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RestingVermin

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Posts 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

     

    bandicam 2016-07-09 23-57-32-830.jpg

    bandicam 2016-07-09 23-57-35-596.jpg

  2. 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.

  3. 3 hours ago, HappyJoker said:

    Looks great so far Vermin! Can't wait!

    Thank you! 

    8 minutes ago, Firebuff319 said:

    I just want to say, I LOVE THIS MOD! Will this have the trucks spawn on map? or is it Multiplayer optimized? Me, I cant play MP so I always love spawning mods.

    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 :/ 

  4. 9 hours ago, Unit 42 said:

    Will there be new scripts as well?

    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!

    7 hours ago, 59955_1453496446 said:

    I can help you please PM me 

    PM on the way

  5. 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!

  6. 2 hours ago, itchboy said:

    Have you confirmed the missing body portion has the right material? You can check its properties and confirm.

    You can 'reset' the UV mapper by switching to another view and returning back to the UV mapper to start with a clean slate.

    For some reason that part did not have the right material. Thank you so much again!

  7. 5 hours ago, itchboy said:

    It seems that the 'door' portion of the model has been disabled, and therefore wont show up.

    Check that all of the model is assigned to the material you are trying to UV map to. Hoppah has his own tutorial which covers the materials section (which is required reading before my tutorial btw).

    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.

  8. On 2016-07-04 at 8:38 PM, latex224 said:

    Thanks  I love the old cars.

    Do swedish police go for that "old" panitjobs or is it all Blue/yellow(new)?  

    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.

  9. 9 hours ago, MikeyPI said:

    Z2's UV map system really does suck badly in my view.  One of it's flaws is how UV is applied, what you're experiencing is a fundamental reason I dislike the UV system.  When you're selecting vertices try selecting one row less than what you've got now so that when it highlights the area to be effected (the part shown in red) only the portions you want to work with are highlighted.  I don't use z2 for uv mapping because I hate it so much so itch can go into further detail if what I've said doesnt quite do it for you; he uses z2 to do his uv mapping so he is far more accustomed to it's annoying traits.  Another tip model the doors into the model as it is now, just the portion that is visible to the outside so that they may be mapped along with the bodywork so the seams line up perfectly.. After it has been uv'd on the outside as it needs to be then you'll go back later and clone it as a separate part, removing it from the bodywork and then worrying about the inside of the door model.  Saves a good bit of a headache in trying to line everything up on the texture map by just doing it as one on that particular task.

    Ahh ok got it. What program do you use to UV mapping?

  10. 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)

     

    bandicam 2016-07-04 16-50-29-783.jpg

  11. 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?

     

     

     

    bandicam 2016-07-03 20-55-51-628.jpg

    bandicam 2016-07-03 23-32-35-742.jpg

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