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itchboy

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Everything posted by itchboy

  1. I havent seen him around here, nor have I been able to reach him ourside of EmP. A lot of the older, more experienced modders have left Em4 for good as of late. If you really need info about him, PM me.
  2. This is a tutorial on how to install parts (lightbars, rambars, LED lights, spotlights) onto vehicles. As usual, you need Zmodeler, and this tutorial only applies to that program. Blender users have it differently. More info to be posted regarding optimization techniques and specifics regarding other equipment pieces. Requesting that this topic and the other UV map tutorial I had be stickied. Step one would be to enter Zm2 and import your desired vehicle, if you already do not have it as a z3d form. Save it. You would then import all desired parts, in our example , it is a Whelen Liberty lightbar. Be sure the texture of said part(s) are in the main folder with the rest of your content. The part should now appear on your screen and all editing windows. Go to object mode and select the lightbar. You should only be moving one part at a time. Select the move tool. In 3d view, your lightbar would be in a very unusual place. You need to put it on the roof. In regards to the Z axis, understand that the axis is all in relation to the view you are using. In Front and Rear view, the X axis is left and right on the vehicle. Y axis is up and down the vehicle. Z axis is forwads/back on the car. In Left and Right view, the X axis is forward and backwards the car, Y axis is up and down, Z axis is left and right of the car. In Top and Bottom view, the X axis is left and right of the car, the Y axis is forwads and backwards the car. Z axis is up and down the car. Up in this context is the roof, down is the wheels. Left would be the driver's side, right is the passenger side. Forwads is the hood, backwards is the trunk. You need to maintain symmetry when installing parts, because real car parts (on most vehicles anyway) are centered. Second consideration is the placement on the real vehicle. Try to at least follow the actual vehicle's specs for setting equipment up on the body. Once you are done with all this, you need to attach the new part(s) to the vehicle. Export the file as v3o in order to be able to be put in Em4. This step is optional but I believe it is the 'cure' to some heavier mods lagging.
  3. Nobody's made a Ferrara model for Em4 like that before. One of the NY themed mods might have one, I am not sure. All I know is that the model you seek is a Ferrara Igniter cab with whatever custom rear, and that nobody's ever put one into Em4.
  4. itchboy

    Harbor City 5

    Last I checked, there are about a dozen helicopter models from various brands. You got MikeyPI's helicopters he did for NYC mod which are off limits IIRC, then the ones he made for LA mod which are the police Astar and the USCG Dauphin. Hoppah I believe only built the Jayhawk which is a military heli. The EC135 exists in 2 forms. One belongs to Hoppah from the Netherlands modification (which is off limits I believe) and then there is the common one which is by the Germans, Bastian I think made it. Either way, be sure to get your credits sorted out before making any announcements.
  5. To their credit, they put it in the 'modification submods' section of the forum. Its as appropriate as the rules will allow, and ensures clarity when classifying the submod.
  6. The lightbars, by their very shape, are actually modelled by NNICO last I checked. RK1000 simply did the Freedom variant and the length variants of the lightbars, so both would need to be credited. The model itself is a bit too curvy compared to the real lightbar, which is why the shading on it makes colors look cartoonish to some people. The real ones look bulkier and squarer to my eyes at least. In Em4 at least, none of those internal model bits like the LED modules matter, nor should they be modelled due to how Em4's top down view does not really allow you to see stuff up close without sacrificing your ability to respond to calls. For the colors, the ones being used rn would be a bit too vibrant, especially given Em4's weird light system that makes everything brighter than what you would see in your image editor. A more realistic color IMO would be a darker, more maroon red, and a more dirty looking blue. FWIW, EmC and Flnn have gotten the module setup, layouts and lights correct. This little change may improve the appearance further, but will warrant the reworking of all existing lightbars.
  7. You need to first learn how to create a modification in the editor. There are tutorials on the site for that. Second would be to create a new vehicle in editor using an existing one as reference, then getting said 'new' vehicle into the game as a playable unit. There are tuts for that too. For step 2, you will need an existing model (v3o file + texture) to use. There are plenty of European vehicles available in the German forums. There are tutorials for 'painting' the bare metal on the skins to have the police/fire/whatever decals of the department of your choosing. Good luck with your modding attempts.
  8. You will need to use Zmodeler OR Blender to change the lightbar. There is a tutorial for this, but the short story is: The lightbar you need is the same one in the LA mod's LAPD patrol car. It has the same kind of lightbar, so that is the model and skin you need to take. You would import the cop cruiser model into the 3d modeler, then the model you want the vehicle on. Attach the lightbar on your vehicle, and try to line it up to the actual location. The graphics for the most part is good for a first attempt. Cop departments tend to use generic decals and colors, so I think the hood is a new thing that I've not seen being put in Em4.
  9. Los Angeles Mod 2.1, it is the common framework 95% of US based mods and submods use. It has an organized folder structure and it has the 'basic' functionalities that people use often in mods. The main priority would be to replace the vehicles in the mod. Once you get replacements, you have a working submod. In order to not have to make any script edits, you need to follow the existing prototype names of the LA mod. The only thing I would like to recommend is that you setup a folder system for the model files in the mod, instead of using the LA mod's system which has everything in one folder. I'd recommend making model subfolders inside the 'Police' and 'Ambulance' folders in order to organize your models better. One important step you should definitely do is remove the LA mod original models that you are replacing. If you replace the police cruiser with a new unit, you delete the unused files of the old cruiser model.
  10. The transition from the sides to the front is a bit too sharp. It would look much better if they were curved. The base model you used is by Bama1234, not Boston Mod Guys. Here is my own version of this model, it might help you accentuate the curves on your model better. Skin by Reaper, contains LA mod parts as well.
  11. No. What you need to do is create an object that will execute the 'check' script that runs throughout the duration of gameplay. It requires quite a bit of scriptwork to get it working, specifically in the freeplay.script file. You also need to go into editor and add the aforementioned check object. Basically, the BMA script works by using an object as a host so it can constantly and repetitively call its 'check script' in order to generate false alarm callouts, or set the alarm off when it detects a real fire. The host object will execute the check script, wait a few seconds and then repeat.
  12. Have you checked if the units have gotten 'stuck' at the entry point on the map? Sometimes, a unit glitches out and gets stuck out of the player's reach, but the unit is registered as being in the map.
  13. Have you run out of money in the mission? That might be why you cannot dispatch more units.
  14. Sorry, there is no DL link. The mod is stopped and I no longer want to be bothered to work on it.
  15. This gonna be the greatest thing ever if it does come out, for one simple reason: No more need to load the mod to know if everything is correct syntactically. If it is a logical error, then there would unfortunately be no way to test in a compiler. I've tried the German SDK previously. It was very helpful in assisting my understanding of Em4 scripting, and helped me apply my computer science background into the game. I suddenly understood what were variables for the game, functions that the game used, and that I could create structs, custom functions, and enums too. Really helped me start my freeplay based mission script. The feature I'd like to see would be the ability to 'trace' (debugging is the proper word I think) variables and their status for example. I'd like to be able to keep track of them so I can see if there are any possible logical errors in the script. It would work well for instances where 'common' variables like int and float would be used. Int values especially for me are something I'd like to see being traced, due to how often they see use in for-loops.
  16. I think the calm down time isnt about dispersing the riot, but rather the time it takes for the rioters to calm down once they start throwing molotovs. 'Molotov cock time' seems to dictate how quickly they start throwing molotovs at the intended target building.
  17. Probably call it Emergency 2017 and charge $59.99 for it. At the rate they are going, I highly doubt anything but more 'year' sequels.
  18. What work have you showed me? I didnt recieve anything. Are you referring to this post?
  19. I was thinking that you had experience in modding other games. I'd like to see what you have done, pictures and links, if possible.
  20. I appreciate the noble task of jumping into modding this aging game. Can I see some of your previous modding, especially in scripting?
  21. I wasnt able to 'totally' complete my version of this rig before I threw in the towel, this is the vehicle I'd do. Thanks for the noble effort in learning to mod Em4.
  22. This mod will no longer be released or completed. I have lost interest in modding Em4. Thanks for the wonderful year I had here. BogdanM's LA mod is a great alternative for those who want LA themed items.
  23. Feel free to go and do what you want. I only require permission if you are releasing it for public use. I assume you are attempting a Long Beach FD Seageave?
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