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Everything posted by itchboy
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Pretty much every game I grew up with 10-15 years ago has taken this route. The Need For Speed series and SimCity for example. The only game series really left that is still intact is the GTA Series, because the base game of GTAV is good from what I can see, and the DLC does add quite a lot, instead of just items that should have been ingame in the first place. Once upon a time, back in the good old days of NFS High Stakes, the DLC cars were free and downloadable at the game website and various fansites. Now, the cars cost 10$ each and probably cost double for every variant of each you want. Same with the SimCity DLC's. Cities In Motion is a great alternative to SimCity though, which is something I'm currently saving up for, alongside GTAV, and a new GPU. Point being, this is video games, circa 2015. Its basically the game studios milking every last cent out of every gullible, item-hungry user they can find. I'm honestly not surprised the EM Series turned out this way really. I'm only surprised that they choose to milk something thats fundamentally broken and bug ridden, instead of something that actually is a stable platform for add-ons.
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! Toronto Mod - Canceled - Terrow will make one !
itchboy replied to TheVolume's topic in Mod Development and Concepts
Because he actually tried to listen to me even once, unlike most of the people who cover their ears and write me off as annoying or childish. He doesnt have the majority of my content though. I only give those out for really special circumstances. -
Reading through the German forums, and well, it isnt just us who's disappointed and honestly, not surprised this has happened again. I don't really have much to say in context to this because I obviously have no plan on spending that much money on that kind of game.
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Well thats reasonable for me. Keeping it simple to avoid further problems. Unfortunately with this game, less is more.
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I'm also curious. Will this have custom made calls like the CPH 1.2 mod or even the custom UI and calls of CPH-Airport?
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Looks great. Glad to see BMA in action again. Hope to see many nice and awesome new scripts as well. Finally a London mod with working stations. I actually made my own version of this a couple years back but never got the willingness to finish it. Unfortunately American mods sidetracked me.
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Tim's Modeling- and Texturefactory
itchboy replied to TimTim's topic in Mod Development and Concepts
Amazing work. Probably the best looking firefighter ped models in Em4 right now. A question though, how many polygons per model and what is the filesize of the texture? Having nice units has its drawbacks too. Too high of a polycount or too high res of a texture will cause performance issues, especially when having 20 firefighters on screen when ingame. -
Personally, I have no problem with either. The rub lies in that some rules are enforced than others. YouTube wont lose any money if a hot looking chick does a livestream or vlog wearing barely any clothes, but YouTube stands to lose a lot of the record companies go after them, which is why they are cracking down on music as a whole.
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Google Docs are a pain for me. Though the best one I saw was the Winterberg mod's CAD. It utilized the setup I mentioned previously and would be updated as the game goes along, so the player doesnt need to touch anything. There is a manual override setting though in case your vehicles glitch out in Em4 but you want to keep them as normal in the CAD.
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! Toronto Mod - Canceled - Terrow will make one !
itchboy replied to TheVolume's topic in Mod Development and Concepts
Coloring in the rotators is really all I would be expecting from you. Good job on being able to do it. The lightbar is definitely hugely improved now. Good luck with that Taurus Stealth Cruiser. -
I'm just being truthful. If nobody gave their critisisms about the idea, then whats the point of doing it at all? Point being, you have plenty to learn. Learning C is hard already, but having experience in HTML and PHP might help you make the transition to C. Java is what I've seen from other home-made CAD's and MDT's in other games such as GTAIV. The statement I gave is pretty factual. Its how the Winterberg mod's CAD works. The script prints out various statuses which are then read by the external program. The program then lists each vehicle and their status based on the XML file printed by the game. If you can somehow divise a method to integrate that system into Em4's main engine, then more power to ya. In truth, CAD software only works for people who have multiple monitors. Single monitor users cant enjoy the program because it means having to Alt-Tab in and out of the game frequently, which is a pain.
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In short, what OP wants is a pipe dream and isnt possible except through the creation of a separate system that does the following: Reads an xml fileThe mod/game must print a custom made xml file that only the new CAD program can readRequires a lot of scripting which OP has declared he is unable to doNot possible, not worth it, and not worth anyone's time.
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Keyword there is try. We'll see if you're up to the standard.
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Google Sketchup models are banned outright in this site. Sorry but this isnt allowed here. For the purposes of OP, if he wants one so badly, he can make it himself. Same goes for everyone else interested.
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If you remember Em3, the prototype files could be edited by text, so you could remove lights en masse. In Em4, the prototype files are encrypted and there is no way to edit them in a text editor, so unfortunately for us, there is no other way except the remove button.
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! Toronto Mod - Canceled - Terrow will make one !
itchboy replied to TheVolume's topic in Mod Development and Concepts
Well, you dont have to be like me. You just gotta be yourself really. If you want to make another mod with 1000 inacuracies, fine by me. If you want to be just another mod that people will forget within the month, fine by me as well. The details and hints I provided you are the key to catapaulting yourself above the average, and putting yourself among better mods that actually strive for quality instead of just fame and "good enough" mentality. I never was or am after 100% detail similar to GTA. At the very least, have something that looks as close as possible, and having these issues with light equipment and setups is a big issue for me as a modder. I'd expect a higher degree of accuracy from any non-fictional mod. I wouldnt be so specific if this were a fictional mod, and point being, having some differences isnt bad. But having too many of them makes the non-fictional mod useless. You might as well say, that you're trying to make your units look "almost" like Toronto, but not actually there. I could very well critique your skins, but it would probably just result in more disagreement from you. Your lightbar is getting somewhat closer. I'd go with the MX7000, get rid of the Vista, and if you could skin the inside components to be red and blue, it would go a long way in making your patrol car look better. The thing about modding is, you're supposed to respond to critisism in a constructive way. Your reply seems constructive, but I can tell there is a bit of fighting back towards it. Rest assured, I'm not here to judge you, I'm just here to tell you what you've done wrong with these units, and how to improve them. If you don't want my long picture filled posts, then fine. I won't post another one in this mod topic again. -
! Toronto Mod - Canceled - Terrow will make one !
itchboy replied to TheVolume's topic in Mod Development and Concepts
Well, assuming this mod author follows through with what he says, this should go according to plan. And no, it is not right not to care about mod quality. You need to expect some kind of quality standard from all mods, otherwise you'll just be playing yet another Mayberry mod reskin, and I'm sure most of you are tired of that. -
! Toronto Mod - Canceled - Terrow will make one !
itchboy replied to TheVolume's topic in Mod Development and Concepts
Well, skins look promising. Some hints to make your units more accurate. Not too bad, but not accurate exactly either. Standard patrol car: Code 3 MX7000 Excalibur lightbar (correction by TheOneIowan)Whelen Mirror LED'sWhite antenna module on roofI'd make the antennas modelled into the body instead of utilizing child objects because the trunk antenna will glitch out if you don't model it into the door itself.I'd change out the wheel textures to be more of that seen in the above pic (first one)The Mirror LED's should also be attached to the door in Zmod."Unmarked" Patrol Car Not so unmarked, more like a Stealth Cruiser. Has a Setina Pushbar with 2 LED's mounted on the lower or upper barNewer units seem to have Mirror LED's as wellBased on the 1st side picture, it has 2 small antennas towards the rear part of the roof. One is a cylinder, the other is a pointed round shape.Unknown interior lighting. Its your responsibility to research the actual light setup. Slicktop cruiser Has a GoRhino RambarHas Mirror LED's like the other twoIt has the same antenna setup as the regular marked cruiserIf there is a way to call the member named askjeeves, it would be nice because I believe he is a Now here's the issue I have. Police cars are the most simple types of vehicles to create, as you can see by how short my list of ingredients is. I'd like to see more people try harder things, like ambulances and firetrucks. Chevrolet Express 4500 chassis.Lucky for you, the West Coast Canadian Modification has an ambulance with a similar setup. Some info: I built that model.The front lightbar seems to be some kind of integrated lightbar, probably a Tomar 970L.All you need to change is to make the wheel arches into that square-ish shape, and have it extend outward a bitI am unsure with the light equipment used on it. I can only identify the rear lightbar, which is a Whelen 4500. The square LED's on the side are probably Whelen 900 Linear LED's. The ones on the front might be Whelen 700's, also a Linear type with 2 colors in one LED.Because the ambulance box on this one is quite curved in its corners, you probably will have to model a new one because most of the released ones have sharp edges.Has little round mirrors on top of the side mirrorsFront grill has two Whelen 700's in red, probably halogens due to their red lens colorMounted on front bumper are two Whelen Pioneer spotlights with white casing. This is a tricky one. Nobody has ever modelled that kind of roof setup onto any E450 ambulance model. Good luck to you.Its an ambulance built by Demers Ambulance Co. it appears.Has a row of Whelen 700 LED's on the front grill. Also have 700's on the side like the above ambulance.Its your responsibility to search for the rear and sides of this vehicle, should you choose to create it. I have no idea what this could be. Could anyone shine light on what kind of bus this is?Uses more or less similar LED's from the normal ambulances, except many more in number. Chevrolet Suburban 2500.Appears to have a Tomar 970L lightbarHas an unknown rambar, you find it out for yourself. It could either be a GoRhino or a SetinaHas two front LED's, probably the same as the ambulancesAppears to have rear traffic advisor. Probably a Whelen Dominator. Confirmed by TheOneIowan that it is a Code3 XT6. Spartan MetroStar with custom rear. This is a pumper/engineHas Whelen Freedom NFPA lightbarLED's on body are probably Whelen becuase the lightbar is too.No other details I can identify. I have no idea what truck this is.Has a middle crosslay and pump section that is exposed unlike the above.Has similar equipment to the above truck, except it has a painted rear end and red equipment doors. Same truck as above, except this one is a Rescue TruckSame details as aboveNo further info I can give Still another MetroStar but with a ladder rearHas a split lightbar, I do not know what it is. Probably a Whelen just like the aboveNothing else I can identify. This just about covers the basics of what you need. A police car, an ambulance, EMS vehicle, and a fleet of fire engines. -
Emergency 5 big Modding Progress by German Modders
itchboy replied to PexlexX's topic in General Talk
Well I'm still unable to play the game due to its heavy specs. And according to several sources, it runs worse than GTAV. It doesnt set a good precedence if it already lags with vanila content. It would most likely lag even worse when heavilly modded. Thats the only thing keeping me from the game. For something that is an RTS game, it has some seriously heavy minimum specs that I cannot reconcile. -
! Toronto Mod - Canceled - Terrow will make one !
itchboy replied to TheVolume's topic in Mod Development and Concepts
To add to what NFK said: If you aren't the way I was last year, posting pictures on a near daily basis, you won't get much of a following. And if you're modding to get fame, I suggest you quit while you are ahead. If you are for some reason unable to mod because you dont have people drooling at you, then go and do yourself a favor and just stop because you wont get validation from any one of us, and especially not me. I wouldnt like having my content being used for such self-serving purposes. The only way you're getting support from us is by doing something you like and sticking with it. Its why people still follow my LA mod topic even if it is private. People see the passion and the commitment I put into every/each vehicle and enjoy looking at that. It isnt about the fame or popularity, but its about doing something you like for something you're willing to invest great amounts of time for, and more imporantly, standing up for what you've created instead of just ending it when you feel dissatisfied. -
TURN DOWN FOR WHAT?! Eh, its something we all have to deal with. Its why I've stopped posting guitar covers as of late. Most of them get flagged within the first 5 minutes. My Em4 videos are either muted or have loud SFX compared to music.
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I've heard of similar things occuring with Em4 even, which is why I've muted the music, or turned up the SFX so loud that the music is barely audible.
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Emergency 5 big Modding Progress by German Modders
itchboy replied to PexlexX's topic in General Talk
But it isnt right to "force" modders to go to Em5. The way you say that "its not fair" almost sounds like you expect modders to make the transition to Em5. I disagree with that because modders do this when they want to and if they want to. You honestly can't say that mods for Em5 are a thing you or anyone else are entitled to, because we all do this in our free time. The thing that isnt fair is that people would imply that they get to decide or have the freedom to choose what we do. Its really a matter of personal preference whether they choose to go into Em5 or not. We all have our reasons mentioned previously why most of us choose to stay in Em4. You're only SOL if you believe yourself to be. If you think Em4 is such a curse, there are alternate ways of getting the game without spending a cent. But that kind of discussion isnt allowed here and I'm only giving you an idea that if you take it to be a burden to you, it will be regardless how much you pay for it or how much you want American stuff. Going back to your first statement, the usage of the word "fair" sends the message that Em5 players deserve modders and mods, especially those of the American theme. The reality is, nobody deserves anything. Modding happens when it happens, and it is an unpredictable thing that cannot be expected, like the weather. Nothing in this community is fair, especially not fair usage of models and content. Thats an underlying problem as a whole regardless of what EM-Game you're modding. The average person like me and the many other hardworking and talented people in the community as a whole would certainly find it insulting that you imply that Em5 modding should be forced onto people just because of the money you spent on the game, and the money you dont want to spend on Em4 because of your dislike for it. -
I'm one of the people who made Montana mod, and yes, the lights on some vehicles tend to be quite heavy. Combined with the (in my opinion) over-detailed buildings, it does cause a huge performance drag on the mod. Hopefully one of these days me or bama can redo every building and make em reasonable, and also clean up every vehicle too just to make it as optimized as possible. Unfortunately, due to our Chrismas 2014 release rush-job, we weren't able to, and have been unable to do so up to this day.
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Well bud, if you dont want your mod to fade into obscurity as being one of many, the only hope you have is to learn how to model these here rigs.