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Everything posted by MikeyPI
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Dress yourself up as a doctor and your gf up as... well nevermind=)
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I will award Getty properly if my entry wins, so hush! I will email them and let them know they won the skinning contest!
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Are you speaking of WITH a mod or with the default game?
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Nope you can't take it back, my sprinter is a VALID entry!
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My skinned sprinter.
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Wise@ss
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SAY MY NAME! Mikey PI tis not a C in there... Considering your mod is a sub-mod, and you too used all of the above people's goodies, I'd not toss stones when I'm livin in a glass house as well=) He made some new things himself so if he wants to call it a mod, it's his right, so long as he credits everyone along the way that he used stuff from.
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I ban everyone because well.... I can=) *polishes banhammer, it misses it's tyranny of abusing users=-(
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Regardless to what you use you MUST use zmod 2 to export to V3O in most instances, the UV mapping is lost so all you'll preserve is the model wireframe NOT the UV mapping of it, so it is strongly suggested that you work with Z2, 3Ds Max can do it as well but the price tag on the application makes it prohibitively expensive to most, add in that it is designed for much more elaborate modifications, in the end Z2 is probraobuly your best bet.
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Chances are you are speaking of a mod file where they've been compressed, this requires you to rename it to .v3o then unpacked in the EDITOR renamed back to DDS once unpacked, prior to being converted or opened in a DDS reading application.
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doors and wheels not in editor (invisible)
MikeyPI replied to 911firstresponder's topic in Modding Related Support
Chances are whomever did the proto files did NOT list them in the protos for being parts for the accessories of the vehicle, manually find them in Windows, then navigate in the editor to the location(s) which they've been stowed... Unfortunately some people neglect to store them correctly so they are not listed in the superstructs/ wheels sections of a mod.. If they are found and still show up invisible, chances are they've been inadvertently MASKED to be alpha'd invisible all together, which requires DDS editing to remove the alpha channel. Hopefully this helps. -
Lightly dust the cars imo, having them still thawed vs everything else is a bit off, dead of winter we don't wipe off our cars overly well=)
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*shines Banhammer 9.0B, okey I think the point was made, can we get back on topic. It is their mod and their option to either release more information to the public or keep it more to themselves, allow them to decide which they wish to do=)
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If we still have em around these parts, then they NEVER use them at all anymore... They were a fact of life in 50s but these days I think most of them have been shut down, in some areas replaced by alternative warning systems (such as tornado and severe lightning storms)... but for the most part the "air raid" sirens are gone in america.. I can't tell you the last time I heard an actual "test" of the things if they still even exist.
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For the cars I am pretty sure they're in the UNIT.xml <campaign> <missions value="2 3 4 13 15 9 8 5 17 12 14 7 19 10 6 18 16 11 20 21"> <prototype name="mod:Prototypes/Vehicles/Ambulance/nef.e4p" /> <freeplay> <missions value="2 3 4 13 15 9 8 5 17 12 14 7 19 10 6 18 16 11 20 22"> <prototype name="mod:Prototypes/Vehicles/Ambulance/nef.e4p" />
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That is dictated by the UV mapper who made the vehicle originally, unless you know how to UV remap in Zmod, chances are you're going to have to modify the 2nd texture set... Usually when a vehicle has multi textures like that, it is so the vehicle can be unmirrored without looking too low-res.
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There are snow missions, so I believe if you textured the floor map and buildings for it you could have it enabled to snow... But unfortunately you'd need two maps one norm and one non-snow'd in order to please everyone.
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It is done in the edtior, load the mod that you want to tamper with, ensure you run the editor as admin if you have vista/7 so the changes are actually saved... Under the Prototypes menu find Vehicles... Find the one you want to change, click edit once you've found the one that you want to change.. Click edit lights button.. Add a light, in the type change it to "bluelight" Using the center mouse button or holding the scroll wheel adjust the view looking for the crosshair shaped thing, that=the light its self... what you wanna do is put that in the lightbar using the left mouse button and then adjust the light settings... Alternatively and easier is to copy one of the existing lights that is in the bar that you want to make look like it has rotors, and simply adjust it over some away from it's original light, then adjust the flash settings to be offset from the original light slightly more, this will give the effect of a rotator without boging your system down. More lights=more load on the computer.
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I have to agree with NFK unfortunately even with my skills I will never admit how good or fast I am lest I would be barraged by PMs related to joining teams that I might not have any interest in joining... In the end the skillsets are a conditional thing on our free time, most of us would rather spend our free time with our better half, those that have one know what I mean=)
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Rotors as in helicopter blades or ROTATORS as in the things that make a lightbar go flashy flashy...
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If they are separate model v3o's gotta make the prototypes for them and add them to the base model.. if they are not showing up at all, even as their own prototypes if applicable, check the skin for Alpha channel applied onto it to make it invisible someone may have accidentally applied it to the skin incorrectly.
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Depressingly, the point is missed on this one, as with anything be it emergency equiptment, fighter aircraft or "cars", in every case in trying to do EVERYTHING, you lose the ability to excel at anything. Planes that are multirole while useful are in no way the cream of the crop at anything, so it destroys their function if the other side has a purpose-built toy... Likewise cars, a sports car isnt much good for transporting a family, you combine the two you kill the sports performance. In the case of the Ambuengine, it has the same issues, it can do all these things, this is correct.. But in the end it does neither job extremely well. Add in the fact of well you can only do one job at a time with a particular vehicle, I just don't see the fiscal feasability of such a unit. Around here our engines carry medical supplies, granted not near what the RA's do but they can usually stabilize if necessary until the medical unit arrives (which is usually either right on the engine's heels or a minute behind them). If you have a critical patient AND a fire how do you address both considering the engine kinda needs to stick around to hit the fire in question, but the person also needs critical transport? In the end you're still calling in another rig... Final point compare the hours the average engine logs cruising around vs an ambulance, the engine goes to the scene, addresses the issue, then returns to station, where the ambo arrives on scene, transport to the hospitl, then returns to station... Personally I'd rather pick up the bill for maintaining just the lighter medium class ambulance (and enevitably the bill for replacing said ambulance) over top of maintaining a complicated piece of equiptment like a hybrid ambuengine... Ambulance needs service, so too do furrengines, if any given component fails on the thing both operations are going to be offline until said equiptment can be repaired/replaced... It could theoretically cause insufficient manpower issues if these things were introduced to an area on a large scale. Just my thoughts.
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AFTER you unpack the... they are compressed to keep the file size down.
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I vote Taiwan personally, it's faster and more rewarding.