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MikeyPI

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Everything posted by MikeyPI

  1. Yes you have his permission to release this alteration.
  2. Unless they've changed the installer you can opt out of the codec packs when installing fraps (which is always a good idea). As a rule don't install codecs/codec packs that you neither need nor use because they oftentimes are to blame for the game crashing at the video.
  3. This bug happens because when your computer hardware (video card) "flashes" to shift resolution to whatever your game is set to instead of native desktop (which is usually high-res today) if you're moving the mouse when it does this transition sometimes it "loses" the mouse and gets stuck flying to one side of the screen or another. Sometimes it can be "resolved" by simply moving the mouse around and repeatedly hitting the assigned movement keys around till it "frees" up.. Other times it has to be rebooted, though in my time of playing it I find it extremely rare that I must reboot the game completely; usually just trying to force the view to the extremes fixes it (generally press and hold the key in the direction it's already going hard into anyway which is counterintuitive but generally frees it up).
  4. Your logfile reads much like the other user's logfile does: Meaning that it does not show a fault that led to it crashing. Are you crashing it by clicking on it or are you just sitting there and it crashes of it's own accord? Remember, this game acts as though it's unresponsive when loading the modifications so you have to wait some time before they'll load. That load time is effected by a multitude of things from antivirus software installed to the actual operating system. If it's crashing it's self (no input from you) check to see what codec packs you have installed on your machine since some of them do mess with this game pretty good and also check your video card drivers, try different ones (not necessarily the newest ones since oftentimes new vid drivers will crash games, esp older ones). If it's your input crashing it just like the other guy you're going to have to just be more patient and wait longer to see what it does, delete the logfile out of the main directory and let it create a new one... Let it run however long it wants to run with no input from you once you click load mod and see what happens. Your logfile ends like many of them do when aborting the loading process.
  5. According to your logfile you tried to load the London Mod; it was still in the process of loading when you terminated it (it did not error out or crash, you just interrupted the process). I would suggest loading it again and waiting longer to see if it eventually loads the mod completely or errors out; the only thing I saw of note in your file was that your video card doesnt have all the features available which could be related to the drivers in it.. If you can run the original default game fine then that obviously isnt an issue contributing to your issues. Delete the Logfile from the game's folder; start the game anew and load one single mod (london or la whichever you want to) use a phone or something and wait 25 minutes to see what happens. 25 Real-time minutes; in theory if you waited 15 minutes or 20 minutes (as I suggested last post) then your "new" logfile that it creates should show more data than the one you've already uploaded.
  6. I circled the problem areas that are visible at the angle you captured it at; chances are there are more of them but they only become visible when the light strikes it a certain way(does this on all models). See how harshly it gets dark on these spots i've circled, its because of the normals essentially splitting the difference between the two to three sides that are linked. Instead of it saying okay this is the front so it should be lit this way, this is the top, this is the front etc it just goes well they're sharing the vertice so they should share the light. The result is the normals skew off at a 45 degree angle instead of being a flat 90 degree on a hard right angle because it's calculating the difference for the flat front and flat side so it angles the shading splitting the diff on the two. Because of that you end up with the "hard" lighting effect you see circled. You split the model so those "drastic" angle changes are no longer linked together (vertice wise) they will cease to have the drastic hard light shift that you currently see. See image below for examples of where it's doing it. Ideally you want to minimize the times you see this type of lighting happening so the thing looks good when lighting is applied from the ambient environment. Normals should appear as smoothly as possible on a vehicle, though some places in particular b/c of trying to limit the poly count no matter what there is going to be some deflection. But you def. don't want the really harsh light to dark transitions which you can see for ex on A and B and near the L on the lower right of the rear hose portion of the truck.
  7. We need you to take the la mod and install it... From there try to run the game, let it rot for a while (like 15-20 mins) if it hasnt loaded go ahead and crash it. Then go into the root install folder of the game and grab the logfile.txt that is in there, add it as an attachment to your post *see below where you type your responses* Choose the logfile.txt and upload it so that we can try to figure out why you're crashing out. Also it would be nice to know if you're crashing in the original game as well, along with any recent changes done to the machine (IE driver updates, os upgrades).
  8. I would suggest you use the one that Vermin was so kind to create and publish on the first page of this topic since his is compliant with the rules. Yours you'd have to remove or a staffer will remove them from you (kinda giving you a shot to fix it yourself here).
  9. Thank you for fixing your signature banner it is appreciated, firebuff you'll have to fix yours as well. Onto your model; The reason the shading seems off is because it is lol... What you have to do is a method where you essentially "split" the model into pieces disconnecting flat components from rises like the tire fenders, hard angles like 90 degree L shapes and all of that. It's a ton of trial and error to get the shading right, but it's an important step to make sure the light bounces off the model correctly. Basically what you wanna do is "cut" the model into segments disconnecting pieces that have any type of "hard" line to them, so things like the fenders anything with an L shape where it's drastically changing direction are no longer linked to the same vertices. Yes this will increase the vertice count, but not the polygonal count of the model (which is more important to be honest). If you do this the model will lose the drastic dark spots where it goes from light to harsh dark on the same relatively "flat" panel as seen on the model. Doing this will help make it look better even though it takes time to do it. Once you've split it and the shading looks decent and relatively smooth across the body of the truck then you can reconnect all the pieces to make it a single object again (just don't re-connect the vertices); ensure you do one last normals calculation on the vehicle and it should look much better as far as the shading goes.
  10. Yeah Firebuff that signature image is far too large so you have to scale it down because it's just way too large. Check the TOS for the size restrictions on banners and you'll be fine with it. As it stands it's too big since there are users on crappy connections and/or mobile that don't need to have their bandwidth chewed for signatures like that. Such is why we have the size restriction.
  11. The logfile should be attached to your post to help you fix this; but that being said at this time I think you're probably going to have to take the mods out of the mod folder (store them somewhere like your desktop for now), completely uninstall the game removing everything of the game (the root directory included for the install path of hte game). Reinstall the game and add the mods back one by one starting with LA mod since it's stable; try loading la mod only and go from there adding back in the other mods till you hit the one that is busted.
  12. your problem is different really; best guess is the mod you installed does not use the modinstaller but is packaged in a .rar file. When it extracted you probably mistakenly extracted it to the wrong location meaning the mod files were installed either in the root game dir (where they shouldnt be). Ensure that the mod you installed did not install into the root directory of the game it's self; also remember that it does take a long time for some of the larger mods to load so you have to be patient, if you click the mouse on the screen while they're loading the game will crash on all of the mods. Also: A logfile from your game (found in the root directory of the game) is very important to even guess decently at why you're crashing.
  13. Well here is how you handle the anims; assuming you use the same method I do (which is possible you don't). Step 1: Make the frames, ensure you have the frames created so they flow (In ORDER> Name them in such a way that you **KNOW** the order of them is correct). Step 2: Do the Conversion Calcs for the verts, again save the outputs in such a way that you **KNOW** which frame it is and where in the order it should be. Step 3: Once you have the frame outputs in the proper order, create a new text doc and one by one add them into the file so that they are placed in the proper transition order. Step 4: Test the animation before proceeding, don't waste your time trying to do both anims at once because that's how you seriously jamble them up and make mistakes. Get the first one working right as it's supposed to, then once it has the proper transition/function you then want to do the reverse. NOTE: For the "Open" transition the first frame is absolutely nothing, just the label header only... It doesnt need any transitional data because it's supposed to start where it is originally on the model>> From there it goes thru the frames to the final frame which is it's last transition point. For the "Close" transition many think you just simply reverse the process, but often times forget the "first" frame was blank originally, but it isnt on the opposite transition, it has to be the final frame of the anim that transitions back thru till you hit the new "final" one which is again zeroed out since it's the same as the original model was. Often people jumble their lines in the things and/or accidentally dupe frames more than once which is why you really have to be careful in creating **new** text docs to hold all the data compiled in, this way it's much easier to keep track of what you've added (IE frame 1, 2 ,3 4,). For me, I find it easier to take the dump files at the beg of an anim, and open them ALL up, one by one closing them as I add them to the new txt doc, thus ensuring that each and every one is clearly cut, then clearly pasted into the new doc, closing (without saving) the original one; if it's blank and tells me to save the change, I evidently cut the data correctly for that particular frame. This helps particularly in complex anims where they can be 15-20+ frames for them. Hope this helps.
  14. It's how I'd strongly suggest playing with it, try something dumb first until you figure out the technicalities of the issue then once you get it to work trying it 3-5 times, go for the more complex thing. When it comes time to do the animations do it the same way, start with simple things like legs that go straight up and down first; my tower ladder has extremely complex anims and I had to redo them 2-3 times in spite of knowing the process =-(
  15. Sorry for the belated response to this: In short, what you want to do is to take a Freeplay map and turn it into a Multiplayer map... Yes this is possible to do, but not as simple as cut-and-paste. The FP versions of most mods have special functions/features that are designed to operate under the pretense that there is but a single user interacting with them, while in MP up to 4 individual players are on the map at a given time. In order to take the SP equiv and get it working as it did in freeplay on MP you have to extensively modify the scripts to behave as though there are potentially 4 different players attempting to use the various locations. Stability issues and resource issues would abound in doing this, but it is totally possible to do it, so long as you can tolerate some glitching from latency/lag. This is not a "beginner" task in the least to do this type of thing, in essence you'd have to modify tons of scripts in how they function, taking them from their original function which is searching for one asset from a single player and check against a multitude of players that would have to interact with them. Aside from this the map it's self would require some modifications to create a "base" where the vehicles would come onto the map from, since in the original FP version they once again come from differing locations under the assumption of a single player using them, there could potentially be problems spawning them on the map with the FP version. I would suggest modifying the MP map as an alternative giving open spaces to stage your vehicles rather than going through all this work as a "quick" (albeit dirty) fix to the what you want to do. You'll have less trouble setting that up than trying to open the whole can of worms of advanced work you'd have to do in order to use the FP as a MP.
  16. You don't need a license for Z3 so don't worry about that aspect of it, what you're trying to do can be done in Z2; It's just a matter of ensuring you don't touch anything "old" when you add the new stuff in and to be blunt a whole lotta luck when you dump the file that it does so correctly. It has to do with the original structure and the fact that 2 can't read everything it should be reading, make a mistake and accidentally touch the old or if the order gets outta whack, you get the errors. Something as stupid as adding a cube IN the helmet can sometimes cause it to not error out (simply changing the vert/poly count of what your adding)... Again it's because the program is trying to do something it wasnt supposed to do).. Goodluck, try a few times with it, this particular task is a whole bunch of trial and error to get beyond the glitches.
  17. Essentially it's your helmet that is "unassigned" 618-948 is probably your helmet vertice count; go into zmod with just the model as an object, in vertice view select em and count the verts I bet you get somewhere around 331 Verts for the thing... I personally never did add things to the bodies for the exact reason that visually its hard to do and technically a very fickle process to do. Hopefully you have a backup of the helmet and the guy because I have a feeling you'll have to re-attempt the process again. Kind of like animating, this particular task is trial-and-error since it's sadly very easy to make a mis-step and trash the attempt.
  18. Z2's UV map system really does suck badly in my view. One of it's flaws is how UV is applied, what you're experiencing is a fundamental reason I dislike the UV system. When you're selecting vertices try selecting one row less than what you've got now so that when it highlights the area to be effected (the part shown in red) only the portions you want to work with are highlighted. I don't use z2 for uv mapping because I hate it so much so itch can go into further detail if what I've said doesnt quite do it for you; he uses z2 to do his uv mapping so he is far more accustomed to it's annoying traits. Another tip model the doors into the model as it is now, just the portion that is visible to the outside so that they may be mapped along with the bodywork so the seams line up perfectly.. After it has been uv'd on the outside as it needs to be then you'll go back later and clone it as a separate part, removing it from the bodywork and then worrying about the inside of the door model. Saves a good bit of a headache in trying to line everything up on the texture map by just doing it as one on that particular task.
  19. MikeyPI

    Harbor City 5

    Hooper did a eurocopter that I think was originally in the NL mod; he did the LA mod blackhawk and jayhawk, along with some of them in the army mod. I am responsible for the A-star, AS-565 Dauphin/Panther, Bell 412, and the other nyc mod choppers.
  20. Not quite sure what you mean, other than perhaps you're saying you're too far zoomed in, use the mouse wheel to zoom out and you should be back on the outside of the model it's self. Your vehicle scale is probably too large for your current zoom in the 3d view.
  21. What he means is it looks like a blunt-nosed truck atm, there is not enough "curvature" to the front-to-side transition to represent a proper curve. You need to add more rows of polygons on the corner to make the curve more gradual and less sharp. I've included 3 more examples with the curvature lines highlighted in thick gray to go on top of itch's first one. So you have 4 different examples of the varying curvatures to represent. My first two examples have minor curves since the trucks are relatively squared, the last example has a much more gradual curve as does itch's. Your vehicle you're doing I should think would be closer to my third and itch's example than the mack and freightliner that I used in the first two examples.
  22. As Itch described, but I see a problem already for you. Eventually you will have to "merge" the front to the side view, so it's vital that the vert/poly lines line-up, meaning the same nr on the side as on the front view.. Otherwise you have to "merge" them together and try to link them together which can get messy and make for a model that won't blend well when the normals calculate. it appears you have 4 or 5 faces on the side view of the cab (not counting the bumper) and 10 faces on the front view of the model, so obviously they won't link up cleanly so you want to ensure they have the same number of face sets (I use faces to symbolize a quadrant (2 polygons made into a square). I'd go through and merge them so that you have the same number on the side to the front so they can easily be linked together when that time comes. Just a tip for future use; In the case of many trucks/engines the bumper "floats" and is not attached to the truck it's self. If that is the case do not model it as part of the cab model but create the space for it and float the bumper in place as a separate model piece. Both Itch and myself do this often times since most bumpers float to the chassis rails on the real things and it's more cost-effective to model the bumper separate with an indent on the cab where it would go. In this game because of how the view is nobody will notice that "gap" that is present where the two pieces are separate since it's not like GTA where you're up on top the vehicle. It makes life much easier modeling it since you can work the bumper as a sep part rather than having to try to figure out how to directly link it to the cab.
  23. Not to mention permission rights, while google warehouse may be "open" we require you to have permissions sorted for the things you use from the author(s). But I've had experience helping people with sketchup stuff in the past and the way that it makes models esp when converted makes it more effective to just re-create it than to try to repair it. Things like columns will be attached to the floor so a 60 sided cyl has connection points to the floor on all of those sides. It's a horrible program for games, it's more for novices to get into modeling fast and easy, not to get em into it efficiently.
  24. Method one: Go to the properties of 911 FR through your library and set your launch options adding -editor to the end of the command. Method 2: Create a conventional desktop shortcut to the install location of EM4 adding -editor to the end of the target. Example " C:\Program Files (x86)\Steam\SteamApps\common\911 First Responders\Em4.exe" -editor
  25. As itch said make sure you only make "half" a vehicle, the only time you should make two unique sides is when the vehicle requires it. Sometimes that comes up on equipment rears of a vehicle but usually the cabs of the truck are symmetrical on both sides, in those instances it saves you a ton of work to just make half and clone/mirror that half to make both sides of the truck when its done. Your front looks good for a starting point but I would advise having abit more bend at the top and on the corner, along with only making 1 half of it. Check itch's example for how the front should be created. You dont have to have the grille area modeled like he did in his example unless you intend on mapping the grille elsewhere than the front view.
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