-
Posts
4,420 -
Joined
-
Days Won
635
Content Type
Profiles
Forums
Calendar
Tutorials
Downloads
Gallery
Everything posted by itchboy
-
How could I improve quality of map texture?
itchboy replied to Pottyscotty's topic in Modding Related Support
Map textures are my weakest skill, so I do not have the qualifications to give a solid answer, but I'll share anyway: Cheat method that Em4 developers used: DetailPolys feature in the editor. Allows you to lay down an overlay texture on top of the map texture just to give it additional crispiness and detail. Its pretty much the same as laying down VO's or liquids in the editor. This is the easiest method if you do not wish to have to redo all of your texture. Second point is replacing the existing texture with something that is "seamless" and layering it over/under depending on how you need it. To make seamless textures work, you only need to copy it and then run it across the length, width, or height that you desire. -
Good luck moving house ma'am. Hope it goes smoothly.
-
Hello. I am from the same region of the world. And while I too would like a South-East Asian mod to come out, there is nobody here who will do it for you. You need to do the mod yourslelf. In modding this game, there are 4 basic principles of modding which are needed to create a mod. The skills are: Skinning/TexturingMappingScriptingModellingThat is sorted in order of difficulty from easiest to hardest. Skinning is what you should try to learn first. For all skills (except mapping) there is a tutorial for each of them available here: http://forum.emergency-planet.com/tutorials/category/1-english/ There are many offsite resources as well, its just a matter of finding them.
-
No hostility was intended. Sorry if it sounded like it is. Your statement made no mention of the LA mod, and you only said that "every emergency in the game". You did not specify missions, freeplay, or any mod really, which is why I assumed you were assuming every game mode and every modification. This assumption led to the way my post was written. I was in the belief that you were blanketing that statement onto the entire game, regardless of anything. I felt it was disrespectful to the modders and the game itself, because your statement's context made me think you believed the game to be so simple (and therefore bad), and the whole modding process to be a one step thing that is easy (which it certainly isnt). If you prefer to play such as that, then I have no problem with that. I digress that both of our posts are open to misinterpretation due to ommision of words, or generalized blanket statements. There is one thing that I will be honest and upfront about. I have a dislike posts where people suggest things and then expect someone else to pick up the tab. As NFK stated, it is a lot of work even getting 1/4th of this thing off the ground. Another thing I have to be honest with is, I do not agree with the horses as well. Looking at it from this standpoint, it seems totally unwarranted because it is so much work for a single unit. I definitely understand putting work into something like Hoppah's LWS, which is useable for all FD units, and all mods. An addition to NFK's statement I have is the comparison of the K9 to the horse. Note that in default Em4, there is already a dog system. It is not much of a stretch to simply make the dog attack people/scare people instead of finding missing people. The script Hoppah made simply calls on the existing system and simply allows the dog to scare people and attack people. Both commands use an existing system in Em4. The horse is completely unchartered water, as there is no default script in Em4 to utilize or manipulate ambient animals.The animation system for having an officer on top of the horse is non-existent, and somehow linking the horses' move animations to the move script would be a problem as well.
-
False. Overgeneralizing that aspect in order to justify your horsie won't do you any favors: You cannot solve the following with only a fire engine (vanilla game GTF) HIgh Angle Rescue (DLK)Car Accidents (RW)Water based incidents (TFMB and FLB)Extinguishing fires without hoses or personel (LPF and TLF)Extinguishing large fires at once (LF)With one police car (vanilla STW), the following cannot be solved: SWAT Callouts (MTW, SW)Riots (WAW)Building evacuation and putting officers in unreachable areas (RHC)With one ambulance (vanilla RTW), you cannot solve: Mass Casualty Events (ITW)Search and Rescue (RHW)Air Transport (RHC)With one tow truck (vanilla ASF), you cannot: Operate switches (Engineer Car)Build pontoon bridges (Bridge-laying vehicle)Lift debris (Crane)Clear objects/vegetation for easy acces (Buldozer)Rescue victims and persons from scenes (TEC Helicopter)So nope, you cannot solve every emergency in the EM Series with only those 3 vehicles. If you would like to counter, then I challenge you to finish ALL 20 campaign missions at 100% with only those 3 vehicles.
-
Da Bronx Modification [NO LONGER IN DEVELOPMENT]
itchboy replied to RestingVermin's topic in Mod Development and Concepts
This is correct. Helljumper's Mack model is not UV mapped, so most people prefer to go to the NRW model. Helljumper has a lot of great models that definitely deserve some love, especially the squad pickup truck and some of the antique American rigs. -
I think I have one thing to contribute actually. Just tried experimentation with the em4 code, and there may be something that improves how textures are drawn in Em4. This setting: <var name="r_tex_mipbias" value="0.5" />I have found out that "mipbias" means the MimMapping bias for the textures ingame. This means, that the game actually renders the textures smaller than the actual texture that the player/user puts into the game. This setting is linked to how the game makes textures smaller when the object is at a fair distance away from the viewer. I set that value to -1.0 and noticed that the textures no longer looked blurry when viewed from a distance and in some cases, details like decals and license plates could be made out better from a distance. I am unsure of its effect on performance because I only looked at it a couple hours ago.
-
Which I believe is unfair to our less fortunate brothers and sisters who have Intel graphics.
-
There are curretly zero ways of modifying Em4 graphics via Em4config. There is a certain third party external program that adds shader effects (bloom, DOF and ambient occlusion) to the game, but at the cost of large amounts of FPS.
-
Da Bronx Modification [NO LONGER IN DEVELOPMENT]
itchboy replied to RestingVermin's topic in Mod Development and Concepts
Like I explained to both parties earlier. Making long, item filled lists is bad, but also not taking any criticism is bad. Mindcat needs to make a shorter, simpler list, that only highlights the most basic mistakes. At least one should be listed, no more than three would be reasonable. Having too many items such as that makes your post condescending and its context is almost as if you are trying to totally rip apart his efforts. There is a fine line between critisism and plain bullying. The OP needs to understand as well that some people, when asked for comments and crititism, will go all-out on it. The line here that needs to be drawn is, that we shouldn't dump a list of 20 wrong things onto a modder, because it will make him/her feel bad. Second, the OP also needs to at least take a little criticism. -
Da Bronx Modification [NO LONGER IN DEVELOPMENT]
itchboy replied to RestingVermin's topic in Mod Development and Concepts
But I will admit that some of my previous attempts to help people had the unintended effect of discouraging them and shooting them down. I've learned that now, I need to be more considerate and polite. -
Da Bronx Modification [NO LONGER IN DEVELOPMENT]
itchboy replied to RestingVermin's topic in Mod Development and Concepts
Something I learned the hard way unfortunately Mike. I tried, and I got hated, now I'm trying less, and still get hated. -
I have documented the steps I am doing while making a few models. The following will be required reading (and you will need to understand it) before you advance to the next steps. Tutorial will be gradually expanded as I am able to document and type more things. I will only be answering some questions and only provide generalized answers. My lack of time prevents a dedicated help line. Templating TutorialGo to user mode and go into full screen Select find in views to get a good zoom of your model and to center it to the screen (optional) Capture each of the sides of the model. You need the Left, Right, Front, Rear and top. Tip: Hold shift when rotating the camera to get a more sensetive view. Hit print screen and save image into texture. Add additional parts like headlights/tailights, bumpers and license plates if necessary. Save texture. Assign texture to material, assign material to model (explained in Hoppah's tutorial) UV Mapping TutorialYou need a template (I will make a Templating tutorial soon) Select the polygons you wish to remove Detach them from the main object Go to vertices mode and select all of its vertices Go to the desired view (example uses left view because the part is the left surface of the object) Generate a new UV map Align object to template in UV mapper Try to get it as close as possible
-
Da Bronx Modification [NO LONGER IN DEVELOPMENT]
itchboy replied to RestingVermin's topic in Mod Development and Concepts
While I appreciate your initiative in enumerating the various issues, this kind of post (while being very constructive and in good meaning) does not really help the OP. It only serves to make his life harder because he now has 10 items to make unfortunately. In the future, what I would do is just give one thing that is wrong with the model, and then if the OP wants more advice, give the rest to him/her via PM. While this kind of post is well liked in the German forums where you hail from, it is not appreciated here, and often leads to conflicts and even accusations of bullying. I am informing you of this just to save you the trouble that I had to go through. -
Its been a while. Freightlner FL70 model by Voodoo_Operator, heavilly edited by me. Rear truck box and misc parts by me. Dodge Charger by me as well. About time I did a civilian version of that car. Chevrolet Silverado 2500HD model by me.
-
Los Angeles Mod Vehicle Set [STOPPED]
itchboy replied to itchboy's topic in Mod Development and Concepts
Some script edits I've made in order to make the LAFD tiller work somewhat better than it did before. Added in a fourth ladder segment, lengthened all other segments to prevent floating, improved the chances of the ladder being able to install to a building. -
Fire Department seriesThe only real competition to the EM Serires made in the previous decade.Focuses only on FD and EMSHas a unique extinguishing and cooling system that has a "extinguishing" bar. Note that later versions of the EM Games, adopted this system.Rescue Heroes also adapted this fire systemNo freeplay, its missions only from what I can remember, and no modding.Recue: Everyday HeroesFocuses only on FD and EMSThe game is more about micromanaging your firefighters, their wages, skillsAlso deals with outfitting a firestation, kind of like the Sims, except that you only get to play with furnitureMissions are quite repetetive, even moreso than Em4.Freeplay mode available, but you will only be dealing purely with fires, medical events and car accidentsWildfirePlayed a demo of this game many years agoOfficially licensed by Smokey the Bear apparently, load screens are all tips for campers and people in rural areas in how to prevent wildfiresRemember, only YOU can prevent wildfiresIt is an educational type RTS, and not too easy to fail at actuallyInvolves mostly person unitsIn depth wildland firefighting such as creating fire breaks, trenches, and the fireproof blanket the USFS useA video: https://youtu.be/rIHkpZAsXXwAnd now you see why the Em Series have lasted so long. Because of modabillity, and the fact that the games themselves had things other games in the genre did not have. The involvement of PD, dedicated EMS and technical rescue gave the Em Series appeal. Also the wide selection of vehicles and (at the time) expansive freeplay mode made the game have great replay value for 2006 standards. Another thig to point out is that the Emergency Services RTS game is a very niche market that only has a minimal following, no matter what you would like to believe. There are probably only 10 thousand of us left, including all languages and nationalities. People who play EM RTS games fall under a very specific category and mindset, and not to mention the stagnation of the community due to infighting, and more notably, the lack of support from the developer.
-
From what I understand, Em5 is basically Em2016 without the new missions, so whats the point of buying 2016 if Em5 is pretty much that minus one or two things?
-
My cheap UV mapping tutorial. Its still incomplete, but it does show my method of UV mapping. This tutorial assumes you already know the basics such as selecting objects, deselecting them, the 5 editing levels, and you need to have Zm2 obviously. http://imgur.com/a/yqbAq It also assumes you have a preset template for UV mapping to. I will be adding more images to template making. Note that the basics are available here: www.zmodeler2.com/docs/program/lessons/basics/contents.html www.youtube.com/watch?v=BbIhUaD3P-4 http://forum.emergency-planet.com/tutorials/article/4-zmodeler-2-3d-modeling/
-
Los Angeles Mod Vehicle Set [STOPPED]
itchboy replied to itchboy's topic in Mod Development and Concepts
Thanks for promoting your mod on my page. Go ahead and make your mod, I'll make mine. This is a free site afterall, and we are entitled to do what we desire (within the boundaries of the rules). -
You're probably referring to the lightbar pack I used to have here. I removed it from the forums due to ongoing conflict within the community.
-
Los Angeles Mod Vehicle Set [STOPPED]
itchboy replied to itchboy's topic in Mod Development and Concepts
Like I said previously, the cut off point for my mod is 2014-2015 vehicles. The Explorer, Taurus and Charger stay as is. I will not bend over backwards to have to update my mod for every single new vehicle that comes along, otherwise I will never be finished. The Explorer in question may be a test rig, you can't be too sure either about the specifics of that unit based on pictures alone. Actually, you're right. I don't know anything. In fact, I had intentions of doing a public release for this within the next year or two, but now that I realize that I have no knowledge of what I'm modding, I think I'll just keep this thing private forever. /s -
Los Angeles Mod Vehicle Set [STOPPED]
itchboy replied to itchboy's topic in Mod Development and Concepts
I will not be making the 2015 model cars at all, none from Ford, GM or Dodge. They all look ugly to me, and also, the cut-off date for my vehicles is this year. No LA agencies are using any of these vehicles, so they wont be made. -
There's nothing wrong with what OP did. Most people stay away from Mike's models due to their photorealistic textures, so its nice seeing a photoreal reskin for once. Like Mikey said, the lightbar could do with some proper blue/red/white colors, but I think its an easy fix, given how the model is UV mapped.
-
Overall, the mod really has that difficulty level that I miss having in a mod. Reminds me a lot of original Em4, especially with the MP events brought into SP. Its pretty good, and I especially love the station call button. Its pretty unique in that aspect and gives the mod a lot of uniqueness. Due to my "lazy" playstyle, I've become used to the Rapid Deployment command, so not having it in this mod is quite a change from my ususal one-click solution.