-
Posts
143 -
Joined
-
Last visited
-
Days Won
2
Content Type
Profiles
Forums
Calendar
Tutorials
Downloads
Gallery
Everything posted by William Stapleford
-
I have been working but not as hard as I wish on the models. Hit a brick wall right now with getting it to work in EM2016 though and I'm hoping that Killer will get my email and give me a few more points. I'm also hoping that once I get the idea and get this first model into the game then all the others should follow. I don't have any new screens as my current internet bandwidth here is too low to really post anything. I can say that I had the model assembled and with minor lighting adjustments but am still having some texture problems and animation problems. Both need to be worked on. So far this model will have Rotating Red, and Blue roof light bar The old Halogen type. Front headlamps have Wig-Wag pattern Rear Brake lamp strobes Rear Reverse light strobes Front grill red and blue strobes Driver and passenger side, Lamphus red and blue strobes Hope to get some screens soon. Everyone stay safe and have a great day William516 Bill Delaware, USA
-
Looking good my friend keep up the great work. Been very busy over here and not much time to mess with the models. William516 Bill Delaware, USA
-
WIP Amercan Vehicles (WARNING TO LOW BANDWIDTH USERS)
William Stapleford replied to William Stapleford's topic in Mods
The above Chevy Tahoe model will be remade to a new lower poly model as not to get someones model. This is going to be done with prints found online for the vehicle specs. William516 Bill Delaware, USA -
WIP Amercan Vehicles (WARNING TO LOW BANDWIDTH USERS)
William Stapleford replied to William Stapleford's topic in Mods
If that is the case then I will just have to make it from scratch then. I know that some vehicles I have found online are mods that gta has used. I'm not sure what the legal issues are when it comes to modding game files. If someone could clarify what the legal issues are I would love to know. My understanding is that a mod is fine as long as it is non profit. Almost all game mods are based around the original models used in the game. So I'm not sure what would be wrong but if it it will be removed and made from scratch. Some of the things I have read now say that I can't even use the NAME of the vehicle or symbols without getting permission? I"m not sure about that either because I'm not seeking any money from the mod just general enjoyment. Gotta love the legal BS around these things. Thanks for the heads up though. That model has to be so highly modified anyways to even get it into em2016 that it really won't be anything but a skeleton mesh when I am done with it lol Have a great day William516 Bill Delaware, USA -
I simply decided to start a new thread for photos and info on models that are being worked on by me at this time. As the vehicles get closer they may or may not get a thread dedicated to them and suggestions. I'm hoping to possibly work with some of the guys working on an American Mod of this game. For now these exist on 3d Max only. They are taken from other games or created from scratch with realistic blue prints found online. None of these models have any uvw templates or skins right now. That will come later. I'm using the Crown Victorian Police Interceptor as a test model to learn the little secrets of files and the editor itself. I am getting much faster at the modeling and project managment. I have a huge tie up right now with uvw mapping and skinning the models. This is mostly because it seems to be very hard to get general profile shots of each vehicle that have any quality. I have reached out to a few of my state trooper friends to send me some high resolution photos of the unmarked interceptors to be used for a template for mapping. It is is unmarked then maybe people could add and/or change colors and skins to fit the livery of the mod. The other problem is the bandwidth sucks and most of the time I have to tether my phone and use it. Days away seem to be getting longer and being able to communicate with people has been almost impossible including home. I use this model making as a way to kill time when not talking with my wife and kids. I wish i could get more done but right now it is just me with the help of killerkonsti. His help has been so helpful that i can;t even say. His patience and understanding of this game has been a saving grace and one of the ONLY reasons that I continued after the huge setback with the most recent patch. Well anyways here are some of the 3d models in the works. Hope you all enjoy. Dodge Durango Police Interceptor. Hope to have a marked version and unmarked version. The Light bar is a LED, Code 3 HID. This should also be made separate and hopefully can be added to any vehicle with the editor. Chevy Tahoe Police Interceptor. (Not is the best shape but getting there. Still looking for the front bumpers model and traffic directors added to it. Lightbar on this model is based off a Whelen LED HID strobe lightbar MY personal favorite right now as it was mostly designed by me taking prints for the internet based on the real Dodge Charger. Still got some work to do on this as well. Will be adding a traffic director to the rear window. Code 3 LED HID Lightbar model with side scene lighting. Red,Blue, White Ford E350 Ambulance. Model is still in heavy building process A ton of rendering problems with see through textures and over lapping meshes. This model may require a rebuild to make it work better for Em2016. I started this one before i figured out some of the secrets to the 3d Max program. I am also working on a MACK fire pumper truck as well based on prints. Look for this one to come soon. It will be my FIRST American Fire related model. We will have to see how much time it will take to start getting this ready as well. Stay tuned and Have a Great day, My thoughts and prayers for those that were lost in the latest terrorist attacks as well. We will find them and make them pay. William516 Bill (If anyone is interested in helping and can deal with some communication problems please let me know, also any suggestions for new vehicles or profile shots of real vehicles that you can get feel free to post here and contact me directly) Delaware, USA
-
Quick update on this project. It is coming along and every time I do something I'm getting better and better. I'm also gaining an understanding of how the game handles the files and where they are called from to make things work. Most of my issues as of this point and the long holdup is dealing with uvw and how I keep messing them up when making changes to the 3d model in 3ds max. Here are some screens of getting the lighting emmisive lighting working as of now. Note that there are several problems with the lighting that are texture related and being looked into. Also still having issues with the window uvw mapping. Front headlights are working but the front hood has issues with the uvw clipping the edge. See the mark on the hood. I believe at this point the size is just about correct vs the general items in the game. Using realistic specs for the crown vi police interceptor converted to meters. No actual lighting effects at this time. This is just the emmisive lighting map. Rear tail lights may be too bright but fit in well with the rest of the vehicles. I think I will be decreasing the brightness so that the BRAKE lights will work without blinding and causing the white halo. Texture for the rear driver window are messed up. This is still being worked on. The lighting map will also include the license plate lighting that is required in the states. Emmisive turn signals are NOT working yet. Still investigating how the game using lighting map materials. Still have to do the specular mapping, normal mapping, alpha mapping. Hopefully this will bring some more light to it. I was able to fix the see through trunk space as well. So now when the trunk is open and or doors the ground can NOT be seen below. If time allows I'm hoping to also post in a new forum later some of the works in progress. These are models that are being worked on but are not at a point to have a forum. I have been unsuccessful at modding the actual person model other then re texturing. Hope everyone stays safe and has a great day. William516 Bill Delaware, USA
-
Well I would normally agree however I would need to know the specs on the cars and fire trucks being used in the game. I can pull specs for all the American equipment because I know most of them and have been around them all my life. However the other equipment portrayed in the game I would not have a clue about. If you know what the exact models are or specs please let me know. I can convert the numbers to get a better portyayal of the correct scale. I also noticed that for the most part that unless someone modifies the camera parameters Then not much attention needs to be made to small details as the current camera will not pan low enough. I may need to cut a few more things from my models unless this is fixed for performance reasons. William516 Bill Delaware, USA
-
Dutch Mod 3.0 Release and Future of American Mod
William Stapleford replied to Ben12's topic in Mods
Hey Ben I would be interested in working with you on some of the models as long as you can deal with some of the communications problems that I have over here right now. If you have seen I have several models that I'm working on with the little bit of free time I have. Other then killierconsti I don't have any other support or help. I'm kinda doing this out of desperation to see some vehicles in the game that I miss. Most of my vehicles are 3d models and they need to be uvw mapped and or skinned. I'm trying to make most of them so that ANY livery would be possible based on the names and color scheme. Current models in development are Ford Crown vic marked ford crown vic unmarked Chevy Tahoe marked chevy suburban marked F-150 police marked SWAT armored Let me know if your interested or have some people interested in working with them. I have not even tried to fix textures for roads and building for em2016 so that it would work for an American Mod. I try and post screens as things move along but the bandwidth here is horrible so pics are hard to get up. Keep up the great work and hope to hear from you or some member of your team. William516 Bill Delaware, USA -
Ok after some very long days in the field, I finally got some time to work on it again. Starting almost from ground zero with the model this is the crown vic police interceptor version 2. The first version had to be abandoned to to several mistakes that I made in 3ds max and some things that I did not save and should have. The end result was an OK model but with many many problems with Texture rendering and placements. Also the vehicle was being imported in approx 25 different mesh pieces and was impossible to put together. Version 2 of the interceptor now has a lower polygon count and has fixed many issues with texture rendering. Also is imported in far less parts. Please note that it still has a long way to go BUT for me this serves as my very first model into the editor from almost scratch. Without any delay here are the shots from in the editor. (The parts are not attached as of this point and it is not animated.) Ok looks like crap here but this is the main body with no other parts attached. Mostly properly scaled and for the first time the screenshot is from EM2016 and not 3ds max. A big victory for me. (UMMM ONE OF THESE THINGS IS NOT LIKE THE OTHER LOL) Here she is. FINALLY.. Not sure about the actual dimensions of the em2016 default objects. I personally think the scale is a bit off. I'm not really sure what the 100% correct scale is for the vehicles but to me the fire trucks look small. The crown vic is scaled to be what the blueprints show in ft converted to meters. Slightly larger then the station wagon in length but lower over all height. Not sure I think it is too small. Textures look so so much better in 3ds max so I'm not sure why they look horrible to me in this shot. Windows have some issues with textures that ONLY show in this game. Not sure why. Emmisive lighting maps are not done and no work has been done to adding strobes as of yet. Proof that I AM working on this lol its just very hard with the little bit of time I get some days. The rear of the vehicle came out really good. I'm hoping to add some reflective points to the rear hazard sticker and the blue sides. This may mean making an emmisive light map with those highlighted so make the barely glow compared to the headlights. In REAL LIFE at night these things look like they have LED lights in them to light them up when reflecting light from traffic. Really awesome and hope to be able to make it work in game as well. If you zoom in real close it even has the "police" USA reflective flags on the side and rear. If you look at the passenger rear window you can see a glitch in the window for some reason. Hopefully someone can tell me why the game renders it wrong but in 3ds max it looks perfect. The windows are NOT transparent as of this point. Real lens photos and images are used for the tail lights and reverse strobes as well. Looks much less cartoonish as of right now. No sure why the reflections off the other emergency lights don't shine all the well off the vehicle. Also the sun does not reflect off the texture for some reason. Stay Tuned I AM working on this. Other models are also being worked on as noted in previous post. I think once I get all these little things ironed out I will be able to start getting these done faster and get a small fleet in game. Wont look right in the current version of the game as all the textures need to be changed to US but still cool. Hope everyone has a great day. William516 Bill Delaware, USA
-
Well an update but not a good one...... I finally figured out what was causing my problem and so far it does not appear to have an easy solution, but will serve as a learning experience for round two. Basically it would seem that 16 Tons has made it so that only 1 material may be used on the model at a time. So for the crownevic car I had a total of 5 used the windows, the housing, the specular lighting etc. It made it look far LESS cartoonish as it was mentioned earlier. So for I test I decided to drop all the textures but the main one and convert it to a .TIFF file and import it. The thing finally showed up but is so small it is approx the size of a matchbox car compared to the the .stw model. So what does this mean? I now understand why the models in the game never used transparency in any textures and have the blacked out window look. Basically for me I will have to go back and redesign the model UV mapping from scratch again and also recompile it so that the texture poly count is lower. I may also try and grab some REAL photos of vehicles I have saved on my hard drive from working with local law enforcement to get rid of the cartoonish textures. I'm not sure what to do with the windows as the black windows on a black car look like crap. Back to the drawing board but not giving up. Now that I learned this though I can now correct issues with the SUV and the ambulance before getting to this point. The other thing that I might try is making each object its own project but this would be very ugly and a huge waste of space and confusing to the people that would download a mod. If anyone knows how to get a duel or tri material object into this game please let me know. As for the crownevic she will be going back to the design phase once again. William516 Bill Delaware, USA Don't worry about not being good its fun to learn but just be cautious of what you are doing as it can really mess the game up. Between killerconsti and myself we know what needs to be changed to get a vehicle into the game without replacing the vehicles in game so if you have any models please let up know the more the merrier. He has created a great tutorial about models and texturing. I also had a tutorial about changing game files as well that could help. Don't be afraid to try just always have a backup and have fun.
-
Not too much time to be on here but here is an update. I wish I could say things are going good with this model however nothing is working when it comes to getting this model into em2016. It always gives me an error and killerconsti has been doing his best to help. This game is so frustrating when it comes to doing something simple. Hopefully it will be ready. When it is ready I will be working on the lights as well. I have several real life videos and lighting patterns from whelen lights, code 3, solar blast etc. I have learned alot when it comes to making strobes and patterns. If all goes well i will be importing a few different light bars that can be added to models later as a completed object with lighting effects. The thing that sucks with em2016 is that lighting flares and spots will always go out of sync when the view is changed and the light is rendered again. So after awhile they will be lost and unless the vehicle is reloaded the effects will stay out of timing. Then of course there is the see through problem as well. Hopefully I will be able to post online soon so positive results. Time will tell. William516 Bill Delaware, USA
-
Ben12, These models will be released one at a time after it has been tested. They still need alot of work before they are ready. I'm hoping that someone can start working on getting some of the MAPS redone. Anyone wants to volunteer some help please let me know. For now all the vehicles will simply be non-livery. They will not belong to any particular township or state. This can be changed very easily by re texturing the models when someone comes up with a city. I have yet to even try and re-skin or remodel a map. Maybe later. I have limited time and access over here so updates are slow coming however I have been in contact with killerconsti via email directly so if I can get a photo up or something then he will have permission to post on my behalf. Here is my plan of attack for the future. I have been taking models from games and other places and lowering the polygon counts and begin ripping then into pieces and texture them. I have also started building some models from blue prints that have been found online. These are taking much longer then what I thought. Models to come hopefully (some being worked on now) Black and white Crowne Vic (Ford) Unmarked Crowne Vic (Ford) Dodge Durango Police SUV Dodge Charger Police Car Ford Diesel Large Ambulance Chevy Express EMT Ambulance Chevy Suburban Medical, Chevy Suburban Police, Chevy Suburban Fire Large MACK Fire pumper truck Large MACK Fire Heavy Rescue Swat Armored Transport Vehicle Chevy Express Utility Van (Engineer Vehicle) More vehicles will come as soon as I get them to work in the game and find out how bad the frame rates will be hit. Each one of these vehicles takes some time and then factor in the limited access I have over here and you will have to be patient. If for some reason I can not get them into the game then hopefully Killerconsti can take the models and get them in for me if I send him all the files. Time will only tell. Hope everyone has a great day William516 Bill Delaware, USA
-
Another update on the crowne vic black and white. Well things are moving along nicely but I have yet to try and get her from the 3ds Max into the game as of right now. I think I may see a couple complications and the first is the transparent windows. I like them alot however I don't think EM5-2016 will allow it. So for now they will stay transparent. Changes made so far. Parts have been separated for wheels, front driver door, rear driver side door, front pass door, rear pass door, the trunk will be added as an equipment door. All the lights are separated and if all goes well I hope to make the red/blue light bar available as a separated unit to add to the Emergency world builder. That way you could attach it to ANY vehicle. This is yet to come. Interior has been done and the model has been slimmed down on the polygons count. There are a few graphical anomalies with the model. The first is you can see that even though the texture was 2 sided it still does not work. The police UV Map can be seen through the roof and the doors, also at some angles it will appear that the car has missing parts. However the camera angles for em5-2016 won't really allow this view. Working on fixing that. I added edging to the doors to make the look more 3d and not flat. They were paper thing before now they look like more of a car door. Hope to get it imported soon into the game for some screenshots in EM5-2016. Stay tuned and hopefully time will allow some more work. added transparent textures to the windows and lightbar. Front grill has been made into more of a grey metal with glossiness. A quick look at a graphic anomaly with two sided textures NOT working as of now. You can also see that more or a metal shine has been added to the material file and uv mapping. A quick view into the interior of the vehicle, just to show that it does have a basic one. In case EM5-2016 camera angles can ever be adjusted to view at street level. Also gone are the flat doors, they "sorta" look realistic. It is very hard to keep the poly count down and make the vehicle look realistic. Finally here is a screenshot of another old fellow hoping to make a comeback. The old Ford Series Diesel Ambulance. In this quick shot below you can see it being assembled bit by bit. Updates to come on both and once again thanks to Killerconsti for the help with getting some things to work in 3ds max and I'm sure he will be helping me further with the export into the game. Hope everyone has a good night / day and hope to get some more updates soon. William516 Bill Delaware, USA
-
Bringing back the old Crowne Vic Black and White police car. During my limited downtime I have been working on a 3d model of an older Crowne Victorian Black and White police car. Using 3dmax and several other programs I hope to soon be able to get her into the game. I will try and keep this updated as the mod progresses and have given Killerconsti permission to post screenshots or other information on my behalf. He and I have worked on a prev mod that he is finishing up and make a pretty good team. He is a very fast learner and has helped me out and get me into the basic understanding of how this game works. Hopefully between the two of us we can get her into the game and usable for the community. Now if I could just get together with someone who could start to reskin the redo the maps we would be well on our way to a US mod for the game. For now though this will be a test for me of getting a new 3d model into the game and workable. For now the vehicle exist in the 3d editor program. working on transparent windows, working doors, working trunk, working command and equipment arrays, strobes (hehe here in the US we like FLASHY vehicles) and a laundry list of other things to come hope to get an unmarked version and an SUV version as well if it all comes together. Progress report and screenshots to come when able. Have a great day and stay safe William516 Bill Delaware, USA
-
Looking good. I got the email and the files and when I get back later tonight/today hopefully i can mess around with them some. LRAD (Long Range Acoustical Device) Non-lethal weapon for crowd control that puts out an ear piercing sound using a directional high wattage speaker. We use them for all sorta of things from civil disturbance to actually making a person feel sick and disoriented. It can be attached to a vehicle or used as a quick setup ground station. The idea for EM5-2016 would be to use the one portion of the 3d model and make it attachable to your vehicle above. It could be optional equipment. We could make it like the megaphone and modify the script for longer distance and a narrow band. Could direct it to the direction of the crowd etc. When turned on in the game it would cause the crowds to disperse and stay out of the area however would NOT cause them harm. If used in a hostage situation or swat situation they could be similar to a flash bang causing a suspect to be disoriented and make it easier for cuffing and getting under control. The downfall to the LRAD is it is very directional and you may need to move the vehicle to another area or change the direction to maintain control. It could also be added as equipment to a larger vehicle like a swat van and set up and used without the need for the armored vehicle. If you had played EM4 hoppah had a similar vehicle however it used a water cannon for crowd control however it would cause damage to people when it was used. The water cannon could also be another option for the SW4 as well, that or tear gas canister launcher. Just throwing some ideas out. The sound the LRAD makes is a very noisy "car alarm" sound or in the low freq you may just feel sick. Like the feeling you get when standing in front of a huge bass speaker. You could look up videos of it in use online. Well anyways gotta get going, I responded to your email and when I get back onto the fob later I will play some more with it. I started doing some research on that vehicle earlier to make it pretty realistic. Have a great day William516 Bill Delaware, USA
-
Well got a few minutes and pulled some info from an older tutorial I had written before and tried to update it for getting a unit into the game without overwriting files and losing other vehicles. Now mind you that most of this you may already know but for some other people they may want to play with this and see what happens. EM5-2016 has a very strange way of dealing with files in my opinion and ever since the second to last update when the LOCKED the core files things seem to be much harder to work with. Keep up the great work by the way the truck looks awesome. As for the mirrored text, well you would have to do one of two things and both are a pain in the butt. Using 3dMax 2015 you could do alpha mapping of your texture files and copy them to the part. Make your left and right sides separated from each other. alpha map to them both (i think mirror is an option too) This will allow you to have both show correctly. The second would be to try and redo the texture of the whole vehicle to make it so that it all lines up with the correct text on both sides. Both are a pain but alpha mapping is explained online in several well written and illustrated tutorials. I also have the 3dmax2015 version on my computer and then downloaded the ogre pluggin for it. Then I have photoshop with a .dds pluggin for it as well. The new version of the sdk I may be out of luck on as if I remember correctly It was over a Gig of download and I won't be seeing that bandwidth anytime soon lol. When shes ready send her over the files should be small and I will get some lighting on it. Be good practice as I'm working on redoing the other previous mods during the downtime I do get. Its a good stress reliever until the em2016 world editor does something stupid and then the computer almost becomes a brick to toss across my area. Looking at this model makes me think that we could add the water cannon to the top for crowd control or the LRAD 3d model to the top also for crowd control. Of course with the LRAD (acoustic device) I had limited success with taking the files used for water spray and copying them and creating a fake "clear" water spray .dds and changing several parameters to make it wide etc. It sorta worked but could hurt people if "sprayed" on them to long. However you seem to know more about scripting so you might be able to modify a megaphone, increase the range, width, etc and see if that would work. An idea to throw out. At some time I will send you the 3d files i have for the simple traffic cone, road barrel, road barrier, LRAD etc. Anyways below is the information i have for changing the files to get that vehicle in substitute the "yourvehiclename" as the vehicle name of the prefab of course. This is also for the steam version of the game 2016 and installed on C drive. All files need to be created and modified to get a vehicle into the game correctly. Also this presents a problem with one mod conflicting with another because I made a vehicle and you make a vehicle and my files don't include your vehicle then your vehicle will not be seen even if it worked before. So modders would HAVE to be on the SAME page with the list of vehicles and who they belong to in the game. I don't think enabling a mod in EM2016 or EM5 will allow multiple instances of the same file. I think it simply chooses the last mod enabled and uses that copy. Someone may want to research this as it could be a problem that we run into with new objects and vehicles entering the game. ------------------------------------------------------------------- files that need to be changed to get a vehicle into the game w/o overwriting another. C:\Program Files (x86)\Steam\SteamApps\common \Emergency 2016\data\em5\content\prefab\spawnpoint "spawnpoint_entry_ground_police.json" (if police if fire or other pick the correct file) "em5::UnitSpawnPointComponent": { "UnitList": [ "MTW", "STW", "TFSEKD", "TSEKR" "add vehicle" spawn_exit_ground.json "em5::UnitSpawnPointComponent": { "Type": "UNITSPAWNPOINTTYPE_EXIT", "UnitList": [ "RTW", "NEF", "RHF", "RW", "RW_Historic", "TLF", "DeKon-P", "DLK", "TFMB", "KF", "TFD", "TFT", "MTW", "STW", "TFSEKD", "TSEKR", "ASF", "EKW", "BFZ", "IMT" "add vehicle" ] }, Each vehicle must have a spawn entry point and exit point. If air you must select the correct exit. Watch your format on the .json files one extra space will mess this file up and cause vehicles to not load C:\Program Files (x86)\Steam\SteamApps\common \Emergency 2016\data\em5\gamedata\em5_unitpool "startup.json" controls free play events and some other events in the game "em2016_campaign.json" controls units for 2015- 2016 campain missions -----sample of the file-------------- "map01_munich_freeplay_unitpool": // Unitpool of the player for Freeplay { // Firefighters "RW": "4", // "Rüstwagen" "TLF": "4", // "Tanklöschfahrzeug" "DeKon-P": "1", // "Dekontaminationsfahrzeug" "DLK": "2", // "Drehleiterfahrzeug" "FLB": "0", // "Feuerlöschboot" "TFMB": "0", // "Transportfahrzeug Motorboot" "KF": "1", // "Löschflugzeug-Kommandofahrzeug" "TFD": "1", // "Transportfahrzeug Feuerwehrdrohne" "TFT": "0", // "Transportfahrzeug Taucher" "RW_Historic": "1", // "Historischer Rüstwagen" ------------------------------------------ need to add your vehicle to the proper catogory and use the proper format. You need to do this for ALL freeplay maps in order for it to show up all the time. If it is to be in the campain then you must edit the other .json file The above sample is for fire equipment. There are catagories for fire, police, medical, tech. C:\Program Files (x86)\Steam\SteamApps\common \Emergency 2016\data\em5\gamedata\em5_order_info "ambulance" "firefighters" "police" "Tech" Here you will find the folders that determin what part of the game the vehicle will be listed in. For the vehicle you designed it would probably go into the police folder. You will place the "vehicle_name.json" file into the folder You will need to create a new file using the above format "vehiclename.json" I would simply copy and modify an existing vehicle. Lets look at this file now using the stw as an example ----------------- I'm sure there is something I'm missing as of right now and if I come up with it I will certainly let you know as well. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Most of this you may already know or maybe you know far more. This is what I have learned from messing this game up more times then I can count by messing with files and parameters. I will take a look at later at how to get the correct HUD screens to pop up for your vehicles and where to find them. I know you will need to create them for most of the items as your vehicle is different then the standard ones found in the game. I know that they are all .dds files so you will need something that can handle .dds files. Photoshop with the .dds pluggin should work. Gotta get going as I'm about to come up on duty but work looks great and it is nice to see that this game stands a chance of survival and people are working to make that happen. Take care and have a great day. William516 Bill Delaware, USA
-
Call phones are amazing and because there isn't an fcc over here they have really good cell coverage. Speed is slow but still better than the WiFi when it works. I have a few hours a day when I'm not working here. So when not in phone with family than I can pop on and see what's going on here. Glad the texture tip helped they look good. Really good. I know all the prefab properties can be changed to include towing,speed,acceleration,etc.. If the files aren't too big just send them to the email that I sent you. Also for the transparent issue that will prob be a 3d model issue and something you might not be able to correct. When I was working on models one of the problems I kept having was good models were horrible on frames do to the polygon count, limited models were good on frames but didn't have the walls to keep the transparency from going through to the other side. You would need to model a 3d interior to fix that issue I believe. Keep up the great work and glad I could help a little. Did you get all the other parts to work on the hud as well? The game scatters everything everywhere in the files. If not I think I still have a rough tutorial on where the dds files are for the dispatch screen and the selection and health screen. To get it to show you obviously found the unitpool into and I'm guessing added it to the police section as well. Keep up the great work. William516 Bill Delaware, USA
-
Looks awesome I sent you a pm (or at least I think I did) if you were interested in a few more 3d models and help with lighting. When it came to textures for some reason they must be 2x the size you want them I think. I never could get a complex model into the game. The doors and wheels have to be separated as well for any animations to work. Basically each vehicle has to be pieced together. The main body is the parent map and each animated part is a child part. If you look at the different parent and child parts in the prefab library you will see what I mean. The textures also need to have a colormap, a greyscale map, at least to work. Then the vehicles or objects that can be damaged need to have a damaged texture and model set. Or you could rename an existing damage model and make it that. You will see that also in your prefab library you have a undamaged model and a damaged or destroyed model as well. Far better than anything I have yet to get working and great job getting this into the game. How did you package your model to get it into the editor? I tried using a .svn file but with no luck most of the time. Was hoping that it may be far easier let's say a drag and drop method. Let me know and keep up the awesome work. William516 Bill Delaware, USA
-
Where are the command scripts at?
William Stapleford replied to William Stapleford's topic in Modding Related Support
What are you using to open the .dll folders and edit the information. I remember a little bit a VB and C++ from the good old college days. I have a hex editor on my computer but if it requires much else in the line of programs I'm out of luck. Thanks Bill William516 Delaware, USA -
Haven't had much time to mess with all the files since the latest update. I also got shipped over seas and don't have a great amount of time or a great connection. When I do get down time I am usually writing to my family at home and playing the game when possible. However I have gotten bored again with the gameplay and have been messing with the files. I have to be very careful not to delete key files because if I do I cant use steam to get the files revalidated as I did before. I have been working on getting my lighting files working again with 2016 and also some of the gameplay mods I had been working on to include the one you wrote about above. It is nice to see some people taking interest in the game again and hopefully you are all smarter then me and can make sense out of the file system and structure. Also hopefully they won't update the game again messing everyone's work again. By the looks of it you guys have figured out far more then I did. Keep up the great work. I can try and offer help with things I have learned if you're interested. I could also use some help as well. Have a great day. Bill William516 Delaware, USA
-
I see that some of the people have finally stepped up and are working with Em5 and EM2016. Great to see and best of luck to all. I would like to know if anyone knows the proper packaging of mod contents for either game. I know that prior to the newest update i was able to simply drag and drop stuff and then package it. Now it seems that everything must be packaged using a .svn folder and that is keeping me from being able to do much of anything. Could someone please explain what is needed to package the mods. I would also be interested in working with a few of the modders if they need help. I'm good with the lighting and also writing some minor coding changes. I still work on stuff in the little free time I have but with the VERY limited internet speeds here and lack of downtime I have not had a chance to really mess with anything other then stuff on my own computer. I would appreciate any help or tips that you may have. Adding extra vehicles to the game or simple objects has become a pain in the butt now that the newest version was released and I have still been working on that when i had time. Hope I will be coming home soon as I miss my small state but for now my mission is getting home. Keep up the great work and feel free to message me or email me if your interested in trying to work through some stuff sometime. also any help that you can provide would be great. Thanks and have a great day to all. William516 Bill Delaware, USA
-
Sorry for the long disappearance. Due to circumstances far beyond my control I was sent away for the military and some extra training. I can not go into much more detail. That being said I have had little to no time to invest in working with gaming files and even less time to actually get on this so called internet. I have the newest version of the game being the em5-2016 and have been slowly working on some of the files and changing over the lighting mods. I also have been following the forums when I can and see that Frozenone has also had to step away and that it will be a huge loss to this community. What few people that we have had working on this game and I would say he was damn near the best if not the best. I have also noticed a few people that may be working on stuff and would like to reach out to them to see about working together and trying to get something going. I had limited success before being activated in getting new models into the game however I have no idea how to write scripts to make it all work. I'm asking whomever is left in this community to reach out to one another and lets try and put our heads together and come up with a way of making this game survive and work. Support from the Devs has been a joke and I don't expect anything at all from them and have given up hope on them at this time. I only continue to mess with the files because people still love playing this game and as much as i love the mods for em4 I love the graphics and lighting in em5-2016. If you are reading this and contribute anything to this effort please, lets reach out to one another. If you know how to write scripts, change a single paint job, create 3d objects, etc. please let the forum know. I'm hoping to get back home soon, I miss it Hopefully during some of my downtime (if i get any) i can start playing again. Steam really screws with me as even if i play offline it still wants an internet connection at times. Not alot of great service here lol. Take care everyone and hope to get back soon. I will check the forums when I can as well to see if anyone is willing to step up and help out. I still hold on to the hope that this game will takeoff and survive. Stay safe everyone and happy New Years to all William516 Bill Delaware, USA
-
(Cross posted) After several attempts I have finally made some progress on getting a simple hadheld flare into the game. It is very odd the way the importer function works because sometimes it will work fine and import all the textures and do the conversions other times it decides to do nothing or forget to convert the textures to the cryptic name for the .dds files. I wish i could figure out why but so far no headway on this problem. I managed to get my flare into the game as a test object. I replaced the mesh for the signal disk used by the police with one that I created using a new 3d .mesh file. Added some quick effects and figured out an approximate scale for the object since upon importing it was larger then any of the tallest objects including buildings. When I finally scaled it down to a approximate size (still tweaking) I then ran a test on it in game. The object showed up however the police officer looked as if it was sticking out his arm and not in his hand. It also was orientated in the wrong direction pointing downward. Making notes of that I closed the game went back out into the Em5 builder and changed the direction of the prefab to orientate it in the total opposite direction. I saved this prefab as the same name using the SAVE command and restarted the game. The object did not change orientation and still remained the same. I decided to try and create a new object in 3dmax and change the scale and rotation inside the program. Since the original signalling disk is displayed as laying down on the side in the EM5 builder when it first appears I attempted to match that as well and created my flare on the side laying on the X axis. Created a new prefab called flare_angled as my project and attempted to place it back into the game. It seems that it DID change the orientation however it did not change the attachment point and still looks very funny and not realistic when viewed up close. I also saw in the prefab properties that you can change the offset of an objects animation but this did not change anything either when changed and saved. Other then a trial and error method of changing the orientation and imported models until it is positioned correctly using 3dsmax is there a simpler way of doing this. I have found no way of opening the .mesh files including using blender and some information I found online that using a script to open .mesh files. It seems that no matter what even a simple object as the penlight can not be easily changed anymore. Unless someone has managed to get this to work. I would assume that there has to be an easier way of setting an objects rotation and placement in an animation then what I'm attempting. Has anyone managed to try and work on that? I'm looking for any helpful tips or hints that can help once again. Thanks and have a great day William516 Bill Delaware, USA
-
New Tanker Truck (Using Default TLF truck)
William Stapleford replied to William Stapleford's topic in Mods
There has not been a download of the tanker at this time. Since the most recent patch released some things have become unstable and I'm working on fixing it. Hoping to get a REAL tanker truck into the game as a NEW model but only time will tell. I have had limited luck with getting simply objects into the game such as a traffic cone, traffic barrel etc. The problem is that I'm not sure how to write a script so they can be used as equipment and carried in inventory. William516 Bill Delaware, USA