Oberfrankengamer Posted July 23, 2017 Report Share Posted July 23, 2017 Hi and welcome to my first US based modification! This fictional modification is based on the island Amity where the events of Steven Spielbergs "Jaws" took place. It features a completly new freeplay map and various scripts. Unfortunately the mod will not be based in the 1970s because there are no 3D models of vehicles from that time available. The map will feature one small VFD, PD and an Ambulance post. The rest will come from off-map. Here are the first screenshots: Stay tuned for more updates! 1 10 Quote Link to comment Share on other sites More sharing options...
pavdhu Posted July 24, 2017 Report Share Posted July 24, 2017 It already looks nice! Quote Link to comment Share on other sites More sharing options...
EmC-Unit Posted July 24, 2017 Report Share Posted July 24, 2017 First thing i see is a credits on the image witch made me confused. But than i see a author nickname) Looks sweet. Keep us posted! Quote Link to comment Share on other sites More sharing options...
Oberfrankengamer Posted July 24, 2017 Author Report Share Posted July 24, 2017 Thanks for your replies. I have completed a small area of the map - Spiveys Point. It's the highest point on the whole map. 7 Quote Link to comment Share on other sites More sharing options...
Rlizard Posted July 25, 2017 Report Share Posted July 25, 2017 Looks good, what kind of units would you expect on map? Quote Link to comment Share on other sites More sharing options...
Pottyscotty Posted July 25, 2017 Report Share Posted July 25, 2017 Very original and looking good so far. Is the mapping work your own? Quote Link to comment Share on other sites More sharing options...
Oberfrankengamer Posted July 25, 2017 Author Report Share Posted July 25, 2017 Yes the Map is my own creation. On the map there will be only a small fire Station with 3 vehicles. A police Station and an ambulance post with 1 or 2 ambulances. The Rest will come from off map. I have jet not decided what the cars will be. Gameplay wise i think the mod will be mission based. I have aready some features in mind. 2 Quote Link to comment Share on other sites More sharing options...
Pottyscotty Posted July 26, 2017 Report Share Posted July 26, 2017 Just wanted to say that it's some incredible work, the map looks highly impressive so far. Quote Link to comment Share on other sites More sharing options...
Oberfrankengamer Posted July 27, 2017 Author Report Share Posted July 27, 2017 Thanks for your kind words! Here are some more map screenshots for you: 3 Quote Link to comment Share on other sites More sharing options...
Pottyscotty Posted July 28, 2017 Report Share Posted July 28, 2017 Are those straight from the editor/game engine or have they been rendered in a different program? Looking great either way. Quote Link to comment Share on other sites More sharing options...
TACRfan Posted July 28, 2017 Report Share Posted July 28, 2017 Wow this looks good, can't wait to see more Quote Link to comment Share on other sites More sharing options...
Oberfrankengamer Posted July 28, 2017 Author Report Share Posted July 28, 2017 The screenshots are taken straight from the editor. I use a custom reshade effect to get the depth of field, ambient occlusion etc. I only add the mod logo and remove the editor overlays in the corners (compass, Time) with photoshop. 1 Quote Link to comment Share on other sites More sharing options...
RangerDog Posted July 29, 2017 Report Share Posted July 29, 2017 This looks good af Quote Link to comment Share on other sites More sharing options...
__Yin Posted August 1, 2017 Report Share Posted August 1, 2017 This looks so slick man! Can't wait to see this. Quote Link to comment Share on other sites More sharing options...
Buffalowildwings03 Posted August 1, 2017 Report Share Posted August 1, 2017 This looks amazing! So glad to see another small town mod in the works! Quote Link to comment Share on other sites More sharing options...
ThinBlueLineKY4 Posted August 6, 2017 Report Share Posted August 6, 2017 looks awesome! Quote Link to comment Share on other sites More sharing options...
Oberfrankengamer Posted August 8, 2017 Author Report Share Posted August 8, 2017 Hi there! I've finished a new area on the map. The drive-in will be open at night and gets filled with cars and people. On the screen will be old movie trailers shown. 3 Quote Link to comment Share on other sites More sharing options...
ThatOneIowan Posted August 9, 2017 Report Share Posted August 9, 2017 I absolutely LOVE looking at your work. It's just amazing. Great work and I hope you keep it up. Quote Link to comment Share on other sites More sharing options...
itchboy Posted August 9, 2017 Report Share Posted August 9, 2017 I love the inclusion of the DeLorean there. Needs 'OUTTATIME' plates and you're good to go. Quote Link to comment Share on other sites More sharing options...
ThinBlueLineKY4 Posted August 10, 2017 Report Share Posted August 10, 2017 Looks awesome! Keep up the good work! Quote Link to comment Share on other sites More sharing options...
Oberfrankengamer Posted August 14, 2017 Author Report Share Posted August 14, 2017 On 9.8.2017 at 5:47 AM, itchboy said: I love the inclusion of the DeLorean there. Needs 'OUTTATIME' plates and you're good to go. Thanks for your replies! Of course it has the correct "OUTATIME" numberplate, I finished today another small area of the map. It was harder to finish than i thought. I used, among others, assets from naves, MGD Films, Jeff Smith, JJ Chalupnik, Ponti Franco and Renafox . You can find these on sketchfab. Ford F-350 and Ford Econoline by MikeyPI. 4 Quote Link to comment Share on other sites More sharing options...
itchboy Posted August 14, 2017 Report Share Posted August 14, 2017 That looks nice, but upon closer inspection, these assets may suffer the same issues as the ones Bama1234 did for Montana mod. Make sure all of those ambient objects like the pipes and red barrels only use 256 to 512 textures. Anything larger and the mod wont run too well on even mid-end systems. The building texture looks like it could do with a downsize as well. The vegeation appears to be modified, and I would advise downsizing those textures too. Please credit MikeyPI for his van and F350 pickup models. I like the texture rework you did to them, but at least mention his name for the original model. 1 Quote Link to comment Share on other sites More sharing options...
Oberfrankengamer Posted August 14, 2017 Author Report Share Posted August 14, 2017 As long as you can run my other mod you should be fine. I depent texture size on how important the object is to the scene. I.e. Vehicles usually 2048x2048 textures and buildings between 1024x1024 and 2048x2048. The pipes you mentioned have a 256x128 pixels texture and the building 1024x1024. I only use new trees for the vegetation. The branches have a 512x512 pixel textures and the trunk a 256x256 pixel resolution. I never had any problems regarding texture size in any of my mods. In my private mods i even use texture sizes up to 4096x4096. As long as you don't have an old graphics card (<1GB VRAM) or an onboard graphics unit it should run. Emergency killers in my opinion are too high poly models (15k polys and above. You can notice this in some polish mods when vehicles are bunched up), extreme lighting settings (radiation and poly lights) and unnecessary polls in scripts (i.e. radio system in my other mod). These are the obsevations i made in my 11 years of modding EM4. I added the credits regarding the F-350 and Econoline. Quote Link to comment Share on other sites More sharing options...
itchboy Posted August 14, 2017 Report Share Posted August 14, 2017 5 hours ago, Oberfrankengamer said: 2048 is a bit excessive for vehicles IMO. On most of the German models I am using, I've downsized their textures to 1024. In my own experience of doing Em4 (since 2009), I find that texture seems to hurt the game about as much as models do. Montana mod had somewhat lightweight models, but suffered due to the amount of textures each had. Up to five in some cases. Even materials within models can cause lag. If you have 5 materials for the same texture, its as good as 5 different textures. Another interesting quirk is the backface culling bug. The majority of user made Em4 content has the issue where both the visible and opposite side of the polygons are rendered ingame. There's an easy fix for it that can be done by editing the v3o material line. Regarding lights, Em4 handles a maximum 100 coronas before it begins to suffer. Its the radiation it doesnt do so well. Coronas and radiation are all just 4 polygons with a texture layered over them. The radiation hurts more because of its larger scale compared to coronas. On my PC spec, having four radiation running at once can slow the game down as much as having 20 coronas added to the vehicle. Scripts are probably the biggest drag on a mod. They also tend to be the easiest to fix. Simply delete the code and your mod runs better now. Quote Link to comment Share on other sites More sharing options...
Handsup! Posted August 17, 2017 Report Share Posted August 17, 2017 Absolutely beautiful work. Quote Link to comment Share on other sites More sharing options...