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Posts posted by itchboy
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I don't know if this has been asked but is this going to be released publicly?
I'm not him, but I think he'd have to go through the difficulty of getting permission to use the CVPI's and childs from the police upgrade mod, along with whatever content that belongs to others.
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I guess my little secret vehicle pack is out. I've been sitting on these for some time now. I hope that it would see the light of day here.
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Mod would probably in english since it replaces a lot of the original language files.
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Comes with free free yellow and green wheelbarrow? thingies.
Screw it. Have a gamer pc. Need to have ALLLLL the cars xD But it's good to know that you can actually add stuff, since in most games nowadays you can't anymore
Well...if you do want all the cars, then you can make them yourself, or help me do that.
Regarding adding stuff, one should realize that the only reason this obscure budget rescue simulator game remains popular is 100% because of the modding community and all of the wonderful things it has done. I hope that EM5 will be good for the players and the modders. -
The poly count should be somewhere between 6.000 and 20.000.
Holy ****. Thats a lot. Only the models from Montana and NYC have similar polycounts. I guess I'll be out of a job when EM5 comes out.
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Hmm, haven't taken a close look really. I'll take a gander at what will need to be done. You wouldn't happen to want to share the set up LA versions of your police vehicles, would ya?
Which police vehicles? CVPI's aren't mine. PM me if you want them.
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If you have the raw files of your model or if you can convert your v3o file into any other format, you'll be able to import it to the EMERGENCY 5 editor. It's no big deal, you'll only have to convert it into MESH.
But there is a much bigger problem: The average polygon count of EMERGENCY 5 models is higher than the polygon count of the most community models. Also there is a whole bunch of new technologies, specular mapping, bump mapping, normal mapping etc. You can use your old models, but it's necessary to tweak them.
Its good that it wont be hard to get our models into the new game. But...
Oh dear, this might put me in a tough situation with my models. I'll either have to remodel them ALL, or not mod EM5.
I guess the big name mods such as NYC, Montana and RCMP shouldnt have to worry so much.
Can you elaborate exactly how detailed the models are in the new game?
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Power utlity truck, Also used by cable companys and telephone companys
General come in two sizes. Small
larger
Well, I only have two trucks left to replace. One is a light construction truck and another is a delivery truck.
I need to find equivalent replacements for both. Perhaps instead of a delivery truck, something else like what you suggested.
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An important thing to note is that I based my model's scale from that CVPI. Anyone using my mod + original LA Mod CVPI would notice that it is quite small compared to everything else.
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Has an American school bus been done? If not that might be a good option
Buses are planned after I get the trucks out.
I do have something new to show.
This is the first model I ever converted back in 2012. Made by Paradox Interactive from Cities in Motion. Skinned and mapped by me.
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Um, I think hes going for civilian vehicles, so that kinda rules out pierce trucks for his current project list... He would need things like fuel oil tanker trucks and things like that instead of what is wanted for personal mods.. Maybe he'd want to do them when this project is said and done but right now I think it's more productive to try to give him ideas for things that are civilian-use, and preferably have a larger depth of use as opposed to what a specific city uses, or what a fire dept and such uses.
This. I do like getting suggestions, but I was expecting civil trucks. Not firetrucks. I made the truck models hoping that everyone else would do the work turning them into firetrucks of their choice.
Anyway, I have settled on making the beverage truck and am about to map it. That leaves behind civil truck 12 and the twinkie fireworks truck.
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Very good. Is that from your mod?
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Well, I already have a similar truck in my mod. I guess its up to you to skin it into that
BTW, we call that type of cake a "Fudgie Bar" over here. Essentially the same except filled with chocolate. -
Oh I thought you meant the snack cake twinkies. *breathes American sigh of relief*
Wut? There is a truck that sells junk food in the US?
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*gasps* Not the Twinkie Truck!!
Why not? I dont think the vanilla fireworks truck was worth keeping.
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Okay...so I think I'll go and make the rear thing. Seems easy as its only a box. This will probably replace the Twinkie Truck.
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You did that? Nice.
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NVFD's garbage truck type is fairly common as garbage trucks go, they would tend to be the most common from my experience around this country and canada, on different chassis ofc.
There are also pictures of International 7400 garbage trucks on google. Is that also common in america?
I really want to do it. There already is a 7400 in EM4. The USFS Fire truck.
Were you the one who did that model? Can I modify it and use it please?
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http://www.mediafire.com/download/26s8u2alxs1lkhk/garbage+truck.rar
there's this one from the Euro EM4 site,maybe itchboy could place his american cab with the back and it would be sufficient.
Do you know who made this? I would have to look for him and ask permission.
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I see that the game will use another kind of model system. I wonder if we can port over .v3o into the MESH format. That would save us a lot of time.
Another thing I hope to see would be an improved scripting system with more defined functions. Say you want a cutscene, then you can simply tell an object in the editor what to do. -
Language barrier huh....didnt this game come in Dutch language?
Boston Mod [RELEASED]
in Modification Sub-Mods
Posted
This seems like a difficult script job. I hope you can find a scripter who can do the job.
My opinion/analysis on what needs to be done.
It would probably involve a randomly triggered script in the game that spawns objects related to each event. The script would then make things happen, depending on each event. It would need to check the area if it is clear of obstructions before spawning the objects, and then create them without interfering with anything ingame. Perhaps look at the way Winterberg mod does it. And then the script has to check if the objectives have been completed and then delete any remaining objects.
Another option would be to create a campaign based freeplay - VERY difficult seeing as how not a single mod on this site (except Helping Peter by bma and US Army Mod by Hoppah) has one.