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Everything posted by itchboy
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Version 1.0.0
408 downloads
Model by itchyboy, texture by Ghost Grahpics Designs. Credit must be given if you want to use this model in your mod. Cities Skylines, Roblox and Farming Simulator modders, workshop authors and content creators are prohibited from using this content. Not for conversion to other games besides the Emergency series. -
Version 1.0.0
402 downloads
Happy New Year! Model by itchyboy, texture made by Yankee43 Credit must be given if you want to use this model in your mod. Cities Skylines, Roblox and Farming Simulator modders, workshop authors and content creators are prohibited from using this content. Not for conversion to other games besides the Emergency series. -
Version 1.0.0
109 downloads
Here's a Christmas gift for the British mod scene. Model by itchyboy. Credit must be given if you want to use of this model. Cities Skylines, Roblox and Farming Simulator modders, workshop authors and content creators are prohibited from using this content. Not for conversion to other games besides the Emergency series. -
Not compatible with 2.81 unfortunately. It is up to medicalByte to update it hopefully sooner than later.
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Very nice work. All it needs is for the polygons to be "detached" so the black shadows across the model will be cleaned up. To the other modders watching, please take note. Pay attention to how the edges flow forward along the body and curve until it stops at the front. The roof, like on 99% of cars has a flat roof, the hood is where it gets tricky. Modern cars have that hood which starts along the side and then transitions forward into the hood. The little lip at the bottom of the bumper is also something thats not easy to pull off, but it can be done by adding enough rows so it connects at the bumper and grill, as you can see in alexCNP's model wireframe.
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Im not too proficient with Blender. I dont even know how to render or UV map which is making life difficult for me, Doing 3D is not really about software specific skills. You just need to develop the eye for how to translate (aka estimating) how an object would be represented in software. Your attempt on the rear is pretty much spot on, and the hose reels look good. The cab is confusing because your eyes are getting tricked. Perspective in the 3D software can alter how one sees a vehicle in photos. All inaccuracies in my models are a result of me not being able to overcome this 100%, and in some cases, even pros like Hum3D have the same issue. I notice that you're having a hard time discerning the side/top/front windshield of the truck. I actually had that problem initially but I was able to find a better way to arrange the vertices so they better represented the part between the hood and windshield. The cab side part (door and wheel arch + headlight) was a separate object that was connected to the main body, a bit sloppy but it was a 1 hour model so.. The side part and wheel arch were done using a reference photo of the wrong truck as I found out this morning so the one that you do should be a little bit different. I can send you this incorrect model and it will be up to you to revise into the proper vehicle.
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I only have radiation on main lightbars, but its because my PC lags quite badly under specific lighting conditions. Allow me to shamelessly shill my lights. All three light types are here. They dont look all that good because of the ground level angle but it should give you an idea. For the most part, you're right on it when it comes to rotator lighting, though I'd reduce the radiation even more than you already have.
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Heres my attempt using a side picture of a similar truck.
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I think the model outline follows the vehicle, however the part above the front left door/roof is too curved. Using blueprints or real pictures will depend on preference. People like myself and MikeyPI use real photos. Others use blueprints. Blender's bevel tool didnt do anything for me when it came to working on cars. It couldnt do the curves I was looking for...wasnt the magic bullet for making car surfaces. Instead I have to hand move them to place by hand. However, Blender and Zmod have a tool known as FFD (in Zmod) and Lattice Deform (in Blender) to curve out the outline of the model. Both programs save me the time and trouble of moving hundreds of vertices to form a believable curve on the outline, but wheel arches, door moulding, trim and the corners/front/rear have to be done by hand regardless. Something I did in blender using the extrude and move tool. This is an old box, but the logic still applies to modern cars. Doing this requires an eye for how to "subdivide" a real car into edges that you re-create in the modelling software.
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Still alive but my focus has focused on other projects. More content will be finished for Montana soon enough.
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Light timing: Generally all my lights have a flash frequency of 3.0 to 4.5 except for some super fast LED flash patterns. Some lights may be un-synchronized IRL so having slightly different flash frequencies can achieve the same look. If they're sync'd then they should all be the same frequency. Flash intensity will depend on the lighting type you are creating. Halogen has a very low flash intensity between 0.0 to 0.3 while strobe has the highest possible setting at 0.99 Flash offset is the key to creating patterns. Lets take 2 lights, A and B: ....if A has an offset of 0, and B an offset of 1, then you will get a left/right alternating pattern. Polygon lighting: Halogen and strobe are a single polygon with the color that you want (red, blue whatever) but adjust the color settings so the polygon is a dull, gray-ish variation of whatever color you do. Halogen/strobe white tends to be off-white with a bit of yellow from what Ive seen so thats what Id advise. LED requires you to double up (clone) a second polygon light over the first. Using the "polygon glow" setting is also highly advised. For the first polygon, go with a solid color with no mixing of white. The second polygon (the clone) should be all white, or be a whited-out version of the original color. Strobe and LED double (or triple, or quad) flashes: This is easy. Just make the light, but then copy paste a second one into the light editor. It might be in the exact same position with the same attributes as the original. What you do next is bump up the flash offset by 0.25 or 0.50 depending on what you feel. Lets say the original flash has an offset of 0.0. The second flash will be 0.25 and the third will be 0.50 You can also try differing combos like 0.0, 0.3, 0.6, 0.9 and so on. A common one used is 0. and 0.5 The weirdest one Ive done was 0.3, 1.4 to get a "skipping effect". Feel free to go crazy with this.
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Having a runtime error like that is quite unusual. This might be the first time Ive ever seen that kind of error come up in Em4 ever. If you're using an Intel HD card, its possible that all the pre-spawned units in the London and Kent mods are causing your GPU to run out of resources to spawn all of them in, thus causing the crash.
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Something you could try: Go into your em4.cfg file and edit "r_clipnear" to 10. That will give you more zoom because the model won't "hide" itself.
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Amazing work on that. Im so glad there's people doing 3D models of cars now.
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Please stay on topic, this thread is about a mod set in Santa Cruz, California.
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Does it at least show up in the editor? If so, then all you need to do now is follow the "adding a new unit" tutorial.
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3.9k is amazing, considering my "amazing" City of Angels engines are in the 8k range. The polycutting job is sufficient in my eyes. Happy to see more mods coming out. Hopefully the next asset dump me and the guys do will stir up some more creative people.
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What you have right now is a bit heavier than needed, but it can be forgiven as long as you offset it by only using a minimum of textures, and not going too crazy with the polygon count. The model itself is very nice, and I like the addition of the bumper compartments and what looks like a preconnect up there?
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Engine + Tanker + Brush in the case of the on map station. Based on all the research, most rural departments in Montana run engines, tankers, brush trucks and the occasional ambulance. Rescues and ladders are reserved for the bigger cities. Some background on what we've found on the area: In Beaverhead county, there appears to be only one rescue and ladder in the whole county according to the wildlife fire plan we found. They're stationed in the county seat while all other smaller towns usually have one engine, several brush trucks and 1-2 tankers. It makes sense from what I have seen. Structure fires are rare in the area. Seems that year round, grass fires and MVA's are the majority of their calls. This is why they run brush trucks with jaws of life on board as their main vehicles. This won't be followed 100% in the mod though, there will be a variety of calls for the player to solve.
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List of needed refreshment vehicles.
itchboy replied to Yankee43's topic in Conceptual Modifications
You mentioned NYPD in the OP. If you wanna get started on a civilian car that has some action as an emergency vehicle, try the Chevy Traverse. The RAV4 also has made an appearance as an NYPD RMP These are very common crossovers in the US and would be a very good background vehicle for making maps look more believably American. -
List of needed refreshment vehicles.
itchboy replied to Yankee43's topic in Conceptual Modifications
Let me jump on the wagon and say you don't need to credit me every time you post a photo. Once or twice is enough, and there must be documentation included in the final mod. In relation to the coroner van picture, please add the model's author for that first photo. All subsequent photos like an update, texture edit or lighting video may not include the name. I'd also like to shout-out the people who converted my models into other (not Em4) games. Please credit me even if you're not using the model for Em4. There is one thing I'd like to ask: If the model is one of my conversions from another game (by either Ubisoft or EA), please include their names too because I don't want the triple A game companies breathing down my ass. I support the proposal, however the person doing all of that won't be me. There just isnt any time left for me to do all of that. In my spare time besides working on LA, Montana, River Falls, (a secret mod) and my other hobbies, I am currently trying to "update" my civilian cars. Camrys, Corollas, Nissans - the kind of stuff that would work in a civilian environment. It is already a monumental task to update/replace the existing civilian cars and I do not think it would be practical for me to cancel all my existing projects just to update the vehicles. 2020+ spec vehicles are within our grasp. given how OP already has a 2015 Tahoe in the works. An edit of my existing models would not be too difficult in order to bring them to spec. Montana Mod as well has a 2016+ F350 that will be out soon, so I don't mind adding that truck into the pool of assets planned here. I am willing to assist (up to a certain degree) those who want to give these a try. I for one welcome the new guard of people trying to get into the gig. I just hope that you guys don't burn yourselves out like I did a couple years back. All of this talk of the future is ironic for me though. Most of my "new" models have been old stuff from the 80s and 90's. Do not buy Zm3. You can just as well go with Blender (which is free) or Zm2, which is a one time purchase instead of a monthly subscription. Zm1 is the oldest of the above and also free. The pros like MikeyPI and some of the old-school modders use this software exclusively. Me, I have begun the change to Blender, but use Zm2 for UV mapping, Zm3 for persons and Zm1 for converting into older games like NFS 4. Go with what you feel comfortable with. -
No idea what goog uses, but I use a variety of software. For vehicles and buildings, I alternate between Zm2 and Blender depending on my mood. Zm2 is also used for UV mapping and the "final export" of models because Blender seems to mess that up. I use Zm3 exclusively for editing person models or experimenting with non Em4 stuff like GTA.
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Transferring EM4 to a new computer
itchboy replied to Macgregor's topic in Technical Related Support
The green glow is in the em4.cfg file. It is listed as <var name="e4_doocclusion" value="1" />. Change "1" to "0". Do the files show up in the editor? If it shows up in editor but not ingame, its an indication of a missing .e4mod file, or a duplicate. -
Transferring EM4 to a new computer
itchboy replied to Macgregor's topic in Technical Related Support
Did you check if the files on the old HDD are the correct ones that were edited?