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Everything posted by MikeyPI
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Check games like Train Simulator, Flight Simulator, people charge quite often for those addons and Microsoft, which we all know is quite aggressive with their copyrights does not bother them as the addons may be in their formats, but in the end the actual work is independent, and that is what you are charging for, not the original game but the additional work you've done, which is legal... Some of the recent attempts that have gained traction had no skills when they started out, they just tried to learn as they went and were fortunate enough to find modders that could not do it all that were willing to lend a hand. As I said some of the modders out there have limited skills to one specific field, which makes it difficult for them to make a mod on their own but possibly see their effort turned into a mod should they cooperate as a team.
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Truth is ya'll simply can't afford to keep me The mod "teams" concept that has become prevalent here is partially why it's so difficult to get a mod started and rolling. Unfortunately today most people are extremely specialized in what they can do, some can paint, some can uv map, some can model, some can script etc... there are very few that can do a large quantity of the work themselves, requiring only minimum assistance from others around. When you couple that with the fact that there are not that many around who do know some of everything it just makes it hard to see rapid progress... Then the game it's self does not cooperate very well in allowing you to modify it fast other than simple reskinning, which still can be a nussance... In short the BEST way to push a mod across the finish line is to sell it to the masses as HARD as you can, some people never go anywhere because they don't try to gather people up, shop around the forum ask if anyone has xxxx skills and wants to lend a hand with this or that.... Provide as much support as you can to those who do work on it, most of us are not from the cities we mod, some have never ever seen them so the knowledge we bring is usually not the best in the world=( bein a local can definately prove useful if you take the time to provide the modders with what they require. Goodluck to ya.
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That is still a good way off before we have to worry about all of that, but it will probrably be mixed with some extrications and some not, depending on the "structure" of the accident. My mod by the way was neglected for so long by everyone, nobody would adopt it so it turned to a life of crack and theft to survive now it's serving 25 to life in the department of corrections
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I don't think we can script that onto the freeplay map... it might be possible though, and it should be possible on a mission I'm pretty sure... the problem is that let's say hypothetically you did that you'd still have to worry about how the traffic spawns if you were to hit the spawn points traffic would fail to function anymore if it backed up that far... You can't use the light to change the traffic pattern (the paths they follow) so all you would be doing is holding them in a "stop" just as if you put cops there anyway. Yes, it is entirely possible to have traffic accidents without injuries and without extrication being required. Being able to choose a type of extraction and all that crap is realistic but this is a game so no we can't do all that. All that would be required is the wrecked vehicles, unoccupied and if you wanted it to be realistic just have people spawn with the accident standing there instead of hurt, sometimes you have them laying on the pavement injured, same deal except they are not injured... easy enough to do.
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Realistic or no, Can't do it... LA MOD 1.9=Modification for a GAME! not a Simulation..
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Deleted 2 more double posts, ya might wanna just try to be patient when the page loads cause apparently for whatever reason your posts are getting duped big time... You should check out the tutorials section, I did a decent FAQ on what you need to edit this game, some of the apps are available for free so it's a no-loss type of deal if you find it is too difficult, just don't believe you'll get it right the first time out of the gate, modding takes patience.. Game Modding FAQ for Basics of Starting off.
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Generally speaking I'd suggest againts offering to pay out for mods/modding and all that crap it's a slippery slope and the truth is the average price per model is generally 60-100 bucks.... Makes it very cost ineffective fast, most of us roaming around here do it as a hobby you just have to try your best to find the ones that are free that wanna help someone else build a mod. If you're decent and can help them I am sure there would be some who'd lend a hand with adequate support in the form of info/pictures and all that type as well as some help in modding if you'll take the time to learn.
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That's fine by me, nobody noticed it but I did the 2005 Impala too already so I have one too=) I just need an exported file from your app to try to figure out why it won't take it in, preferably something simplish but with something more than a cube to it so I can tell what the file is doing, a cube looks the same regardless of how it's placed in zmod, a car you can tell if it's upside down or whatever:)
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Open the editor: Load the mod, Open the map, which would be Freeplay.e4m for 911/EM4 or DFreeplay.e4m for Deluxe. Press F-9 and then you will see the spawn points and paths show up: Change the Interval Value, a lower value increases the frequency I believe, adjust the Interval around on the vehicle spawns listed in the menu and then SAVE THE MAP under the MAP menu and exit out and test it, if it is correct then more vehicles should load on the map, do this very very slowly and back up your files before you tamper with them just in case it causes undesired results in the process of tampering with it. Copy the .e4m file you alter somewhere else prior to changing ANYTHING. That should do it for you, good luck.
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If you wanna bother me with a PM with the model in the format that isnt going into Z2, just make shure that the file it's outputting has a filesize, if it is 0bytes that means your 3D Studios isnt exporting correctly. If it has a size I'll tinker with it and see if I can't get it to work right in z2, it may have to go thru a medium app before z2 sees it correctly.... IF I can make it work I will tell you the proceedure to do it. Unfortunately the 04 Cappies are not used in america so it'll be a very cool car but fictional in the NYPD scheme=) For whatever reason only the GTO came over from Holden's line.
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I hope ya mean 1994 Caprice, the holden caprice was not sold in america=( unfortunately I don't use 3DS max so I'm not sure what it might be doing to your model on export that could be causing the problem.... Z2 doesnt like imports so chances are it's something like being inside out, try reorient or mirror on it and see if you can make it show up that way.... it might be something as simple as that going on. Is it giving you an error at the bottom of Z2 when you try to import you can see? Like invalid line or something.
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Correct, each path has a different name, so they can't hop onto a new path, perhaps with a script but you'd have to know what two paths are crossing, that isnt so easy to figure out on the fly, in a mission maybe it'd work in freeplay it would probrably be highly problematic.
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Yes you're exactly right that is how you have to redirect traffic effectively, if you don't they will run into one another and become quite messy fairly fast.... Depending on the road layout IF it is long enough it may not apply to all, but with ours it definately will due to the spawn point locations vs the length of the road. Generally to avoid frustration i'd do that same behavior on ALL 4 lane roads, cops/cars can only redirect ONE lane at a time, not multiple lanes due to how paths work.
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I use Z1, which is... fairly different than Z2 is, for me personally it is just much easier to do pretty much everything in it. But that is personal preference... Z1 you have to select the polygons and press assign uv, then go into vertice mode in the uv screen and move them where you need them to be.... Fairly straightforward once you learn the app. Z2 can import Z1 files but you have to be careful when you put it back because sometimes it mirrors the vehicle when it's imported.... One of the quirks of Z1 into Z2.
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Please keep general modding topics IN General modding, not in the LA mod=) I use a different app than Z2 for Mesh/UV so I can't help unfortunately.
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Everyone Play nicely and the topic stays open... No offense to the skinners, but the UV mapping and the modeling are the worst that you have to do, generally speaking for a "simple" model it is not so hard to create, but creating a skin from a blank file is extremely time consuming, then adding a UV map to the model for it's mesh is extremely time consuming, that is generally why most people who spent time creating models wish that other people will try to do their own. It is true, and reasonable to believe that sometimes you need an exact 1/1 of a model so it would not make sense to have to create a totally new model for a crown vic when there already is one. I do not care what city you do, there is ALWAYS something you can create to make a mod your own, and that's generally what most modelers want people to attempt to do. The nyc private mod has spent a good deal of time trying to re-create the feel of ny, but with custom models that were specifically built to be NYC that would make it that much more... That is generally what I think most people want to see, is to see the mods try to go that extra step and get some of the unique things that increase the realism of their mod. Some vehicles there is NO reason what so ever that one should have to re-build, that would be totally illogical, but in the end, spending time myself creating models I would have to say that it is something you HAVE to be comitted to. If you do it though it definately increases the realism having the vehicle be 100% accurate. For example, when I started the FBI Mobile Command Vehicle it was based on the one from D.C. because I figured it was the same... whoops=) Having done both truck models by mistake, I have to totally admit that there is absolutely NO WAY the LA version would ever accurately appear to be the one from D.C. That is the sad truth with a reskin, sometimes you can't replicate what you need to without a new model so you have to create new models.
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If you look on the map you will see, not to mention several of my previous statements mention that there are 2 four-lane roads present... they are "avenue" type roads but indeed 4 lanes. Brendon, the lights are not restricted to one car at all, you can permit more to proceed by adjusting the timing of the light, which is what we must manage to do. We have to figure out the traffic speed and traffic light times to ensure that ALL traffic flows evenly and correctly, regardless of human interference. You can set the lights to stay green longer, which will/does work for smaller local roads crossing the primary road, you may set the primary road time to permit more vehicles to proceed through, while making the local roads have a shorter duration.. The problem with our pathing is that we must make sure that everything flows correctly, we are not quite to that point yet. Once we get there it will take some time of trial and error as well as testing them to ensure proper function for X time; after which time if it goes unstable then we no longer will worry about it. ALL traffic patterns in the game if interfered with can be "broken", but generally speaking without ANY interference they should be able to work indefinately. Problem for us is, that we/you will be interfering with traffic flows so we have to ensure there is a tolerance that is generally acceptable for traffic to be disrupted by our vehicles, as long as you stay under that tolerance level the game should proceed normally. IF you for example were to block the outside lane and attempt to redirect without redirecting an inside lane on the 4-lane road first you would definately cause a blockage that might terminate the flow of the traffic.. We still have a very good way left to go with all of the "little" things that most people won't see unless they look in the editor but the progress is moving along so that's a positive.=)
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Commander, I answered as broad as I could but I think I mis-read The floor texture works about the same no matter what, the Double line is just simply two stripes running down instead of a dashed one... I think that's what you wanted to know, the roads are not so small that details like that are difficult to do, the lanes are a decent size so you can do single or double lines pretty easilly on an american scale=) Around a bend it could be rather difficult to do due to blurring effects unfortunately, but generally most the roads we have run straight so it's fairly predictable and easy to continue the Double yellers=) NFK: last I heard from mike of the photos he was going thru some schoolin and that had him occupied, lately I'm not too sure what he's been up to, but hopefully he's doing well.
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@NFK as I said it depends on how traffic flows, I played with increasing the speed and it did not seem to cause too severe a problem... The question is how it will go with all the traffic lights and such, so whether or not they retain a gainful increase is debatable at this time.... Traffic in this game is more like an orchestra, if there is one simple stupid mistake, it will cause cars to stop comming until you CTD because of a memory bleed.... So that all depends on how the game/map accept it and whether the timing can be retained with the increased pace the trafic takes, like you, I also felt the traffic was a bit sluggish, but we'll see how the game accepts that increase... I worry that if you obstruct/re-route the traffic it might stack up too severely to compensate and the end result would be no traffic untill ya crashed...
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There really is no need to increase the vehicle's speeds, traffic might gain a little bit, but not necessarilly, that depends on how traffic flows.... In reality response times should be better without even touching a thing about how the emergency vehicles drive due to the fact there are drastically less deviations required to make it to anywhere on the map.... If you were smart about deployment on the old map and with the additional fire station it was generally possible to arrive on scene extremely fast just about everywhere, since the map is not growing in size there really is no need to make vehicles go faster to cover the same space in time=) @ Commander Rasseru, if you mean the textures, not at all, if you mean pathing, it really depends on how you set up the paths... if all lanes go straight and do NOT deviate, it is rather easy, if they turn off for example you can have problems with traffic flow relatively easilly, unfortunately. Human intervention on the 4+ lane roads can easilly make a mess of the traffic patters, not unlike real life actually... you have to do many things differently in order to successfully redirect traffic flows on them due to how the paths must be constructed.
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We are NOT adding more added scripted parking for vehicles from the "special" services, there should be available room to park some vehicles manually should you desire to around the police station, but we definately won't add scripted parking for the FBI, that would be more new scripts that really don't do much, it would be no different than giving them their own field office which would just take up even more space.... The map would be like the tutorial map if we gave everyone their bases....
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around 2012
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You are not flaming a topic by discussing something IF you can keep it civil, which your comments have done... Should it go into that again then I'll just shut it and toss the warns around. Everyone here knows how to be civil and keep discussions along appropriate lines.
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I'll get to ya in pm....
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Note what Stan Said: I did the same check and sure enough.... Hopefully he will respond under his real name and not a false one, I too do not know why this was closed since there is still room for a response on why someone would try to pull that...