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  1. UPDATE (12/29/2022): v2.5 RELEASED (forum account required for download link) Download is a text file with Mega link, copy and paste that link into your browser to download mod files! Make sure to read the included User Guide, as the mod has many new script based features you will not be familiar with using if you haven't played v2.5 yet. !!Regular Freeplay will NOT work, due to all the new scripts and features!! It will give you a blank map. Instead, go to Campaign/Missions -> Freeplay script to play freeplay. Mod Summary: The Montana Mod includes many new vehicles, personnel, structures, and equipment. It is set in an alternate history/re-visualization of the real-life ghost town of Monida Pass, in Beaverhead County, Montana. The mod provides the player with control over the first responders of an American small town and changes the look and feel of the gameplay environment to match. Itchboy has graciously lended his expertise and added multiple scripts for in-depth player control of Fire, EMS, and PD functions! Media can be found on the Download page above!
    46 points
  2. We proudly present the revamped New York City Modification v2.0! Currently still in heavy development, we have been working on a new version of this mod. The mod will contain many new features, such as a progressive style of gameplay, unique missionscripted events, interface changes, new functionalities and -of course- a new map. In this first report we'll show you pictures of the new map we're working on. The new mod is fixed in a post-9/11 era to about 2008. We didn't want to focus on updating vehicles constantly, instead we're focussing on improving gameplay elements, trying to keep the game challenging and fun. We'll release more information regarding gameplay changes later. The new map is fictional and won't be a copy of a real part of New York City. Instead we choose to make a more compact map with many (downsized) landmarks and influences from New York City and the North-Eastern American environment. This way, the map will provide a lot of variation with many things to get into. Pictures say more than words, so have fun watching the editor screenshots below: New screenshots 04/13/2015: In regards to current mod status: the core gameplay elements are done, but the new map isn't even halfway done and still requires a lot of work. Don't expect a release anytime soon.
    25 points
  3. Hello everyone, this is just a quick update to address some rumors that have been circulating online... First, no action has been taken to stop development. Although it's been a slow and long process since it started, it doesn't mean it's dead. It has been reported that some individuals have been beating the drum that this mod is dead on this website, as well as on Discord, and on YouTube. I must admit, these people are incredibly ignorant of the fact that we are a two-man team with help from several volunteers who have generously contributed material to the mod. There is no commission involved. You are not entitled to or owed our mod. It will simply be a matter of waiting unless you pay us for our time. No monetary transaction is, however, of interest to us. For both of us, this is a hobby. Goog has a family and is fully engaged in his life. He is the basis of this modification; he is the prime meat on the bone, and he is the foundation of it all. The models he makes are meticulously detailed because he wants to deliver a fun and realistic gaming experience. He then hands it over to me in which I add a soul to these models with my realistic emergency lighting system, which is an extremely labor-intensive process on such an outdated game engine. Considering I am a full-time college student and work full-time, and having been involved in emergency 4 for almost 12 years, I find it difficult to find motivation or inspiration to open the editor on my time-constrained schedule. However, when I have time, I spend a few hours completing a model or two in a day. It is neither my intention to gain sympathy nor to justify the pace of our development. But to demand it now is ungrateful and does nothing to help. Perhaps you could delve deep into community tutorials and resources to make your own modification if you are that impatient. People who constantly DM me asking for ETAs or harassing us will simply be ignored. Basically, I see a few of you as vultures looking for opportunities to rip off or steal our development materials once it's out. In spite of this, most of you seem to be seeking new beginnings in such a legendary game, and this is the people who we are doing this for. The people who waited patiently and supported our development are what motivate us to keep going. Thank you. I appreciate your time, and I will be posting an update soon on several models that have been edited with ELS.
    24 points
  4. Work on the modification stopped as of 2015.
    23 points
  5. All the LAcoFD units are now done with the completion of quint116.I have the LAFD hazmat left then the fire units are all done.
    19 points
  6. DOWNLOAD v.01 https://em-hub.de/filebase/file/343-bieberfelde-next-generation/ Mod Edit: Due to Emergency-Forum.de closing, the host has moved to Em-Hub. Link above. - NFK After the unbelievable success of the German 'Bieberfelde Multiplayer' modification for EMERGENCY 4 we have exciting news about the fictive county 'Bieberfelde': A new and ambitious modding team has been working on a new project for several months. At first, there were only a few test modifications, but today we proudly present you a new milestone in EMERGENCY modding: The 'Bieberfelde - Next Generation' modification for EMERGENCY 5, EMERGENCY 2016, EMERGENCY 2017 and EMERGENCY 20 Years! In the last weeks the team has made incredible efforts in the modification of the game. While we are including new vehicles every few days, the completely new map is getting more and more detailed and bigger. We also have completely new gameplay mechanics based on new plugins for the game. Your vehicles will be stationed at fire and rescue stations, your personal will crew the vehicles and dispatch to the incident site. We have a working digital status system and you can individually position your vehicles everywhere you want. The completely redesigned water supply system will be more detailed and realistic than ever before and with our squad leader logic we fulfil even common European fire fighting standards. Some of these functions should already be known from EMERGENCY 4 projects. But with EMERGENCY 5, EMERGENCY 2016, EMERGENCY 2017 and EMERGENCY 20 Years we can realize them in a way, that has never been seen before. Every function will be more detailed and more realstic and even more surprises are to come! What's new in 'Bieberfelde - Next Generation'? Completely new map Including diverse areas (Downtown, historic districts, suburbs, BieChem industrial complex, rural areas, highways etc.) Including well known areas from 'Bieberfelde Multiplayer' Completely redesigned buildings from the original EMERGENCY 4 modification (e.g. the hospital and the fire and rescue station 1) Established vehicles from the original Bieberfelde modification (adapted for EMERGENCY 5 / 2016) Revision of internal traffic logics (e.g. new streets and traffic light logics) New plugins for new functions: Fire and rescue stations with parking places Innovative dispatching system Digital vehicle status system Positioning system for vehicles Water supply logic More to come... Further information More information about 'Bieberfelde - Next Generation' can be found in the German EMERGENCY community message boards. InGame-Screenshots Note: This screenshots were taken ingame with ULTRA graphic settings in EMERGENCY 5 / EMERGENCY 2016. Download the modification DOWNLOAD v.01
    18 points
  7. Merry Christmas! The mod is released today. Please post bugs, suggestions and other notes here. Keep it clean in the comments, guys. Thank you for being a part of the journey. Hopefully more is to come.
    18 points
  8. I'll be watching this thread, everyone, please be nice about this discussion even if it's a controversial topic. As for my thoughts? I was named specifically so here's my take: If we're talking about the forums in general, things have improved significantly and people absolutely an respect one another's work within this section of the community. Compared to those older days, I feel a lot more satisfied in making content in this kind of environment. I am also thankful for all the new people I've met, and the people who support my projects in a non-transactional way. It is an honor to make mods with many of your positive interactions. It's a much better situation than people mindlessly begging for assets like the old days. I'm still amazed that I have people helping with research, texture making, collaborations with models, scripts. For me personally, if there is a solution to this "problem", it's the one I've been saying for years. If you don't like private mods, instead of tearing down content creators, support public mods instead. There are many public release mods that need a lot of love and improvement and could benefit from your effort. Look at how community sourced information was able to help Project Nostalgia and Montana. It really doesn't take much but you could become a part of making your favorite mods be even better.
    18 points
  9. Hey guys, I have some exciting news to share with the community today. In the last few days, Goog and I welcomed a fresh addition to the team, @Mentor1159, to help with the scripting side of things, and because of this, he gave wind to our sail. In the last couple days, he worked hard at introducing additional features to the modification that enabled a fresh game-play experience, keeping in mind of how the LAFD operates in the actual world. First, he introduced the limited water supply script. This means that all engine apparatuses will have limited water in the tank, and will require connection to the hydrant to supplement more water. This also comes with a display that tells you the water level. In order to operate the pump, it requires an engineer to activate the pump. At a push of a button, the engineer will automatically ready himself at the pump, and other firefighters will deploy a line to the hydrant, and stretch an attack line to the fire. You can also stretch supply lines to other engine/truck companies in proximity, such as the tiller, in order to allow aerial water operation. Also, every time you operate the deck gun, a firefighter will be assigned to it. He has also changed the system of how fire trucks are staffed. All engines, truck and special purposed apparatuses will be staffed according to the LAFD apparatus model. Four members staffs the engine companies, including a Captain, an engineer, and two firefighters, Older engine apparatuses will be a paramedic assessment company, meaning that they include a firefighter/paramedic as part of the crew. Using this set-up will also allow you to operate either as a Life Force ( a pump engine and a ladder truck) or a Task Force (simply a life force coupled with an additional engine.) A task force usually responds to larger incidents such as structural fires, all operating together. One of my favorite changes he has done for us was that he completely overhauled and re-designed how fire station 1 is set up. As seen in the video, he added three engines (One KME, one new Pierce, and one older pierce,) along with a tiller truck, USAR truck, one ALS and one BLS ambulance inside the station. This is to replicate how a larger standard LAFD fire station operates. There are sufficient resources staffed in that station for you to dispatch to a majority of calls on the map. Additional units will be added to the station (such as brush truck, LEV truck,) they will probably position behind the station in the future. The rest of the units can be called off the map. He also added a Stryker and spinal board, incorporated into the ambulance models. Among the changes, he has introduced an engine on/off script that allows you to turn on the engine of any vehicle on the map, and will require you to activate emergency lights. All models will require at least one person inside the vehicle in order to move it around. If there is nobody inside, the vehicle will not move. I am excited to see these recent changes and have had a pleasure playing free-play in the last two days, and I am very excited for you guys to share the experiences I had. Mentor1159 will be instrumental in achieving the vision that Goog and I had for the project, and we are excited to see what else he has in store for us down the road. So in the meantime, enjoy the video, and let us know what you think ! We will keep you posted for further development news from him.
    18 points
  10. This is a side project I decide to do for fun. There will be no new scripts or a new map, just a complete set of retro themed units for the LA mod. This project is planned to only cover the most essential units within the game. An early 2000's unit set will be released in this project, however it will only replace the lowest quality models in the mod. 7/30/22 Major 80's units assets are released. New scripts and features added too. Be sure to check back regularly for updates and glitch fixes. They will be announced in this thread. The future plans for this mod are the following: - 90s Civilian Cars - Helicopters for various agencies However, I would like to go back to finishing Montana mod now that this project is out. Expect the full V1 of this submod to be released after Montana mod has been completed.
    17 points
  11. From the people who brought you Boston Mod 2014, and Manchester, NH Mod 2014, comes an all new mod! Welcome to the Town of Mayberry, located in Mayberry County. This isn't your "Andy Griffith Show" Mayberry. The town has grown, and so has the crime rate, building fires, and medical emergencies. Mayberry is protected by the Town of Mayberry Volunteer Fire Department, Mayberry County Fire Protection, Mayberry County Sheriff, and Mayberry Memorial Medical Center EMS. The town fire department consists of 3 stations manned by 1 chief and 14 paid firefighter/EMT's, and many additional volunteers who live on and off the map. The local sheriff's office is manned by 4 deputies and 4 SWAT members. Mayberry is unlike any mod you have played before. Limited water resources, limited personnel, and rough terrain will test your abilities. If you have what it takes, then dive in! Follow us on Facebook: https://www.emergency-planet.com/bostonmodguys Station 1- Car 1 Engine 1 Rescue 1 Ambulance 1 Forestry 1 Utility 1 Station 2- Car 2 Rescue 2 Ambulance 2 Engine 2 Station 3- Ambulance 3 Engine 3 Tanker 3 Mayberry Memorial Medical Center- Medic 1 paramedic intercept unit ALS 1 paramedic ambulance Don't forget Mayfair Emergency Vehicle Manufacturers Inc.
    17 points
  12. Here's what I've been up to the past few weeks...all models are brand new and uv mapped and low poly!
    17 points
  13. Sheriff SEB is being put into the submod properly this time. This is the only vehicle planned. Aerohawk lightbar by EmC Unit and rihis, edit by me. Also I nearly forgot. huge thanks to @AgentSmith6 for providing the reference imagery needed to get this vehicle made. Another update I missed is that deluxe events have been implemented into the submod. I didn't include them all though; the radioactive cloud, hail and bird flu callouts are super unrealistic. The sabatouer callout is even worse; the game can literally "destroy" the control panels and other invisible/dummy vehicles like deck guns.
    17 points
  14. Six units skinned tonight.
    17 points
  15. Over the last year, I've seen a phrase pop up constantly in discords, comment sections, and forums all over the community. The exact wording changes but the common theme is always the same. "Private mods killed this community." I'm sure everyone is guilty of daydreaming over City of Angels or River Falls at least once, it's only natural. But those mods aren't private because of some ill will of the creators, nor are they harming this community. No, dear friends, the fault is ours. I am a relative newcomer to Emergency 4's community. While I have been playing the game in one form or another since 2011, I only took an active role in the community late in 2017. Even so, over the last five years, and after reading several old threads and speaking with some real "OGs" of the community, it's pretty obvious that we only have ourselves to blame for the current state of things. MikeyPI made a pretty well structured post in 2015 about why he and Hoppah were deciding to hold development of the NYC mod for the time being. I'll post it below, as it's worth reading. I'll also post a link to the thread if anyone else in interested in scrolling through a seven year old locked thread. MikeyPI's post from 16 June 2015 (spoiler tagged for the sake of formatting) and here is the thread if you want to read further (highly recommended) By my own interpretation, Mikey wanted to wait until the state of the community improved to release his work into our lives. The state of the community never did improve, sadly, so NYC V2 stays forgotten on a hard drive somewhere, probably forever. Nowadays, all I see is people complaining about this decision. Hardly a new thing, even in the original thread some people whined and moaned over the dev's rightful decision, but what was once balanced with some messages of sympathy is now just the voices of the masses crying because they couldn't play with a new toy. Thats the root of it, in my opinion. We've become so obsessed with something new. Everyone wants a new mod so they can play something just a little different, but that desire for more has given way to a monster - theft. Now is this the "legal definition" of theft? No, probably not. I've had it argued to me that no civil or legal action can be taken for anything in this game because of all sorts of varying reasons. But my rant here has nothing to do with legality, but about respect. Itchboy is the principal victim of this nowadays - look no further than his parking script to see what I mean. All he can do is ask politely for us to refrain from using an asset he placed his effort and time into creating, and a portion of the community has walked all over that. All his scripts, models, etc. Same goes for EmC_Unit. You need not look too far to see an edit of the Miami mod out there, even though it is forbidden in the terms of service. I'll take a moment now to acknowledge that not everyone is guilty of being a vulture for other's content, this site in particular seems to have no issue for it whatsoever, and for that I am thankful. I'm sure that what I've been referring to this whole time is simply a vocal minority, their actions speaking loud thanks to their discords and other websites that function as an echo chamber. But the problem is certainly widespread enough to be of concern to all of us. Why should Itchboy, EmC_Unit, THVFD, or anyone else for that matter release anything anymore? None of us want that, but it's near impossible to blame these long time developers from wanting to withhold some of their work from us. It's not about greed on the dev's part. Itchboy alone publishes dozens upon dozens of free to use models for us if we really aspire to create our own mods. He's also present on the forums to answer questions, even the most ammeter ones. (He helped me greatly in my early days of modding.) The problem is greed for us. We become so blinded by seeing things that are "new" and we forget that these developers are owed respect of their boundaries. Their time and effort has gone into creating a product for the community, it is the absolute least we can do to be able to recognize that we shouldn't view all these projects as a depot for spare parts. But we have been treating these projects as depots for spare parts. That is what is killing this community. Not private mods, but our own greed. TL;DR - If we weren't so greedy about assets, we would have no need for private mods.
    16 points
  16. A new addition to LASD has been made Model by me, base vehicle textures by Ibarra and myself.
    16 points
  17. I've been away due to circumstances beyond my control. I won't be as active posting for the foreseeable future but I will still continue to make content for this project and Montana Mod, and I will still manage the obligations requested of me from other content creators. In the meantime I've been able to make some progress on the submod. I do not have any civilians or aircraft, helicopters finished currently.
    15 points
  18. I've decided to re-implement advanced healing into the mod. It is still quite rough and isn't the most user friendly. However I believe people will come around to it over time, and I might be able to improve it in the future. I'll also be updating the left hand GUI to be themed with the mod. I have re-added
    15 points
  19. I'd like to welcome this CHP patrol vehicle to the family. I also made a big discovery today. LASD used the Plymouth Volare in or around 1977. I will include this unit into the mod, but only next year. There's still too much work for for a rather nondescript patrol unit.
    15 points
  20. I am still keeping up momentum in spite of yesterday's setbacks. Here's a new Port Police cruiser added into the mod. We are quickly approaching 100 playable units for police. Hype.
    15 points
  21. Here's the "mystery ambulance" that we've narrowed down to being a 1993 model. Ambulance box model and texture by Hoppah. Econoline cutaway model by MikeyPI. MX7000 lightbar made by MikeyPIand Hoppah.
    15 points
  22. here's the unit that will replace the mass casualty,I made new Federal Signal light package for this rig. Model:Itchboy,Goog,THVD Skin:Goog
    15 points
  23. Looking back on a year ago, I will admit to over-reacting by prematurely saying that I'd quit modding. It was an emotional response that I should have handled better. It would have been far more rational if I released a statement saying that I'd be taking a break from modding to clear my head. That's what I ultimately ended up doing anyway, and clearing my head indeed produced good results. In keeping with that spirit, I've finally finished putting lights on the fire and EMS units, with help from hqueen. Yay attachments and smileys work again The Chevy battalion chief is lighted, its just that the picture was taken on a bad "frame" where the lights happen to be flashing off.
    15 points
  24. Future pics and videos will come soon in the next few weeks...stay tuned!! http://www.emergency-planet.com/uploads/monthly_2019_12/g_side.thumb.jpg.5d642201fb0b6acb22c9fc5436b2ec6f.jpg http://www.emergency-planet.com/uploads/monthly_2019_12/51.thumb.jpg.718ce27585b7ba9abc148c5112333b87.jpg http://www.emergency-planet.com/uploads/monthly_2019_12/bandicam_2019-11-23_23-33-30-281.thumb.jpg.26583229971cb073a70471fb69dc57b7.jpg http://www.emergency-planet.com/uploads/monthly_2019_12/bandicam_2019-12-01_18-48-29-515.jpg.9e777cb2087cc9cc5e5d56c1e752461f.jpg http://www.emergency-planet.com/uploads/monthly_2019_12/bandicam_2019-12-07_23-59-05-945.jpg.e398c8eadb274cc31f7ac0899d8abe98.jpg http://www.emergency-planet.com/uploads/monthly_2019_12/batt_chief.jpg.555838d509bfc6ddaa230c1d0a46e840.jpg
    14 points
  25. New rescue 19: Credits: EmC-Unit, Itchyboy
    14 points
  26. The mod is still alive, I would prefer people didn't ask so often because if anything came up, I'd tell you guys.
    14 points
  27. Here's another 2 additions to the civilian car set. When I hit the magic #25, I'll finally begin putting these ingame. These are #22 and #23. The photo of the BMW will be replaced with a fully finished picture once the UV maps and mirrors are installed.
    14 points
  28. For a while, I have been fielding replacements for the MCU. This one is my most likely candidate.
    14 points
  29. The LAcoFD engine has been redone,the entire back is brand new,I used thvfd's back and modified it heavily and remapped it. EDIT- we will be making the small station and numbering all units there into 116 "Fullhouse"
    14 points
  30. For a long time, I said I would not do the out of spec sheriff units that had unusual lightbars or other ELS. My reason given was the lack of information about them. Today, somebody has provided me with the reference photos that enabled me to create these units. I couldn't let those pictures go to waste. Lightbars by rihis and EmC-Unit.
    14 points
  31. Hi guys,sorry about the long lack of posting and information about the project.I had to take a break from all this for the past few months to spend more time with family and I had a blast. I'm eager to get back now that I'm recharged and motivated again and look forward to completion of this ASAP.I'll have some updates soon as I get back into this.
    14 points
  32. Really proud to report that the fiberglass roof variations have been added. More apparatus is on the way Roofs modelled by CanadianFrog, Aerohawk lightbar by EmC-Unit and rihis Forgot to add the mini lightbar on the Ward Added another variation with FedSig Turbobeam mini lightbars.
    13 points
  33. The United States Army Modification for Emergency 4 1. CONCEPT The United States Army Mod is a modification for Emergency 4 and based on the presence of the US military in a Middle-Eastern region. It's a freeplay focused mod and your task is to carry out events from your base with small taskforces. 2. MAP The map is fictional, but based on a rural, Middle-Eastern region. It features a functional army base from where you will have to start each event. The map features a town as well as a bigger rural area, including a refugee camp, a ravine and smaller populated areas. 3. EVENTS The US Army mod features freeplay style gameplay in a neverending gamemode. The mod contains new, unique and challanging events and only one event will spawn at a time. The events range from finding and deactivating IED's to providing humantarian aid and most events contain random elements to create unpredictability and enhance replayability. By completing events you will earn points which can be spent om development, and money what can be spend on new units. 4. POINTS The most unique feature of this modification is the development tree. The development tree contains 10 different items which will add small advantages to the game. Choose your development carefully, as it takes time to complete development and gaining points can be difficult, especially if you start losing units. 5. UNITS The mod contains several playable military vehicles and persons. Each unit has at least one unique feature, which will make them important and valuable. You can buy recruits ingame and train them as a soldier, medic, engineer, sniper, fire fighter or spec ops. You will start the game with an Army Commander, who is able to call in assistance from local emergency services, such as local police, ems and fire department by using his radio. There will be only one available commander per game, so make sure to protect him well! 6. INTERFACE Because the mod only features a handful of units, some interface elements have been redesigned. The window where the buttons to the vehicle browsers used to be, has been replaced. This window contains buttons to purchase vehicles or recruits, a button to open the development tree, a button to open gameplay options. The window also shows information about the current active event and the points you currently own. 7. DOWNLOAD AND INSTALLATION The most recent version of the mod is 0.6 and can be downloaded here: Download US Army Modification Size: 70.8 MB Release date: October 16, 2013, 8:06 PM Installations instructions: 1. Remove any older US Army Mod installations (such as versions 0.4b and 0.5) 2. Download and extract the .zip package 3. Install the .e4mod file 4. Launch the game and load the US Army mod 5. Use the mission-menu and select 'Play United States Army Mod' to launch a new game 8. NOTES Post feedback and new ideas here: USAM, Feedback and Ideas Report bugs and issues here: USAM, General bugs / issues and FAQ topic - The US Army mod is NOT multiplayer nor freeplay compatible. The only way to play the mod is through the missions-menu. - Using the save/load functions may result in unstable gameplay or even crashes. IF you would like to save, make sure no event is running nor items are currently in development. 9. COPYRIGHT, SUBMODS AND PERSONAL CHANGES Like any other modification you're free to make personel changes to this modification. Making personal changes is always at your own risk and may result in unstable gameplay or crashes, for which I can not be held responsible. At this moment, public submods are NOT allowed. Due to the complexity of the mod, please keep in mind that adding new units requires extensive script- and interface dialog alterations. Hoppah
    13 points
  34. Here is where I am at now with the traffic set. Wheels will be added to these later. We're still missing a lot of cars that I want to do. As a result, we have to make a decision: The easiest plan (and to release this pack out the soonest) is to these put into the game as is. These cars will appear just fine, but there will be vanilla assets occupying the slots of cars that I have not created yet. Are people okay with having some vanilla mixed into the pack for now, or should I fill out the remaining slots with color variants of these cars just to make everything look consistent, even if they are repetetive?
    13 points
  35. I posted this truck well over a year ago. It is finally here, well, kinda. This will be a rollback truck, but can also find use as other trucks and emergency vehicles. Model and texture by me,
    13 points
  36. You might have forgotten to install the bugfixes .rar /*************************************************************************************/ 2 new cars modelled for the family. And some previously shown vehicles have been textured.
    13 points
  37. I have updated the Whelen Freedom IV light bars for the LAFD apparatuses to reflect the current LAFD specs, as well as new textures. They are looking much better and fresher compared to the older version. I've included a before photo ( of the USAR light bar ) to see the differences. Old : New :
    13 points
  38. Once upon a time, Chevrolet Malibus were cop cars, and actually pretty decent. Aerodynic lightbar by EmC-Unit and rihis, with 44 inch edit by me.
    13 points
  39. Another new member to the family, an LAPD Ramcharger. The story behind how we came to find out about this vehicle and create it is quite insane, and all a matter of luck and being around the right people. I'll probably post about it in the future. Aerodynic lightbar by Rihis and EmC-Unit
    13 points
  40. Tillers in. Credit to Hoppah for the wooden ladder models. Someday in the future, I will see how to require a tillerman for these vehicles.
    13 points
  41. The DNRC based brush trucks have rear piping. I'll be working on a set of invisible connectors for these so that hoses dont look too oversized or misaligned ingame.
    13 points
  42. This is the first model I've messed with in a while. Finally happy with it now that it has leg animations.
    13 points
  43. For the time being, would people mind if I just add 2 or 3 additional POV's but with generic civ vehicles with no ELS? I'll replace them later on. Regarding the problems of volunteers, I am trying to write a more flexible volunteer script but this will take time, as I said. The plan is to allow various commands on the control panel to dictate how many volly's get called, if they drive to scene or respond to station alone. There is nothing yet but this idea is something I will be working on along with the other projects.
    12 points
  44. I also have 2 new additions to the PD family. Jeep Cherokee texture and wheels by Ibarra. Aerodynic lightbar by EmC Unit and rihis. SWAT SUV board texture by Hoppah. All other work by me.
    12 points
  45. 2 new additions to the family. LAPD SWAT van, and another coroner's van variation. All work on these two are by me. I also got another those other Dodge Vans made. They will be appearing in civilian form.
    12 points
  46. Hi guys,well it took a few days but here is a completed KME engine.I remade the whole back box,replaced all high-poly models with new low poly versions and put all textures on one new uv mapped skin.The polys have been more than halved from the original version and will help greatly with game lag.The quality on the engine did not suffer at all and I think it's better now than the version it's replacing!(still have to add led spots on back of engine)
    12 points
  47. Every single one of these is a little bit different. You have a choice to switch between each depending on whether it is a paramedic engine, a 200 series engine, or a station-digit engine. Credits to Hoppah for the hose parts, deck guns and other miscellaneous details. Once the classic open top fire engines are implemented, the fire engine count should reach 20.
    12 points
  48. Just a follow-up update to the skins above ... Captains can now join the fight at fire calls. Now working on removing helmets for another set of firefighters without helmets ... stay tuned. Fire calls now look more professional with these guys. I've also given SCBA lights as per real life. You can see it blinking at night.
    12 points
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