-
Posts
137 -
Joined
-
Last visited
Content Type
Profiles
Forums
Calendar
Tutorials
Downloads
Gallery
Everything posted by Ace612
-
Los Angeles Mod Vehicle Set [STOPPED]
Ace612 replied to itchboy's topic in Mod Development and Concepts
You got us all scared with that last paragraph. And yeah, I'm yet to find any modeller with so much attention to detail as you, if that's of interest As for the 2016 vehicles - ofc you shouldn't redo half of the mod just because of new yearly vehicle lineup update. Especially if most of them are so f-ugly (I'm looking atcha', Charger. Oh no! I shouldn't have! Now my eyes are never going to heal!). Although, IMO, new Ford Interceptor lineup does look better (I not much of a fan of the pervious one, so that may be a factor). Again, that doesn't mean anything in regard of units in mod, just thoughts in general. -
Eh, most gaming series now turn into cash-grab, and I never understood the "... Simulator 20XX" thing. I mean, they were basically same games, with a little bit of altered content. At the same time probably the most successful simulator - ETS2 - was released once and only gets updates and DLCs time to time (and here DLCs are either adding a big chunk of content or are purely cosmetic items probably created by the art dept while tech dept was creating patches). And Emergency unfortunately seems to follow this "20XX" thing. Also, about the aforementioned GTA V - it was released once (for the old gen) and then second time(for the PS4/XBONE and PC), no paid DLCs, just updates. i mean, they are talking about future story DLC, but it's even better - they don't push out the same game in different envelope, and the base game definitely has content worth of it's price. TL;DR - don't buy EM2016, it just encourages the publishers(and sometimes developers) to do the yearly game thing.
-
Looks nice. I love that chassis, and it's great to see it used this good.
-
[PRIVATE] Blues & Two's Submod [London Mod Reskin/Map Edit]
Ace612 replied to BeastyBill88's topic in European Sub-Mods
Funny coincidence Rule 39: There is no such thing as coincidence I've been there, too, lol Oh yeah, and you need to get to the port first This happens in NL Port all the time: -
[PRIVATE] Blues & Two's Submod [London Mod Reskin/Map Edit]
Ace612 replied to BeastyBill88's topic in European Sub-Mods
I guess you are having a... Truck Mania YEEEEEAAAAH (Sorry for that one, couldn't hold it ) -
Good job on that Magnum, it is something unique Yeah, when I was going over ideas before starting my mod, one of them was making a San Francisco based mod But then i though it'd be nice to leave California for the mods that already focus on it
-
So, here's an update: Wildland firefighting crews to be featured in the mod (from left to right): US Forest Service - Paramedic-trained personnel (blue hardhats) and "standart" firefighters (yellow hardhats) with the Tactical Water Tender National Park Service - "standart" firefighters/NPS personnel in turnout gear (red hardhats) and Paramedic-trained rangers (blue hardhat) with Ranger vehicle (no FF vehicles to showcase yet) Oregon Dept. of Forestry - only "standart" firefighters with ODF Engine/Utility (Upper lights to be added) Credits: Personnel: Base personnel models - EM4 Base hardhats - LA Mod Edit and combination, texture - Ace612 ODF Engine: Freightliner Cab - Voodoo_operator (LA Mod) Custom rear model, texture by Ace612 Wheels by itchboy Everything else credited in previous posts
-
Project Harbor City - the unofficial Rework
Ace612 replied to Mindcat's topic in Modification Sub-Mods WIP (In Development)
Looks pretty good, don't know though about the blue text on red, contrasts a bit much. I'd try some other suitable colors or go with less saturation. -
I have a question - would a folder setup mimicking, for example, LA one, considered an own structure? As my project at the development has things like this: Also, if the mod partially uses the setup of, for example, itchboy's car pack? Like if the additional unit based of his Chevrolet Silverado is added under /vehicles/Chevrolet/Silverado/*vehiclename*
-
Looks great overall. I know you said you won't gonna change anything, but to me it looks like it's a little bit to high. Length and width are okay, but as Vojta's photo pointed out, it should be lower, up to the point that the lowest part of the side window is as low as the lowest part of the windshield. I might have explained it badly, so PM me if you need the details on what I mean.
-
Skinning Help (Words On The Body Of The Vehicle)
Ace612 replied to ThinBlueLineKY4's topic in Modding Related Support
Also, try to find the proper fonts for the specific vehicle/department/service etc. A caption in Eurostyle Bold on cop cars looks much more authentic than the same caption in Arial Black -
Yeah, I'd say it's submod, too. What they also done great is optimizing it for multiplayer experience - not many mods do that nowadays. I mean, it's quite hard to find a balance between unique gameplay features and things that will work in MP, and the HC team was pretty good at it.
-
MCU has coroners, but no distinct coroner unit is a problem, yes.
-
Damn, those units do look gorgeous. And by what I've seen, the map feels really authentic, too. Looking forward for this mod soooo much.
-
I'd go with upscaling the texture and replacing certain part with more high-detailed ones. For the Charger that'd be headlights, taillights and (optionally) wheels. You would need to redraw all of the "main body" part, though. I did it with LA Mod's Chevy Caprice and it ended up pretty well.
-
Project Harbor City - the unofficial Rework
Ace612 replied to Mindcat's topic in Modification Sub-Mods WIP (In Development)
I'd say not ADDING the vehicles, but REPLACING some of the patrol Chargers with them. I mean, Chargers are nice, but some variety would be great, too. As for the models - maybe a CVPI? It is the most common cop car, after all. Maybe even the '06-'08 Charger instead of '13 one. If you want something more unique and interesting - take the civilian Caprice (the LA Mod's nineties one), slap on a lightbar, maybe a pushbar, and you'll get a nice classic cop car. Also, merging existing models is a nice way to start learning modelling. -
OMG! Is that Lt. Caine? Is that? Is that? Horatio, I love you! (no homo ) Great work. Will there be a script to equip a second pair of sunglasses?
-
Kent (UK) Mod (Dev Release)
Ace612 replied to Pottyscotty's topic in Early Access/Alpha Stage Modifications
There was an "Arrest dog" script inSanta Catarina(?) modification. I believe it's the closest you can get to "capturing" it. Now if it could be assigned as a separate command to a specific animal control unit personnel... -
Hey, I'd love to play a game or two of multiplayer occasionally. I don't have enough free time to make sure I play "mandatory" time, so this casual multiplayer sounds like a great idea.
-
Nope, this engine was stolen than crashed Sent from my HUAWEI Y600-U20 using Tapatalk
-
That is still going to be considered as a usual MVA by the game. And yeah, this happened in Oregon a while ago... coincidence?
-
Well, any medical call in the woods themselves would be similar to a SnR call, as trees should make it hard to pinpoint the victim's location. Although it will still be called out as a medical call. Masking one kind of med call as a "missing person" wouldn't work, either, as med calls happen to random civilians around the map, and missing person in front of a hospital would look strange As for making a separate new freeplay event without missionscript - that is considered hard, I believe.
-
It can actually work with any 18WoS except the first one, I believe. I was able to get ALH models with the Convoy filter
-
Police Officer/s Start with Weapon?
Ace612 replied to Pottyscotty's topic in Modding Related Support
As an alternative, you could look into the way the LA Mod handles spawning firefighters. As they are forced to enter vehicles on spawn, you can go same way, forcing some of the officers to use "Equip MP5" command on spawn, for example. -
While I believe submods and full-blown mods would be great to... segregate? I have no idea how they will be distinguished. I mean, how many new features/models etc. must be implemented in a project in order to categorize it as a "mod" and not a "submod"? In order to move up from "concept" to "mod" category, you must have a playable build, which is a completely fine way of determining the stage of development, but how will it go for "mod" and "submod"? As long as admins/community are able to figure it out, I'm completely on board with the idea. P.S. Beware, lightheadness: