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starkiller1337

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Posts posted by starkiller1337

  1. The model would be this:

    http://www.emergency-forum.de/index.php?page=DatabaseItem&id=751&highlight=mondeo

     

    Next time get your credits right when using other people's stuff

     


    Just some advice.

     

    Judge Dredd takes place in the dystopian future where government rules everything and cops are judge, jury and executioner. I'd imagine they'd be driving around in things more armored than Mondeos. Vehicles have probably changed. But for sake of not having to model completely new cars, you could do this to it:

    Defiance-Dodge-Charger-Main-Art-.jpg

    i652078.jpg

    Elysium-Nissan-GT-R-0.jpg

     

    For your fire engines, I'd probaby just take a random modern era fire engine and add some defenses to it. You could also do it your way and make firetrucks based off of airport crash tenders. Your choice.

     

    Ambulances could be these instead of those boxes you presented.

    a-streit-usa-armored-personnel-carrier-f

     


    Has anyone else in EmP played the game Carmageddon? Those vehicles definitely have the theme of "dystopian future where running over pedestrians is a sport"

    I know the setting. I did do my homework on this

     

    All right itch. Next model i put up here is gonna be just like or similar to one of those

     

    Also remember that the lawmaster is a bike and since i cant seem to find a good side image of a lawmaster i am stuck to using cars or trucks for now



  2. Unfortunately since you answered so vaguely, we can't answer your problem specifically. Chances are your text is on a layer floating above the base texture, causing you to not see it. Try flattening the image layers to one layer, make sure you do not have an alpha channel on your texture.

    Okay, Thanks i will take a look at that. or maybe i can just create a new texture file


    (sorry for the double post)

    i present to you all the new lawmaster for the mcpd:

    Credits

    Skin: Lisa Rose

    Model: VPI

    post-59335-0-61066800-1429219143_thumb.p

    post-59335-0-07641400-1429219157_thumb.p

  3. Scale is how big/small the vehicle is overall. Note how the police vehicle(?) on the left is so much bigger than everything else on the right.

     

    So the vehicles are obviously fictional since we can't predict what vehicles are used in the future. Alright.

    I do have one question that i need answered and hopefully you can answer it for me.

     

    Crash 17 is supposed to have a texture that has lettering on it, but for some unknown reason the model doesnt wanna seem to pick up that there is text on the texture itself. is there something i haven't thought about yet that might be the problem?

     

    The texture for Crash 17 is in .dds and is 512x512

  4. Honestly I think you should focus on reworking your models first before you advance to the mapping and texturing stage.

     

    If I had to say something about your models:

    • They all appear way too boxy and sharp, almost square.
    • Models lack definition, contours and shading
    • Their scale might be off compared to similar vehicles in Em4
    • Are you basing these vehicles off real existing ones or are these purely fictional?
    • Are these vehicles from present day or future?
    • The axis on Tanker 19 is reversed, needs to face forward

    You could advance to that if you want, but UV mapping cannot be edited and is final once you do it.

    Thanks for the input

     

    1. i know tanker 19 is mixed up. I'm working on fixing the model to make it face forwards

    2. what do u mean by scale?

    3. its a mix of both present and future for this mod. for the first release i might just do present or future idk yet.

    4. I know but its the best i got right now until i make an update and start to smooth out the lines in zmod

    5. Since the universe of Judge Dredd is based off a futuristic era, i'm gonna be basing them off futuristic style of vehicles

  5. Thanks for responding as quick as you guys did and i do wanna say something that i found out and that i am working to fix.

    I do thank you guys for taking the time out to tell me this stuff.

    I have been working on getting my models textured. I will get some textured photos in this topic as soon as possible

     

    post-59335-0-82273900-1429108213_thumb.p

     

    units from left to right and so on

     

     Right:

    Engine 117 (the all red one)

    Engine 99

    Tanker 19

     

    Left:

    Crash 17

    Crash 18

    Crash 19

     

    Front:

    RIOT 1

  6. I love the mod, honestly it gives a whole new dynamic to emergency 4. But coming from my knowledge of the military and units that are deployed, it doesnt feel realistic enough. I feel like it needs more units thay can be deployed, aircraft such as the F/A 18E/F Superhornet or the A-10A Thunderbolt II to be on station as CAS aircraft or DC missions (DC = Danger Close)

  7. In zm you need to raise the moddel on top of floor and setup aexis as parents has, than export.

    In editor you can hold Alt and make it raise.

    Thanks for the info, i'll be sure to remember that.

     

    I fixed the issue, it was a simple matter of just changing out the old prototypes for new ones.

     

     

    i'll be posting some new pics of models as soon as i can

     

    here is the latest engine to be sent to the MCFD
    post-59335-0-17963700-1429031710_thumb.p

     

    faction vehicles so far modeled

     

    Mega City Fire Department

    post-59335-0-13905500-1429059152_thumb.p

    post-59335-0-62902700-1429059006_thumb.p

     

    Mega City Police Department

    post-59335-0-76913600-1429059253_thumb.p

     

    Mega City Ambulance Service

    post-59335-0-78314300-1429059114_thumb.p

    post-59335-0-30919500-1429059130_thumb.p

     

  8. HELLO ALL THAT COME AND READ THIS FORUM.

     

    I have been working and modeling for a mod that i have made called "Mega City Mod". This is a mod that will include 4 custom emergency services.

     

    Agencies:

    Mega City Police Department

    Mega City Fire Department

    Mega City Ambulance Service

    Office of Technical Service & Repair

     

    here are some of the units i made: (note: yes, i know they are about halfway more or less into the editor floor, but i cant seem to figure out how to orient them so that all the tires stay above the editor floor)

     

    Crash-17

    post-59335-0-79274000-1428989931_thumb.p

    Crash-18

    post-59335-0-54957600-1428989989_thumb.p

    Crash-19

    post-59335-0-89198600-1428989969_thumb.p

    Crash-19 Extra

    post-59335-0-74215500-1428990008_thumb.p

     

    Team status:

    I am currently a one man team, i am a decent modeler, but im not so good at skinning, mapping or scripting. So i am currently looking for people to help me out with those aspects that i am not so good at.

     

    Looking for:

    Skinner

    Mapper

    Scripter

     

    Since this is a one man operation as of this moment, dont expect a release anytime soon.

  9. Hello,

     

    I have created a bunch of models for a mod im making and imported them into the editor, needless to say when i went to look at the models, they were sideways. I was wondering if anyone knew how i can fix it so that the models are facing the proper way.

     

    Thanks for reading this and i hope i can find a solution to this issue

  10. Make sure you name the model the same as the .V30 file - So if you exported as "GT-R1" you have to make sure that the name for the model in Zmodeler is called "GT-R1" otherwise it will not export.

    okay, it exported now, thanks

     

    also another question, when i wanna make a .dds for the file, what is the texture size that i have to use?

  11. So the issue im having, is that i've created the model and added a simply diffuse texture using the materials editor in zmod and when i go to load it into editor the model shows up as missing

     

    also when i go to export the model in zmod it keeps coming up with the error that it cant find the model even though i named it the same as the .v3o

     

    ZModeler is ready.
    No selected/active nodes found for UV-Remapping.
    No selected/active nodes found for UV-Remapping.
    Performing autosave to "c:\users\felixwolf\desktop\game\vehicles\zmodeler-2.2.2_build964/Autosave/Untitled_autosave2.z3d"
    Performing autosave to "c:\users\felixwolf\desktop\game\vehicles\zmodeler-2.2.2_build964/Autosave/Untitled_autosave3.z3d"
    Performing autosave to "c:\users\felixwolf\desktop\game\vehicles\zmodeler-2.2.2_build964/Autosave/Untitled_autosave1.z3d"
    Performing autosave to "c:\users\felixwolf\desktop\game\vehicles\zmodeler-2.2.2_build964/Autosave/Untitled_autosave2.z3d"
    Performing autosave to "c:\users\felixwolf\desktop\game\vehicles\zmodeler-2.2.2_build964/Autosave/Untitled_autosave3.z3d"
    Can not find object "GT-R1". file:ExportV3O.cpp line:56
     

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