-
Posts
4,420 -
Joined
-
Days Won
635
Content Type
Profiles
Forums
Calendar
Tutorials
Downloads
Gallery
Everything posted by itchboy
-
Vintage Town mod (fictional)
itchboy replied to Warstrikewolf117's topic in Conceptual Modifications
Oh nearly forgot. Be sure you are in selected mode. Lower right on your screen there is a blue button next to the 'Auto' button. Also be sure to select the 'Axis' button as seen in my example. -
Test image, will try to verify what I can, but its working okay for me if I copy paste the link and add the IMG tags.
-
Vintage Town mod (fictional)
itchboy replied to Warstrikewolf117's topic in Conceptual Modifications
Go to vertice edit mode, or mode 1. Select all the vertices you wish to be aligned. Note that they can only be in a straight vertical or horizontal setup. See attached image. -
Vintage Town mod (fictional)
itchboy replied to Warstrikewolf117's topic in Conceptual Modifications
So far, it has the right shape and form for a fire engine from that era. I'd straighten up some vertices and lines on the rear part, since it would appear that it sticks upwards a bit instead of going straight. Another issue I can see is that some of your polygons have 'gaps' in them. They probably arent 'attached' to each other through their vetices. The gaps can be closed using the Weld tool in the submesh section. Zmodeler2 has an Align tool that you can use to clean up some of the issues of straightening the mesh up. No issues with double posting once. Just a reminder not to do it too often or it will result in a verbal warning. Someone is bound to eventually post on here, so there is no need to catapult yourself to the top again. If you accidentally posted something and want it deleted, I will clean that up for you, just say the word. -
Light child activated when blue lights are on
itchboy replied to TACRfan's topic in Modding Related Support
http://pastebin.com/qJ4UZiD5 Something like this would have to be utilized in conjunction with the EnableBlueLights code to get desired function. The problem is, Em4 has a keyboard shortcut for disabling lights. It is Shift+B on the keyboard. When you press this keyboard shortcut, the childObject will not be hidden or shown because the lights script wont be called. -
This bug happens on newer, high end systems. The game doesnt like fast CPU's so it does this to traffic lights. The only way you can fix the bug is to individually adjust every stoplight to be slower. I think it was the last number of the traffic light name in editor.
-
Happy that the work spent has paid off with a good finished product. Played this mod a lot back in 2011. I modded that iteration of the mod (for myself), but this new one definitely tops it off. I'm liking the tiny details put on to the map. It may be a derivative of stock Em4, it manages to become unique due to the amount of detail added. The London theme is really well done and helps sell the theme. Only issue I have so far is that it might be leaking memory because I experience increasing amounts of lag an hour of gameplay. I'd also have wanted that the parking spots on the map actually worked for ambulance and PD. So many designated park spots on the map, I just wish I'd have the time to make those park spots functional so that you have a full fleet of vehicles on the map at start. Automation would also have been cool like being able to dispatch units via dispatcher. I may do a few edits to the mod for my own personal use.
-
Besides the above replacement of the character variables, you also have to play with the various list variables and conditions within the script in order to accomodate the fucntionality of whatever vehicle you are doing.
-
No. The game is hardcoded to use the 'streets' systems, and no such checks and functions exist within the game engine. Once again, 16T never thought of that, and its their fault the game has so many issues modding. The game has pretty simple pathfinding. It takes a point and finds the nearest route. It does not and cannot be made to check for amounts of traffic. This same routefinding system is why the vehicles are so clunky when moving around civ cars. Switching lanes isnt possible due to how the streets system works and that having multiple instances of one lane can cause some weird issues when the vehicle turns left or right at intersections. Besides what I and others have done for traffic AI, nothing further can be done to this aging, antique, argurably dead game. User made scripts make the problem worse, by introducing stuff that runs checks constantly, thus making the game lag considerably on most low and mid level systems. The Germans pulled this off about 6 years ago, and even they couldnt get it right. All I've done was exploit the same move functions in the game as they did, and add my own idiot-proofing to the code. Turns out, nothing can be done in an FP setting, due to how many variables are in play. Number of emergency vehicles is one, another being road width, the civ vehicle width, number of civ vehicles, and how the game interprets the move command.
-
Totally possible to do, but there are too many glitches to justify the script. The AI bugs out after the second or third time they are 'diverted' off to the side of the road. AI limitations in this game prevent a lot of good stuff from being done. I will never release this thing to the general public, way too much trouble on my part.
-
People sturggle with the 'extruding' step regardless of Blender or Zmod, here's how I've done mine, note that the model is incomplete since I'm busy IRL to finish it. PM for more details, since I believe you're legit and do want to learn. With your Zm attempt, some things are a bit off with it, but its good progress so far. The vertices need to be attached to each other, which is why so many things have broken or open seams. Note that it isnt about following the bluprint 100%, but following the actual shape of the vehicle, and using the blueprint as a guidline where to position some vertices.
-
Be sure to post credits regardless. It is part of the forum rules. I'll give you a head start with names since I am familiar with most content put out for this game. International 4000 by Hoppah Dodge D series Squad by RD_Saarland Dodge Squad box by NNICO Triangle rotator lightbar by Rihis Rescue truck rear body by me Dodge squad lightbar by MikeyPI Ladder truck base by Hoppah, snorkel structure made by you I assume. Mack CF model by RD_Saarland. Thats what I think your credits model is. Be sure to update all posts for whatever new content you put in. Edit your first post and other additional WIP shots in order to abide by the requirements.
-
The LA Mod textures need to be 'unpacked' in the editor. Simply go to the modification toolbar in the upper bit and select 'unpack file'.
-
Nice work on the HAZMAT. The only thing left to fix with it is the jagged looking surfaces on the front cab. It looks like there are 'squares' on the front.
-
A temporary solution for Blender users would be to export the model as 3ds or obj , and then import it in Zmodeler. Do some final touch ups, any bugfixes, center the axis, and scale the model down, then you can export it in Zmodeler as v3o.
-
The same way most people making American theme mods did, by reskinning LA. Paint.net works very well for this purpose. It wont cut it though in the long run, simply making the same models and reskins over again. The next step of progression would be to make your own vehicles. This skillset has its own sub-levels: Taking an existing vehicle and replacing/adding parts to suit your needs Taking a 'base' civilian vehicle with no emergency equipment and a blank skin, then adding all the parts. This is kinda like how real vehicles are outfitted IRL Creating a totally custom vehicle model from scratch in Zmodeler
-
I never got the Beeb mod to work, that thing lagged my PC out unfortunately. As to the idea of 'dropping' the rear trailer, its super easy. All it takes is a prototype swap, an animation on the vehicle, and a separate trailer object created via script.
-
Note that I'm not familiar with Euro shit so I've never seen that kind of vehicle before or know what it does. From what I can see, its 100% possible to have the trailer come off the back of that thing and have it become a separate vehicle where you can get equipment from, then you have the option of loading it back up again.
-
Its not really a warning, just a precaution so you guys dont burn yourselves out. It also applies to pretty much everything else in life.
-
Assuming the prime mover has a trailer of any kind, you will encounter TONS of difficulty due to how Em4 doesnt play nice with trailers. Your pods that will be dropped wont be straight on or organized, since Em4's trailer system is broken. But it is entirely possible if this is a non trailered vehicle, such as cab only.
-
Also, be sure to ask permission from him first if you ever release this. On the top of his US Army scripts, he requires permission for usage.
-
I agree with your decision to put it on hold while the two of you sort your lives out. It would be for the best of your futures and the mod as well, that you take a break, re-asses yourselves and only once all things are in proper order, do you return to working with the mod. As to the recruitment statement, it would seem unfair to whoever signs up, that the two of you are taking a break while the modeller and lighter are doing the major work. Another factor is, there arent any 'good' modellers left on here that are willing to do work for you. Lighters tend to be plentiful, but they often just sign up in order to gain copies of the mod and its contents. Beware of who you recruit. IMO it would be in the best interest of everyone that you just play it cool for now and leave all recruitment or questions for another time.
-
Also consider that some LED based lightbars existed around that time. Around the early 2000's though, strobe and halogen were king and LED was on its earlier stages of adoption. Having a good mix between strobe and halo, with a very small minority of LED is key to getting the 2005 timeframe correctly.
-
Your time is better spent learning to animate the snorken rig to have working support legs. Its fairly easy to do, and Hoppah's tutorial is pretty complete. Better than leaving it non functional, or making excuses in the storyline for it. As to your hazmat rig, I feel that something along these lines would be more suitable: Its a fairly easy task to simply take the beer truck model I did and put it on to the ATF International cab. Its your decision to do it or not.