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itchboy

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Everything posted by itchboy

  1. You're in luck with the E One cabs. I have 2 on the way, to be released over the new year weekend. I'm not making a crane or anything of that sort but having a cab should help you out greatly.
  2. I got another two done, this time a 70s Seagrave and the 1974 Ward Lafrance Ambassador. I'll be packaging these up later and releasing them and and a few other things by around New Years Eve.
  3. Your password is 60669 and your username is this messed up set of numbers 60669_1453496456 For everybody else, please direct all troubleshooting and help requests to here.
  4. To start, try to look at the (now broken) tutorials on this site for adding new vehicles into a mod. Thats a good place to start. Your CS degree will give you a huge advantage, as Em4 is coded in C++. I personally went through a year of CS before bailing, but even that basic knowledge was able to catapult me from basic scripting to some rather advanced stuff. The German forums contains a resource guide of functions that you can use, and what classes they are applicable to use in.
  5. I've been working on these in secret for a while. These took a lot of time and were intended to pay tribute to the service of firefighters in past eras and to preserve the history of these old trucks. Unfortunately they will not be included in the first release of this submod except for the open top Crown. In fact I don't feel like putting them in the submod at all because of the insane amount of work and research needed to get every angle of the vintage rigs. I'll leave that up to the userbase to do the work which is why I will be releasing these separately as development assets over the new year.
  6. Unfortunately, I recommend you do real work on the model. You must attach the parts to the model in a 3D software of some kind and export it back out in a completed form. Doing child objects will cause problems ingame with commands not working when clicked over a unit. Using child objects for rears and other major components is bad modding practice, in my opinion.
  7. What is your old account username or email assosciated with it?
  8. Are you actually editing the model itself or just merely adding child objects? Adding rear ends and other parts as child objects produces the same kind of bug.
  9. Merry Christmas! I've been creating the ELS for the remaining units that I did not outsource to hqueen. I hope to be able to get all the lights sorted out by the beginning of 2021.
  10. You have to spawn them in manually I believe.
  11. Another one today. Some of you old school forum members might remember when the original 90' Submod had this. I liked the rig alot back then and I still do now. Its my personal favorite ambulance in the whole submod. ELS textures from Hoppah's LA assets. Everything else is my work.
  12. Here's the newest member of the EMS fleet. Original textures by Yankee43, everything else including LAFD spec and setup by me. ELS textures by Hoppah. I can also announce that these 2 special cars will be going into the civilian fleet of this submod. Both models by me and were created for the German Adventskalendar.
  13. Fresh liveries on these units. These were done by me. Now that these are done, my next course of action are the 2 older LAFD ambulances.
  14. It wont be NYC style, probably just a random spawn chance at the start of every freeplay session and a choice to shuffle the variations you want.
  15. Fresh set of a dozen LE vehicles. The older LAPD K9 was replaced with a newer one. Most of these alternate variants will be freeplay only. I will not make a specific callable unit icon for each vehicle because it would cause huge loading time for the mod. Also took care of the LAPD cop bike once and for all. Lighted and skinned but with only a simple on/off animation for the rider. I don't want the hassle of having to animate it. Rider model by Hoppah and MikeyPI.
  16. This is possibly due to incorrect values in em4.cfg. The Em4 screen resolution should be reset back to original. If that doesn't work, I'll have to dig up the other causes. EDIT: I searched and found another possible solution, which is to remove video codecs, but that assumes your whole game wont launch even without mods. Did you try to test the game even before installing mods, just to be sure?
  17. Youtube has tons of playthroughs. This ought to help.
  18. Here's another bit of modelling for this project. This one's not just a lightbar but a bit of a legend: the Federal Signal Twinsonic. This one's not just any Twinsonic either, its the California variant with an additional pair of fat halogen flashing lights on the left side half of the lightbar that is used for the steady burn and rear amber flasher. Here are some ingame shots featuring the TEC skins by Edi6192 I can also announce that the single stretcher script is in the submod.
  19. You will need to reset your xres and yres values found in the Em4.cfg, or Em4deluxe.cfg. Open up the .cfg files with notepad and find the values named "xres" and "yres". If those values are configured wrong, the game wont start. A safe reset value for both would be xres = 1024 yres = 768
  20. EMS person units are in. I also found a use for the "noHelmet" versions of the LA modification firefighters.
  21. You could try using reShade but it isnt 100% compatible with Em4, and there are alot of problems with it making the GUI (buttons for commands) become unusable.
  22. First ingame test. There's a lot thats glitched still but the stations and all spawn scripts work at least.
  23. There is some differences, mostly with what you can do in missionscript, that is why I consider it the best option for creating custom events. However if you switch to campaign based freeplay, you will no longer have multiplayer be possible.
  24. Freeplay is hardcoded sadly. The "in between" freeplay missions of campaign are also hardcoded. If you want to make a custom freeplay, missionscript logic is the way to go.
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