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Everything posted by MikeyPI
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That's a bit strange to see two totally diff types together.. just mein opinionne
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Whenever I hear Abu Dhabi I always think of garfield sending nermal there in a box.
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Under the grants alot of agencies purchased equipment they neither needed nor could afford once the money ran out, helos and high tech gear have high tech costs.. Such is why most departments simply won't ever operate anything that is a high maint. cost... Alot cheaper to roll your SWAT in regular cars than special purpose APCs. In reality true HAZMAT where you need the NBC protection is rather rare, most the time normal gear and a cautious attitude will suit just fine. The problem with all depts are when it's christmas and they have the money pouring in grants they forget that money will eventually dry up and someone has to pay to keep the things running thereafter.. Shame but unfortunately everything costs money.
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Sad reality is that there is such a thing as too much light output, the ones that can put out light like you describe can "overlight" a scene, resulting in the obnoxious corona glow effect where there is so much light projected that you really can't see what you're doing anymore because you're half blind.. Spotlights permit targeted lighting with a very bright light but in a smaller cone of projection, lightbars tend to be light the world in their lighting, even the takedown lights tend to flood a scene with light.. Sometimes you don't need to bathe the scene you just need light in a specific location.. For EX if my car is chromed out the ass on the rear and and you light me up with takedowns, alot of that light is gna end up right back in your eyes just like in the mirror on the car, spotlights can let you target away from such things to prevent blinding yourself.
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I'm guessing you mean in their signature area, at the bottom of the posts... That is done in the profile editor, look at the top right of the forum you will see your name, click it in the drop down list is my profile, then click edit edit my profile, within there you will find your signature section listed to the left. Put in what you want in the edit my signature space and save the changes and it will post that content with every post you do.
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I suggest attempting to learn 1 or more skill aside from skinning, its the easiest part of a mod and without other skillsets the best you'd hope to do is to sub-mod off an existing modification to make it look like the area you've picked. Without at least learning to muck around in the editor and do basic changes even that will be hard to do. Goodluck to you, hopefully someone on your team is willing to take the time to learn some of the things you need done rather than hoping everyone else will divert time from their mods to work for yours.
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I had a dream that i was eating a giant marshmellow, i sware it was so real then i woke up and now i cant find my pillow
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I play EM4 with a laptop, a very cheap one too, then I had an old one that could play GTA no problem so being a laptop doesnt mean you can't play games, just means you have to pony up a bit more for a good vid card in order to do it.. Frankly my cheaper comp does em4 okey, in spite of the AMD card
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[RELEASED] Brooklyn "Borough of Fire" (BOF) Modification
MikeyPI replied to rafaelmfernandez's topic in Mods
We had done an animated towtruck for the LA mod, people complained that it didnt run smoothly for them so we removed it. -
Knowing spotlights and how they are.. My guess is that eventually someone will create one internal to the lightbar it's self so that you don't have the hole in the car where water usually starts leaking into them after a while, every spotlight I've ever seen after 4-5 years starts taking on a drip unfortunately. I'd look to an adjustable LED head on the bars for the future, if that happens then the spotlight will be a thing of the past. For now it is the best method of putting light where you need it, sometimes you need lighting in a place a bar generally isnt set to light up
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Well the problem unlike other games with this one is that for the most part a mod is never really finished till someone abandons it, even then someone else usually takes it over... Most games you've got simple 1 timer releases, like hey look i made a new car model... Yippie everyone is happy and any off-shoots of said object are considered addons in of themselves... With this game you're doing alot of things to make a functioning mod, and then you're probrably going to have updates/upgrades to that released version.. So what would we end up doing? having one topic in a released forum and another in the WIP? That just would confuse those who are legitimately confused even more than they already are... The ones who don't care wouldnt care anyway. In reality we don't want to have to overlord everything on this site, so what I've suggested to modders is to put in their topic titles the status of their modification, in the first post update that with pertinent information, and instead of posting it all at the trailing end of the topic where comments and things like that are, put in something as simple as Update today! see first post(s) that they are running... Far simpler to do that than to have to sift through 20 pages, regardless of if it's a WIP or released to find out wtf is going on with a mod. For ex: La Mod V.6.66 <Released> Final for a WIP but released LA Mod V.6.66 <Released> WIP V.6.61 for a total WIP LA Mod V1.0 <WIP> If they can't understand that, then we aint going to be able to help them understand better with anything more..... If the first post(s) were the norm and general rule of thumb to look for pertinent info on a mod, people would simply check P1 for the information that they want to see, instead of sifting 20-30 pages for the occasional post from the actual devs. Just my thoughts, but as workload goes, with this game we don't want to have to be overlording and mod required to do everything on the forum, thus we leave it open and as such people by design or ignorance clutter the forums, unless we locked out most of the forum, it would continue to happen, and if we locked out the forum people would have to come through us to do pretty much anything.. It just isnt practical.
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Someone reported it broken, so it got flagged.. That's why that happened.
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Yeah warning me is kinda fruitless, I just would remove them anyway....
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There goes all my dreams=)
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The map was intended to be a fictional representation of the LA/LA county region, mainly Los angeles and the surrounding area, some things are totally fictional but alot was inspired from real things that are pictured frequently/present in movies in the LA area. With the game's constraints on the map size we have to either do a very small area (think about 8 blocks X 8 blocks if we did it realistic) so instead we tried to give a taste of some of the variety LA and it's surrounding county is known for.
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No it wouldnt stop people breaking the rules, those who ask about when something will be released will continue to do so regardless to what we put them down as with pretty colors/labels. The reality of it is it just adds more work to the staff of the site monitoring who's stuff is done, ensuring they are in the groupset they belong... The important part is that the people know how to list their projects and even with a task as simple as that we still have to regularly move them to the proper locations for them.. The kinder developers list them as <WIP> or <RELEASED> in the title and update the first post of a topic with pertinent information, sadly most people do not keep up with that resulting in it not being an accepted norm to look there for the information people want, perhaps if people did it would make the topics easier to follow. After all how hard is it to edit your first post, then post a current post that says updated information available, see the first post of the topic..
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Sadly for me I notice most vehicles are now light farms, once upon a time one was planted in the dashboard area, maybe the grille, and unfortunately just like pollen the wind spreads them across the car to where there isnt a single facet that is not loaded with the friggin things anymore. In my opinion the corner alley/intersection lights in the primary turn signal cells and/or on the pushbumper serve a purpose, as does forward and rearward emergency lighting (within reason), but when you get into lighting up the whole upper deck of the windshield, along with grille lights, along with wig-wags, along with intersection/alleys in the turn signals, along with mirror lights, you've way crossed the line to obnoxiously lit. My vehicle just has a simple flatlighter on the visor, grille leds hidden nicely by the chrome, and strobing reverse lights, if that aint enough light then my obnoxious siren should get the point across, if not there is always the airhorn function, electronic though it may be it is still dangerously loud. IMO the quantity of lights does NOT improve visibility, if a moron isnt going to see you with minimal lighting, he sure aint going to see through the haze of blinding LEDs all over some of these newer cars.
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I shall display so many lights that a plane SHALL try to land on the interstate in front of me
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Either the Texture is missing, or you renamed the texture to something else other than what the V3Os reference it to, open the V3O in notepad and look for the SRF lines, read the texture names in there and you can change them to match the filename you gave the textures then save it, or open it in zmod 2 and reassign the texture that way....
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what i mean is that your vertices are pre-existing, but the polygons are not, meaning they wont be in the UV map that is existing... when you create the UV they will be added but not where the existing UV map is, they will instead form somewhere else in the UV map screen and will have to be moved. Once you have selected the whole body and loaded the UV as you have already done for the bad polygons that are skewed for whatever reason you have to enter solid obj mode again. Then mouse over the UV mapper window the model will glow blue when you hover over it. Then go back up and pick vertice edit mode and click anywhere on the model in the UV window. Now you can select the vertices individually with the select>Quadrant tool, and move them accordingly using the Move tool to where they belong, your newly added polys, in spite of being linked to the existing vertices will still be counted as a new UV map and end up somewhere else on the UV map and require re-alignment.