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    • MikeyPI

      ATTN: Mod Creators:   01/23/2016

      Please update the FIRST post of your topic to include important information about your mods and their progress. Since you follow your topics and respond to them (hopefully anyway) you know what people most commonly want to/need to know about your mod and it's current state/progress. If your information will not fit within the first post of the topic, please contact a staff member and we will make it so that you own the second/third (as-needed) posts are yours as well. Having the most important information in the first posts of the topic will hopefully reduce the repetitive questions asked by having the most important information related to a mod within the first post.
    • randomperson139

      Signatures   03/04/2016

      Hi everyone. It appears that the update to the new forum has affected the format of the majority of signatures (adding extra spaces, changing sizes etc.). Due to this, could everyone please check their own signature, ensuring that it complies with the site rules. See the http://www.emergency-planet.com/tos.html/ or http://www.emergency-planet.com/topic/16848-acceptable-signature-sizes/ for more information.  We'll give it a few weeks to give enough time to edit signatures, after that the unnecessarily large signatures will simply be removed. Thanks for your cooperation. Regards, EMP Staff.
Oberfrankengamer

Amity Island Modification

Recommended Posts

 

55b4e5a7760b5860394491566a5a666f.png

 

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:

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Stay tuned for more updates!
 


 

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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!

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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.

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Just wanted to say that it's some incredible work, the map looks highly impressive so far.

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Are those straight from the editor/game engine or have they been rendered in a different program? Looking great either way.

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Wow this looks good, can't wait to see more

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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.

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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.

 

2139d5d66a536c2b4030575367ed5a0b.png99b706e6874c2000a3188e1e13832465.png

3e2d2befef9a22b857bd42a3eccef307.png86ef38ecbc9d39f0748645cde6c81749.png

78898cee1ca40717b382caa2dd8fb835.png67649db5cb818472acf82bf8e7128ec1.png

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.

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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.

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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.

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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.

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