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Everything posted by Hoppah
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New manual siren script (Stand By, see First reply)
Hoppah replied to a topic in Submods [Not released]
So you're the expert and the mod makers are the slaves now? It's not finished. You don't know what it takes to make a good working (sub)mod. How'd you know if all his scripts are already working correctly? Next post regarding a release date will result into two warnings for you, including one for your previous post in this topic. -
The order in that animation set doesn't matter. What matters is that each new vertex is assigned to an animation set. So 255, 1024, 256, 1024, 260, 1024, 259. 1024, 258, 1024, 257, 1024..... Should in my opinion also work. Let me know if it works. I am curious if anyone else made it work already.
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For all of you guys and girls wondering about the realisim factor
Hoppah replied to Grim_Wizard's topic in [EN] Off Topic
The only reason I would ever add it is to make the personnel more usefull. But it adds just too many frustation. It only requires a couple of simple script changes though. I was thinking about making a submod for my own mod to make the mod more challenging, but I'd better finish the freeplaymap first. -
I will pin this topic when the submod is released.
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New manual siren script (Stand By, see First reply)
Hoppah replied to a topic in Submods [Not released]
I will pin this topic as soon it is released. It's a nice addition. -
Topic will continue here. = TOPIC CLOSED =
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Yeah I will see if I can fix that. I will probably disable the fires near the hospital entrance.
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My videocard still hasn't been shipped.
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Yes, that's a bug and has to do with the game and not the mod. To fix it simply restart the game + mod and start the mission. Playing freeplay or another mission before this mission causes that bug. Same thing for closing the canister in mission 2. edit: Added unfixable bugs and other strange occasions to the first post of this topic
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Indeed. A fresh new website might be a good idea. I don't know where the server of the website is located, but the website is a bit slow here and I get alot of script pop-ups when I enter the website. When you're going fresh it might be a good idea to use/find a better menu without thumbnails in them. For example: The Action/On Scene Photography. I prefer a simple list without thumbnails like this. Album: Law Enforcement Album: Fire - EMS Album: Incidents - Law Enforcement and Fire/EMS Album: Events, Shows, and Demonstrations Album: Military Album: City/County Services Album: Lifeguards The titles are basically enough to provide all the information people need. Other important things might be a less complicated and user-friendly interface. Keep it simple. The photos are already on the server. There should be a way to keep them there and just use the new coding (which should find the photos automatically) without adding them 1 by 1 again. You can always add the information to the photos later. People mostly care about what's in the photo anyway.
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Write words with an A until someone says you have to write down words with a B. Are Dutch words also allowed? My word: Achterlijk
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They're not animations. Maybe they are related to them, although all animations still work without the .vmo files. I have no idea what they actually do.
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Check the logfile.
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Isn't this kinda gay? Maybe you should add 'stab' to it. I choose to stab puppysboy222 for making such a topic.
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Ok. You got permission for them
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'Some' doesn't mean anything to me. Please let me know which units you want.
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Yes, that numer 148 represents the amount of vertices in that animation set. If the old model has 570 vertices and the new 760 you get 760-570=190 new vertices. That means you have to assign all of these vertices to an animation set. So if the animationset already has 148 and you add 190 new vertices you get 148+190=338 then add these [NUMBER], 1024 parts which should begin with , 571, 1024, 572, 1024, 573, 1024, etc....
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Nope and not in Dutch either.
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If you want to add helmets to persons you can try to read the text below which contains the text of a tutorial I once made (for myself). This whole process of adding a helmet is mostly done MANUALLY. You need to edit certain lines within the .v3o files itself using Notepad. It's not easy nor some parts of the tutorial will make sense to some people. I will answer small questions. If you do not understand the whole tutorial leave it. Experience with .v3o files is required. If you never made a model I'm not even going to help to you. Examples: 1. Stretchers with wheels (added wheels to anchor bone): 2. LA MOD: US Army soldier (original scout model + new helmet): 3. LA MOD: USFS firefighters (added helmets + oxigen canister): 4. LA MOD: CHP deputy (added hat): 5. NL MOD: Dutch Riot Police (added baton to one of the hands bones): Hoppah
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Because he wants to use both the Caprice and this Crown Victoria in the LA Mod. Why not combine the two vehicles into one submod package?
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Thanks to Stan, the LA Mod signature banner works again.
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Looks nice. I have added the topic to Approved Submods.
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I can't wait for this videocard, because I can't even get Zmodeler 2 to work with this onboard videocard. What might also be a driver thing though. Overclocking is something I don't really like to do. If it works it works.
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I just ordered a EVGA NVIDIA GeForce GTS250 Superclocked 1GB which should arrive next week (it wasn't on stock unfortunately). It was either that or a 9800 GTX. Anything newer/better isn't that usefull in combination with the processor in my computer.