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Everything posted by itchboy
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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.
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This is one of helijumper's old projects from one infinity ago. The guy is no longer active in either their clan, or with modding at all. He could return soon, who knows. I hope he does. He has some damn good content.
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Is this from our DL center or an external link?
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Bama has stated in PM's that he will not be allowing use of his map and the paid-for buildings he put in Montana.
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Now that the poll is over, I'm locking this thread to faclitate discussion in the new topic opened by OP.
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Overall, thats what I'd advise to this mod team. Spend the majority of your time on making the map. Everything else (even reused assets) can look good when put in with a new background.
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Odd, pic works fine. City layout, yeap. Even if stations and dispatch are 'weak', it will more than make up for it if they have a custom map over it. The mods that tend to last long all have new maps, often entirely new scenery, ambient stuff and just the overall background. Things like these 'mask' out gameplay issues and help keep the mod playable over a long period of time. The more new content, the more attention they pay to the 'bigger picture' instead singling out or focusing on one aspect of the project because there is nothing else. It spreads out the end-user's attention so that they feel overwhelmed and overlook bugs or issues, even glaring ones.
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If they do a new map on it (very much possible, given how simple the layout of this is), it would actually be pretty unique even if it resembled another mod.
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I'll merge this account with the fireman-21 one as well.
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Only other theory I have left is that the prototypes defined in the MP5/M4 code arent the ones for the person unit prototypes.
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How do you make a mod multiplayer compatible ?
itchboy replied to Liam Williams's topic in Modding Related Support
No need to play moderator. We'll be the one doing the reminding. It was fine for you to remind the user in that other topic, but going at it again in bold and hounding them in a separate topic is considered harassment. -
The 'Light' at the bottom means nothing. Its just a marker which IIRC is disabled on persons. Are the weapon models in Kent mod different from the one in LA?
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Henderson/ Frederick County MOD ( UPDATE )
itchboy replied to ModCentralModTeam's topic in Conceptual Modifications
Ill lock this topic because you already have another topic that exists. I recommend moving the discussion to here. -
Alpha reflections have been disabled on person units right?
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It might be a script issue. Its odd to me why even when changing the model out, nothing shows up.
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Going into the texture and making it 100% opaque.
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Did you also take note of the alpha reflections of the guns and the persons? If the person unit doesnt have alphas, the weapon should not as well. If the person unit does, the weapon needs to have its texture modified so it can support alphas.