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Posts posted by rettungstier
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I like both of them... why not add both versions as someone mentioned above?
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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!
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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!
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I can tell why there havent been any riot mods yet
The game isnt optimized for controling big crowds, simply because you have to control every person one at a time. So arresting a group of 50 protestors would take a long time and the riot will most likely get out of hand so all officers would get injured
kinda like in the real world, or am i wrong? ^^
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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
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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
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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!
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nice video guys!
though i think you could resize the lowest floor of that building. those entrances seem way to small ^^
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You know Im not Dyson lol. Im not the best with Textures remember.
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!
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(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
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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!
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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
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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
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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
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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 ^^
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@ 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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damn, too easy ^^
it's a gate of an airport indeed! i started working on this bout five days ago.
i thought about making a small fictional american airport modification.
i already got a completely new airport model with ground and first floor (walkable!) and a police + ER added to it.
the basic model for the ems/fire station is ready too.
now my question, cause i can't answer it myself:
should i combine palm view county mod with this
OR
should i try to release PVC mod as a vehicles submod for LA mod with new stations and sone map changes?
tell me what you think!
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uhhhmmm.... well hello everybody!
had some new ideas, thought about the mod concept ...etc.
instead of just revealing what my thoughts were about, i'll just be posting some screens of stuff i'm working on at the moment and you guys can guess what it might be someday.
any suggestions what this could be, or what it belongs to? ^^
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ain't there some lines in the fp_params files where you can edit things like that health stuff?
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thanks raf, i'll count on you
i basically can play the soundfiles with media player etc but they don't work in em4, so i know what i'm missing
on the textures...
i think e34p is right, at least that's what i always did when i decided to change my textures to PNG.
re-save the texture files as PNG (or whatever with small file size), open the (unlocked) model files with the windows editor and just change the file extensions of the model-related textures in there.
could save you a lot of time and you won't have to reassign all the textures in zmod if i remember it right.
greetz
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hey raf!
don't know if it's my problem, but i checked again:
EQ2BWail -> new manhattan files
bitrate 1024 kbit/s
32 bit
1 mono
32 kHz
format PCM
Emsiren01 -> standard file
bitrate 352 kbit/s
16 bit
1 mono
22 kHz
format PCM
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You have to click on of the black commands on the bottom
finally someone with the exact same problem! klicking those icons doesn't work too of course!
i downloaded all the new drivers and codecs for XP i could get but it still doesn't work!
i also discovered that the new soundfiles for the sirens got other specs than the original ones (they are stereo, other bitrate(?), etc.)
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sorry, didn't read the "line" in his sentence. of course you're right then, it's just using decals from the editor
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that depends on what you define as snow!?
do you (1) just want it to snow in the game or do you (2) want the map to look like there is lying snow everywhere?
(1)
load the editor -> load the mod you want -> load the (freeplay) map -> edit -> map properties
(2)
involves map texturing which i won't describe here now ^^
West Hollywood Mod (assembling team)
in Mods
Posted
but you didn't model it yourself did you? downloaded and adjusted it right? ^^ just found this in the sketchup 3D galery