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itchboy

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Everything posted by itchboy

  1. Congratulations on release. I hope all the intellectual property rights of the mod are respected, and that people will treat the mod nicely.
  2. Materials.xml Edit the values there to get the effect you need. Be careful, as you may overdo it, making fires unextinguishable.
  3. And this is where I have to close this topic. The last post on this topic is 5 years, its pretty unlikely that there is any support for this mod. You yourself know that its bumping a dead topic, so I wont go into explaining the rules.
  4. Goog Warehouse aint the best source though, lots of models tend to be too heavy for Em4, and oftentimes arent suitable due to polygons existing in places that wouldnt be seen from Em4's ingame perspective. Id very much recommend building your own models for this game.
  5. This is an english speaking forum, please try to speak english to the best of your ability, or use a translator.
  6. Go into vertice mode, and select the red dots. Move them around until they lean and align onto the side surface you made.
  7. The Em4 Editor Manual pdf explains this step thoroughly. You can DL this file on the site, or find it in your Em4 directory, assuming it came packaged with your game.
  8. In the same forum board, there is a topic labelled 'Where's my editor'
  9. Other topics already cover any mod installer issues. Try using the search feature as well. Typing in 'mod installer' should bring up several results.
  10. Idk about the second mod. The website is run and opertated by the german community, so there's no other alternative because they own that place. You also need to sign up to their website to be able to DL anything.
  11. When building a model, do only 'half' of it. Make both sides symmetrical, and use the mirror modifier to make the other side. Your front looks much more optimized now, but Id advise splitting it down the middle. It would be recommended to do it in this method, that way you only need to spend time modelling half the front (rear and top as well) and simply can mirror it to the other side and instantly have a full vehicle.
  12. http://www.emergency-forum.de/filebase/index.php?entry/2521-bieberfelde-multiplayer-modifikation-1-1/&s=82153ec9589a7691a7e9aedd863cd30638ae04f5 Bieb mod link here. ALL mods take time to load. You will experience a black screen for roughly 10 minutes, depending on the size of the mod, before you are booted to the main menu and able to play.
  13. I believe you just have to type 'set r_clipfar 99999', and then when you are done, reset it back to 32000.
  14. The Em4 editor manual has this topic covered. Basically you go into the free cam mode, center out the camera and take a screenshot of the map from high above while trying to stay as straight and aligned to the axis as possible.
  15. Emergency lights should be in 3D, kept to a minimum, and separated from the actual body. The rear looks good so far. Do one final inspection to check if anything is floating or off, then give it the go ahead. The front windshield and door parts of the front need to be cleaned up especially. You put far more rows and columns than what would be needed for a game such as Em4. Hopefully you get to optimizing this before moving to the extruding process.
  16. OP hasnt posted in a bit, so it is safe to assume its inactive. If you can clearly see that the creator doesnt post anymore, and that the discussion stopped months ago, please refrain from posting a dead topic.
  17. Looks better. The cab is the next concern you need to address. It needs to be lowered considerably. My examples should hopefully show the 'maximum tolerances' for what a model polycount should be. Mikey's fire engines are another good example to look at.
  18. Its looking better this time now. Unfortunately, I've some concerns with your model. Everything's contigouous now and nothing is floating, but its quite poly heavy, and a lot of polygon rows arent necessary. See my marker of your image, then an example of a cab from one of my projects. http://www.emergency-planet.com/uploads/monthly_2016_06/Untitled.png.0079432cc230975726427e98a5a811a4.png http://www.emergency-planet.com/uploads/monthly_2016_06/Untitled.png.a371973b154b7c48f1b52ab2723caf46.png http://www.emergency-planet.com/uploads/monthly_2016_06/Untitled.png.0079432cc230975726427e98a5a811a4.png http://www.emergency-planet.com/uploads/monthly_2016_06/Untitled.png.a371973b154b7c48f1b52ab2723caf46.png
  19. This guy made a proper 2011-2014 Charger model. He also has other vehicles in there as well. You may use his content, but with the required credits obviously.
  20. Saw your post on GTAPoliceMods. Its rather appaling that they (apparently) stole from Bxbugs but if I were in bxbug's shoes, wouldnt have made accusations or add to the fire until I had proof beyond doubt that they were ripping. I would have personally settled the matter privately, but at the same time, I wont judge him for what he chose to do. He is afterall the administrator of that site. As to this game, its apparently made by the crew that split from Raf. They basically have half of Raf's game, but the code and functionality, but not the models and graphic assets. My personal take on it is, may the best game win.
  21. http://www.emergency-planet.com/files/category/42-emergency-4-deluxe-map-textures/ Ok ive edited the downloads, the map textures are now visible and downloadable here on EmP.
  22. Go to the editor, click on a civil car, go to its 'properties', which the lower most button on your screen in the GUI. Go there and enter 'edit traits'. The paths option should be above. See the Em4 editor manual.pdf if it still confuses you.
  23. The general rule is that all verts must be connected to each other. In the one you've done so far, a lotta loose ends exist on the object so Id recommend building more polygons to fill the gaps in. See my tutorial for an example on how the verts are linked together. If you leave some unattached (or floating as I call it) they stick out and leave gaps in the model when it is extruded into 3D. The main count for modelling is polygons. Verts matter as well but not as much as polycounts. For now, what you have is reasonable, for what it needs to be. From an unrelated separate tutorial, here is what a fully contigouous one looks like.
  24. In that particular context, you dont need a grid anymore. You already have the side of the truck modelled out. All you need to do is finish modelling the wheel arches, the panels, and aligning the vertices that need to be straightened out. Your initial 2D mesh is complete when you get to that point. Making it 3D is a whole other process, and you will need to do a lot of trial and error and moving around with the camera to get it right. Fire engines like that rescue rig tend to be easier builds in my experience, due to them being flat. The best step is to model the cab first, and do the rear box body last, and make sure both are separately modelled, but attached together in the final product.
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