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Posts posted by itchboy
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Its the half of the month and no new skins have been added to the contest so I unfortunately have to shut it down due to lack of interest.
To tft.cf and olmyster...can you please PM me your news van skins and utility truck skins?Here's a little preview btw of the news van in its final form:
http://www.gfycat.com/ObedientMetallicIndochinesetiger
I will probably replace the utility truck with a tow truck model. Gonna finish the school bus first.
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I see you are using my ambulance pack. Nice work
Though I'd like to let you know that the light equipment on the model isnt actually intended for actual use like this. I was expecting that each modder would create or use other's lightbars and stuff depending on his or her needs. -
A nice idea, but perhaps more trouble than it's worth. Don't forget that slicing a roof off would require modelling interiors for every vehicle you want to use it on.
You can always try to make the roof act as a sliceable door, adapt the X,Y,Z coordinates and change the revolving angle.
Cutting off a roof would require the interior modeled for the vehicle, imo that adds alot of polys that otherwise serve no purpose... You can "fake" it but it won't look as good, instead I'd go ahead and just do the door(s) as slicable... Cheaper way perhaps but this game doesnt have to have real interiors and adding in that detail would waste alotta weight otherwise useful elsewhere.
Well...I've weighed my options and have decided to fake it like the original EM4 cars. It really is too time consuming to make the interiors for 8 or so cars.
Anyway, I've also started modelling a schoolbus body which will use my International truck model for the front. Does anyone have clear blueprints and reference pictures of this?
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Ah thanks, no I have started from scratch with no base mod. Im not entirely sure how to do what you said, could you explain it in full/step by step?
- Create a new object that uses the hose connector model. Put this prototype in the object children folder.
- Go to prototype editor, edit children and get the new object. Place this in the desired location on the truck.
- Create the hose connector superstructs on the same place the new hose connectors are placed.
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Is this done using the LA Mod as a base?
In the default game, the hose childs dont actually appear ingame until a fireman connects to the truck.
To circumvent it, one would have to place nonfunctional but cosmetic connectors on to the truck. Use the regular childs editor for this. -
OK. And the part I am looking for in LAFireStationStart, is this it?
const char VO_ALS5[] = "fs_als5";
Edit: Also, I am looking to re-insert a changeclothes command to where SCBA FF can change to regular FF. I gave the commands to each person, but they disappear when I execute the command in-game. What am I doing wrong?
Not really. You would be looking for this:
ActorList l19 = Game::GetActors(VO_HAZMAT);for(int i=0; i < l19.GetNumActors(); i++){ Vector Hazmat = l19.GetActor(0)->GetPosition(); Vehicle m = Game::CreateVehicle(OBJ_HAZMATSQUAD, UNNAMED); m.EnableBlueLights(false); m.EnableHeadLights(false); m.SetChildEnabled("exhaust", false); m.SetPosition(Hazmat); m.SetRotation(gate6); m.UpdatePlacement(); m.SetMaxPassengers(4); m.SetMaxTransports(2); m.SetSpeed(8.0f); m.PushActionWait(ACTION_NEWLIST, 1.0f); m.PushActionExecuteCommand(ACTION_APPEND, CMD_COMMANDS, Caller, 0, false); m.PushActionExecuteCommand(ACTION_APPEND, CMD_NORMAL, Caller, 0, false);}
Simply comment it out with this:
//
for every line or /* at the beginning of that section and */ at the end.
Or you could just delete it, but then you might have a change of mind and want to bring it back. Its up to you really.
Has your changeclothes script been modified?
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What about physics? I can handle the lights and commands.
Nothing too serious. Just set it up so that the yellow box fits the model perfectly. This is to make sure the vehicle's collision is correct and it can go around obstacles properly. Be sure to check "always use physics geom". This little tick box nearly killed my mod by making it unplayable because I forgot to actually set the game to use the custom collision boxes.
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If I wanted to remove a vehicle from a station, how would I go about doing that? Simply delete the box-thingy (prototype?) in the editor? And if I wanted to change the model of a truck, would I simply replace the model with the one of the same name and ensure it had a skin?
To remove a vehicle, simply remove the part in the script that calls the ingame function to spawn the vehicle. This is in LAFireStationStart.script
You are correct about how to change the model of a truck. Lights, physics and commands are another problem you will face afterwards.
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I've seen the animation in a German mod but i can't remember the name
but here is a video of Firefighters taking off the roof for an MVA
Thanks. Now all I have to do now is replicate this process in EM4 frame by frame. I wish animating shit wasnt so hard in the game.
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Update:
Door slicing animations for crashed cars.
http://www.gfycat.com/FaintMassiveAmberpenshellStill WIP. How do firefighters use the jaws of life on cars with crushed roofs? Would it be possible to animate the roof of a vehicle being cut off?
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For example, the LA Ambulance folder and all of the vehicles with the siren command in it have the siren turn on in game. If I put in a vehicle from the folder Ambulance from the original game, with the same scripts attached the sirens won't turn on. Do I have to add the folder to a script or all of the vehicles in the folder to a script for sirens to actually make a sound?
You would need to define the paths of the prototypes to the script. They need to reference the path of the prototype that you are going to give a siren.
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Hey, I am creating a mod and at the minute it is private but once its finished I will seek permission and share if I can.
I am wondering if anyone has the following models they would be kind enough to share with me or if it is possible to use GTA IV models and how I would transfer them(I know they are in high detail but I have seen another mod use them)
Ford Focus Estate 2010
Ford Focus Estate 2012
Vauxhall Astra Estate 2008
Vauxhall Astra Estate 2012
BMW X5
Mercedes Sprinter
Thanks
Stuart
A lot of these models are available over at the german modding community forums:
http://www.emergency-forum.de/
A good place to start would be the Civil Car Cooperation. These probably contain most of the vehicles you need. There are also standalone models of vehicles available in the download center. You need an account to download anything from the site.
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Go to the childs editor and then into the superstructs menu. In there, you can position the hose childs, but you must name them appropiately. See the original GTF fire truck for reference.
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How do I change the title of this thread?
Norm,
Edit your fist post. Then go to "Use Full Editor"
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Looking good. Street racing scene is it?
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Could we see the logfile?
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Hello everyone,
Based on the activity and not to mention the expenses related with the hosting of the download website I regret to inform that I will be taking down the site within the next month or so. I will make an announcement on the site itself too. If anyone wants to continue with the hosting do let me know so that i can forward the download to you.
It has been a pleasure hosting this mod, since it still is one of the best ones out there and yes, I still play it occasionally.
//sideinfo: I am taking down the entire domain website since I am going to open a new service/company, and there is a chance that I might even offer web services, but for now once the site is taken down, the server itself will be offline for atleast 6 months until my new projects are ready.
Thank you to everyone who supported this mod.
If you wish to contact me, you can do so over the forum's messaging system.
Take care everyone,
LoKii
You could upload the mod to the download center here.
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Alright, would these need to go in fp_params or..? I'll tinker around with it.
They would go into an actual mission script or command script.
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Is it possible to make certain ambient polygons (ambiance sounds) play at certain intervals during the game clock? The atmo_night_rural sound goes really well with the rural feel of my map, but I don't want it to play constantly, so is there a way I can make it play only during the nighttime hours?
Thanks in advance
Try some of these codes. I am not sure though if they work as command scripts. These are typically found in mission scripts.
void StopAmbientSound(const char* name_);void SetAmbientSoundVolumeByName(const char *name_, float volume_);void SetAmbientSoundVolumeBySound(const char *sound_, float volume_);
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Sorry for the lack of updates:
Here's what I've been able to do with what little time I have had:
Only the FM Horizon cars wont have doors. This is due to the way they were modelled by Turn 10 studios.
Most cars and all vans and trucks will have this new feauture to level them up functionally with the EM4 vanilla cars.It seems the contest isn't going well. Maybe I should cut my losses and call it off.
Nice skin by Jose BTW. But it cant make it into the civil special pack because it isnt any of the cars I listed. -
so where is the patch that stop vehicles from getting stuck turning.
(My Issue) Some Vehicles get stuck turning left in the first red light coming from the Bridge by the LAPD Station (LA MOD).
I remember fixing this issue in update 1.3 July Update
What version are you using? Check readme if there is an entry for July 2014.
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Okay, so i have a few things to mention to bring everyone up to date :
This past week, Goog1967 have been working hard on converting all of the vehicles to SG LA sub modification for all of our beta testers to play on. We have received a lot of applications for beta testers and i want to thank you all for submitting yours in. I am happy to say that 95% of the applications will be accepted, but i will contact each one of you sometimes this week for your assignment. This is exciting and i am looking forward to hear results from each one of you all. Most of the forum moderators will also have their chance to beta test the RCMP modification.
The bad news is that, when Goog1967 personally tested out the units in-game, he discovered that every single one of our vehicles are not compatible with the LA game engine because the body size is too big, thus corrupting vehicle paths, or can't fit inside fire stations, etc. So this means that he has to re-size every one of them about 20 percent smaller, about the same size as LA mod units. The part that sucks the most is that all of the lights that i displayed in the last week and half are no good for LA mod, so i will have to re-light every single vehicle ( this means FD, PD and EMS vehicles .... sucks big time ) This also decreases the quality of our skins which is also another downer because in the editor all of the vehicles look HD and hyper realistic, but when you see it in-game the quality has been toned down to sub-par. But we're overcoming challenges.
So, the plan right now is that, we will pass the SG LA mod to our beta testers, and over time will update it with converted vehicles and fill up the vehicle pool. For now we have finished 5 engines but they all need lights first. When i light them up, we will release our beta files, along with new sirens, etc. At the same time we will update this beta with new scripts if COPS can help us out with this phase.
Ouch. All that effort having to re light EVERY car, truck and ambulance.
I have a question. Does the new map have the correct larger scaling in relation to the new vehicles? It would be a shame to have loss of quality simply due to scaling issues.
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After the great work itchboy did to the lights. I made a few adjustments to the radiation and color hope you like it. If some reason the E4p file reverts back to the original lights by Itchboy I am sorry. For some reason I am having a hard time duplicating e4p file. when It past and copy the file. Go to my editor it is the original file but the new lights are still there just can not duplicate them. this only happens with Itchboys E4P files.
Happens to me with every EM4 thing I mod on my computer. The only thing I can do is making sure I hit the OK button on the prototype editor, so that the prototype is actually saved.
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You mean the random sound effects such as sirens and stuff?
[WIP]Western NY Mod (PRIVATE)
in Mod Development and Concepts
Posted
Skin looks great. I would recommend putting a black outline surrounding the windshield and rear window. I will also be sure to add this in the upcoming mod update of my cars.