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Everything posted by itchboy
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Anyone know where I can find a newer Ford Explorer?
itchboy replied to heyjoojoo's topic in Modding Related Support
Thats the model that I converted and rebuilt into the game. I dont have an online copy (nor do I want to go through many external HDD's and USB's looking for the file), so you will have to source one from any of the mods using the model. -
Please dont bump a three year old topic that is clearly inactive.
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Make sure the image has no transparency (is 100% opaque) and is not compressed.
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No need to bump a 10 year old dead topic. For anyone looking at the camera hack, check out the original LA Mod FAQ from 2009. http://www.losangelesmod.com/faq.html#camerahack Another camera trick that you can do is with the FOV value in the cfg file. Setting it changes the angle and point of view in the game, kind of like changing the FOV on a real camera. Its a dead link so I'll be locking the thread, refer to the above for your camera hack needs.
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You cant open eft files. You need the original source .tga files to be able to edit the map texture. You can find sources for the original Em4 eft files within the DL center. Once done with the edits, save the .tga file in accordance to the Em4 editor manual, and then import it into Em4 which will save it as an eft file.
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What is inside? Is it folders such as 'Models' or 'Scripts'? If so, you need to make a new folder in the Em4 'Mods' folder, and copy paste all that content into that new folder.
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Does anyone have a link to london mod v1.3 UNPACKED
itchboy replied to ianvickery's topic in General Talk
Okay thats it. Enough. There is such thing as a polite request, but begging every day and posting 'pleaseeee' twice in as many days is just spamming. Am locking this place up because you've already posted for the third time in another topic. -
Its supposed to be mono, not stereo.
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In the event that they take you up, make sure you're able to deliver what you promise ofc. Map texturing is actually pretty easy. The only limitation is the performance of your computer and its ability to edit these images without lagging.
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The lack of a 'following' doesnt matter. The way modding usually goes, is that people love the mods as they come, rather than many people loving the city/country, therefore the mod comes into fruition.
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It shoud show up in audacity. Open up the final exported wav file, and go to the leftmost side of the waveform window (above the mute and solo buttons), it should say 'Mono, 16000HZ' or similar. Number on the right shouldnt matter, but the word 'mono' is key.
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Export the wav file as a mono 16 bit signed PCM. If its stereo or 32 bit, it wont work.
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Wont be an issue as long as the end-user knows how to copy paste a file (a necessety in using any computer or mobile device these days), and you give them instructions as to what to do.
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Its not a continuation or a submod if it is a standalone map that uses absolutely no content from theirs. Someone making yet another (but completely scratch made) LA mod map for ex isnt making another full LA mod, but rather just another map that can be ported to any Em4 project.
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Ive already seen three London mods so far, one being the common one, and another two (private mods) being spin offs of the same location. I feel that it wouldnt be worth your time reinventing the wheel and starting over, now that an entire fleet of functioning vehicles and scripts exist. My feeling is that many people simply want a somewhat accurate London map that captures the architecture, props and feel of the real city, combined with the existing vehicles and functions. Try going for something like say, the London playable city from Midtown Madness 2, scratch model some landmarks and alotta bldgs, props and of course set up the map texture to have things common to London. Road markings, roundabouts and sidewalks.
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I think an airport mod would be nice, but I think its going to be oversaturated if we're just going to get another submod of CPH airport. A unique concept which shouldnt be too far from an airport mod, is a port mod. I dont think there are any sea/water themed mods out. https://en.wikipedia.org/wiki/Port_of_Felixstowe This locale might be an interesting thing to try. Has its own FD, PD and EMS apparently.
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issues with making my own custom sounds for em4
itchboy replied to TheDman131's topic in Technical Related Support
Export the audio as 16 bit mono .wav file. Make sure the bitrate is 44100 or under. -
Editing/creating animations is possible in Zmodeler3, but very difficult. In your case, I think it is possible to simply replace the stretcher model (used by the default medics) to that kind of over the shoulder setup. The animations wont look right, but it should get the look you're going for.
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Thanks for the info. Thanks for the info.
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Does the game involve real money? If so, OP cannot make money off of other people's assets. Making money off other's work is illegal and unethical. Thats non negotiable, unless the dozen or so model authors consents, and OP is willing to pay each author a share of whatever they earn.
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Before anything else, you need permissions from the German modders who made those models, and then the permission of mintcake and sniped22. You also need to credit them (if they give you the green light to do so) when you convert the models over.
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You cant have duplicates of the same topic for the same mod or concept. I will be hiding the other topic and keeping this one.
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vehicle mod wont install or even show in mod installer
itchboy replied to silverback178's topic in Modding Related Support
Yes, you need to learn how to mod, to get it ingame. -
vehicle mod wont install or even show in mod installer
itchboy replied to silverback178's topic in Modding Related Support
Refer to the 'adding spawnable units' tutorial. The GMC brush isnt a standalone package that is plug and play. It is a model and texture file that you need to create a unit (with prototypes, xml's and other files) to get working into a mod. -
In the post, directly above yours, in bold, it clearly says that it is still being worked on.