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itchboy

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Everything posted by itchboy

  1. Defining the helicopter prototype in the CheckTarget() section of both the 'GetBarricade' and 'RemoveBarricade' commands. You also need to prevent the player from getting a barricade from a helicopter that is up in the air. This all goes down to the CheckTarget() section of the 2 relevant scripts.
  2. As a whole, Em4 definitely has more available content to use due to the game being modded for a decade now. As to 'tools', there arent many tools for either game period. Zmodeler2 is the only one for properly editing models, while Blender and GMAX have problems, wherein the normals of 3D models are corrupted once exported to v3o. Zmodeler3 has a monopoly on editing person models due to it having a compatible skeleton importation system for v3o files. That software costs $4 a month, so the author is making a killing out of Em4 and GTAV modders. For scripting, no such SDK or compiler exists for Em4 or Em5, so once again, no luck there. We have to settle for less, which is oftentimes Notepad ++. Both games suffer from a lack of documentation and editing software. Not surprising, but ironic considering how much has been attempted and failed with Em4. As to the OP: The best way to make a Los Santos mod is to simply take the existing LA mod vehicles and peds, and reskin the text, decals and logos to say 'Los Santos' instead of LA.
  3. Interesting concept, a decade or so ago. Just remember that the majority of modding resources that I've ever put out are past your set timeline, so you might need to craft fleet of decade old vehicles. Given the 2005 date, I'd get rid of the Charger. Your creations could also do better with a better pre 2008 F Series model. The civilian version from the LA mod works perfectly. I would personally love to see more 90's rigs besides the usual go-to model that people use which is that Mack CF. The engine example you have would definitely benefit from a 4 door cab, assuming you wish not to change out the Macks.
  4. Nothing else, this one seems to be the only graphical setting that does anything major. The rest are all relating to items that the player wouldnt notice or care ingame. Setting it to -3.0, I believe is the maximum, but makes the textures look too sharp and quite abraisive. The best number I found is -0.1 which is a balance of sharpness, while the game has enough smoothing of the textures so that it doesnt look too blurry. The setting makes things look very jagged at insane settings, so adjust with moderation. The game makes textures look smoother by reducing their resolution when you are farther from the object(s). The value here simply reduces the amount of that resolution downscaling.
  5. I'm saving Ghost the trouble of having to re-iterate his instructions. Hope this clears any confusion.
  6. This is tutorial assumes that you already know the basics of Zmodeler. These are the steps I take to model a vehicle from scratch. Incomplete so far while I model this vehicle. You need a picture of the vehicle from the side, google is your friend. Add the image using the display button. You can add an image on any view, but in our case, do it for the left or right side, depending on the orientation of the image you are using. Make a surface and that becomes a start for the vehicle. Once the model is extruded, you should end up with something that captures most of the details. You may have to make adjustments to the mesh of the model before you are able to get all the details in. Also you may need to add entire rows/columns of polygons just to accomodate some details that you may have missed in the original modelling process. Try to keep the shape smooth for the most part, except for any indents on the actual bodywork. Shading also helps bring out some dimension to it, so definitely needed for getting it right. I haven't finished this example yet due to lack of time and will be posting a newer, more complete version soon. This temporary example still doesnt have a rear and front bumper, and lacks the door trim. Now that we have the side body done, the next step to be made is the roof. It is far easier than making the front and rear because car roofs are almost always flat. Using what we've applied, create a row of polygons that represent the roof. To make things quicker, we can copy paste those new roof polygons by detaching them with the "keep as new" button. Modelling the roof: Create new polygons on the top of the model, right where the roof starts. Align the newly created vertices, then continue the row until you reach the center of the model. Try to follow the curvature and angle of the roof based on the reference pictures, but you do not need to follow the picture exactly. As long as it looks correct in 3D, that is what matters above all. Continue making columns of polygons. You can make them by hand, or create copies of that first row to save time. The next pictures make use of the copy method. If you do not wish to use this method, skip to Step 9: Move the vertices to the correct points on the model. Attach the newly created row copy to the main model. Completing the copy method, and welding the vertices to fill all gaps. Step 9: Once we have the roof done, its time to do the windshield and the hood. Let's observe again. We need to pay close attention to the most visible details of the vehicle. Using what you already know, keep on making rows and columns to set the windshield up. And after a while, you should have the hood down. Modelling the front: Once you're past the corner, let's do the bumper. And now to fill the gap on the front end. Now to do that headlight. Modelling the rear Now for the bumper
  7. Ok , what he means is, that LED colors tend to be much more vibrant and show their colors quite brightly. The technique he refers to, is making a polygon, give it a lot of glow so that it is almost white, and then use a corona overtop it that will 'saturate' the polygon so that it has a vibrant appearance.
  8. The specific steps, just to clarify what needs to be done. Pic to be deleted as soon as you reply.
  9. Thank you so much. I appreciate your generosity and look forward to wokring on those game assets.
  10. Yes, you can combine all scripts into one .script file but you must make sure the whole 'structure' of each script file remains intact. You can use Visual Studio or Eclipse, but you cannot debug any scripts, cannot run any scripts, and cannot compile them. The game is the only thing that can read scripts, and even then, the game doesnt give a conclusive error line or code. Your best bet is simply editing them as code in C language, which is what the game uses, and just editing it as code. After that, its all trial and error, as it is with this game. Note that there is no benefit to merging the scripts into one single file. The game loads scripts on a per 'command' basis, so you cannot merge them. If using the LA mod or any mod using its scripts, you cannot merge scripts period. Each script relies on a set of constant character variables specific to each script, so they cannot be merged, or else you will have one convulated mess on your hands.
  11. Chicago uses a totally different lightbar unfortunately. You will have to do a model swap on it besides editor work. Touching on the CVPI model itself, it honestly has quite a few flaws in the shape that it has, and looks wrong on some angles compared to the real CVPI. I would definitely recommend editing the model to get a more accurate shape on the vic, since you need to swap the model out anyway. You will also need to install spotlights on both sides of the cruiser. As for the OP, the model is clearly from NFS Hot Pursuit 2, played that game as a child. The model itself, once the polies are cut, should work in Em5, but you need to edit its shape like I mentioned above. The scaling on it from what I can see is off, due to how much longer a CVPI is in length than a Merc B Class. I also saw your topic on the civil cars and the other vehicles (Tahoe, Burban, 'rango). MikeyPI covers all of the issues with those models and all of his points should definitely be a factor in what you do. Good luck with your Em5 modding ambitions.
  12. Go to your em4.cfg file. Find the line 'e4_doocclusion' and change the value on it from 1 to zero if it already is not zero.
  13. I would like to ask for your blessing for me to make an LAX Airport submod out of this when the mod drops. I have plenty of unused game assets that would like to have a good home. I'll be asking some questions regarding how the code works, but other than that, I wont bother you at all.
  14. Edit the Bomb robot script. The script has a list of vehicles which it counts as having the bomb robot. You need to define the new vehicle.
  15. If you wanna hear from me, you can also hit me up in my email or PM me. Its been a while hearing from you too. Hopefully this wall of text helps inexperienced modders get the hang of basic stuff.
  16. There unfortunately isnt either of those being worked on right now. Las Vegas is on hold while the author is on hiatus, and Hoppah, MikeyPI and NFK absoultely wont mod Em5. I too want to see mods for Em5 but I am not holding my breath.
  17. I havent seen him around here, nor have I been able to reach him ourside of EmP. A lot of the older, more experienced modders have left Em4 for good as of late. If you really need info about him, PM me.
  18. This is a tutorial on how to install parts (lightbars, rambars, LED lights, spotlights) onto vehicles. As usual, you need Zmodeler, and this tutorial only applies to that program. Blender users have it differently. More info to be posted regarding optimization techniques and specifics regarding other equipment pieces. Requesting that this topic and the other UV map tutorial I had be stickied. Step one would be to enter Zm2 and import your desired vehicle, if you already do not have it as a z3d form. Save it. You would then import all desired parts, in our example , it is a Whelen Liberty lightbar. Be sure the texture of said part(s) are in the main folder with the rest of your content. The part should now appear on your screen and all editing windows. Go to object mode and select the lightbar. You should only be moving one part at a time. Select the move tool. In 3d view, your lightbar would be in a very unusual place. You need to put it on the roof. In regards to the Z axis, understand that the axis is all in relation to the view you are using. In Front and Rear view, the X axis is left and right on the vehicle. Y axis is up and down the vehicle. Z axis is forwads/back on the car. In Left and Right view, the X axis is forward and backwards the car, Y axis is up and down, Z axis is left and right of the car. In Top and Bottom view, the X axis is left and right of the car, the Y axis is forwads and backwards the car. Z axis is up and down the car. Up in this context is the roof, down is the wheels. Left would be the driver's side, right is the passenger side. Forwads is the hood, backwards is the trunk. You need to maintain symmetry when installing parts, because real car parts (on most vehicles anyway) are centered. Second consideration is the placement on the real vehicle. Try to at least follow the actual vehicle's specs for setting equipment up on the body. Once you are done with all this, you need to attach the new part(s) to the vehicle. Export the file as v3o in order to be able to be put in Em4. This step is optional but I believe it is the 'cure' to some heavier mods lagging.
  19. Nobody's made a Ferrara model for Em4 like that before. One of the NY themed mods might have one, I am not sure. All I know is that the model you seek is a Ferrara Igniter cab with whatever custom rear, and that nobody's ever put one into Em4.
  20. itchboy

    Harbor City 5

    Last I checked, there are about a dozen helicopter models from various brands. You got MikeyPI's helicopters he did for NYC mod which are off limits IIRC, then the ones he made for LA mod which are the police Astar and the USCG Dauphin. Hoppah I believe only built the Jayhawk which is a military heli. The EC135 exists in 2 forms. One belongs to Hoppah from the Netherlands modification (which is off limits I believe) and then there is the common one which is by the Germans, Bastian I think made it. Either way, be sure to get your credits sorted out before making any announcements.
  21. To their credit, they put it in the 'modification submods' section of the forum. Its as appropriate as the rules will allow, and ensures clarity when classifying the submod.
  22. The lightbars, by their very shape, are actually modelled by NNICO last I checked. RK1000 simply did the Freedom variant and the length variants of the lightbars, so both would need to be credited. The model itself is a bit too curvy compared to the real lightbar, which is why the shading on it makes colors look cartoonish to some people. The real ones look bulkier and squarer to my eyes at least. In Em4 at least, none of those internal model bits like the LED modules matter, nor should they be modelled due to how Em4's top down view does not really allow you to see stuff up close without sacrificing your ability to respond to calls. For the colors, the ones being used rn would be a bit too vibrant, especially given Em4's weird light system that makes everything brighter than what you would see in your image editor. A more realistic color IMO would be a darker, more maroon red, and a more dirty looking blue. FWIW, EmC and Flnn have gotten the module setup, layouts and lights correct. This little change may improve the appearance further, but will warrant the reworking of all existing lightbars.
  23. You need to first learn how to create a modification in the editor. There are tutorials on the site for that. Second would be to create a new vehicle in editor using an existing one as reference, then getting said 'new' vehicle into the game as a playable unit. There are tuts for that too. For step 2, you will need an existing model (v3o file + texture) to use. There are plenty of European vehicles available in the German forums. There are tutorials for 'painting' the bare metal on the skins to have the police/fire/whatever decals of the department of your choosing. Good luck with your modding attempts.
  24. You will need to use Zmodeler OR Blender to change the lightbar. There is a tutorial for this, but the short story is: The lightbar you need is the same one in the LA mod's LAPD patrol car. It has the same kind of lightbar, so that is the model and skin you need to take. You would import the cop cruiser model into the 3d modeler, then the model you want the vehicle on. Attach the lightbar on your vehicle, and try to line it up to the actual location. The graphics for the most part is good for a first attempt. Cop departments tend to use generic decals and colors, so I think the hood is a new thing that I've not seen being put in Em4.
  25. Los Angeles Mod 2.1, it is the common framework 95% of US based mods and submods use. It has an organized folder structure and it has the 'basic' functionalities that people use often in mods. The main priority would be to replace the vehicles in the mod. Once you get replacements, you have a working submod. In order to not have to make any script edits, you need to follow the existing prototype names of the LA mod. The only thing I would like to recommend is that you setup a folder system for the model files in the mod, instead of using the LA mod's system which has everything in one folder. I'd recommend making model subfolders inside the 'Police' and 'Ambulance' folders in order to organize your models better. One important step you should definitely do is remove the LA mod original models that you are replacing. If you replace the police cruiser with a new unit, you delete the unused files of the old cruiser model.
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