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Everything posted by MikeyPI
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@ Millergd11: This pretty much sums up your problem. You say you have these cards installed, but your computer does not have drivers for them, which is highly likely to be the culprit behind your issues: From DX Diag: Operating System: Windows 8.1 64-bit (6.3, Build 9600) (9600.winblue_ltsb.150928-1002) Language: English (Regional Setting: English)System Manufacturer: Hewlett-Packard System Model: 23-m230--------------- Display Devices --------------- Card name: Microsoft Basic Display Driver Manufacturer: Chip type: DAC type: Device Type: Display-Only Device Device Key: Enum\ROOT\BASICDISPLAY Display Memory: 256 MB Dedicated Memory: 0 MB Shared Memory: 256 MB Current Mode: 1920 x 1080 (32 bit) (64Hz) Monitor Name: Generic PnP Monitor Monitor Model: HP All-in-One Monitor Id: HWP4224 Native Mode: 1920 x 1080(p) (60.018Hz) Output Type: Other Driver Name: Driver File Version: () Driver Version: DDI Version: 11.1 Feature Levels: 11.1,11.0,10.1,10.0,9.3,9.2,9.1 Driver Model: WDDM 1.3 Graphics Preemption: DMA Compute Preemption: DMA Miracast: Not Supported by Graphics driver Hybrid Graphics GPU: Not Supported Power P-states: Not Supported Driver Attributes: Final Retail Driver Date/Size: , 0 bytesNow here's the rub you've gotta understand. Your computer is made by HP, which pretty much locks in that you'll have to use HP drivers in order for them to be compatible. If you attempt to use drivers from Intel or Nvidia direct they rarely will work with the customized hardware setup that manuf's like HP tend to favor on their machines. Go through the HP website and attempt to find the proper drivers for your system, because as of right now your DX diag shows that you have absolutely no drivers installed for a video card device.
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You don't even get that kind of courtesy with a full-blown game which you're paying money for. How is it reasonable to expect that someone who's doing this for nothing more than a hobby to keep you that well-informed? Contrary to popular belief, you're not entitled to being constantly updated, it is nothing more than a courtesy at best if they should wish to do updates in the first place and even then on their own schedule not yours.. Attitudes like this totally miss the point when it comes to these mods, let alone respect for those putting the time into them. They are done for free for you to enjoy, even if they were for-profit and you were paying for them you'll rarely if ever see this kind of update schedule. Truth is, in a hobby there are many weeks, sometimes months where authors will do absolutely nothing. What is the point of "updates" if nothing has changed at that particular time? Give him a break and realize if/when they have something to show and want to, they will, otherwise it's best to learn patience.
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If you've added vehicles before, then in theory this would not be too painful for you. But I would suggest cloning an existing la mod vehicle and replacing the model parts for it rather than trying to direct-copy it if you were to try to do it... It'll save you some time/effort and hopefully make the script changes less painful. Trying to take em from army to LA proto's and all is just too many places where things can go wrong imo.
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That is kind of the problem, some of the things (like commands/dummies) are specific to features within the us army mod. You would have to figure out which ones are running from the mission script and remove those commands to ensure no problems, and you would have to adapt any of the other scripts if you wished to pull them over.. You can try to just copy them over, but it will involve some serious trial and error to get around the almost-certain crashes that will result until you remove the "custom" commands that the vehicles have. The prototypes would also have to be updated to reflect the new folder structure, along with the unit files, etc. It isnt as simple as just copying and pasting unfortunately, but you are more than welcome to try. Just understand we're not being harsh with you, I understand what you want to do, but it's a good bit of work (thank the devs for that, not the mod makers) and you have to be extremely cautious about not making any mistakes in the scripts/files when you alter them as one simple error can cause a crash.
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To answer your questions: LA mod (by Hoppah) is for all intents and purposes completed as far as he's going to take it.. Some of the bugs in it are "Hard-Coded" meaning that in the standard format of gameplay they can't be removed. If the mod were made to be mission scripted, perhaps but in the default game, some of the bugs/glitches are there from the original game, not the mod's themselves. The "update" to LA had crediting issues, I won't go into all the details but in essence, that project was terminated because of it. As to EM20xx and a north american development into that, most the modders that could do it, have basically decided to not go forth into that game (the reasons are quite extensive but mostly have to do with lack of innovation in the game and lack of sufficient support to transfer to that game). People will mod that game eventually, but for now it's basic stuff you'll see being done till they get it figured out and spread the word as to how to go about it. Right now, it's a select group tinkering with it as that goes, so it makes progress slow with lack of numbers attacking the problem. The subreddit I have no clue if one exists, but I highly doubt it.
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Pretty much sums it up, don't modify the default game folders unless you have a copy to reinstall if/when it fouls up. Much better to make a mod and copy files from the default folders if you're going to mod them, that way if it breaks it's just the mod that is hurt, not the whole game.
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You essentially have to copy the models and textures over into the existing mod, then create new prototypes from the ground-up within the existing mod that you want to put them into, once you create the protos you have to link the protos to the models you imported from the army mod. If that is done correctly they will display properly within the existing mod in the editor (la in this case). To actually get them working beyond the basic default game units will take extensive script alterations to incorporate the new vehicles into la 100% functional. For even basic functional units you're going to have to edit a few files (found in the adding vehicles tutorial). If you're intentions are to copy features from army over to LA in some instances, that simply won't work because the differences in how the two mods are designed.
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Ehh I have to disagree with you on the time it would take to do such a thing, in reality with people who know their stuff the total time invested in the "worst" scenario would be about 1 month of their time if they worked devoted to this cause and shelved all other projects they had in mind. That being said, yes it is indeed quite a bit of work for the proper finished product desired, is it really worth all that? Sadly, not to me even though it is something you do see in real life, and something cool to think about what you could do with it as far as this game's mechanics go. Someone else might want to take a bite at this one, but to me being that I already went down the road with a person on the motorcycles I don't want to head down what is a similar road all over again (myself anyway). The idea it's self is no different than many other things which are added into the game, it does serve purposes just purposes that have to be catered to it.
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How could I improve quality of map texture?
MikeyPI replied to Pottyscotty's topic in Modding Related Support
Use multi-layers in the paint app you use to try to enhance crispness.. The problem with an underlayed image is that the thing will blur when scaled down, this is natural (and a one-way trip). That being said, you can use multiple layers to give the illusion of crispness in the texture file, then flatten all the layers when the project is done. What I find a good tactic for doing such things is to use a transparent layer and to add detail with an airbrush set to speckle the transparent layer with colors that are similar to the underlying texture.. It helps to add some "sharpness" to the underlying grass/dirt without overdoing it.. You can do the same thing to simulate things such as shadows being cast, bumpiness that was not present on the original texture, rock speckling (gravel) without it being pure gravel.. All up to you and playing around with the layers and different opacity levels for each to figure out what looks the best from a distance and zoomed in upon it. -
This community stands for me to ban you, and anyone else whom I disagree with, part of my powers to abuse really. Seriously though, this place exists for discussions and for people to hash out ideas, though in the past many people tried to get people to do things for them so regrettably it is commonly an assumption made that would be the intent. The reality if one wishes to have a discussion about an idea but doesnt wish to get someone to make it, that's fine by me just the same. The problem with this horsey idea is namely in if you wish it to look crude or pretty. In short, yes I can force hoop at gunpoint to fudge the concept into a crude but serviceable horsie with a cop on top but in my eyes that's missing the intention a good bit. To do this proper like would require far more work than that, in reality to make a really nice addition it would require a few things: The horse it's self might be usable from the stock factory horse in the game, that's debatable as I've never looked at the horse it's self to see what it's got going on. For the sake of argument here we'll assume she's usable though. Next it'd need a saddle added, all in all not that difficult assuming the horse it's self is usable and doesnt "bound" or gallop when it moves, if it does that would be a serious hindering problem to overcome, ultimately requiring the saddle to be mounted onto the horse, which may not work so hot if she does gallop, rear or anything of the sort. Next up would be a rider, I've made one before for the motorcycle found in LA or NY mods (same guy/same bike in both mods just modded for ny)... I had to make that guy from scratch for the bike, he was a new model, not an existing em4 model because of what was needed to make him mount since he's animated to do so.. Let's say that you wanted to do this the easy way and plop him on top the horse in saddle, no mounting.. It still requires making a person model that fits the bill and designing him in such a way to fit on the horse (without the horse being present unless you have Zmod3 which most of the modders don't). Worst case for the rider you'd want him to mount the thing, which would require someone with a whole lotta patience to move the guy in a relatively fluid matter, this game you have to animate using pretty crude techniques for most modders around, so it's seriously painful to do it. Now, worst case scenario here: The horse is bad, and won't be possible to use at all... He just is a bad horsey and is lame so we put em' down... *throws flower on po' horsey's grave.. This is the part that really sucks here.... If the horse is junk as far as the concept goes and we'd need a new horsey from the ground up... As a modeler myself I'd want to shoot myself to be blunt, but it would be possible to make the horse with relatively little pain.. The fun part would be that I would then have to animate his actions/movements to be as fluid as possible. That's alotta work, but the good news is the saddle nor the person matching is not an issue one bit compared to the horse. Then the scripting it's self, for the easy route is relatively easy to do in of it's self because in essence the horse would become a person (means set speed and all that jazz though) If you made it a vehicle it would be far more intensive to sort out. The harder route is a ton of work because you'd basically have to script the horse's movements for every single movement he does, along with triggering the animations for his movement and all that stuff, a serious task to undertake but ultimately the end result would be far far better.. My final thoughts... To be totally blunt for me and my perspective this task to do it proper and have a really high-quality end result is a ton of work for something that in essence is purely cosmetic... Granted, it could have some cool and fun features for crowd control and things like that, but for the work involved I wouldnt undertake this task.. This task would take someone with moderate to advanced skills for both modeling and scripting to do right, and a good bit of time for quality-control and testing to make sure it did not bug out. If you wish to try to undertake the task, I wish you the best of luck as it would be a cool cosmetic addition but a difficult one to do right.
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Da Bronx Modification [NO LONGER IN DEVELOPMENT]
MikeyPI replied to RestingVermin's topic in Mod Development and Concepts
Tbh, I do have to admit that I find it kind of sad that people take constructive criticism so harshly here. It would be one thing if people ran about saying "It looks horrible!" and things of the like (that would be straight up bullying and horribly inappropriate), but when they're trying to help it's really a shame that people don't really want that anymore. It's sad, but it's really the truth that people don't care for anyone trying to help to improve anything (not unless they're going to do it for them), most people around today just want the "yes men" who'll take things as they are and say "looks good". -
In recent days I had compatibility issues with an older game that I really wanted to play. So I searched around for a util to emulate the state the game required and found one that did the job for me on 8.1. Most games work with 8.1 but there are some that are just too old, given win10's fairly new age I suspect many drivers arent "fixed" yet so it'll be much the same problem as any new OS has for a while. For the time being though, this app might help you run the game in spite of the issues you've got. https://www.williamfeely.info/wiki/DXGL#Downloads Install and run that app, then when you load it up add em4.exe to the program list, once that is done set it to stretch it to your screen and touch nothing else about it unless you're prepared to have to tweak quite a bit to fix it. Once that is setup and you've added em4 to the list of programs for it to run, simply run em4 as you would normally and your screen should "flash" once or twice, then load up into the game normally. Going forth the game is stored in the list of games to execute for so you don't have to manually load the app it's self from that point on. I cannot say how this app performs on low-end machines, but it did the job for me that I needed it to do. Fair warning though: if you screw it up and it gets stuck in a boot loop (trying to load the game and flashing endlessly) just ctrl+alt+del and switch users, it'll shut down the app. Don't know if it'll help with em4, if not you can shop around for an app that does the same thing, I've encountered several in the past that did the same thing.
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You guys need to read the TOS or you will face subsequent punishment for bumping this topic. I already warned chris for this behavior, you need to appoint one individual to operate this advertisement (yes, that's what it is) and have that person maintain and be compliant with the TOS here. This is the final warning regarding this clan.
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Random words become links and can't 'like' posts
MikeyPI replied to The Governor's topic in Website support
The like system, on paper sounds like a positive thing to enable, but the problem with it is that it can be abused by members to essentially "push" reputations for people while snubbing others. In essence, it becomes more about popularity instead of substance. For example say someone releases updates to a mod, or releases a mod, many people will like this individual's posts merely for giving them content. On the same flip of a coin though, someone else could be focused on helping people out with their problems, or teaching people things in the other parts of the forum and generally being helpful to members but because they're not giving out content as the other user is, less people will "like" this individual's contributions even though in the end they are just as useful as the full-blown mod is. Aside from the above example someone could get their friends to like all of their posts just to promote their reputation which once again would negate the benefit of the system if people are abusing it to push up their reputation via "likes". Then you also have the people who will like someone's posts and in return expect that user to like their posts, not unlike the current facebook like system and how many of it's users have professed to me to use it. It might not seem as though it would be a problem from the outside looking in, but similar to the posts equating to rankings, you from time to time will see users post excessively with the intention of bumping their post count since on many forums the number of posts a user has is used to denote their status within the community (not stating that is the case on this particular forum, but on other forums it commonly is how other users will gauge one another's "experience"). In the end the "like" system would probably have similar results. Hopefully this clarifies why we've turned this particular accessory off within this site, in the end it boils down to how users would use it and the likelihood of abuse which would result with it turned on for general users. Since we can't really regulate the methodology of how and when it should be used without writing more rules/regulations to go along with it, it's much easier to just leave it disable at this time. Given that the "like" system is directly linked to a "Reputation" system it would be highly likely to be abused. -
The prototype files are kept within the same folder as the vehicle body is in most mods EX: Mod\Prototypes\Vehicles\ To find them in the editor is usually a bit harder. Usually, for the sake of organizing things, people place the door protos and wheel protos under a different structure within the editor. While the protos are found in the same folder in the physical location, in the editor they are usually found as follows for EX: _VehicleParts_doors _VehicleParts_super _VehicleParts_wheels Doors are where you'll find the corresponding doors for the vehicle, super is where structures that are added to the vehicle (such as ladder pieces) would be found, wheels is where the vehicle wheels are found. The process for fixing their mistakes is much the same as the actual body, you just simply relocate the model file that corresponds to the part and the missing box will disappear and be replaced by the appropriate model/texture. For things like the Lightbars it will vary depending on the modification, some will place them under super, some will create their own folder location within the editor and possibly within the root structure of the mod. You will have to look a bit to find the misc. parts if the mod was not that organized by the creator, which can be a problem with what we class as "sub-mods" since many use an existing mod's structure but add additional folders to it which don't follow the original mod's structure.
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Random words become links and can't 'like' posts
MikeyPI replied to The Governor's topic in Website support
Geeky answered correctly for your first question, thank you for that @ Geeky. The second question is simply because we have that feature installed, but we have it disabled for regular users. There is nothing wrong with your account in that regard, but we've disabled it by making it so that you are not permitted to "like" things, rather than totally disabling the feature we went the simplest route which was to just set the quota to 0. -
Yes, you could add in with some work a loading bay onto a police station (would require model alterations to have such a bay and the animated door) and some script work to make it happen, the scripting is essentially copying from existing ones, but it's something you or someone else would have to be willing to do in order to give the van additional steps in it's scripting to make it drive to the location and pull into it, then unload through another spawn location. Entirely possible but without scripting ability not something you'll likely accomplish yourself. The model aspect is also important if you want a polished result.
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Vehicles are the same routine, there are just more prototypes for the doors, trunklids, wheels etc. Hunt them down and re-add the models back, the only difference for vehicles is the fact you have to alter the commands to match the "new" mod so you don't end up with a crash. The easiest way is to copy a vehicle's commands from the "new" mod that mimic the things you want the one you're importing in. If you're lucky the scripts won't need alterations to accommodate the new vehicle. If the scripts need work, then yeah that can get painful.
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The reason the editor shows the "missing model" box with the # things all over it is because when you copied it over, the file structure was different from the original mod vs the one you've added it to. What this means is the prototype is looking for the model in the file structure of the old mod. To fix this you'll have to ensure that the model/texture files for the thing you wish to add are in your new mod folder, load the editor, load the prototype and manually find the file for the prototype within your "new" mod. Once you find it and load it within the prototype, then press "ok" and the model will be saved to that prototype file. To summarize: copying the model files directly in your instance does not work because the old mod had a different file structure than the new one. IE: Mod01\models\vehicles\01lapolice\ vs Mod02\models\vehicles\police\ because of this difference when the proto looks for the model file, it won't find it because it isnt in the folder where it is looking for it. Very simple to fix this by manually re-linking the model file to the proto within the new mod's structure.
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It's a figure of speech he used. He stated "I am blind" as in the fact that he missed the tutorials section... We would not bother someone for such things, please do not speak for us we can speak on our own quite well.. @Kokiri to expand on what pottyscotty said, sometimes you will have to edit the properties within the editor to change out the commands since different mods will have different scripts. Your best bet is to try the just copy the prototypes and model/texture for the vehicle from the first mod to the mod you want it in, try to load it, if it loads/works fine all's well and ends well. If it doesnt load right and/or crashes when you hit a command button, then you'll have to load up the editor, open an existing vehicle that has the same commands that you want your "new" car to have, and make sure that you remove the original commands from the "new" vehicle and replicate the ones from the existing vehicle, it should work then.
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Mindcats 3D-Creations NEW 2015 Quantum Cab
MikeyPI replied to Mindcat's topic in Mod Development and Concepts
I'd nix the excess polys like the ones found on top of the cab's interior roof parts, since the roof will be mounted you don't really need them, but it looks pretty good for being your first complete scratch cab. -
The chipset does not have drivers compatible with windows 10 unfortunately, you can try to load these drivers and see if they work in spite of not being designed for the operating system but the last version of drivers they produced for your chipset was for win7. https://downloadcenter.intel.com/download/22167/Intel-Graphics-Media-Accelerator-Driver-Windows-7-64-Windows-Vista-64-exe-
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@ venne950 I'd say that this topic is probably a "dead" topic, when you go to post in a topic check it's last post date from the author of the topic, if it's been some time since they've posted it's possible they've either moved onto other things or are otherwise engaged and unable to update their topic. Sometimes authors just move onto other things and leave their old topics behind with no notice that they've done so, I'm not saying that is the case in this instance but it does happen rather often unfortunately. To the author I'm going to lock this topic, if you should return and want the topic opened feel free to pm a staff member and we'll unlock it for you.
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No, there isnt anything wrong with what he did, for someone starting out it's a nice effort thus far. It'd be better if the lightbar colors matched but that kinda is what it is since he's just doing a reskin of it right now. Though he can change that pretty easy, the lightbar I think I mapped in such a way that each cell is on a different block, so that's something you might be able to fix pretty quick. Edit Moderator note: Since this is based on NYC I'll move it to the sub-mod category.
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Mindcats 3D-Creations NEW 2015 Quantum Cab
MikeyPI replied to Mindcat's topic in Mod Development and Concepts
Kudos for trying to learn to model yourself, it's a tough task but one that opens up a ton of possibilities to create whatever you want. I'm sorry that I can't help you with UV-Mapping as I don't use that particular app I don't know anything about it's system for applying it. Z2's UV mapper I find tedious and rather complex for what I do when it comes to mapping, so I use Z1 instead since it's a simpler system to UV map with. Outside of Z1's mapping system I'm not really qualified when it comes to the alternatives. Z2 I know a bit of how to use it but I find it so tedious that I generally avoid using it if possible.