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Everything posted by MikeyPI
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Em4 Config File not effecting game...
MikeyPI replied to Alexander Brown's topic in Technical Related Support
Well what i suggest is opening the config file and verifying that the changes have indeed been saved within the document in the game directory... If it isnt saving the changes to the config file correctly in the folder copy it to your desktop, alter the file (ensure that read-only isnt checked in the properties of the cfg file). If the resolution is saved and all is well in the file and it is within the folder where it belongs, you should check your vid card control panel to make sure it isnt overriding the game settings.. Some vid cards have the ability to override an application's pre-set settings and go with what the hardware/software from the video card prefers instead of the application/game settings. -
Need help about "Screen Solution" in playing game!
MikeyPI replied to Steven Dang's topic in Technical Related Support
Well to help you we gotta know your system specs and a logfile would help too.. Make sure under windows vista/7/8 that you run EM4 as an administrator and it may run for you.. -
We the staff are immune to human food, we eat the souls of the aimless that wander into our midst. Thus it is fine to post pictures of your food so long as it is food prior to being eaten (yeah you can guess what I'm driving at) and is appropriate typical foods.. Such is why we shan't post pictures of the staff's dinner du soul. =)
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The object could be either too large or too small for it to be visible within your viewing window, try zooming in/out to verify that it is not there.. Most programs do NOT have the same scales or axis and some (zmod for example) does not have the sense to change it's zoom to correlate to the object you load into it... it instead likes to preserve the last used settings which could be for a much larger or smaller scaled obj.
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One topic per clan is permitted, your previous topic was deleted.. Keep all of your clan-related information in this topic.
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Cutting off a roof would require the interior modeled for the vehicle, imo that adds alot of polys that otherwise serve no purpose... You can "fake" it but it won't look as good, instead I'd go ahead and just do the door(s) as slicable... Cheaper way perhaps but this game doesnt have to have real interiors and adding in that detail would waste alotta weight otherwise useful elsewhere.
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Then your error either lies within a script issue (think limited water supply and things like that) or the unit xml (less likely that would kill it).
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both must have cannons on them.
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My suggestion would be to ensure it is the correct type of vehicle... since most mods are based on the LA mod I believe its the tlf type and you need a cannon on it.
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I believe it depends on the engine type whether it requires the cannon... On most of our mods now however, all of them have the LA mod-style cannon added to their typing. In the default game there is a water tanker (hoses) and a water cannon truck.
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Some vehicles/vehicle types have specific requirements in order to function correctly. IE a ladder must have the cannon child added or it will CTD... Aside from that a syntax error in the xml could cause a CTD also.. Check the logfile and see if there is a reason listed, if not then it is probrably related to the vehicle its self rather than the unit xml
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Noper ur correct, I aint had to do it in a looong time, so there ya go he's right.. Unlock the file in the editor and unpack the thing... it will then load in zmod
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you have to unlock the v3o files... to do this you have to rename the .v3o to a .dds. Load the editor and unpack the file, then rename it back to a v3o. Some mods (la mod for example) has the v3os packed from within the editor to shrink them down, an easy way to verify this is indeed the case is to open the .v3o in notepad.. If it isnt written in plain english then it is packed and must be unpacked as stated above.
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As a modeler seeing their "new" vehicles vs their older ones, the improvement is not that spectacular to me, the engine dynamic makes them appear prettier, but as far as level of detail goes, you can increase the quality of a model simply by upgrading the skin applied to it along with how it is rendered... A model does not need to be complex in order to appear very realistically, most of that occurs by the rendering applied to it. Most of EM4 models have 512 or smaller textures applied, this low resolution results in the fuzzy nature of them, for example I use 1024 on most of my models now, this upgrade makes them appear much more crisp while the actual polygonal count on them does not increase. Most people look at a model by it's polygonal count and assume that is what makes a model, the only time you need an overcomplicated mesh is in the instance where the object in question takes dynamic damage from it's environment: IE: A car that can be struck by other vehicles will appear more realistic in dynamic damage than a lower polygonal counterpart.. I do not see anywhere in their adverts yet that suggest this will be the case with the new game, if it is not the case you'd be quite surprised at how easily us modders could upgrade our existing content to appear just fine in the new environment. A Model is a model, it is the rendering applied that sets them apart. What I hope they do is make it fairly easy to IMPORT content into the game... Without that being possible it will be a serious thorn in the modding of the game, thus have a drastic effect on it's longevity.
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I stand with the hooper, I don't see anything new in this version that is crying out this will make this game revolutionary to me. While modding it appeals to me, and it seems like the map editing context will be easier, that is the only thing that I see of it that has me going at this time.. The gameplay concept is in fact a revisit of the original versions of the titles where you "advanced" along the game, it is a good premise that I frankly prefer overall, but nothing new.. It looks prettier, but to me pretty doesnt always equate to a game which has tons of depth and replay value.. I hope they make a way to bridge the content otherwise the modding community will take a serious hit in the transfer. Face the facts, most people cannot afford professional software for a hobby, hell most people would not want to purchase such software to be able to mod a game... Depending on the ability to mod this game will dictate it's fate imo most people don't want to play a game with original content in it, not for a very long time anyway..... I personally won't continue onto EM5 if I am having to reinvent the wheel for everything that I could possibly want to do. This has nothing to do with being lazy, it has to do with time constraints and the reality that I should not have to remake all my content just because they've taken it upon themselves to make my content incompatible.... Really most of the "features" they speak of being so great in the new game should be capable of being altered onto our existing models/skins accordingly... Just my thoughts on this but I'm not sure yet on this one.
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agreed.
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The MR is a different class of truck (I've already built that one), this one is most commonly used as a garbage truck, the problem is the one I have to make is very unique and has folding doors instead of conventional doors that are on most trucks. Edit: Thanks to those who tried to help out, I was able to make it work =)
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Best of luck to you, I will shut down the topic, should you ever decide you have the time and want it re-opened pm one of us and it will be unlocked for ya.
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Thank you for your efforts, one of them shows a bit of promise, but for the most part I already ran that site =(
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How to avoid crash on new freeplay map
MikeyPI replied to bama1234's topic in Modding Related Support
Did you remove the LA firestation/pd scripts as well? the global listener bla bla bla is a common CTD notification, it in of it's self doesnt really tell ya much other than that it did not shut down correctly, usually (if you're lucky) when it locks up/crashes you can alt-tab and see the script error pop-up running behind the game, but sometimes it doesnt give them unfortunately... The way that I recommend going about these things is to slowly incrementally add things to a mod so that the process of elimination is minimized about guessing the error... For you to be CTD'd all the sudden with just a few paths added doesnt really make sense to me, my question is the new vehicles added, are they bein spawned at the start-up of the map now? One of them probably has a command hooked to it that the game doesnt like right now, thus causing your problem.... For testing a new map you do better to remove the startup scripts that are required for a finished map and add the systems back in one by one rather than assuming that it is right off the bat... The script can be fine but the map can be missing a VO or an object that is paired to it to make it run causing your CTDs. -
Hey guys, I need some help if someone can make it happen for me anyway... I am trying to make a 2004 (ish) Mack truck, but I am not having much luck on pictures of the thing (save the front). I believe it is a LE613, but it may also be a 600.... I am looking for high-res pics of the side of the thing and the rear of the cab if possible... Note that this particular version has folding doors on it (yeah I know weird but it does).. The standard door cab version is different (appears longer) which I do not need. Thanks for any assistance that can be given.. I've struck out on high res pics of this one.
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You can't use the "quick" posting option to post attatchments, at the bottom right you will see a button with "more reply options" press that to see the full posting options.
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Checking the dummy is the easiest way to have it know if the spot is occupied, the key is that if a spot is occupied it goes to the else of x y z for the parking spaces... Eventually all of them will be filled but bma is correct there are plenty of full-time running scripts, the key is to have them checking a limited pool of objects... If you have it checking for 50 objects that will certainly bog a system. Having 10 or so isnt outside the realm of loading down a system.
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I removed your previous clan topic which you already created in June, any future adjustments to your clan will have to keep this same topic. There is no reason to have two open clan topics for two different clans from one user.
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Well the AAA trucks are completely un-specific, some are fords some are chevies, some are vans, from what I've seen in the northeastern US... So really the picture is more a representation of the paint scheme than the actual truck, that one in particular is from South Carolina. The New Flyer D40LF varients are used in a great deal of cities (including LA), I've seen them via google used in all regions of the USA, probrably because it ran for such a long duration is why it is such a common bus.