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Everything posted by itchboy
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Please refrain from posting in all caps next time.
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You can post your concerns about each mod, on the individual topics for each mod. Please refrain from posting additional topics for things that already exist. This is also in the wrong section, since you are referring to Emergency 4. I will move this topic, please make sure when you do post something, it is in the right section.
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Just a reminder, be sure to include credits for all content you post. Whether it belongs to you or otherwise, it needs to be mentioned. A quick write-up of names with corresponding content will do fine.
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Kent (UK) Mod (Dev Release)
itchboy replied to Pottyscotty's topic in Early Access/Alpha Stage Modifications
Asking for release dates is against the Terms of Service and Site Rules. -
The mod is on here, as stated by the author. In future, please be sure to read the mod author's statements on where to find the mod instead of needlessly asking for it and making a single dedicated post for it, when it is just in the site. Thank you. For all future concerns about this mod, please post in the main topic about the mod found here: I'll be locking this topic because it is redundant to the London Mod discussion.
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Its totally okay to post it as long as it contributes to discussion, and helps improve the mod. Site rules as well need to be followed, goes without saying.
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Vintage Town mod (fictional)
itchboy replied to Warstrikewolf117's topic in Conceptual Modifications
What happens when you left click? Nothing, or things get welded together? An image helps. Its getting cluttered here, PM me to continue. -
Ah, I see it now. I too had the 'boption' bug on some images. The best example I can give is in my profile signature. It does it there for some reason,and on some other images too. The bottom image works fine. I too am annoyed that I cant get non imgur links to work. I've posted some pictures from random websites and its 50/50 as to whether it bugs out or not.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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'.
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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.
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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.