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Miggles

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Posts posted by Miggles

  1. Well I officially hate UV mapping. The actually texturing isn't too bad, I've always liked reskinning vehicles. 

    http://www.emergency-planet.com/uploads/monthly_2019_12/1559060835_Em42019-12-3022-20-06-247.thumb.jpg.243796c03883cf51cfdf5eb951a9338f.jpg

    Here's Medic 1, creds to Itchboy and Ghosty for the model/OG skin. I'm not sure how Santa Cruz AMR numbers their rigs besides they have about 6-8 rigs on duty per day, but I'm planning on the following:

    Medic 1 - Transit

    Medic 2 - Transit variant

    Medic 3 - Transit variant #2

    Medic 4 + 5 - new style E350

    Backup Medic 6 - old style E350

    Supervisor 1 - F150

    Supervisor 2 - Expedition

    Em4 2019-12-30 22-20-06-247.jpg

    • Upvote 2
  2. I've finished all the lighting on E3111, thanks to all of y'alls advice. Interior and slight model adjustments have been completed, just need to skin them. In the meantime, used itchboys Silverado to try to expedite getting another unit in-game. Was supposed to be finished today but the airport I work at got a fiber optic cable cut so they called me in early to help out at our ramp

     

     

    http://www.emergency-planet.com/uploads/monthly_2019_12/1090898558_Screenshot(13).thumb.png.7369e7718cff691c582dbd671195b646.png

    http://www.emergency-planet.com/uploads/monthly_2019_12/1027622317_Screenshot(12).thumb.png.dd301b01de323498cc2028d31cc06f7c.png

    Screenshot (12).png

    Screenshot (13).png

    • Like 2
    • Upvote 1
  3. 1 hour ago, theblackangel18 said:

    Well you have got to tell me what hotkey is that for me to test xD

    By the way, i've found this blueprint and i don't know if it is good (it's the blueprient that i've used to do the 3d model you see above)

    Control + B if you want t bevel an edge, Control + Shift + B if you want to bevel just a vertex.

    You can use just those two views, however in my experience it requires more experience 🤣 Just get another reference photo that shows you the different angles and curvatures and adjust what you've made from the blueprints

  4. Thought I'd get some people's opinions on lighting so far. I've redone it about five times and probably have another five times to go until I'm satisfied. I need to tone down the rear amber lights but other than that, anyone have any suggestions for tweaking it?

    I also have re-added the interior to the engine and am in the process of mapping it right now http://www.emergency-planet.com/uploads/emoticons/default_smile.png

    • Upvote 2
  5. 5 minutes ago, Yankee43 said:

    Blender has a what? 
     

    Downloading now 

    🤣 It's actually a super cool bevel feature, can do something as simple as a curve with a specified number of edges to customized shapes. But anyways to OP, I would find a better picture of the side view to get your side dimensions correct. After you're done with that, you can use reference images to judge where you need to curve the cab inward. The hardest part for me with using Blender is getting nice topography; look up some Youtube videos on Blender modeling to see what I'm talking about. That will help a lot down the road if you decide to go with a low-poly base and then add in the subdivision surface modifier later

  6. Thank you Yankee and Itchboy for the lighting help. I've got it "done" now, and I say that because I'm sure I'll change it another 5 times before I'm satisfied.

     

    11 hours ago, bama1234 said:

    Impressive work Miggles! Keep it up, you've clearly got talent for this.

    I appreciate it bro, a lot of time gone into learning the ways of making a mod over the past couple weeks...

    • Upvote 1
  7. 23 hours ago, Yankee43 said:

    That’s a very good question. Lighting is something I need work on too. I know radiation is the ‘projection’ of light. Such as headlights. (I think that’s right at least) I think you are supposed to be in radiation mode, and click to place those little dots into the shade you want. Try looking at another mods vehicles and look at their headlights.

    Yeah I got the headlights and everything done, just was wondering everyone's opinions on radiation for main emergency lighting. I'm using the West Falls mod as a testbed for now and I noticed all the fire and EMS have no radiation. LA mod does. I went ahead and added radiation for the rotators, two of the rear flashers, and then both rear amber wig wags and it seems pretty much good enough. That being said, lighting is about 95% done, then its onto slight model changes and seeing if I can't get E3116 in without Emc-unit's awesome help

  8. 1 hour ago, Yankee43 said:

    I feel your pain, but hey....

    https://www.youtube.com/watch?v=DykVJl6wr_4

     

    Yeah all ten of us that are here 😂 

    Quick questions on lighting. Coronas, radiation, and polygons; how do you guys do it? Right now, everything is done except for the lightbars. All the side warning lights I have as coronas with polygons, no radiation. The main lightbar has rotators so I was thinking about just doing coronas with radiation, the rear lightbars are LED rotators so I was gunna do corona with polygon and radiation. My questions are, 1) do I need a corona if I have polys but no radiation 2) how do you guys do radiation? All lights or just the main lights to help run the game smoother?

    My main goal with this mod is to make everything as detailed as possible using as little details as possible... without losing too much detail 🤣

  9. Crazy good work, my man. Looks absolutely fantastic, and will make future engines so much easier to finish! Will work on lighting now so that I can actually have a completed. Can't thank you enough, I'm impressed by the helpfulness of this community

    EDIT: when I'm in the lights editor, the model is seemingly invisible. Anyone know the cause for this? I can see it in every other edit window

  10. 5 minutes ago, THVFD said:

    if you are referring to the diamond plate box on the hose bed cover it is a spine board storage compartment

    That's good to know actually, thank you! But no, above where it says paramedic engine theres the diamond plate trim and then a long object sitting on top of the utility bed, where suction hoses go on some engines (I think that's what they're called?)

  11. On 12/5/2019 at 5:04 AM, itchboy said:

    Hopefully the next asset dump me and the guys do will stir up some more creative people.

    This is what I was referring to in my first post 😂 I seen your youtube of all those scripts over the past several years, which really turn in an old game into something fresh and new.

    On 12/7/2019 at 6:58 PM, Yankee43 said:

    Looking awesome, very high quality for that poly count.

    Thanks man I appreciate it.

    My goal was to have E3111 "done" in a week, save for the skin (most of the other engines are extremely similar and thus shouldn't take as long to complete once I get the base done). I've probably redone it at least six times now but I think I'm finally getting close to a point that I'm happy between quality and compromise. The last thing that I really can't seem to get is what the heck is on the driver side of the box.

    maxresdefault.jpg

    DcEniymUQAARxH8?format=jpg&name=large

    3116 has the same thing. Almost looks like a thin ladder from this angle but that would make it so narrow? Maybe its a tripod or something? Which brings me to my next question. For cliff rescues, obviously calling in a helicopter would be easiest. However, would there be a way to use a ground-based tripod with the helicopter hoist command to do something similar?

     

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