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RestingVermin

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Everything posted by RestingVermin

  1. KME MODEL Very soon to be completed. Now I have really gotten comfortable with modeling and it's fun. I strongly advise other modders that haven't learned to model to go and take your time and learn! The best tutorial if your gonna use zmodeler is itchboys tutorial. That's what I did and I am now here making my own models. Sure I had alot of questions but I got them answered so I could proceed with this. Thank you itchboy for posting the tutorial and answering my questions and feedback And thank you Mikey for answering my questions as well as giving feedback. Polys: 1201
  2. Signature for you to use on the front page. It should now be following the TOS for signatures : )
  3. Let's take this to PM's shall we so this doesn't get spammed with talk about signature : )
  4. That could work as long as you follow the rules for signatures then that could be the one that supporters use : )
  5. It's funny that you say that you added the ball and train because I found this on google.
  6. That's something that I'll have to decide later on. Thank you for suggestion! : )
  7. When the time comes for me to start on the NYPD units then I will be sure look into that! Thanks for suggestion! If you'd like to then go ahead ; )
  8. I am happy to announce that 59955_1453496446 will make it so that you can call in alarms from the chief. The KME engine is coming along very well. Front and sides are done now it's just the top and back and then just to get it UV mapped then it's done. When this is done this will be a major step since most of the engines will use it. There will however be some Seagraves as well. Al the way from 2003 to 2012. I might include a Mack or two for like a ladder and a spare rescue if you'd like that.
  9. Thank you! In single player yes they will spawn in their respective stations. I haven't really done anything to the map after I started modelling so my number 1 priority is to get the models done first I get this weird thing tat when I have closed zmodeler and saved my project it will pop up a window saying if I want to run the programm as hardware or some other things. And when I press any of them it crashes. I then re installed zmodeler and when I opened my model it was gone. That happened to the Field Comm and that happened to the KME Engine. Luckily the KME enigne had a auto save but it was long before the last update I posted. So this is a issue that will make it slower for me because I pretty much need to do things twice :/
  10. Just a little preview! This side needs some tweaks here and there. I'd say that I'm about half done with the model. Need to model the front and back and it should be good. I have modeled the other side as well! (Just copied the cab!) Model: KME Engine
  11. I'm using the Brooklyn mod as base so that does have the stretcher script so yes it will be in
  12. I'm not good at scripting at all so if I don't learn more about it (highly unlikely) then I would need help from someone who is willing to help. So if there is anyone then yes I would like to get some new scripts in. What scripts? I don't know yet but leave suggestions! PM on the way
  13. That depends on if I can make it that way. If not I'll see if I can seek help from someone who can. But that is definitely something that I'd like to include.
  14. UPDATE Rescue model is now fully complete as a model. UV mapping is done and it's just to get it in game and get the doors and wheels on. Then I will show you all how it looks. I have now started on my second model and that is the Brand New Field Comm 1 unit. Description of the Field Communications unit (Field Comm) This unit is the unit that responds on a 10-77, 10-60 or a 2nd alarm and higher to help with communications with the dispatcher. They get orders from the highest ranking on scene to transmit any message they got to the dispatcher. The unit contains of 2 dispatchers and 1 firefighter. (In game 2 firefighters that will be added with the correct uniform) Now I hope it is okay with Dyson I will rename the Submodification to Modification since there will be a lot of new models! Thank you everybody for your support and don't forget that I take suggestions for models into consideration! So leave a suggestion!
  15. For some reason that part did not have the right material. Thank you so much again!
  16. The door is fixed but some of the body still wont show up. I have read through your tutorial as well as Hoppah's. Still won't show up.
  17. So I did everything that you're tutorial said Itch but some of the body won't show in the UV mapping view. ( and no that is not the skin )
  18. I can answer that. ( I live in sweden and are interested in the police force over here) Yes, there are a few left with the old pattern. In my town we have 1 with the old paint and with ''old school'' lightbar. They will all be swapped with newer cars and new paint and lightbars eventually. A few districts are getting some new cars with the old paint. That depends on what the district wants so to speak.
  19. Ahh ok got it. What program do you use to UV mapping?
  20. Thak you again for your suggestions Firebuff! I will add this to the suggestions list and consider these. A few special units that I can already confirm that I will be modeling is FDNY Field Comm 1 (Brand new) NYPD Bomb Squad (Brand new) FDNY Rescue Medics (Newer) FDNY Hazmat 1 2nd piece FDNY Squad 61 2nd piece NYPD ESU Truck
  21. Now that I've gotten into the UV-Mapping of things the ''skin'' (Just using an example) get's where I've not selected it to be. Any fix for this?
  22. This is the complete model of the Ferrara heavy rescue truck that the FDNY is using! Made completely by me. I can't thank Itchboy and MikeyPI enough for answering my questions and the feedback for improvements that they have been giving me! Thank you very much! So now it's just to get the UV mapping and just model the 2 doors. After that I will start on a new model. Will probably be the brand new KME engines that the FDNY has been getting recently. And again, I take suggestions on what FDNY/NYPD units you want to see and I will take it into consideration! Thank you! Polys: 3134 (Has been scaled down)
  23. Here is the nearly done model. About 2737 polys. There will be a bit more than that. Just have a issue. The lights doesn't show up in the 3D view. I have extruded it out a bit. As well as the body entrance and the steps in the back is barely visible. I have extruded that inside as you can see on the picture don below. I did some curvature but nothing too much. On the back it is supposed to be a bit ''sharp'' on the ends. I just need to get a little bit more details in and what ever you guys gives me feedback on. What do you think about the poly amount for example?
  24. So right now I got this. It's so far about 600 polys and I still need to do the back. So my guess is that the model will be about 3000 polys or possibly less when done. There are some dark spots on the model and I have no idea how to fix them. http://www.emergency-planet.com/uploads/monthly_2016_07/5776653b0b48b_bandicam2016-07-0114-40-28-151.jpg.6064866491aba52f3f0f3b8780d26248.jpg
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