-
Posts
184 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Calendar
Tutorials
Downloads
Gallery
Everything posted by stevenew95
-
For the steam version: "SteamLibrary\steamapps\common\EMERGENCY 4 Deluxe\Data\Textures\Coronas" <-- Just place the tga files in that folder and overwrite whatever it asks If you don't have the steam version just go to wherever your game is installed and follow the same path minus the SteamLibrary\steamapps\common
-
You may not have installed the coronas correctly or the right pack. The white boxes are caused by missing corona textures
-
Also, when youre working with object that are the same on both side (as in you could cut them in half and both sides would be identical) you can use the Mirror modifier and it will mirror what you are modeling on whatever axis you would like. That way you are doing less work for the same and more accurate result.
-
Looking good man. I can suggest you use the smooth shading option with the edge split modifier to make the curves look smoother. You can find smooth shading on the left side Under the Tools tab in the category shading while you are in Object mode and have an object selected. You can add the EdgeSplit modifier under the Modifier button on the right side. Ex: Without Edge split and Smooth shading: https://gyazo.com/1e6a927809abad49529ef67ff56950fe With the smooth shading and EdgeSplit modifier: https://gyazo.com/96fa54fea60f642afb004287cd6d6399
-
Its looking good man. You're slowly progressing and getting better. Tip: If you want to have some rounded edges, you can use the bevel tool on edges to round them off. There are many different ways of UV mapping in blender and adding materials. I suggest learning or taking a dip into all of them!
-
Where do ya find your pics for the skins? Google?
-
If you were going for the NFS look i think you hit it on the head! As you keep continuing to model in blender, you will get better. It took me a good 6 months on and off to really start getting good at it. It gets frustrating so there are breaks sometimes but you will get better at it just don't give up.
-
After a short hiatus from the project, were back in full force! Here's what's new! Be sure to check out our Trello page @ https://trello.com/b/q9Wi7LJZ/los-angeles-mod-2017-dev There you can find more pictures and see what were currently working on and plan to. It changes pretty much every day with things being added and completed! Since returning we have re-edited the textures for the 2007 Pierce Arrow XT and completed Fire Station 89. Stay tuned for more updates! Trello Page: https://trello.com/b/q9Wi7LJZ/los-angeles-mod-2017-dev
-
It's been a busy week for us with a lot of progress being made! Here's a quick update of what's been completed in the past week! Be sure to check out our Trello page @ https://trello.com/b/q9Wi7LJZ/los-angeles-mod-2017-dev There you can find more pictures and see what were currently working on and plan to. It changes pretty much every day with things being added and completed! This week we completed our 2007 Pierce Arrow XT Engine, and made a significant amount of progress on our first new fire station! Stay tuned for more updates! Trello Page: https://trello.com/b/q9Wi7LJZ/los-angeles-mod-2017-dev
-
Authors of the forum/mod- Stevenew95 and Engine81 Los Angeles, California is home to around 4,031,000 people and answer more than 2,000,000 calls for service each year. As Los Angeles grows, so will it's need for emergency services and cutting edge vehicles and technology. From the early 1870's when LA acquired its first Amoskeag fire engine and a hose jumper to the present where they have just purchased their new US&R Pierce along with several others, to a 1973 LAPD AMC Matador police vehicle now a 2016 Ford Interceptor Utility. The ever changing life and hazards requires a well updated fleet for every emergency or technical service of Los Angeles and, we believe that it is time for an update to the fleet! Without further adieu, Welcome to the Official forum for the Los Angeles Mod 2017! We have a lot in mind for this mod such as new units, buildings, updated lights, textures, new fire stations, new sirens, new dispatches, and possibly new scripts. As with any other mod, we ask that you please refrain from asking for release dates, and such. We do however encourage positive criticism, feedback, and support from the community. Thank you all for making this community a great place and thank you to the modders for opening up doors and releasing your own mods to further better the community. Check out our Trello page to see all of the things planned, whats in progress, and what needs to be done! We will continue to update the post as we see fit but the Trello page will be updated the most frequent. https://trello.com/b/q9Wi7LJZ/los-angeles-mod-2017-dev DISCLAIMER: This modification has no set release date. We will never steal any models, scripts, textures, or any game related files that belong to another author without the actual consent from said individual. Any post from the author or team member regarding the modification has no reflection on emergency-planet or its affiliates. The author and its team members take no responsibility for content posted to the forum that is not from said members or authorized individuals for example but not limited to; foul language, modification files, texture files, scripts, v3o files, harassment, or any other demeaning behavior. We take no responsibility for any damage caused to your computer or any devices. All pictures, videos, and updated are all still a work in progress and are subject to change at any point in time.
-
The one from the menu. I have made a new cab model, and it works in game fine, it just doesn't pull the trailer in with it once i call it in. @itchboy I can stop tagging you if you are watching by the way. Figured it would just alert you when i tag you
-
Is there a script that i can copy out of one of the scripts to run it? or am i going to have to make it myself? Because once i make that object in game-(could be like literally ANYTHING right?) i need to have a script recognize that object or will it already do it? @itchboy P.S. sorry if i seem stupid man lol just trying to learn this
-
Shouldnt that technically already be in the map? Considering the old tiller pulled the trailer in, it had to have the same things right? and, once i create an object in the map, does it matter where it goes? This is all way more in depth than i thought it might be! @itchboy
-
Im not terrible at scripts but im not the best either.(Even though this script language is quite easy) Im still trying to figure all of this out but im not sure what im missing. I see the tiller check in the fp_freeplay but, im not sure what i need to do from there. Im assuming it is pulling the object from a list somewhere from what i can see but im not sure where that is even if im correct. @itchboy
-
I'm not trying to spawn the vehicle at start, as of right now im only wanting it to come into the game with the trailer. Right now it only will come in the game with the cab when i call it. Unless this would accomplish this as well. @itchboy
-
Shouldn't that already be referenced in the script for the current tiller trailer? I have only changed the cab(changing trailer soon) unless that is what you are referring to. I have attached the command to the cab GetDummyTrailer(i believe that is it) and it still does not pull it into game. @itchboy
-
Upon creating a new model for the tiller, i have placed it in-game to act as the new cab for the old trailer and cab. Upon replacing the files that i needed to, the cab is in-game and functioning but when i call it into game, it is not pulling the trailer with it. I believe all of my scripts are in order, my protype has all of the right commands, even copied them exactly from the old prototype to make sure i had the same things. I have exhausted all of my options and i know some other people that have had these issues as well. The only other person that i have seen successfully do this would be @itchboy in one of his youtube videos. If any knows why it is not pulling the trailer into game I would much appreciate it if you could let me know. If not, we will have to drop it for an upcoming mod(SECRET right now). Thanks. @Hoppah i know you havent been around but if you see this, lend some light on this issue for me.
-
Essentially, Windows 8 is too "smart" to run a game that was meant for XP. Once the game is installed, you need to change the way that Windows runs the program. You right click on the .exe file that runs the game and click on properties, then the compatibility tab. Set it to run in Windows XP compatibility and if there is versions of it, run it in the highest. Also, click the check-box that says run as administrator. These options might help you as it did to me. There's not much you can do after these steps to make it work. Best of luck.
-
Westerly Fire Department Modification [School Project | WIP ]
stevenew95 replied to MFDHoward's topic in Mods
I can pretty much do anything except scripting and big time modeling.This does sound promising so if you want some help, i can try and do some things for you. I know we would all like to see what exactly you can do or what you have done! -
What exactly is going to come out of this? Not trying to be mean but, when you first announce a mod, you need to show some work of what you can do or have done. Otherwise, people are just going to think that you want them to do all the work and you'll just do small textures or something. The mod could have potential and you obviously need help but, we want to see how much you can actually do first. Good Luck by the way! (this was constructive advice, not meant to be in any way mean or hateful)
-
I completely understand where you are coming from. Ive seen mods with great potential fall because of trying to move way to fast and trying to get things done because of people wanting to play it, and not being patient. Perfection takes time, You all are surely doing an outstanding job on the modification and ill be happy to see it released when it does. To me, it is by far the mostly highly anticipated mod for the 911 First Responders/Emergency 4 series gaming community. Scripting alone is very hard. Teaching yourself is harder(learned that from experience) and putting them into a working mission is even harder. I think from the work you all have put in, will be more than worth the wait. Im happy to hear that progress is being made every day and thanks for such the quick response. This mod and its staff have by far outreach the boundaries of what people first thought this mod was going to be. Great job my friend.
-
I absolutely love this mod, ive watched it from the start. Now, dont take this in a way of me asking when itll be finished or to hurry and get it done but do you have a percentage as to how much of it you have done? i know you still have a lot of ideas floating around and some map stuff along with more vehicles. Through the year, youve released several vehicles with screenshots and such but never really have said anything as to how far you are along and what progess youve made. Just as a friendly question, do you have an approximate percentage even if its off the top of your head? It would be awesome. Thanks!