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Everything posted by Kookas
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Very nice, but it looks like it is made with Sketchup's "curves", which will probably generate an excessive amount of polygons. Also, what model is it? It's the SCANIA, right? I try not to be fussy but I've never seen a WMFS Scania, they tend to use Dennis Sabre XLs, maybe westmidsfireman can correct me on this. By the way, the video's up, original post. You might have to click it to get the 480p version.
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Hey, just bumping this to ask for some other people to join the project .. I need someone who has some experience with C# or other similar languages who can script some things. The scripts I need are turning on/off the Special Lights, turning on/off the Blue Lights, a GoTo script which doesn't automatically turn on the lights and sirens - when the lights and sirens are on, the car should drive to the location faster than when it is told to go somewhere without them. You would (of course) get access to any files I make, such as the Vectra, Astra, and other vehicles. I may need more scripts than shown on here, though. I'll do all the modelling required, if any. Also, I have a video of the Vectra working in game uploading at the moment. It'll be in the original post.
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Thank you Although I've now also found out that I had the car rotated the wrong way so now all the lights must be put back Okay I found out polygon lights are pointless for headlights, I can just use "Radiation"
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Don't mean to distract from the thread, but I'm thinking of firetrucks for WM mod, would it be possible to have ladders as objects that can be placed at windows and used to enter buildings with no ground access? Maybe that's too off-topic, sorry!
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Thanks for replying both of you! How do I move the pivot?
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Ok, thanks for replying. Also, when someone is suicidal, how do I get them down safely from a building? I've tried the Jump Pad and the Ladder Truck, neither can do it. I've also tried the high pressure fan, but when I set it up, I don't know how to get inside from then .. ... and how do I successfully complete the Blutungsnotfall mission? I get out the Trauma Team, and they carry the patient who is bleeding to a stretcher, but then what? Thanks in advance!
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Any way to stop the crashes that happen every time? The game just freezes after a while, and then it must be killed with task manager ..
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I'm trying to use Polygon lights, cause normal lights are terrible for headlights, but for some reason, I can't move the vertices very far from the car :| help is needed, thanks. Also, the model's all screwed up in-game. When I spawn it, it spawns in the ground. When it stops driving, it glitches for a split second before ending up very deep underground. When it drives again, it returns to being half-way in the ground very annoying! How can I fix this?
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Looking for a Mini gun skin and model for new mod
Kookas replied to Grim_Wizard's topic in Modding Related Support
If you'll make the car, I'll make the rest .. -
Nope, I'm used to scrolling that way, put the mouse to the side, pick it up, put it back and repeat until you get your desired results. I don't think I'd be able to play FPS games with a trackball, either However, I know people who do have this issue. For me it's only a big problem with a very cluttered desk with little room for the mouse.
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Well you could get a trackball mouse, that's why they were invented
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Try increasing from 60 - 65, 70, 75 etc .. perhaps there's a maximum. Do you mean mouse sensitivity, as it is called in other games?
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I'm not going to use others' scripts .. I intend on doing it myself so that I don't need to bother with permission and credits etc. Also, I already have added the alley lights as Special Lights .. I added them when I added the rest of the lights, but no-one read the post so they thought I didn't ... Astra's not going so badly actually - pics in first post!
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Thanks for the comments! Yes, I thought about those earlier. That's what I called the two spotlights on the front of lightbar, I didn't know that they are called alley lights. They are there, I just don't know how to turn them on in the Editor As for hours, as many hours as it takes to get things to work .. it's strange how you act as if it's a hard task to add lights .. not hard, just a bit boring, lol. The alley lights are categorised as "Special Lights", which is why they did not come on when the headlights came on at night, the idea is for them to be able to be turned on and off separately like in real life. Polygon lights, I haven't tried those .. those are the things that make a glow within the polygon, right? In other mods, they seem very blinding and make a scene hard to manage when the lights are on! Also these alley lights aren't particularly blinding, they just have a wider range than the headlights. Are there normally alley lights on the side of the lightbar as well? And regarding the Astra - sucks that I pretty much have to make it or this mod isn't complete. The car looks very hard to make xD and other cars are bound to follow suit with that sort of design complexity in the future years to come .. they add so many contours!
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Thanks! The comments are very motivational This car's going to be hell to model. Can't wait till I've finished modelling this ._.
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WMMod: A couple of questions regarding wheels and commands
Kookas replied to Kookas's topic in Modding Related Support
That doesn't require compiling, does it? It looks pretty simple - is there somewhere where there's a list of all the functions, hooks, etc, or will it just involve alot of guesswork? -
WMMod: A couple of questions regarding wheels and commands
Kookas replied to Kookas's topic in Modding Related Support
Thanks for your help once again. I'd like to have a go at the scripting, what's the language based on? Where do I start? It seems like it should be fairly easy (although I bet when it comes down to it it probably takes 20 lines of code to make a command toggle a light ). Also, with the hazards, I mean activating both sets of blinker lights at once, "Blinker Left" and "Blinker Right". -
Hey, got a few questions about modding that I'd be really grateful to have answered: Regarding wheels: I'm working on West Mids Mod and I've made the Vectra, all well, but how can I tell which wheels will steer in-game? If the wheels clip through the floor when the car is spawned without being moved in the Editor, is this something to be concerned about? Regarding commands: I would like, for my Vectra, separate commands to: - Activate the police lights ("Blue Lights"). - Activate the sirens. - Activate the special lights. - Activate the hazards. How would I go about getting the above commands? I have only found one command which might do one of the things I want, and that is "LightsOn". Are these downloadable scripts, or..?
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Thanks! The Vectra is in-game now, although of course the boring "paperwork" (config files) must be done to get it to function correctly ... ** video & pics relocated to the original post
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Thanks for doing that though. I have a very annoying other problem to sort .. when I create a new group with the Editor, even with AutoSave enabled, if I change mod and change back or quit and start the Editor again and return to the mod, it's gone -.- help would be great, please.
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Doesn't matter, I Googled the problem and found my answer .. basically, when I mirrored the mesh in Zmodeler, the mesh went completely black .. the solution: to calculate the normals again. Anyway, it's in-game now, needs wheels and maybe I'll cut out the door and make that separate. Tian, you have helped alot in getting this to work! Thanks!
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I guess you could make a city like it, it doesn't really matter, but it shouldn't have any mentionings of Staffordshire because this mod's set in West Midlands, the county, and not the region ..
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To save other modders some work, just a tiny bit of info I found out - the font used on the side at the bottom of some British cop cars which says "POLICE" is BankGothic MD BT. Also, the police car's ready to go in-game now.
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It's fine, you shouldn't feel pressured unless you're getting paid
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The images in the original post slowly change over time because I update those pics every 20 minutes or so .. only very significant changes deserve a whole post