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Everything posted by itchboy
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BIEBERFELDE Multiplayer Modification 1.0 [Released]
itchboy replied to godra's topic in European Modding
You need to make an account in that website to be able to access their forums, and all their downloads. Just like here. -
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.
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I believe this is it. Not really posted on the forums, but YT actually.
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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.
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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.
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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.
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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.
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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.
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[BETA July 21][WIP]Los Angeles Mod v2.0 4x4 W00ds Map v1
itchboy replied to Xplorer4x4's topic in Submods [Not released]
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. -
Norfolk And Suffolk UK Mod ( V2, Airport version released)
itchboy replied to TACRfan's topic in Conceptual Modifications
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. -
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.
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Norfolk And Suffolk UK Mod ( V2, Airport version released)
itchboy replied to TACRfan's topic in Conceptual Modifications
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. -
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.
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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.
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Have you saved it in uncompressed 24 bit?
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That and other concerns will be worked on eventually.
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Edit the language xml's. The tutorial I sent has that covered I believe.
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Delete the mod from your mod folder.
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Once again, the Em4 Editor manual has this information.
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The .dds file in the folder is not the texture to edit. Not at all. You need to edit or create .tga files (in a specific resolution and with specific details) in order to make a custom map. The Em4 editor manual explains the process. An example of a .tga file you can edit or play with. This is from the German forums. Site is not affiliated at all with EmP. http://www.emergency-forum.de/filebase/index.php?entry/157-textur-em4-freeplay/
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Make the mission in the map. Add burning bldgs, injured persons, etc. Add names to all of the relevant objects in the map, such as injured persons, vehicles you need to tow, or persons you need to arrest. There was a mission modding tutorial on here posted almost 8 years ago, it explains the rest
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As stated numerous times before by both me and bama, this function is broken in the mod.
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You will need to learn and understand the systems and scripts used by other mods to make parking spaces work. LA mod is one you can look at, many of the Euro mods as well have their own distinct park/spawn system.
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Using Sketchup to mod Em4 isnt advised due to various issues such as too high polycounts, to backfaces being counted as polygons once converted to v3o. There are no specific measurements in Em4 as well. You just have to scale it so that one floor is slightly taller than the height of the person models. You need to learn to make new prototypes for Em4 using the manual and other tutorials. Making it enterable? Follow the default/original buildings and learn from them.
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Sort-a-white? Can I see a screenshot of that? Download Fraps (you dont need to purchase it) and use it to take a screenshot of Em4. The bug your describing may be caused by your GPU and Em4 not working together well. System specs will be helpful. Em4 has a system that downsizes textures once viewed ingame or in editor, and it may not be functioning as intended on your system.