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rettungstier

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Posts posted by rettungstier

  1. 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 ;)

  2. 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?

  3. 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

  4. 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:

    gatea.gif

    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

  5. 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

  6. 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 ;)

  7. 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

  8. 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?

  9. 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! :)

  10. oh my god ^^

    there's some conversation in my mod thread :D

    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

  11. problem one:

    if you export to v3o, always do that twice in a row!

    otherwise it will occur that zmodeler just creates an "empty" file. if you export again and overwrite the empty file it will work!

    you can see that if you open the folder where you save it to and check the file size, it will be 0kb's (empty) after the first export and will gain size (file with data in it) after the second export.

    problem two:

    if you add parts/new meshes to a vehicle via zmodeler, let's say a lightbar, they will not automatically be "a part" of the original vehicle structure!

    every seperate "model" will has it's own texture(s). but several do not necessarily have the same... lok don't know how else to say this :P

    anyway, the key is to actually link those two modelfiles by making it ONE.

    if i'm not completely mistaken you do that in "object mode", select the first model.

    then "modify" -> "attach" -> and select the other model to which it should be attached.

    then you should have one model to which all previously used textures should be assigned!

    BUT, just as a tipp...

    i would recommend to add lightbars, push bars, antennas etc as childs to the vehicle model with the editor, makes stuff a lot easier imho ;)

    hope i could help

    greetz

    rett

  12. 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

  13. Oh, so there is no way to make a person that I can control to hold a camera?

    well, if you would copy the prototype and make the person "controlable" by adding commands to it i think it should work.

    but maybe you would need a script that creates a new "hold camera" command.

    else he is holding the camera just as long as you don't send him anywhere cause then the animation would be changed to "run", etc..

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