Jump to content

b2bomber

Members
  • Posts

    152
  • Joined

  • Last visited

Everything posted by b2bomber

  1. FFW TUT, I think that is an amzing loading screen Great Job I would love to see more of your GUI.
  2. we will be modeling different particles and actions of the fire based off the weather so in turn you could probably simulate a wild fire. (all this would be based of XML files already in existence in the game and we would create a script that changes fire setup based of XML ) Now I keep going back and fourth on this one but our physics system may not work out as well. I can believe that it cant process thousands of objects even hundreds (under 100). So we will be able to only put a limit on the # of stories that can actually fall. Because usually anyway high rises don't destroy completely easily. So I do think we can simulate houses and buildings under 3/4 stories collapsing. We will still though have sub-wall and roof components for the chemistry systems purpose. Anyways so wild fire will probably be possible just based off natural chemistry system. alright well now I want to ask everyone of what they think of what they think of hazmat and such? What Kind of stuff would you like to see? New Tools ( for example Gas readers)? New situations (based of real hazmat chemical compositions using NFPA definitions) Please Post any thoughts comments, Ideas, Complaints you probably know the rest. we want to here from you... (100th reply on topic)
  3. Hey everyone I need someones help. I am trying to get Dyson his new esu unit but have hit a bump in the road. I need a siknner who is familiar with zmod. I currently don't have the time to learn to skin, (been practiceing a little bit though) I have snap shots from each side and part (got a few to go) but if I can get anyones help with this it would be greatly appreciated ( far as I know one of the last things he needs before release of his mod ver 2.0.1) please pm me if you can help. We also will need a perminate skinner for our mod that can help work stuff for this one as well if anyone is up for the challenge. Thanks, B2bomber, Dyson, and the rest of the advanced gameplay team
  4. As long as things get going right. Where currently laying out our in detailed plans right now with all that we will try to do (deciding as well to make public or surprise ya). I still am gonna need a scripter for more in depth stuff but I think I can script basic stuff off what hoppah's scripts got as well as referencing stuff from game scripts. A lot of work will be animating and modeling and such which modeling I would say I am a 4 or a 5 on a scale of 1-10. A lot of this will take patients and persevering if something doesn't work out. Although We will try to demo some stuff in other sub mods and mods when we can and hopefully we will be setting up our own demo mod for this. By the way we should have fan banners coming soon which should follow after our next big update and surprise. =)
  5. we just opened with a new poll. What does everyone think of a every 2 week or so mod newsletter. Just show all the updates from the last 2 weeks or so. thoughts questions comments as always. (vote if you like)
  6. to add to jakethejakes idea not only will there be conditions that will effect the fire but what if instead of using the current materials that the game uses what if we switched them out with the properties of fire classifications... http://en.wikipedia....ki/Fire_classes Instead of just giving each individual object a material what if we grouped them under Class A,B,C,D,K along with some other substances that may not pertain to fire classifications such as something that is fire prof. (Where A USA developer) would not be to hard of a task to set up, So lets Recap what we have so far for working with fires -Realistic weather and atmosphere factors (fire situations) - Advanced Emtiers (Cool Down stage, Variances of smoke as well as other particles) -New Ventilation tools as well as vent-able structures (Will work with advanced Physics buildings -Flash over, Flash Back, Re-ignition -k-12 saw, different lengths and diameters of hose line kind of like highrise pack (50-100 ft Needs to be calculated in Metric system), Vent fans, Ground Ladders -various suppression agents (dry Powder, Wet Chemical, Foam, Water) Any more Tools scripts pertaining to Fire Ventilation, Knockdown, overhaul and any other operation I missed in between? -Pike Poles -Portable Monitor -Hose Line attachments -suction Hose -Forcible entry tools (hailgans other tools) Feel Free to comment Bellow on any ideas, complaints the whole thing.
  7. well Our advanced physics system should give you some what of the effect that you are looking for. because the fire is set up to burn individual parts of a structure. So say its a 20 story high rise and theres a fire on like the 12th well where gonna set it up so it transfers from piece to piece. (such as a fire breaks out inside a wall on a stud well it would transfer to the drywall which transfers to the floor and so on) We also want to set up the half burn an full burn objects to. So when a piece is half burnt it will look half burn an not just some char texture applied to it. and at a full burn it will just become a dummy (Burnt Just ash). So that this way we can create the ability for a structure to collapse to add to realism. Flash over and back draft I think would be cool to see us put in. But As for your weather stuff that would be really cool to be put in. we could totally do that, we would just have to create different material types that act differently with the way the map is set up (weather Wise). Great Idea! Now we cant do this to all building because we are going to have special scripts that will be applied to our buildings by the building maker we created. So they wont work like regular buildings (Anything Not made with building editor). Just something special about them that will happen is they will only render just the exterior until an event takes place in them or a unit enters them. (so fire stuff as well as many various unit atctions and such can only be used on these buildings. such as ventilation or SWAT Roping down the outside) so you don' have to worry about high polygon counts in game and events will be set up one at a time with this system.
  8. nothing we plan to release that with our development kit

  9. sounds interesting the more ideas the better. So you would Like to see a lot of collapse rescue stuff. we will be and heres like the best way I can try to describe how the GUI'S will work... hey heres basically how they will work check out this link. it will just be pictures with moving parts. so you will play a key role in that.(creating cut out photos of things such as car doors) http://www.fullyinvo...rio1public.html so now take a look at this rendered shot of a command desk. this will pop up when you select an object such as on the commando some of the interior parts will act kind of like the LA fire station control panel. once it pops up in the middle of your screen this will be your main desk window so you will be able to mouse over different things such as the radio, you click on it and it takes you to a screen of just the radio where you can change the channel volume stuff like that. or say on the other Gui you click on the monitors well this will be a bit more complex but when the camera tower is up I want to try to make it so that you can zoom pan stuff like that with the camera. which would show up in those monitors.
  10. hey dyson I emailed you some shots of the ESU's skin. would you like shelfs in your compartments? In Z Mod
  11. Stand Pipes in the buildings, good Idea and If we could set it up so that the engines could connect to it from the streets. I like that we will have to put that in! we wanted to do a automatic sprinkler system setup to but that would be cool to but both in. K-12 we plan to do and hopefully that will come with A GUI Mini game. Like sawing out a hole on something. heres kind of an example of what a tool GUI would Look like. This is a screen shot from a game called Real Heros Firefighter for the wii. this is kind of what inspired the 1st person GUI. where a mod for the mods we wont be actually making a mod but rather we will develop kind of a mod development kit if you will that will allow moders to pump out something like winter-burg or NY Mod much quicker. we plan to construct various models, tools(physics Building Builder and 5-6 other tools), tools (such as ground ladders), open roof emergency apparatus cabs as well as bodies with interchangeable parts (Command Post Is set up that way you can change interior layout skins hood all sorts of stuff), 1st person GUI "Mini Games" (Such as command Desk), so much more its hard to list. We will be showing off some of our work in dyson's NY Sub mod. In-fact the New ESU Unit was developed by us. Where also here to make game play more varibleistic and we need everyones ideas to get us there!
  12. That building creator when set up (if it works) will allow any user to create up to at least hopefully at least 50 stories qucikly and will allow for every single floor of that building to be walkable (open house enabeled) threw a special script applied of course to the structure. As well each floor will use the natural physics system in the game. The reason why I say hopefully at least 50 stories is because of the camera parameters only being allowed to go out so far and the ability for the game to be able to Handel the structure at hand. All the individual low poly parts. Being put together. So what kind of tools would you like to see in this high rise pack (not to familiar with high rise) Here's my second point we will be introducing tons of new tools and the one I have for you here is one of our many ground ladders. This is a 16 ft extension ladder but is still being modeled but when finished this will be a new tool for use! So we need everyones ideas for new tools you would like to see in the game. We plan to do a bunch of low angle/ grade rescue tools, confidend space, ventilation, hazmat, collapse rescue, forcible entry and many more various tools and equipment. each peice of equipment will be tied into the new " action pack " system. The action pack system will be a GUI tool in game that will allow you to control many various staff actions threw simple or complex animations depends on the task. This tool will also enhance the diolague between staff as well there interation with civilians. As well a lot of our new tools will have a 1st person action gameplay gui ( mini game). This will alow you to actually break down a door or cut the top off a car threw an intactive interface and not being dependent on what the game can handel rendering wise. Like all the new mods such as ny or rts they have pop up interactive radios and such. Well now where just going a step further by adding in interactive tool operations. Anyway am I getting off topic we would like to ask what tools would you like to see? Feel free to post your ideas and any other comments questions and such bellow.
  13. Hey Emergency Planet I need your help but first see anything new in the shots again... we need suggestions if you spot what where taking about... Thanks NY mod Thanks Dysons NY submod And Thank you Hoppah and the whole team
  14. b2bomber

    Q.R.A.

    I Think it looks awesome the way it is. I love the High quality model and skin work this team always puts out!
  15. OK, so with the last week or so I have been laying out the plans as well as some of the windows to advanced Game-plays New tool which would be found under the scripts rollover in the game editor. Now Basically this tool will Allow any modding team to create buildings that would apply advanced construction implementations quickly without having to lay out all sorts of pieces together. As well the structures themselves would be set up differently than the ones you currently find in emergency(Way they work). For instance the buildings would have a multi-level open house system that would allow a unit to walk on multiple floors (So it could not just be marked as open_House it would just be a building with a script applied to it and each floor a child object created in the tool.) Anyways so we plan to create this tool which would take pre-made parts (prototypes) made by the team and allow the user to assemble them together on on a grid creating things floor by floor. So Now I would like to ask peoples opinions, thoughts and such on weather they have a different perspective on how or if it can be done. An or if anyone would be able to help make this a reality. Currently I am still working on creating an algorithm as well as A high detailed layout of how it should work. So I will be able to provide whoever would be interested with a full laid out plan. We would just need a scripter that is familiar to the way the in game system works. heres the screens I have so far of what I have made... So you would go to scripts and then start the tool up and here is the start up screen... Now At the Start Up screen you are prompted to either load or create a new building. In which either will draft or create there data and Info from 3 new files found under buildings tab or Prototypes which are Residential, Commercial, and Industrial. (In The Mods File structure) So Now lets just say we select Create a new building, So it Prompts us to choose which zoning we would like to create a building for... So we Select residential and like any other building zone the Structure Info Window will Pop up and will allow you to set various things such as how tall the building is and then allow you to be able to select a floor to edit... After we punch in general info I go to the Story Information list Box and I would select a floor to work on. I would Click Edit layout and a New window would Pop up That would be the floor Creator. (there Will Also Be A roof Creator) (LOOK BACK AT FIRST PAGE FOR ORIGINAL IDEA) Now In the floor creator I may already have a floor Layout showing up in the preview. But In this creator I can go to the part selector Select either a wall a floor or other various parts that could be found in a building and then I can Click and drag them into the preview. Now you can also Edit its composition such as adding drywall to one side but thats just a whole another Explanation. Sorry If its a littel rough what I am trying to say ( Not the best writer). And basicly What my point is would anyone who can script be interested in helping out develop this.
  16. I am trying to post what we will be doing so please bear with me. The front page is corrupt so I will be also creating PDF's as RTF's and notepad documents for people to view.
  17. I should have that info available tommarow. Sorry it literally takes an hour to punch everything in and well organized. Lol sadly that's true for a person who can type like60-80 wpm.
  18. not yet, I am gonna have to redo the base of the unit cause I screwed up the map. So, and the script is based off one that is already existent. Just some changed variables. waiting on Dyson to ship beta test version of 2.0. The advanced game play Mod and Dyson's New York sub mod will be working very closely and you might even see some of advanced game plays work in Dyson's mod. But I cant tell you details, thats all up to Dyson.
  19. All right Well, Where up and running. Refer to the 1st page for info and uh if your up for a challenge PM or post on forum anything in the blanks I am gonna need to fill and thank you to all that are interested I will try to do my best to give you what you want. If you have any Ideas comments questions or really anything else just post bellow we would love to here from you. I should have a list of what should be included in our first Mod development release 1.0 in just a bit.
  20. OK so I have a question if emergency 2012 where to have a similar file structure to emergency 4 (mod wise) what would be have to be changed if you where to have built a mod for em4 but wanted to put it on 2012 . I know probably there would be a new file extension for prototype files. I am also pretty sure the UI and Unit, and specs XML and all the stuff to go with them would change but what else? I guess I am asking how hard would it be? or is it just more of I time consuming task? thanks, B2Bomber
  21. alright, well I have had some issues with the Unit and Specs XML files so sorry but currently I cannot show you in game shots. But what I do have for you is some shots if the whole idea behind photos I had shown you previously. Now in the process of making this thing I have learned a lot about the constraints of the game as well as its advantage points. So I would Like to introduce to you the new removable roof 1st person GUI Mini Game unit. This particular command unit has little individual objects on the inside that when clicked have special scripts that will allow a pop up 1st person GUI Mini games. Those mini games will consists of different tasks such as chopping open a door, using the jaws of life, medical tasks inside of an ambulance, or even in this case doing special operations inside of the command unit. this command unit is just the beginning of all of the advanced game plays high poly model development and game improvement. Special thanks to dysons new York sub mod and hoppah for creating the original la mod! alright so heres some shots of the GUI... This is the command seat, take control of all 1-6 command desks in each command vehicle... control the camera tower and gather Intel with this GUI... and finally the whole thing... This is just the beginng of all of our units. I would also like to announce that we will be going into progress tommarow and the current team will begin recriting for new members tommarow. As well we should have what we plan to do all the way up to our 1st relase tommarow. ok tell me what you all think...
  22. Well shadow if things go well tommarow I should have that out tommarow.
  23. I stumbled across this tool while I was doing something in the editor. I searched the form and manual for info on this but what is the dialog editor? It looks like some form creator.
  24. yea I totally believe you, thats why I have been refining it quite a bit. the physics system has been refined. 1st person has been refined to something much simplistic and in my eyes possible without having to revamp the whole game. Map system I am still trying to figure out. Although Hopefully I will have the surprise out today to just give a glimpse of what could be possible.
  25. Thanks MIkeyPI, I think I figured it out. Expect a major Update either Tomorrow or Tuesday!
×
×
  • Create New...