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Everything posted by itchboy
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Oh shit, my mistake. I meant to say Lumina not Cavalier. Not super famliar with that part of the GM product line, so I got the two mixed up. The Taurus I'm doing is probably an 03. The 98's look ugly, and I dont want to be staring at this for hours as I build up the model. Looks like a Dodge Neon rip-off. I'm still unsure whether to make it 2 Lumina marked units or one Caprice, one Lumina. The Tahoe we're using is the model thats been in the LA mod for years now. Here it is in my LA mod. Ill take this model, shorten it, remove some parts and add an overhead lightbar to it. Should look good once its finished.
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On that topic, I've settled on a marked Chevy Cavalier for the 2 sedans, one marked Tahoe for the higher rank officer's vehicle, and then the unmarked is an early 2000's Ford Taurus. I'm interested in replacing the Cavalier and just doing Caprices for marked patrol units but most have been shifted elsewhere as you've seen. This has since been changed to a 97 CVPI and a Dodge Intrepid, as per the poll results.
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HAZMAT will come from the off map Dillon VFD. I'm just showing it off in the video for presentation's sake. Not all firefighters will have that ability, and they can only change at a particular vehicle.
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Another development I've been able to figure out. This is as far as I'm willing to take HAZMAT calls. The game wont allow much more complexity than this. The portable pond function is being worked on. I just have a few more things to finalize before its ready to present.
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This isnt a 'politically correct' website unfortunately. Can't ban people because their usernames offend people. Now if a user calls for violence against a certain group of people, then we take action.
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You can change the color mode in the graphics settings menu of Em4. Its 16 or 32 I believe.
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Try changing Em4's graphics settings to 32 bit. If not, try messing with your graphics driver's color settings.
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Please add credits to your post. Indicate who made the models, textures, and if possible, the lights.
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How To make a Campaign version of freeplay
itchboy replied to Squad 65's topic in Modding Related Support
The fact that only a handful of people have been able to make such a script should give you an idea to the amount of things you need to do. There are no scripts you can use to make this work. You gotta make everything yourself. This isnt some easy one step thing you can plop into any mod. Look at the code for RTS Bieberfelde or ERS Berlin and it should give you an idea as to what to do. -
Taking the Watersupply from US Army mod to another mod
itchboy replied to Squad 65's topic in Modding Related Support
The LWS code is setup to run on timers and checks. GUI isnt really compatible with standard freeplay. It relies on missionscript elements and timers to work, which arent available in freeplay. The only way I think it can be done is by programming in a command to hide/show the GUI element. There is no documentation or tutorial on how to do this. There really isnt one for GUI elements either, so you're going to be doing this in dark I'm afraid. -
Amity Island Modification
itchboy replied to Oberfrankengamer's topic in Mod Development and Concepts
2048 is a bit excessive for vehicles IMO. On most of the German models I am using, I've downsized their textures to 1024. In my own experience of doing Em4 (since 2009), I find that texture seems to hurt the game about as much as models do. Montana mod had somewhat lightweight models, but suffered due to the amount of textures each had. Up to five in some cases. Even materials within models can cause lag. If you have 5 materials for the same texture, its as good as 5 different textures. Another interesting quirk is the backface culling bug. The majority of user made Em4 content has the issue where both the visible and opposite side of the polygons are rendered ingame. There's an easy fix for it that can be done by editing the v3o material line. Regarding lights, Em4 handles a maximum 100 coronas before it begins to suffer. Its the radiation it doesnt do so well. Coronas and radiation are all just 4 polygons with a texture layered over them. The radiation hurts more because of its larger scale compared to coronas. On my PC spec, having four radiation running at once can slow the game down as much as having 20 coronas added to the vehicle. Scripts are probably the biggest drag on a mod. They also tend to be the easiest to fix. Simply delete the code and your mod runs better now. -
Amity Island Modification
itchboy replied to Oberfrankengamer's topic in Mod Development and Concepts
That looks nice, but upon closer inspection, these assets may suffer the same issues as the ones Bama1234 did for Montana mod. Make sure all of those ambient objects like the pipes and red barrels only use 256 to 512 textures. Anything larger and the mod wont run too well on even mid-end systems. The building texture looks like it could do with a downsize as well. The vegeation appears to be modified, and I would advise downsizing those textures too. Please credit MikeyPI for his van and F350 pickup models. I like the texture rework you did to them, but at least mention his name for the original model. -
Once again, there is no available version until we are done with the new one.
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Start over. This time, make it a bit simpler like a single vehicle incident with only one person inside the crashed vehicle.
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There are about a dozen tutorials on this site about how to mod. http://www.emergency-planet.com/tutorials/ The German forum carries a few as well. http://www.emergency-forum.de/lexicon/index.php?lexicon/636-emergency-4/ YouTube has several. https://www.youtube.com/watch?v=U6p5XtcG9Vc Nobody will make a mod for you, or hold your hand through this process. You may ask questions, yes, but make sure as well that you study the Em4 editor manual.
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Make sure there is only one ccar_ vehicle per group. The rest of the vehicles in the 'group' need to be ccard.
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No files to edit. As to your issue in the other thread: Make sure the number is not already in the map. If car crash 1 already exists, dont make it again. Check the map and see which number the car crashes are in. If the highest number you see is ccar_15 then your new crash must be ccar_16.
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Search the 'adding freeplay events' tutorial in the search bar. It should come up somewhere. Btw, dont double post in the future. Its against site rules.
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Are you referring to an Em4 campaign mission like this: Or do you mean a freeplay event? A freeplay event is not a mission.
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You're not breaking any rules or anything. I'm just reminding everyone to make the credits more visible so that content authors dont need to step in like this in the future.
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Additional note to @rachammer, add credits to the elements of the model that do not belong to you.
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Amity Island Modification
itchboy replied to Oberfrankengamer's topic in Mod Development and Concepts
I love the inclusion of the DeLorean there. Needs 'OUTTATIME' plates and you're good to go. -
Its been a long time coming. A lot of people have asked for water drafting in a mod. Ive decided to give it a shot. It is going into Montana mod to address the issues people have with fighting fires. The script itself simply assigns a dummy command to the vehicle. LWS will check that recognize it as a supply line into the vehicle. The pipe is hideously oversized so that it looks correct in Em4. I couldnt make it any shorter than it is, otherwise it break immersion because its clipping into the ground. Portable ponds are coming up next.