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itchboy

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Everything posted by itchboy

  1. 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.
  2. 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.
  3. 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
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. You need to make an account in that website to be able to access their forums, and all their downloads. Just like here.
  11. Take the entire 'object' of polygons, and make a copy. Then mirror it on the axis to the other side. Attach the copy to the original, and go into vertice edit mode and start welding. Surface grid is the 'beginning' as explained in my tutorial about modelling from scratch. It aint done yet due to me being unable to sit down and spend the needed one week to finish the model + tut.
  12. I believe this is it. Not really posted on the forums, but YT actually.
  13. Congratulations on release. Your units look good. Most people unfortunately wont dig into this forum to find this specific post with the link in it, so I'd recommend uploading it to the DL center to make sure it gets seen.
  14. Some corrections to the credits I'd like to provide. The Ford Excursion model is by NNICO. The F350 ambulance model is by NNICO as well. The 2012 Charger is by NNICO, ausavin26 and bama1234. The Seagrave engine is this file, by NYPD_freak Goog1967 made the LED lightbar model that predominantly appears on a lot of units. Ive approved the file you uploaded on the download center.
  15. If you have Em4, then you have the editor. There is info about it, pinned somewhere on the forums here, you just need to find it.
  16. As mentioned before in your other topic, http://www.emergency-forum.de/filebase/index.php?filebase/486-floor-textures/ Nobody in the 'majority' community has the skill or ability to make map textures. The ones that do are busy with their real life jobs and families and arent be able to do anything for anyone. You will have to do this yourself if thats the case. Most people that PM you often ask 'payment' in return for their assistance, such as a mod or a custom game asset. Beware of this.
  17. The scene editor may have been 'dragged' off screen due to a resolution change, or an accidental click. In case you lost it, try toggling the shotcut keys like F1, F2, and so on, and trying to click the outer edges of your editor screen to see if it can be dragged back on screen. I recall enountering this problem before myself and fixed it by a reinstall, so I find it odd it is not working on your end. Nice looking map texture you got there btw.
  18. These are required so that person models work correctly in Em4. Deleting the vmo file will cause a CTD everytime the game attempts to load its associated v3o model.
  19. We wont be too strict with group shots. If a groupshot is too massive (say, has 60 unique vehis in one scene) then we wont require you to do that. To be more specific, if you for ex, have 2 or 3 vehicles, Id advise that you try to credit it if possible. No need to specify that x did the model, y did the skin, and so on, for each vehicle, but rather just enumerate the names. It would be on the single vehicles that Id advise putting in specific details like model author, texture author, and the like. We simply wish to encourage crediting within the community. If people see the 'big' modders going above and beyond with it, they too will hopefully be inspired to do it for their own works too.
  20. You will need to edit the model so that the unecessary components are removed, and that you add in any stuff that exists in the real vehicle, like ELS. On the one you found, the wheels are fixed and attached to the model. They need to be removed and made into separate wheel models for them to be suitable in Em4.
  21. Things are looking good. Im happy to see an airport mod. Just a friendly reminder to post credits on those WIP shots, especially on the single vehicle shots. Ingame group shots can be credited with a shortlist of names.
  22. Site's been down for about a day on my end. Most likely routine maintenance. Hopefully things are stable from here on out. YouTubers in general have the 'final' copy of the mod that is available to the general public. Rarely though, some mod author decides to send an unfinished (often bugged out) mod to YT mod presenters. More power to them should they decide, but I dont think Kingairway gave Alex a special copy. Going back on topic, the mod had 2 EMS stations last I checked. Its a rather cool thing he was able to script it in.
  23. In paint.net at least, you are able to choose 'auto', 32 or 24 bit. Idk about other software so you will have to dig around the program you are using and find the button/feature.
  24. Have you saved it in uncompressed 24 bit?
  25. That and other concerns will be worked on eventually.
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