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Voodoo_Operator

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Everything posted by Voodoo_Operator

  1. Holly molly, welcome to 2001! Seriously, if it had trains instead of buses, I'd say it's a mod for MS Train Simulator. Those graphics are outdated as hell.
  2. Technical writer, proofreader, translator, graphic designer and whatnot for a Montreal-based software company.
  3. Posting a link to a topic that links back to our download database from which v1.8 is gone? Not too clever, are we?
  4. VERSION 1.8 WAS ON AN INTERNET THAT WAS SENT BY MY STAFF AT 10 O'CLOCK IN THE MORNING FRIDAY BUT IT GOT LOST IN A SERIES OF TUBES!!!!!111one
  5. I noticed that dozens of mods are being made these days... However, the download database of EM Planet only contains 19 of them. The thing is, many of those announced mods are in fact people without any skills that ask for assistance to fulfill their idea of a mod. Others are getting some work done, but they are bound to fail by not using the correct tools. Or they lose all hope when a priceless member decides to leave their mod team. Or they get everyone's hopes up by posting endless lists of content, most of which they have no clue on how to make. So I've decided to make the following 2-part guide about the implications of modding. You should carefully consult this guide before considering to start your own mod. [b][size=4]Part I - What you should do before starting a mod.[/size][/b] [size=3][b]1 – Assess your current skills. [/b][/size] Answer the following questions:[list] [*]Can you create models? [*]Can you create textures for these models? [*]Do you know how to transfer your creations in the EM4 editor and then in the game? [/list] If your answer to any of these questions is “no”, you may want to consider learning through a few tutorials, or simply enjoying the current modifications already available. Scripting should also be considered, although it is a much more difficult task which is only understood by a few experienced people here. Therefore, be realistic in your expectations towards your own mod if you do not have any notions of C ++ and how to apply it in the game context. For example, do not promise new missions or complicated features that have not yet been created in another mod. Get permissions to use existing scripts before mentioning that they will be used in your mod. [size=3][b]2 – Make sure you use the right tools (which means think twice before using SketchUp).[/b][/size] There is only one program out there which has a filter to export models in the v3o format used by EM4, and it’s Zmodeler 2. Lately, a lot of mod teams have been working with Google SketchUp, since it is much easier to use that a traditional 3D modeling program. They have made particularly good-looking models in this program (or have taken existing models that are available free of charge from other SketchUp users). However, you should know that SketchUp, while easy to use, has many flaws when making models for this game, and does not prevent the need to learn how to use ZModeler. Here’s why:[list] [*]While it is available free of charge, Google SketchUp does not allow exporting models in other formats than Google proprietary formats, which are only used in Google Earth or to share models in SketchUp. To export to widely-used 3D formats, you need a copy of SketchUp Pro, which costs 495.00 USD. [*]Once in SketchUp Pro, you will need to export your model to a format that is recognized by ZModeler 2, to proceed with the v3o export later on (there are no v3o filters for SketchUp). To do so, you will need to export to the 3ds format. However, there are several parameters that need to be just right for the model to be recognized by Zmod. You will need to proceed with a lot of trial and error (it lasted about 2 hours for me). [*]Once imported in Zmod, your model is likely to experience various problems. It may be flipped, inverted, mirrored, and most likely all of these at once. The polygon count will be unreasonably high, especially with a complex model. This is because SketchUp has its own way of dealing with faces. When a model is exported to 3ds, the exporting process generates triangle polygons with which most 3D modelers are familiar to replace the SketchUp faces. However, the exporting process will generate a huge number of polies that would have been avoided by any smart human modeler. It also means you may end up with very small, almost invisible polies. [*]For some reason, Zmod also has a hard time dealing with models imported from SketchUp. Expect strange bugs, crashes, strange normals, etc. [/list] As for anything else in life, the sad truth is that when something is not supposed to be easy, there are no valid workarounds. SketchUp is yet another example. It may be very easy to use and user-friendly in its own environment, but it’s pretty much useless in other contexts. Look at the bright side: Once you master Zmod, it’s actually rather easy to use. [size=3][b]3 – Create a few complete models and put them in the game.[/b][/size] Do not start your mod by announcing a long list of units that you haven’t done yet. This creates high expectations for your mod, even though you haven’t gone yet through the long process of creating content and making it work in the game. Complete a few models (3-4) first and make sure they work completely as they should in the game (parts, lights, staffing, unit pictures, etc). This will give you an idea of how long it takes and how much you enjoy the process, which brings us to the next step: [size=3][b]4 – Consider your level of personal investment in the mod.[/b][/size] Do you have enough free time and interest to give to your mod so that you can update it on a more or less regular basis? Are there any obligations (school, work or other) that may keep you away from modding for an extended period of time in the foreseeable future? Do you plan on working with a team? Modding teams may be able to get the work done faster, but what happens if a conflict arises and/or if a member leaves the team? Are you relying on someone in particular to get some important work done? Can you take over some responsibilities if a key member leaves? The best approach is to be able to do most of the work yourself, and to ask people for help on a non-regular basis, only if the need arises. If this is more work than you can or want to handle, you may want to avoid starting a mod of your own. [size=3][b]5 – Consider the general interest of your mod.[/b][/size] The generic EM4 units have been repainted a countless number of times. We know that the EM4 German fire engines can be repainted to look like they’re French, British or Dutch (even American in some cases). We know that the default traffic cars can be turned into a “new” police car if you add a lightbar (or that they can be turned into a “badass unmarked car” if you just stick a flashing light on the windshield and paint the car black). If this is what your mod is about, and you’re not making any new models, you’re not really bringing anything new to the scene. Interest for your mod will be low. Same thing goes for what your mod depicts. If you depict the rescue services of a well-known locale (New York, Paris, etc), you will generate much more interest than if you depict the local rescue services of Anytown/Anycounty, USA. If you still decide to depict your locality’s emergency services in a mod and want to stir interest about it, you may want to invest extra efforts in making detailed, original, good looking models. Repaints of Hoppah’s models won’t do it (and he probably won’t allow it anyway). [i][size=3][b](Updated 3/29/2012 - In light of a recent incident, it seems I need to add another point)[/b][/size][/i] [color=#5A5A5A][font=helvetica, arial, sans-serif][size=3][b]6 – If you need help creating your mod, don't call people "f*cking idiots".[/b][/size][/font][/color] [size=4][font=arial,helvetica,sans-serif][color=#5a5a5a]People already have lives and/or other projects of their own, so always consider outside help as an unexpected blessing and NOT as something to which you are entitled. If you barge in without any prior shown experience, asking people to join your "awesome modding team", expect negative answers and derision - we call this "Asking to have the mod done for you", and it is usually frowned upon. [/color] [color=#5a5a5a]Answering to such comments by lashing out at people and calling them "f*cking idiots" (or any variation of either word), and/or making a bigoted, borderline racist comment aimed at a member's language or country of origin, will most likely annihilate any chance you might have had of receiving any help. [/color][/font][/size] [b][size=4]Part 2 - What you should know once you've started your mod.[/size][/b] [i]If you’ve been through the previous steps, you are now ready to work on your mod and announce it. But it’s not over yet. The following tips can be useful once you get going with your mod.[/i] [size=3][b]6 – Avoid promises that you can’t fulfill. [/b][/size] As it was mentioned in step 3, avoid putting up an endless list of vehicles and other features that you want to add to your mod. You’re bound to create false expectations when you realize that some of these will take too long to create, or that you simply don’t know how to do so. You may keep such a list for yourself (it may actually be very useful), but do not let everyone view it. You will also generate much more interest if your progress posts are each time a surprise. Avoiding promises also means NEVER to post any kind of release date, be it a day, week, month or year. You will be done when you will be done; if members are told not to ask for a release date, it’s precisely to give you the priceless opportunity of not giving one. [size=3][b]7 – Learn how to deal with the kids.[/b][/size] You are bound to get a lot of silly replies about your mod: release date requests, feature requests (often nonsensical ones), requests to use your non-yet-released work, etc. Your best course of action is to ignore these replies (although a bit of witty sarcasm is always worth a laugh every once in a while). Leave it to the moderators to deal accordingly with those who may annoy you. [size=3][b]8 – Make backups.[/b][/size] You never know when your hard drive will quit. Backup early, backup often. [size=3][b]9 – Know when to quit – but don’t be selfish if you do so.[/b][/size] Sometimes, something may happen that may suddenly halt your work indefinitely, be it family matters, a new job, or simply suffering a cruel twist of fate in the form of a hard drive failure (Didn’t I tell you to backup?) If that happens, be honest about it and try to let everyone know as soon as possible instead of leaving your followers in the dark for an extended period of time (or forever). If you don’t know when (or if) whatever matter will be resolved, try to avoid putting everything on an indefinite (and sometimes definitive) hiatus. Transfer your work to someone else for completion, or try to release it as is. It’s always frustrating to have expectations after seeing some impressive work, only to be told at some point that the material will never be released.
  6. But they probably wouldn't occur, seeing as a mod wouldn't act against the commercial interests or the corporate image of Rockstar Games. Pretty much everything that ends up in mods for any game is probably copyrighted or patented anyway. Look at all the car models out there... don't you think each company has copyrights and/or patents on its brand, logo, model names, model designs, etc? Yet I have never heard of a single company suing (or threatening to sue) a modder over the use of their brand. Even some cities and their rescue/law enforcement agencies have a copyright on their branding. I think it's the case for the LAPD, and probably for the NYPD as well. But as long as no money is made off the use of copyrighted material and that there is no interference with the image or commercial interests of the company, they probably won't mind unless they're complete a**holes. It's some kind of free publicity for them, after all. I have heard ONCE of a mod getting canceled because they had received a cease and desist. It was a Halo-themed Command & Conquer mod, and Bungie contacted the modders asking them to cease the mod, probably because they were (secretly back then) working on the upcoming Halo Wars. And then again, those things don't immediately end up in a lawsuit, as companies know better than to bring something to court and get bad rep in the process by being the "evil corporation that tries to eliminate benevolent modders". They just send a threatening letter signed by their lawyers to let you know it's in your best interest to stop what you're doing. No harm done but to your own ego. With that said... I do not see at all the relevance of a Liberty City mod. There are already so few real-life locations that have their mod, I see absolutely no reason to make a fictional one.
  7. Hmmm... let me get this straight. A topic that starts with a request (that has probably already been made ages ago, mind you). With a poll about said request. Then the topic turns into a political debate, then on to complete off-topicness. AND I HAVEN'T LOCKED THIS YET? I must be losing my mad moderator skills... *sigh*
  8. Randomperson139 for the win! (Not that there was anything to win, though) This was just a clever teaser. Expect more in the coming weeks.
  9. Right city, wrong truck. Dunno if that can be considered a win.
  10. I admire your observational skills, but they'll need to be even sharper for this one. Maybe your research skills will be put to the test too. In other words : Chi-city it is not.
  11. Many good agents died to bring you this grainy negative.
  12. Boom. 1- Comply before you tell others to comply. 2- Read other posts every once in a while. Especially if people tell you you've missed something. 3- That tone of yours just got you a warning. This is not a matter of doing things out of kindness of heart, it's a matter of doing it because it's the rule. Don't tell us what to do or give us the finger, just do what you have to do and then you will be left alone. EDIT: Concerning the Newark mod, while their banner size slightly exceeds the maximum height (144px vs 140), I think we can use common sense here. If only a single NWM banner is used by a member, I think we can allow it.
  13. A stroke? Wow. I really gotta lay off the McDonalds.
  14. You should take care of your signature first before pointing fingers at others. Your banners are way too high. Max height is 78px if you're using two banners, yours are 180px each, which would be too high even for a single banner.
  15. The Newark mod banner is too big. It cannot be higher than 78 pixels if it is used with another banner. However, don't remove it right now. Since many people use the banners for the Newark mod, I'm going to make compliant ones that they will be able to use.
  16. Should be ok, but you should remove the "quote" tags on the bottom sentence. I wouldn't say it doesn't comply at all, the rules are not quite clear when it comes to userbar/text/banner combos if neither of them are maxed out. Just to be on the safe side, pyro, could your set your text to be at normal size? The rules are hard to enforce if people start to think that moderators don't follow them...
  17. Post changed by Pyrothijs on the 17th of january because the signature rules have changed. I've noticed lately that signature pictures have grown both in size and quantity. In order to keep the forum as readable as possible, it is necessary to avoid large pictures which use a lot of bandwidth, require a lot of scrolling to view board content, and are sometimes a bit annoying when they are way too huge. There are rules for the file size, dimensions and quantity of signature pictures. I would like to bring them up to your attention: Over the next few days, we will be enforcing these rules. When a signature or element from a signature is non-compliant, the user will recieve a warning PM asking them to change their signature according to the TOS. If the user doesn't act upon this PM the entire signature will be removed an replaced by a text similar to this: As the message says, you just have to make your signature compliant and remove the message when you're done. we will not be giving out warnings for this matter unless signatures are repetitively non-compliant after receiving the message. You still need to comply to whatever the message says, though. Thank you for your cooperation!
  18. Don't get your hopes up. You should have read "non-functional - BUT awesome-looking". Sorry for the disappointment.
  19. You forgot to mention the non-functional - yet awesome-looking - side steps.
  20. Oops. Sorry, I forgot about your question. No, these units won't be in the submod, I lost them a long while ago when changing computers (I had backed up the vehicle models, but the persons were directly in the EM4 directory and got erased). Hoppah did make 3 new ATF persons though.
  21. Al Gore created the Internets, everyone knows that.
  22. You, sir, speak the truth. To be honest, I also thought about removing them from the Fed Mod back then as they didn't really serve any purpose.
  23. I think I already stated this before in this topic and in the Fed Mod topic. Sorry if I haven't. But the Ford Excursion, Ford Econoline and Ford pickup, no matter which variant, will NOT be included in the Additional Units Submod.
  24. This had to be changed because of the parking lot in front of the shopping center. Before the fix, if a car there caught fire and exploded, the fire would spread quickly and exponentially to the surrounding cars and buildings, to a point where it grew out of control in a matter of seconds, long before the first fire truck could even get on the scene. Furthermore, when there are too many burnt out cars, the game replaces them with the unburnt cars, which then explode and burn again if the fires have not yet been extinguished. I wish I had kept a screenshot of the huge fire I got the first time a single car exploded in the parking lot. I had injured cops and firemen everywhere, I lost a police cruiser, and the fire spread accross the street to the offices and the McDonalds.
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