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Everything posted by itchboy
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For simplicity's sake Ill release the mod when everything's completed, and all major flaws taken care of. I want to throw a lightbar on it, an old school one specifically. Ill probably use what was suggested to me in previous posts.
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I like it, especially the texturing on the rear body. I think its time I shared the fix for why Blender exported v3o files have very high vert counts: Its because the exporter that you guys use splits all of the models polygons into individual sections.
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Blender has some weird texture assignments and material assignments compared to Zmod. In blenders case you need to ensure that the UV map channel and material you are working on is the same. Ive had cases where my material was using a texture that was completely different than the assigned material of that object, so be careful.
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Not necessarily. It would be a disservice to everyone If I released a mod with unfinished assets.
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Another one down. Needs a texture obviously. Is there a reason why the real truck has no lightbar? Is this vehicle retired or is this truck a POV with a detachable mini lightbar.
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The LP6000 is one of the lightbars I had planned for several units. I already have an Aerodynic model setup for the Lima VFD engine. Stay tuned. Another lightbar Id like to bring attention to is the SVP Impulse 2000 which will make an appearance on a tow truck I have planned for the mod.
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Upgraded to Windows 10, Emergency4 not working.
itchboy replied to cbsupreme's topic in Technical Related Support
Rolling back your drivers to older ones might actually help because Em4 may not work with the newest drivers despite the advice given in past threads. Another thing that was brought up by others was an older copy of directX needing to be installed, but it was only needed in fresh installs of Win10 and not upgraded versions. DXGL is something I personally use for old games from the mid 90s for them to work in Win7. MikeyPI reported success with it, but he's running a very high end setup which is not the case with you. One more thing to try is turning off UAC. That thing always gave me problems in Windows 7 so I turned it off. It may still be the same with Win10. -
Im guessing you want something like this in Montana. For now, we're not interested in doing something like this. Bama and myself are already happy with the water drafting and dump tank setup we've created. If I am to do something like this, I would set it up so that the connection point wouldnt be from the hose bed (which has no connection to the pump) but to the pump directly. Ive been told its unrealistic to move a fire engine when connected to the pump because the engine is running the pump and not driving the vehicle forward, but its the only way to get it working in Em4. For any modders watching...the scripting in that video isnt that hard. All you need to do is modify Hoppah's LWS so that the invisible firefighter's position is constantly updated with the movement of the engine. You also have to allow the engine to move even if the water supply is installed. Major find. @Reaper found this video of the real life units for Lima VFD. The Ford truck is apparently retired but Im glad that I at least have guides for the ambulance and brush truck.
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Crashing and files failing to validate after every session
itchboy replied to BradDormer's topic in Technical Related Support
The logfile says that the screenmode couldnt be set. This could be caused by the resolution in the config file being unsupported by your GPU...although I cant see why 1024 by 768 wont work. Looking at dxdiag, I have to let you know that Em4 doesnt really like Intel HD Graphics. Your CPU also could be an issue with its 1.6 clock rate. That spec might work for default Em4 but modded assets require more computing power. What files need to be validated? It might give us a clue as to what isnt working with your PC. -
I want to do a Caprice model just for the heck of it, but it will have to be for another project at another time. Seems that the 90s GM SUV is winning the poll. Looks like Ill have to get my reference imagery ready. The county detective car is done. More PD units coming soon. Model by Ubisoft, converted from Driver SF. Even if the the vehicle models are incomplete, the mod is actually playable. Here is a homicide call ingame.
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Its only 2 vehicle models because a small town department wouldnt have so many different vehicles due to the costs related to maintaining them. There are a total of 4 police vehicles which represents the whole department. Three unique models of vehicle (2 sedans and one SUV) is fairly consistent compared to the real life sheriff department which runs a similar setup. Im content with the 2 sedans that people voted for but the SUV is still subject to change. I made a poll of the SUV because I just cant figure out which one I want to use.
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Its a common problem that cant be fixed because of the way Em4 works. The police officer will always face the nearest vehicle path even if it is the wrong direction.
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Then its settled. Halogen lightbar it is. I didnt know strobe had additional costs attached to it. Utility wise, that means Ill have to make 2 companies then. Utilites and gas co. The on map VFD brush truck has been UV mapped.
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We will not be allowing use of the Montana mod asset for other projects. The real area of Beaverhead does have warning sirens but they're located in the Dillon area, 60 miles away from Monida. We'll see if its economically feasable for the county to put up a second one for Lima and Monida. http://beaverheadcounty.org/siren-sounds/ Yes. That thing is the most important part of the mod. We've recently made changes to the volunteer script so time actually factors into the amount of people who will show up to a call. Furthermore we are still debating on whether we should have them drive to the scene. On the sirens and lights aspect of the volunteers, they have been given unique siren tones for each volunteer, but lights are still really far away. The POV's afterall need to be created in the first place. I'll go with that then. Sounds plausible that it would be municipal based.
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The Intrepid has finally been sorted. Its getting its colors soon. Its getting an FS Vista lightbar but Im not sure whether to do the halogen or strobe version of it. The Monida VFD engine also has a rear body modelled and UV mapped. Template work will be done on it soon. On the EMS side of things, the ambulances are finally getting their rambars. TEC is finally getting some love too, with this GMC utility truck. What agency would handle utilities such as power, water and gas in a town such as Monida Pass? F series cabs by Ubisoft. GMC 3500 engineer truck by bama. Everything else by me.
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More updates to EMS. Ford F350 cab by Ubisoft. Chevy cab by bama. Everything else is by me.
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Another update. The Monida VFD brush truck model (bottom picture) is almost done. It needs mirrors, UV's and template. The Lima brush truck is coming along nicely too. No pictures yet. Bama is also still working on the mod in his own way. This Chevy truck cab is his model and is going to be Lima VFD's second ambulance.
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To make units be callable you need to manually edit all the unit xml files for vehicles and personel for them to spawn in the new missions. The language xml files also need to be edited to display the correct mission titles and text.
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You're the topic owner. Your update on the mod falls under an exception. Nothing to worry about.
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You need to add the mission maps into the maps folder. Next would be copy pasting the mission scripts for each mission. Last step would be editing the campaign xml's to include the mission in the ingame menu.
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Asking for release dates is against site rules, even if its in a trollish manner. Bomb squad truck WIP. Its from Missoula county and will take time to arrive on map. Model converted from Driver SF by me, original model by Ubisoft.
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Some of the stretcher scripts that Ive seen do that but idk why. Might be a glitch in the programming.
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Does anyone even care about this game anymore?
itchboy replied to dorianbrewer's topic in General Talk
On that topic, another big killer is that Em4 assets are unusable in Em5. Gotta build everything from zero. Nobody got time fo dat. Em5 also has optimization issues. Two of this site's admins gave up on the thing because it wouldnt run properly on their high end PC's. One major flaw is the lack of enterable buildings. After all of 16T's promises, they should have been able to come up with interiors, multiple floor buildings and even subways. Em5 has some potential though. One can mod in the ability to manually control vehicles, and parts like ladders. For example. Going back to the original topic, modders' decisions can be summed up by EmC and his comment about modding. -
Lighting is controlled by the timescale tga's found in the Textures folder. You can create an entirely new one, or modify an existing one. The texture is a color gradient from light to dark. Light is daytime, dark is night time. Tweak the gradient to get the lighting you want. I have modded mine but its very hard to get it right. My modded timescale is darker but the transition from day to night is messed up along with the transition from 11:59 to midnight.
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GetStryker seems like it should work fine. Same with the rest of the codes. Did you assign the ICH_HAB_TRAGE to your ambulances? The script uses those dummy commands for assigning which vehicles have stretchers.