Eremal
Members-
Posts
114 -
Joined
-
Last visited
Content Type
Profiles
Forums
Calendar
Tutorials
Downloads
Gallery
Everything posted by Eremal
-
Thinking about replacing the LAPP with a CHP SMPV really got me going. So i made one. Incase youre wondering, its based on the CHP units like this one: http://www.flickr.com/photos/sspvortech/492216272/ Its pretty much just copy paste from different units in LAMOD. Anyway, I was wondering, is that something you would add to your mod Hoppah? .. or nvm, I probably know the answer.. .."another crown vic?" I'm still voting for it to replace the LAPP though.
-
While I certainly see the resemblance, compared to the crown vic and charger, i'd vote this off the boat. If you really wanna cut down on the units in the mod, you could remove all the airport units too (ambulance, police car and firetruck). Yes they look nice, but wheres the use for it? Same goes for the LAPP, but that one is a bit more relevant as the white markings makes it more "fresh-airy". Although I'd much rather have it replaced by a CHP SMPV Slicktop. As for the the unmarked car, i cant really see why its the only LAPD car with a bullbar, especially seing thats its mainly lapd detectives driving them, and certainly they have no use for the bullbars? Which also brings me on to another subject: LAPD Detectives. Police officers who can negotiate and draw guns, but cannot direct traffic etc. And even though I started this post with critsising the CHP Camaro, I would love to see a new model of it, maybe even with an SMPV paintjob.
-
Willdo. The two on the left: Responce to a person critically injured after being hit by car. Top right: The units from Sandviken firestation along with the snorkel that alternetes between the Sandviken and Åsane firestation in Bergen (Norway) Bottom right: The tanker parked outside Åsane firestation, just got washed.
-
I've found out what does it (i think). When i boot with my second monitor (TV) on standby, the game messes up. If i boot with the cable unplugged or the tv on the correct channel, it works fine. I have a LG 37LB2R
-
Hmh, imageshack doesnt work any longer. But MikeyPI got it right. And it is Royal Dutch Shell Corporation. http://en.wikipedia.org/wiki/Royal_Dutch_Shell EDIT: Re-upped the pic (look above)
-
AgentSmith6 there is no irony, theyre US allies, and is probably the only country that has cheaper gas prices than the US, also, they have the same crappy low-octane fuel, so "normal" cars (like the ones produced for europe) wont run on it (without getting broken in a relativly short time). Anyway, keeping on theme with petrolium; What large international petroliumcompany is the proud new owner of these two vehicles: ? And for bonus points (if you can answear this correctly before i respond to the person who got the company right, you win this time); what is the name of the refinery/gas field (they bear the same name) where these vehicles will be stationed? Hints: The logo of the company is in the picture. The gas field is the largest in Norway.
-
Well, if it aint Dubai (or any other of the emirates) my next guess is Saudi Arabia.
-
Clearly its in the Middle East, I'm guessing Dubai.
-
Well, EM4 wont start up again (neither the game nor the editor) the screen just turns black for a few secs, then boots me to desktop. The logfile is about identical, though there is this at the bottom: !WARNING: global listener object is still registered! Unregister listener before destroying object! Ive tried reinstalling the game, updating and rollbacking the graphics drivers, without any luck. Hmm, cant upload the logfile either it seems, but thats not related to the game EDIT: Nvm, I rolled back the drivers once more, and now it worked.
-
The ones in 1.5 sounds like theyre ripped from Fedsig's Siren Tone Library (If youre using WMP11 as me, right click on any of the back parts, choose properties, and at the bottom its a url, copy-paste to the url-bar, and download)
-
Ofcourse I understood it was a joke, I was just messing around, since I found the joke stupid.
-
Wouldnt it then be a bayonet fight?
-
wtf, how do you shoot with a knife?
-
I've been working on the CHP Patrol Car, and I think it turned out awsome. Its not complete yet, and I think it has too many lights (52). I think I'm gonna test out a new rotating concept that also reduces the lights, since you dont really notice the lights rotating because of all the other light. http://rapidshare.com/files/101133202/chppatrol1.rar
-
I've kept thinking about how to make an alternating lightbar with as few lights as possible, and I've come up with this: http://rapidshare.com/files/101125117/chargerlights.wmv Thats done with 15 lights, and is changing between 2 patterns. Full bar, and alternating 3/3. The way its done makes it possible to make any full bar/alternating combo with a reasonable amount of lights. However it cannot change between 2 alternating patterns.
-
How its done is why it takes so many lights. All the lights has a flash interval of 0.30 and an intesity of 0.99. They all have an offset differing between 0.10 and 0.15. So basicly, instead of repeating a flash, its repeating a pattern. I think I'm pretty much at the limitations of the engine with that lightbar, when I had it at 0.20, the lights with a differing offset of 0.10, and I cant set the intensity any higher so..
-
Heres a clip with a decent alternating lightbar, comparing the amount of lights to two other lightbar setup. http://rapidshare.com/files/100630705/ledlights.rar. The middle one is the one ive used about an hour on, the other two i've clashed together earlier. The left one is the one i currently use.
-
Flash brightness, speed and pattern can be set up differently on leds. Whereas on strobes you can only change the flash speed, and unlike leds, they cant be on constantly as they are likely to overheat, also leds can flash more often and brighter than strobes without overheating. Though, strobes still have the advantage in max brightness, but it takes ALOT more power to power a very bright strobe, than a very bright led. My point is, you cant tell wether tony have added leds or strobes, since you can have leds mimic strobes. With that said. The only way to tell a led from a strobe, is to look closely at the light, and look if theres a bunch of small round lightsources or one big rectangular one. The only way to really add leds in EM4 is to add 3-18 lights for each light you want to be a led. Also, if you want any funny patterns, you'll have to add a bunch more leds. One of the big limitations in the light engine in EM4, is that its flash oriented and not light oriented. While this work pretty well for strobes, and rotating lights, you cant have any variations in patterns, like leds can have, well at least without adding a bunch of more lights. But then we're at one of the other problems with the light engine, if theres too many lights, it bugs, and the lights doesnt flash in the pattern you've set them up to. So no matter how you put it. You will never be able to add leds in EM4 in its true meaning. Hmm. You know what, I think im gonna make a great LED lightbar on the Charger, just to show you how many lights it would take..
-
From what I can see of you radiation Tony, its that you either have the lights in the wrong order, or you have the intensity set too high. Seing how you have 12 lights on each half of the lightbar, it shouldnt bee too much of a problem to work out a way to make a pattern that looks really rotating. You should also make the radiation bigger, so that they connect, without overlapping (my two middle blue ones overlap slightly atm, but im gonna fix that sooner or later). Also, when changing the radiation size, you want to keep your eyes on the map and not the light-editor window. Another problem is that red radiations dont show up properly on untextured maps in the editor. So you probably wanna texture it. Do that by pressing F2, clicking floor, and load floor. Then choose any of the floors in the "Maps" folder I'd recommend the lamod6.eft. It looks kinda shitty without any work. But we're changing lightning patterns, not making maps Anyway, just find a random piece of road and put the car there for a better overview of the radiations. Making the radiation look a bit rotating takes a while, but just put the radiations up next to eachother, and try to figure out the best way to put them to make it look like the light are passing and not blinking randomly.
-
Its radiation, and the lights arent really on the ground. When you add a light, you need the leave the "radiation" checked. then you will have 4 points forming a square, you can move these around, and an area inside these 4 points will light up with the light, also anything below the radiation wil reflect the light. You can change the area that lights up by changing the lightmap, but I have yet to thoroughly check the different lightmaps out. Also the radiation isnt really on the ground, its up in the air at the height of the light, you can change the height of the radiation by holding alt while moving any of the 4 points. As for polygons, these choose which part of the model that lights up along with the light, you can see this on the umarked unit part of this video. You see it pretty well with the lights on the dashlight. Pictures say more than a thousand words, and videos has 30 pictures each second. (thats alot of words) http://rapidshare.com/files/99443434/radia...xturechange.rar
-
I think he means radiation. Turn of the radiation on some of the lights as they are conflicting (and conflicting radiation doesnt look nice in EM4). I made a quick edit of the CHP Patrol Car, heres a clip, along with the prototype file. http://rapidshare.com/files/99348532/chp_patrollightedit.rar In the clip its Tonys version on the left and my edit on the right. What I did was removing 2 red and 1 blue radiation, as well as changing the remaining blue radiation to the light with a offset of 1 (so the radiation would alternate fully), additionally i altered the values of the lights as the blue was more an azure color, and the red was quite bright as well. I'm still editing all the different cars, but it has a rather slow progress, however I'm more or less done with the LAPD Patrol Car and the Unmarked Patrol Car. If you want to see it: http://rapidshare.com/files/99353058/lapdp...arkedpatrol.rar The file is pretty large though (25MB) for a 33sec clip. What I've done with the LAPD Patrol Car is first of all to add steadyburners. Also I've added some minor rotary effects, and some barely visible lightning effects that lights up the lightbar itself. I havent yet added polygons on the LAPD Patrol Car, and there is some minor changes to be done with the radiation. With the Unmarked Patrol Car I've edited in an dashlight in the texture, as well as changing the color of one of the lights in the front from blue to red. I've also changed the pattern of the directional bar, and added a steadyburner (by the rear view mirror, I removed the blue light by the rear view mirror as well) With both I've ofcourse pretty much redone all of the emergencylights from ground-up. I dunno if im gonna upload the prototypes/textures, I gotta ask for Hoppahs permission first anyway.
-
Heres my old edit of the charger, and some new lights on the back of the lightbar ive been testing out. http://rapidshare.com/files/98100877/oldch...newrearbars.rar My old edit of the charger really ended up looking like a disco, all thats missing is high-visabilty markings. Especially the high-beams were a bit over the top, and the radiation got really messy. At this point the new edit of the charger looks _alot_ better. I've also edited the LAPD Patrol Car, which I'm satisfied with, but I need to add radiation (light at the ground). I'll show you those units later. I used wmvhd to get a decent quality on the clip, so you will need wmp10+ or any other media player that supports wmvhd to view it.
-
I've set up a whole bunch of patterns for the arrowbar. The regular irregularity, movinglight and dual movinglight to name the most exciting ones. The only problems with using them is that of realism and lightpollution. Since EM4 has a setup of light that means you can see the lights from the front of the lightbar while behind the car, it means that the blue/red light from the front will pollute the amber light from the rear. Seing how most of the patters would realisticly only be used while the car is moving (and having the full bar lit up), it really makes the effort of making the light wasted, not forget that its a whole lot of extra lights that makes the game more laggy. Anyway, I've recorded the different patterns, and as soon as I've reinstalled Sony Vegas ill encode them and up them somewhere. That will likely be tomorrow.
-
Gamecrasher, without much doubt the amount of lights would crash the game on most computers. For those who didnt get it. My request to add that trailer was a somewhat of a joke. However, it would be amusing to see it ingame, with the santa and christmas songs. If I have the skills to model it, I would, but I doesnt expect hoppah to even consider adding it ^^. I assume you have added the steady burners that burn while the lights are off under the category "Special Light" in the editor. If so, when you both have the "Blue Light" and "Special Light" active, the steady burn will add into a brighter light, making it somewhat unrealistic. But hey, more powerful steadyburners is more realistic than no steadyburners at all. Currently I've done pretty much the same thing on the LAPD Patrol Car. My problem however is that the steadyburners drowns in the other lights on the car. And doesnt show very well. It might be different at night though..