Jump to content

rettungstier

Members
  • Posts

    374
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by rettungstier

  1. 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!
  2. 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? ^^
  3. ain't there some lines in the fp_params files where you can edit things like that health stuff?
  4. 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
  5. 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
  6. 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.)
  7. sorry, didn't read the "line" in his sentence. of course you're right then, it's just using decals from the editor
  8. 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 ^^
  9. i think he's talking bout editing the texture you would need a graphics program like photoshop, paintNET (free) or gimp (free) and of course the texture file for that. texture files usually are available in jpeg, bmp or png format. after editing you have to save it as *.tga and import and convert it with the em4 editor. tutorials on how to do that are somewhere on this forum for sure
  10. as announced, a little preview map preview... as always, still a WIP but i'm working on it! greetz rett
  11. la la la la laaaa.... workin' on the map .... lala la la la laaa... yes, i do ... la lala la laaa maybe some updates soon ... lala lala la laaa
  12. for the person: you probably renamed the files right? esp. the dds? the unlock the v3o (tutorials on the forum) and open it with a texteditor. there should be line which says somet like "skinname.dds". change that to the current name of the person's dds file. that should do for the vehicle: which mod do you use?
  13. yeah correct traffic_1_x_x -> number of traffic light system at an intersection traffic_x_1_x -> number of traffic light within that system traffic_x_x_5 -> time in seconds how long it's gonna be green good luck
  14. try to increase the times for every traffic light! 1 second REAAAALLY isn't much. imagine that once in real life !!?! i think even in em4 a traffic needs more than one second to actually switch from red - over - yellow and then back again. try it with 5 and 10 or so! like: traffic_1_1_5 traffic_1_2_5 traffic_1_3_10 traffic_1_4_10
  15. Just wrote that down, don't know if it has been approved yet. Remember, you gotta do that for every single unit!
  16. hi everybody! this short tutorial describes how to transfer a model and it's prototype file (let's say to keep the lighting of a vehicle) from one modification to another! as always... step by step let's say you're copying a police vehicle from another modification to yours copying files: proto... - go to the mod folder from where you want to get the stuff from -> prototypes - search, select and copy the prototype file you want (it includes all the lights, physics etc.) - go to your mod folder -> prototypes -> etc. - paste the prototype file where you want it, depending on your personal folder structure (like: My Mod/prototypes/vehicles/My Mod Police Department/patrolcar01) - if you want, rename the prototype file model... - go to the original mod folder -> models - search, select and copy the v3o and texture file(s) that belong to the prototype you just copied - go to your mod folder -> models - paste the v3o and texture files in a folder of your choice (like: My Mod/models/vehicles/My Mod Police Department/patrolcar01) - if you want, rename the model and texture files, but be aware! they all need to be "unlocked" so that you can edit the v3o's and relink them to the texture files! if you don't know how to do that, ask again work in the editor: - load up the em4 editor and select/load your modification - press F1 to open the "scene" window if not open yet - go to the vehicles tab - klick on "new" on the right side -> this will create another sub-folder like Police, Ambulance, etc. - type in a name for that folder like "My Mod Police" and klick ok - the new folder should be created but with no entry - yet - now there should be another "new" button on the right side, klick it and a new window will appear - search the directory of the prototype file you copied to your mod, should be My Mod/prototypes/vehicles/My Mod Police Department/patrolcar01 or where ever you put it ^^ - select the prototype (should be somet like "somefilename.e4p") and klick ok - now the actual prototype window should appear - at the top you can edit the name with which it will be displayed in the editor's vehicle list - there is a line that says "model file" with a "browse" or "edit" button on the right, select that. - a new window appears (similar to the one before where you selected the prototype) - search and select the modelfile (v3o) from the vehicle, should be in My Mod/modelss/vehicles/My Mod Police Department/patrolcar01 - klick ok to accept your changes -> back in the prototype window klick ok again - the new vehicle should appear in the newly created vehicle list now - select it and place it on the map and it should have the original lights but NO doors or wheels yet i would suggest NOT to copy the prototype files from wheels and doors too, but to make new ones once you got the basic vehicle body in there. they usually don't include any special information so you can make em up new, otherwise it could cause too much chaos in your folders and names and it might be hard to find em again. yeah, guess that's it greetz rett
  17. hi folks! this is a short step by step tutorial on how to create a automatic gate on an Em4 map. Here we go: - place the gate (has to be the one with the animation) - select it on the map and klick on "properties" in the task bar - name it: "gate_1" - place a trigger over the gate, and some of the street to both directions - select "Vehicles Squad" - name the trigger: "gate_1" -> gate and trigger have to have the same name!! it should look like this: [url="http://imageshack.us/photo/my-images/202/gatea.gif/"][img]http://imageshack.us/a/img202/8383/gatea.gif[/img][/url] aaaand... that should work! once a squad vehicle activates the trigger, the gate will open, and close again after the vehicle has passed and left the trigger. have fun with it questions? pm me any time greetz rettungstier
  18. step by step: - place the gate (has to be the one with the animation) - select it on the map and klick on "properties" in the task bar - name it: "gate_1" - place a trigger over the gate, and some of the street to both directions - select "Vehicles Squad" - name the trigger: "gate_1" -> gate and trigger have to have the same name!! it should look like this: aaaand... that should work! once a squad vehicle activates the trigger, the gate will open, and close again after the vehicle has passed and left the trigger. greetz rett
  19. don't get me wrong, but you should REALLY read some modding tutorials!! if it's hard for you to distinguish between file formats and what they contain you miss some basic modding information. again: .PNG is for graphics (= texture = skin .V3O is the model file (= wireframe = objectmesh) .e4p is the prototype file, can be found in the prototypes folder of any mod and basic EM4. all information on lights, etc. what you adjust in the editor will be saved in this file. prototypes can be created with/in the EDITOR! it's necessary to create a prototype file if you add in a vehicle/object/house and while you are trying to do that the editor will automatically show a dialogue where you can enter a name for it and save the proto. for everything else, first read the tutorials you can find on this (or other) forum(s). if you can read/understand german, this would be the best thing to start with http://www.emergency-forum.de/board41-emergency-4/board135-emergency-4-moddingteams/board172-irc-modding/board112-modifikationen-und-downloads/31303-download-anf-nger-mod-eine-mod-zum-nachbauen/ advice if you can't -> google translate ^^ one last thing... most beginner problems have been discussed here A HUNDRED times, so i'd suggest that you should read through some older threads in this modding help section to find your way! this might help you answer some questions yourself, if in doubt, post again. that's all what - at least - i can do for now greetz
  20. the first thing i could imagine would be that the model might be too small, did you import it from sketchup and didn't resize yet? and try the perspective view too!! i think there is a 3d and a perspective view, might appear there. you could also check the menu on the left top of the 3d box/window, where you can change the view etc. play around with that if you haven't done that yet
  21. question 1: edit -> map properties -> entries/exits - here you can place entry and exit points (spawn points) for all squad vehicles question 2: that ain't exactly mapping but more a scripting issue. here's a page listed with all person related scripting commands (as much as i can identify that stuff): http://www.emergency-wiki.de/index.php/Person if you're into scripting, check that list if there is any command that might help, for other scripting commands, see: http://www.emergency-wiki.de/index.php/Kategorie:Scripts greetz rett
  22. manhattan mod... or you add an invisible object as basket to the LA mod ladder if you want to keep that truck
  23. don't get me wrong, but could you be a bit more specific on what your problem is? ^^ png is a graphic format v3o is a model format and e4p is the prototype format that contains em4 editor specific information. so what exactly do want to do and what DID you actually do?
  24. oh and what i forgot to say.. some of you might know that i'm working on the map for RCMP modification! this of course takes some time too! but i'll be showing some progress on that in RCMP thread soon too yeah, that's what i wanted to say: RCMP, awesome modification! check it out! love it! support it!
  25. oh my god ^^ there's some conversation in my mod thread but for all of you who want to know, here are some facts: 1. i am still working on the modification! 2. i started working on it again and again cause i didn't like the concepts i had been working on before so this causes a natural delay on production 3. i will keep working on it 4. i'm interested in releasing as soon as possible! 5. i want it to be bug-FREE 6. for the first release, the map will be an edited LA mod map -> custom map - earlier release - playable without bugs i already did a lot of map/texture work and still got the "old" map you could see on screenshots for later versions 7. i added in a new fire station aswell as some vehicles and it works with LA mod scripts so far 8. as soon as i got some more things that are really "worth" showing, i'll post them here of course and finally... 9. i appreciate any offer of you guys concerning help, BUT... for now this will stay a one-man-project. i'm able to do everything that needs to be done by myself, 3d-modeling, skinning, texturing, mapping, etc. i've learned that all in the last couple years and i actually don't want to send people the modification if it's not in a "near-beta" state. what i can tell from my experience is that this causes too much trouble and i might have to reorganize my folder and file structures etc. so, again, i appreciate any offer and thank you for that! when the time is right and i need your help i'll ask for it ToDo list atm: - adding in all fire stations and make them work with the scripts - texuring all fire stations - adding in the sheriff's office and create a working script for it/it's units - edit the fire station script - finishing texture work on the map - editing the map objects and adjust to new texture - finishing all vehicle and person skins - adding in all vehicles and new persons - lighting all vehicles greetz rettungstier
×
×
  • Create New...