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MikeyPI

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Everything posted by MikeyPI

  1. The texture file is written into the model file (V3O) upon export from zmod... The only way without zmod to change the texture file name is to unpack the v3o in the editor, then open the v3o in notepad and manually edit the texture names. SRF, Body, 0, 0, 0, whatever.dds, 517, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 SRF, Interior, 0, 0, 0, whatever-interior.dds, 517, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 the above is just an example from a file i have, SRF is the important part to look for, it is at the very top of the model file when opened in notepad, if you see SRF, look for the .dds or .png or whatever may be the case (in the la mod it's usually .dds) Simply rename that to match your "new" texture filenames and your texture will load on that model now.
  2. My guess would be no given how long it has been since there was any update from the author(s)
  3. Swing and a miss... Strike two! How about you drop it, since you've earned two warnings now for not "resting your case"
  4. Please do not ask the modders for release dates on their mods, they will release them when they are completed. It is against the terms of service to ask for a date.
  5. Bart, you may have your moral objections but this is not a political or morality topic, you want to air your views there are sites like that... You know try Planned Parenthood or something... This is a topic to congratulate a new father, his age and situation is his business. The way I see it, you're not the father so why not just let it go? Congrats on the healthy little guy buddy, best of luck with him=)
  6. You might be able to "hide" the dive command from the UI, but since the dive command is what makes the swimmer/diver work... you have to have it present on the person (maybe not in the UI but it has to exist on the person somehow), perhaps you can manage to hide the button through an overcomplicated script... But I am uncertain how you could go about doing that.
  7. It is possible that there would be two different outcomes in my eyes if the diver was switched to a normal ff again while in the water: A. Crash to desktop. B. He drowns. Either way if you do not have the sense to know the diver is in the water, so pushing that button is a bad idea, in my view you deserve the fate=) Hoppah might be correct there may be a way to prevent changing back while in the water... if that is the case then it would be problem solved... Even if there is not common sense should prevail on this one considering that if the guy is in the water you probrably want him to stay a diver.
  8. If it were me doing it I would just make a whole new script with a button, so that you can have the guy "prepare to swim" or be a land unit... Make said button go from a swimmin dude image (like you'd see at a beach) to a walking guy when he's a land based guy (add all commands via that script he'd require) and remove the dive command from him: Borrowed from the LA Draw Weapon Script Caller->PushActionEquipWeapon(ACTION_NEWLIST, true); Caller->AssignCommand(CMD_SHOOTGUN); Caller->AssignCommand(CMD_HOLSTERGUN); Caller->RemoveCommand(CMD_DRAWGUN); Caller->AssignCommand(CMD_ARREST2); Caller->RemoveCommand(CMD_ARREST); Obviously the commands for the new button would need to remove the "walking" button and place the prepare to swim button in it's place since this is the command that you need to make him swimable again, same deal but you're adding dive back and removing all other commands from the unit.
  9. Congratulations on the birth of your new baby son francis! May he have a healthy happy life=)
  10. Correct... Without that the diver will walk normally but cannot enter the water (except on a boat).
  11. would require a script to add the command back, so you'd need a script to trigger removing it via button and putting back that command. look at i believe standby command in la mod for an example of adding/removing commands.
  12. correct. just remove the dive command and he will walk normally
  13. It's for the LA mod so it is done to match the specs of that mod.
  14. I use pictures to build the model then skin it after I am completed the model (roughly).. Once it is skinned you sometimes notice errors in the model because the textures bring them out. Unfortunately with the helicopter I had to use like 7 pictures in order to make one usable skin for it, in reality that aircraft is broken up into sections on it's mapping.. Jpeg definately did not help to show the texture off but what can ya do? The windows are green as "placeholders" so that when the finished helicopter (which is already done) has windows that match the vehicle rather than say for example bright windows on a bright white car, it does not look that good.
  15. AS-350 In "template" scheme. logfile.txtLA_Lifeguard_for_911FR.rar
  16. You need to be more specific, to edit the maps themselves the game comes with an editor, to edit the floor texture you require a third-party paint application like Photoshop. This also has nothing to do with the LA mod so I'm going to move your topic.
  17. You don't want to rename the files if you want to take an original vehicle and add another one of it for whatever reason you should copy the prototype files and the model files. There is a tutorial on adding vehicles to EM4, it covers most of what you would be required to do to do this in the tutorial section... I am fairly sure I linked to it in this topic.
  18. People make the best scaling device, since people are not created by a modder, the vehicles you can adjust accordingly, mine tend to be larger than most of the other mods because I wanted a closer to the scale of the people feeling. In the end most of the things IF you're willing to do the work can be adjusted accordingly but people we are pretty much stuck with at the set scale.
  19. The reason there is not a public resource is due to the time necessary to create models, which is probrably why most people are so restrictive with their models. Generally people tend to be ok with borrowing one here and there, but in a large number of cases most of a single mod could be reskinned to appear as though it is another place, which takes much less time than creating the unit from scratch. Since you're getting into modelling you'll figure out why people are this way once you create a few vehicles. Parts and stuff like that actually is not a bad idea, it generally is a waste of time having to create 3-5 lightbars when there is already a suitable one available.
  20. My advice to you is to get at least a team of 2-3 modelers to do the mod, it might not seem too bad but you have in this game a particular problem that you need a great deal of 3D models to have a working beta... So the more modelers the better for the success of a modification.
  21. I would probrably go with the middle one, just simply because UPS trucks vary pretty much all the time in coloring of the trucks, some are a brownish red color, some are brown, some are closer to olive brown... It all depends on the age of the truck and when/where it was painted, so the pure brown is probrably a good safe bet.
  22. 'Intent' in the context that I used it means that I believe your objective to be to create a car package mostly for other modifications to use, maybe you wish for the individual to use this car co-op but in the end it seems to be more with the modders in mind. Nice job on the DHL by the way.
  23. More or less that seems to be the intent, otherwise you probrably would not have euro cars mixed with ones you won't see very often in europe.
  24. He has not labeled the mod as FINAL so I would guess there will be more updates, just less frequently since he's already done so much that anything else he does will just be updating what he has already, along with minor improvements as he goes along.
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