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itchboy

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Everything posted by itchboy

  1. 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
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. I'm saving Ghost the trouble of having to re-iterate his instructions. Hope this clears any confusion.
  15. 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
  16. 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.
  17. The specific steps, just to clarify what needs to be done. Pic to be deleted as soon as you reply.
  18. Thank you so much. I appreciate your generosity and look forward to wokring on those game assets.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. 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.
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