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Everything posted by itchboy
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Kent (UK) Mod (Dev Release)
itchboy replied to Pottyscotty's topic in Early Access/Alpha Stage Modifications
Some advice based on issues Ive encountered in the past: The traffic cone function relies on the 'PickUp' command being on officers. Be sure as well to modify the script to assign/remove the approrpriate commands so the script functions properly. For parking, you will need to modify the vehicle's collision box by going into the editor and then the physics section when editing the prototype. There you can define the size of the collision box so it is smaller than the actual vehicle. This helps in coaxing vehicles to park properly. Regarding savegames, be aware that they are very easy to corrupt. Even changing one proto or model tends to bug it out. Scripts as well do harm to them, so savegames arent advisable to use due to their instability. If spawning is an issue, you will have to work on the spawn and toStation code to go around this issue. I wouldnt mind as well lending assistance to getting the spawn code working if its that much of an issue for the project. -
That F350 ambulance looks like it could be this. It seems to be modified by the Bazillians, but its still a NNICO base model underneath. http://www.emergency-forum.de/filebase/index.php?entry/84-ford-f-350-super-duty-horton-ambulance/
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My New Tutorial Series (1 Released)
itchboy replied to ThinBlueLineKY4's topic in Modding Related Support
My contribution here: Rotator at its simplest is just two lights plopped together. One is the slow warm flash, the other is an intense blink which simulates the rotator facing the viewer. Rotators are almost always halogen, with exception to the newest FS Vision lightbar which is an LED light put on a rotating mount. Rotators can be set between 3.3 - 4.0 flash freq. The warm slow flash is usually .30 in intensity, while the intense blink has to be .98 or .99 so that it doesnt bleed into the slower flash. To clarify, Halogen, Strobe and LED are all different types of lighting. No such thing as 'halogen strobe'. Halogen flashes with a 'build up' at a rate of about 3.0 to 3.3 ingame. I believe all real life emergency lighting has a certain range of flash freq because of some legal requirement so that it doesnt blind people or cause epilepsy. The intensity for halogen would be between 0.10 to 0.35. Any higher and it would look too instantaneous. Halo tends to have washed out colors that have lots of white to them because halogen bulbs only come in white with the color being provided by the lens on the ELS thing. Some halo flash patterns are unsync'd, others are. Strobe is a very fast intense flash, same frequency as everyone else but set the intensity to 0.99. Another thing to note is that some strobe patterns are unsycn'd. It has a less washed out more intense color than halo, so use more color filled polygons over it. For anyone looking at real vehicles as reference, strobe has a weird property that digital cameras cannot pick them up correctly, often they look like this blinding flash on screen, or dont appear at all. Here's an example of strobe (lightbar of truck at 21 seconds in the video). LED is the modern common one seen in most EM vehicles since the early 2000's. I believe they switched to it because of cost of manufacturing plus the brightness. LED has all the fancy patterns, and is used on most of the popular lightbars and lights nowadays. It has very vibrant colors, but less instantaneous flash patterns than strobe. For Em4 purposes, you'd set it to the same flash pattern as halo/strobe, but the intensity would be between a range of .85 to .95 depending on the flash type you want. LED colors tend to go this way: Blue has a bit of purple in it, but not too much Red looks a little orange-ish Amber looks more yellowish White tends to have a blue-ish tint to it Here is three minutes worth of lighting examples for this game. Shows a good mix of halogen, strobe and LED. -
My New Tutorial Series (1 Released)
itchboy replied to ThinBlueLineKY4's topic in Modding Related Support
Im willing to contribute to some lighting tutorials because Ive covered all three types of lighting (halo, strobe and led) in my modding. They have a each a distinct difference in color and flash. Feel free to add to my other tutorials. I already have lightbar installation and UV map, the cab swap would round it off nicely. -
Looking very promising. A proper US theme mod is long overdue. New York seems to be your inspiration, but it would be cool if we see other stuff in there too.
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Emergency 4 Mayberry Mod 1.2 reskin
itchboy replied to Nirvan Jonathan Baksh's topic in Conceptual Modifications
Mayberry in turn uses models from Bama1234, such as those three vehicles posted. Wanting to be straight with it, put both Bama and Mayberry mod in there, seeing as how they probably swapped some lightbars on those models. -
Emergency 4 Mayberry Mod 1.2 reskin
itchboy replied to Nirvan Jonathan Baksh's topic in Conceptual Modifications
I see all three of those models and they look like they come from Montana mod, made by Bama1234, then reskinned into some kind of harlequin color scheme. Others are claiming another mod, but I am not so sure that another mod made these models. -
Emergency 4 Mayberry Mod 1.2 reskin
itchboy replied to Nirvan Jonathan Baksh's topic in Conceptual Modifications
We will be requiring credits for all the content you post, even if it is private. -
In future, do not bump a dead topic. Its clearly 2 years old at this point.
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Medics referring to the Em4 ped models that carry the stretcher. Both the medics and coroners are just the same model but textured differently. They work the same way as each other. The difference lies in the vehicle type. A default ambulance is programmed as an RTW type vehicle. A coroner van often appears as an ITW. If a coroner van can be edited to be an RTW and carry one patient at a time, I see no issue why you cant just assign it the same 'toHospital' command as every other ambulance for the living.
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Its possible, but the ToHospital script needs a major edit. Specifically, it needs to make the medics exit the vehicle, dump the patient, go back to the vehicle and fetch the patient, and then repeat until there are no more patients. It will require making a few loops in the code and a new segment to the code but its doable.
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Notepad++.
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The engines may be missing the connectors that GTF type vehicles need in the superstructs section for them. 'connector0' one, two and three. If the game registers a GTF type vehicle and they dont have these, the game crashes, just as it would a DLK type vehicle with no base or laddder parts.
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OBS is free and records good enough. Can also do livestreaming if need be with that program. OBS has issues though with compatibility and you need to toy with it a lot to record Em4 for ex, and the settings used in Em4 will need to be changed if you're attempting to do another game, program or just a video of your desktop.
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The script is what triggers spawns for playable vehicles in fire stations (if you're using stock LA code), limited water supply (if installed) and the code for the tiller (if you have it ingame). It can be modded to add more functionallity. The code runs only once during startup, unlike a conventional missionscript which runs throughout. The FP code is basically a 'jumpstarter' that adds or modifies content as the game starts. It can be edited no different than a command script, except you have only one 'section' you can use in it.
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You will need to select the uniform stripes and reflective portions (like badges) of the texture and cut - paste them in a separate layer. Leave behind the human skin, shoes, cloth, hair and eyes. You would then make the portions that do not reflect into a 95% transparent layer. Take the remaining opaque layer of reflective portions and paste it down.
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Asking for release dates is a violation of the site rules/Terms of Service. Consider this a warning. Also locking this topic until further notice. Its up to OP to PM me to have it re-opened. EDIT 12/18/16: Requested open by author.
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Well if the weapons show up with alphas on, then you have only one choice it seems. Make alpha reflections for the person units so they do not appear glossy.
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Not sure with the texture bug, but the fact that person units appear shiny means that alpha reflections were activated on the units. Try deactivating on both the guns and person units.
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If you're using paint.net, go into that place and move the slider all the way to the right. If doing that doesnt work, use an image converter to convert it to another format.
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Yes. See the transparency texture topic of TACRFan in this same forum. I explain it there.
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Here ya go. You need to DL some plugins off the internet so just google for it.
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The reason person skins are transparent are because of the 'alpha reflections' also known as the reflective stripes feature of Em4. Basically, the non reflective parts are set as 95% transparent, while the ones that remain opaque are the ones that will reflect ingame. Examples from a few of my projects: http://imgur.com/oZAmAE9 http://imgur.com/IYyoujm http://imgur.com/4GI7ipG http://imgur.com/LBjTjwM For sake of editing, you need to make the entire image opaque. You can do this by setting the transparency in your image editor to 100%. Some textures require a converter as well to convert them to png from dds.