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rettungstier

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Posts posted by rettungstier

  1. cops is right! the language is messed up!

    i don't know what the parameters are called but it's somet like this

     

    check the base folder "lang" and which language is represented there with an extra folder (for german it's GER or DE i think).

    then open the main config file where you edit the camera specs too, search the document for "lang" i.e. and change the value to the name of the folder you looked up before.

    example:

    lang "EN" -> change to -> lang "DE"

     

    hope that helped

  2. i welcome all the support, wishes and thoughts spent on this event and i appreciate your guys condolence.

    don't mean to be rude, but i don't think a emergency game mod topic is the right place to discuss or to share your sympathy - just because this is a canadian modification.

     

    if the rest of the team is okay with that go on, it just kinda feels like the wrong place for me. anybody is free to open a new thread in another subforum here to show their respect, support and thoughts.

     

    maybe it's just a "cultural thing". i do not mean to offend anyone with this post ;)

     

    and btw...  referring a release delay to this attack is really inappropriate behavior that, even with the darkest sense of humor, is NOT funny at all!

  3. Id say just copy the protos since they contain information bout the lights, that's what you wanna test and what can be copied easily!

    I would not spend so much time on actually fitting the lights to the LA mod sized vehicles again since that has nothing to do with the performance tests you're looking for with that beta.

    even if the lights are not placed at the exact spot on the vehicle and end up flying in the air over it you could test performance with that. don't try to make it look good unnecessarily is all i'm saying

     

    i could be wrong though .... :D

  4. I hate to ask this but... why is the heightmap everytime I want to import it to high ? (513x513 is the max, well that's what the editor tells me :P )

     

    do you mean the map proportions? in pixels? cause "heightmap" has nothin to do with the textures :P

    if it's about the height and length of the texture you could create an empty file (with a size that em4 tolerates like 8192x8192, 72dpi for freeplay) with the graphics program of your choice and then import the map texture to it, save and export to tga again.

    ahhhh cops, pm me buddy! i idk what you're talking about :D

     

     

    NOTE on PVC stuff:

    before getting another pm i'd like to say that i already thought about releasing more stuff from my Palm View County mod, such as vehicle skins and building models. i'll announce the release in this topic later

     

    EDIT

    village map available for DL

  5. Rett,

     

    I downloaded your Palm View County alternative LA Mod Map. For some reason, I can not extract the file from the zip.  It won't even allow me to open it from the zipped folder.

     

    yup, got another feedback on that too. i'm now re-uploading all the textures as jpeg files compressed to zip but with the standard application on my mac.

     

    the files then can be found in the same DL entry in the webdisk. just hit "download", then "agree & download"and choose the download called "_mapname_jpeg.zip". should be the smaller file too.

     

    there might be a folder called "_MACOSX" in it -> ignore and/or delete it! the file you need will be the *.jpeg file

     

    did honestly not imagine so much trouble with uploading some stupid files  :dry:

  6. Since the forum doesn't seem to like simple JPEG files i saved the textures as PNG and compressed them into zip files.

    (Thanks to randomperson139 that hint again!)

    Those are being uploaded right now and should be available for download soon!

     

    I'm also thinking about sharing 2 or 3 more texture I recently found under my virtual bed and in my virtual closet. So stay tuned ;):P

     

     

    EDIT:

    DL should now be working! Have fun with it!

  7. Hey there guys!

     

    After putting so much work in Emergency 4 modding the last years - especially mapping - with no finished project I decided to share the results with you!

     

    I'm releasing some of the (mostly freeplay) map textures I made cause I now longer have any use for them. 

    Hope you enjoy and might be able to start or even finish a project with one of these.

     

    All maps are in *.png format

     

    ATTENTION:

    Files are being fixed due to reports of people getting errors while unpacking  ;)

     

    NOTICE

    Some people are experiencing problems with downloading or unpacking the files.

    There are 2 versions available to download now : 

    1. "mapname.zip" - which contains the texture as PNG 

    2. "mapnamejpeg.zip" - which contains the texture as JPEG

     

    When unpacking the *.zip files the archive might contain a folder called "_MACOSX". You can simply ignore or delete it! All you need is the map texture called "mapname.png" or "mapnamejpeg.jpeg"!

     

    The webdisk portal won't let me upload casual PNG or JPEG files, else I would have done that of course.

     

     

     

    Palm View County Map:

     

    lEjQH6.th.jpg

     

    Size: freeplay map (8192x8192)

    Features:

    - this is the original PVC mod freeplay map I made!

    - city on top of the map

    - beach island with highway and room for housing areas

    - additional island in the middle for housing areas

    - 4 lane highway crossing town from east to west

     

    DOWNLOAD:

    http://forum.emergency-planet.com/files/file/577-palm-view-county-freeplay-map/

     

     

    Palm View County alternative LA Mod Map:

     

    Po0jy.th.jpg

     

    Size: freeplay map (8192x8192)

    Features:

    - modified LA Mod freeplay map

    - wide beach area in the west

    - replaced harbor part with beachy part for housing areas

    - added new hospital underground and reorganized middle upper map area

     

    DOWNLOAD:

    http://forum.emergency-planet.com/files/file/578-pvc-alternative-la-mod-freeplay-map/

     

     

    Desert Map:

     

    Ne0Pqz.th.jpg

     

    Size: freeplay map (8192x8192)

    Features:

    - wide desert area with a small airfield in the north-west

    - small town at the bottom of the map

    - 4 lane highway crossing the town from east to west

    - 4 lane dead end highway crossing the town from south to north

    - actually got the city texture parts from the PVC map

     

    DOWNLOAD:

    http://forum.emergency-planet.com/files/file/576-desert-freeplay-sized-map/

     

     

    Intersection Mission Map:

     

    7TujDl5L.th.jpg

     

    Size: mission map (2560x2560)

    Features:

    - intersection area with space for an electric tram in the middle

    - spaces for houses and/or commercial buildings

     
    DOWNLOAD:

    http://forum.emergency-planet.com/files/file/580-intersection-mission-map/

     

     

    Small Village Freeplay Map:

     

    XMOIm.th.jpg

     

    Size: freeplay map (8192x8192)

    Features:

    - countryside with a small village in european style

    - narrow roads

    - spaces for lots of farm houses

    - free space to add a lake, forest, whatever you like

    - main road on top with connection to village, ideal for car accident mission map scenarios

     

    DOWNLOAD:

    http://forum.emergency-planet.com/files/file/582-small-village-freeplay-map/

     

     

     

    !!!!! COMING UP !!!!!

     

    Palm View County Mod files

     

     

     

     

    More to come! Stay tuned!

     

    greetz

    rett

  8. @ Hoppah

    after consulting the chief developer for technical solutions, information technologies and system integration from our company i can assure you and announce there is a mobile phone version planned for RCMP mod.

    the final announcement for the estimated release date for any mobile application will be made during the upcoming keynote presentation of RCMP mod CEO CFD or goog.

    for now i can say there will be an iphone iOs based application - developing status about 86% - which is gonna be released round the fourth quarter of 2030.
    the release of the aquivalent Android application will be delayed till march 2031 due to minor technical and some license issues with Google ® company and it's shareholders.

    thank you for your patience

    :D

  9. sorry bro, aber die idee mit den einzelnen objekten und wänden beim häuserbau könnte ich klauen ^^

    ansonsten, wie gewohnt mega qualität. trosdorf verfolge ich im deutschen em forum schon seit dem ersten post!

     

    eng:

    (sorry bro, but i might steal that object and wall idea for building houses ^^

    anyway, awesome quality. i've been following your trosdorf mod thread on the german forums from the first post)

     

     

    greetz, rett

  10. yeah yeah, my good ol' tutorials ^^

     

    @ Ventry:

    he already got the first one you posted buddy ;)

     

    @ loot:

    but check out the second link he put there. that's my path tutorial (it's the same procedure for vehicles and persons!)

    the only other things i can imagine that need a virtual object or so in a casual freeplay map are justed automated gates and maybe traffic lights.

    for traffic lights see: 

     

    all medical events and other FD events will spawn automatically and random as soon as you got at least 1 civil person and one burnable object on your map!

  11. well as far as i can remember about 800 polygons for a car should be okay (up to 1200 for a truck too). you could have more without effecting the game performance much but i think you won't be needing more than that.

     

    things that should be modeled are the basic shape of the car with mirrors and bumpers.

    there is no need to make an interior appearance, unless...

    ... you want to have separate doors (for open/close animations), then you'll need to model those too and a raw interior design.

    mostly this is just some polygons and textured all black/dark cause you won't see that much of it either way.

    a lot of things can be done with the right skin so you don't have to make all that stuff like windows, etc. 3d

     

    i'd suggest to check out closeup videos or screenshots of existing vehicles in emergency 4 where you can actually see the detail level.

    also pics of "WIP" models without a texture yet could be very helpful!

     

    greetz ;)

  12. was about to comment on this on facebook when i .... saw ....... i saw.... i saw it here ...... saw it here and.... DAMN C.F.D.!! i can't stop looking at your signature :D :D :D

     

    well yeah btt!

    got the first (of 2) big exam in march and some other tests next month but once i got those, i'm back in the game!

    i know this mod will attract lots of players once it's done even if it takes some time to finish all the work.

    but as C.F.D. wrote, you guys can expect a working(!), great looking, fun modification where you can feel all the intensive work we put in in our spare time.

     

    so stay tuned and be patient, it's definitely gonna be worth it ;)

  13. you can name them as you did as "ccarp" (p stands for person/patient, d in ccard for debris).

     

    then select the the car where the person should be trapped in and klick on "properties" down in the task bar. then "edit traits"

    there you should find a line where that says something like "enclosed person". select the person-ID of the patient that you want inside the car

    -> done

     

    that's at least the "official" way ;)


  14. i STILL (since first version) have only 2 of all the sirens and new sounds in the game working. i can switch them until my fingers bleed and my arm cramps up but i won't get ANY sound. reinstalled new drivers and stuff, tried everything i can think about but i just can't make it work :'( 


    unfortunately i can't enjoy the mod at all without proper sirens and sounds since it feels so "quiet" all the time :( :( :(


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