-
Posts
512 -
Joined
-
Last visited
Content Type
Profiles
Forums
Calendar
Tutorials
Downloads
Gallery
Everything posted by Tian318
-
haven't looked at these. but maybe you'll find one here: blue print 2
-
Sorry language f* up Well there are blueprints of it. The Green V marks behind it show what views are avalible. If they don't have a front/back view of it. I don't know another side that does have that at the moment. So sorry can help you there.
-
this is a good side lots of blueprints blue prints registration is free and gives you higher detailed blueprints(also bigger in size)
-
i don't know how Sketch up uses the scale. But as it is with al pc files. The bigger the object the larger the file, a large file = more memory needed to load that file. So if you can scale it down in a way that will decrease the object size, you file size will reduse = smaller file = less memory needed to read the file This is what happens when you scale in Z modeler with the "Scale to geomerty" button on. But i have no idea how that function would be called in sketch up.
-
i ban cause it's allowed
-
Just remember size is relativ in z modeler. you can make a good model from a file that is no more then 5pixel high. Just scale in z modeler and export it. See in the editor if it is the size you want. If not. scale some more. (when you scale in Z modeler. don't forget to tick the box(behind scale) and check Scale to geometry(that needs to be on). Otherwise your model will not scale in the export(only in Z modeler) But sketchup model are mostly to big(my experiance) for the game anyways. hope it works for you. (it worked here a few times before) If not i will read it tomorrow. good night, and good weekend.
-
Reduse the size of your Sketch up(i think) file By scaling your object down saving it again. (if needed reboot pc) and try again.
-
(From hoppah's tut) TIP TO MAKE GOOD TEXTURES FOR YOUR MODEL You need to have a texture before you are going to UV-Map your model. You can make a good and exact texture by making screenshots from all views of the model in Zmodeler 2. You put those all together in one file, so you have one texture with all views. Most of the details, like antenna's, side mirrors, interior and wheels are drawn later when you are about to UV-Map those parts. You can make your texture quite easy and precise this way. (From hoppah's tut) ASSIGN TEXTURE TO MODEL 6. Before you are going to UV-Map you need to assign your Material(s) to the model. 7. You need to enabled the Scene Nodes Browser (Which shows a 'list' with the models) first. Go to View -> Floaters and enable Scene Nodes Browser if it is disabled. 8. Make sure you are in Object Mode (hotkey 4) and that Selected Mode (hotkey Space Bar) is disabled. 9. Right click on the name of your model and click on Properties. A pop-up menu appears. Open Mesh -> Polygons. Change Material to the Material(s) you have made in step 3. (From hoppah's tut) 11. To detach them you need to select a group of polygons you want to detach from the other polygons. 12. Make sure you are in Polygon Mode (hotkey 3) and that Selected Mode (hotkey Space Bar) is enabled. 13. Use selection tools to select polygons. Selected polygons will change to red/orange. 14. To detach the polygons you need to go to Modify -> Submesh. Click on the square behind Detach. 15. Make sure those three options (To new object, Keep original, Enable drag) are NOT checked. 16. Click on Detach and click on the model with Left Mouse Button to detach the polygons. Nothing visual should happen.
-
No problem I just tried to find out why, but it seems your materials are good. So maby i had an realy big fire with extreem heat or something(cost me 6 fire trucks hahaha)
-
Paint, photoshop, paintshop, gimp, paint.net All good for making skins follow the tut from hoppah to place a skin in z modeler. >>>Tut link<<<
-
very good mod. think i have found a bug in the materials... (for fire trucks) even when parked about 20/30feet away they still catch fire.
-
shall i burn it on a disk and mail it to you? To bad it takes that long for you to download. if you have to much cash you can look to go on the web by satalite
-
2 freaking hours? time for an upgrade
-
banned for taking the time to find out that there are pointless posts by randomperson139
-
http://www.youtube.com/watch?v=Va8Sh4Agr58&feature=related
-
Thank you for your replay. Although i can't alter them, i would be able to take a look to see if i can write my own events. (hope that is possible) again thanks in advance.
-
No problem A last update before the alpha is released(the rest of the alpha models will remain silent untill the alpha is out). The Ford Mondeo Unmarked Police Unit.(Progress 40% done)
-
In Alpha V1.0 there are no bugs. This i can promise, as it are just new cars + skins and basic commands(original EM4) In Alpha V2.0 there will be bugs, Since there we will be using new commands(and if time provides us) a new map. Short version For Alpha V1.0 we will need no bug feadback(except game crashes + logfiles of the crash) For Alpha V2.0 It will be highly welcome if players would be so kind to post good bug reports.
-
New planning regarding the Alpha/Beta versions of the Scotland mod: In a few day's(no more then 2 weeks) We will release the First "Alpha" of the scotland mod. This Alpha V1.0 will contain: 10 Fire Units. 4 Police Units. 4 Ambulance Units. 2 Tec Units. (if we can make it in time)New skinned personel. After the Alpha we will need a bit more time. (maybe a month(could be 2) to release Alpha V2.0, It will contain: 15 Fire Units. 5 Police Units. 5 Ambulance Units. 3 Tec Units. New Scripts. (Optional) New map(Alpha) After Alpha V2.0 we will continue on the work. But it is not possible to give a date on what we will release the Beta V1.0
-
okey for both mods it's basic work. go to: ..\Emergency 4\Data\Specs** ** ..\ your instalation path Copy the file fp_params_endless.xml to: (for latvia mod) ..\Emergency 4\Mods\Latvia Mod\Specs** ** ..\ your instalation path (and for Euskadi mod) ..\Mods\Euskadi 1.0\Specs** ** ..\ your instalation path Make the changes in the file as i said in my previous post and all works well. *tested and working for me
-
Northern Ireland Mod ( In Progress)
Tian318 replied to wilkebangor's topic in Modding Related Support
model is send -
you can do that, by edditing the fp_params_endless.xml file look for a line that says parking space increase that number and your done <MaxParkingSpace value="35" /> to <MaxParkingSpace value="250" /> Or something like that. (that file is in the mod folder, called specs.)
-
i ban you for being post number 980 on a topic with no purpos.
-
Can somebody please direct me to the coded events of EM4?(in what folder they are) Been looking a while for these now. But still could not find them(or over looked them) Just to be clear i dont mean these event lines: <EFPEventFall> <Enabled value = "1" /> <!-- AverageFrequency: average number of events per 10 minutes --> <AverageFrequency value = "0.6" /> <Worth value = "4.0" /> <SupervisorStart value = "ID_SUPERV_EVENT17" /> <SupervisorFinish value = "" /> </EFPEventFall> (from the fp_params_endless.xml file) But the real codes of a event. Thanks in advance.
-
can you explain a bit more on what you mean by extended camera? (might be just me. but i'm not following you).