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MikeyPI

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Everything posted by MikeyPI

  1. When will it be 2%? (that isnt asking for a release date)
  2. 800x600 would probrably be best. In the end there isnt much you can do it really depends on which mods you are trying to play in whether or not it will lag, some of the new mods are very hard on gpu's and your notebook integrated card simply may not be able to handle that mod.
  3. I want a pony.

    1. Show previous comments  7 more
    2. MikeyPI

      MikeyPI

      *dusts off the good ol' banhammer *says hello old friend =)

    3. 999madtom

      999madtom

      Thanks for a unicorn Santa (gunswat)!

  4. I'm guessing it's a notebook computer with an amd card that shares the memory with the system ram... IF that is the case, then you have to lower the settings drastically and the resolution should also be reduced as well in order to give the computer the best shot at running the game lag-free... Notebook cards unless they are dedicated video cards like some of the Nvidia cards are will tend to lag regardless of what you do to them, especially if they share memory with the system ram.
  5. I build them by placing the vertices one at a time but to each their own on how they go about creating them, some use strips and then fit them to the blueprint or whatever they use... Since I do not know the car very well I just found a picture of it online and made a fast (not perfect, but decent example to give you an idea of how to do it) model on top of it. See the example I've included for a general idea of how to do it. As I said in mine there are some places where I probrably put too many polys, but they can be merged later. In the end it is up to each person on how they build their models but I would definately make sure that the body is one solid object when you go to calculate the normals for the model.. If it is not you will end up with breaks that do not look smooth not unlike your example has.
  6. on the doors you've used possibly too many polys, which is why it looks smoother... Make sure that the whole body of the vehicle has all the vertices attatched when initially creating it (remove the tire wells for now and focus on the upper body portion. When the normals are calculated the vehicle does best to be a single solid object as that is how the smoothness continuity is calculated... IF polys are detatched it will get a hard solid edge to it thus creating hard lines. Not unlike you can see on your tire wells. The fenders issue is that you do not have enough polygons to create the correct curve going vertically meaning ====== ways across the horizontal plane. In my experience its better to use more polys than you'd need because you can always merge vertices and remove excess polygons after the model is shaped and created, adding polys where they were not can be hit and miss on whether the calculations for the smoothness will go correctly. I tend to take a blueprint of the vehicle and follow the contours of where/how the vehicle curves with the polygons just like you would for around the wheel well, but with every curve the bodywork has, as I said it can always have the vertices merged to reduce the polygons later on once the initial shape is corrected. Goodluck, hope this helps mk
  7. I've never had it revert the settings as long as you set it so anything can access it IE all users, the acct you login as, every single option under there give full control. It seems to not lose the settings that way as long as you apply it to them all. Its a game folder so there really isnt anything in there that should pose a threat hopefully.
  8. That happens because the texture is no longer associated with the model file and/or the texture is not with the model anymore.. Usually people set up their models to have the texture and model in the same folder location, if the texture isnt there, it will load the model but show it as white (no texture at all).. This can also happen if you export from zmod without making sure the textures are fully and correctly loaded before you export the model, then the texture sometimes isnt stored as it's proper name... Lastly the name of the texture file being changed without updating it in the model will lead to the model looking for the texture under the original name it was assigned, where it was renamed to something else by you thus it is no longer present... Either load the model in zmod and reassociate the texture, or open the v3o in notepad and change the texture lines to have the correct name in it.
  9. You have to scale the images PRIOR to importing them into zmod... zmod doesnt really adjust that for you so use a paint editing program to ensure the scales of the "blueprints" match before ya use them, alot of car model diagrams from plastic model car kits are out there that are to scale, generally very low detail levels but if you take a better image/blueprint and scale it to fit over the ones on there originally it generally would suffice to work... However what I do is to mainly just make the thing's side first, then work on either the front or the back, then the top last (most vehicles roofs arent that complex so they can kinda be fudged into the shape they belong in). Don't overly worry about the scaling being off as you can adjust that after the fact, just make sure that you have the polygonal lines matched where you have the front/rear/top/side meeting otherwise your model may go downhill fast. For the most part when it comes to making models you can get away with around 2500-3000 polys and not kill people's computers for a normal (common) vehicle IE a cop car and such. The wheels, doors you wish to open, trunklid (if applicable) should be detatched, though they can be created as one model then cut out later (that's how I do it).... Make sure you model the tires (just a donut the texture really is more important for the wheel it is a waste to overkill a rim) it is wise to do the mirrors, make sure that you have a basic interior tub so that when the door(s) open the thing isnt see-through inside of it. Make sure that you have insides to the door(s) as well, do not waste polys making 3D objects like door handles, emblems, and things of that nature, you really can't see them if you're actually playing the game anyway. In this game it's a pairing of a decent texture and a decent but light model, usually a texture of 512x or 1024x (for larger vehicles) works for them, along with a decent detail model, unlike GTA for ex where the model mostly makes the vehicle look good. Goodluck hope this helps mk
  10. Or in the case of the newer windows OS' just right click the properties on the em4 folder and change the permissions to permit users to have full control over the folder.... Easier imo than dealing with UAC pop-ups.
  11. I'd have named em politie_01.. the game does have some odd associations you can inadvertently... but as long as you do NOT mod people files other than the texture name/tag via notepad they tend to work fine.
  12. the term you used in the editor name of the file is what you must use if the proto for the cop was say "PIG01" that is what you'll have to reference every time you use them, the la/ny mods use "constant characters" for this very reason. It makes it easier to associate proto filenames as required, the Lang xml's display what the user sees but everything else looks for the proto filename.
  13. Not in the next version, no... NYSP got picked just because their medic helo was faked into the mod, The NYPD apparently has helos that can do that role... So the fake NYSP one will be replaced.
  14. just go in the editor, edit the equiptment the proto has available, if it's original equiptment you just need to check the checkboxes for it.. Edit the traits, equiptment is listed on the right.. press ok when done, it should auto-save changes..
  15. I died in hurricane Irene =)

    1. Show previous comments  6 more
    2. Hoppah

      Hoppah

      Yeah hes dead, im looking at his corpse right now

    3. MikeyPI

      MikeyPI

      im an ugly ass corpse

    4. fire-fighter

      fire-fighter

      ha ha ahhh shoot out near my house

  16. We updated your title for ya=) Correct me if I'm mistaken, but is that the ORIGINAL police station wagon? Enough said on that one... We all know french computers crash so much it's difficult to say if it was the computer or the mods you play.
  17. Gun envy? *sends u a bigger one.=/ just in case your aim is bad:
  18. Sighs, the manners of people, ruining a nice threadjack.
  19. Cost means nothing, I'm more witty in my banhammerin'
  20. Ze frenchie is entited to his opinion, so I won't be warning the guy in spite of his lack of knowledge on what all it takes to make a complete mod.. Perhaps he's just sad there are not enough french mods being made. *sends him an e-RSVP to his very own e-pity party, after all, he's the guest of honor.
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