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MikeyPI

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Posts posted by MikeyPI

  1. The Jayhawk and SeaHawk Were designed for Ship-Based Operations (landing on pitching decks) I am not sure but I think he just overlooked it or perhaps he does not want to have to move it, I have not seen the model so I do not know if it is attatched or floats. Besides He'd have to make a new landing truck, the Sea-Based operations gear is beefed up compared to the land-based set.

    Looks really nice, except for 1 thing... The Jayhawk is modeled after the US Navy version of the Blackhawk, called the Seahawk (i think its a HH60?) the only real difference as far as I can see is the tail landing gear configuration... Which u can see here

    390px-HH60_and_Motor_Lifeboat.jpg

    uh60-a.jpg

  2. Correct you are, Stretch the rear "glass" panel back a bit and you have a suburban essentially... That's the way it's been for years and it's how they've continued to do it. With a slight stretching of the vehicle's back end by about I believe it is 2 to 2 1/2 feet in real life you have the suburban, all other dimensions match, so it's fairly easy to take a tahoe and make it into a suburban. The model year is most likely 2007, perhaps it is 2008 I am uncertain, but since it is not "model update" time for that particular vehicle line, it's a safe bet using 07's even if one happened to be an 08.

    OMG. Awesome car! Great idea.

    I think the first one is a 2007 Chevrolet Tahoe and the other two are a 2007 Chevrolet Suburban. Look at the position of the rear doors. The Suburban is longer.

  3. Making the models is fairly simple to be honest, but at the end of the day without some new scripts, that is all they would be are new toys, same deal with personnel, they'd just be reskins of the default retasked for something else.. In the end to me that kind of detracts from it being a mod, it should at least include some unique attributes to the vehicles and personnel in V1, obviously if you want to have an evolving mod you can hold off on the really time consuming stuff like a new freeplay map and missions. I do not know how most of you feel when it comes to this, but from the games I came from making a new model and reskinning it is all I did, and I did plenty of it so I just don't like that avenue. The fire Apparatus and Medical Apparatus does have plenty of room for "new" ones (though most of them I found look pretty similar overall). Police vehicles are fairly limited, unfortunately in the US, most agencies use the same exact vehicles, the typical Vics are everywhere, the Impala is getting pretty commonplace, and some agencies picked up the dodges, the SUV range there is still some room for them but at the end of the day there really are not too many they commonly use. A few use Humvees but it is rare, a few use the Excursion, but it is fairly rare. Unless you wanna mix-match old school with new ones which may not be in service, removing total accuracy from the respective mods you really don't have a huge selection in the PD dept.

    take care

  4. Hoopah to my understanding never said he would not make a 2nd department, it just would take a very long time for him to do if he so desired to do it, alot of command script changes..... Not just to add a new bulding and it's respective scripts, the existing script must be heavilly modified otherwise there would be huge bugs in the mod. I would not count on him rushing to do it immediately if he decides to do it.

  5. Most of these suggestions, while pushing realism very high, would take hoopah forever to script, if it were even possible to begin with to do so.

    For example the Second Fire Department Structure and supplemental units is not something that will be easilly accomplished at all. The essential problem is to "differentiate" the units as to where the belong, aside from the building and it's required scripting, you also must either consider the proximity being a parameter trigger or alternatively, the "home base" as a trigger. These elements alone complicate the matter requiring extensive modification of both departments, as well as the units themselves to create a viable solution.

    Without the solutions the vehicles which return to the base may goto an already "full" base, or, alternatively, incorrectly choose the base which they return to if they could even find their way there. While not impossible, this will take a very long time to resolve all the subsequent bugs which will arise with the addition of another "fire Dept.". It is up to Hoopah if he wants the challenge it will be, and if he can spare the time.

    The "water level" concept while bringing realism to the game would also increase the difficulty to obscene proportions in my opinion, but I do not believe it is possible to "restrict" the flow from the truck to a certain point, then have it exhaust, the fire extinguisher perhaps he could do relatively easilly (I think I have an idea of how he can do it if he wishes to do so).

    Some of the other ideas, I am sure he could do, they will just take time.... lots of it.:) I am not sure how he feels about the vehicle list, but I feel it is fairly comprehensive as it is.

  6. Most likely it is something with ur vid card, try turning down the graphics as much as possible or if there is safe mode, run in that and see if it is just an issue as a mod, or if your card cannot handle a certain type of shader support (which is probrably the likely cause).

    IF you were more specific with exactly when/where issues occur, perhaps I could guide you better, but for now go with basic troubleshooting.

    Yea so I guess it is not a bug in 1.5. This is the screen that pops up when I open up the Deluxe freeplay map:

    post-495-1202591341_thumb.jpg

    Anyone know what this means?

  7. Some games do NOT support Intel Duo Core processors, thus making your processor speed a fraud when it comes to the game, while you may have a 3.0ghz or whatever in reality the game can only process from one of the processors (NEVER TURN OFF Processor0!). It is stupid, I do not know why considering how long these dual core processors have been around, but they do occasionally lack support for it.

    Sorry, but they did not mention that on their games, my suggestion is to contact support and ask directly if their game supports the Dual Processors, perhaps they will give you an honest answer as to whether or not they do NOT support certain models.

  8. I Understand where Hoopah is comming from on this one, the fact that he put in the time and energy (as well as others he rightly credits for their work) which I respect even more. As a mod maker comming from a diff game than the emergency series we were "used" to seeing much the same, I personally have seen enough Crown Victorias in my modding career to where I hope I never see one again (no offense to the car but it gets old reskinning the thing constantly, even if you made the base yourself). The fact he HONORS previous consent is honorable, IMO his right to change his policy regarding usage/modification for distribution is just that, his RIGHT. I agree with him that in a game such as this, it is better to see people try (even if you are not the best at it) to make your own unique items/objects/vehicles/persons/etc. otherwise, what really is the point? I am not trying to pluck anyone's nerves on this one but you have to understand that reskins (while a pain in of it's self) is relatively easy compared to making the model and the horribly boring aspect of UV mapping the product.

    I just ask Hoopah to understand one thing which he pointed out he won't allow, which I do not know how much it applies to your latest version for E4 (Sadly, I don't have it) There are several nations throughout the world which use United States Vehicles (typically slightly older used imports). Russia uses the Crown Vic, the middle east is loaded with Express Ambulances, I believe europe uses some of our light trucks for rescue... I do not know for certain. So while you wish not to see ALL of your mod reskinned please at least remain open to allowing certain exceptions to the rule when it comes to mods which would really include ONE of your vehicles, regardless of the location it emulates.

    mk

  9. That's what I had to do to an editor for a game called "Industry Giant 2 Gold Edition", Since I mod more than just the maps I had to take it a step further and yank the read-only on it :1046275873_shakehead: because the editor was too stupid to do everything it's self. I am quite happy with Vista now that I've got it back to Factory Defaults and Re-set all the settings myself. The storebought cfg was what gave me all my headaches.

    I just run emergency 4 on high priority in vista, with full access to all files in /sixteen tons entertainment/ for all users on the computer. And the config.cfg on read only.

    The game is very stable.

  10. Vista Users (includes me) The OS is rather buggy and does not play nice with games what so ever to begin with, but here are some general "rules" to go by to keep the thing from ruining your day (I love my old games they are good time killers).

    DO NOT Install SP1 yet, it's performance enhancement is not worth the bugs and glitches it has in it, I had to go so far as to RESTORE my pc just to be able to use the net!

    When I had SP1, E3 played (with glitches, crashes, and failure to close when I hit exit and NO EDITOR!) fresh install, patched, did not matter it still behaved the same. Since I restored to defaults and have no problems running the game, patched the game fine, and I can use the editor:)

    ALWAYS run older games or games from smaller manufactuers in compatibility mode I believe the admin of the site already went over this topic but it's an important one since Vista does not play nice with most software provided PRIOR to it, ms should have thought more about all the people who like their software more than their os:)

    If the games/programs run without alterations, leave them be:) there is no sense in hurting yourself by trying to get the latest drivers and whatnot without ensuring that you at least have a restore point (hard copy) you can return to should an updated driver hurt your machine in some way that you do not desire. Back in the day I had a Nvidia card that I made that mistake with, everything worked fine Except one new game I just bought, so I did what should have been a good idea and updated the drivers, supprised I was when Nadda worked, not even the game that "needed" the new drivers, they were just bum drivers. It happens.

    Unless it is a security issue I tend to leave my Configurations alone or if I absolutely need them (Vista's Auto Update can bite you on this one).

    The security features FIGHT old software (since most software from back in the day or lesser-known developers) either have unrecognized security certificates or none at all it will place them under scrutiny non-stop. It is not so bad for a game which does not need to access certain files.

    Program Files IS under protection by default! Unless it is authorized as an administrator or a trusted provider it cannot touch ANY file in Program Files anymore, while a good security feature it kills people who like to mod their games since most of the important files are kept with the game. Overkill IMO but there are two ways around this, either install to a different location that is not going to Read-Only it's self or remove Read-Only from the File(s) in their respective properties.

    Legal Notice (yeah I have to I don't want to hear anyone yelling at me blaming me for problems) I'm trying to help.

    This information is placed AS IS, the author is not liable for any damages being physical or intellectual (if any) resulting from using any of the above suggestions. The information above is open to anyone who wishes to use it under the condition that they understand that it is their property (Physical and Intellectual) that they are openly and knowningly adjusting and they choose to take the potential risk(s), if any in doing so.

    Sorry had to do it, these are all run of the mill things that should not put you at any real danger security wise as long as you trust the program(s) and understand that "cracks" and "hacks" and programs of the like may or may not be secure and permitting them open access to certain areas could be potentially damaging if they are bad (occasionally this happens).

    Hope this helps the rest of my suffering brethren under the servitude of an Operating System supplied at gun-point on most if not all new machines.

  11. You've helped, missed the point per se but you've told me something important. I gather that the parts MUST be separtated in order to animate (EX the doors and wheel and the body). I just put em together to see it all together because it's what I'm used to, not to keep it that way:) I never attatched em just tossed em together to see how they were setup. Since you know what you're talking about clearly, here are the abbrev. versions of what I need to know:

    1).Reasonable Poly limit (triangles for people who dunno what polygons are) per-vehicle.

    2).Does it matter the location on the "true" axis (where X/Y/Z converge) on zmod vs where your parts are centered? I worked with games where you absolutely HAD to center them to the true AXIS, not your model's AXIS.

    I think I understand the model AXIS part (put the AXIS centerpoint where you wish it to be animated from or to rotate on in the case of the body).

    3).What SIZE map is realistically fair for a CPU to handle in freeplay? The editor help says they must be in intervals of 512X512, What is the original freeplay map's size? I want to BARELY if any go over that because you can have alot going on in that map and with it's one point of entry it is certainly a challenge to reach outlying areas as it is.

    For the time being those'll do, once I get the models cracked out and a base map I am happy with the barrage of questions will keep on comming. My objective is simple for this mod I am going for a "lighter" generic US mod (meaning no true emulation peeps can do that later if they want). Instead of having as they did in the LA mod a TON of vehicles that served similar purposes, I am going to add in new units, but try to make them "specialist" units that serve their own purpose and have a unique vehicle model to boot. I could use the original map but I want to change it up since my objective is already pretty high, might as well keep going.

    thnx

    Well, with your zmod knowledge you'll know what i'm talking about. Having to attach all the different parts of the vehicle before you can export it gets rid of the animation component. So yes you can make them all together however you will not be able to have the doors open. If your model is a child, then all you need to do is, obviously make it to the size of the model, save it as a eg.door01. Then in the editor select that vehicle/edit children/doors/door01 and place in the appropriate spot. Sorry if this isn't what you were looking for but there was a lot to read there and my eyes are tired. Hope it helps
  12. Try using the search engine (top right hand corner) this question is asked dozens of times, I think you'll find the answer somewhere on the site.

    About Z-modeler there's a tutorial you can take that explains why you don't see any doors.

    Greetz,

    Thijs

    Thnx, I am an expert with zmod I know the parts are separated into different models from the body, wheel, and any doors. My question quite simply was IF I were to build them all together, would it matter WHERE on the (true) axis everything is placed, or is that sorted out by the editor as long as the individual parts are centered on their independent axis? I Imported them all together into the same file just experimenting with them and noticed that NONE of them matched up with any sense as to their placement, simple question if I MAKE the model and the parts aligned when assembled, do they then have any specific requirement other than being centered on their pivot point on their independent axis? That's all I wish to know. nothing more. I KNOW they have to come back apart for extraction into their respective parts but for the sake of arguement it helps me make the vehicle look nicer when it's done if I have all the parts together to make sure they don't collide in bad ways when animated for example.

    Also what kind of poly limit is realistic to not kill pc's? I'm used to games where more of the focus is on the VEHICLE than the surrounding terrain, so this is def. a change for me. if I can't get help, I will figure it out on my own through time consuming trial and error (FYI I searched the forum all returns are for things I can already do without any effort). I've already rescripted prototypes to make the original vehicles more friendly and I tampered with the LA Mod just to see what he had going on in the prototypes, so that's not an issue. Mine lies in very very simple questions to make sure I don't make a PC KILLER.

    Realistic MAPSIZE and the simple questions regarding the models, nothing more. I can make the models but I WILL overkill them without a LIMIT.

  13. A side note that I figure I might as well add to this thread since I started it to begin with, When it comes to the Automobile modifications, I loaded a default car in Zmod and noticed the doors are NOWHERE near where they should be on the vehicle when combined all together in the program. Does the editor built in the game sort that out it's self and essentially when you build a door it is supposed to be centered on it's pivot point rather than where it would be on the vehicle? The body aspect of making a model seems easy as cake to me, but the extra parts (in all the other games I modded over the years they had to "fit" in their places and appeared more like a natural vehicle in the editor rather than the body here and the wheels and doors scattered throughout the model with perfect alignment on their independent axis but not where they should be on the vehicle? I am thinking about making a "prototype" SUV just to see how much time it'd take to make a relatively simple patrol car (or SUV) but I want to make sure that I am not opening myself up for disappointment when I throw it in the game just to find that nothing is aligned right and my "blending" of the doors for example is not quite right. In Zmod does it matter where the parts are placed just as long as the individual parts AXIS are aligned to the pivot point (hinge) for the door, so that for example I may temporarilly put all the parts together in one package to align and scale everything so it fits right, then separate them into their individual files after I am satisfied they are properly scaled and the mesh is aligned correctly on all the parts so you don't end up with a stripe for example on the door that does not meet the stripe on the fender.

  14. 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.

    Zmodeler = 3D program, it's not a light editor, that's why you have the editor;)
  15. 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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