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Posts posted by Yankee43
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13 minutes ago, Vojtula said:
When you have the z3d model opened make sure it is named the same in editor as you are exporting it.
So if you imported the ladder I imagine it was named ladder.v3o so when you export the lightbar it needs to be exported as ladder as well or rename the model i Zm3
Both files are named exactly the same, just one is z3d and other is v30.
I just noticed, the z3d has text when I open in NP++, but the v3o does not. Likely the problem. How can I fix this?
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So, I took the Vision SLR off the the FDNY Tower Ladder 111 to edit and use on the NYPD ESS Truck Eight. The light bar that is currently on this truck is inaccurate, so I am updating it.
I opened the ladder file V3o, the lightbar was saved on the model itself. I deleted everything except the bar, saved as essSLR, and then exported as essSLR1 in v3o format.
Problem is, whenever I make the child in the editor, it shows no model file dummy, despite having the model file selected. Whenever I try to import the v3o into zmod, nothing happens, I click import and thats it, nothing pops up.
If I open the z3d file, everything is fine.
Is there a setting or something I have to do to make it work in game?
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21 hours ago, Terrow said:
It's looking really nice! Great job!
Thanks, currently working on the hood, should be finished by tonight. Will post update then.
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3 hours ago, MaxProject59 said:
good evening! I'm interested in the mod, with this unit. The Bronx and Manhattan are not particularly suitable because I have a weak PC. If you tell me the name of the fashion, I will be very grateful to you!
So you are looking for mods with a tower ladder other than Brooklyn/Manhattan.
The only mod I know of that contains a tower ladder other than these is the original Boston mod.
#1: The tower ladder in this mod is only present in the game files, it is not available default, It will require you to edit game files for it to appear in game.
#2: I will tell you, this mod is pretty demanding, so I don't know if it is suitable, but it is worth a shot. I used to play it on my old laptop, had an intel pentium. The mod ran decent after I went around the map to turn all of the vehicle lights off, because they spawn default with them on.
Sorry I could not find anything else, but the tower ladder unfortunately never made its way into many mods.
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So, still working on my 2015 Tahoe, I am focused on this, but I have a question about what might be my next modeling project.
So, I want to model this 2017 F550 ESU REP truck for Brooklyn Mod.
I am going to use Itchboy’s 2017 F550 Model.
So, the model provided by itchboy, doesn’t include the extra cab space behind the doors, as there is on the real life vehicle. The question is, do I model the extra cab space onto the cab, then model the gear part? Or do it model the rear cab and gear part the attach it to the cab?
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Not 100% sure what you are asking, please clarify.
Are you asking where to get the model? Or what mods contain a tower ladder?
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2 minutes ago, itchboy said:
Sadly, there is no way to influence the default Em4 freeplay events in any external way.
Darn, well. Could you think of any good ways to make mobile command center serve more of a purpose? They are really cool, everyone loves them In game. Usually the only time people call one out is just to have it around, make the scene look cool. I want to see a more significant propose to them.
Also, the air pack script in city of angels is really cool. Will that script be able to be implemented into other mods? I also see this as an opportunity. You can have a set amount of air tanks on the truck, if firefighters use up all of those tanks. They would have to call a rehab/mask service/air unit to get more tanks.
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So, shower thoughts: Being an NYC native. I’d like to really beef up the mod to a more realistic standard, even though the mod is already very realistic. I’ve already added some scripts (trying to) and some vehicles (also trying to) but i have big dreams and one of them involves the plethora of mobile command centers the NYPD has in its arsenal.
So, mobile command centers can respond to larger emergencies, and help manage, have some special ability that I have yet to decide.
My main idea would be to, have mobile command centers post in a chosen location, and they could actually “reduce” the frequency of crime events in the area they are posted in. This is a use the NYPD has for their command centers, they post in an area to reduce crime and increase police presence. I know this would probably be a very advanced script. I have no capability at this point to make something of this magnitude, but it’s an idea I hope to act on one day. I know in City of Angels there are certain units required to be at a scene to complete the call. I just was thinking how “if: patrolboroughmobilecommand present in “south” reduce event frequency by 20%” or something.
For reference the NYPD has tons of command centers for:
Patrol Boroughs (Manhattan North, South, Brooklyn North, South. Like that)
Some precincts have command centers
^ These two would be the main ones used for scene management on large scale emergencies or posting in areas.
Life Safety Systems Division
Transit Bureau
Counter Terrorism Bureau (This one is a brand new center, I’m dying to model it and it could probably have the biggest capability for something cool in game)
So, how feasible is this? Would this be possible in the limits of the game? Also, what do you think is a cool ability the mobile command centers should have for responding to emergencies. The NYPD dispatches then to large scale events, and major emergencies that require a higher level of management at the scene. I don’t want to have the previous “Call FBI agent for $700” or stuff like that. Any ideas.
Thank You for reading!
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16 hours ago, itchboy said:
Don't worry about the smoothness until you have the model finalized. The rough edges are possibly because of a setting in Zm3 that disables the smooth shading but I am not sure.
Roger that, I didn’t the best I could and moved on. I posted an update in Modding development and concepts
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16 hours ago, itchboy said:
You can release it under the 2015+ name and it will be fine.
Got it, thanks.
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How do I best go about smoothing out the side of my model? Do I have to pull each vert in and out until it appears smooth? Is there a shortcut/smoothing tool?
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5 hours ago, Alex Neumeister said:
Personally I'd do one at a time. That just helps my brain think it through better and just focus on that one part first.
Thanks for the input!
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I am currently learning to model. I based the model off of a 2015 Chevy Tahoe. Are there any actually body/appearance differences between the 2015-2020 Tahoe? If not could I release the vehicle under the name “Fourth Generation Chevy Tahoe” or something like “2015-2020” I have yet to notice any physical differences. Wondering if anyone knows of any.
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I don’t know if there is a tutorial out there for adding vehicles in EM5. But mods previous did it. Try looking at them in the editor.
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4 minutes ago, itchboy said:
The Marauder in my pack is an 06. You can find a 1996 in the DL center. FDNY use a variety of 90s and 2000's trucks all the way to present day.
The fire engine pack has a KME and Pierce. I have also released other truck brands such as Sutphen, Ferrara and HME.
I have updated the tutorial right now. More pictures in the next hour or so.
Thank You very much. I’ll be getting to work as soon as I possible. Yes I was wondering because I know FDNY newest engines are the KME’s so I was gonna try to model one of those one day and put it into Brooklyn.
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1 hour ago, itchboy said:
Don't apologize, you're already at a great advantage by knowing what you do, even if you think its not much.
I appreciate that very much. I have big dreams for my modding career here. A few last things. The images you said they were temporary. I unfortunately won’t have time to work on the model until late Saturday because of school and work. Will they be around by then? Three unrelated questions: The Seagrave Marauder in your American fire engine cab pack. What year is it? Also, is there one around like the FDNY used? I believe that is custom but I didn’t know if there was one around. Also, are there any KME’s around? I cannot remember if they were in your pack.
Thank you again for everything. You have really been a great help! -
20 minutes ago, itchboy said:
Start modelling the front. It will be flat, so extrude/move the vertices in a defined angle so it curves.
I will be posting some temporary pictures for the tutorial.
Thank you so much. Apologies for my load of questions. Just really wanting to learn.
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Now I have a rough design of the side. How do I go about the front and rear? I read mikeypi's tutorial but I am confused. Can anyone give input?
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6 minutes ago, Yankee43 said:
I got that part, but as I select verticies, (I am in vertex mode right?) and the lines appear from the vertice on the 3d view. How exactly do I move them? I am dragging to no avail? Sorry I should have specified.
Okay, I think i've figured It out. Thanks.
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1 hour ago, itchboy said:
Select each vertice as per the tutorial, and move it into shape.
Not everything will line up the first time, keep trying even if you think it doesn't look right.
I got that part, but as I select verticies, (I am in vertex mode right?) and the lines appear from the vertice on the 3d view. How exactly do I move them? I am dragging to no avail? Sorry I should have specified.
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Making Lightbar [SOLVED]
in Modding Related Support
Posted
It did, I will try an idea of mine and let you know. Thanks for the help.