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itchboy

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Everything posted by itchboy

  1. Regarding people's issues with downloads: Numerous users from certain geographic locations experience poor DL connections when DL'ing from the .dk website link. Has been a problem for me with CPH airport, CP 1.2 and also Helping Peter. I'd advise reuploading to either this website's DL center, or an external link such as dropbox or MEGA.
  2. Well, if someone would be willing to model and or convert all those supercars into Em4, it would be pretty straightforward to do. IMO it would still be pointless bc they're just the same as any other Em4 asset underneath despite depicting a Bugatti or what. It would make sense in some indie racing game where the faster police cars are those things, but in Em4 it really doesnt mean anything special function wise. It would just end up as eyecandy.
  3. I think he means the 'park at scene' function that allows vehicles to be positioned for screenshots.
  4. Please reduce the size of your signature. Reduce it by about 25% and it should be within the size. Its currently 1080 px width, something like 800 would work much better.
  5. Use imgur. The sites' default image system is fucked for one reason or another.
  6. They sometimes switch it out, which is what I observed...but the main thing is that it is the freeplay mode button on the right (of the menu) which cannot save.
  7. To be fair, I first started modding when I was 12 so age really doesnt matter tbh. What matters is the maturity and how you are able to say, manage your time, be respecful and humble about it, and know where you need to put the work in. Modelling isnt an age exclusive thing, it just requires a good sense of space and form which can be learned. It isnt a 100% thing though, some people doing modelling can get the shape perfectly, others like myself, not so much.
  8. In 'challenge' mode, you cannot save the freeplay session. Some mods like Northview (and the dozen reskin mods based off it) have this mode called 'fire/police/ems'. It makes use of the default Em4 challenge mode, which is why it cannot save.
  9. You have the option of PM'ing me with their code so I can have a look for myself.
  10. Figure out what they modified in Bieb to get the thing working and then take the same path without copying the content they did 1/1. I dont have much else to say besides that, seeing as how I dont play the Bieb mod or have exp with their code. All I am doing is guesswork as to how they might have done it.
  11. Feel free to PM me or the other moderators if you need things approved.
  12. Lean and understand how to modify code in Em4, then go into LWS and make/change/add values to accomodate the new hydrant. Option B is to observe the code from Bieberfelde and see what they did. Dont copy it directly into your mod though unless you have their permisison.
  13. That panel is too detailed, emphasis on the hoses. They dont need to have that many polies and verts. Just make it to be maybe 3 rows of polies, instead of modeling in every curve and fold. The panel itself as well can be done with fewer polygons. In Em4 modding, the emphasis is on textures. Keep the polycounts low while emphasizing texture to provide the detail.
  14. Yeap, that confirms it. Its a custom vehicle disguised as a fire hydrant. You would need to modify the LWS code so that the fake vehicle has either: An unlimited water supply, or that the water taken from it does not drain the tank.
  15. You'd need to figure out what their hydrant is. Is it a vehicle substitute or an actual hydrant? Em4's hydrants are hardcoded to only have one connection each. Im curious how they got two to work using the default system, unless they modified LWS so that the fake hydrant object has unlimited water in it.
  16. I believe the problem here is that those custom standpipes are not 'default' Em4 hydrants, but rather ploppable custom objects that do not have the same properties as a standard Em4 hydrant.
  17. Go into Zmodeler and set the axis to be slightly above the ground level line. Finish it off by setting the axis to 'world' and re export.
  18. Go into the editor and set the vehicle's default placement as 'custom'.
  19. The scripts you need to do are already there. What tiller has the issue? The one you spawn from the Em4 default call menu? Or the one that spawns at start?
  20. The tiller check should be a useless object, preferably put underground of the map bc the initialization script 'hides' the object. The tiller that starts out on map should spawn if the dummyTillerCheck is executed at start. The tiller from off map should work if the tiller_check is executed every cpl seconds.
  21. There needs to be an object in the FP map named tiller_check.
  22. You need to run the tiller_check. Note the LA mod FP map, and take note of the objects and the missionscript for fp_freeplay.
  23. Go into firestation start and code the tiller cab to exeucte the dummy cmd.
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