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MikeyPI

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Everything posted by MikeyPI

  1. Novel Idea expand the Chevrolet to include it's base vehicle, the Chevrolet Express, it's the american name for the vehicle that serves much the same purpose, and there are more options to reskin the thing to for people.. Add in there is the one in the NL mod and the one that is present as traffic in the LA mod, so they'll have more room to maneuver other than just a VW.
  2. Wrong Size texture has to be proportionate ie you can do 256X256 256X512 512X512 512X1024 1024X1024 etc... It must be a multiple of two in order for it to be formatted. 866X625 does not match a multiple of two, you must resize the texture, if i were you i'd just create a new one that was 1024X1024 and copy my existing texture on there so all I'd have to do is realign the UV map, not rescale anything.
  3. Pull the whole nose out from the tirewell forward, your tire well is too small, the nose looks too round as well but that might just be the renderer causing the nose to look far too round, kinda reminds me of a nascar stock truck atm.. If the tires arent just placeholders you definately need to widen their treads, they are far too narrow but they look like they are temp tires to me though.
  4. I think you've missed the point bud, while you just want a current percent, what do you think everyone else would want? They'd be asking every month what the % completed was currently, now it's up to the mod designers if they wanted to give such an update, but people would keep asking for it regardless. If they did indeed keep the percentages up to date people would be none too pleased if it went from 60% to 40% because something major broke. A Singular current percentage isnt overly difficult but again most people would keep asking every month what it was now, you and I both know this is how it would go. Elas it's up to the mod makers this topic isnt about debating whether they want to give a percentage, it is their modification and their choice in how they wish to handle updating the people who wish to follow the topic you've offered them the idea Xplorer let them decide how they want to handle it. Instead of everyone getting their underwear in a twist over this and that in the petty way that has been displayed in the past week, if you don't like how they're handling their "information" about the mod, simply don't read the topic and follow one of the other many NY mods. Back onto the topic of the mod and not about how they're handling their updates or whether the mod will come out at all, it's just petty and a total waste of everyone's time to have to read a great debate by people who let's be honest here have no idea what they've done or how close they are to completed.
  5. I use z1 far more than Z1 correct but I know both apps, what happens is the way zmod does UV mapping the resolution of the UV mapper doesnt change at all if you were to for instance take a skin that was originally 512/512 and change it to 256/256, in zmod you'd never notice until you actually bothered to try to assign or manipulate the UV... The UV mapper it's self doesnt change at all in "zoom" levels it still behaves the same regardless of the size of the actual texture, on the model however you can notice it. I did one model that I had to use 1024X on it, I stole some of my parts from another model that was on a 512 Texture, when they were added to the existing Zmod file, their scale still reflected the 512 Texture, I had to load em in the UV mapper and change their scale 200% to make them "fit" again on their new textured area... Hopefully you understand a bit better what I was trying to say. Texture Scale not the Model it's self, texture is NOT correlated to model size in any way unless it's a raw model and you're UV mapping it for the first time or resetting an existing UV with a new one then vehicle scale will play into it.
  6. In the words of of the sadly underfunded: "STOP WASTING MY SPAM!" grow up, whining aint going to get anything changed, ya'll act as though if you rehash the same stupid bs constantly it'll make a difference, it hasnt in the past, it won't now. @ explorer, unlike say making a model, given the fact they work on the bs in their spare time, they aint paid it's harder to give a definitive percent that you can stand by.. With a model for example generally speaking unless it's deleted or redone by the author 30% is 30% but with code strings they could do say 50% of one of their things.... find out whoops it don't work and have to restart, people'd probrably be more angry over the changing percents declining than not knowing at all... Just my thoughts on it, but it's up to them if they wanted to post a percent, a simple script or a model it's alot easier to guage percents on given theirs is more of a total system the percent can easilly change from say 70% down to 30% if something major goes awry.
  7. No, not quite bud, the way zmod is designed it was originally intended for games that ran smaller textures, so what happens when you import a larger texture is usually it assumes it is still intended to be smaller than it really is, unfortunately resulting in such problems, scale on model has no correlation to the model's UV mapping, which is set separately.=) I have had this problem occur when for instance I use a wheel from a model that is 256 but the model is running 512 Texture, the vehicle assumes the whole thing is 256 when it doesnt... The texture it's self (the primary texture) is usually the culprit for the misalignment, either way check your UV map on the vehicle if it is hanging outside the box for the texture to sit in, then you need to scale it down to fit accordlingly.
  8. to make your models rounder between the sides and the front/top whatver, in the side view before you even touch the top/ftont add in an extra row or two of polygons extended, scale these in some to add the ) shape that even fire engines carry for the most part, then do your front and top, it will make the things look less square on the edges.
  9. If you changed the texture size EX it was 256/256 when it was originally designed for the vehicle (most nfs models ran 256 or 512)... you must resize the model's UV as well, it appears as though the UV is being squished, which is probrably the result from the texture changing but not the model's UV to coincide. The front/hood/windshield all appear to be set to the rear texture's location instead of the front.
  10. Canadian mod, so yes the vehicles are North American.
  11. You have mod twice not once, all others only have it once. <portrait prototype="mod:Prototypes/Persons/Ambulance/doctor_f.e4p" big="fem" unit="doctor" text="DOCTORF"/> <portrait prototype="mod:Prototypes/Persons/01 LA Ambulance/ems_paramedic_captain.e4p" big="norm" unit="EMS_CAPTAIN" text="EMS_CAPTAIN"/>
  12. Certain texture formats PNG TGA DDS support things called alpha channels, different games use them for different things, they are basically a 2nd layer that is normally invisible on the texture, this layer is in black to white, white being not-used at all, black being transparent for this game, varying degrees of grey will make the skin "tint" instead of totally solid or disappear. Depending on your painting application dictates how you can make the alpha layer A. Visible and B. Edit it, I am sorry but each paint application is different, some can't even modify alpha channels (such as ms paint) so I can't really elaborate on how you can go about seeing the alpha channel, but to my knowledge ALL apps use the same terms either "mask" or "alpha channel".
  13. to make something invisible in the game you have to use the alpha channel of the texture file, set it to black 0,0,0 and it's completely invisible. To edit the alpha varies application by app, you have to try to figure out in your particular app how to edit the alpha channel.
  14. I don't think this topic needed to be made since it just confuses people so it'll be closed=) most people have problems scripting because of syntax errors, one boo boo on a model you can always repair it later, one in a script you have to actually FIND the mistake first, not always an easy task when something as simple as ";" can be responsible for it not working.
  15. Happy holidays from the staff of EMP=)

    1. jerome

      jerome

      And you too guys!!

  16. Adding new streets would be a time consuming thing if you wish vehicles to use them, the paths have to be edited and buildings moved or totally remove. To actually add them to the map you'll have to download the map you want to modify from the DL center, and modify it as necessary using a paint application. Photoshop is IDEAL for this since it can handle layers extremely well, most of the free paint software can't do it as well so your resources will be pushed to the limit. The freeplay/Multiplayer maps are VERY large maps, so they eat alotta resources when opened up in paint applications.
  17. Cleaned the "misunderstanding" posts out.
  18. Add in that on MP every single little thing must match 1/1 with all user(s) games, it probrably contributes quite well to the lack of a ton of new maps being available.
  19. yep, replace the ones that are currently there, as long as the original script from the LA mod wasnt tampered with by other modders (Idk what submods you have) it should play yours, if yours fail to work then there would be NO siren what so ever b/c of the default sirens being present in the mod folder but muted 100%.
  20. From what you've said so far you are working on a modification of the LA mod, so the sirens you need to replace are the ones within the la mod Mods\Los Angeles Mod v2.0\Audio\Fx\sirens The sirens are held within that foldier directory, the ones you need to replace are Siren01.wav-Siren06.wav these are the ones that make up the sirens for the LA mod... Emsiren01-04 are present as well in this folder so that the original sirens do not play (the ones in the la mod are muted no sound but present to prevent the original ones from being used).
  21. 16-bit mono are the only settings I am aware of that are important.
  22. If you can I'd de-cube the cab roof some, even in the 80's pickups werent that square.... maybe add a slight rounding to the ambo box corners, otherwise=)
  23. It depends on your audio editing software, most decent ones have Save AS as an option within the save menu there are usually formatting options like save as type, from there you can select further options usually if the particular format has them to further specify exactly how you want it to be, my software is probrably not the same as yours so I can't give you a step-by-step run down for obvious reasons. Check in Save As, pick wav format and see what options there are within the save as menu and hopefully you'll find what you need.
  24. This topic needed not be made and serves no purpose at all, so it gets closed.
  25. The wav files must be 16 bit Mono, not stereo I'm fairly sure that is probrably why your siren files are going unrecognized, they are improperly formatted, resave as that and try again.
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