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A few beginner modding questions.


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#41 itchboy

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Gepost 06 december 2015 - 03:06

a friend of mine who also plays EM4 had got the cab pack that itchboy made and sent them to me a while back but i haven`t made any attempt to make anything till now since im new to modding and modeling 3d models , i can texture the cab but if itchboy does not want me using them i can respect that and will delete them from my computer if he wants me to do so

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?



#42 LBFDEngine11

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Gepost 06 december 2015 - 03:22

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?

i appreciate you letting me use them and i`m definitely gonna ask for your permission to release them firs, also yes i am trying to make a Long Beach FD Seagrave Engine and Tiller truck.



#43 THVFD

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Gepost 06 december 2015 - 04:36

a friend of mine who also plays EM4 had got the cab pack that itchboy made and sent them to me a while back but i haven`t made any attempt to make anything till now since im new to modding and modeling 3d models , i can texture the cab but if itchboy does not want me using them i can respect that and will delete them from my computer if he wants me to do so


You either have to remove all the textures and all the materials

Or

You have to find all the textures and add them to the materials missing textures


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#44 BogdanM

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Gepost 06 december 2015 - 08:48

LASD Tahoe with oversized Traffic Advisor lights (that are still barely visible ingame). :D

 

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#45 EmC-Unit

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Gepost 06 december 2015 - 09:13

Um, thats looks great!  I would advice you use "smooth" on the moddels.


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#46 BogdanM

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Gepost 06 december 2015 - 10:38

Um, thats looks great!  I would advice you use "smooth" on the moddels.

 

Thanks for the tip, I keep forgetting about it. :)



#47 cops

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Gepost 07 december 2015 - 05:28

good job! the units look awesome! Keep it up :bia:


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#48 BogdanM

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Gepost 07 december 2015 - 07:12

good job! the units look awesome! Keep it up :bia:

 

Thank you! The textures will receive a major makeover to give some visual aid to the car outline. I plan on making another two vehicles and maybe after the first release I will try to do a nice looking Bearcat. JANJUA was very kind and offered his help doing the lights setup, which is a very good thing since my attempt was a major fail... :D



#49 Terrow

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Gepost 08 december 2015 - 05:50

Looks amazing!!! Are you single??? ;) 



#50 BogdanM

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Gepost 10 december 2015 - 09:02

Looks amazing!!! Are you single??? ;)

 

Get in line, you're not the first one who's been courting me. :)) I don't mind the attention though. :P

 

Um, thats looks great!  I would advice you use "smooth" on the moddels.

 

So earlier I thought you were talking about "Smooth vertices" feature, which is nice but it also moves the vertices around. But yesterday I stumbled upon "Smooth faces" and it changed my life. All the jagginess of the model just gone, puff... (I assume that's the smooth you were talking about)

 

I'd also like to ask some advice from anyone who knows how textures work. Since using low poly models didn't improve the performance as much as I would have hoped for, I'm suspecting the way I use textures might be at fault. I've mentioned it in a previous post I'll go over it again, on all the cars I use three textures:

- a 1024x1024 image for body of the stock car - this image is used by the car frame, 2 front doors and the trunk door

- a 512x512 image for all the extras (lightbar, pushbar, wheel, sidemirror, spotlight) - this image is used by the car frame and each of the wheels

- a 512x512 image for the interior which is attached to the car frame

 

Beside scaling down all the textures, which I did with minimal improvements, is there anything I can do to optimize the way the game uses textures? I'll also try to cramp together both the exterior and interior textures into one image. Would it help if I split the texture image for all the extras into separate smaller images that only contain the wheel, the lightbar texture?



#51 EmC-Unit

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Gepost 10 december 2015 - 11:16

I am using 2000x2000 (and 1024x1024 when thats it'chboys) and my game can run all units called somwhere on half empty map with all 140+- bluelights on without that much lagging. And my computer specs rated on youtube coments as a "trash".
 
Using one texture is better than few, it's less for th game to load up and resize when you zoom-unzoom.
 

But yesterday I stumbled upon "Smooth faces" and it changed my life.

 
Many earth cycles ago i found out that i can scale objects with % in zm (with Ctrl+scaling option on the moddel) that changed my too (and other modders was like - you still don't know that? lol.)

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#52 BogdanM

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Gepost 11 december 2015 - 08:34

I've tried the smooth shading feature on a model and it looks great in Blender but when I try the model in the editor, the faces are not smooth. Do I have to do something else to export the model with smooth faces? Something like Ctrl+A for scale and rotation.



#53 EmC-Unit

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Gepost 12 december 2015 - 12:25

Well the game reduce the quality, and render it not like in 3d modding space. Don't know any options, i am only Zm2 user.

Btw if you wish to create a mod, you could try Las Vegas, it has some nice paints.


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#54 BogdanM

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Gepost 12 december 2015 - 12:46

Well the game reduce the quality, and render it not like in 3d modding space. Don't know any options, i am only Zm2 user.

Btw if you wish to create a mod, you could try Las Vegas, it has some nice paints.

 

Ah, of course I don't expect miracles, but with or without smoothing the model in Blender, in the EM editor it looks exactly the same. So I assume I'm not doing the final step where the smooth action gets saved, like when you have to press Ctrl+A to apply a scale, rotation change. 

 

I'm actually doing a police pack for the LA mod, hopefully it will be ready for release at the end of the month or at the beginning of next year. Right now, I'm improving the textures and remapping the models to improve performance.

 

EDIT:

The CVPI models I've made so far and some texture improvements. If you have any ideas how to make the textures better/more realistic, I'd be happy to hear them.

 

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#55 Terrow

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Gepost 12 december 2015 - 06:24

Ah, of course I don't expect miracles, but with or without smoothing the model in Blender, in the EM editor it looks exactly the same. So I assume I'm not doing the final step where the smooth action gets saved, like when you have to press Ctrl+A to apply a scale, rotation change. 

 

I'm actually doing a police pack for the LA mod, hopefully it will be ready for release at the end of the month or at the beginning of next year. Right now, I'm improving the textures and remapping the models to improve performance.

 

EDIT:

The CVPI models I've made so far and some texture improvements. If you have any ideas how to make the textures better/more realistic, I'd be happy to hear them.

 

 

I WANT YOUR BABIES



#56 BogdanM

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Gepost 13 december 2015 - 07:51

I WANT YOUR BABIES

 

Well the models will be available to be used in any other mods if people want to. :)

 

Finished cleaning up the other models. Tomorrow I can finally begin modeling some other vehicles. What would be a good vehicle for the LAPD Bomb Squad? That Ford F-350 with the kitchen cabinet or something else? 

 

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#57 itchboy

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Gepost 14 december 2015 - 02:43

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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.



#58 Engine81

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Gepost 14 december 2015 - 08:36

Well the models will be available to be used in any other mods if people want to. :)

 

Finished cleaning up the other models. Tomorrow I can finally begin modeling some other vehicles. What would be a good vehicle for the LAPD Bomb Squad? That Ford F-350 with the kitchen cabinet or something else? 

 

MzQJPKh.png

 

Great work man! Looking forward to this vehicle pack! BTW if you're going for realism, the lights in the back window of the unmarked cars are blue and yellow not blue in red.



#59 The Loot

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Gepost 16 december 2015 - 02:56

BTW if you're going for realism, the lights in the back window of the unmarked cars are blue and yellow not blue in red.

 

They're also offset to the driver's side of the rear window, and this goes for marked slicktops, too. Newer model vehicles have completely different lighting setups, however, and Youtube sucks for examples.



#60 RangerDog

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Gepost 16 december 2015 - 06:41

Hey, Kinda noob quistion but im trying to learn it....

 

But, On torurials i saw you need a blueprint of the car, but where can you find it? XD


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