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MikeyPI

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Everything posted by MikeyPI

  1. Zmod can add things called "dummies" (not sure where the name came from) but I don't believe this game supports them, they can be used in some formats of files to generate lights on lightbars, headlights, taillights, etc. But from what I've seen in my little experience with the editor, it is easy enough to add the lights in the editor and it actually allows you to "preview" (sort of) the effect you'll get by your selection. IMO go with stan's suggestion and use the editor. Consider Zmod more for UV Mapping and Model Making and use the editor for it's strong points since it has so many that are specifically geared for the game.
  2. Hello, I am new to the forum and new to the modding experience in this game. I intend to do a full model modification from the ground up, but I want to make the map first, not just use the default map I want to make my own map from the ground up, but I have alotta questions to help guide me in the right direction. Is there a way to Extract the IMAGE file used for the default freeplay map into a .TGA so I can borrow some of it's textures that are good as they are or as guides to enhance them to make my own? I have gotten how to make your own from the ground up, but that could take months trying to build the network and all that especially considering I have no clue what the Default Freeplay map size was (the help file only tells you the min and max). My objective is NOT the same as the LA mod (great mod btw) it is just alil too fluffed with goodies which imo are redundant. I mean no disrespect when I say this, I just would like to make my own mod that is similar to the original game making resource management a required aspect of freeplay missions as the original was, and when I get around to building the car models I am going to try to make them look as good as I can without overburdening a PC if ya have too many deployed across the map. High Poly models on Missions is fine, but in freeplay with the multitasking and all the other things it has to load I wanna stay close to the original game's parameters but with new models. My first concept is to head towards a North America Generic Mod. Any Warnings or issues I should avoid to make sure that I don't overkill the mod would be appreciated since I don't know this games limitations. I wanna try to make some new features like actual ROADBLOCKS to divert traffic, instead of having your cops have to stand EXACTLY the right way (which is frustrating). I have alot of ideas of what I wanna go for and since I am a modeler I can make the new models as required for my mod, I just need some help in knowing what kinds of things E3 Definately cannot do so I don't waste too much time making things that will never be able to function due to game limitations. Also if the guy who made the LA mod could give me a hand in understanding how to set up new commands for Vehicles and Units I'd appreciate it because I am a novice with this game and really can use all the help I can get to hit the ground running and hopefully make a nice modification that has a multitude of units and people to work with that are all unique in their own way. I will probrably try to make every unit serve it's own purpose, and appearance wise look the part so to speak. But first I need to work on a Freeplay map (Missions may complete the pack after I figure out the freeplay aspect) Thank you for your time in reading this, and any advice anyone has I'd appreciate it. Bear in mind I am trying to stay close to the original game's concept in resource management, so I am not trying to go overkill. So most of the advice I'd appreciate is towards how to set things up to keep the game running happy in freeplay, perhaps if I do missions down the line I will make "enhanced" units and vehicles specially for those missions that are alittle more beefy and complicated.
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