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Showing content with the highest reputation on 06/29/2016 in all areas

  1. UPDATE Unfortunately we can not get the back to station script working and rather than delay release i have decided that the next version will not have it, However we are going to be adding the precise parking script which will enable you to park vehicles in the bays with ease. I am very sorry about this decision but i dont want to delay it any longer. At the moment i can not give a current release date but rest assured that it will be out this year. I am currently working on another mod at the current time which is my Norfolk and Suffolk mod but dont think i am giving no attention to the Kent mod, unfortunately i have not had alot of time recently so work has been slow on both, and some people have had exams. As i have said in the past though i would like to thank every one of you guys for sticking with the mod and i hope you enjoy the mod when its eventually released. TACRfan Lead Developer for the Kent mod
    4 points
  2. Work on the modification stopped as of 2015.
    1 point
  3. As itch said make sure you only make "half" a vehicle, the only time you should make two unique sides is when the vehicle requires it. Sometimes that comes up on equipment rears of a vehicle but usually the cabs of the truck are symmetrical on both sides, in those instances it saves you a ton of work to just make half and clone/mirror that half to make both sides of the truck when its done. Your front looks good for a starting point but I would advise having abit more bend at the top and on the corner, along with only making 1 half of it. Check itch's example for how the front should be created. You dont have to have the grille area modeled like he did in his example unless you intend on mapping the grille elsewhere than the front view.
    1 point
  4. 1 point
  5. When building a model, do only 'half' of it. Make both sides symmetrical, and use the mirror modifier to make the other side. Your front looks much more optimized now, but Id advise splitting it down the middle. It would be recommended to do it in this method, that way you only need to spend time modelling half the front (rear and top as well) and simply can mirror it to the other side and instantly have a full vehicle.
    1 point
  6. Reinforcing what Itch already said, you want to cut the fat from the model now before you shape it out.. It's alot easier to shape a model if its got less verts to jumble together, esp if most of them will end up removed in the end. Because this game doesnt use a draw distance type of deal it means pieces while attached to the model base do not have to be made of one solid object. The game won't "clip" away pieces which "float" over the body, so things like equipment, lights in particular, antennas, mirrors etc don't have to be modeled into the core body of the vehicle. They can instead float into the body saving a ton of polygons and effort in shaping those areas where they would attach. Door lines do not have to exist in this game, and really should not exist because it's a ton of waste polygons. Instead expect to texture that seam line on since it can still look good but won't waste weight in doing it that way. The curvature on the cab and the bumper both have way too many polygons.. If it's a relatively "flat" shape don't put in too many polys, save the polygons for where they have to be used. Takes a good while of practice and trial and error to figure it out but given time you'll get it. Some things have to be more detailed than others, but often times you can get away with skimping and it still will look fine in the game. I attached an example of what itch and I have spoken about to help you understand it, hopefull it helps give you an idea of what we were talking about. http://www.emergency-planet.com/uploads/monthly_2016_06/ex.png.fab873a5451435339cb7f6dbdf4deda0.png
    1 point
  7. Script JackHammer New Vehicles http://www.emergency-planet.com/uploads/monthly_2016_05/574c71708cd30_Em4Deluxe2016-05-3011-45-32-02.png.af955f408c20d96bb59c4907bbdfd3f1.png
    1 point
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