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itchboy

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Everything posted by itchboy

  1. The lack of a 'following' doesnt matter. The way modding usually goes, is that people love the mods as they come, rather than many people loving the city/country, therefore the mod comes into fruition.
  2. It shoud show up in audacity. Open up the final exported wav file, and go to the leftmost side of the waveform window (above the mute and solo buttons), it should say 'Mono, 16000HZ' or similar. Number on the right shouldnt matter, but the word 'mono' is key.
  3. Export the wav file as a mono 16 bit signed PCM. If its stereo or 32 bit, it wont work.
  4. Wont be an issue as long as the end-user knows how to copy paste a file (a necessety in using any computer or mobile device these days), and you give them instructions as to what to do.
  5. Its not a continuation or a submod if it is a standalone map that uses absolutely no content from theirs. Someone making yet another (but completely scratch made) LA mod map for ex isnt making another full LA mod, but rather just another map that can be ported to any Em4 project.
  6. Ive already seen three London mods so far, one being the common one, and another two (private mods) being spin offs of the same location. I feel that it wouldnt be worth your time reinventing the wheel and starting over, now that an entire fleet of functioning vehicles and scripts exist. My feeling is that many people simply want a somewhat accurate London map that captures the architecture, props and feel of the real city, combined with the existing vehicles and functions. Try going for something like say, the London playable city from Midtown Madness 2, scratch model some landmarks and alotta bldgs, props and of course set up the map texture to have things common to London. Road markings, roundabouts and sidewalks.
  7. I think an airport mod would be nice, but I think its going to be oversaturated if we're just going to get another submod of CPH airport. A unique concept which shouldnt be too far from an airport mod, is a port mod. I dont think there are any sea/water themed mods out. https://en.wikipedia.org/wiki/Port_of_Felixstowe This locale might be an interesting thing to try. Has its own FD, PD and EMS apparently.
  8. Export the audio as 16 bit mono .wav file. Make sure the bitrate is 44100 or under.
  9. Editing/creating animations is possible in Zmodeler3, but very difficult. In your case, I think it is possible to simply replace the stretcher model (used by the default medics) to that kind of over the shoulder setup. The animations wont look right, but it should get the look you're going for.
  10. Thanks for the info. Thanks for the info.
  11. Does the game involve real money? If so, OP cannot make money off of other people's assets. Making money off other's work is illegal and unethical. Thats non negotiable, unless the dozen or so model authors consents, and OP is willing to pay each author a share of whatever they earn.
  12. Before anything else, you need permissions from the German modders who made those models, and then the permission of mintcake and sniped22. You also need to credit them (if they give you the green light to do so) when you convert the models over.
  13. You cant have duplicates of the same topic for the same mod or concept. I will be hiding the other topic and keeping this one.
  14. Refer to the 'adding spawnable units' tutorial. The GMC brush isnt a standalone package that is plug and play. It is a model and texture file that you need to create a unit (with prototypes, xml's and other files) to get working into a mod.
  15. In the post, directly above yours, in bold, it clearly says that it is still being worked on.
  16. Assign the cmd to the firefighter, through the Em4 editor. Go into the code as well to modify the 'condition' for the pushActionExecuteCommand so that it has the prototype of the firefighter.
  17. Use the LA mod 'PcmdHeal' command. The default Em4 heal doesnt work because it spawns a medic bag.
  18. And this is where the ride ends. Mintcake has PM'd me requesting that all links to submods be removed. You can discuss, sure, but do not publicly go around posting or sharing them, because the mod author has not given anyone permission on it.
  19. The mod's original authors are under no obligation to fix bugs or issues that result from third party sub-mods or edits.
  20. Hmm, if it can load the map ingame, I see no issue why it wouldnt load in editor. Maybe its a permissions issue with your OS, such as the Windows DEP issue, or the 'run as administrator' setting you need to enable.
  21. Some advice, dont include the images when you're quoting a post with many embedded images like that. It increases the time to scroll down the page, and can cause issues with people who have slower internet connections.
  22. Go into the main menu of Em4 (the game) and see if there is a label on the lower leftmost part that says '1.3f' or something like that. If not, then you may need to patch your game.
  23. Have you patched your game to version 1.3? Are you sure as well, that the map you are loading has not become corrupted?
  24. The map looks cool, but its way too European to pass off for rural Texas. willowfork would end up doing more work trying to convert that existing map into an American one, verus creating a purpose built scratch map from the beginning.
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