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Pottyscotty

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Everything posted by Pottyscotty

  1. Thanks, came out nice. Think I'll do the same thing myself as I need a newer transit.
  2. Can you post a pic? Thinking of doing this myself so just want to see what kind of result you got before making a start.
  3. There is writing above 'Ambulance' on the bonnet though it is two words so it's not 'South East Coast'. It's probably a private or volunteer service.
  4. The locations are printed on the roads and over time you eventually just learn them. There maybe a speck of blue on the minimap where they are too.
  5. Basically there is nothing wrong with the actual file, since it is working for everyone else. The problem is your end where it is not able to get that working file unpacked into your mod folder for whatever reason. If you are installing mods using the mod installer to anything but your main drive (C:/), you will get corruption errors (at least it was like that for me). There are many topics on the site about the same error too so simply search them and see the responses.
  6. Will try it out, thanks for the advice.
  7. I have a simple two frame animation on a plane with 6 vertices, when I tried to make an 'open' animation, it closed. So I just renamed it and tried the reverse for open and instead got some glitched out mess. So I then try to reverse it manually using the lines in the file, same thing. So I try to make one properly instead of reversing the accidental close, it opens from a stupid position which was never defined. But then a month beforehand, I was able to do them fine every single time with the exact same method. Joy.
  8. I think this time I'll try it with a cube or something similar instead of a 300 poly helmet. Means I can see what does/doesn't work without sitting there for 3/4 of an hour manually typing in 650+ numbers. Thanks for your help, hopefully I can get this to work then I may risk my sanity again with animations.
  9. Thanks, I do my models in Blender so always have save files for everything anyway. Don't get me started on animating either, not even simple, pure logic can solve issues with that so I understand what you mean. Vertex count is still 333 in ZMod but taking away different numbers from each other seems to come up with 330 and 615 (and not 333, 618). Looks like I'll be starting the process again as I'm too stubborn to purchase a ZM3 license.
  10. I'm getting this error and crash after attempting to add a hat/helmet to a person model following the tutorial on the site. I'm not sure what it is really telling me or where the unassigned vertex's' are so I'm hoping someone else does. |Loading Model mod:Models\Persons\Ambulance Service\Station Staff\Paramedic\Paramedic.v3o |[VNUM=1.43] ?Model vertex is referenced by more than four bones. |Model contains 948 vertices, 1015 polygons, 20 bones, 0 muscleanimframes ?ERROR: Unassigned vertex 618 found in dynamic model mod:Models\Persons\Ambulance Service\Station Staff\Paramedic\Paramedic. ?ERROR: Unassigned vertex 619 found in dynamic model mod:Models\Persons\Ambulance Service\Station Staff\Paramedic\Paramedic. ?ERROR: Unassigned vertex 620 found in dynamic model mod:Models\Persons\Ambulance Service\Station Staff\Paramedic\Paramedic. ?ERROR: Unassigned vertex 621 found in dynamic model mod:Models\Persons\Ambulance Service\Station Staff\Paramedic\Paramedic. ?ERROR: Unassigned vertex 622 found in dynamic model mod:Models\Persons\Ambulance Service\Station Staff\Paramedic\Paramedic. (Through to) ?ERROR: Unassigned vertex 945 found in dynamic model mod:Models\Persons\Ambulance Service\Station Staff\Paramedic\Paramedic. ?ERROR: Unassigned vertex 946 found in dynamic model mod:Models\Persons\Ambulance Service\Station Staff\Paramedic\Paramedic. ?ERROR: Unassigned vertex 947 found in dynamic model mod:Models\Persons\Ambulance Service\Station Staff\Paramedic\Paramedic. ?ERROR: Unassigned vertex 948 found in dynamic model mod:Models\Persons\Ambulance Service\Station Staff\Paramedic\Paramedic. |Fixing invalid blended vertex weightings for model mod:Models\Persons\Ambulance Service\Station Staff\Paramedic\Paramedic! !WARNING: global listener object is still registered! Unregister listener before destroying object!
  11. That is something that you yourself are able to control, not just in this mod, but any. No mod author could possibly cater to everyone's prefered settings so it's left up to the player to do. In the specs folder of the mod there is a file called fp_params_endless.XML - Inside you can find a number of different settings to vary things like game time, event frequency and of course how often certain types of events occur. The file is pretty self-explanatory but should you require assistance with it feel free to message me.
  12. Change the mode from 'Add' to 'Move' and try again.
  13. Hold ALT and click and drag the small blue box you can see at the bottom right of the path.
  14. Odd, I use Gimp and it works fine. Can't think of any other reason for why it isn't working because I use the same settings.
  15. Flip that Sabre looks amazing like that. Great job on this!
  16. There are three requirements for them so they don't crash: It must be in TGA format It must not have RLE Compression It must be an image which has only one layer that has no alpha value. Most image editors will have a button that does this for you that is labeled 'flatten image'. If not, merge all your layers and then remove its alpha channel. Make sure you save before you do this otherwise you'll lose your layered version.
  17. I should think this is possible because I've seen custom freeplay missions before, but how would one get around it? I basically want to duplicate everything about the 'car accident' freeplay mission because of its possibility's (you can place injured persons, trapped people, objects, debris etc so you can create more than just a car crash) and then edit it to become a completely separate event. As I said, I know that you can add new events (an example being Copenhagen where they added a number of new medical callouts). Is it as easy as copying files or script lines or is there a lot more work involved?
  18. The thought was on the table beforehand so I would have asked for you to wait anyway until a decision was made (which is what I did, just that the decision came a few minutes after instead of an hour, day, week etc).
  19. It's best to never go from a link given to you. Always look up the modification yourself and you'll get the official download page and any official information as one of the top results. I still have the installer from a while back and my anti-virus isn't detecting anything about it.
  20. Yes you wouldn't be allowed to use any of the content from Kent Mod. Including Models, textures (skins), audio etc etc. So to be honest you're best off just starting from scratch in the first place. Most of the models used in the mod can be found on here or the German site though.
  21. Not at all, the mod isn't dead and is continuing. All it means is that if you edit the mod you cannot upload those edits anywhere.
  22. Yup, exactly what dunwell said, it's not dead but just an update to the terms.
  23. Hi everyone, just popped back to give a small announcement. Through a joint-agreement I would like to let you all know that edits or reskins of any sort are no longer allowed to be released publicly, as per the previous usage terms. The currently released and authorized 'sub-mods' can however continue any previous progress and release/update as they have been. The full terms are on the front page but I'd just like to quote it and say that asking myself or TACRfan if you can release this or that won't do anything for you, the terms apply to all and not some. To me it's nice to know that after nearly two years since I started the mod people still have an interest in it and want to extend its life with these edits and I know it's not great news or anything but it's been deemed the best course of action for numerous reasons and I hope that you all can be as understanding now as you have in the past. A thank you to TACRfan as well for continuing the mod after I left and I hope that everyone else is enjoying his updates as much as I am.
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