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rettungstier

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Everything posted by rettungstier

  1. yeah i think i'll work something out. there's a lot of questions every week again on how to unlock skins, how to get em working in game etc. i'll write it down tomorrow and load it up as another pdf file! maybe one of the other announced tutorials too!
  2. A complete reskin tutorial or just how to make the files "reskin-ready"? By the way, tutorial requests are welcome aswell !!!!
  3. i thought i should add more car and civi paths ? lol
  4. AWWWEFU... ... wait .... AWWWESOME!!! (null)
  5. - search the dds file in the mods directory -> for example: emergency 4/mods/yourmod/models/vehicles/fire department/engine1.dds - change its name to "engine1.dds.v3o" - open the em4 editor and load up your modification - once it's loaded up klick on "modifications" (where you just selected your mod) and then on "unpack file" - a new window opens where (on the right side) you can search the folder where your dds file is in - your dds file should be displayed as "engine1.dds.v3o" - select it and klick ok to confirm your selection and unlock the file - close the editor and search your dds file in windows explorer again - rename it again by removing the ending v3o -> should now be "engine1.dds" again now you can open it with programs like paintNET for using it in other programs that don't support *.dds format download the "dds converter" -> just google that (www.giyf.com) with this program you can convert unlocked dds files to other format like jpg, bmp, png and after editing convert them back to dds that should be it greetz
  6. alright then i'll reupload to rapidshare in a minute... EDIT: Check first post for alternative links
  7. finally a third (fourth if you count R1) fire station on the map
  8. lol as if you need it i'll check the links, every tutorial can be found in the forums download section. maybe they have to be activated by an admin! (null)
  9. Heeeey! What's up you guys! After I got some requests I finally decided to open up a new topic with all the modding tutorials I've done so far. Some things are beginner, some are intermediate level. Instead of posting all my instructions 300 times in several topics, this could be a "first aid modding topic" - not an FAQ but at least all my tutorials in one place! Tutorials available: Path tutorial - http://forum.emergen...-path-tutorial/ Freeplay events tutorial - http://forum.emergen...vents-tutorial/ Alpha reflections tutorial - http://forum.emergen...tions-tutorial/ Traffic lights tutorial - Tutorials following: ... Comments as always welcome! P.S. hope this gets pinned :D greetz rettungstier EDITED : Traffic lights tutorial added!
  10. Version v1.0

    1,400 downloads

    This is a tutorial on how to create paths and spawn points in Emergency 4!For contact information see last page of the tutorial pdf.greetz rettungstier
  11. Version v1.0

    3,412 downloads

    This is a tutorial on how to create specific freeplay events in Emergency 4!For contact information see last page of the tutorial pdf.greetz rettungstier
  12. Version v1.0

    436 downloads

    This is a tutorial on how to make alpha reflections on textures in Emergency 4!For contact information see last page of the tutorial pdf.greetz rettungstier
  13. alright you guys! i finally made a decision how i'll staff the fire stations. fire station one (4 gates): 1x battalion chief (outside) 1x engine one 1x engine two 1x usar squad 2x als ambulances fire station two (2 gates): 1x ladder truck 1x engine one fire station three (3 gates): 1x large rescue ambulance (als ambu with shears) 1x engine one 1x water rescue unit with boat more info and pics to cone soon!!! comments welcome greetz rettungstier (null)
  14. on your second question: so you think the basket will have an incorrect angle if it isn't animated with the ladder itself, right? i know it's kinda stupid, but the basket is always present on the tower ladders back and only changes it's place during installing/using the ladder? first make the basket a part of the truck-model, then unlink it as a several model and add as a normal "superstructure" to the "backwarded" truck. if you wanna do it as it is in LA mod you'll have a prototype change and your models in this case would be: - ladder model with basket attached = same model - ladder model without basket and basket ad several file = superstructure greetz rett (null)
  15. alright... this engine is gonna find it's way in to palm view county modification if you allow it (mentioning authors of course ) (null)
  16. hm, i'd say keep either flares or the cones. i need something to secure my scenes with nypd command posts for batt chiefs would be awesome too, but only if you'd manage to give the new functions. else they're kinda useless and just "look nice", so as cones and flares i know ^^ (null)
  17. lol & Unit 42 i just imagined you too fill the scenes with command posts to stop traffic ^^ but @ rafael you won't get rid of those flares for nypd, right? i NEEEEED 'em! (null)
  18. uhhhhmm.... nope, that's not 100% true! prototypes will be created once you add the model files to your modification (plenty of tutorials on that). lang folder is not necessary at all if i'm not mistaken ("lang" = language) specs folder/files can be copied fron original em4 data folder (which you should/could already have in your mod folder). you just need to edit the entries in all the xml files! the only thing you vould need is an extra unit.xml file and folder. just copy, paste and edit the files you need from em4 data folder! greetz (null)
  19. the easiest way is to rename the model files and create completely new prototypes in the editor! else you get several "identical" entries of the same vehicle. so just copy and rename the model files you need (not the proto files) and add them in the editor as if they were completely new files. (null)
  20. Nice to hear! I'm thinking about adding some other things. Maybe I'll open up another topic and post all my tutorials as *.pdf there. Anybody interested? greetz
  21. hey there! first up, freeplay events always happen randomly! fires for example don't need any special object names in the editor. same thing for medical calls. as long as you got some civil persons on the map you'll receive ems calls. car accidents... crashed cars: - place some car wrecks (like 2 or 3 cars that are involved); these can be found under scene/objects/wrecks - select one of the cars and klick on properties in the taskbar - type in "ccar_1" as object name - klick "ok" to save those changes - select another car - open properties again and type in "ccard_1" or "ccar_1" (again) - repeat this for every other car debris: - place some debris round the crash scene/cars like glass; can be found under scene/objects/debris (- if you wanna place skidmarks don't be surprised that you can't see them! just hold down ALT button and move mouse up (forward) until it appears) - select one debris object - open properties from the taskbar again - type in "ccard_1" as object name - repeat this for every debris object patients: - place some civil persons that will be the "victims" - select one civilian - open properties from the taskbar - type in "ccarp_1" as object name; if you got more than one injured person type in "ccarp_1_a" for this first one - repeat this for every other person involved whereby your next object names would be "ccarp_1_b", "ccarp_1_c", etc.. - (still in properties window) you can change the persons animation in the menu below the line object name - select for example"layingwounded" to make the person lay on the ground - (still in properties window) select "edit traits" - here you can change the health status of the person, just lower the this value - confirm your selections by klicking "ok" again placing an injured person inside a vehicle: - actually place the injured person somewhere near the crashed vehicle (this is where the patient will lay once rescued from fire fighters) - select the vehicle and open properties - select "edit traits" - select "person enclosed"; here you can edit which person should be in the car - also check if the boxes for "transportable with ASF" and "sliceable" are selected; if not, do so - confirm your selections - repeat for every other vehicle with a person enclosed basic rules: ccar_x; ccard_x; ccarp_x_y generally stands for: c... = crashed ...car... = car (of course) ...d... = debris ...p... = patient _x = number of car accident on the map (needs to be the same for all object on one scene!); accident one = _1, accident two = _2 _y = letters from a to z for every patient of one car accident; patient one of accident one = ccarp_1_a, patient two of accident one = ccarp_1_b demonstration... - select a building in front of which the demonstration should take place - open properties from the taskbar - change the object name to "demotarget_x" (rules for the value of x -> see car accident) - confirm your changes - create a virtual object on front of the building and name it "demoarea_x" bomb... - place an object that should be the bomb (for example the bomb model from scene/objects) - select the object - open properties from the taskbar - change the object name to "bomb" - confirm your changes gas explosion... - place the gas explosion object; can be found under scene/objects/misc/GASEXPLOSION - select the object - open properties from the taskbar - change the object name to "gasexplosion" - confirm your changes that's it for now!! hope you can use all this greetz
  22. @ L.Awest why would you want to attach a wye directly to a hydrant?! you need some kind of pump between hydrant and the wye which is mostly the engine's pump or a portable pump correct me if i'm wrong but there would just be a huge lack of pressure! (null)
  23. @ Todd took me 'bout 1 1/2 hours to build and texture it. dyson had some other issues to make it work in game but it seems to work now (null)
  24. seems like your model is linked to the wrong texture file. open the v3o files of your new vehicle with windows editor or any other text program (in admin mode) check the lines where the *.dds, *.png, *.bmp or *.jpeg file is mentioned (<- that's the name of your texture file!) adjust it if it is still the old texture file name, save and close. do that for the basic vehicle file and every door model file. then your problem should be solved! it might be possible that you need to "unlock" the v3o's first. but there's plenty topics on the forum how to do that
  25. might be possible that these systems (especially in larger buildings) are connected to the casual freshwater system. it has to transport a huge volume of water with an acceptable pressure to the highesz floors too. and in the case of a fire on upper floors the water could be exclusively be provided for fire fighting. seriously... who would take a shower on 56th floor if floor 57 to 62 were on fire? at least my two cents on that ^^ (null)
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