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Ace612

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Posts posted by Ace612

  1. Awesome, where did u get the model btw?

    The bridge and the GMC are from "4x4 Evo 2", a 2001(?) offroad racing game, and the trailer is from the 18 WoS (trucking sim). Probably gonna convert more trailers and some semis for Blackwood from there.

    Sent from my HUAWEI Y600-U20 using Tapatalk

  2.  

    Issue#1 Merge the objects that are supposed to be part of the body, most vehicles have doors, though in your case the model won't support that without modification.  You can in fact export multiple objects at once, but that is done under a special option and not generally required by most modders.

     

    Issue#2 it's inside out because the model was built in a program with different axial setup compared to zmod.  Flipping it actually tends to mirror the thing, so the right side is the left and the left side is the right, problem there is pretty obvious if the vehicle has differing sides.  Instead it's Display>Local Axes>Reset to Parent/Reset to World, then recalculate the normals, that usually resolves that problem.

     

    Issue#3 has two causes.. One when you merge objects in zmod the axis location is "split" in the difference from the parts, meaning for example part1 is at the far extreme of the front bumper, and that is attached to the body which has the axis at the center of the body, the axis will then be moved to the middle-ground of those two parts being merged.  End result, the pivot axis isnt where it is supposed to be anymore.

     

    When you mouse over the solid object in object mode, you will see large dot with arrows of varying colors coming out of the model, wherever that point is, is where the axis location of the model is for that object.  Simply moving the object in object mode will not resolve this, as the pivot will move with the object when moved in obj mode.. Instead you want to get that pivot centered to the axis of zmod (where X and Y intersect when zoomed out its the thicker + line created where they intersect).  Move the object around until the dot is centered to the middle of the viewport axis location, then once that is done in vertice mode move the model so that it's location is above the horizontal plane line at about the height where the car's ride height should be.   This will allow the model to "float" at that point in space instead of being sunken into the ground.  Make sure physics are enabled on the prototype as I believe it's custom setting and it should no longer sink into the ground.

     

     

     

    Thanks for the help. I'll convert anything I see now to Emergency :D

    i8J6gXD.png

    GDwlIKx.png

    Scaling demonstration vehicles by itchboy (Chevroletes) and LA Mod (Truck)

  3. Managed to fix the issue. If anyone faces the same problem - use Modify/Flip tool in ZM. Model may appear "inside out" in the ZM after that, but will look ok in the editor/game

    UPD: And one more, most likely final question. How to fix model being to close to the ground? Like, touching it, with wheels sinking into the ground? Just moving the model up in ZM doesn't work.

  4. I think you can only have one object in the model. Join body, undbody, glasse etc up together and call the final object the name you want to export as.

    Yup, I believe that was the issue. Missing something basic, as I said

    Thanks for the help

    Using this chance, I'd also like to ask what may be the reason of textures appearing "inside out" after converting the model into v3o (both in-game and re-importing into ZM)

    UPD: This is what I mean by "inside out"

    qXM12gu.png

  5. How do I remove a gated wye? I deployed three of those for a house on fire, now I want to remove them offcoarse, but the 'pick-up' command cannot be used so I can't remove them and the fire trucks are stuck.. The firefighters aren't holding any equipement.

    I believe there's a bug, that allows only the original FF, who placed the wye, to pick it up.

  6. I'd hate to sound picky but that doesnt portray a Lenco BEAR well enough. It seems too low and too wide/fat. Its front rambar sticks out way too much IMO. The side stepboards are a bit too far out as well. Whats the polycount on this model btw?

     

    Some of it seems based off of the LA Mod SWAT Rescue 2. The lights and LED's seem to give that impression. The hood shape also seems quite similar to Rescue 2.

     

    Some hints to making a better BEAR model:

     

    I'd make the proportions narrower and taller. As of right now, your model looks more like a bank armored truck rather than a SWAT tactical vehicle. The headlights also are missing the covers on them and are supposed to be recessed deep in the square part. It might be preferable to reduce the extension on the stepboard to make the vehicle look less fat. The wheel arch could also be reduced along with that.

     

     

    I'm assuming this is what you're aiming for. Note how tall the thing is next to a hooman being. The wheel arch is in a half pentagonal shape and not that round as seen in your pic. The front bumper that goes downward could also be extended a bit. The overhang on the roof over the windshield also seems a bit drastic. It should be trimmed a little. You're also missing the two gun ports underneath the rear windows. There also seems to be too little distance from the front passenger doors to the rear box extension where the rest of the stuff is.

     

    Reminds me of an older GMC armoured bank truck still looks good though, but there is room for improvement like itchboy said.

    Yeah, I know it's quite misproportioned. Probably would be rescaled in the (near) future, but for now it is just a "better than LA Mod"-kind of model. I mean, the LA Mod ones are a bit too small. Thanks for input, anyways.

  7. Ok, so what is the MP Parameter file? The one that I posted above? What about the said bank robberies?

    Don't know about the robberies, had usual "hostage situations" only. And for the parameters - that is the file, but I don't know if only host has to have it

  8. What is the file for multiplayer parameters? fp_params_endless_mp.xml?

    If I were to edit it and host my own server would I have to send it to my friends? Are the bank robberies able to happen on multiplayer? What about suicides because I've never seen those on multiplayer either.

    MP has some problems with setting up ladders (most times only host can set up ladders), so I guess some mods, if not the original game, disable the suicides in MP

  9.  

    Hello was browsing the internet just about this state and the state police
     
    and I found a very interesting cruiser - I know it is in an older Version LA mod
     
    And if you get the  permission , then you can have it as a highway patrol
     
    This is an older unit but it would be nice to see this vehicle in Modification
     
    what do You think about it ?
     
    *pictures*

     

    I though about that one. Let's say, for now I'm focused on making the map work and getting all kinds of units that will allow normal gameplay. Plus, for now OSP has probably the most different units of all the agencies included. Long story short - it is (one of the) first among the units that are planned to be added after the first playable build.

    Damn, this car brings back memories from old NFS games

    UPD:

    And here is something I worked on today. Civilian model taken from LA Mod, textures redrawn into 1024x1024.

    Thought small sheriff's dept couldn't go without having at least one such classic in their park

    jzdZfuH.png

    Model: LA Mod - not in credits - probably Hoppah

    Textures: Wheel texture - bama1234, reworked by Ace612

                   Headlights and taillights - Pumbars (for GTA:SA)

                   Grille - that guy, who put up a '92 Caprice grille up for sale on EBay :D

                   Rest - Ace612

  10. You're welcome. Those Chargers have improved skins that I resized to 1024, then added the decals on them afterwards.

     

    A simple resizing and redrawing of the Charger texture is all you need. Taurus on left has 1024 vs Nnico's 2k CVPI on right.

    VQSYPpU.png

    Yeah, I know 1k vs 2k both seem good. But wouldn't resizing the texture require it's remapping?

  11. The LA Mod one is actually better IMO than Nnico's model. It has a much more accurate shape and captures the look of an '06 Charger much better. If you give it a bit of a reskin and some touch ups, they can look quite good.

    oEuWlFf.png

    From my personal LA mod, and no, I ain't giving it.

     

    Don't fall into the gimmick that HD skin and highpoly model = good. In this game, less is more. Also, you could easilly take the LA Mod Chargers and rip the lightbars off of them. Then you're done.

    Those Chargers are utterly beautiful :D

    I know that HD skin in this game is far from a requirement. But sometimes LD skins just don't cut for a certain unit. I mean, on 512 skin, the writings I plan for charger will likely look a bit "fuzzy". And with NNico's 2k CVPI, them standing side by side it would kind of catch the eye.

    Or, for example with personnel, 128 is good enough for most uniforms, but if you try to strap some camo on 128x128 LA Mod SWAT guy, it will look fugly. Probably that's the reason NGs in LA Mod have 512x512 skin and most other personnel - 128x128.

  12. Okay one more question. Will there be other models of trucks with skins of USFS?

    For what I've seen, USFS trucks are mostly made on the same chassis. For now, we'll stick to one model. Most likely, there will be a tanker added.

    As for alternative skins/liveries, I suppose you mean these:

    firededic_trucks.jpg:

    The answer is: probably no, at least for now. Yellow ones belong to Bureau of Land Management, which is a different agency, and white base ones might (or might not) get confused with NPS units.

  13. Those things are called "fire roads" and are access roads (much like the ones already on the map) that are not much more than a dirt track through the forest but can allow the quick access of equipment and can be widened in a hurry.

     

    Remember also that MOST forest fires are not fought with fire trucks they're fought with hand crews and that's a style of firefighting that EM4 doesn't really support.

    Well then, seems we have already taken care of the fire roads :D. Anyway, forest is divided into smaller bunches, and chances of fire going over from one bunch to another are pretty slim. Especially after the last map upd I made, which divides the forest a bit more.

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