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Everything posted by itchboy
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L.A. County Modification (Reskin of L.A. Mod)
itchboy replied to a topic in Mod Development and Concepts
Awesome. You'll have to do a lot of modelling if you want to get accurate LA County units. I'd like to make a point that this is the 5th LA mod on here so far. The original, mine, LA County Submod, yours then the LA City mod. -
Los Angeles Mod Vehicle Set [STOPPED]
itchboy replied to itchboy's topic in Mod Development and Concepts
If you already hadn't understood, it isnt going in the mod. -
Oooh La la. Pretty. Tell me, how did you achieve this? Is there any performance drop? Is it easy to install? Is this even released?
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Lol. This thread blew up. No replies for 3 months and then this many in 6 hours. Listen guys, tbh, I'll only do a new Explorer or Tahoe if any of the agencies in my LA mod will use them. Its pretty much down to that. Even if everyone else uses them, if LA don't use them, then I have no reason to make a base for those new vehicles. It depends on my mood too. If I feel like modding and am bored, you'll get a new shiny car. If I don't, then you'll get nothing.
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Las Vegas modification -sneak peak information -statement
itchboy replied to FrozenOne-94's topic in Mods
What software you using to model? Some pics would be cool. I'd honestly go into Em5 if it would work on my PC and if someone could figure out the model and scripting aspect of modding it. To save you the effort, I'll give you and only you permission to convert/rework my stuff. You must credit me though. PM for additional details. -
NJ/ Monmouth County Modification
itchboy replied to Cadillac9998's topic in Mod Development and Concepts
Here's some context. My LA mod vehicles uses an HD skin for the LA mod Charger. Resizing the dds made it far worse, so I decided to create a new layer and trace over the important bits. If you're planning on doing skin fixes, the best way to do it is to double the resolution of the texture, then save it as a .png. Only then should you start cleaning up stuff. Then lastly assign the model(s) to use the new .png texture. Then your all set. -
NJ/ Monmouth County Modification
itchboy replied to Cadillac9998's topic in Mod Development and Concepts
Once they become .dds, they're smudged forever. Only the person with the original copy has original quality. -
NJ/ Monmouth County Modification
itchboy replied to Cadillac9998's topic in Mod Development and Concepts
Its an unfortunate effect of using .dds textures. png and jpg dont bleed, but eat more memory and have greater filesizes. .dds compresses the textures when saved and depending on the type of compression, you'll have more or less bleeding, but there will always be bleeding. Em4 actually blurs the textures a bit when ingame or in the editor. It does that to improve performance, so the smudgey appearance gets worse when ingame. -
NJ/ Monmouth County Modification
itchboy replied to Cadillac9998's topic in Mod Development and Concepts
Changed that for you. Thats why I make the long posts. Because real units are awesome, but of course we should all be aware of the limits of Em4 and not use too high poly models, super HD skins or have 300 lights on a vehicle. -
In freeplay? You need to edit the freeplay specs. Make the starttime be 0:00 and set TimeSpeedFactor to be 0.0
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NJ/ Monmouth County Modification
itchboy replied to Cadillac9998's topic in Mod Development and Concepts
So here is my obligatory long post where I suggest stuff to authors because I want to improve their mods: This should be enough to cover just PD and EMS. NJ State police CVPI Recommended model: Ford CVPI by NnicoLightbar is a Whelen Liberty - I have an unreleased oneHas a spotlight. Use bama's equipment packHas a rambar, looks custom, you're gonna have to make one yourselfMonmouth police CVPI Nnico CVPI modelWhelen Liberty LightbarHas a spotlight, use bama'sNot sure if there is a rambar, couldnt find other picsMiddletown Police Ford Taurus Use the Taurus from my Ford Car PackCode3 21TR lightbar from my equipment packUse bama's spotlightHas a rambar, also available in bama's packMONOC Ambulance Ford E450 model available in my ambulance packHas LEDs in the grillRelevant links: Site tutorials if you need help in modelling and adding parts to vehicles:http://forum.emergency-planet.com/tutorials/category/1-english/ My lightbars pack:http://forum.emergency-planet.com/files/file/579-light-equipment-pack/ My ambulanceshttp://forum.emergency-planet.com/files/file/572-ambulance-pack/ Bama's police equipmenthttp://forum.emergency-planet.com/files/file/609-american-police-vehicle-accessories-pack/ My Ford vehicle sethttp://forum.emergency-planet.com/files/file/568-ford-car-pack/ -
Looks like blue and red are reversed on the lightbar.
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Virtual Objects, Triggers and Scripts?
itchboy replied to Ghost Graphic Designs's topic in Modding Related Support
Unfortunately, what your doing requires a constantly checking script that would eat a considerable amount of FPS. Instead I propse this: Hi. I would like to know if it's possible (I'm almost sure they all are): Force a squad vehicle to disable the headlights when inside a VO (and enabling when it's outside that VO). Force a VO to change from "Freely Accessible" to "Barricade" with a trigger (by squad vehicle). Play a looped sound while the pump switch (from the Limited Water Supply mod) is active.I also request some guidelines on how to do this. Just tell me what to edit and I'll do it, I'm kind of experienced with script editing. Thank you for reading. In your ToStation script, when the vehicle is in the station at the start of the game, disable its headlights. Then when you send them out through a script, enable their headlights. Then when you send them back into station, disable their headlights. These are all manually done and not automatically when the vehicle leaves the VO. Use this code: void EnableHeadLights(bool enable_);For the trigger thing, it isnt possible in normal freeplay. The game does not recognize triggers in freeplay, only mission scripts. So you'd have to just set it manually instead of relying on a trigger. bool SetVirtualObjectTerrain(const char* terrain_); -
My vehicles are scaled to Nnico's CVPI, so I'd go with at least 3 inches.
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Note that what you see is just a group of well placed coronas and lights. Thats not an actual object that rotates like the real thing. It would be way too much work to get the animation of that thing spinning to sync with the lights. I'd suggest the author should just fake it as shown in the video. Just pointing out that it doesnt actually "work" in the aspect that it does in the real world. This thing would be very easy to get ingame. Just use the LA Mod Dodge Charge model, give it an LED lightbar and then reskin it. Not to mention give it some steel black wheels.
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Ladder 49 Mod(Baltimore City Fire Dept.)
itchboy replied to Alex Neumeister's topic in Mod Development and Concepts
The point here is that if you want to at least generate interest, you should show what you have created so far. If you have nothing, then nobody is willing to start from the ground up with you or for you. You need to at least show what abilities you have in Em4 and what content have you been able to generate. That way the community can at least judge if your project is worth spending the time, effort and labor in assisting in. More importantly, a lot of the younger less mature members (esp. those with no skills whatsoever) of the site will PM you offering help, but will stab you in the back and steal whatever content you give them. Em4 mods are a long drawn out process that takes a lot of effort and time. How can anyone be willing to put time for you if you won't put time in yourself? -
Los Angeles Mod Vehicle Set [STOPPED]
itchboy replied to itchboy's topic in Mod Development and Concepts
Often people forget Em4 is FAR from realistic. These petty minor shits are pointless, and realism is treated like the holy grail here. Truth is, Em4 is not a simulator and realism is just a word people use to make their mods look better, while ironically not actually being realistic to the real vehicles/location. A lot of people forget that Em4 isnt a simulator, and was never intended to be. Its stupid AI, dumb glitches and poor performance on multicore are a product of that. Em4 is a game with many limitiations that people often forget, which is why I only play 4 mods, 2 of which are mine. The rest just dont play well with my system because of everyone and their 2048*2048 skins and 200 lights and 20k polygon models that use 10 textures each. Your idea adds realism and all that, but it really has no place at all in Em4. Heck, I'm only doing the lights properly on my vehicles because I treat my cars as a work of art. I dont claim to be realistic, I just try to be as close to the real vehicle as possible because I like taking respectable pieces of equipment and translating them through into an 8 year old video game. The bitter pill to swallow is that no matter how much effort I or anyone could put into making a car, 80% of the intricate detail you put into it will be solely ignored when IN GAME and actually playing in freeplay or campaign. The average player won't appreciate the 200 coronas with polygons you made, nor will they appreciate the tiny decal you put into your 4K texture. They will just be after a gameplay experience that draws them in and makes them feel attached to your mod. Once they are sucked in to your mod, only then can they appreciate the details and various little things you put into it.. Its what I feel when playing other's mods. Most of these mods have forgettable reskins of existing vehicles, which turn most players away seeing as how many of them have been so reused over the last 3-4 years. I've seen more than enough of bama's models (no offence, they're good, just overused) and the LA mod ones too (also good). My vehicle pack was simply made to counter this repetition with a bunch of new things that haven't been made or seen in Em4. -
Los Angeles Mod Vehicle Set [STOPPED]
itchboy replied to itchboy's topic in Mod Development and Concepts
Its pointless in Em4. Adds too much effort making so many lights. Also means more lag. More importantly, vehicles in Em4 can only be redirected backwards, not left, right or around. This feature IMO is just one for show and doesnt make a mod better. Remember that less is more in any mod. -
You need to make a units folder and units.xml for each new vehicle. Then you would need to add it to the various files in the Specs folder. http://forum.emergency-planet.com/tutorials/article/1-emergency-4-adding-vehicles/ Refer to that tutorial for adding vehicles For the deck gun, you simply need to go to the editor and then edit the vehicle. Go to the children editor and then the superstructs section. Add the deck gun object and name it "cannon" or something. Forgot exactly what its called.
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Looks nice. I wish the video were in higher resolution though. It would give more justice to your lights and my models.
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Probably not until it is used everywhere by most agencies/departments.
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A bit of a "bonus" thing we included as a way of showing of bama's new vehicle parts and accessories. BCSO and MHP gonna be finally completed in the next version.
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Help With Height of Buildings/Particles
itchboy replied to EMSJenna's topic in Modding Related Support
Just a warning ma'am. You can't change the height of vehicles and persons unless you go and change their object placement from "Custom" to "None" or "Axis Aligned". Buildings and objects can be raised/lowered freely. Just in case you had a problem with vehicles an d persons. -
Only possible in car accidents, not the freeplay based car fires. Sorry. IF someone suggests using a "DriverCar" type vehicle, the person will immediately exit the vehicle when it starts burning, so no entrapment there.
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Import Animations to Zmodeler | Export those to .V30?
itchboy replied to Pottyscotty's topic in Modding Related Support
Zmod2 can create animations but its frame by frame and has a different system than blender. The frames would be exported as separate and individual .v3o's/ You would then need to compile these frames into an animation. Refer to the program and tutorial of Hoppah: http://forum.emergency-planet.com/tutorials/article/2-animating-3d-models/ And who wants to pay 30 or so dollars a MONTH for Zmod3?