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Everything posted by Hoppah
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No, I wanted to add the Directional lights tutorial to this website. Same stuff what I wrote before. I wasn't really talking about a light editor tutorial, because it's easy to find everything out by yourself. The tutorial could be a good way to understand how offset and flash frequency works.
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The original model is from Lash00t0ut, but the texture (I uv-mapped it), wheels, doors, lightbar and interior are made by me. That's what the readme says too!
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Shall I add this to Tutorials? It's an easy guide to start playing with lights
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That's what he said too, it doesn't have to effect the cars. @ chevyrulzs2010: PART ONE: This are the settings which I use for the directional lights on my fire trucks. [] Radiation [x] Corona [] Fake volume Lighttype: Special Light Lightmap: lightmap0_nos3tc.tga Corona: corona7_yellow Flash Frequency: 2.40 Flash Offset: SEE PART TWO Corona Size: 13 Intensity Limit: 0,75 [x] Cap Intensity You can add a polygon lightmap for each lights too or radiation, but it's not importont for these settings. PART TWO: Three offset setting for 8 lights: Center out: 0.00 0.30 0.60 0.90 0.90 0.60 0.30 0.00 From left to right: 0.70 0.60 0.50 0.40 0.30 0.20 0.10 0.00 From right to left: 0.00 0.10 0.20 0.30 0.40 0.50 0.60 0.70 PART THREE: Script (commands) to activate the lights ingame. See attachment for the script. It's packed in a .zip package. Unpack the file and add to to your ".../Scripts/Game/Commands" folder. Then add VcmdSpecialLightsOn to your vehicles with directional lights. This command doesn't redirect vehicles. Good luck, Hoppah SpecialLights.zip
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WHAT will work with mission patch? When v1.4 is released, the mission patch will be updated too. And I'm not going to 'add' the original Emergency 4 missions to my mod.
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That door has still the texture of the LAPD car. If the .v3o file of that door is unlocked you can change the texture naam with Notepad or Wordpad. My tutorial explaines this too: http://www.emergency-planet.com/index.php?...le&artid=11 step 11 and 12 I don't know why the tail lights are white, but I suppose you made a mistake in the texture.
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Yes. Each trafficlight has some numbers: crossroadnumber - trafficlight number - duration of staying green The virtual objects and other objects are connected to that traffic light with the crossroadnumber. Compare your stuff with other traffic lights. If you can read German: http://emergency-forum.de/thread.php?posti...2001#post132001
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As for the unit names, my tutorial can help you: click I just hope you made all changes in a mod folder. About your floodlights problem: You can copy the floodlights script for my mod to yours. Emergency 4/Mods/Los Angeles v1.3/Scripts/Game/Command/LAFloodLights.script That script has two new commands: VcmdFloodLightsOn and VcmdFloodLightsOff You only need to assign VcmdFloodLightsOn to your vehicles. There is a language file (commands.xml) which can be used to make up a proper name for the command (that tutorial about adding vehicles will explain about language files too). Light polygons can be used to make lights a more LED look. Especially at dark they look great. It is a bit difficult to add them. About your SUV: There are door types: Person, Equipment, Special.... You have to use Person now. If it's still not working, change the vehicle type. Hoppah
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Thanks. btw Scripting progress: 90% And I still need to add alot of objects to the map, like cars, persons, tents and many other small objects. After this I'm going to work on a second new mission for 1.4.
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Three new screenshots from the new mission: The crash: Bridge & highway: Finish line: Hoppah
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You got my permission, but you need to ask lash00t0ut for permission too.
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The problem. I can't make new or resize rotors. That's my Blackhawk looks so small.
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The idea is nice, but I am not going to enlarge that map. I want to finish this mission first.
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As promised, FAQ updated with new questions and issues.
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Strange Request for someone who speaks German
Hoppah replied to a topic in Technical Related Support
Yeah, Bass-Ti is the creator and he one of the most friendliest and best modders I've ever seen. He has helped me alot with modding, especially scripting. He gave me alot of tips and I have learned alot from him. :1046275747_biggthumpup: -
I don't think Sixteen Tons has a big problem with this.
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Yes, this is possible. You need to delete the old lightbar with Zmodeler2 OR make it invisible using alpha-layers in the texture (we call it alpha-modding). Then you can add a new lightbar with Zmodeler2 and export the model to a new file OR you can use a seperate lightbar model (like Sniper's lightbars), make a prototype file for it and use the lightbar on vehicles as Childs. This is easier of you want to put it on more than 1 vehicle. Most of these things can be cleared up using my tutorials.
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lol Going to start with the mission script tomorrow.
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My god, why are people so impatient that they have to post a question twice? Do you think I am computer bot which replies within an hour? @ ffemt611: Attach a fire hose to a hydrant and click on a open_house* building? I don't really use this alot, but I thought I changed the scripts to make this work. Maybe someone else can confirm that this is possible. * open_house building = Building with removeable roof.
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I am not going to change it anymore. Changing a ground texture is alot of work and I need to move those fences again.
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Yeah, same environment, different (made up) race track.
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Editor screenshot from the new map: The ground texture is finished. I already added fences, stands and some buildings to the map. Still need to make and add alot of objects. Hoppah
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Where did you bought the game?
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Do you have installed the patch? Which game version do you have (English, French, US, German)?
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Not possible, because Em3 uses a different map (.e3m) format than Em4 (.e4m).