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Everything posted by itchboy
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I guess it gonna be my turn to be the one not sleeping tonight. Gonna stay up all night so I can deliver the goods in the morning (for the Americans), or the afternoon for you Europeans there. Another screen showing off the only units that work:
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To everyone concerend: Bama has basically given me 3 additional hours to work on this. I am very sorry for any inconviniences you guys had especially having to stay up late. I promise I'll get the link up ASAP. Right now though, I gotta go off to church. See you guys in about and hour and a half.
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So I only have one major bug left. Then we will release. All minor bugs will be fixed in a patch coming out these next few days.
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Around 10 or so, 3 are major, the rest are just minor stuff that might break the scripts.
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I can promise all of you it will be out soon. I am doing my best to squash any bugs that are in the mod. Here's a preview of what works so far.
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A video from the beta version a couple of weeks ago (but uploaded last week):
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I think the E350 van also seems huge compared to everything else.
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But you guys are like family.
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To all concerned: I've made the personal decision to skip out on a family lunch today just so I can get the mod out to you guys. I am running on Philippine Standard Time. Its around quarter to 12 noon here. For most of you Americans, its really late at night right now and for pretty much all of Europe, it is around dawn here so this is gonna be a Christmas gift to you all when the morning comes. I am right now in the process of merging our two copies of the mod, his reworked units and my reworked working scripts. After this, I will test gameplay and squash as many bugs as I can find.
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Around 10 AM South East Asia. Cant wait.
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Adding Patches on Default Police Officers
itchboy replied to LtChuckSmiley's topic in Alteration Help
Hmm...did you save it as a DXT3 or DXT1 or DXT5 .dds? If you saved it as DXT1, then you will have to start over. DXT1 basically made all the parts transparent because it "rounds off" the transparency from the original to 0%, so now everything except the badges are see through. The original was almost completely transparent and the only opaque things are the badges and patches on them. -
Los Angeles Mod Vehicle Set [STOPPED]
itchboy replied to itchboy's topic in Mod Development and Concepts
Someone did it in the previous posts. -
Adding Patches on Default Police Officers
itchboy replied to LtChuckSmiley's topic in Alteration Help
Turn off alpha reflections on that person. If you want to make alpha reflections, there is a long lost tutorial on this site on how to do it. The reason alpha reflections are activated is because those units have reflective stripes which glow in the dark which are basically what alpha reflections are. This is something A LOT OF MODS these days do not have. In fact, LA was pretty much the only one that had this awesome feature. -
Take a look at my signature. There's a link there to the new LA mod vehicles. As for the mod itself, I have no plans. Its no different from the original except the new cars and a few scripts that a lot of mods use.
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Personal LA mod of mine. The top ones are several months old, while the coroner's van pic until the bottom are newer.
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I've got a few screens from my imgur. Might as well continue. I think this place should be a general screenshot thread, while this: http://forum.emergency-planet.com/topic/16055-show-here-your-documentaryrepo-about-editoringame-call-outs/ should be for "stories" made in EM4. Here they are: Aftermath of a gas explosion Assault suspect in custody Angry husband shoots wife and daughter LAPD responding to report of woman placing a suspicious package Man goes on shooting spree at shopping center. (More ambulances of screen) Body found in river. Long live the car crashed hearts Showing off some of the newer models from my LA Pack.
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But it would still take a long time for people to figure out modding EM5.
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That's something me or bama never thought about. A readme would definitely be a good idea. It would have to be me to make it though because I am the one responsible for making the scripts, therefore I know how they work best.
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We don't know. Maybe one day, someones gonna do it. Could be Hoppah, me, or even some random guy who suddenly bursts onto the scene, who knows.
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The chief is technically an off map unit. They are only called when necessary. For the first release (since you people voted to release it in 3 days) the chief is spawned on the map at startup and he and his vehicle may be called by the player for any reason. The vehicle may NOT be sent off map. For the future version, there are plans to tie them into the volunteers that can be called.
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Wegberg uses a mission script based freeplay. It looks and plays absolutely awesome but it would be very very hard to replicate it into one of our US style mods here. Someone gonna have to create a new method which is tied to the siren script.
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One of them has the jaws of life. You may call off map units if the on map units are busy.
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I've been trying to achieve this for years now. So far, the most efficient way I found was to create an invisible object that constantly follows the vehicle. This object will detect any nearby civilian vehicles and order them to pull to the side using the EulerToMatrix() function. They will then go back to the nearest point in their path. But this may cause lag and the AI going back to their pathing might cause more issues than it solves due to EM4's shitty AI. And no, this will not appear in any mod any time soon.
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Damn. Just wow. Once again, it is a pleasure and a privilege to be working with you. I promise to do my best to get this mod out in time.