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Everything posted by helljumper51
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So I have always gone by the rule of thumb to not to go past 5000 polys on a model. Has anyone has issues with larger counts and does anyone know why To keep the count low? Or was a misinformed
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you have to label the pump children. I believe they are pump01 etc. check on hoppahs engines to see
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Ret your my hero bud. You ever need a model made or a body to be "taken care of" give me a call
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So I am workingon a custom freeplay map. I have the texture done and the paths/streets. But my big questions is how do I set up the spawn points for off map units? Another quick question I had was for freeplay events specifically EMS events, is there a script command to check a virtual object for a down person. So for example in the script it would check a virtual object(like the size of a street) and check to see if an injured person is in it. I know you can do it with fires with the "getvirtualobjectsburning" or something similar to that. Just wondering if EMS can do it as well or car accidents. Regards, Smith
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Fire Engine Models of a madman
helljumper51 replied to helljumper51's topic in Modding Related Support
Its a full copy. I know a few people in the gaming industry that got me one. -
Fire Engine Models of a madman
helljumper51 replied to helljumper51's topic in Modding Related Support
An ALS Engine Textured -
lol Info on the departments? IDK I literally chose 3 numbers. Well I wrote down some notes: Jefferson county. All Partial volunteer/Paid services(they have a small staff at the station). The map it will be in is a small town with feilds and a few highrise(like 4 story buildings). Station 110 ha an Engine and a Squad, Station 127 has an engine, tanker, and brush, and station 135 has 2 engines, a ladder, ambulance, squad, utility, Dive unit, and tanker. Station 47 has 3 ambulances, a cly car, and a heavy rescue/hazmat.
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Hey guys. I was wondering if someone wanted to make me a few different fire department logo's/crests for use in a mod I am helping out with. 3 FD Stations(110, 127, and 135) and an ems station(47). If anyone has free time and wants to help out let me know! Full credit is given where due.
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Hey guys. Here are a few of the units I decided to build in the past few days. They are all different in their own way and are heavily modified of units in real life. No actual reference materials were used.
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thanks guys. I am working on a small vehicle mod for these as kind of a break from my full mod. maybe these will see textures and intake time soon
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I faintly remember a post in the la mod about how the game cant function over four connectors. all my units get one to three though so i never worried. four makes the game to easy and less of a simulation..but thats my pov
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its some type of error. probably a syntax or spelling error. go through and double check what you edited to make sure you made all the right variables and command names
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load it up in the em4 editor and count
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Here is my next installment of Fire Stations. This is Battalion 1 and Headquarters Battalion 2. Battlaion 1 will house 2 engines, a ladder, and a battalion unit;this is the main attack station, while Headquarters 2 will house a Resuce, a QRS/MICU, an Engine, a Brush unit, and Hazmat;this station is meant for support and mutual aid for surruounding stations. The engine will cover any district that is already dedicated as well as its own small district, and The rescue and MICU will respond on EMS and MVA's. Along with my other station and future apparatus for this, these models will be available for public use and the letter can be removed. Battalion 1 Battalion 2
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I never really had an issue becuase I used a plane floor. so its only a 2d image file instead of an actual model. but if I have issue be sure thats the first place I am gonna look lol
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Hey Guys. I whipped this up real quick tonight and figured I would share. No texture yet, but it is a WIP. The apparatus are place holders but represent what types of units will take the spot. This is for a project I was working on, Harrison Township Station 1, it houses Tower 11, Engine 11, and Brush 12. Please Note the Harrison Township depicted in my work is fictional and if there is an actual Harrison Township, there is no affiliation.
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Just a few pointers. As per the stations, just be aware that there is ALOT of work to do for one station. For example if I work a long time at it I can get a station on the map and usable in game in probably two day if I work most of the days on them....and that is not even modeling and skinning them. And I have been doing this for around 6 years now. Just dont take too much on your plate right now. my recommendation is make the units first. then release like an alpha. Then start working on the stations. And people are more likely to help if you have a product to show them.
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what type of files are your textures? dds?
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*NEW MOD* Valley Emergency Services & Law Enforcement (WIP)
helljumper51 replied to ValleyMod207's topic in Mods
shoot me a pm -
*NEW MOD* Valley Emergency Services & Law Enforcement (WIP)
helljumper51 replied to ValleyMod207's topic in Mods
shoot me a pm -
I believ the support is crappy becuase COH went to free to play for online and THQ stopped supporting the whole game. did you purchase it through steam? or do you mean to update the mod, not the main game?
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I just uploaded a pack full of around 10-15 fire engine models and a station for anyone to use.It is in the downloads section under 3ds models. They are all American style apparatus and have a few NY city models and even a model I did of the engine from backdraft. They still need to be reskinned but otherwise fully modeled. Have fun! Any questions please ask them here and I will try my best to answer them. -Helljumper51
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5 Major Tips for People New to Modding
helljumper51 replied to helljumper51's topic in Modding Related Support
I am in the process of maybe, and this is a big maybe, working on a EM4 podcast. Where myself and hopefully some others from em4 would go over tutorials, help hints, and current projects going on in the forums. So hopefully stay tuned for a message about that. -
Ok, so if you have ventured through these forums you know that there are about 10 posts per every real mod post that goes kind of like this: "Hey guys I have this awesome Idea but I dont know how to mod. I need a team of great modders to make it happen. I can provide the pictures and direct the mod but I can't do much else." So if you have made a post like this, listen up. Most modders want to work n their own work and dont like people telling them how to make a mod. In my own personal opinion, I have been on a few teams where I volunteered my services and most of the time the person incharge could not mod or knew very little. this was fine because I joined the team to help him out. Well they all ended with me leaving becuase I was being told how to do everything and If I would spend a day or two on a model or s cript they would come back later and say, well I want to change the idea of the mod, or well O decided not to put that unit in here. This gets VERY frustraining and is the main reaon why people who do have a good amount of skill like Hoppah, Dyson, Raf, Cosreski, Newfundking, Xplorer, Mikey Pi, etc work on their own mods or in teams with each other. So if you have an Idea which you want to see turned into a reality, dont rely on others, but rely on yourself! I am going to provide a few basic tips to get you started. 1. Know what it takes to make a mod! Alot of new members dont really know how much work a mod entails. My biggest recommendation is to start off with a submod like lights or vehicle placement and turn it into a major mod. Thats what the manhattan mod started out as and look at it now! So kind of work is required for a full mod vs a submod? Submod: Any alteration that makes the game different. These include Lights, reskinning, vehicle placement, Map changes, and a few others I am forgetting. But basically this si where all people new to the modding world should start. Lights and map changes will help you get used to the editor and reskinning and vehicle changes will help with models and scripts. Mod: MAJOR changes. I am talking about doing everything from scratch. Map, buildings, vehicles, units, scripts, etc. Basically if a mod is using mostly other people's units and scripts, people will get upset and pretty much ruin what your trying to do. Dont be surprised how a few negative comments will kill a mod. 2. Only make your idea public unitl you know you will finish. I am very guilty of this myself. If you are ging to make a mod or submod only go public with it if you know your going to finish. Alot of mods die halfway through due to various reasons, but the biggest is someone taking off more than they can chew. My recommendation is to only make a post in here when you have something to show or even better, when you are close to beta or have a beta release. 3. Have a plan of attack Sit down and think this mod out. a good rule of thumb is if you dont have atleast 2 paragraphs worth of material then you dont really have all the details fleshed out. I sit down with a pen and paper and write out details from station layout to what certain scripts will do to even making a sketch of a map. Get all the details and keep adding when you get another idea! Make it unique. Try to stay away from major cities. NY is being slowly stabbed to death with mods coming out for it. 4. Use your rescources There are alot of tutorials on here to utilize. everything from modeling, to lights, to doing map work. just look around. One thing I hate to see if the same question being asked over and over when there is a tutorial right on the site for it. So before you make a post to ask about it, check the forums, or else you get so much hate. 5. And finally keep at it You will hit alot of hurdles. Alot. but just keep working through them. It took me 5 years to get where I am now and alot of mistakes and failed attempts. But use it all as a learning experience. Look at some mods out there and see how thier scripts and maps work. Make tweaks and test them out. its the only way to learn. It will take time, long nights, and you will go backwards at times. But you will get through it if you are persistant. And good luck! Resources to utilize: Rut's Tuts(map work and alpha files): http://forum.emergency-planet.com/index.php?/topic/15908-rettungstiers-modding-tutorials/page__hl__%2Bpath+%2Btutorial Site tutorials: http://forum.emergency-planet.com/index.php?/tutorials/category/1-english/ LA Mod alteration Tuts: http://forum.emergency-planet.com/index.php?/forum/82-alterations/ If you want to add anything or ask questions please feel free.