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Miles, you are the man. Thank you so much for your contributions to helping this project out. You are definitely getting a special mention in the next version's update. As to not overwhelm myself, I'll start with the Crown tiller and move to the Thibault at a later date. I'd like to take this one at a time now that I have a fairly large backlog of assets to make. I still haven't finished the civilian cars and helicopters that I promised, too. I am hustling along at my own pace but things are being worked on. I am in that Facebook group, actually. Thank you for sharing, it is indeed a great resource, though sometimes, imperfect. I absolutely will be adding in the fire apparatus with the fireberglass tops. They won't be modelled by me, but by someone in the community who I've been teaching to make assets. I am not sure on those other suggestions, even if I think they are interesting. I'll have to do some extensive research on each truck and cab (in it's civilian form) before I can turn them into appartus. The plan is to produce a civilian truck for NPC purposes, a base asset for anyone to use in their mods, and then the LAFD apparatus lastly. I do appreciate you listing these down for me, that way I can save this information and come back to it when I am ready. Speaking of civilian assets, I think I have finally found the motivation to continue making them. We are on our way to achieving the original goal I set out. I've had these assets sitting unfinished for a long time. I finally got around to finishing them, and like the other civilian assets, and unfinished playable ones, I will be texturing these by hopefully Dec-early next year to release v1 of the civ vehicle set.6 points
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Chapter 1 Introduction What you will need Blender 3.3.1 ( avaliable on steam ) OGRE Exporter https://github.com/OGRECave/blender2ogre .SVN File System https://emergency-forum.de/filebase/index.php?entry/2444-svn-hilfsdatei-em5-em2016/ I'm Freelancer, one of the developers of the Essex Mod, I've been working on Em5 since April 2022, it's been a great journey so far and I've learnt a lot, I couldn't of leant any of this knowledge without the Bieberfelde Team and there amazing support and patience I'm not claiming to know everything about emergency 5 because I don't I'm still learning as I go. However I'd like to share everything I've leant and try and make a complete English guide on how to make a mod for Em5 (Both video and text) Hopefully this will encourage more modders to make the jump to Em5, because in my opinion it is superior to Em4. This Chapter is a brief introduction to modding Em5 and covering what you will need and preparing the workspace. 1.0 Brief understanding of what the difference between Em4/Em5 Em4 is really old forget everything you know about it because it don't apply to Em5. Em5 uses new game techniques and modern standards, which short term can be a pain if your not familiar with them but long term it is a lot better and easier in my opinion. -Many more textures map are supported in Em5 We need 6 textures to make up a vehicle, Diffuse map ( Colour ) Specular and Gloss maps ( how shiny/metallic something is ) Normal Maps ( adds extra detail without using polygons ) Emissive Maps ( generate light, for example rear headlights,headlights,blinkers) Ambient occlusion map (generates shading on the model) If your not familiar with some of these maps I suggest you look on google for more info For scripts out there, I've heard Em5 is a lot easier to write plugins for using the c++ language brining lots of new possibilities Emergency Ludenscheid is a good example of this as they have a lot of gameplaying enhancing scripts. Em5 models can be more detailed around 13-15K is a good pinpoint for models but some models can be more detailed, there is a max import limit of 27000K per mesh ( we can join mesh's together in the editor to go over that max limit if need ) 1.1 Lets take a look at what we need to get started. I'm going to assume your using blender, I'm using the latest version 3.3.1 Emergency 4's model format was .v30 if I remember correctly but in Em5 we use .MESH files. To export .MESH Files we need the OGRE Exporter for blender wich can be downloaded here https://github.com/OGRECave/blender2ogre Installing OGRE Exporter There are tutorials on how to install in the link but I'll copy and paste this text here Copy the io_ogre folder into the $BLENDER_DIR/scripts/addons folder. 2. Enable the addon in Blender: Edit menu > Preferences > Add-ons. Search for 'ogre' and click the box up the top left. 3. Configure the plugin prior to the first run. 4. Set the correct path to OGRETOOLS_XML_CONVERTER PLEASE NOTE To Find the XML Converter + Mesh Upgrader you will need the OGRE SDK With can be downloaded here MSVC SDK is the one you will want to download https://www.ogre3d.org/download/sdk/sdk-ogre 5. for Ogre (v1): path should point to OgreXMLConverter.exe. This can be found in the Ogre SDK 6. for OgreNext (v2): path should point to OgreMeshTool.exe. This can be found in the OgreNext SDK 7. OPTIONAL Set MESH_PREVIEWER to a path pointed to ogre-meshviewer.bat. This can be found in OGRECave/ogre-meshviewer 8. Make sure that USER_MATERIALS isn't set to a directory like "C:\". The addon scans this path recursively and will crash when it hits a path it doesn't have permissions for. If everything is set up correctly go to edit > preferences > Search OGRE it should look something like this. That is everything done the regarding OGRE plugin .SVN File System Next we are going to create a folder on our desktop or anywhere else you like. Lets call this folder "workfiles" Next you will need to download the .svn file system https://drive.google.com/drive/folders/1cqa2SHM_-w45a8YKuOmzVBLly2ORNr5x?usp=sharing once downloaded simply drag the .svn folder into the workfiles folder. You will not see the .svn folder in the workfiles folder once you've copied and pasted it becuase it is an invisible file. This essnetially makes our workfiles folder act as a dropbox for our future models and is where we will find most the files that make up our project. Here is in examlpe of my workfiles folder with the Essex Mod. Preparing + Understanding The Basic's Of The World Builder I strongly recommend you watch this video, I know it's in German but there are English subtitles available he will teach you the very basic's of using the editor and more importantly he will set up hotkeys and config the editor, I've copied there layout + hotkeys so it will make it simpler down the line. https://www.youtube.com/watch?v=w4MGTixQzUQ It the Next Chapter we'll take a look at a model in blender and what we need to do to prepare it. If you need support with any of the above please leave a message. Thanks Freelancer1 point
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Hello guys, It's been a little while since our last post, don't worry we're not disappearing, we've just been busy with life recently. However that's not to say that we've not been working behind the scenes. Today we'd like to share with you two new vehicles that will be joining the Essex fleet. Firstly is the Volvo V90 police traffic unit, currently being made by Fishboe Next is the East England Ambulance Service HART IRU Unit, which I'm currently converting our original sprinter model into the long wheel base variant and all the other additional bits that come with it That's all for now guys Essex Mod Development Team1 point