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Everything posted by C.F.D
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Example of ideas we're hoping to see : - 911 scenarios - Missions ( still unsure about this part, but regardless, we're curious to hear from you guys on this one.) - Map suggestions ( please keep in mind that we are basing our map on Surrey and Trans-Canada Highway one, residential,commercial,industrial, 200 st and 72ave.These are a few of the busiest streets in Surrey and everything can branch off them.) - Scripts/Commands that you think would be beneficial for the modification and the users playing this mod.) Any ideas are welcomed. You will be credited rightfully if your idea(s) does get implemented.
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Damn it all. I just prepared myself with prayer quotes from the movie " The Exorcist." I was ready come into this thread and try tackle, or what I thought what would be, issues about Demons. So much for a misguiding thread title. No demons here, i guess... Seriously ... the only thing that will complete this thread now is long cat.
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Lol. Good eye. I used both, one will rest on the ground and another will rest in the air with another lightmap, and they both will flash at the same time. It's a really nice effect, i gotta admit. The cruiser going code 3 in the alley was an awesome thing to watch, the lights bouncing off the walls as it passes.
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Mike's LA sheriffs CVPI and Tahoe are already finished and can be downloaded in a different thread entitled " LA police upgrade units" for those who are wondering. His models is affiliated with our la submod. http://forum.emergency-planet.com/index.php?/topic/14957-la-mod-police-unit-upgrade3-new-units-added-sept24/page__view__findpost__p__204319
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The light coronas become smaller as you zoom in, the poly's quality gets better as you do it. If you're zoomed out far enough, all the lights will appear to be a bit foggy, which is okay, because that's realism, and the polys will stay unaffected awesome either way. We may possibly develop a script that will allow the ground member to brandish a flashlight and turn it on. This purpose may not be really useful but it's all eye candy as you said. We're also going to have siren scripts, which will allow you to choose siren tones and maybe different light modes ( Parked, Code 3, Traffic mode) etc. Details on this will eventually prevail later on this month or so.
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Looks good =)
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Yeah, dude, from what I see, everything looks normal to me. Your zoom dept is fairly normal to what I would also have mine set on often. The only logical explanation to your issue is the poor choice of corona. I have to admit, the red/blue corona I had implemented initially on most of the units, corona 5 and red 3 - the bloom effect is too much for anyone to handle, and this made me to search for a better, alternative corona series. I landed on corona Blue and red 3 series, and added tested them on the RCMP fleet, they look awesome. So this model is pretty much out-dated. Unfortunately, i will not change the corona settings to my desired choice for the la upgrade mod - the process is labour intensive. You'll just have to stick with what you have now. They dont look bad really, just make sure you're zoomed in close enough to be able to count the remains of bug road kills on the windshield.
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It depends how far out your camera zoom is. The higher the bird-watch viewi is, the more the lights become disorted and cognitive. The lower and closer you are to the unit, the better the lights will be, you should be able to notice all ploys in place with the coronas filling them. I've set all the coronas to the reasonable size that seemed good enough when you zoom in, but needless to say, every corona gets really messy the higher you are. The solution to this is keep the map set to night-mode and zoom in reasonably enough to enjoy the quality of the lights. I know the car look like it's being gang-raped by a bunch of christmas lights, and that is because you're viewing it from the sky, bird view, thus seeing all the 360 lights at once and it can give off the obnoxious presence. If you look at each angle of the car, you'll see how effective the lights are when it comes to intersection clearing and being seen at night from any angle.
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We're going to have them both available on the resource list in-game. It's nice to have a variety to make things more fun and realistic. Why only add one unit to cover the district, that's like a boring thing to do, staring at the same identical unit over and over -- we've eliminated that by bringing you a vast of choices with many avenues and light packages ( did i mention LOTS?!) behind it. So many cool units for you to drive around and to enforce the law and uphold the peace. Got a riot? No problem, send in the Artillery Support - the Emergency Special Response Team -- imagine the two expeditions you just watched respond to the scene at high rate of speed, and rolling up on the scene with the lights dancing all over, it's orgasmic. The sirens, everything you're going to get is going to make this game a lot more funner. (Todd and Myself hope to form a role play community for this modification. We're thinking, since we have all these realistic units, why not actually put them in good use by actually servicing them a lot -- We can achieve this by role playing with fellow mod users. Want to be a Captain of Engine 8? You got it. Want to be an ERT tac officer and help out with fellow gamers with a high risk situation? We can create a fun community that everyone can enjoy and take pride of - No problem, we'll sign you up...but needless to say, this plan won't be game till after new years eve. we don't exactly have a concrete plan to tackle this mission...) The heavy duty apparatuses, let alone the Crane, Fire plane, Rescue boat, etc, is out of scope at this time right now. They are not exactly our priority, per say, as we have many other things to worry about other than the resources that people may not actually really buy/acquire in-game....