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rettungstier

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Everything posted by rettungstier

  1. 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!
  2. 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
  3. double-check all the necessary features/properties: max size 8192x8192 pixel 72 dpi 24 bit uncompressed *.tga format use the "import texture" feature to import, not the "load texture" button ^^ etc.
  4. search the file "em4.cfg", open it with the notepad (as admin), change the value "e4_doocclusion" (or somet like that ^^ ) from 1 to 0 -> save the file, should be gone
  5. 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 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
  6. 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
  7. 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 :(
  8. but you didn't model it yourself did you? downloaded and adjusted it right? ^^ just found this in the sketchup 3D galery
  9. I like both of them... why not add both versions as someone mentioned above?
  10. several ways easiest: copy the person model and texture files (as quincy mentioned above) to the person model folder of essex mod - or make a new folder within it. like: "essex mod/models/person/newfolder" open the editor, load essex mod. press f1 for the edit scene window, select "persons" select the person model you want to change and klick on "edit" on the right. -> the prototype window will show up there should be the path to the model file somewhere on the bottom klick edit, go to the path with your new person model files and select the one you want. klick ok and you're done!
  11. but on topic: i think you can at least change the number of protesting people and how much new people are attracted to an existing protest in the fp_params file for freeplay! so with very little effort you could make your own riot (sub)mod! - edit the fp_params_endless and increase the number of protesting people - set every other event to "false" status so they won't appear in freeplay (same file) - add more swat units or make them available at the beginning (freeplaybase.xml i think) - maybe add some more demonstration spots on the map, just a building or object with the name "demo target" and a virtual object with the same name <- not quite sure bout the names though -> done! riot mod ready to release!
  12. kinda like in the real world, or am i wrong? ^^
  13. i bet you do i'm really making good progress at the moment. though time spent on med school has priority as goog already mentioned
  14. i can assure you: i'm working on it! giving it a more "north american" feel at the moment, closer to the original surrey style. as soon as there is progress worth being shown, you're gonna see it here! stay tuned
  15. as far as i know (think i've actually done this been ^^) you need the open house model for the building and a separate model for the roof. once you got them both imported and in the editor you can add the roof model as child to the building and declare it as roof in the buildings properties or so. then it should automatically be hidden when you're entering the building in the game. there definitely is an option in the editor for that so just search the (child) properties of existing open houses and roof models!
  16. nice video guys! though i think you could resize the lowest floor of that building. those entrances seem way to small ^^
  17. sorry bro, didn't mean to offend you ^^ didn't know that he ain't workin with ya on this one but i bet you'll be gettin some great stuff done too!
  18. (don't hit me ) but those two are definitely not your best work. looks like 5 minutes with paint. though the rest of the concept seems okay
  19. hey guys! you probably remember this NY Brooklyn mod: does anybody know where i can get that Rescue 2 model?? all download links are down but i'd like to use it in a mod. i already got the "blank" texture for it from another forum but if someone still has this model somewhere i'd be glad to get it. thanks!
  20. yes, an Antwerpen modicfication!!! thought about making one myself some time ago cause i'm there (actually at mortsel ^^) every other weekend! cool stuff, keep it comin' guys greetz rett
  21. welcome to the forum actually this is just a 5 min work and i guess you could have done it yourself pretty good ^^ but since you are new, i made it for you. (hope this is what you wanted) which leads to an important "welcome message": if you are planning to make any kind of modification for this game, don't expect other people to do all the work for you. many have tried, many have failed and the only way to get something done is to learn how to do it yourself. most of the people here - including myself - have started with no skills at all, read tutorials, tried things out and did the best they could in their free time to learn how mapping, skinning, 3d modeling and all the stuff is done. and.... lower your expectations. a huge mod like LA, Winterberg, Wegberg, RCMP, Manhattan, etc. takes months over months (sometimes years) to develop and to be finished. if you start out with no skills, try a reskin, lightmod or something else for just a few - maybe just one or two - vehicles. othwerwise you might be very disappointed when you figure out that you neither have the time nor skill to finish a mod, even if it's for yourself. well, didn't want to discourage you, so here's your skin greetz
  22. oO ? are you serious? why don't you use the script you posted a link to in another topic (http://www.emergency...aseItem&id=1274) ??? works the same way, just replace these things: const char DUMMY_HASINTERIORLIGHT[] = "DUMMYINTERIORLIGHT"; change to const char DUMMY_HASALLEYLIGHT[] = "DUMMYALLEYLIGHT"; object InteriorLight : CommandScript { InteriorLight() change to object VCmdAlleyLight : CommandScript { VCmdAlleyLight() Vehicle v(Caller); if (v.HasCommand(DUMMY_HASINTERIORLIGHT)) { v.EnableTrafficLight(TLT_NONE); v.RemoveCommand(DUMMY_HASINTERIORLIGHT); } else { v.EnableTrafficLight(TLT_RED); v.AssignCommand(DUMMY_HASINTERIORLIGHT); } change to Vehicle v(Caller); if (v.HasCommand(DUMMY_HASALLEYLIGHT)) { v.EnableTrafficLight(TLT_NONE); v.RemoveCommand(DUMMY_HASALLEYLIGHT); } else { v.EnableTrafficLight(TLT_GREEN); v.AssignCommand(DUMMY_HASALLEYLIGHT); } object DUMMYINTERIORLIGHT : CommandScript { DUMMYINTERIORLIGHT() change to object DUMMYALLEYLIGHT : CommandScript { DUMMYALLEYLIGHT() guess that should do! you don't have to rename the dummy or the command name but if you are already using this script for another light with the original script i think you'll need to - as shown above. greetz
  23. I think there is a way to set those lights as TrafficLightRed for example and turn them on of with a light script. You could try to download a bluelight script somewhere, declare the lights as traffic light in the editor (when set on your vehicle of course) and then just adjust the script. Might work ^^
  24. @ Newfoundking was lmao when i read your post :D @ everyone else think i'm gonna go with the submod option since this seems to be your guys favorite choice anyway, still a lot of work has to be done cause i'm still trying to work on RCMP mod! finally i might be asking some people to help me out with PVC mod! please do not send me any offers via PM or in this topic until i announce anything official concerning recruiting here. greetz
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