-
Posts
2,606 -
Joined
-
Last visited
-
Days Won
95
Content Type
Profiles
Forums
Calendar
Tutorials
Downloads
Gallery
Everything posted by C.F.D
-
How can I change Corona Colours/Bloom intensity/forms?
C.F.D replied to C.F.D's topic in Modding Related Support
Yup, thanks Dyson. Rafael had just mentioned to me that I should look for the .tga files, convert it over for photo shop and edit the light/corona maps from there. Hopefully I'll be able to make some sick collection for this community and the RCMP modification. I'll let the admins close this if they want. -
Hey guys, Someone here in this community made a custom red/blue corona for download and they had the perfect shade for me, but I'm wondering how can i create a new one, if not manipulate existing original Em4 coronas ( make the corona look like a strobe flash, etc) Here is a good example of what kind of corona i need for a realistic corner strobe flash effect; any idea?
-
Would anybody here be interested in hearing one of our sirens that will be featured in the modification ? It won't be a in-game footage, but a demo track of how real it sounds. All of the tones have environmental effects to it and i know last year i made a siren video, but at that time the quality of the tones wasn't up to par. If anybody wants to vouch for a demo track, i can post a link to our Whelen Dual sirens that will be used by Vancouver Fire Services and several other fire apparatuses available in the mod. I've added music to it to prevent audio theft and rip off, but you'll get the idea of it.
-
-
Yup. Not only the spotlights will work but also FD apparatuses scene lights too, and thanks to COPS, we can move or angle the lights 360 while lights are on. Also, COPs's awesome 5 light options script will allow me to make different light modes ( code 1, 3, stationary, traffic bar and forward white lights as per to NFPA code, which will be explained below) When operating any fire apparatuses, you can disable the forward white lights. when the apparatus is driving, the white activates. When the parking brake is applied, the white lights must shut off in order to be NFPA compliant. This will help with FPS in the game when at scenes but still need the lights activated. Well, this is all I have to share for now. Adios.
-
What in the kitten? I recently asked Hoppah if he would like to volunteer for our team and he declines for reasons of not having any free time to work on any mods, yet he opens up a new mod and then joins you guys? No time, my flowerpot, looks to me like you're on a date with cinnamon-roll-puppy-head. Favoritism is disgusting. I'm out. Edit: Foul language softened out by Mr. Voodoo.
-
My only suggestion is add a tac light to your glock model to turn it into a speciality pistol.
-
Thank you for providing the video link. All of our models will have its light packages based on its real life counter-parts, and I'm fimilar with most BC agencies lights, including NWPD. I had already outfitted a light job for it, but with standard hide-a-way strobes. In the video it's LED so I will make that changes. But yes, I will leave the TA to special command activation for this unit. And lastly, it will come with the code 3 mastercom B siren that you hear in the video.
-
Like he, NewfoundKing, Goog1967, and Dyson said, the results will vary depending on the power of your CPU. It is still premature to give you the official word on this matter, and with no presumptions. All of our models are highly detailed and the lights will be on the same benchmark, regardless of how many lights it will have. I am following a HD quality forumula specifically designed for good to high end computers. For those with lower end products, fear not, there will be available light options in the game that will enable you to activate/deactivate light modes on scene. It will help with FPS. Think of us as Project Reality for BF2. We will push the limits of emergency 4 to its very end with maximum quality and entertainment. And for someone who said a engine has around 150 poly -- it's actually higher now. All apparatuses ( Just fire departments) now have a standard poly package of 170 factory lights. Once That is added, I still have around an extra 100, 150+ of emergency lights to add to meet its real life counter part specifications. Yup. It's a lot.
-
For a gameplay video, this is the closest I can find, granted it doesn't have animated moving trucks or sirens, but it'll show you how our FD and RCMP personals look like; and some of the scenes. It's a little old, made in January, but does send the message across. @BrianDog; Thank you for your support. To answer your question, yes we are doing mission based freeplays. We have a lot of suprises up in our sleeves that will elicit shock and awe when you play it. In fact, I'd limit this game and reserve it for those who are of age 16 and older due the graphical nature of calls. But of course I'm no arsehole, so I won't do that.
-
Hey, I've asked my crew to hold off with the in-game footage and materials until we have our buildings and props completed for show case. I assure you that the map development is on-going, and when time comes to reveal the game world with it's correct canadian geographical counter parts, the wait will pay off, big time. So, in the mean time, while our guys are working on it, Todd and I will focus on apparatuses until it's all done for good. Thanks, Dyson.
-
Yeah, as if !! RCMP Mod comes first for him.
-
The spinning lights can be done, only if you know a few tricks up your sleeves like I do...I've already pulled it off before. But like Goog1967 said, The coronas are fixed. Marshall's advice is useful, he's got the theory right.