-
Posts
4,429 -
Joined
-
Days Won
658
Content Type
Profiles
Forums
Calendar
Tutorials
Downloads
Gallery
Everything posted by itchboy
-
You need to define new entires on the top of the code, for the new prototype. Take that new entry, and create a new condition down below within the code. If(StrCompare( something ) == 0).
-
I think the model is too high poly to work correctly in Em4. I can see that the headlights/tail lights have their own internal modelling, the body is very detailed and the lightbar has internals as well. Check the polycount in Sketchup. If its greater than 4k, then its not worth the trouble of putting into the game.
-
Freeplay crashes when it loads events
itchboy replied to Lem0th's topic in Technical Related Support
Step one would be to put back the original videos. If upon doing that and it still doesnt work, you will need to check some of the topics in here regarding the codec bug. -
Freeplay crashes when it loads events
itchboy replied to Lem0th's topic in Technical Related Support
Perhaps its the supervisor video replacement. Not sure what could be causing the crash. If it is the videos, it likely is the famous Em4 codec incompatibility bug. -
My New Tutorial Series (1 Released)
itchboy replied to ThinBlueLineKY4's topic in Modding Related Support
Those coronas are the default coronas in the game, specifically 3_red and 3_blue. The key to getting good LED colors is to compliment them with a really intense white polygon. Halogen has a more washed out color so the polygons on them are red/blue/whatever color mixed with a bit of white. My white lights differ depending on light type. corona_bluelight is for the LED white, corona_11_white for halogen/strobe white. -
Freeplay crashes when it loads events
itchboy replied to Lem0th's topic in Technical Related Support
IIRC, you didnt need to do anything to the xml file. It was the video/audio files you were supposed to rename. -
You dont randomly become moderator here, and there are no fixed guildines to how moderators are chosen.
-
I model with Zmodeler and find that its easier for the most part going over simpler vehicles from scratch. On the other hand, when doing complex ones, I often use a high poly reference and model a low poly vehicle over it. This is the method I learned based of Hoppah's tutorial here.
-
You need to make 2 materials. One for each texture you want to use. In whatever software you're using, you need to re-align the axis so that it faces the correct direction.
-
I'd like to warn you that your question is considered asking for release dates, which is against the TOS.
-
Because it is not finished yet.
-
I approved your limited water logic to the DL center.
-
Las Vegas Modification! [Not in progress]
itchboy replied to RestingVermin's topic in Conceptual Modifications
To OP: Basically, your mod would have one FD station on the map, maybe a police outpost. Hospital would take too much space. You would have only 3 or 4 on map vehicles, while everything else (however many) is called from off map. It would actually benefit performance and filesize not having a hospital or policestation. Consider doing a setup where police cruisers come in once in a while, park at a spot, and you have an option of making them leave or letting them stay. For calling off map units, you would need to have a dispatcher code similar to Montana or one of the German mods. This code will replace the original lower left menu and act as the new way for getting units on map. You can add stuff like limits, and random spawning, even multiple vehicle variants under each spawn code. -
Lookin good my man. Some of my earlier rears and cabs were Hoppah bases as well. Eventually realized it was more work having to adapt someone else's work, than just making it scratch made from the start.
-
Las Vegas Modification! [Not in progress]
itchboy replied to RestingVermin's topic in Conceptual Modifications
Thats up to OP to figure out. Having too many units doing the same thing often makes the work put into making said unit redundant. He has to tread carefully with what he wants put in and what role it will play in actual gameplay. Multiple depts for ex could be given unique features each. An example: LVFD has extend hose, CCFD can do wyes but not hoses, North LV has no special features. -
Las Vegas Modification! [Not in progress]
itchboy replied to RestingVermin's topic in Conceptual Modifications
The way I see it, whether you're doing a one station - one street setup, or a full summarized map of LV, you still need to make both LVFD and county FD. Best compromise would be to make one engine from each dept, and whatever ambulance. Those vehicles would still exist regardless of what setup you choose. Once the polls come in, you will have to focus the majority of vehicles to either city or county FD. -
In this case, the image host is the problem not the forum.
-
Las Vegas Modification! [Not in progress]
itchboy replied to RestingVermin's topic in Conceptual Modifications
That would be a possible concept as well. One station only, everything comes from off map (but in limited quantities to avoid spamming). It would require a lotta modelling though, having to do Las Vegas blvd for ex. -
Some things I found regarding the v3o files in the materials line.
-
Go with what you want to do. Anything goes in this case, as long as the asset you make can function even on weak PC's.
-
Las Vegas Modification! [Not in progress]
itchboy replied to RestingVermin's topic in Conceptual Modifications
IMO, the most systematic way of starting out would be to replace the units most people play with. This setup should be enough to get you started. For FD: one fire engine, one ladder, one equipment/rescue truck For PD: one police car EMS: one ambulance TEC: engineer's car For ex, making 10 ambulances while technically is progress, it leaves the remaining sections of the game missing. -
Quint or engine looks good. Just back it up with details (while keeping it low poly)
-
Da Bronx Modification [NO LONGER IN DEVELOPMENT]
itchboy replied to RestingVermin's topic in Mod Development and Concepts
Re: buildings, your best bet is to do models of generic buildings that can be texture swapped to look different without you having to model so much. Make use of the Em4 houseChild system as well. For whatever city you end up with, include only 3 or 4 major landmarks in order to present the city correctly. You dont need more than that. For the map texture, you should not do a 1:1 replica of the real area, but instead consolidate each 'major attraction' area you want to depict and then sandwich them onto the map. -
[Private] Argentina Mod
itchboy replied to Nahue Aguirre's topic in Modification Sub-Mods WIP (In Development)
Some advice, include the names of the authors who made the authors and content. Keep it brief and concise, but as much as possible, complete. -
Doesn't load map in manhattan mod v3.0.0
itchboy replied to Lemonade's topic in Technical Related Support
Install patch 1.3