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ThinBlueLineKY4

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Posts posted by ThinBlueLineKY4

  1. 7 hours ago, itchboy said:
    1. No, not within Em4. An alternative is tp go into your map texture and overlay a grid on it. Be sure obviously to save a clean backup.
    2. Start with map texture, then terrain. Pathing is next along with traffic lights. Events and prop stuff go last.
    3. No.
    4. Em4 is hardcoded that shallow water I believe wont allow persons to stand in. They'll auto become injured.
    5. Bridges are just plopped as need be. They can extend as long as you make a proper 'street' over them.

    so i can only have people on the beaches and not in the water? Okay. thanks! how would i set it up where divers can go enar the shore to pick up drowning victims? and thanks for all the answers! And is there some scale so I know how many square pixels on the map texture are equal to one grid square in the editor?

  2. Hey Everyone! I have a few questions about mapping that I hope some of you can anwer. Any additional tips, tricks, or advice is appreciated. Here are the questions:

    1. Is there some way that I can have some virtual grid appear on the map texture that I just imported so when placing buildings and etc I can use the grid to make them symetrical?

    2. What is the best way/order or creating a map starting from an empty already created map texture? By this I mean what would be the best order for the following: landscaping, terraforming, buildings, paths, persons, vehicles, events, virtual objects, etc.

    3. Is there a way to edit a map texture while in the editor and have it edit live in the editor?

    4. Lets say that I am making a beach in the editor on a map. Overall, the beach is really a large bay. I want to have deep water that boats can go on in the middle, and shallow water near the edges of the water (so on the beach) in which I can have persons stand on AI"playing on the beach"Overall, the beach is really a large bay. I want to have deep water that boats can go on in the middle, and shallow water near the edges of the water (so on the beach) in which I can have AI persons stand on "playing on the beach". How would I be able to do this using only 1 body of water? I think there is a way using virtual objects and shallow water type for virtual object, but I'm not 100% sure.

    5. What would be the best way to do brigdes? This map I am working on has 4 bridges. With 2 of them being 2 lane bridges (one lane in each direction) and 2 of them being side by side 2 lane bridges (each bridge is for one direction of travel). The 2 bridges side by side aren't short, and will probably require multiple bridge pieces to be placed together to bridge the gap.

     

    Any and all answers are appreciated. Thanks!

  3. On 10/27/2016 at 11:05 PM, KingEffinTurtle said:

    I understand asking for a release date can warrant sanctions. However the latest update to the sticky on this thread appears to be from 12/31/2015, which is almost a year ago. I think it is fair to ask if the devs can provide a new update on the status of the mod to confirm this mod isn't dead. Any new media, mod functions, and game-play design would I'm sure be much appreciated by the community.

     

    8 hours ago, itchboy said:

    Regarding all those concerns, final word comes down to bama really. Im around once in a while, but updates and all announcements will have to come from him, not me.

    I, personally, somewhat agree with KingEffinTurtle. I think it should be allowed to ask mod developers for an update (and NOT for a release date) so they can verify the mod isn't dead, or add some previews if the dev choses to. By somewhat agree, I will have to say that users will get a warning if they are constantly spamming, asking for updates.

    • Upvote 3
  4. 28 minutes ago, randomperson139 said:

    There's not really anything in the mod that would cause this. From what I can remember, it's related to the mouse being moved, either during the initial mod loading or while freeplay is loading. 

    See what happens if you make sure and know for certain that the mouse has not moved at all during either loading period.

    I have a similar issue. It is my keyboard though. Tap the movement key in whatever direction you are moving a few times and it should stop moving.

  5. On 1/27/2016 at 7:29 AM, Ben12 said:

    I understand that it's not an em4 mod. If I thought so I wouldn't have posted, that game is too old to be talking about in my opinion. It's just that I thought this was a roleplay thing, so I simply thought it would also have civilians and police, although a focus on fire/ems.

    by the way the game is all multiplayer. there are tons of civillians, police, and ems along with fire on a roleplay sim

  6. On 4/16/2016 at 8:10 AM, Italian Submod said:

    Hi Hoppah, I'm working on a project and I really need of help for my mod. I'd like to use your LimitedFuel script from US Army Mod for the SCBAs, but I can't do it. The air counter of the firefighters doesn't appears in the game, but I put everything in the folders... Could you help me?

    That sounds like a very interesting concept! I would love to try this out in game if you are putting it into your submod (if your name is literal) :).

  7. 9 hours ago, itchboy said:

    Your time is better spent learning to animate the snorken rig to have working support legs. Its fairly easy to do, and Hoppah's tutorial is pretty complete. Better than leaving it non functional, or making excuses in the storyline for it.

     

    As to your hazmat rig, I feel that something along these lines would be more suitable:

    photo4_11306191.jpg

    Its a fairly easy task to simply take the beer truck model I did and put it on to the ATF International cab. Its your decision to do it or not.

    Wow thats one of my state's hazmat units! And yeah that unit would be cool.

  8. On 4/12/2016 at 4:29 PM, Towing Moose said:

    Hello everybody.

    First off, outstanding job to Squad 55, Blackout, and anyone else that worked on this mod. 

    That being said, is there somewhere specific to post a problem I had with not being able to reset a fire alarm?

     

    On 4/14/2016 at 2:36 PM, Blackout said:

    What's the location of the alarm? Was the building on fire when you tried to reset it, or anything on fire near by? Can you attach a screen shot of the alarm in question?

    I have had some glitches with version 4.6 where when normal firefighters reset the alarm box the call doesn't show as completed in the call in menu. This hasn't happened all the time for them though. Sometimes it completes the call. other times it does not.

  9. If anyone still wants to know how to change where vehicles park using existing parking spots, feel free to IM me to help you out. Even if it is a year after this comment still feel free to IM me. On the other hand, can anyone tell me how to add a new VO parking spot to the map?

  10. On 4/11/2016 at 0:34 PM, RestingVermin said:

    What you could do with the foam is that you remove the ladder and pipes on the back sides and extend the height on that area. Like it is in real life. I think it looks a bit weird with the ladders and pipes on a FOAM. Otherwise it looks really good!

    http://www.emergency-planet.com/uploads/monthly_2016_04/FDNYF294.jpg.2a3fcd6799ce14cf1a24718df7e49de8.jpg

    I can model, but I have a problem exporting the .v30. I use blender. I have the plugin and everything but it just won't work. If I could do it I definitely would. But who knows I might learn before this mod is released.

  11. 34 minutes ago, Aether said:

    Station 2 (From Right to left)Engine 2-1, Rescue 2, Engine 2-2, Assistant 2

     

    http://www.emergency-planet.com/uploads/monthly_2016_03/56f5bb9e2b5e6_Em42016-03-1519-10-14-09.png.c56e72d4de03086a600b957b804daa8d.png

    http://www.emergency-planet.com/uploads/monthly_2016_03/56f5bc13c399f_Em42016-03-2419-13-01-48.png.d6b34cce62698a5b7fd498ea8de26ffe.png

    http://www.emergency-planet.com/uploads/monthly_2016_03/56f5bd9407e7d_Em42016-03-2420-19-35-26.png.91105cd0e49583cba5eb2d516b35e992.png

    looks great! I can't wait.

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