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Everything posted by itchboy
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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.
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The callout menu is not going into Montana unfortunately. Having way too much trouble with it. As you saw in the gameplay videos, I had to trigger calls manually using the debug menu because the game wouldnt remain stable for long enough. I wll definitely do something with the coroners and TEC. They often get overlooked when it comes to mods.
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One of the fire departments we're portraying just took ownership of this thing. The first question in my mind is, what is it? Question #2 would be, would people rather this or a conventional tanker?
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Glad you liked what we did with V2. I hope we can carry over that look in our latest efforts. I would like to remind everyone as well that the missionscript that we're doing does not permit 100% accurate incidents. It also doesnt mean that every single element of each call will be a playable task for the player. We are still bound by Em4's many limits. When providing suggestions, make sure it is kept within the physical bounds of Em4. The reason for this is because the gameplay being done for the mod is just a different combination of tasks that the player has to do. Everything that will feature in the mod is just based around the basic elements of an Em4 mission, such as transport all injured, extinguish fires, arrest suspects, etc. The difference is that the gameplay has different sub tasks in between those basic elements to give the player more things to do. It also gives purpose to several often unused vehicles like the battalion chief or the game warden units.
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Now that you brought this up, I realized there's another possible setup we could run. Town PD would have the Intrepid as a marked vehicle instead, and the older Ford or Pontiac could work as an unmarked car. The mod's FD chief cars are all POVs. No liveries or fullsize lightbars on any of them. We want to make em as POV's to keep them consistent with all the others we're making. I was also told that small VFD's dont have dedicated chief vehicles.
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On map town PD is either going to get an old Tahoe or an old Ford type deal. Sheriff already have enough pickups and SUV's. In the fictional history of Monida VFD, it doesnt really have much to donate in the first place. They're the ones on the recieving end of the donation train. Their chief vehicles for example are all POV's owned by the chief themselves.
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PD is pretty set in stone rn. The mod will have plenty of older vehicles in the fire side of things though. We'll have an 80s Chevy van, an 80s Chevy pickup, a 90s Ford pickup, and numerous commercial cabs from the 80s.
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The MHP Impalas are one regular unit and one slicktop. I'm thinking that such a setup should be enough for variety's sake. I dont want to add too many kinds of vehicles because they all serve the same gameplay purpose anyway. The town PD Impalas are older gen ones, so I consider them different from the newer bubble ones. Sheriff really has the most variance with the Explorer, Ram and CVPI. I am still willing to consider other unconventional options for town PD. As for the number of vehicles for PD, I believe they are consistent for the theme of the mod. There isnt really much that goes on in that type of area so what I have planned for PD to handle are traffic accidents, domestic disputes, theft, investigation and the rare officer down call. Homicide and missing persons are planned, which would give detectives some purpose ingame. I will of course be adding in the calls relating to FWP just so the player has something different to do. It will mostly be the same 'question these people' tasks, but I think it should be sufficient.
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Game keeps scrolling to corner of map
itchboy replied to mcflame1's topic in Technical Related Support
Try alt-tabbing out of the game and coming back in. -
Do not bump dead topics. The last post is from 6 years ago.