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Everything posted by MikeyPI
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Once again, the car it's self that is towed, regardless of how it's towed is "removed" from the map, the towtruck switches models to one that has a load on it, this load is the same regardless of what you pick up. When you unload the cargo it puts the car back on the map, and swaps back to the unloaded towtruck model. There is unfortunately nothing you can do about that other than a highly complicated script that would consist of swapping the towtruck with a different model for EVERYTHING that it is allowed to tow, so figure 50+ different towtruck models all identical except for the cargo tossed on the back of it. It is rather impractical to do that unfortunately because you'd have to have a new model for everything you might tow with it. The game originally never intended this, which is why you have the covered cargo, it keeps the mod size smaller, and puts less load on the game engine it's self.
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They are right, you did not get permission from the original Author(s) of these models, so they're stolen, Remove them until you have permission to use them, or your topic will be locked for model theft. @ Ale LA Mod Tahoe=Mine, Hoppah permits people to use his stuff, but in the case of OTHER authors permission must be asked of those Authors. Hard to believe, but no... Hoppah did not make everything that is in his modification.
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A. We tried this with the LA mod, people complained that the animation was not synchronized... Probrably related to MP Latency and slower computers than we had. Thus it was removed from the towtruck. B.In short this is impractical, the tow truck would have to change models to be loaded with every single solitary potentially towed vehicle, the game has over 30 traffic cars PLUS whatever emergency vehicles are in the mod, PLUS damaged vehicles involved in accidents... That would make the mod massively larger due to the duplicate models that have to be added to the mod. The tarp is used to cover up the fact that the tow truck doesnt actually "carry" a car, it is just a 2nd model w/ the object loaded onto it.
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Graphics Drivers, attempt to update them and you can probrably try to change the device used in Z2 from hardware to software in the settings... Vista/7 Use the 3D accelerator for windows, that seems to cause issues with zmod2's renderer.
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Be happy I'm far too lazy to actually enforce such a policy, I'd just warn people for it the first time and save myself the headache for the 2nd one when they didnt think their post went through... He's a much more efficient and courteous Mike. +5 brownie points for NFK for the puckering;)
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*continues the moderator spam.... I taught him well, Fairly soon I shall pass on the banhammer to him=)
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Sorry to break it to you, but scaling will be a massive problem, the white house is roughly the size of the map in emergency =/ The stucture it's self along with the grounds would be most of the map if not the whole thing. That is a very large building we're talking about, the Pentagon (even though barely in VA) is another example of a structure just too big, that won't even fit on a single EM4 map.
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A.Ensure you've copied your "modified" freeplay map to the "new" modification, even if it isnt named freeplay at this time. Open your map with the changes, navigate to your mod folder (this can be done in the editor under the Save map option)Overwrite the existing Freeplay map file, a conf window will appear, permit overwriting of the freeplay map (assuming you have FR/4 if you have deluxue you must overwrite the deluxue map file). B. To change the icon you have to open the "e4mod.dds" and modify it using a paint program then save your changes... Moderately advanced task if you lack the software. Altering the by: portion is done in the file "e4mod.info" modify the author portion and it will say whatever it is told to say (not that it is really necessary to change this).
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A.Best Bet is to copy the mod folder, rename it something else LAMOD_1 for ex... dun matter really just done for sake of knowing which is which. To identify it in the game it's self differently u need to edit the following doc in notepad and simply change the name displayed: Mods\Los Angeles Mod v2.0\e4mod.info Be sure to leave the "" in tact on either side of the name. B.To make them able to click the EXE and install via that method you have to know how to create a new exe and recompile the files, not something everyone can do, so I'd just compress them in a RAR file or ZIP. C.By duping the folder and making a 2nd mod, you still will have the "original" mod untouched as well as your new mod, so long as you've only modded one of them, if you modded the LA mod already, then you'll have to follow the proceedures already given and then reinstall the original LA mod again. D.Simply delete them from the folders where they are found along with the Campaign.XML and Campaign_params.XML from the "specs folder" E.Already Explained above, dupe the folder, make changes required to make it a "new" mod, then simply package all that in a RAR file, you can make a self-extracting file that'll do the same basic thing, but in the end it isnt too hard to copy a whole new mod to the mods folder;)
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*sighs everywhere is different on terminology... Satellite in general usage is litterally a mobile comm vehicle, usually arrayed with cameras, antennas, and dishes for massive communications output... In NY's case, they refer to a purdie toy truck that is basically a spraying machine meant to hose something down... Perhaps it's how they clean the streets after New Years=)
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That is actually standard in the game if you kill the lights/siren via i think it's shift i don't remember they do not go as fast as they do when fully active.
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In this game the way it works is the speed is set for the cars in their unit file, so in order to "slow" down a faster vehicle it would have to change from the original vehicle it was into a new one that is subsequently slower if it were leading another car in order to remain "in line". A faster vehicle can follow a slower one it will just tailgate then stop then resume and repeat without doing this, but if they don't have the exact same speed that is what they do, they either tailgate then stop or simply get outran by the faster one. The only way to prevent this is to ensure they both go the same speed all the time or to swap the prototype to a new unit for the duration of it's "duty" Fairly easy to do in a mission but in Freeplay that'd be alotta duplicate vehicles you'd have to have to ensure they all were "equal" for that situation, but under normal conditions the larger slower vehicles still retained their normal sluggish speed for the sake of "realism" (even if it is unrealistic how this game handles speed, it should've been done that the big ones just slow down more for turning and such but its not how the game works).
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To be totally honest with you anyone who's ever pulled "convoy" duties will tell you, we're not all created equal, the sedans can "outpace" us suv's even with our added weight and power we've still got the disadvantage trying to keep pace with the smaller more agile cars, they can simply outmaneuver us. Such is why in the orig game big trucks are "slower" than cars, it's to try to retain that realism, in reality yes in a straight shot we can keep pace with the cars... but on a turn they simply outclass us on maneuverability, EM's answer to this is to slow down "heavies" in general, unrealistic as it may be.... it's what the original engine has for the solution to this issue.
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That'd take a bit of work but is relatively simple you must move the model and it's textures from mod A to B... to simplify this retain the file structure :IE Mods\Mod01\Police01\whatever.dds.... this saves u the headache of redoing the prototype... it doesnt matter if the original mod did not have this structure, only ur addons would be where they are which is fine. Then you have to modify the xml's to reflect ur new toy(s)... the most important of which is "freeplaybase.xml" <vehicle prototype="mod:Prototypes/Vehicles/02 Fire Department/hazmat01.e4p" count="1" /> for example must be added, u MUST associate all personnel or transfer them from the original mod that they came from as well, which is probrably easier unless by some miracle the mod(s) share the same personnel names which rarely occurs. Ensure you transfer the prototype file(s) as well retaining file structures 100% along the way as the way these things are built they MUST be retained unless you want to manually reconfigure them, but for personal use I suggest you just keep the original structures and just add them to the Freeplaybase.xml and all the other specs documents accordingly. Goodluck.
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It's in the engine of the game i'm sorry to say, the thing was meant for "baby ladders" of euro not for merican ladders that are significantly larger... So unfortunately even manual control wouldnt correct that 100%.... It's just the way it is.. the only thing they can do is tamper with the VEHICLE axis to try to make it position better. but the catch22 is that the damned thing won't turn very well as a result.
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I think people need to get off the off topic BS at this point, So what if there is more than one NY mod? These guys wanna do a NY mod, so be it let them, maybe they like NYC or maybe just maybe they picked it because it's one of the FEW places where u can find apparatus pictures relatively easilly... Have any of you looked up Greenville South Carolina or Beaufort North Carolina or York Pennsylvania... Good luck finding pictures of all the crap you need to make a mod for this game, unless you're LOCAL to the area you're SOL, even as a local it's pushing your luck you'll get enough to work with on most places... Just a fact of life on how it is. Add in the fact that each mod can go it's own way on how it CHOOSES to mod the game, two mods representing the same place can have two VERY different forms of gameplay behind the. Food for thought, now let it go.
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They are focusing on the SP mode from what I understand and rightfully so, their "system" is a bit complex to consistiently and reliably work under MP without a bug-report frenzy due to lag and mis-synch... Let them get done the SP aspect of their mod then perhaps just perhaps they'll take another swipe at the MP aspect, since that would require a great deal more to see through.
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It might be possible to make work but I'll be honest you're asking alot of the MP engine with all that... MP unlike SP has the problem of latency Synching, so you can possibly cause problems having that much dynamic stuff going on at once depending on the TTL of all the potential players playing the MP mission. At least in theory yours works with the 4 Fire stations if they are owned by P1 P2 P3 etc.... still the vehicles would have to come from the same depot I think, then park according to who "owns" it.
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Larger textures=clearer details on the skin of the vehicle, say for example the tahoes or the suburban, under DDS format they get blurred more than they would if they were say 3X as big, it's just the way the format Compresses. Em4 Natively compresses Textures regardless of which format you pick to use. It's why for example if you write on a car door it will blur some on a smaller textured spot (less pixels=more blurring as a result) Such is why some cars for example are missing unit numbers on the corners of the hood and what not, the textures were simply too small to place them on there clearly and correctly. If you have any more questions Dyson just PM me;) We've spammed his topic enough=)
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Adding another Firestation/crew/vehicles
MikeyPI replied to Eddieman's topic in Modding Related Support
Your best shot is to adapt the LA mod firestation scripts to suit your needs, or use them as a guide as they pretty much do what you wish to do already. -
Whoever owns this "mod" can ask for the lock to be released for now it's applied... Just report the topic and ask for it to be reopened if you ever show up.
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When you screw up the linking of a skin to a model it shows up, but only white. No texture will be applied, i do it practically every friggin time I export a model, and have to manually change it to the correct config. The texture missing has no bearing on the model being missing.
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No folder=No reference to the modification in which you don't want, it'll disappear from any reference, unless you've replaced the "root" game's files with custom ones, then you're stuck doing a fresh install.
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Sorry for belated response, the Axis on your wheels are not aligned correctly, hence they wobble like that, in zmod just click Display> Local Axis> Center to Object, and click on the wheels only, this will put their pivots in the center of the wheels instead of wherever they currently are. To link a texture to a V3O in the case that you've renamed it something different or whatever, open the V3O in notepad and you will see the textures listed in there SRF, Interior, 0, 0, 0, whatever.bmp, 517, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 SRF, Body, 0, 0, 0, whatever.bmp, 517, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 SRF and Body does not matter, you must rename the .extension to match your new filename.... Each SRF references a texture, for examples like above there were two texture files.
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Thank you xplorer for doing it correctly and Reporting it, rather than spamming the topic with much the same repeatedly.... Topic no lockie he just gets what he asks for by failing to abide by the TOS.