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Everything posted by MikeyPI
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Win Vista/7 have program files protected from tampering by things that are not ran as an administrator, such is why installers request to run at the admin level... Copy the file out of program files to the desktop or wherever, change it, then save it, then paste it back, or disable UAC for the folder of the game it's self in the properties tab of the folder by changing the permissions to it under the security tab. Allow users to have "Full control" by clicking the checkbox and press OK it will bring up a pop-up listing all the files it is changing the permissions for, once completed the folder is no longer under UAC's death grip.
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Perhaps try to learn to reskin yourself? If you're doing mostly reskins you should be able to figure them out fairly easilly on your own, new models and new skins from scratch are more difficult. Reskinning is usually where most people start out.
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Yo Querro Taco Bell, he spokeded dah english=)
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Apparently you just lack the ability to read, what you were told was either remove the link so further damages are negated... Alternatively DO NOT support the version that is floating around, go ahead and threaten to not work on the mod anymore... You did it to yourself bud.
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I love how the blame gets shuffled around, I strongly urge you to remove the links, do NOT support THAT version which you just released since let's be honest here, it never should have been in the first place.... Take the time, sort out all the clearly visible issues that you can, extensively have it tested by proper beta testers and then worry about releasing, people can wait or they can go whine somewhere else. Do it right, then worry about releasing.
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My suggestion would be to HOLD off on releasing things that are not ready to be released... Get proper testers to actually go through and INFORM you of not only what bugs exist, but how they created them in order to replicate/repair them.. It seems this submod has alotta people onboard but very few on the same page at any given time, that makes for the types of bugs I've seen reported on the past two pages... Synchronize your work you'll have less problems with it, as a general rule you don't have 20 ver of the mod floating about, that's what causes these issues...
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Not only that but conceptual stage things change, sometimes what you intended to do you find either doesnt work so well or alternatively is just inefficient and leave out at the final build, which if you told everyone you were doing it, it'd make some frustrated that it wasnt included in the final regardless to the logic behind it. Sometimes saying less is better than saying everything and having to go back on it later.
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Okey I just went over this yest, but I'll do it again... Now that u have the UV map texture showin up for the side view u be good to go to the next step, in Poly sel mode, use select>whatever (I use quad b/c it can grab groups of polys faster/easier)... select the stuff u wanna UV map, then enter VERTICE MODE; WITH SELECTED MODE ENABLED, you need to create a new UV map in the pop up for the UV EDIT button.. Doing this will create a new UV map for only the area you've selected, thereby allowin you to manipulate that, and that alone. If done correctly it'll show up in the UV window, usually not ON the texture, usually it's floating somewhere outside of it, so zoom out=) Move the vertices where you want em and there u go=) Make sure to enter obj mode then back into Vert mode to clear the current task of Z2 so you can manipulate the newly created UV.
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in solid obj mode click the uv mapper button on the body of the truck then the material list will show up in that drop down correctly.
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You do NOT have Selected Mode enabled; because you do not have it enabled it is instead remapping the whole model instead of your selection.
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Ensure you only have the polygons to the portion you wish to map, enter Vertice editing mode with SELECTED MODE enabled, this should select the vertices to the section you wish to modify, then when you go to do the UV map, in the window it opens up Tick the Generate New option, do not tamper with ANY other setting. This should ONLY change the portion of the model which you've selected, nothing more, you should be doing this from the BACK or FRONT view, which from your 2nd pic you already know=) But that should do it correctly, I just did it to a pre-mapped model and it did not tamper with anything but my selection.
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You mean this topic isnt about discussing NYC related toys unrelenting? There is actually a modification buried somewhere in the pages... I could've sworn different. Perhaps just perhaps someone in here that feels like it could make a topic in OFF topic to discuss these things opposed to splitting this topic 2000 times for a total of 108 pages that I'd guess less than 25 are about the actual mod it's self. Elas BTT of ze mod that supposedly lies beneath all the offtopicness.
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Step one click the things I have circled... Selected mode ON, enter polygonal mode, use the selection tool (I use quad b/c it's easier to grab alotta polys fast) to select the part of the model you want to remap. Now with all the polys selected and the SELECTED MODE still enabled, enter into vertice editing mode, it will select the vertices that make up the polygons which you wish to remap. Now goto SURFACE>MAPPING>EDIT UV and click anywhere in the FRONT view of the vehicle, this will bring up a pop-up. Generate NEW will replace the existing mapping of ONLY the polygons you've previously selected with a new mapping which is from the FRONT view because that's the view you're generating it from, If you look in the UV Editor window after you press OK you will see ONLY the mapping for the front that you just generated. Go back into OBJECT Editing mode and then back to vertice editing mode (this will clear zmod's "current" action and allow you to select and manipulate the new UV mapping. Adjust as necessary place it where you want and you're done.
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Since you've gotten the UV map to show up correctly on the side I'm going to skip a few steps... Make sure the UV shows the texture to the vehicle, which it already should, then enter Poly mode (marked as A) in picture, select the polygons to the front of your vehicle... Ensure SELECTED MODE is enabled. Then enter Vertice Mode (marked as B); press Edit UV (marked as C). In the pop-up that results you see an array of options, Already mapped behavior is the one that concerns you, the current mapping is totally useless, so what you probrably want to do is to assign a new UV. To do this (ensure you've clicked the front viewport of the editor to ensure the polys go into the UV map facing forward. Next pick "Generate New Map" and press OK. Alter it in the UV mapper and you're done.
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You can theoretically have unlimited "fire stations" in the mod, the problem is to each their own, every fire station must have it's own vehicle lists... That's where most people fail, they send the same vehicle(s) to various stations and the game tends to foul up... If each is a custom vehicle comming and going only to a singular station it theoretically can successfuly do so. Problem is where on said map are you going to put all these stations without ruining the map by having the coverage being too extensive, the map it's self really represents a region which should be covered only by 2 stations successfully. Imo if you can't cover it w/ two stations you probrably need to work on the strategy aspect of your game
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Most people won't offer blind help, you do best to at least give them an idea of what you want them to do for you before you can expect novice or experts to even consider doing it... Most people are strapped for time and will pick projects by level of difficulty in which the project is, most my projects I clear relatively fast, so I don't mind em, if it's extremely extensive I pass on them for sheer sake of saving myself the time and pain of trying to meet a deadline.
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Author of topic, PM a staff member regarding release of the lock on this topic and we will re-open the topic.
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Is there any British Mod that actually works in Emergency 4
MikeyPI replied to a topic in General Talk
This game is very comprehensive to modify, in most games you can get away by doing a simple reskin of a car or two here and there, and slowly integrate them into improving the "feel" of the game. Emergency unfortunately in order to have a proper feeling modification, either you hold off releasing till all the basic default vehicles are replaced.... That'd mean at least 15 new models you would have to do, especially when it comes to the fire department vehicles. Such is why modifications are slow to roll out, with bases a new modification doesnt take horribly long, but if you have to build the models yourself, especially for a totally new mod it is killer to try to get them all done. Or alternatively just reskin the original vehicles and tolerate their lack of authenticity. *moderator goodies: I will fix your topic title for you since I'm here anyway=) -
I love how people complain OF what they believe are useless posts by creating their OWN useless posts.
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Far as I know it's set in the script how the things should be parked... but I'm not 100% certain as I didnt write em and I'm not a scripter.
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I'm afraid it's not a bug... It's a latency issue, the original game takes less to run it, thus it can work fine with internet connections/computers that are too slow. Unfortunately the LA mod takes a bit more to play than the original does in both bandwidth and computer resources, the computer with the strongest capabilities (ram processor internet connection, etc.) should be the one that hosts the game, the weaker computer even with a great connection will cause latency due to their computer being unable to keep up.
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Emergency is a rough game to modify because unlike other games where you can do one vehicle at a time, in emergency to have a playable mod you need a rather extensive list of vehicles off the bat.... Without modeling skills to build the custom things like fire engines and large custom rigs it's very difficult to create a mod. The police cars and light trucks generally you can find and get permission(s) to reskin/modify them... But finding two large rigs that are identical is extremely hard. As NFK said, XML's are another thing you'll extensively be tampering with that you'll need to know your way around, the editor aside from map editing is fairly straight forward on how to do things so on that end it's fairly easy. Goodluck, As NFK stated, contact one of the staff members regarding your old account so that it may be merged or removed as it is against our rules to have multi accts active on this forum.
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Back to topic please, Tut responded, and he is correct, I looked up the Excursions before I commented and the Hi Riser bars that they use vary extensively from truck to truck, I could not find 2 that were exactly alike on their lighting configurations, There arent that many excursions so standardizing the lighting on such a minimally used vehicle would be more costly than just giving them either old bars from their sucessors (which is probrably what most of them use, unless they are in such disrepair that they must be replaced) Such is why some of them have really insanely old looking bars, others have newer ones, you can usually look at the glass on the bar and tell whether it is new or older.. Old tends to be foggy/faded. Just the nature of the trucks and their lighting systems... This isnt really the topic for debating whether One or more of the Excursions NYC has runs LEDs or not, only the one they've done is the one that matters for this mod.