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Killerconsti

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Everything posted by Killerconsti

  1. Features of Version 2.2 english translation manual connecting and disconnecting of hoses CrownVic has been hidden in Berlin RV and Tanker have a 4 man crew events can be aborted if the HQ is selected Mirror #1 http://www.emergency-forum.de/filebase/index.php?entry/2514-em5-minimod-2-2-stand-mai-2016/#5736ea10b4479_0 Mirror #2 https://drive.google.com/file/d/0B25PnL4jVYIZOThwaF80blhseU0/view?usp=sharing
  2. The 5th Placeable Equipment. A Connector (still a lot of scripting need to be done and tested)
  3. The very first ingame shot. Enjoy:
  4. from what I've seen on your photos, the polycount should be allright. It should work pretty good. As rule of the thumb you shouldnt go over 20k. My only model where I know the count is my DAF truck. It is about 13 k (the wheels have 600 each... quite a lot). (I've also read about 70 k Polys lately) And you missunderstood me. Your equipment is allready working. I tried to ask you if you are glad of me releasing it within my mod.
  5. Finally! Your emissve map problem drove me insane. Looks really good. How far have you come to make it playable?
  6. I'm about importing new units :). They have a simular skeleton as the ingame units and therefore can use the full animation set
  7. Hey Ropie, well first of all the American stuff you see here is made by William and thats the reason he have to decide this. The Traffic Control devices are controlled by the logics which I had developped for the "Minimod". A potential American Mod would surely use pieces of my code or the complete plugins... both cases would be aswesome. The Minimod in Version 2.0 is allready downloadable in german and as soon as i have translated the texts, I'll publish him for english users aswell. (here is the german thread http://www.emergency-forum.de/index.php?thread/62972-em5-minimod-2-0-beta/&pageNo=9 ... there's a lot of media files. The english thread is a bit outdated because I felt there was no real interest. Consti
  8. Here is another mirror - the file is called "testmod.zip" http://www.emergency-forum.de/filebase/index.php?entry/2393-verschiedene-neue-commands-und-guis/
  9. Well, you can send em anytime (but please with the .max [from 3ds max]. However first of all I need to adapt the UI to the new equipment. Because the standart UI just supports 8+1 Buttons. My idea is to make a buttion that toggles the buttons for the placeable equipment like it's done with the lighting control in dartlaks "testmod". About the flare: The problem ist the time ingame. As we have a daycyle from 24 minutes! This means your flare would stay 15 secs art the ground and would be burned out then! We need to find a good compromisse for this topic. My first idea -> stay as long as noone picks it up My second idea-> burns 3-5 ingame hours (180-300 seconds if the game is at NORMAL speed How's your crownvic going? And a fire police truck sounds very interesting, however I'd recommend finish the vehicles you've allready started first. Consti
  10. todo: -remove lighting if equipment is picked up. Thats kinda tricky
  11. Hey Bill 1.Would you want sth like a self destruction for the flares? 2. If you make screenshots in the editor you might use the "Mesh Animation Test" component to simulate a animation 3. not sure either ;). One would need to make a distract effect. I have no experience right now with this one.
  12. WOW, you did a very good job. The new tires and doors are really really well done. And I have to admit I love the tires. I may should correct you there. The transparency color can be set only with the "Diffuse Color"-value in the Worldbuilder. It isnt set by a texture. This means for each glass color you need your own material: ->windows: black material ->blue material for one side of the top light ->red material for the other site. this also means you just need to pick a new color in the Worldbuilder. It couldnt be easier for you Ben- even if it means some extra trouble form williams as he need to make 3 materials for the glass http://www.emergency-planet.com/profile/59840-william-stapleford/ 1. It should be helpfull if you export the lightbar seperated from the other parts, as it's easier to customize or export a second one with a different material. But thats just my 2 cents 2. Had you tried to use the setiings I told you to use? (Sceneblend ->Alpha, TransparentSorting -> Force, Diffuse Color- 0 0 0 0,2 ... and the others if i missed some)? 3. I'm done with the c++ code for the equipment. I made 10 placeholder equipments (5 wearable / 5 placeable). Unluckily my mod got pretty large (100mb). I ll do a translation in the next week thought i m not to sure if you could use it and see how awesome this equipment stuff has become. 4. You always say, that you had to redo the whole UV. If I had to use shell- i would only pick the door and this would cause that it dont influence the other pieces of the model Have a nice Day and keep up the great work Consti
  13. Well i think I / we needed a new script anyway. You still need for each equipment it's own "get"- script. But the placing works for just everything with the limitation - that you either can place one of that kind (flood light maybe?) or an infinite amount (like this cone). Tomorrow I'll work on the next step , which is to remove the cones again from the street by picking them up
  14. well each part of equipment need it's own script. That's also why i just have the getcommand (which get them from the car),. However it's possible to replace my cones with William's ones if you just need one of that kind. The placing could work like the tape. Hopwever I've not implented that yet, as I first want to fix the position
  15. Well the Get Traffic Cone Command finally works, just the attaching point is kinda troublesome right now, but i might use two different modells to solve this
  16. Here's a shot of the imported car. Just a little bug with the lightbar(it shares the material with the windows). the modell with the transparent windows is just amazing http://www.emergency-planet.com/uploads/monthly_2016_04/20160418175359_1.jpg.a2d7d52728b575b6c4c5799ed0247a57.jpg
  17. http://www.emergency-planet.com/uploads/monthly_2016_04/presentation.jpeg.d896bdbec6306f8f9c1b9476bbbb9504.jpeg
  18. I am very busy with the Minimod right now (c++, skinning ,modelling).. For avoidable objects use bulletbox parameters 5 and 20 instead of 3 and 6134 But i'll need the scriptaswell. So itwont be finished just not in April. Maybe in mid of may, not sure yet. And finally reflection a good comes from a combination between gloss and specular map (both bright for a highly reflective material). The gloss map isjust a graymap. Hope this helps And finally reflection a good comes from a combination between gloss and specular map (both bright for a highly reflective material). The gloss map isjust a graymap. Hope this helps
  19. the transparency used to work only if your material has no map but a colormap (you dont even need this one). try alpha values from 50 to 180 and see if you get it transparent. There is also a sceneblend-option.. you may need to play around with this one too.
  20. This is fantastic, you must have spent many hours on it. Keep up the great work. And the See-throught windows are really cool (I'm almost sure in a year there will be even a plugin to make it possible to see the crew in the vehicle).
  21. you have to select the project (testmod) first and "unlock" it (rightclick). After you've done this you should set it as "default destination package" and then it should be editable
  22. This should help select the content folder f your new project->right click->set as default destination package
  23. the stw is about 4,3 m and the equipment truck 5,9 m (ingame). Hope this is helpfull
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