boom π
you just cant have one without the other.
The Little Ones handled children in a similar situation very well
i think maybe kids if they are added start off as survivors with you and if they die they dont get infected meaning your character isnt killing the child
never played it heh
they just simply die
That could work as well, even if it does break the rules of the infection. Maybe have the excuse that the infection is βtoo powerfulβ for their young bodies to handle before the virus can even change them.
yeah
TWD has everyone infected, just not zombie mode til they die
Yeah, and the survivors responded wonderfully realistic to it.
hmm
Kenny couldnβt bear to kill a frail child who starved to death, leaving you,
With the option to kill it, make Kenny kill it, or leave it there
hmm
So if child zed were modded in game, having them affect survivors mindsets would be a neat challenge.
kinda surprised we can shoot up a school and no kids though XD in media kids in schools die to stabbings and nobody cares, then shootings get reported like ww3 started o.O
Same could go for regular zed.
I don't get the whole ''don't put kids in games'' part, I mean for a setting like this it would not only make it realistic but it would give you some feels.
^ agreed
the feels man, the feels.
Actually, having survivors develop fears in response to things that happen to them would be interesting as well!
true
getting locked in a closet, with zombies banging on door, gains trait clausterphobic ahah
Getting attacked by multiple zed in a dark building makes them afraid of darkness.
need a way to get over the fears too though
Being surrounded from all sides by a horde and managing to escape by the skin of your teeth makes you afraid of wide open spaces, etc.
Of course.
Itβd probably be similar to βexposure therapyβ or whatever it is called
or it just goes away over time.
get chased by a zombie kid, and you don't have the will to hoot it, cuZ HE STILL LOOKS CUTE
Survivors facing things that scare them makes them less scared after a while, similar to how your survivor βgets usedβ to facing zed in the base game and gets less scared over time when handling zed
yeah
we need ways to trap zombies lol
And to be honest, what's more fun than hitting the head off a child zombie with a baseball bat? π
HOME RUN!!
whacking those little basters.
In game, yeah, but not for the poor survivor doing it unless they got a trait that makes them a βsociopath.β
the apocalypse makes everyone crazy over time.
A sociopath trait would actually be interesting once NPCs come out actually.
speaking of which, riding sahotgun, window down, mailbox approaching, gain entertainment π
Okay thatβs actually a funny idea
can modders make moodles? could try to make sociopath trait + moodles for super survivors heh
HC already has exam tables and slicing up zombies on them........
π€
i think id go for the crazy person with his zombie kid chained up in bedroom, and i feed it everyday, then NPCs who visit me freak out π
Anx why do you say heh after every message
You say it a lot... heh
See what I did there?
A feedback thread on the favoriteΒ vehicle you like driving in PZ
poll it doing good so far
Franklin All terrain is doing great with the votes
Also as for the sociopath trait you can make it so that your survivor laughs at dead bodies and you can call the trait Logan Paul.
Doesn't really matter what he says @woeful bridge I've been told ya'll have had an argument or whatever which is all good and well, so please just walk away and leave him be. Cheers.
https://www.quora.com/Why-canβt-we-kill-children-in-video-games-Considering-itβs-all-virtual-why-are-children-in-video-games-always-invulnerable-if-they-exist-at-all
The ESRB rating system would limit sales if you did.
Why can't we kill children in video games? Hello there! Iβm a game developer and I fucking hate political correctness - sometimes I go against it out of spite because why the fuck not? I too am a human and there are two things I really donβt like ...
so the dev would loose money because of limited sale group
that applies to the base game, not mods, for which the original comment was for
yea that had corssed my mind after the post, but thats why their not a base thing. That and sometimes things like that lead to boycotts and games pulled. But like ya said a mod doesnt effect the ESRB because its user controlled. If there was the ability to add custom sets i dont see why you wouldnt be able to implement the idea, and who ever is looking fo that would add it in.
if i have mod A installed, how does mod B tweak mod A's recipes?
load order? is that a thing?
i recently just started moding and was looking at some object building.
i'm sure it is, but more after the lua code
recipies are in .txt format no lua i thought
game loads them in, then i am assuming there is a lua method to access a recipe and edit it
yea isoItem or somethign
i would maube guess that the game loads mods in by dir order, so maybe if mod B was 'Z' in the list it might load after A and write over any conflicts that B changes in A
havent tried it though, but just a thought
but, and i've seen it before, if the user clicks and re organizes the mods by Z-A it wont work lol
can see the load order in the console.txt
its primarly alphabetical for lua..by directory/filename
scripts will load off the order of the mod id
err no sorry scratch that last one
is it hard coded to do A first or if the user aragnes dirs by Z first will the order change?
thats alphabetical too
ok, so if i want a mod to change A i would name mod B something in the alphebete that comes after A
the order your sort your files in your file browser doesnt do anything
k, i had some issues with it doing that in Ruby, wasnt sure about Lua/Java
@earnest quartz - ok so we figured it out, to make Mod B change Mod A have Mod B use a name that alphebetically comes after Mod A's name.
ya....still lookin for lua code to do the change π
if its a recipie, should be in scripts dir in the mod folder
@nimble spoke you'll hate this vehicle, functional tow truck π
Made this to replace the six seater van. Just need to finish up the textures and tweak the settings a little.
How does one push an object to server save/load event? been looking at it for a while now, got objects to place and interact, they wont load back in on game load.
if its a container, it saves the world inventory item though, thats in the place of the isoThumpable
but the thump isnt loaded.
it looks like a chevy suburban/GMC Yukon
@ember orchid Don't replace vehicles man, when RJ converts the vehicle spawn system to lua you will be able to spawn your vehicles, no need to replace. That's my opinion, keep dem vehicles coming!
I'm using that extra time to test new ideas and polish the existing ones
I'm planning to switch 'em over when we can.
For now, I'm just replacing the ones I use the least, haha.
ohhhh I see
anyone feel like doing up a black 69 charger? π
hint hint
that truck looks nice though
Thanks man. I was thinking el camino next. Or maybe a half assed bulldozer.
Replacing wheel models in the car script works, I just gave my hearse that tire with a white band, and the monster truck a proper off-road wheel
awesome...i was tempted to do up some gold rims for the pimp my ride mod...kinda put that on hold for now though need to concentrate on some orgm stuff
I don't know if we can add new models, but wheel03 is shit and up for replacement right now
Oh, nice man. What part did you edit?
After template=Tire, add a part tire that only replaces the model
template = Tire,
part Tire*
{
model InflatedTirePlusWheel
{
file = Vehicles_Wheel02,
}
}
Does that automatically replace it, or do you have to do anything in game?
You can pick from 02 to 04 they all work, but 03 is ugly and 04 needed adjustments because the texture was not centered correctly
Like switch tires or something.
no, the car will use the new model
Right now it doesn't move
one of the many options it can have by changing.... anything really
.... idc if it doesnt move yet, that monster truck is sooo not a mistake LOL
And for some reason they always spawn using that same color
I think the random color thing won't work for mods, just like the car masks.
but it uses the pickup truck texture, shouldn't it work?
it should work from what i've seen in the java
I haven't checked, but I'll bet the pickup's shell color in it's texture file is that green, just transparent.
I'm also adding more wrecked car textures, like spiffo and fossoil vans, ranger cars....
It worked for me if I put all the files right in my game folder instead of a mod, though.
So maybe we need to do something different with the model loader?
I know pretty much nothing about coding.
RJ said he's going to fix that for us
Probably the same issue with our models not showing lights or damage
Yeah.
Alright dude, we can replace the wheels with new ones.
Just replace Vehicles_WheelWhatever with whatever model ya want.
but in a mod?
LOL
lmfao
Time for square wheels
Haha.
wheels use the same text for both sides, look funny for the monster truck
yay orgm finally passed cheat menu on the most subscribed list...next stop new denver π
You don't use steam, stop checking that
Good luck with that
Want to make a popular mod? Upload a russian or chinese translation of a mod
well...less then 100k to go π
ha! next upload for orgm has both russian and chinese translations π
i'm thinking ahead here lol
Now I believe you can do it!
lmao
i have 2 russian translators, and idk how many chinese...a few i believe but i only really talk to the one...he said theres a team of them LOL
For every mod subscriber, there will be 2 subscribers for a translation.... Nobody can compete
Now my tests to fix it can go nowhere 4 times faster
I don't know, I don't even know if that matters
could cause a issue if theres not enough clearance
I'll start changing values for each variation and see how it goes
i sooo want that to work so i can see what it like running over z's
and other cars π
I don't think it will be able to run over cars
i'd imagine it will collide and get some funky airborne physics lol
I know I've been working on some pretty crazy stuff, but that doesn't mean you can go wild
or a bucket that auto picks up corpses, then a button to dump in a pile
Homer's Mr Plow when new weather system comes? lol
eh tow truck is wild, bulldozer i dout is as complex
Hey, I'm getting a null pointer exception, could you look over my model loader lua and see if that's the problem?
I just copied one and guessed, pretty much.
local function loadModel()
loadStaticZomboidModel("Vehicles_Suburban",
"/media/models/Vehicles_Suburban.txt",
"Vehicles_WheelLarge",
"/media/models/Vehicles_WheelLarge",
"/media/textures/Vehicles/Vehicle_SuburbanShell.png",
"/media/textures/Vehicles/Vehicle_Suburban_Lights.png",
"/media/textures/Vehicles/Vehicle_Suburban_Mask.png",
"/media/textures/Vehicles/Vehicle_Suburban_RUST.png",
"/media/textures/Vehicles/Vehicle_SuburbanOverlays_DAMAGED_01.png",
"/media/textures/Vehicles/Vehicle_SuburbanOverlays_DAMAGED_02.png",
"/media/textures/Vehicles/Vehicle_SuburbanShell_DAMAGED_01.png",
"/media/textures/Vehicles/Vehicle_SuburbanShell_DAMAGED_02.png");
end
Events.OnGameBoot.Add(loadModel);
Wait, you shouldn't have all those textures there
one loadStaticZomboidModel per model you want to add
Alright, cool. Thanks man.
I wasn't sure if I needed to manually load new textures or not, good to know.
So is this right?
local function loadModel()
loadStaticZomboidModel("Vehicles_Suburban",
"/media/models/Vehicles_Suburban.txt",)
loadStaticZomboidModel("Vehicles_WheelLarge",
"/media/models/Vehicles_WheelLarge",);
end
Events.OnGameBoot.Add(loadModel);
From what I've seen the texture there doesnt matter for vehicles, because you set them in the car script
Yeah, I didnt test leaving the texture argument out, you may need to add one texture to each just so the code works
if you don't remember to remove the last , after txt"
Wheels textures look ugly in that size.
when your in the drivers seat of something that big it no longer matters how your wheels look <.<
lol
nothing like faster iterations, by comparing the changes to each variation I already got them moving without jumping
π
still can't revgear properly and only get to 30mph
Yeah? What was the issue?
interaction between wheel height, suspension values and wheel roll influence on car
Gotcha
basically wacky physics
Good to know.
add more horsepower? lol
No, horsepower isn't the issue, it has one of the highest hp values in the game
Did you change the mass at all?
Haha, so basically it's just constantly peeling out?
omg...we need smokeshows
Hey, so I did some trial and error with the model loader. I needs the vehicle model and the shell texture and nothing else currently.
use some of that endless supply of bleach on the rear wheels π
But I'm guessing once we can get the masks working, we might need all the textures included.
We will have to wait for RJ's changes, but those are set in the vehicle script, I don't think we will need to add them to the loader method
Damn, now fossoil truck is all jumpy again
Fire and police can accelerate more, but the go up in the air and then suddenly get back to the ground
Green dude is still hanging against a wall and can't rev out of there
So I've got the custom tire model loading on there fine, but it's using the texture of the car.
tires are a seperate model from cars....so would it be possible to add other models onto cars?
machine gun on back of pickup π
I dunno. I doubt we can set animation points or whatever. I think it's probably hard coded. I'm just replacing the tire's model, basically.
@ancient flame that was a joke about Logan Paul not an argument please read before coming to a conclusion of what I said. Cheers.
And if you are talking about me commenting on anxcon saying heh I did it so I could make the joke at the end so I can try break the tension between everyone
Donβt really care either way tbh, just pretend he doesnβt exist.
@ember orchid Try adding the wheel texture in your loadStaticZomboidModel line for it
What does the "isGoodCar" flag do? On a Chevalier Cerise with perfect condition on all parts it returns false
seems its only used in the initial spawning of the vehicle to dermine quality of parts and stuff, it is not saved with the vehicle when you reload