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Often people ask how to change events in freeplay to change the game to fit their style of playing more then the original game did. This tutorial will break down the important lines and teach you what things to change and what effect they have. As always [b]BACKUP YOUR ORIGINAL FILES FIRST!!!!!!!!!!!!!!!!!!!!![/b] Next, navigate to the folder your game is installed in and go to \Mods\Los Angeles Mod v1.6\Specs The files are in xml format which is just a text document and easily modifiable. Depending on your computer skill level, you can either open the files directly into notepad by right clicking the file and selecting "Open With" and selecting notepad or wordpad, OR you can change the filename from .xml to .txt There are 4 files you can change to affect freeplay depending on which version of the game you have. [i]fp_params_challenge.xml [/i] <-- Changes the Freeplay Challenge mode in EM4 and FR [i]fp_params_endless.xml[/i] <-- Changes the Freeplay Endless mode in EM4 and FR [i]fp_params_challenge_d.xml[/i] <-- Changes the Freeplay Challenge mode in Deluxe [i]fp_params_endless_d.xml[/i] <-- Changes the Freeplay Endless mode in Deluxe You can change all of the files or just the one of the mode you play the most. ------ [i]<MinDurationBetweenEvents value = "30.0" /> [/i] This is the minimum duration between two events. If things are happening too quickly for you, or one on top of another, you can change this to whatever you'd like. Most people find 120 or 140 to be a comfortable setting [i]<StartBudget value="150000"/> <MaxBudget value="400000"/> <Earnings value="30000"/> [/i] These are the initial amount of money you have, the max amount you can have, and how much you earn each time the game gives you your pay. Change these number to increase or decrease the amount you want. [i]<InitialEventWaitDuration value="5.0"/>[/i] How long from the time the game starts until you get your first event. Some people like to increase this time so they can get their units on patrol and set up the map the way they like first. [i]<starttime value="7:30"/>[/i] What time of day the game starts at. Change it to midnight or to noon or to any other time you wish. [i]<TrainCycle value="240.0"/> <!-- in seconds -->[/i] How often the train comes through. If you find yourself frustrated by the train, you can set it to a high number like 9999.0 to see it less often. --------------------- [b]Editing Events[/b] Some people only like fire events, some like police events, this section will break down an event and all of the factors you can change. [code] <EFPEventFall> <Enabled value = "1" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "0.4" /> <Worth value = "4.0" /> <SupervisorStart value = "ID_SUPERV_EVENT17" /> <SupervisorFinish value = "" /> </EFPEventFall>[/code] This is a typical event for freeplay [code]<EFPEventFall> </EFPEventFall>[/code] Opening and closing tags that describe the event itself. This would be a Fallen person medical aid. [code]<Enabled value = "1" />[/code] 1 is enabled, 0 is disabled. Like an on/off switch [code]<!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "0.4" />[/code] This tag is debatable, many of us have noticed that incidents with a lower number happen more often then those with a higher number. Setting it to 0.0 also has the effect of disabling the incident. --- There are many other event tags, but for the most part they are self explanatory such as how long a person waits, how far they run, and whether or not they are armed. Another thing you can change is the weather. [code] <weather name="fair" changeduration="15.0" minduration="60" maxduration="180"> <fog intensity="0.0" color="ffffff"/> <rain intensity="0.0"/> <storm intensity="0.0" speed="0.0"/> <flash frequencyfactor="0.0"/> <sound name=""/> <sound2 name=""/> <transition state="cloudy" weight="1.5"/> <transition state="misty" weight="0.7"/> </weather>[/code] You can see that for a nice day, all of the fog, rain, storm and everything is set to 0.0. It also shows that after that, it will transition to either cloudy or misty. If weather slows down your system, or you just accept the fact that in Los Angeles, we go nearly all year without any rain, you can change many of these factors. You can go down to the bad weather and set them all to 0.0. You can remove the transition state lines in fair, and then remove all of the other weather types. Or you can find your own happy medium that you prefer. ----- Remember to save the file to the same location and if you changed the file name to .txt, remember to put it back as .xml I hope that helps, Mike6 points
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Hello all, this tutorial will touch on the basics of lighting in Emergency 4, an essential part of a mod that can make the difference between a great mod and a mediocre mod. First off I'll touch on the different things you'll encounter in the editor. Coronas This is the most basic part of a light and can be placed wherever you want to see the glow. There's many options for colours, which can come stock, or designed through photo editing programs. http://i.imgur.com/Q29tT3p.png Here you can see the drop down menu letting you select the types of coronas. They're generally pretty basically named, so it shouldn't be too hard to figure out what one you'd like. If you're lighting a unit that has different colour/shades of lights than you see here, you can make a corona file and name it your own, as seen with my corona4_nfk_red.tga. Files are saved : Mod:Textures\Coronas and saved as targa files, 32x32 for best results. Generally speaking again, less is more however more coronas is not the most damaging thing you can do Radiation This is a very controversial part among modders. Too much will ruin your lights, your unit and possibly the game experience. The modders I spoke with on this had divided opinions on how much to use and why. No radiation, period: While this will certainly increase the overall performance of your units, and prevent any radiation related issues, it's the most extreme and not really necessary. Basic Radiation Only: This means only placing subtle radiation on brake and headlights. This means that you have at least the basics, but doesn't give you a glowing effect or the ground effects you associate with emergency vehicles in real life. Heavy Radiation: Putting a radiation box for every flash does provide a realistic lighting effect, which looks great in youtube videos and show cases but it is hard on the old engine that runs this game. Although a unit or two on a map may work well with heavy radiation, when combined with the high poly models that are commonplace now as well as the effects happening in the game, FPS will drop and the mod will become virtually unplayable. Strategic radiation: As you can tell, this is my preference, so I am biased on this, but where the game is older, even maximized systems will struggle without optimization of every part of the game, including lighting effects. Generally speaking, vehicles will have a main light system, maybe a full sized light bar, or interior lighting systems. The trick is to find the main system functioning and place radiation around it in a way that looks close. Placing a radiation block near the light will work. For Ambulances where they have perimeter lighting, flash patterns can be emulated following a similar method, just moving the radiation to the lighthead. A standard LED Lightbar is likely to have a 1-2 pattern, where sides flash opposite to each other. This is particularly common in ambulances and police vehicles. By placing radiation on one light for each flash on each side will help produce a realistic ground effect without being too heavy on resources. While it will not emulate ground effects for perimeter lights or other area lighting, it gives enough detail for bird eye view, like in this game. This type of radiation works best on patterns such as seen on this lightbar: https://youtu.be/IxwxcNC8SQQ?t=24 For vehicles such as fire trucks or vehicles with one rotating light can achieve ground effects that are not taxing, but still can look aesthetically pleasing. Fire Trucks have a weird lighting layout many times, such as the Ladder in Hoppah's LA Mod. The trick lies in placing radiation on sides where lightbars would shine in real life, but by placing them in alternating time flashes as well as slight location differences. When activated, the ground effects will show a flashing effect. It differs from unit to unit, but can be achieve with some playing around and timing. I complied some images in an album here to show you what I'm talking about. How to make realistic lights LED Lights: As vehicles get newer, agencies have been shifting to LED for their superior performance in many areas including brightness, visibility, cost and maintenance. These are pretty easy in comparison to halogen lights, especially the way this game was designed. Start by placing the corona in the area you want, switch to polygon mode and begin drawing by clicking to place corners. You should try to create a box around the lighthead. What this does is puts a glowing area that is supposedly lit up by the light when it flashes. Back to light mode, you can set flash frequency and intensity. The former is of course how fast the light blinks and the latter is how quick it turns off. A higher intensity will mean a shorter, quicker blink. When you feel as if you're ready, you can copy and paste the light, changing the flash offset value, which will change timing. Depending on the speed at which your light flashes and the pattern you're trying to emulate, you will range anywhere between. A 1 is on when 0 is off. For reference, for a standard alternating strobe type pattern, I set speed of 4.00, two lights on either light head, 0.00 and 0.50 offset for the first light, and 1.00 and 1.5 for the other light, all with a 0.95 intensity. Play around with it, see what works for you. Rotating Lights: This is something that everyone has a totally different way of doing, and you'll probably change your method a dozen times before you find something you like. There's a bunch of methods, so I'll outline some that I've used and been told about. Single corona: This is the first one that was very popular seen in mods. It's featured in the LA mod and based off of the idea that you see a blink when the light flashes. It's the way the base game started. It's light, but it doesn't look all that great. Don't do it, you're better than that if you're taking the time to read this. 4 alternating coronas in a square pattern: So this is the first way I learned, and it's by placing them in a tight square, with a high intensity, speed and an offset of 0.25 each. This creates a spinning type effect when zoomed out a little bit. The problem is, this means 4 lights for every effect. Not only that but there is also the lack of a "blink" that you see when looking at a light in real life. 4 alternating coronas in a square pattern with flash: I've seen some mods with this lately, it's meant to address the blink you see in real life. You still get a rotating effect and the flash. This addresses one issue, but adds another when it puts in an additional light. The blink is usually timed with one of the other lights' offset 2 coronas with flash: So this is the one I personally use now, as well as many other people coming up. The method is placing two coronas, usually 0.50 offset apart. On models with clear lenses, it's easier to do this. I recommend trying it on this type first as it's easier to place them. Hoppah has a pack in his LA mod to practice on. I place the coronas on either side of the rotator beacon. In the middle then, I place a larger corona, at half way between the offsets (0.00, 0.50 = 0.25) at full intensity to create that blink. I personally also change the corona type to a different one. I may use 5_red for either side and _redlight for the flash. That works for me and my units, but you need to do what works for you and more importantly the units you're representing. Hopefully this provides a brief overview of the basics, some methods on how to get you started and explains some choices. If you have any questions, comments or your own thoughts to add, please let me know in the comments section2 points
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[b]1.[/b] Import both the person model you want to edit, as well as the object model you are adding. Make sure the person's .VMO file is in the same directory/folder as .v3o file you are importing - the .VMO file contains the skeleton, bones, and animation sets. [b]2[/b]. Position the new object where you want it on the person model. [b]3.[/b] Attach the object to the person model. (Modify --> Attach) [b]4.[/b] Paint influence of the desired bone onto the object's vertices. For instance: a new helmet will be influenced entirely by the head bone.[list] [*]4.1. Cycle through bones until you have highlighted the desired bone. (Rigging --> Skeleton --> Set next skeleton bone as current) [*]4.2. Once the desired bone is highlighted, select the tool to assign desired vertices to highlighted bone. (Rigging --> Influence --> Copy vertices weights between or within object). [*]4.3. Enable vertex editing mode (Key "1", click on model in viewport). Ensure "Auto" (bottom right corner) is enabled by pressing the spacebar. Using the influence tool, click and drag a box over the desired vertices to assign influence. [*]4.4. Once desired vertices are selected, disable "Auto" (spacebar). Click in viewport once. [*]4.5. Use the painting tool (Rigging --> Influence --> Paint weight of current bone on vertices) to paint bone weight onto any stray vertices. This is sometimes required if the first tool does not correctly assign all of the vertices to the desired bone. [b]Note[/b]: It may take several passes of the paint brush to correctly assign all vertices. You want all desired vertices to be the same solid color of the highlighted bone. [*]4.6. Enable object editing mode (Key "4"). Select normalizing tool (Rigging --> Influence --> Normalize weight on vertices). Click model. [/list] [b]5.[/b] Export .v3o file. [b]IMPORTANT NOTES:[/b] 1. You can check that vertices were assigned to correct bone by opening up .v3o file in Notepad and checking that all new vertices (#, 1024, #, 1024, etc) are listed under correct K/Anchor bone at the very bottom of the file. 2. Sometimes the automated assigning tool in step 4.2 does not assign all vertices correctly. Use tool described in 4.5 to clean up any stray vertices.2 points
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Emergency 4 - Adding Vehicles Difficulty: Moderate Programs used: Emergency 4 (v1.3) Editor WordPad or Notepad This tuturial will teach you how to add a new vehicle to your mod step by step. You should already have a model and texture file. Besides this tutorial, it can be VERY useful to compare your files with other mods or original files. In this tutorial, the following vehicle will be added to a mod: Image 01: Vehicle ========================== NEW FOLDERS: 1. Adding new vehicles requires the following folders in your mod if you don't have them already: Lang, Models, Prototypes, Specs and Units. Image 02: Add new folders 2. All files in your mod are sorted in subfolders. You need to create those folders too. 3. In case you want to add a police vehicle you need to make the following folders in your mod folder: .../Models/Vehicles/Police/ .../Prototypes/Vehicles/Police/ 4. Now, move all model- and texture files from your vehicle to your .../Models/Vehicles/Police/ folder. Image 03: Subfolders and the model- and texture files In case you are renaming your model- and texture files: 5. You need to make sure the texture files are linked to their model files, otherwise each model is missing their textures. 6. Open each model file (.V3O) with WordPad and look for the texture name. Change it to your new texture name and save the file. NOTE: If you're seeing a lot of weird symbols, the model is locked/packed (all Emergency 4 model files are). You can unpack the model file in the Emergency 4 editor. Start the editor. Go to Modifications -> Unpack file... It doesn't matter if your file is packed or not. Emergency 4 can read both. Image 04: Change texture name in model files ========================== CREATING AND EDITING BODY PROTOTYPE FILES: 7. When you have moved your model- and texture files to your mod you need to make prototype files. Each object of your vehicle has its own prototype file (body, doors, wheels etc...). Lets start with the body of the new vehicle. 8. Start the editor and always load your mod (Modifications -> My mod) first, otherwise the changes won't be made in your modfolder, but inside the Data folder of Emergency 4. 9. If you're not seeing the object window, go to Edit -> Scene. 10. Click on Vehicles -> Police (just like those subfolders in step 9) and click on NEW. 11. A new window will appear. The first thing you have to do is linking your model file to the prototype file. 12. Click on Browse behind Modelfile: and search the model file of the body of your new vehicle. Click OK. Your model is linked to the prototype file and can be viewed in the editor if you click on OK in the prototype window. 13. Each object in Emergency 4 has some options which need to be checked or not. For vehicles check the following options in the bottom of the prototype window: A black dot in: Physics, Children, Lights, Traits and General. A little cross in: Fire Use 'Custom' as Placement. 14. Now, you have to edit the Traits of your object. Click on Edit Traits. A new window will appear. Change the Flags first. Usually, most Emergency vehicles use Shootable, Coolable, Transportable - ASF and Recoverable - FGrR. If you want to have equipment inside the car, check some flags under Contained Equipment too (not more than 6). Voice/Sound is for the type of voice for your vehicle. Emergency 4 has 3 different voices (0, 1 and 2). Set the gender (for vehicles: Male or Female). Choose your type of vehicle under TaskForce Vehicle Type. Because our vehicle is a simple police vehicle we choose Police StW this time. Setting the Explosion Settings: Effect means which particle is used when your car explodes. Wreck Prototype is the wreck of the car after the explosion. Setting the Passenger and Transports: Those two values are only used when you place vehicles on maps in the editor. Setting the Material: Each object in Emergency 4 has a material. Normal vehicles usually have Car as Material. 15. When you're done with the Traits, click OK. 16. You need to assign commands to the vehicle. Click on Edit Commands. Required commands for most vehicles are: MoveTo, EmptyCar and GoHome. It is not very difficult to understand what those commands mean. 17. If you want to add lights to your car use the Light Editor function (Edit Lights). It is not very difficult to learn to add new lights. Comparing with other cars works most of the time. Image 05: Create a prototype file Image 06: Link prototype file to model Image 07: Check options Image 08: Edit Traits Image 09: Add commands ========================== CREATING AND EDITING WHEEL AND DOOR PROTOTYPE FILES: 18. The prototype files of the wheels and doors are basicly the same as body prototypes, except that you don't have to edit the General, Traits and Lights options. 19. Just like the body prototype file, create a new prototype file in the same folder as the body prototype file. 20. All door prototype files have to end with "_door##" and wheels with "_wheel##" (## stands for 2 numbers), so in this tutorial the first wheel prototype file name could be "new_car_door01". This is very important, because otherwise Emergency 4 won't reconize the wheels and doors. 21. When you've created a wheel or door, assign a door- or wheel model to the prototype file (step 18) and you're done. When you restart the editor, the door- and wheel prototypes can be found in Objects -> _VehicleParts_doors and _VehicleParts_wheels. Image 10: All prototype files ready ========================== ADDING DOORS AND WHEELS TO YOUR CAR: 22. Before you are going to add the doors and wheels to the body, make sure all prototype files are correct and that the models show up with the right texture. Addings wheels to your car is very easy. Go to your new car in the object window, then Edit -> Edit Children -> Edit Wheels. 23. Look for the wheel you've made in the list and press Add. If you can't find your wheel, the file name propably didn't end with "_wheel" and a number. 24. Use the Preview window to position the first wheel. Use ALT and your mouse to change the height. You might want to use Snap angles or Snap to objects to make it easier to position the wheel. 25. Use Copy Wheel to make the three others wheels which have the same height as the first wheel. Position them too. 26. Now, go to Edit Doors and add all doors to your vehicle and position them. Snap to object and Snap angles can be very useful. 27. On the right side of the Children window you can change some things. Change Axis to change the way the door opens. Change Door Action for which action the door will be opened. 28. You also want to add other objects (childs) to your vehicle like a lightbar. Use the Edit Children -> Edit Childs function then. Image 11: Adding wheels Image 12: Adding doors ========================== UNIT ID: 29. Each vehicle or person has its own ID (Identification) name. This ID is used to reconize the vehicle. The name of each vehicle is attached to their ID. Each vehicle has its own unit.xml file. All those files must be placed in a new folder. 30. So, we are going to change the Units folder. Our vehicle is a Police type vehicle so you need to create the following folders in the Units folder. .../Vehicles/Police/ 31. Create another folder in the Police folder. The name doesn't really matter. But the way how the vehicles are sorted ingame is based on the names of the folders. In this tutorial we create a folder called "001newcar". 32. Besides unit.xml, all menu pictures are also placed in that folder. The best way to change unit.xml for a new vehicle, is copying an existing file and changing it. About those menu pictures: Each car needs eight images. One large image which will appear in the lower right window when you select the vehicle. Four images are needed for the menu and three for the TransAid menu. If you are known with programs like Photoshop it's not very difficult to make new images for your vehicles. On the bottom of this tutorial you can download empty unit images. You only have to add a picture of your vehicle to those images. 33. Copy an existing unit.xml from the ".../Emergency 4/Data/Units/..." folder to your new folder and open it with WordPad or Notepad. 34. Make up a unit ID for your vehicle and enter it between the brackets in the first line. I've used: CV_LAPD. You will need that ID later! There are two large parts in this file which are basicly the same; campaign and freeplay. Most things will speak for themselves, but some things are important to know: Maximum number of 'space value' is 8. Maximum number of 'loadspace value' is 9. Don't add more than 4 unit ID's. Don't add more than 6 equipment ID's. Adding 22 to 'mission value' in the freeplay part is required to use the vehicle in freeplay. 35. When you are done, save the file. You can open .xml files with Internet Explorer to check it for mistakes. If Internet Explorer gives an error, something is wrong with the file. Image 13: Create unit folder Image 14: Files inside the unit folder Image 15: Changing unit.xml ========================== SPECS: 36. Some files in the Specs folder are required when you add a vehicle to your mod. Copy the following files from your .../Emergency 4/Data/Specs folder to the Specs folder in your mod: freeplaybase.xml freeplaybase_mp.xml portraits.xml metastrings.xml freeplaybase_d.xml (if you have EM4 Deluxe) 37. Open freeplaybase.xml with Wordpad. Every available vehicle in freeplay has their own line. 'count' means the number of vehicles in your garage which have already been bought. Copy/Paste or change one of the lines and enter the path to your new vehicle. Do this for freeplaybase_mp.xml (for multiplayer) and/or freeplaybase_d.xml (if you have EM4 Deluxe) too. 38. Open portraits.xml with WordPad. Just like in freeplaybase.xml has each vehicle has their own line. Copy/Paste or change one of the lines, enter the correct path to your new vehicle prototype. Enter the Unit ID which has been made up in step 40 and enter the exact same name behind 'text' and 'unit'. Image 16: Specs folder Image 17: Changing freeplaybase.xml Image 18: Changing portraits.xml ========================== TEXT (LANGUAGE) FILES: 39. Copy the following files from your .../Emergency 4/Data/Lang/[game language]/ to your mod: infotexts.xml portraits.xml 40. Make sure the paths to these files have been changed in metastrings.xml too. 41. Open infotexts.xml Each unit must have three lines with a text: ID_NAME_[unit ID] The name of the unit. ID_PURPOSE_[unit ID] Some information about the unit. ID_TOOLTIP_[unit ID] Text which appears when you move your cursur over the menu image of the unit. Make sure to enter the unit ID correctly and make up a name, purpose and tooltip text. 42. Open portraits.xml Just like infotexts.xml each unit has a line with text. This text will appear in the lower right window when you select your new vehicle. ID_PORTRAIT_[unit ID] 43. When you're done with the text files, your vehicle should be ready to use ingame. 44. Start Emergency 4, load your mod, start a mission or freeplay and play with your vehicle! Image 19: Text files Image 20: Changing infotexts.xml Image 21: Changing portraits.xml Download empty unit images: Emergency 4 Unit Images For questions about this tutorial: Ask in the forum ========================== Tutorial made by Hoppah July 20071 point
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[b]Emergency 4 - Basic modding info[/b] Difficulty: Easy Programs used: Emergency 4 Editor (v1.3) WordPad ========================== HOW DO I UNDERSTAND MODDING? By reading tutorials you won't learn everything about modding, because it's not possible to explain every detail in tutorials. You have to put time in understanding every aspect. Comparing stuff is VERY important. You can compare your mod with other mods or even the Data folder to learn how a mod is build up. You will learn much more from that than reading tutorials or asking questions. ========================== MODS IN EMERGENCY 4: Unpacked and installed Emergency 4 mods can be found in your "~/Emergency 4/Mods/" folder. Each mod has its own folder and the content of that folder will look similar to the content of the Emergency 4/Data folder. When you start Emergency 4, files in the Data folder will be loaded. when you load a mod, all files in the mod folder will be loaded, possibly overwriting files from the Data folder. This means you only have to add files to your mod which have been changed for your mod. You can load mods in the Modifications screen after you have started Emergency 4. You can only load one mod at the same time! You have to restart Emergency 4 when you want to play another mod. ========================== CREATE A MOD FOLDER: To create a new mod, start the Emergency 4 editor, go to Modifications -> Create a new mod... Make up a mod name. For example: "My mod". Click on Create -> OK. A new folder with your mod name is created in your .../Emergency 4/Mods/ folder. You can now load your mod under the Modification menu in the editor or game. [url="http://www.emergency-planet.com/tutorials/modinfo_01.jpg"]Image 01: Create a mod[/url] ========================== MOD STRUCTURE: Just like the Data folder files must be placed in folders and subfolders. Models must be placed in the Models folder, prototypes in the Prototypes folder and etc... Example: If you want to reskin the STW you have to copy rtw.dds from your "/Emergency 4/Data/Models/Vehicles/Police/" folder to your "/YourMod/Models/Vehicles/Police/" folder. Create new folders when necessary. You don't have to copy the models or prototype files of the STW because the copied STW file will just 'overwrite' the original one when you load the mod. ========================== PACK YOUR MOD: You can pack your mod to an .e4mod file with the ModInstaller. You can find the ModInstaller in your Emergency 4 directory or a shortcut under the Start menu. When you've started the ModInstaller, select your mod and click 'Pack'. Type a file name and click OK. The ModInstall will make the package now. ========================== OBJECTS IN EMERGENCY 4: Every object (including vehicles) in Emergency 4 has three main file types. *.E4P - Prototype file extension. All ingame information about the object is saved in this file, like the lights, vehicle type, physics, doors, wheels and superstructures. *.V3O - Model file extension. 3D objects and animations are saved in this file. *.DDS - Texture file extension. Changing this file will change the colour of your vehicle. This file belongs to the model file. The prototype files always belong in subfolders in the Prototypes folder. Vehicle, persons, objects, houses and openhouses prototypes are different, the game will only reconize them when they placed in the subfolders. The model- and texture files always belong together in subfolders in the Models folder. ========================== TEXT (LANGUAGE) FILES: To load text files you have to make a Lang folder (and subfolder) in your mod. Copy language files from your .../Emergency 4/Data/Lang/[game language]/ folder to this folder. Also copy metastrings.xml from your .../Emergency 4/Data/Specs/ folder to your mod (in the Specs folder). Open metastrings.xml with WordPad. The paths to the language files must be changed or different a game language won't open your language files. Change the paths so they look like this: "mod:Lang/en/infotexts.xml" "mod:Lang/en/portraits.xml" In this case the language files have been placed the subfolder 'en' too. For questions about this tutorial: [url="http://forum.emergency-planet.com/index.php?showtopic=3429"]Emergency 4 - Basic Modding Info[/url] ========================== Tutorial made by Hoppah March 20081 point
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Game Resources This section will be broke down into several additional sections to break everything down by category. In each of these categories will be a list of the equipment types available and a list of their individual equipment abilities. This will also include a list of the various personnel available in that category and their abilities. In each of the sub-categories I will review the personnel and their abilities first. Listed behind each item/description there will be an abbreviation contained in parentheses that will be used periodically through this walkthrough. 1. Fire Units ,Personnel and Available Equipment A. Available Equipment Fire Extinguisher (FE) - Used to extinguish small fires and cool small hot spots. Fire Hose (FH) - Used to extinguish larger fires and cool larger hot spots. Rescue Cutter (RC) - Used to aid in removing trapped individuals from wreckage. Power Saw (PS) - Used to remove trees that may be blocking a path you need. Fireman's Axe (FA) - Used to break down locked doors to gain access to trapped individuals. Inflatable Life Net (ILN) - Placed near a building with individuals trapped on higher fllors to evacuate them. B. Available Personnel Fire Fighter (FF) - Cost 25 Credits. Can use all available equipment and relocate injured victims. Fire Fighter w/ Respiratory (FF/R) - Cost 75 Credits. Used in heavy smoke situations. Can use fire extinguisher, fire hose and power saw. Can also relocate injured victims. Fire Fighter w/ ABC (FF/ABC) - Cost 100 Credits. Used in situations with chemical, biological or radioactive exposure. Can use fire extinguisher, fireman's axe and relocate injured victims. Fire Brigade Diver (FBD) - Cost 250 Credits. Used to rescue vitims in water. Also used to search for sunken objects and mark them for recovery. C. Available Vehicles RW - Equipment Vehicle (RW) - Cost 1500 Credits. Transports 3 Teams. Carries all available equipment and can transport all personnel. TLF - Fire Truck (TLF) - Cost 2500 Credits. Transports 3 Teams. Equipment - FE and FA. Can transport all personnel. DLK - Aerial Ladder Vehicle (DLK) - Cost 2500 Credits. Transports 2 Teams. Carries no equipment. Can Transport all personnel. If placed near a multi-story building will transport a fire brigade team to higher floor to evacuate trapped victims. LPF - Fire Extinguishing Tank (LPF) - Cost 3000 Credits. Transports 2 Teams. Carries no equipment. Can Transport all personnel. Design makes it suitable for fighting extremely hot fires. ASF - Towing Vehicle (ASF) - Cost 250 Credits. Carries no equipment. Transports no personnel. Used to remove vehicle wreckage and certain pieces of debris. Dekon P - Decontamination Vehicle (DP) - Cost 2500 Credits. Carries no equipment. Can only transport FF/ABC. Helps decontaminate those who have been exposed to biological, radioactive or chemical substances. TFMB - Transport Vehicle Motorboat (TFMB) - Cost 750 Credits. Carries no equipment, but can carry fire brigade teams equipped with equipment. Can carry 4 fire brigade teams AND 4 rescued parties. Used to transport resources in water. Can rescue victims in water and retrieve objects in water. LF - Fire Extinguishing Aircraft (LF) - Cost 4000 Credits. Used to combat fires spread over a large area. Do not use in residential/inhabited areas as people will be hurt from spray. Once assigned to mission it will not be available again for three minutes. FLB - Fire Extinguishing Boat (FLB) - Cost 3000 Credits. Carries no equipment. Transports no personnel. Used to extinguish items on/near water. Has an extremely long range. 2. Technical Units and Personnel A. Available Personnel Engineer (EG) - Cost 500 Credits. Used to repair defective signals and crossings. Can also operate a wide variety of equipemt meant to turn on/off certain items. B. Available Vehicles FGrL - EKW Emergency Car (FGRL) - Cost 150 Credits. Used to transport EG from location to location as fast as possible. FGrR - Salvage Vehicle (FGRR) - Cost 2000 Credits. Used to lift/move heavy loads to rescue people trapped under it or to create a path to reach victims. FGrB - Bridge Laying Vehicle (FGRB) - Cost 3000 Credits. Used to lay pontoon bridge to allow emergency vehicles to cross river. Once a pontoon bridge is laid, it can not be retrieved. 3. Police Forces Vehicles, Personnel and Equipment A. Available Equipment Roadblock (RB) - Used as a barrier for blocking streets or paths. If a car runs over a roadblock it functions as a spike strip and will flatten their tires. Can be picked up and moved if neccessary. Stun Grenade (SG) - Should only be used in dangerous or unpredictable situations. Blinds and Disorients all people in bladt radius. B. Available Personnel Policeman (PM) - Cost 25 Credits. Can use roadblock. Used to interrogate and arrest people. Police Psychologist (PP) - Cost 25 Credits. Used to negotiate with hostage takers or talk to a panicked citizen to help calm them down. Marksman (MM) - Cost 200 Credits. Can use stun grenade. Can interrogate and arrest people if weapon is not drawn. Weapon provides a non lethal shot everytime. Sharp Shooter (SS) - Cost 350 Credits. Carries a standard precision sharp-shooter rifle. Used only in extreme situations as every shot is fatal. C. Available Vehicles StW - Patrol Car (STW) - Cost 150 Credits. Transports 2 members of the police forces. Can also transport arrested persons. MTW - Personnel Carrier Vehicle (MTW) - Cost 500 Credits. Transports 6 members of the police forces. Carries Roadblock. Can also transport arrested persons. SW - Special Car (SW) - Cost 1000 Credits. Transports 6 members of the police forces. Carries Roadblock and Stun grenade. Can also transport arrested persons. This is basically a armoured police van. PHC - Police Helicopter (PHC) - Cost 3000 Credits. Transports 2 members of the police forces. Can automatically track vehicles/people with its spotlight. Has externally mounted loudspeakers that can be used to evacuate a building. WaW - Water Cannon (WAW) - Cost 1000 Credits. Used to hold and/or push back a crowd with its auto slewing water cannon. FLIGHT - Getaway Car (FLIGHT) - Costs 500 Credits. If you would like to fulfil the demands made by the hostage-takers, you can provide them with such a vehicle. 4. Rescue Service Teams A. Available Personnel RM - Rescue Medic (RM) - Cost 25 Credits. Used to move victims from mission area using a stretcher. ED - Emergency Doctor (ED) - Cost 75 Credits. Only he/she can perform exam on patient prior to transport. Can also make reanimation attempt if neccessary. RDH - Rescue Dog Handler (RDH) - Cost 75 Credits. Consists of handler and rescue dog. Unit is responsible for searching for and locating people in obscure areas or trapped under debris. B. Available Vehicles NEF - Emergency Ambulance (NEF) - Cost 150 Credits. Transports 1 member of rescue services. Used to transport emergency doctor to scene quickly. RTW - Rescue Transport Vehicle (RTW) - Cost 500 Credits. Transports 2 members of rescue services. Used to transport ED and RM to scene and then take victim away from scene. RHF - Rescue Dog Vehicle (RHF) - Cost 150 Credits. Transports 1 member of rescue services. Used to transport the rescue dog handler and rescue dog to the scene. RHC - Rescue Helicopter (RHC) - Cost 3000 Credits. Transports 2 members of rescue services. Used in areas not accessible by ground. Injured can be airlifted with stretcher and taken elsewhere. ITW - Intensive Transportation Vehicle (ITW) - Cost 3000 Credits. Transports 4 members of rescue services. Transports 9 victims. Used to treat and transport a large number of patients. Victims must still be examined by doctor before entering, but will be stabilized automatically once inside.1 point
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Hi, I have made a new tutorial for the interested people. The tutorial is about creating 3D-models. A 'high polygon' 3D model is used as an example in this tutorial. That's not illegal in any way, because that model is used as example only. The purpose of this tutorial is explaining the most important functions in Zmodeler 2, so that you can make a start with 3D-modeling. The tutorial is large, so read everything very careful. Don't go further until you've understand it. I've tried to explain everything as easy as possible. But some parts were very hard to explain. Zmodeler 2 website: [url="http://www.zmodeler2.com"]www.zmodeler2.com[/url] [b]3D-Modeling with Zmodeler 2 (v2.0.7.802)[/b] Difficulty: Moderate Programs used: Zmodeler 2 (v2.0.7.802) Registered Version This tutorial will teach you how to create an entirely new model based on a high polygon model. Starting with this type of 3D-modeling, you will learn the basics of using Zmodeler 2 quickly. The example used in this tutorial is a high and low polygon Volvo XC90. The high polygon model is used as an example only. No parts or whatsoever are used/copied onto the new model. The main purpose of this tutorial is to explain you how to use the tools for 3D-modeling in Zmodeler 2. ========================== WHAT IS A 3D MODEL? A 3D model is a representation of a three-dimensional object. High polygon models are more detailed than lower polygon models, but high polygon models can cause lag in Emergency 3 and 4 and are more difficult to make. Because Emergency 3 and 4 are using top view will never see the small details of high polygon models. That's why low polygon models are good enough. Two screenshots of a high and low polygon Volvo XC90 below: [url="http://www.emergency-planet.com/tutorials/3dmodel_01.jpg"]Image 01: Volvo XC90, high polygon model (40.000 polygons)[/url] [url="http://www.emergency-planet.com/tutorials/3dmodel_02.jpg"]Image 02: Volvo XC90, low polygon model (800 polygons)[/url] ========================== TIPS BEFORE STARTING: The best way to create a new vehicle is to model one of the sides of the vehicle first. When you are finished you copy and mirror the side, so your vehicle will be symmetrical. [url="http://www.emergency-planet.com/tutorials/3dmodel_03.jpg"]Image 03: One side (half) of a model[/url] Wheels and doors are seperate models and detached from the main model. You can view all models in the Scene nodes browser window. You can hide or show models there. To activate the Scene nodes browser in case you don't see it: Go to View -> Floaters and enable Scene Nodes Browser. A very important thing is to learn to work with different views. The most important views are Right/Left, Front, Top and Perspective view. [url="http://www.emergency-planet.com/tutorials/3dmodel_04.jpg"]Image 04: Scene nodes brower[/url] [url="http://www.emergency-planet.com/tutorials/3dmodel_05.jpg"]Image 05: Active Scene nodes browser[/url] ========================== MODES AND AXES: To change positions of your polygons, you need to work with X, Y or Z axes. On the top of your screen there are three buttons (X, Y, and Z): - When you enable X, you can move your object on the X-axis (horizontal line, left or right) only. - When you enable Y, you can move your object on the Y-axis (vertical line, up or down) only. - When you enable X and Y both, you can move your object to all directions except Z-axis (depth). - When you enable Z, you can change the depth of your object. There are five different modes. Their buttons can be found on top of your screen. Explanation of the modes from left to right: - Manupulator: Is not used in this tutorial. - Vertex Mode (hotkey 1): Each polygon has three corners. Those corners are called vertices (plural of vertex). In Vertex Mode, you can move those vertices only. This is the most used mode in this tutorial. - Edge Mode (hotkey 2): Not used in this tutorial, but you can move the lines between vertices then. - Polygon Mode (hotkey 3): For polygons. - Object (hotkey 4): For whole objects. [url="http://www.emergency-planet.com/tutorials/3dmodel_06.jpg"]Image 06: Modes and axes[/url] ========================== HOW TO BEGIN ON A NEW MODEL BASED ON A HIGH POLYGON MODEL: 1. Find a high polygon model somewhere (on the Internet) and import it into Zmodeler 2. Only the shape of the model is important, so you don't have to worry about other things like colours. Some high polygons models have multiple objects (like the chassis, body, doors, wheels, bumpers, windows, interior). Only the body is important, so you can hide or delete any other objects in the Scene nodes browser. 2. Make sure you are in Object Mode (hotkey 4). 3. Then, go to Create -> Surface -> Grid and create the first polygons somewhere near the high polygon model. A good place to start is near the wheel houses. [url="http://www.emergency-planet.com/tutorials/3dmodel_07.jpg"]Image 07: Import a model[/url] [url="http://www.emergency-planet.com/tutorials/3dmodel_08.jpg"]Image 08: Create surface[/url] ========================== MOVING VERTICES: 4. As you can see in image 8 in front view, you will notice the polygons aren't positioned correctly. They are placed in the middle. This will happen all the time when add new polygons to your model. Working in left or right view, perspective view and front view is the easiest way to change the position. 5. First, enable Vertex Mode (hotkey 1) and click on the NEW model once. Red dots will appear on the corners (vertices) of the polygons. 6. To change the position you need to determine which axis you want to change. For example: If you want to move a vertex to the left in front view, you need to enable X-axis. 7. Use the Modify -> Move tool to move vertices. Keep checking perspective view too until all vertices are in the same shape of the high polygon model. [url="http://www.emergency-planet.com/tutorials/3dmodel_09.jpg"]Image 09: Moving a vertex[/url] [url="http://www.emergency-planet.com/tutorials/3dmodel_10.jpg"]Image 10: Moving the other vertices[/url] ========================== ADDING MORE POLYGONS: 8. Now, you know how to change positions of polygons, you can start adding more polygons. Make sure you stay in Vertex mode (hotkey 1) and go to Create -> Polygon -> Single. 9. You can add new polygons to your model. [url="http://www.emergency-planet.com/tutorials/3dmodel_11.jpg"]Image 11: Adding a new polygon[/url] 10. It's possible that the position of the new polygon is not right, use the instructions from step 6 and 7 again to move the vertex to the right position. 11. Try to add more polygons and try to make a nice shape. Think about important parts of the vehicle, like doors. 12. This part can be very extremely difficult for a new modeler, but you will improve when you do this more often. [url="http://www.emergency-planet.com/tutorials/3dmodel_12.jpg"]Image 12: Adding more polygons[/url] ========================== COPY AND MIRROR THE SIDE OF THE MODEL: 13. When you have finished one side of the model, you can copy and mirror that side. 14. To copy an object, make sure you are in Object Mode (hotkey 4). Go to Create -> Copy and click on your model. The model will be copied to a new object (as seen in the Scene nodes browser). 15. To mirror the object go to Modify -> Mirror and click on your model. Use one of the axes. For example, when you activated X-axis, the model will be copied on the X-axis. The Pivot helper is always used as mirror point. In case, you want to reset the Pivot helper go to Display -> Pivot helper -> Reset to origin. 16. When the wireframe of the mirrored side is flipped you need to flip it again. Go to Modify -> Flip and click on the flipped side once. You can also right click on the model and click Flip. 17. Because the new side is mirrored, the light perspective is messed up. To recalculate the light perspective go to Surface -> Normals -> Calculate and click on the mirrored object. 18. You also need to Attach the two sides to one object. Go to Modify -> Attach and click on the mirrored side and on the other side. [url="http://www.emergency-planet.com/tutorials/3dmodel_13.jpg"]Image 13: Pivot helper[/url] [url="http://www.emergency-planet.com/tutorials/3dmodel_14.jpg"]Image 14: Copy and mirror[/url] [url="http://www.emergency-planet.com/tutorials/3dmodel_15.jpg"]Image 15: Flip and calculate[/url] [url="http://www.emergency-planet.com/tutorials/3dmodel_16.jpg"]Image 16: Attach sides[/url] ========================== DETACH VERTICES: 19. If you look at picture 17 below, you will notice that the cube doesn't look right. The light perspective isn't right, because polygons of three sides of the cube are attached to the same vertices. Because vertices are used to calculate the light perspective, you will get a weird incidence of light. When you move your mouse over a vertex, all polygons which belong to the vertex will turn blue, as seen in picture 17. 20. What you need to do is detach all polygons from each side of the cube and recalculate the light perspective. 21. Go into Polygon Mode (hotkey 3) and use the Select -> Single tool to select polygons (with right mouse button) which you want to detach from the rest of the model. 22. Activate Selected Mode (hotkey spacebar) and go to Modify -> Submesh -> Detach and click the small square to show options. Uncheck the options "To new object" and "Enable Drag", because you don't have to detach the polygons to a new object. 23. Click on your model. Nothing visual will happen. 24. To check if the side in the example is detached from the model go to Vertex Mode (hotkey 1) and move your mouse over a vertex. You will see that either the polygons of detached polygons or the remaining polygons turn blue. Press CTRL to select the other vertex. 25. You need to detach all sides of the cube as explained in step 21, 22 en 23. 26. When you've have detached all sides, you need to recalculate the incidence of light. Deactive Selected Mode (hotkey spacebar) and go into Object Mode (hotkey 4). Go to Surface -> Normals -> Calculate and click on your model once. The light perspective of each vertex is recalculated and the cube looks much better now. [url="http://www.emergency-planet.com/tutorials/3dmodel_17.jpg"]Image 17: Cube[/url] [url="http://www.emergency-planet.com/tutorials/3dmodel_18.jpg"]Image 18: Select polygons[/url] [url="http://www.emergency-planet.com/tutorials/3dmodel_19.jpg"]Image 19: Detach polygons[/url] [url="http://www.emergency-planet.com/tutorials/3dmodel_20.gif"]Image 20 (animated): Check vertices[/url] [url="http://www.emergency-planet.com/tutorials/3dmodel_21.jpg"]Image 21: Recalculate light perspective[/url] [url="http://www.emergency-planet.com/tutorials/3dmodel_22.gif"]Image 22 (animated): Result[/url] ========================== WELD VERTICES: 27. It's also possible you need to weld vertices instead of detaching them. For example when you have copied and mirrored your model you need to weld all vertices in the middle. 28. To weld those vertices go into Vertex Mode (hotkey 1), click on your model and go to Select -> Single. 29. Now select TWO vertices which need to be welded (with right mouse button) and go to Modify -> Submesh -> Weld and click on your model. A faster way is just pressing W. 30. Do this for all vertices in the middle of your new object. To deselect alle vertices/polygons press Shift-D [url="http://www.emergency-planet.com/tutorials/3dmodel_23.jpg"]Image 23: Vertices in the middle[/url] [url="http://www.emergency-planet.com/tutorials/3dmodel_24.jpg"]Image 24: Select TWO vertices[/url] [url="http://www.emergency-planet.com/tutorials/3dmodel_25.jpg"]Image 25: Weld them[/url] ========================== CREATE DOORS: 31. Doors and wheels are seperate objects. You need to detach the door from your model first. 32. Go into Polygon Mode (hotkey 3) and use the Select -> Single tool to select all polygons which belong to the door. 33. Enable Selected Mode (hotkey spacebar) and go to Modify -> Submesh -> Detach. Because you are going to detach the door to a new object, make sure "To new Object" is checked. 34. Click on your model once. The door is detached to a new object as you will notice in your Scene nodes browser. 35. In the Scene nodes browser, type "_door01" behind the object name. An easy way to make your door thicker: 36. Copy the door in Object Mode (hotkey 4). 37. Move the copied door a little back. 38. Flip the copied door. 39. Attach the copied door to the original door (Modify -> Attach). 40. Create polygons between the two parts. 41. Detach the new polygons and recalculate the light perspective (as explained in steps 21, 22, 23 and 26). [url="http://www.emergency-planet.com/tutorials/3dmodel_26.jpg"]Image 26: Select and detach the door[/url] [url="http://www.emergency-planet.com/tutorials/3dmodel_27.jpg"]Image 27: Give the door a name[/url] [url="http://www.emergency-planet.com/tutorials/3dmodel_28.jpg"]Image 28: Copy, move and flip the door[/url] [url="http://www.emergency-planet.com/tutorials/3dmodel_29.jpg"]Image 29: Create new polygons[/url] ========================== CREATE WHEELS: 42. Wheels aren't very hard to make. The best way to make a wheel is creating one quarter first. 43. Create a new object (Create -> Surface -> Grid) and model it into a quarter of a cirkel. 44. Copy, mirror and flip the quarter. Attach both quarters. You should have a half of a cirkel now. 45. Copy, mirror and flip the half and attach them. 46. Weld all vertices and recalculate the light perspective. 47. Copy and move the copied object a little back. 48. Flip and attach the two objects together. 49. Create polygons between the two objects. 50. Detach those new polygons and recalculate the light perspective. 51. Type "_wheel01" behind the object name. [url="http://www.emergency-planet.com/tutorials/3dmodel_30.gif"]Image 30 (animated): Create a wheel 1[/url] [url="http://www.emergency-planet.com/tutorials/3dmodel_31.gif"]Image 31 (animated): Create a wheel 2[/url] ========================== SCALE: 52. Scaling objects is very easy. Make sure you are in Object Mode (hotkey 4). 53. Go to Modify -> Scale and click on an object while holding CTRL. A pop-up window will appear. 54. The value 100 is the current percentage of your model. Entering a value under 100 will make your model smaller. Entering a value more than 100 will make your model bigger. 55. Press Ok when you're ready and your model is scaled. [url="http://www.emergency-planet.com/tutorials/3dmodel_32.jpg"]Image 32: Scale object[/url] ========================== PIVOT: 56. Wheels are rotating around their pivot. Doors are opening around their pivot too. Vehicles are positioned above their pivot. So changing the pivot is important and there are two ways of changing the pivot. 57. The first way: Go to Modify -> Move and check "Move pivot only". You can move the pivot now. [url="http://www.emergency-planet.com/tutorials/3dmodel_33.jpg"]Image 33: The pivot[/url] [url="http://www.emergency-planet.com/tutorials/3dmodel_34.jpg"]Image 34: Move pivot to centre of object[/url] 58. The second way is resetting the pivot to the X, Y and Z axes. 59. You need to move the object first instead of the pivot. Because doors go open around their pivot, you need to move the door in position first. Then go to Display -> Local Axes. Check Offset instead of Orientation. Then click Reset to parent and click on your model once. The pivot will be resetted. [url="http://www.emergency-planet.com/tutorials/3dmodel_35.jpg"]Image 35: Door moved; Reset pivot[/url] ========================== EXACT TRANSFORM: 60. This can be important for doors: The units in Emergency 3 and 4 always move to the front view of a door. So you need to rotate a door 90 degrees, to make the side of the door front view in Zmodeler 2. A trunk lid needs to be rotated 180 degrees. 61. To rotate those object very exactly go to Modify -> Exact Transform and click on your model while holding CTRL. A pop-up window appears. Check Apply Rotation and Transform Geometry and fill in values and click OK. [url="http://www.emergency-planet.com/tutorials/3dmodel_36.jpg"]Image 36: Exact transform[/url] [url="http://www.emergency-planet.com/tutorials/3dmodel_37.jpg"]Image 37: Result of rotating door[/url] ========================== When you've mastered all steps explained above, you should be able to make objects without examples too. The purpose of this tutorial was to teach you how to use the different tools. ========================== You can download the low polygon Volvo XC90 used in this tutorial here: [url="http://www.emergency-planet.com/tutorials/volvo_xc90_model.zip"]Volvo XC90 model by Stan & Hoppah[/url] The .z3d file contains a body, two doors and a wheel model. Authors: Hoppah & Stan For questions about this tutorial: [url="http://forum.emergency-planet.com/index.php?showtopic=1739"]Zmodeler2: 3D-Modeling[/url] ========================== Tutorial made by Hoppah May 20071 point
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[size="4"][b][u]Welcome to the tutorial to change all the XML files from Emergency 4.[/u][/b][/size] First: Why this tutorial?(from now on called "tut"). I noticed that a lot of people had major issues with one of the most easiest programming languages from the Emergency 4 games. Time and time copy and pasting of links of where people can find the info they need can become sometimes a big annoying thing to do for the people here. That is why i place with pleasure the link to the tut from Hoppah on how to add vehicles to the game. The tut from Hoppah is English: option=com_content&view=article&id=110%3Aadding-vehicles&catid=46%3Aemergency-4-modding&Itemid=35?=nl"]- Tut from Hoppah[/url] If you have read that, and you still not been able to figure it out, or you need the other files to be modded. Then i would invite you kindly to read the following toppic. Read it at ease, don't rush trough it, and learn it with a bit more effort from your site. [size="3"][b][u]The start: [/u][/b][/size] [b]XML[/b] is a programming language. This means that you can modify the game with relative easy coding, to please you more. (in my experience i found [b]XML[/b] to be one of the most easiest languages to program into the game. This because you can add things with almost normal human language. The language of [b]XML[/b] is also known for a very good database structure.(but i will not bore you with this) [size="1"]i will keep this tut strict for Emergency 4.(for other apps, programs the language can differ.)[/size] [b]XML[/b] Files are recognizable by the "extension" they carry, For example: [b][u].XML[/u][/b] or [b][u].xml[/u][/b] If you can't see your file "extensions" then you would need to change the windows folder options; [b]XP Operating System:[/b] [list=1] [*]in a folder [*]Extra [*]folder options [*]"Tab"; Display [*]Search for this line: "hide Extensions for known files" [*]Check the box before: "hide Extensions for known files" off. [*]Apply and close the tab. [/list] [b]Vista en Seven Operating System:[/b] [list=1] [*] press on the keyboard on the "ALT" key in a folder. [*]Extra [*]Folder options [*]"Tab"; Display [*]Search for this line: "hide Extensions for known files" [*]Check the box before: "hide Extensions for known files" off. [*]Apply and close the tab. [/list] If done correctly the "extensions" of the files will be visable to you now. [size="3"][b][u]What do we need?[/u][/b][/size] The beauty of [b]XML[/b] is that you can edit it with no heavy editor but just a plain simple text editor would do. Keep in mind that not all text editors would be fit to change [b]XML[/b] files, since some editors add a lot invisible codes to it, that will make the XML file to go bust, and no longer work for the game. Witch programs are usable then?: [list=1] [*]Notepad [*]Notepad ++ [*]Notepad 2 [/list] A simple editor is the best, since it is fast and clean of "hidden" codes since every pc has the default version of notepad we will start right away by adapting simple files from the game. [b][u]BUT before we do this we will make sure that we won't damage the game beond repair.[/u][/b] [list=1] [*]Start the Emergency 4 editor [*]Can be found under: Start -> Sixteen tons Entertainment -> Emergency 4 -> Emergency 4 editor"** [*]Go to "[u]M[/u]odifications". [*]Create a new mod [*]Give the mod a name [*]close the editor [/list] **you could not locate your editor? hold your peace, and leave the pc on the desktop please. To fix this we will make a shortcut on the desktop called: "Emergency 4 Editor" (without quotes) And we will set the target to: "C:\Program Files\sixteen tons entertainment\Emergency 4\EM4.exe" -editor or: "*your installed location*\Emergency 4\EM4.exe" -editor if you have installed the game customly. safe your work, and run the editor with this newly made shortcut. Now we will go to this folder: [code]C:\Program Files\sixteen tons entertainment\Emergency 4\Data\Specs*[/code] [size="1"]*default installation path.[/size] Did you installed Emergency 4 customly: [code]..\Emergency 4\Data\Specs*[/code] [size="1"]*the ..\ is for the driver letter and folders you have installed the game to. (For example: D:\ or E:\ or D:\games\ or E:\games and so on and so on).[/size] In the folder Specs we need to [b][u]COPY[/u][/b] the following files: [list=1] [*]fp_params_endless.xml [*]freeplaybase.xml [*]portraits.xml [/list] To this folder: [code]C:\Program Files\sixteen tons entertainment\Emergency 4\Mods\*your mod name here*\Specs*[/code] [size="1"]*Default installation path.[/size] Did you installed Emergency 4 in a custom way? then look here: [code]..\Emergency 4\Mods\*your mod name here*\Specs*[/code] [size="1"]*the ..\ is for the driver letter and folders you have installed the game to. (For example: D:\ or E:\ or D:\games\ or E:\games and so on and so on).[/size] In the folder: "Specs" we will look for: "[u]fp_params_endless.[b]xml[/b][/u]"(oTo edit the challenge mode get this file: "[u]fp_params_challenge.[b]xml[/b][/u]") Open this file with notepad(or another clean simple editor that has been mentioned). (Right click on the file -> Open with..). And these lines will be the first thing you will see: (And as luck would have it, we need these exact lines to) [code]<freeplayparameters> <MinDurationBetweenEvents value = "30.0" /> <MaxIdleDuration value = "5.0" /> <Seed value="0"/> <BuyFactor value="10.0"/> <SellFactor value="0.5"/> <GlobalEventFrequencyFactor value="1.0"/> <TimeSpeedFactor value="1.0"/> <StartBudget value="75000"/> <MaxBudget value="160000"/> <Earnings value="30000"/> <SquadPriceGrowth value="30.0"/> <MaxParkingSpace value="35" /> <InitialEventFrequencyBoost value="100000.0"/> <InitialEventWaitDuration value="5.0"/> <starttime value="7:30"/>[/code] Short explaination on the codes and values. - [color="#006400"]<freeplayparameters>[/color] This line would let the game know that this is the file for the freeplay game. - [color="#006400"]<MinDurationBetweenEvents value = "30.0" />[/color] This is a timer variable, it shows you(and the game), the minimal time between events(on a freeplay game) the value represents minutes. - [color="#006400"]<MaxIdleDuration value = "5.0" />[/color] Is another time that will show you the maximum time that may pass between events. Time is in minutes - [color="#006400"]<Seed value="0"/>[/color] The seed value is a value on what the map should "seed"(fill) the map with items(a higher value would suggest more adding on the map) - [color="#006400"]<BuyFactor value="10.0"/>[/color] Is a Multiplyer, It takes the price out of a "Unit[b].xml[/b]" file And multiply's it with the value(10)(see unit.xml for more info on this line) - [color="#006400"]<SellFactor value="0.5"/>[/color] Is a Diversion, It dictates how much money you will get back after you sell a vehicle back to the system(the 0.5 means 50%) meaning you get 50% of the buying value back when you sell the vehicle back to the game - [color="#006400"]<GlobalEventFrequencyFactor value="1.0"/>[/color] How many times a "bigger" event should happen in the game - [color="#006400"]<TimeSpeedFactor value="1.0"/>[/color] How fast the game timer goes(higer for faster. use 0. to lower speed) - [color="#006400"]<StartBudget value="75000"/>[/color] Your starting game funds. - [color="#006400"]<MaxBudget value="160000"/>[/color] The [u]MAXIMUM{/u] amount of cash you can have to buy vehicles, send them out and hire the crews. - [color="#006400"]<Earnings value="30000"/>[/color] How many cash you will be getting every day at 12:00 - [color="#006400"]<SquadPriceGrowth value="30.0"/>[/color] A Multiplier, Who will dictate the growing of the price when you call out multiple units(crew) to the game at the same time. - [color="#006400"]<MaxParkingSpace value="35" />[/color] Maximum parking spaces at your base. - [color="#006400"]<InitialEventFrequencyBoost value="100000.0"/>[/color] A timer, Who dictates when your first event should accure - [color="#006400"]<InitialEventWaitDuration value="5.0"/>[/color] A timer that will set the Maximum time before the first event, and between the events is allowed for the game. - [color="#006400"]<starttime value="7:30"/>[/color] The time of the game start. With these codes you can already make many changes to your game play. Increase the bonus cash you get every day at 12:00. ("[color="#FF0000"]<Earnings value="30000"/>[/color]") Lower the price for the squads you need to call to the map. ("[color="#FF0000"]<SquadPriceGrowth value="30.0"/>[/color]") Increase your start budget. ("[color="#FF0000"]<StartBudget value="75000"/>[/color]") [b][u]SIDE NOTE![/u][/b] This value can't overwrite this one: "[color="#FF0000"]<MaxBudget value="160000"/>[/color]" (But no fear, just increase this budget also). Never enough space at the base to park all trucks you want? Increase this number: ("[color="#FF0000"]<MaxParkingSpace value="35" />[/color]") And you can increase you vehicle fleet With this short explanation, you can change the game already more to your liking. So lets go quickly to the rest of the file: [code] <Rating> <!-- Schwierigkeitsgrad (je höher desto schwerer)--> <UpperLimitEasy value = "35.0" /> <UpperLimitMedium value = "50.0" /> <UpperLimitHard value = "75.0" /> <!-- abbrechen wenn gesamtzustand im challengemode zu groß wird --> <ChallengeAbortRatingDifference value = "100.0" /> <!-- Einstellungen der Punkte Wenn auf 0, dann gibt es 0 Punkte wenn der gesamtzustand gleich dem UpperLimit ist. Bei negativen Werten gibt es mehr Punkte, bei positiven weniger Punkte --> <ScoreUpperLimitBonus value = "0.0" /> <!-- UpperLimit wird bei jedem Tick um diesen Wert erhöht --> <TimeFactor value = "0.0" /> <Factor name="Burning Houses" value="15.0" /> <Factor name="Burning Objects" value="8.0" /> <Factor name="Gangsters" value="10.0" /> <Factor name="Injured Persons" value="8.0" /> <Factor name="Dead Persons" value="5.0" /> <Factor name="Contaminated Persons" value="10.0" /> </Rating> <!-- score --> <InitialScorePerMinute value="500.0"/> <InnocentPersonWoundedPermanentPenalty value="75.0"/> <InnocentPersonKilledPermanentPenalty value="90.0"/> <InnocentVehicleShotPermanentPenalty value="75.0"/> <RegeneratePermanentPenaltyPerMinute value="0.001"/> <MaxScoreStepPerMinute value="1.0"/> <!-- cheat penalties --> <!-- penalty as soon as x spawns where blocked within the last minute --> <!-- <CheatPenaltyMinSpawnsBlockedPerMinute value = "1"/> --> <!-- more spawns blocked than max are ignored --> <!-- <CheatPenaltyMaxSpawnsBlockedPerMinute value = "50"/> --> <!-- ratio of stopped vs. moving vehicles. All move it's 0 - all traffic blocked it's 1 --> <CheatPenaltyMinTrafficJamRatio value = "0.5"/> <!-- highest value cheat penalties can reach (between 0=none and 1) --> <CheatPenalityScaling value = ""/> <!-- no longer used, will now be calculated using the worth values of the events <BurningHousePenalty Basic="75.0" PerObject="0.0"/> <BurningObjectPenalty Basic="50.0" PerObject="0.0"/> <InjuredPersonPenalty Basic="75.0" PerObject="0.0"/> <ContaminatedPersonPenalty Basic="50.0" PerObject="0.0"/> <DeadPersonPenalty Basic="90.0" PerObject="0.0"/> <DestroyedVehiclesPenalty Basic="30.0" PerObject="0.0"/> <UnarmedGangsterPenalty Basic="75.0" PerObject="0.0"/> <ArmedGangsterPenalty Basic="90.0" PerObject="0.0"/> <HostagePenalty Basic="50.0" PerObject="0.0"/> [/code] Short explaination, Lines like these [b][u][color="#FF8C00"]<!-- Schwierigkeitsgrad (je höher desto schwerer)-->[/color][/u][/b] Are commend rules made by the creator of the script. These rules are not relevant to the game(the game will just read them, and disregard them) In short the other lines are [b]all[/b] Multipliers, Who will calculate based on time/health/survivors/damage the points you will earn Increase the values to earn more points On to the next part of the file. [code] <!-- misc --> <ContaminationRange value="10.0"/> <!-- in meter --> <TrainCycle value="240.0"/> <!-- in seconds -->[/code] - [color="#FF0000"]<ContaminationRange value="10.0"/>[/color] <!-- in meter --> How big a Contamination range can be(In meters 1meter = 3.28feet). - [color="#FF0000"]<TrainCycle value="240.0"/>[/color] <!-- in seconds --> in minutes the time that a train will run on the tracks(default 4minuten(240(sec):60(sec) =4(min)) On to the next part of the file. (this one is shortend in, cause one event, explains all the other events). [code] <!-- JH --> <EFPEventFall> <Enabled value = "1" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "0.6" /> <Worth value = "4.0" /> <SupervisorStart value = "ID_SUPERV_EVENT17" /> <SupervisorFinish value = "" /> </EFPEventFall>[/code] - [color="#008000"]<EFPEventFall>[/color] Is a name to indicate that this would be the event but also what kind of event: "EFPEvent" the command to indicate to the game that this is an event, and the player should be allerted. "Fall" the type of event.(Differs per event) - [color="#008000"]<Enabled value = "1" />[/color] with out going in to this to deep 0 = off, 1 = on, said in human tongue: Is this event allowed to happen in the freeplay game. - [color="#008000"]<AverageFrequency value = "0.6" />[/color] how big is the change that this event (fall) will happen in the game every 10minutes, IF there is no other event in progress. - [color="#008000"]<Worth value = "4.0" />[/color] How many points the event is worth(multiplyer) - [color="#008000"]<SupervisorStart value = "ID_SUPERV_EVENT17" />[/color] A script to the game, to show the supervisor in the bottom right corner to play a movie with sound, telling you what is going on. - [color="#008000"]<SupervisorFinish value = "" />[/color] What the supervisor should say when the event is finished(the default is "" Witch would mean in this case: Take no action(No movie/sound played). - [color="#008000"]</EFPEventFall>[/color] Closing tag of the event, without this line the game would not know when to quit the event and it will end up in a infinite loop and crash the game. Or the event FALL what cannot happen(since the code is incorrect) **NNOTE There are reports that is you disable a event(change 1 to 0) the game only will give you the start event, and then no events at all anymore. If this happens you only need to change back the "[color="#FF0000"]<Enabled value = "1" />[/color]" back to how it was(Did you change it to 0, then change it back to 1, was the value 0 and you made it 1, then change it back to 0). I'm currently looking for ways around this "error" in the script Next part of the file: [code] <cleanup> <wait min="300.0" max="600.0"/> <choppedtree safetyradius_nopeople="8.0" safetyradius_nofire="50.0"/> <killedperson safetyradius="20.0"/> <deleteobject safetyradius="20.0"/> <deletewreck safetyradius="20.0"/> <unburnobject safetyradius="100.0"/> <restoreposition safetyradius_source="10.0" safetyradius_destination="10.0"/> <sliceablecar waitmultiplier="5"/> </cleanup>[/code] Is pretty much self explaining. With what times/factors should the map refresh/seed/clean up itself. And the last part regards the weather of the game: [code] <climate initial="fair"> <weather name="fair" changeduration="15.0" minduration="60" maxduration="180"> <fog intensity="0.0" color="ffffff"/> <rain intensity="0.0"/> <storm intensity="0.0" speed="0.0"/> <flash frequencyfactor="0.0"/> <sound name=""/> <sound2 name=""/> <transition state="cloudy" weight="1.5"/> <transition state="misty" weight="0.7"/> </weather> <weather name="cloudy" changeduration="15.0" minduration="60" maxduration="180"> <fog intensity="0.3" color="7F7F7F"/> <rain intensity="0.0"/> <storm intensity="0.0" speed="0.0"/> <flash frequencyfactor="0.0"/> <sound name=""/> <sound2 name=""/> <transition state="fair" weight="1.0"/> <transition state="misty" weight="0.7"/> <transition state="light rain" weight="1.5"/> </weather> <weather name="misty" changeduration="7.0" minduration="30" maxduration="90"> <fog intensity="0.7" color="a0a0a0"/> <rain intensity="0.0"/> <storm intensity="0.0" speed="0.0"/> <flash frequencyfactor="0.0"/> <sound name=""/> <sound2 name=""/> <transition state="fair" weight="0.5"/> <transition state="cloudy" weight="1.0"/> <transition state="light rain" weight="1.0"/> </weather> <weather name="light rain" changeduration="15.0" minduration="60" maxduration="180"> <fog intensity="0.1" color="7F7F7F"/> <rain intensity="0.2"/> <storm intensity="0.1" speed="0.1"/> <flash frequencyfactor="0.0"/> <sound name=""/> <sound2 name=""/> <transition state="cloudy" weight="1.0"/> <transition state="misty" weight="0.7"/> <transition state="heavy rain" weight="1.0"/> <transition state="thunderstorm" weight="1.5"/> </weather> <weather name="heavy rain" changeduration="15.0" minduration="60" maxduration="180"> <fog intensity="0.3" color="7F7F7F"/> <rain intensity="0.5"/> <storm intensity="0.1" speed="0.2"/> <flash frequencyfactor="0.0"/> <sound name="mod:Audio/Ambient/rain01.wav"/> <sound2 name=""/> <transition state="misty" weight="0.7"/> <transition state="light rain" weight="1.0"/> <transition state="thunderstorm" weight="2.0"/> </weather> <weather name="thunderstorm" changeduration="15.0" minduration="60" maxduration="180"> <fog intensity="0.4" color="606060"/> <rain intensity="1.0"/> <storm intensity="0.5" speed="0.4"/> <flash frequencyfactor="1.0"/> <sound name="mod:Audio/Ambient/rain02.wav"/> <sound2 name="mod:Audio/Ambient/thunder02.wav"/> <transition state="heavy rain" weight="1.0"/> <transition state="light rain" weight="1.0"/> </weather> </climate>[/code] And it closes the code again: [code]</freeplayparameters>[/code] This last line is most important, if you forget this line, and run the game, the game will give you the error: That the game is damaged, posibly by a faulty modification to the game. So don't forget to add that line for sure. Only way to fix the error the game gives you, is by re-installing the game. Right, so you could by now already change some funny/interesting parts of the game. [size="3"][b][u]Freeplaybase.xml: [/u][/b][/size] Let's continue by: "Changing/Modifying the car park of the game". More info: [url="http://www.emergency-planet.com/index.php?option=com_content&view=article&id=110%3Aadding-vehicles&catid=46%3Aemergency-4-modding&Itemid=35?=nl"]- Tut from Hoppah[/url] [code]<freeplaybase> <vehicle prototype="mod:Prototypes/Vehicles/Ambulance/nef.e4p" count="3" /> <vehicle prototype="mod:Prototypes/Vehicles/Ambulance/rtw.e4p" count="3" /> <vehicle prototype="mod:Prototypes/Vehicles/Ambulance/rhf.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/Ambulance/rhc.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/Ambulance/itw.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/Fire Department/rw.e4p" count="3" /> <vehicle prototype="mod:Prototypes/Vehicles/Fire Department/tlf.e4p" count="2" /> <vehicle prototype="mod:Prototypes/Vehicles/Fire Department/gtf.e4p" count="2" /> <vehicle prototype="mod:Prototypes/Vehicles/Fire Department/dlk.e4p" count="1" /> <vehicle prototype="mod:Prototypes/Vehicles/Fire Department/lpf.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/Fire Department/dekonp.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/Fire Department/tfmb.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/Fire Department/lf.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/Fire Department/flb.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/Police/stw.e4p" count="3" /> <vehicle prototype="mod:Prototypes/Vehicles/Police/mtw.e4p" count="1" /> <vehicle prototype="mod:Prototypes/Vehicles/Police/sw.e4p" count="1" /> <vehicle prototype="mod:Prototypes/Vehicles/Police/phc.e4p" count="1" /> <vehicle prototype="mod:Prototypes/Vehicles/Police/gtw.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/Police/waw.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/Police/getawaycar.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/TEC/fgri.e4p" count="1" /> <vehicle prototype="mod:Prototypes/Vehicles/TEC/fgr.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/TEC/fgr_t.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/TEC/asf.e4p" count="3" /> </freeplaybase>[/code] What you see is what you get(The garage of the game with the vehicles) This file includes the lines for the game, to let it know where the files for the cars are on the mod. as well as how many cars you have at the start of the game(Count value). ([b]Example[/b]) [code] <vehicle prototype="mod:Prototypes/Vehicles/Police/stw.e4p" count="3" />[/code] Let me explain this one line in parts: [b][color="#FF8C00"]<vehicle[/color][/b] Tells that it is a vehicle. [b][color="#FF8C00"]prototype=[/color][/b] To find a prototype of a vehicle [b][color="#FF8C00"]"mod:[/color][/b] That it needs to be in the root folder of the game mods, where this file also is.* [b][color="#FF8C00"]Prototypes/Vehicles/Police/[/color][/b] The location from the [b][u]root[/u][/b] where the prototype can be found [b][color="#FF8C00"]stw.e4p"[/color][/b] Witch type of model the game should link with the line [b][color="#FF8C00"]count="3"[/color][/b] Gives you 3 cars of this type at the start of the game [b][color="#FF8C00"] />[/color][/b] Is the closing tag of the line, and lets the file/game know to continue to the next model. To add a new car you would need to have a new prototype file as well as the according .v3o(3d models) files for it, also the skin file and a folder in the unit folder. Read more: [url="http://www.emergency-planet.com/index.php?option=com_content&view=article&id=110%3Aadding-vehicles&catid=46%3Aemergency-4-modding&Itemid=35?=nl"] Tut from Hoppah[/url] This tutorial tells more on it. [b]It how ever start with the expactation that you already have got the:v3o(3d model) .e4p(prototype) .dds(skin) .xml(unit file)[/b] files And placed them on the right locations. So we will add the new car...we need to rewrite the code, or add new code to it. [b]Example[/b] (Lets add a new ambulance) [code]<vehicle prototype="mod:Prototypes/Vehicles/Ambulance/*new prototype*.e4p" count="3" />[/code] We will add this line to: "freeplaybase.[b]xml[/b] file. And we need to add this to the right place(For your own overview, but also for game performance) [code]<freeplaybase> <vehicle prototype="mod:Prototypes/Vehicles/Ambulance/nef.e4p" count="3" /> <vehicle prototype="mod:Prototypes/Vehicles/Ambulance/rtw.e4p" count="3" /> <vehicle prototype="mod:Prototypes/Vehicles/Ambulance/rhf.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/Ambulance/rhc.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/Ambulance/itw.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/Ambulance/*new prototype*.e4p" count="3" /> <vehicle prototype="mod:Prototypes/Vehicles/Fire Department/rw.e4p" count="3" /> <vehicle prototype="mod:Prototypes/Vehicles/Fire Department/tlf.e4p" count="2" /> <vehicle prototype="mod:Prototypes/Vehicles/Fire Department/gtf.e4p" count="2" /> <vehicle prototype="mod:Prototypes/Vehicles/Fire Department/dlk.e4p" count="1" /> <vehicle prototype="mod:Prototypes/Vehicles/Fire Department/lpf.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/Fire Department/dekonp.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/Fire Department/tfmb.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/Fire Department/lf.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/Fire Department/flb.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/Police/stw.e4p" count="3" /> <vehicle prototype="mod:Prototypes/Vehicles/Police/mtw.e4p" count="1" /> <vehicle prototype="mod:Prototypes/Vehicles/Police/sw.e4p" count="1" /> <vehicle prototype="mod:Prototypes/Vehicles/Police/phc.e4p" count="1" /> <vehicle prototype="mod:Prototypes/Vehicles/Police/gtw.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/Police/waw.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/Police/getawaycar.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/TEC/fgri.e4p" count="1" /> <vehicle prototype="mod:Prototypes/Vehicles/TEC/fgr.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/TEC/fgr_t.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/TEC/asf.e4p" count="3" /> </freeplaybase>[/code] If you are replacing vehicles then do it like this: [code]<freeplaybase> <vehicle prototype="mod:Prototypes/Vehicles/Ambulance/*new prototype*.e4p" count="3" /> <vehicle prototype="mod:Prototypes/Vehicles/Ambulance/rtw.e4p" count="3" /> <vehicle prototype="mod:Prototypes/Vehicles/Ambulance/rhf.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/Ambulance/rhc.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/Ambulance/itw.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/Fire Department/rw.e4p" count="3" /> <vehicle prototype="mod:Prototypes/Vehicles/Fire Department/tlf.e4p" count="2" /> <vehicle prototype="mod:Prototypes/Vehicles/Fire Department/gtf.e4p" count="2" /> <vehicle prototype="mod:Prototypes/Vehicles/Fire Department/dlk.e4p" count="1" /> <vehicle prototype="mod:Prototypes/Vehicles/Fire Department/lpf.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/Fire Department/dekonp.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/Fire Department/tfmb.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/Fire Department/lf.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/Fire Department/flb.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/Police/stw.e4p" count="3" /> <vehicle prototype="mod:Prototypes/Vehicles/Police/mtw.e4p" count="1" /> <vehicle prototype="mod:Prototypes/Vehicles/Police/sw.e4p" count="1" /> <vehicle prototype="mod:Prototypes/Vehicles/Police/phc.e4p" count="1" /> <vehicle prototype="mod:Prototypes/Vehicles/Police/gtw.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/Police/waw.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/Police/getawaycar.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/TEC/fgri.e4p" count="1" /> <vehicle prototype="mod:Prototypes/Vehicles/TEC/fgr.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/TEC/fgr_t.e4p" count="0" /> <vehicle prototype="mod:Prototypes/Vehicles/TEC/asf.e4p" count="3" /> </freeplaybase>[/code] To add/replace police units use this line: [code] <vehicle prototype="mod:Prototypes/Vehicles/Police/*new prototype*.e4p" count="3" />[/code] To add/replace the Fire Department units, use this line: [code] <vehicle prototype="mod:Prototypes/Vehicles/Fire Department/*new prototype*.e4p" count="3" />[/code] To add/replace the "TEC" units, use this line:: [code] <vehicle prototype="mod:Prototypes/Vehicles/TEC/*new prototype*.e4p" count="3" />[/code] Safe the file, and there we go we have changed our car park in the game. I'm assuming that you have read [url="http://www.emergency-planet.com/index.php?option=com_content&view=article&id=110%3Aadding-vehicles&catid=46%3Aemergency-4-modding&Itemid=35?=nl"] Tut from Hoppah[/url] And did as told there, regarding making .e4p files and placing the other correctly. In this easy way you can modify/replace the entire car park for the game. Follow the K.I.S.S. rule: Keep It Simple Stupid to keep things easy for your self. [size="3"][b][u]portraits.[b]xml :[/b][/u][/b][/size] [code]<portraits> <!-- vehicles --> <portrait prototype="mod:Prototypes/Vehicles/Ambulance/nef.e4p" text="NEF" unit="NEF"/> <portrait prototype="mod:Prototypes/Vehicles/Ambulance/rtw.e4p" text="RTW" unit="RTW"/> <portrait prototype="mod:Prototypes/Vehicles/Ambulance/rhf.e4p" text="RHF" unit="RHF"/> <portrait prototype="mod:Prototypes/Vehicles/Ambulance/itw.e4p" text="ITW" unit="ITW"/> <portrait prototype="mod:Prototypes/Vehicles/Ambulance/rhc.e4p" text="RHC" unit="RHC"/> <portrait prototype="mod:Prototypes/Vehicles/Fire Department/rw.e4p" text="RW" unit="RW"/> <portrait prototype="mod:Prototypes/Vehicles/Fire Department/gtf.e4p" text="GTF" unit="GTF"/> <portrait prototype="mod:Prototypes/Vehicles/Fire Department/tlf.e4p" text="TLF" unit="TLF"/> <portrait prototype="mod:Prototypes/Vehicles/Fire Department/dlk.e4p" text="DLK" unit="DLK"/> <portrait prototype="mod:Prototypes/Vehicles/Fire Department/lpf.e4p" text="LPF" unit="LPF"/> <portrait prototype="mod:Prototypes/Vehicles/Fire Department/dekonp.e4p" text="DEKON" unit="DEKON"/> <portrait prototype="mod:Prototypes/Vehicles/Fire Department/fmb.e4p" text="FMB" unit="FMB"/> <portrait prototype="mod:Prototypes/Vehicles/Fire Department/tfmb.e4p" text="TFMB" unit="TFMB"/> <portrait prototype="mod:Prototypes/Vehicles/Fire Department/flb.e4p" text="FLB" unit="FLB"/> <portrait prototype="mod:Prototypes/Vehicles/Fire Department/lf.e4p" text="LF" unit="LF"/> <portrait prototype="mod:Prototypes/Vehicles/Police/stw.e4p" text="STW" unit="STW"/> <portrait prototype="mod:Prototypes/Vehicles/Police/mtw.e4p" text="MTW" unit="MTW"/> <portrait prototype="mod:Prototypes/Vehicles/Police/sw.e4p" text="SW" unit="SW"/> <portrait prototype="mod:Prototypes/Vehicles/Police/waw.e4p" text="WAW" unit="WAW"/> <portrait prototype="mod:Prototypes/Vehicles/Police/gtw.e4p" text="GTW" unit="GTW"/> <portrait prototype="mod:Prototypes/Vehicles/Police/phc.e4p" text="PHC" unit="PHC"/> <portrait prototype="mod:Prototypes/Vehicles/Police/getawaycar.e4p" text="FLIGHT" unit="FLIGHT"/> <portrait prototype="mod:Prototypes/Vehicles/TEC/fgri.e4p" text="EKW" unit="FGRI"/> <portrait prototype="mod:Prototypes/Vehicles/TEC/asf.e4p" text="ASF" unit="ASF"/> <portrait prototype="mod:Prototypes/Vehicles/TEC/fgr.e4p" text="FGRR" unit="FGRR"/> <portrait prototype="mod:Prototypes/Vehicles/TEC/fgrb.e4p" text="FGRB" unit="FGRB"/> <portrait prototype="mod:Prototypes/Vehicles/TEC/fgr_t.e4p" text="FGRT" unit="FGRT"/> <portrait prototype="mod:Prototypes/Vehicles/TEC/fgr_rb_dozer.e4p" text="RL" unit="RL"/> <portrait prototype="mod:Prototypes/Vehicles/TEC/fgr_rb.e4p" text="TRL" unit="TRL"/> <!-- persons --> <portrait prototype="mod:Prototypes/Persons/Ambulance/doctor_f.e4p" big="fem" unit="doctor" text="DOCTORF"/> <portrait prototype="mod:Prototypes/Persons/Ambulance/doctor_m.e4p" big="male" unit="doctor" text="DOCTORM"/> <portrait prototype="mod:Prototypes/Persons/Ambulance/doctor_upgraded_f.e4p" big="fem_up" unit="doctor" text="DOCTORF"/> <portrait prototype="mod:Prototypes/Persons/Ambulance/doctor_upgraded_m.e4p" big="male_up" unit="doctor" text="DOCTORM"/> <portrait prototype="mod:Prototypes/Persons/Ambulance/doctor_upgraded2_f.e4p" big="fem_up" unit="doctor" text="DOCTORF"/> <portrait prototype="mod:Prototypes/Persons/Ambulance/doctor_upgraded2_m.e4p" big="male_up" unit="doctor" text="DOCTORM"/> <portrait prototype="mod:Prototypes/Persons/Ambulance/paramedic.e4p" big="norm" unit="paramedics" text="PARAMEDIC"/> <portrait prototype="mod:Prototypes/Persons/Ambulance/paramedic_upgraded.e4p" big="up" unit="paramedics" text="PARAMEDIC"/> <portrait prototype="mod:Prototypes/Persons/Ambulance/paramedic_upgraded2.e4p" big="up" unit="paramedics" text="PARAMEDIC"/> <portrait prototype="mod:Prototypes/Persons/Ambulance/paramedicinjured.e4p" big="norm" unit="paramedics" text="PARAMEDIC"/> <portrait prototype="mod:Prototypes/Persons/Ambulance/paramedic_upgradedinjured.e4p" big="up" unit="paramedics" text="PARAMEDIC"/> <portrait prototype="mod:Prototypes/Persons/Ambulance/paramedic_upgraded2injured.e4p" big="up" unit="paramedics" text="PARAMEDIC"/> <portrait prototype="mod:Prototypes/Persons/Ambulance/leaderrescuedog.e4p" big="norm" unit="dog leader" text="DOGLEADER"/> <portrait prototype="mod:Prototypes/Persons/Ambulance/leaderrescuedog_upgraded.e4p" big="up" unit="dog leader" text="DOGLEADER"/> <portrait prototype="mod:Prototypes/Persons/Ambulance/leaderrescuedog_upgraded2.e4p" big="up" unit="dog leader" text="DOGLEADER"/> <portrait prototype="mod:Prototypes/Persons/Ambulance/rescuedog.e4p" big="dog" unit="dog leader" text="DOG"/> <portrait prototype="mod:Prototypes/Persons/Ambulance/leaderrescuedog.e4p_dog" big="norm_dog" unit="dog leader" text="DOGLEADER"/> <portrait prototype="mod:Prototypes/Persons/Ambulance/leaderrescuedog_upgraded.e4p_dog" big="up_dog" unit="dog leader" text="DOGLEADER"/> <portrait prototype="mod:Prototypes/Persons/Ambulance/leaderrescuedog_upgraded2.e4p_dog" big="up_dog" unit="dog leader" text="DOGLEADER"/> <portrait prototype="mod:Prototypes/Persons/Fire Department/firefighternorm.e4p" big="norm" unit="firefighter" text="FWM"/> <portrait prototype="mod:Prototypes/Persons/Fire Department/firefighternorm_upgrade.e4p" big="up" unit="firefighter" text="FWM"/> <portrait prototype="mod:Prototypes/Persons/Fire Department/firefighternorm_upgrade2.e4p" big="up" unit="firefighter" text="FWM"/> <portrait prototype="mod:Prototypes/Persons/Fire Department/firefightermask.e4p" big="norm" unit="firefightermask" text="FWMA"/> <portrait prototype="mod:Prototypes/Persons/Fire Department/firefightermask_upgraded.e4p" big="up" unit="firefightermask" text="FWMA"/> <portrait prototype="mod:Prototypes/Persons/Fire Department/firefightermask_upgraded2.e4p" big="up" unit="firefightermask" text="FWMA"/> <portrait prototype="mod:Prototypes/Persons/Fire Department/firefighterabc.e4p" big="norm" unit="firefighterabc" text="FWMABC"/> <portrait prototype="mod:Prototypes/Persons/Fire Department/firefighterabc_upgraded.e4p" big="up" unit="firefighterabc" text="FWMABC"/> <portrait prototype="mod:Prototypes/Persons/Fire Department/firefighterabc_upgraded2.e4p" big="up" unit="firefighterabc" text="FWMABC"/> <portrait prototype="mod:Prototypes/Persons/Fire Department/diver.e4p" big="norm" unit="diver" text="DIVER"/> <portrait prototype="mod:Prototypes/Persons/Fire Department/diver_upgraded.e4p" big="up" unit="diver" text="DIVER"/> <portrait prototype="mod:Prototypes/Persons/Fire Department/diver_upgraded2.e4p" big="up" unit="diver" text="DIVER"/> <portrait prototype="mod:Prototypes/Persons/Police/policeman_m.e4p" big="male" unit="policeman" text="POLICEM"/> <portrait prototype="mod:Prototypes/Persons/Police/policeman_upgraded_m.e4p" big="male_up" unit="policeman" text="POLICEM"/> <portrait prototype="mod:Prototypes/Persons/Police/policeman_upgraded2_m.e4p" big="male_up" unit="policeman" text="POLICEM"/> <portrait prototype="mod:Prototypes/Persons/Police/policeman_f.e4p" big="fem" unit="policeman" text="POLICEF"/> <portrait prototype="mod:Prototypes/Persons/Police/policeman_upgraded_f.e4p" big="fem_up" unit="policeman" text="POLICEF"/> <portrait prototype="mod:Prototypes/Persons/Police/policeman_upgraded2_f.e4p" big="fem_up" unit="policeman" text="POLICEF"/> <portrait prototype="mod:Prototypes/Persons/Police/shooter.e4p" big="norm" unit="shooter" text="SHOOTER"/> <portrait prototype="mod:Prototypes/Persons/Police/shooter_upgraded.e4p" big="up" unit="shooter" text="SHOOTER"/> <portrait prototype="mod:Prototypes/Persons/Police/shooter_upgraded2.e4p" big="up" unit="shooter" text="SHOOTER"/> <portrait prototype="mod:Prototypes/Persons/Police/sharpshooter.e4p" big="norm" unit="sharp shooter" text="SHARPSHOOTER"/> <portrait prototype="mod:Prototypes/Persons/Police/sharpshooter_upgraded.e4p" big="up" unit="sharp shooter" text="SHARPSHOOTER"/> <portrait prototype="mod:Prototypes/Persons/Police/sharpshooter_upgraded2.e4p" big="up" unit="sharp shooter" text="SHARPSHOOTER"/> <portrait prototype="mod:Prototypes/Persons/Police/scout.e4p" big="norm" unit="scout" text="SCOUT"/> <portrait prototype="mod:Prototypes/Persons/Police/scout_upgraded.e4p" big="up" unit="scout" text="SCOUT"/> <portrait prototype="mod:Prototypes/Persons/Police/scout_upgraded2.e4p" big="up" unit="scout" text="SCOUT"/> <portrait prototype="mod:Prototypes/Persons/Police/profiler.e4p" big="norm" unit="profiler" text="PROFILER"/> <portrait prototype="mod:Prototypes/Persons/Police/profiler_upgrade.e4p" big="up" unit="profiler" text="PROFILER"/> <portrait prototype="mod:Prototypes/Persons/Police/profiler_upgrade2.e4p" big="up" unit="profiler" text="PROFILER"/> <portrait prototype="mod:Prototypes/Persons/TEC/engineer.e4p" big="norm" unit="engineer" text="ENGINEER"/> <portrait prototype="mod:Prototypes/Persons/TEC/engineer_upgraded.e4p" big="up" unit="engineer" text="ENGINEER"/> <portrait prototype="mod:Prototypes/Persons/TEC/engineer_upgraded2.e4p" big="up" unit="engineer" text="ENGINEER"/> <!-- equipment --> <portrait prototype="FIREEXTINGUISHER" big="mod:UI/Game/equipmentimg/toolscar_fireex_big.dds" text="FIRE EXTINGUISHER"/> <portrait prototype="SHEARS" big="mod:UI/Game/equipmentimg/toolscar_metalcutter_big.dds" text="JAWS OF LIFE"/> <portrait prototype="CHAINSAW" big="mod:UI/Game/equipmentimg/toolscar_powersaw_big.dds" text="CHAIN SAW"/> <portrait prototype="FIREAXE" big="mod:UI/Game/equipmentimg/toolscar_axe_big.dds" text="FIREAXE"/> <portrait prototype="FIREHOSE" big="mod:UI/Game/equipmentimg/toolscar_firehose_big.dds" text="FIRE HOSE"/> <portrait prototype="FLASHGRENADE" big="mod:UI/Game/equipmentimg/toolscar_flashgrenade_big.dds" text="FLASH GRENADE"/> <portrait prototype="ROADBLOCK" big="mod:UI/Game/equipmentimg/toolscar_roadblock_big.dds" text="ROAD BLOCK"/> <portrait prototype="JUMPPAD" big="mod:UI/Game/equipmentimg/toolscar_jumppad_big.dds" text="JUMP PAD"/> <portrait prototype="PISTOL" big="mod:UI/Game/equipmentimg/toolscar_gun_big01.dds" text="PISTOL"/> <portrait prototype="REDIRECTSIGN" big="mod:UI/Game/equipmentimg/toolscar_scoop_big01.dds" text="REDIRECTSIGN"/> <portrait prototype="RIFLE" big="mod:UI/Game/equipmentimg/toolscar_rifle_big01.dds" text="RIFLE"/> </portraits>[/code] Thanks to the comment line we can easly see what we need to change and where. [color="#FF8C00"]<!-- vehicles -->[/color] This comment shows that we are in the vehicles area. [color="#FF8C00"]<!-- persons -->[/color] This comment shows that we are in the person(crew) area. [color="#FF8C00"]<!-- equipment -->[/color] This comment shows that we are in the Equipment area. Depeninding on what you want to change you need to be in one of the 3 areas to change it. [b][u]Be carefull[/b][/u], This file is linked to your: [u]unit.xml[/u] file. From this file you should remember some of the details (or keep the unit.xml file open so you can just read the details). To add a new vehicle: [code] <portrait prototype="mod:Prototypes/Vehicles/Ambulance/*new prototype*.e4p" text="*Unit.XML ID TAG*" unit="*Unit.xml ID TAG*"/>[/code] Adding new personel: [code] <portrait prototype="mod:Prototypes/Persons/Ambulance/*personeels prototype.e4p" big="*plaatje*" unit="Unit.XML ID TAG" text="Unit.xml ID TAG"/>[/code] Add new equipment: [code] <portrait prototype="*New name*" big="mod:UI/Game/equipmentimg/*New equipment.DDS" text="*New name*"/>[/code] Again the changes and info given here are closely with the:[url="http://www.emergency-planet.com/index.php?option=com_content&view=article&id=110%3Aadding-vehicles&catid=46%3Aemergency-4-modding&Itemid=35?=nl"] Tut from Hoppah[/url]. [size="3"][b][u]Unit.xml[/u][/b][/size] The "Unit.[b]XML[/b]" is not like the other files just in one folder. This is because every unit(car/personal/equipment) in the game uses it's own unique unit.[b]xml[/b] file. you can find the files in: [code]C:\Program Files\sixteen tons entertainment\Emergency 4\Mods\*Your mod name*\Units*[/code] [size="1"]*Default instaltion path.[/size] Did you installed Emergency 4 customly: [code]..\Emergency 4\Mods\*your mod name*\Units*[/code] [size="1"]*the ..\ is for the driver letter and folders you have installed the game to. (For example: D:\ or E:\ or D:\games\ or E:\games and so on and so on).[/size] [b][u][color="#FF8C00"]<!--NOTE, if you do not use another mod or the default units from the game, you will need to make and place the files in the right place yourself!--!>[/color][/u][/b] Depending on what you need, you would need to be in differnt locations. If you are looking at:[code]C:\Program Files\sixteen tons entertainment\Emergency 4\Mods\*your mod name*\Units[/code] of [code]..\Emergency 4\Mods\*your mod name*\Units*[/code] voor then you can find the: Unit.[b]XML[/b] files; \Equipment \Personnel \Vehicles And each of the above folders need sub-folders. \Personnel has 4 sub-folders: "\Ambulance, \Fire Department, \Police, \TEC", And each of those sub folders has to have unit folders. \Vehicles heeft 4 sub-folders: "\Ambulance, \Fire Department, \Police, \TEC", And each of those sub folders has to have unit folders. The folder: \Equipment Does not need sub-folders, But starts straight away with the unit folders. Asuming you did all other steps right.. We will create our own unit folder now. [code]C:\Program Files\sixteen tons entertainment\Emergency 4\Mods\*your mod name*\Units\Vehicles\Ambulance\*[/code] [size="1"]*Default installtion path.[/size] Did you installed Emergency 4 customly: [code]..\Emergency 4\Mods\*your mod name*\Units\Vehicles\Ambulance\*[/code] [size="1"]*the ..\ is for the driver letter and folders you have installed the game to. (For example: D:\ or E:\ or D:\games\ or E:\games and so on and so on).[/size] In the folder from \Ambulance\ i create a new folder. The folder name starts with a number and the name. For tut uses i will call it: 001Test In the folder 001Test we need the following files; "big.dds, browser_cl.dds, browser_dis.dds, browser_on.dds, browser_ov.dds, icon_cl.dds, icon_on.dds, icon_ov.dds, [b]unit.xml[/b]" . you can download the .dds files(empty) from the download center of the forum. or by using the once from the game it self. The unit.xml file we can also copy from another pre existing model. A unit.xml file needs to have 2 "structures" to it. As is displayed by the next lines: [code]<unit id="MTW"> <campaign> <missions value="3 4 13 15 9 8 5 17 12 14 7 19 10 6 18 16 11 20"> <prototype name="mod:Prototypes/Vehicles/Police/mtw.e4p" /> <price value="500" /> <speed value="100" /> <space value="6" /> <loadspace value="4" /> <personnel> <unit id="POLICEMAN"> <defaultcount value="1" /> </unit> <unit id="PROFILER" /> <unit id="SHOOTER" /> <unit id="SCOUT" /> </personnel> <equipment> <unit id="ROAD BLOCK" /> </equipment> </missions> </campaign> <freeplay> <missions value="3 4 13 15 9 8 5 17 12 14 7 19 10 6 18 16 11 20 22"> <prototype name="mod:Prototypes/Vehicles/Police/mtw.e4p" /> <price value="500" /> <speed value="100" /> <space value="6" /> <loadspace value="4" /> <personnel> <unit id="POLICEMAN"> <defaultcount value="1" /> </unit> <unit id="PROFILER" /> <unit id="SHOOTER" /> <unit id="SCOUT" /> </personnel> <equipment> <unit id="ROAD BLOCK" /> </equipment> </missions> </freeplay> </unit>[/code] The first "Structure" is the campaign mode tags <campaign> </campaign>. The second "Structure" is offcourse: <freeplay></freeplay>. These two "Structures" can differ from one another. So you can make modded units for the freeplay but keep them original in the campaign or vise versa. or it has less equipment in the campaign, cost less and so on. The most important thing to know is that both "Structures" use the same "Legenda" to identify and make the unit playable in the game: Short explainantion of the legenda in the unit.xml file: [color="#FF0000"]<unit id="MTW"> This is the line that links the unit.xml file to the portraits.xml file(Very important line!!!) [u][b]Each Unit.xml file <unit id= ""> must be unique, so you can't have 2 cars called "Ambulance", or 2 personel called "doctor".[/color][/b][/u] [color="#FF8C00"]- <missions value="3 4 13 15 9 8 5 17 12 14 7 19 10 6 18 16 11 20">[/color] This line will tell the game for what missions the car/person is availble ("22" is the freeplay map). This line is also a main command line so the other commands can be added). [color="#FF8C00"]- <prototype name="mod:Prototypes/Vehicles/Police/mtw.e4p" />[/color] This line will let the file know where to find the prototype file of the game. [color="#FF8C00"]- <price value="500" />[/color] Basic price of the unit(This is the price witch will be multiplied by the mlltiplier in the "freeplaybase.xml" file. (Default setting is 10)So this unit should cost 5.000 credits to call it in the game. [color="#FF8C00"]- <speed value="100" />[/color] The speed in KM/H(1KM/h = MP/H you can change the value to a max off: 9.999.999KM/H(without ".") make the speed greater and the car will not come into the game. [color="#FF8C00"]- <space value="6" />[/color] How many personel the car can carry?(Max is 12) [color="#FF8C00"]- <loadspace value="4" />[/color] how many casulties the car can take(Max is 12) [color="#FF8C00"]- <personnel>[/color] Is the opening "tag" for the personel that is allowed in the car. [color="#FF8C00"]- <unit id="POLICEMAN">[/color] The type of personal that is in the car when you call it into the game. [color="#FF8C00"]- <defaultcount value="1" />[/color]how many of the above line personel is in the car when you call it. [color="#FF8C00"]- </unit>[/color] the closing tag for the default load of the car when calling it [color="#FF8C00"]- <unit id="PROFILER" />[/color] Additional personal unit that can be in the car [color="#FF8C00"]- <unit id="SHOOTER" />[/color] Additional personal unit that can be in the car [color="#FF8C00"]- <unit id="SCOUT" />[/color] Additional personal unit that can be in the car [color="#FF8C00"]- </personnel>[/color] Closing tag for the Personel that is allowed and by default in the car [color="#FF8C00"]- <equipment>[/color] Start of the equipment carried by it. [color="#FF8C00"]- <unit id="ROAD BLOCK" />[/color] Equipment in the car(NOTE, this also needs to be checked on in the editor under "TRAITS"). [color="#FF8C00"]- </equipment>[/color] The closing tag of the equipment allowed to carried. [color="#FF8C00"]- </missions>[/color] The main closing tag for the MAIN command(mission numbers, and all other info over the unit) If you are working in the: <campaign> </campaign> Then don't add 22 to the missions line! [size="3"][b][u]Soundtrack.xml [/u][/b][/size] Alright you can change the game to an extent, and add/change new units. And modify them to how you would like them to be. Lets move on to the sounds. [u][b]You need a: .mp3 .mp4 .wav .wmv To .ogg converter[/b][/u] Like this one: [url="http://download.cnet.com/Free-Mp3-Wma-Ogg-Converter/3000-2140_4-10793572.html"]Gratis .ogg converter[/url] You can modify the game a bit more to your liking by changing the music and sounds you here. You need this file: "Soundtrack.xml" And you can find that file here: [code]C:\Program Files\sixteen tons entertainment\Emergency 4\Data\Audio\Soundtracks*[/code] [size="1"]*Default instalation path.[/size] Did you installed Emergency 4 customly: [code]..\Emergency 4\Data\Audio\Soundtracks*[/code] [size="1"]*the ..\ is for the driver letter and folders you have installed the game to. (For example: D:\ or E:\ or D:\games\ or E:\games and so on and so on).[/size] For yours and the games safty we will copy the entire folder(AUDIO): in the mod folder you made earlier. [code]C:\Program Files\sixteen tons entertainment\Emergency 4\Mods\*your mod name*\*[/code] [size="1"]*Default instalation path.[/size] Did you installed Emergency 4 customly: [code]..\Emergency 4\Mods\*your mod name*\*[/code] [size="1"]*the ..\ is for the driver letter and folders you have installed the game to. (For example: D:\ or E:\ or D:\games\ or E:\games and so on and so on).[/size] Making the folder link look like this: [code]C:\Program Files\sixteen tons entertainment\Emergency 4\Mods\*your mod name*\Audio*[/code] [size="1"]*Default instalation path.[/size]] Did you installed Emergency 4 customly: [code]..\Emergency 4\Mods\*your mod name*\Audio*[/code] [size="1"]*the ..\ is for the driver letter and folders you have installed the game to. (For example: D:\ or E:\ or D:\games\ or E:\games and so on and so on).[/size] If we open the soundtrack.xml now(Audio\Soundtracks\). We can see a lot of line and structures like this one: [code] <soundtracks> <soundtrack name="1"> <music id = "0" file="mod:Audio/Soundtracks/background_05.ogg" level="0.0" next="0"> <transition target="0.1" mode="start" /> <transition target="0.2" mode="start" /> <transition target="0.3" mode="start" /> <transition target="0.4" mode="start" /> <transition target="0.6" mode="start" /> <transition target="0.7" mode="start" /> </music> <music id = "1" file="mod:Audio/Soundtracks/action_short_08.ogg" level="0.1" next="2"> <transition target="0.2" mode="start" /> <transition target="0.3" mode="start" /> <transition target="0.4" mode="start" /> <transition target="0.6" mode="start" /> <transition target="0.7" mode="start" /> </music> <music id = "2" file="mod:Audio/Soundtracks/action_04.ogg" level="0.2" next="2"> <transition target="0.3" mode="start" /> <transition target="0.4" mode="start" /> <transition target="0.5" mode="fade_sync" /> <transition target="0.6" mode="start" /> <transition target="0.7" mode="start" /> </music> <music id = "3" file="mod:Audio/Soundtracks/action_short_07.ogg" level="0.3" next="prev"> <transition target="0.2" mode="start" /> <transition target="0.4" mode="start" /> <transition target="0.6" mode="start" /> <transition target="0.7" mode="start" /> </music> <music id = "4" file="mod:Audio/Soundtracks/action_short_07.ogg" level="0.4" next="prev"> <transition target="0.2" mode="start" /> <transition target="0.3" mode="start" /> <transition target="0.6" mode="start" /> <transition target="0.7" mode="start" /> </music> <music id = "5" file="mod:Audio/Soundtracks/action_04_low.ogg" level="0.5" next="5"> <transition target="0.2" mode="start" /> <transition target="0.3" mode="start" /> <transition target="0.4" mode="start" /> <transition target="0.6" mode="start" /> <transition target="0.7" mode="start" /> </music> <music id = "6" file="mod:Audio/Soundtracks/mission_lost.ogg" level="0.6" next="stop"> </music> <music id = "7" file="mod:Audio/Soundtracks/mission_won.ogg" level="0.7" next="stop"> </music> </soundtrack> [/code] [u][b][size="1"]**NOTE: I'm only placing one structure here, even the file shows you more then one. This is because, if you can modify one structure the other need to be done in the same way as the first way.[/size][/b][/u] To start i will just explain the structure of the soundtrack.xml file: [color="#FF8C00"]<soundtracks>[/color] - Main command that also opens the soundtrack xml file. [color="#FF8C00"] <soundtrack name="1">[/color] - A unique soundtrack number, but this number is linked to a mission number. [color="#FF8C00"] <music id = "0" file="mod:Audio/Soundtracks/background_05.ogg" level="0.0" next="0">[/color] -[color="#FF0000"]<Music[/color] Is the openings command for what should be played at the start of the mission. [color="#FF0000"] id = "0" [/color] Is the ID number of the track that is playing", [color="#FF0000"]file="mod:Audio/Soundtracks/background_05.ogg"[/color] Location of the sound file, [color="#FF0000"]level="0.0"[/color]An indication of at what level it needs to be played(game progres) [color="#FF0000"]next="0">[/color] - Tells what the next song is that should be played(bassed on ID number) in this case the song will just repeat it self untill the "level" value changes to mach another line in the file. [color="#FF8C00"] <transition target="0.1" mode="start" />[/color] - Sets a target, on when a level is progressing to change the sound to or when the event is starting(The higher value the further the mission is progressing, or the situation is growing out of hand) [color="#FF8C00"] <transition target="0.2" mode="start" />[/color] - Sets a target, on when a level is progressing to change the sound to or when the event is starting(The higher value the further the mission is progressing, or the situation is growing out of hand) [color="#FF8C00"] <transition target="0.3" mode="start" />[/color] - Sets a target, on when a level is progressing to change the sound to or when the event is starting(The higher value the further the mission is progressing, or the situation is growing out of hand) [color="#FF8C00"] <transition target="0.4" mode="start" />[/color] - Sets a target, on when a level is progressing to change the sound to or when the event is starting(The higher value the further the mission is progressing, or the situation is growing out of hand) [color="#FF8C00"] <transition target="0.6" mode="start" />[/color] - Sets a target, on when a level is progressing to change the sound to or when the event is starting(The higher value the further the mission is progressing, or the situation is growing out of hand) [color="#FF8C00"] <transition target="0.7" mode="start" />[/color] - Sets a target, on when a level is progressing to change the sound to or when the event is starting(The higher value the further the mission is progressing, or the situation is growing out of hand) [color="#FF8C00"] </music>[/color] - Closing command for this spesific mission [color="#FF8C00"] </soundtrack>[/color] Main close command for the "string" of mission music [color="#FF0000"][size="1"]**NOTE For all targets: 0.1 means, if target 0.1 is reached/activated play music with: ID1 for 0.2 it just means: play music ID 2 and so on. As you can see the script can only increase it value of target and music ID 0(0.1,0.2,0.3,0.4,0.5,0.6,0.7)(these are there for the other songs/sound that can be played during the mission, depending on progress/situation control). As you go allong you can go 2 ways up or down(doing good, or badly). Doing good(i would think but not tested so far) the level would decrease for example from 0.3 to 0.2, If you are doing badly the level will increase and make it increase for example like 0 to 0.5[/size][/color] If we want to change the music that is playing on the background of a mission we would need to modify this line: [code] <music id = "0" file="mod:Audio/Soundtracks/background_05.ogg" level="0.0" next="0">[/code] We start the .ogg converter(read the program manual or help file, since i'm keeping this tut to XML and not the .ogg converter). And we convert a song to a .ogg file.(I will call it: *new.ogg*) We will save the we made(*new.ogg*) in the soundtrack folder: [code]C:\Program Files\sixteen tons entertainment\Emergency 4\Mods\*your mod name*\Audio\Soundtrack*[/code] [size="1"]*Default installation path.[/size] Did you installed Emergency 4 customly: [code]..\Emergency 4\Mods\*your mod name*\Audio\Soundtrack*[/code] [size="1"]*the ..\ is for the driver letter and folders you have installed the game to. (For example: D:\ or E:\ or D:\games\ or E:\games and so on and so on).[/size] After that we need to change the line in the sountrack.xml file [code] <music id = "0" file="mod:Audio/Soundtracks/*new.ogg*" level="0.0" next="0">[/code] If you would start mission 1 now, you will hear your song in the background. Since there are 20 missions the xml contains 20 structures(for each mission one). But for somebody who was bored and counted them, knows that there are 22 structures in the soundtrack.xml file So i will explain the last two now: The 21st structure is about the Tutorial level in Emergency 4 [code] <soundtrack name="tutorial"> <music id="0" file="mod:Audio/Soundtracks/background_03_low.ogg" level="0.0" next="0"> <transition target="0.1" mode="start" /> <transition target="0.2" mode="start" /> <transition target="0.4" mode="start" /> <transition target="0.5" mode="start" /> <transition target="0.6" mode="start" /> </music> </soundtrack> [/code] As you can see this is simulair to the mission soundtrack structure, and so further explaining should not be needed. Since you can change the mission sound, you can also change the tutorial sound. Then on to the 22nd and last structure: Freeplay [code] <soundtrack name="freeplay"> <music id="0" file="mod:Audio/Soundtracks/background_06.ogg" level="0.0" next="0" /> <music id="1" file="mod:Audio/Soundtracks/action_short_01.ogg" level="0.1" next="0" /> <music id="2" file="mod:Audio/Soundtracks/action_short_02.ogg" level="0.2" next="0" /> <music id="3" file="mod:Audio/Soundtracks/action_short_03.ogg" level="0.3" next="0" /> <music id="4" file="mod:Audio/Soundtracks/action_short_04.ogg" level="0.4" next="0" /> <music id="5" file="mod:Audio/Soundtracks/action_short_05.ogg" level="0.5" next="0" /> <music id="6" file="mod:Audio/Soundtracks/action_short_06.ogg" level="0.6" next="0" /> <music id="7" file="mod:Audio/Soundtracks/action_short_07.ogg" level="0.7" next="0" /> <music id="8" file="mod:Audio/Soundtracks/action_short_08.ogg" level="0.8" next="0" /> </soundtrack> [/code] Also this structure is almost simlair to the tutorial and mission sound structure. One big differance is that the freeplay does not works with targets...this would be imposible since you are playing a free game, and not a scripted mission. But this script uses events to base what music needs to be played. A event example would be: [code]<music id="4" file="mod:Audio/Soundtracks/action_short_04.ogg" level="0.4" next="0" />[/code] This line should be the seriousness of the event that is happening. And the right line is read and played acording to the event that is happening. When something serious is happening, a high level is added, when a small thing happens a low level will happen. When you start a game it will always play(since your level = 0.0 at start): [code]<music id="0" file="mod:Audio/Soundtracks/background_06.ogg" level="0.0" next="0" />[/code] As you can see, this background music is also in a loop, and it will keep playing itself untill interuped by a event. It will then play the level acordingly sound, and stop for a few seconds, when the event sound has been played the next="0" value behind each event will happen,and the soundtrack(level0.0) will be played again. [code]</soundtracks>[/code] [color="#FF8C00"]</soundtracks>[/color] - Main closing command for all the structures in the soundtrack.xml file You can make the game more your style by changing all the 9 lines of the music(just as i explained with the missions) I'm still looking for the right way to add more then one background music line to the file. so you don't always have to listen to the same old song time after time after time. So far no luck,... (For smartasses) [code] <soundtrack name="freeplay"> <music id="0" file="mod:Audio/Soundtracks/*new1.ogg*" level="0.0" next="9" /> <music id="1" file="mod:Audio/Soundtracks/action_short_01.ogg" level="0.1" next="0" /> <music id="2" file="mod:Audio/Soundtracks/action_short_02.ogg" level="0.2" next="0" /> <music id="3" file="mod:Audio/Soundtracks/action_short_03.ogg" level="0.3" next="0" /> <music id="4" file="mod:Audio/Soundtracks/action_short_04.ogg" level="0.4" next="0" /> <music id="5" file="mod:Audio/Soundtracks/action_short_05.ogg" level="0.5" next="0" /> <music id="6" file="mod:Audio/Soundtracks/action_short_06.ogg" level="0.6" next="0" /> <music id="7" file="mod:Audio/Soundtracks/action_short_07.ogg" level="0.7" next="0" /> <music id="8" file="mod:Audio/Soundtracks/action_short_08.ogg" level="0.8" next="0" /> <music id="9" file="mod:Audio/Soundtracks/*new2.ogg*" level="0.0" next="10" /> <music id="10" file="mod:Audio/Soundtracks/*new3.ogg*" level="0.0" next="11" /> <music id="11" file="mod:Audio/Soundtracks/*new4.ogg*" level="0.0" next="0" /> </soundtrack>[/code] Does not work. *Note *new.ogg* is just an example name. [u][b][color="#FF0000"][size="3"]Pay attention!; dThe songs you convert with the .ogg converter will keep copyright protected, when you add these songs to your mod, and you make the mod public you should remove the music files or you are commiting a crime.![/size] Unless you are the artist who created the song(s)[/color][/b][/u] [size="3"][b][u]Modifying Notifications: [/u][/b][/size] When a event is happening, the supervisor will allert you to that, by playing a small movie, spoken text and atext banner in the center top screen. To edit the movie you will need to use special software to make your own movies, or voice over programs. But this is not what this is tutorial is about, so you i won't go on with that. But you can with eas modify the text banner in the center-top screen when a event is happening, so it will display your custom event line. For this you need to be in: [code]..\Emergency 4\Data\Lang\en\*[/code] Or [code]..\Emergency 4\Data\Lang\de\*[/code] [size="1"]..\ Your installation folder[/size] And copy the file: "supervevents.xml" To the mod folder you made: [code]..\Emergency 4\Mod\**your mod name**\Lang\en\*[/code] [size="1"]..\ your installation[/size] If this folder does not exist, create it(2 to 3 folders). 1. Make a folder: "Lang" in the root folder of your mod (..\Emergency 4\Mod\**your mod name**) 2. In the folder: "Lang" you create 1 or 2 new folder named: "en" or/and "de" (..\Emergency 4\Mod\**your mod name**\Lang\) 3 So you will have these locations:(Depending on the language you plan to use) [code]..\Emergency 4\Data\Lang\en\**[/code] or/and [code]..\Emergency 4\Data\Lang\de\**[/code] [size="1"]..\ installation path[/size] In het mapje van jou keuze plaats je dan het bestand: "supervevents.xml" [size="1"](vFor the purpose of this tut i will be using the folder: "en")[/size] making my folder path look like this: [code]..\Emergency 4\Data\Lang\en\supervevents.xml[/code] If we open the supervevents.xml from our mod foler we will see the following XML structures: [code] <strings> <string name="ID_SUPERV_EVENT01">Attention - traffic accident! Attend to all casualties and take them away!</string> <string name="ID_SUPERV_EVENT02">Car theft! The suspect is fleeing! Arrest and take him away!</string> <string name="ID_SUPERV_EVENT03">Building on fire, caused by electrical appliance short-circuiting! Extinguish all fires and if necessary, treat all casualties and take them away!</string> <string name="ID_SUPERV_EVENT04">Person injured by faulty electrical appliance! Treat and remove!</string> <string name="ID_SUPERV_EVENT05">Short-circuit has caused building to catch fire; there are injured! Extinguish all fires, treat the casualties and take them away!</string> <string name="ID_SUPERV_EVENT06">An imploding TV set fire to a building! Extinguish all fires and if necessary, treat all casualties and transport them away!</string> <string name="ID_SUPERV_EVENT07">TV set imploded, injured present! Treat the casualties and take them away!</string> <string name="ID_SUPERV_EVENT08">Attention - house fire, due to an imploded TV set, there are injured! Extinguish all fires, attend to the casualties and take them away!</string> <string name="ID_SUPERV_EVENT09">Vehicle fire, caused by a technical defect! Extinguish the fire and if necessary, treat all casualties and take them away!</string> <string name="ID_SUPERV_EVENT10">Attention - rioting civilian! Arrest and remove! If necessary, treat any casualties and take them away!</string> <string name="ID_SUPERV_EVENT11">Unauthorised demonstration taking place! Arrest the demonstrators and take them away!</string> <string name="ID_SUPERV_EVENT12">Attention - arson in the operational area! Arrest the arsonist and take him away! Extinguish all fires!</string> <string name="ID_SUPERV_EVENT13">There are reports of a people being taken hostage in the operational area! Rescue them, and either neutralise the kidnappers or arrest and take them away!</string> <string name="ID_SUPERV_EVENT14">Bomb alert! The bomber is fleeing! Arrest and take him away! You also need to extinguish all fires and if necessary, treat any casualties!</string> <string name="ID_SUPERV_EVENT15">Rabies alert! Neutralise the infected animal, prevent the rabies from spreading! You will need to treat any victims and take them away!</string> <string name="ID_SUPERV_EVENT16">Earthquake alert! There are casualties and structural damage! Take care of the fires, attend to all casualties and take them away!</string> <string name="ID_SUPERV_EVENT17">Medical emergency, someone has fallen and is slightly injured. Treat and remove!</string> <string name="ID_SUPERV_EVENT18">Medical emergency, someone is suffering from shock! Treat and remove!</string> <string name="ID_SUPERV_EVENT19">Medical emergency, report of a circulatory collapse! Treat and take the victim away!</string> <string name="ID_SUPERV_EVENT20">There are reports of food poisoning! Treat the victim and take him away!</string> <string name="ID_SUPERV_EVENT21">Medical emergency, someone has suffered a severe heart attack! Treat and take the victim away!</string> <string name="ID_SUPERV_EVENT22">Someone has suffered a stroke! Treat immediately and take the victim away!</string> <string name="ID_SUPERV_EVENT23">Attention - an incident of shoplifting has been reported! The thief is escaping, arrest and take him away!</string> <string name="ID_SUPERV_EVENT24">Attention - we have a report of pick pocketing! The thief is escaping, arrest and take him away!</string> <string name="ID_SUPERV_EVENT25">Armed bank robbery! Arrest the suspects and take them away! If necessary, treat all casualties and take them away!</string> <string name="ID_SUPERV_EVENT26">Attention - we have received reports of a suicide attempt! Save the victim, treat and remove!</string> <string name="ID_SUPERV_EVENT27">Someone suicidal is threatening to jump off a building! Save them!</string> <string name="ID_SUPERV_EVENT28">Attention - there are reports of a fire. Probably caused by a discarded cigarette. Extinguish all fires!</string> <string name="ID_SUPERV_EVENT29">Fire, caused by negligent handling of flammable materials! Extinguish all fires!</string> <string name="ID_SUPERV_EVENT30">Fire, caused by a firework! Extinguish all fires!</string> <string name="ID_SUPERV_EVENT31">Fire, caused by a faulty electrical appliance! Take care of those fires!</string> <string name="ID_SUPERV_EVENT32">Exploded gas pipe! Extinguish all fires and if necessary, treat all casualties and take them away!</string> <string name="ID_SUPERV_EVENT33">A fire has been reported, cause unknown. Extinguish all fires!</string> <string name="ID_SUPERV_EVENT34">Fire, cause not known. Prevent the fire from spreading and extinguish it!</string> <string name="ID_SUPERV_EVENT35">Attention - fire! Caused by open flame! Extinguish all fires!</string> <string name="ID_SUPERV_EVENT36">Lightning strike! Check whether people have been injured or if fires have broken out!</string> <string name="ID_SUPERV_EVENT37">Traffic light failure due to technical defect! Repair the lights quickly, before there are any accidents!</string> <string name="ID_SUPERV_EVENT38">Technical defect in a level-crossing barrier! Quickly repair the barrier before there are any accidents!</string> <string name="ID_SUPERV_EVENT39">Attention - there are reports of a violent crime! Arrest the suspect and take him away! Treat all casualties and take them away!</string> <string name="ID_SUPERV_EVENT40">Attention - there is a person running amok in the operational area! Arrest or neutralise this person and take him away! And don't forget to treat those victims!</string> <string name="ID_SUPERV_EVENT41">Attention - bomb explosion! Fires have broken out!</string> <string name="ID_SUPERV_EVENT42">Explosion in the sewer system! Extinguish the fires!</string> <string name="ID_SUPERV_EVENT43">Attention - violent rioters are gathering! Arrest and remove!</string> <string name="ID_SUPERV_EVENT44">A forest fire has broken out! Stop it spreading and put out all the fires!</string> <string name="ID_SUPERV_EVENT45">There are reports of a traffic accident involving several vehicles! Treat all casualties and take them away!</string> <string name="ID_SUPERV_EVENT46">Attention - violent hooligans are gathering! Arrest and remove!</string> </strings> [/code] Again, i will only explain one line, since they are all the same. So once you can change one, you can change them all. [code]<string name="ID_SUPERV_EVENT01">Attention - traffic accident! Attend to all casualties and take them away!</string>[/code] [color="#FF8C00"]- <string[/color] A series of text/command/codes that make up a command for the game [color="#FF8C00"]- name="[/color] What is this called. [color="#FF8C00"]- ID_SUPERV_EVENT01">[/color] System name of the event. [color="#FF8C00"]- Attention - traffic accident! Attend to all casualties and take them away![/color] The message that will be played in the banner when the event happens. [color="#FF8C00"]</string>[/color] End of this command line To change the banner, all we need to do is: [code]<string name="ID_SUPERV_EVENT01">Look daddy a car drove into the supermarket, what do they think this is? The blues brothers?</string>[/code] If we replace the: SUPERV_EVENT01 with our new message, and the event would happen, the banner would show this: "Look daddy a car drove into the supermarket, what do they think this is? The blues brothers?" [b](4 Example lines to see how the file will look once you change it.)[/b] [code] <strings> <string name="ID_SUPERV_EVENT01">Look daddy a car drove into the supermarket, what do they think this is? The blues brothers?</string> <string name="ID_SUPERV_EVENT02">Car theft,....well don't just stand there laughing...do something!</string> <string name="ID_SUPERV_EVENT03">Building on fire,...i hope they are insured......</string> <string name="ID_SUPERV_EVENT04">Look that plane will land on the bunny farm,..is it X-mas already??</string> </strings> [/code] (This example has 4 b*llsh*t rules, just because i can do that ^_^) But it shows you that there is no limitation to the way you can change the text in the banner(just use normal plain letters and numbers). If you replace only some events, then DON'T remove the events you have not changed. If you do this you will most likly get the ID_... lines or it can make the game crash(unexpected error) or buggy/lagging.1 point
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Emergency 4 - Adding Vehicles Difficulty: Moderate [background=#ffffff]Programs used: Emergency 4 (v1.3) Editor WordPad or Notepad[/font] This tuturial will teach you how to add a new vehicle to your mod step by step. You should already have a model and texture file. Besides this tutorial, it can be VERY useful to compare your files with other mods or original files. [background=#ffffff]In this tutorial, the following vehicle will be added to a mod: Image 01: Vehicle[/font] ========================== NEW FOLDERS: 1. Adding new vehicles requires the following folders in your mod if you don't have them already: Lang, Models, Prototypes, Specs and Units. Image 02: Add new folders 2. All files in your mod are sorted in subfolders. You need to create those folders too. 3. In case you want to add a police vehicle you need to make the following folders in your mod folder: .../Models/Vehicles/Police/ .../Prototypes/Vehicles/Police/ 4. Now, move all model- and texture files from your vehicle to your .../Models/Vehicles/Police/ folder. Image 03: Subfolders and the model- and texture files In case you are renaming your model- and texture files: 5. You need to make sure the texture files are linked to their model files, otherwise each model is missing their textures. 6. Open each model file (.V3O) with WordPad and look for the texture name. Change it to your new texture name and save the file. NOTE: If you're seeing a lot of weird symbols, the model is locked/packed (all Emergency 4 model files are). You can unpack the model file in the Emergency 4 editor. Start the editor. Go to Modifications -> Unpack file... It doesn't matter if your file is packed or not. Emergency 4 can read both. Image 04: Change texture name in model files ========================== CREATING AND EDITING BODY PROTOTYPE FILES: 7. When you have moved your model- and texture files to your mod you need to make prototype files. Each object of your vehicle has its own prototype file (body, doors, wheels etc...). Lets start with the body of the new vehicle. 8. Start the editor and always load your mod (Modifications -> My mod) first, otherwise the changes won't be made in your modfolder, but inside the Data folder of Emergency 4. 9. If you're not seeing the object window, go to Edit -> Scene. 10. Click on Vehicles -> Police (just like those subfolders in step 9) and click on NEW. 11. A new window will appear. The first thing you have to do is linking your model file to the prototype file. 12. Click on Browse behind Modelfile: and search the model file of the body of your new vehicle. Click OK. Your model is linked to the prototype file and can be viewed in the editor if you click on OK in the prototype window. 13. Each object in Emergency 4 has some options which need to be checked or not. For vehicles check the following options in the bottom of the prototype window: A black dot in: Physics, Children, Lights, Traits and General. A little cross in: Fire Use 'Custom' as Placement. 14. Now, you have to edit the Traits of your object. Click on Edit Traits. A new window will appear. Change the Flags first. Usually, most Emergency vehicles use Shootable, Coolable, Transportable - ASF and Recoverable - FGrR. If you want to have equipment inside the car, check some flags under Contained Equipment too (not more than 6). Voice/Sound is for the type of voice for your vehicle. Emergency 4 has 3 different voices (0, 1 and 2). Set the gender (for vehicles: Male or Female). Choose your type of vehicle under TaskForce Vehicle Type. Because our vehicle is a simple police vehicle we choose Police StW this time. Setting the Explosion Settings: Effect means which particle is used when your car explodes. Wreck Prototype is the wreck of the car after the explosion. Setting the Passenger and Transports: Those two values are only used when you place vehicles on maps in the editor. Setting the Material: Each object in Emergency 4 has a material. Normal vehicles usually have Car as Material. 15. When you're done with the Traits, click OK. 16. You need to assign commands to the vehicle. Click on Edit Commands. Required commands for most vehicles are: MoveTo, EmptyCar and GoHome. It is not very difficult to understand what those commands mean. 17. If you want to add lights to your car use the Light Editor function (Edit Lights). It is not very difficult to learn to add new lights. Comparing with other cars works most of the time. Image 05: Create a prototype file Image 06: Link prototype file to model Image 07: Check options Image 08: Edit Traits Image 09: Add commands ========================== CREATING AND EDITING WHEEL AND DOOR PROTOTYPE FILES: 18. The prototype files of the wheels and doors are basicly the same as body prototypes, except that you don't have to edit the General, Traits and Lights options. 19. Just like the body prototype file, create a new prototype file in the same folder as the body prototype file. 20. All door prototype files have to end with "_door##" and wheels with "_wheel##" (## stands for 2 numbers), so in this tutorial the first wheel prototype file name could be "new_car_door01". This is very important, because otherwise Emergency 4 won't reconize the wheels and doors. 21. When you've created a wheel or door, assign a door- or wheel model to the prototype file (step 18) and you're done. When you restart the editor, the door- and wheel prototypes can be found in Objects -> _VehicleParts_doors and _VehicleParts_wheels. Image 10: All prototype files ready ========================== ADDING DOORS AND WHEELS TO YOUR CAR: 22. Before you are going to add the doors and wheels to the body, make sure all prototype files are correct and that the models show up with the right texture. Addings wheels to your car is very easy. Go to your new car in the object window, then Edit -> Edit Children -> Edit Wheels. 23. Look for the wheel you've made in the list and press Add. If you can't find your wheel, the file name propably didn't end with "_wheel" and a number. 24. Use the Preview window to position the first wheel. Use ALT and your mouse to change the height. You might want to use Snap angles or Snap to objects to make it easier to position the wheel. 25. Use Copy Wheel to make the three others wheels which have the same height as the first wheel. Position them too. 26. Now, go to Edit Doors and add all doors to your vehicle and position them. Snap to object and Snap angles can be very useful. 27. On the right side of the Children window you can change some things. Change Axis to change the way the door opens. Change Door Action for which action the door will be opened. 28. You also want to add other objects (childs) to your vehicle like a lightbar. Use the Edit Children -> Edit Childs function then. Image 11: Adding wheels Image 12: Adding doors ========================== UNIT ID: 29. Each vehicle or person has its own ID (Identification) name. This ID is used to reconize the vehicle. The name of each vehicle is attached to their ID. Each vehicle has its own unit.xml file. All those files must be placed in a new folder. 30. So, we are going to change the Units folder. Our vehicle is a Police type vehicle so you need to create the following folders in the Units folder. .../Vehicles/Police/ 31. Create another folder in the Police folder. The name doesn't really matter. But the way how the vehicles are sorted ingame is based on the names of the folders. In this tutorial we create a folder called "001newcar". 32. Besides unit.xml, all menu pictures are also placed in that folder. The best way to change unit.xml for a new vehicle, is copying an existing file and changing it. About those menu pictures: Each car needs eight images. One large image which will appear in the lower right window when you select the vehicle. Four images are needed for the menu and three for the TransAid menu. If you are known with programs like Photoshop it's not very difficult to make new images for your vehicles. On the bottom of this tutorial you can download empty unit images. You only have to add a picture of your vehicle to those images. 33. Copy an existing unit.xml from the ".../Emergency 4/Data/Units/..." folder to your new folder and open it with WordPad or Notepad. 34. Make up a unit ID for your vehicle and enter it between the brackets in the first line. I've used: CV_LAPD. You will need that ID later! There are two large parts in this file which are basicly the same; campaign and freeplay. Most things will speak for themselves, but some things are important to know: Maximum number of 'space value' is 8. Maximum number of 'loadspace value' is 9. Don't add more than 4 unit ID's. Don't add more than 6 equipment ID's. Adding 22 to 'mission value' in the freeplay part is required to use the vehicle in freeplay. 35. When you are done, save the file. You can open .xml files with Internet Explorer to check it for mistakes. If Internet Explorer gives an error, something is wrong with the file. Image 13: Create unit folder Image 14: Files inside the unit folder Image 15: Changing unit.xml ========================== SPECS: 36. Some files in the Specs folder are required when you add a vehicle to your mod. Copy the following files from your .../Emergency 4/Data/Specs folder to the Specs folder in your mod: freeplaybase.xml freeplaybase_mp.xml portraits.xml metastrings.xml freeplaybase_d.xml (if you have EM4 Deluxe) 37. Open freeplaybase.xml with Wordpad. Every available vehicle in freeplay has their own line. 'count' means the number of vehicles in your garage which have already been bought. Copy/Paste or change one of the lines and enter the path to your new vehicle. Do this for freeplaybase_mp.xml (for multiplayer) and/or freeplaybase_d.xml (if you have EM4 Deluxe) too. 38. Open portraits.xml with WordPad. Just like in freeplaybase.xml has each vehicle has their own line. Copy/Paste or change one of the lines, enter the correct path to your new vehicle prototype. Enter the Unit ID which has been made up in step 40 and enter the exact same name behind 'text' and 'unit'. Image 16: Specs folder Image 17: Changing freeplaybase.xml Image 18: Changing portraits.xml ========================== TEXT (LANGUAGE) FILES: 39. Copy the following files from your .../Emergency 4/Data/Lang/[game language]/ to your mod: infotexts.xml portraits.xml 40. Make sure the paths to these files have been changed in metastrings.xml too. 41. Open infotexts.xml Each unit must have three lines with a text: ID_NAME_[unit ID] The name of the unit. ID_PURPOSE_[unit ID] Some information about the unit. ID_TOOLTIP_[unit ID] Text which appears when you move your cursur over the menu image of the unit. Make sure to enter the unit ID correctly and make up a name, purpose and tooltip text. 42. Open portraits.xml Just like infotexts.xml each unit has a line with text. This text will appear in the lower right window when you select your new vehicle. ID_PORTRAIT_[unit ID] 43. When you're done with the text files, your vehicle should be ready to use ingame. 44. Start Emergency 4, load your mod, start a mission or freeplay and play with your vehicle! Image 19: Text files Image 20: Changing infotexts.xml Image 21: Changing portraits.xml Download empty unit images: Emergency 4 Unit Images For questions about this tutorial: Emergency 4: Adding vehicles ========================== Tutorial made by Hoppah July 20071 point
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[size="4"]OK. [b]Perma-Modding[/b] is the art of getting mod files, working out where they go, and making them work [i]without having to load them[/i]. [/size][size="3"]This tutorial will tell you how to do this to any mod you choose! [list=1][*]Get the mod you want, and run the mod-installer on it to put it in the mods folder.[*]Cut (Ctrl+X) and Paste (Ctrl+V) the content of the [ModName] folder into the Data folder.[*]Go to "Data/Specs" and open "metastrings.xml" with Wordpad or an XML Editor.[*]You will see each one says "mod:" and a file path.[*]Remove the filepath (just leaving the filename, such as "command.xml".[*]then insert just before the filename you left "lang:"[*]This should make the lines look somthing like this:[*][font="Lucida Console"]<file name="lang:command.xml" />[/font][*]Once every line has this general layout, save it.[*]Start the game.[*][u]If for some reason it doesnt work, message me.[/u][/list][/size]1 point
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Open the editor and folow the instructions Click on CREATE A NEW MOD (if not already done) [img]/modules/Page/html/tutorials/equipment/en_1_01.gif[/img] Enter your MOD name and click on OK [img]/modules/Page/html/tutorials/equipment/en_1_02.gif[/img] Load the mod, click on NO if editor asks you to save map [img]/modules/Page/html/tutorials/equipment/en_1_02b.gif[/img] Click on Edit => Scene [img]/modules/Page/html/tutorials/equipment/en_1_03.gif[/img] Click on Vehicles, select the vehicle category and chose the vehicle then click on EDIT [img]/modules/Page/html/tutorials/equipment/en_1_04.gif[/img] A new window will open, click on EDIT TRAITS [img]/modules/Page/html/tutorials/equipment/en_1_05.gif[/img] A new window will open, now you see \"Contained Equipment\", all equipmen with an X in front of it is in the vehicle, just chose the ones you want... [img]/modules/Page/html/tutorials/equipment/en_1_06.gif[/img] Now click on OK, and close the editor. Now go in: [quote]\\sixteen tons entertainment\\Emergency 3\\Mods\\your_mod[/quote] And copy the Vehicles.xml located in: [quote]Specs[/quote] to: [quote]\\sixteen tons entertainment\\Emergency 3\\Data\\Specs[/quote] ----------------------------------- *If you have new vehicles in your main vehicles.xml in [quote]\\sixteen tons entertainment\\Emergency 3\\Data\\Specs[/quote] You will need to open the 2 xml\'s with an text editor and copy the line for your edited vehcile to keep the other vehicles intact. Tutorial by Stan1 point