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Everything posted by Xplorer4x4
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1) How do you put Building, Vehicle and Objects that have being made from a model programm into the game [as an option to call and to put in the EM4 Editor. - You need to create a new prototype in the editor. Then link it to the v3o files. The v3o links to the models skin. 2) How do you put the skins that are made onto vehicles and Buildings? - Search UV-Mapping, and/or check the tutorials tab at the top of the page. 3) What sort of things can scriptors do? Can they edit hydrants to have a certain ammount off water before needing to fill it up, can they make differernt type of fires to be put out with either Water or foam ect.- Scripters are the back bone of making new functions like the things you mentioned. 4) What skills would i PERSONALLY need to start a mod with a team, do i need to know scripting myself ect? - You have to bring something to the table at the least. You need to be able to atleast script, or models, or uv-map, or make map textures, etc. and being able to do many of these things is even better as you dont have to rely on others. Take the LA Mod for example. Hoppah is capable of doing every single aspect of modding and has done 90%, if not more, of the LA Mod on his own. A few other have helped out, dont get me wrong, but Hoppah doesnt exactly need there help. For example MikeyPI has doen a few models for the LA Mod, Hoppah could have done these himself but may have asked Mikey to do it to ease his work load. 5) How do you make a Map on editor and design it so certain missions happen in certain places or one type of mission in free mode? [E.g. If i was making a Fire Department Simulator how would i make it so only fires appear in freemode ect] - To make the ground texture check the tutorials section. Fires only, check the tutorial section or search. I dont know exactly what you need to name certain objects to make them happen, but look at the LA Mod map in the editor for a good idea. 6) How do i put scripts into vehicles, buildings, objects and put everything into the game as a Mod? - The scripts will be written in away the the game pick up a certain keyword and then you can edit commands for a vehicle to put that command to a certain vehicle. 7) What Mod would people like to see? [Fire Department Simulator, Life off a Fire Department, A Police Department Simulator ect.]
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I tried that already, all be it on woods map, and had no luck. Using the same script in w00ds map in regards to the LRA and SWR. Theres some difference in the scripts just not for the LRA and SWR. I tried to change up the VOs and make sure the VOs were large enough to swallow the trucks in every direction and then some. Note: VO_LRA and VO_SWR are the constants for the parking VOs, while VO_SWR2 and VO_LRA2 are the turn to VOs. I also double checked to make sure both sets of VOs were named/defined properly, and they are correct.
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1) Thank you!!! 2) Script: http://pastebin.com/TdetLJ5m Screen shot: http://img338.imageshack.us/img338/1937/em4deluxe20100605145531.jpg As you can imagine the LRA and SWR should back in to there spots but they stop where you see them. Thansk again Hoppah. I know I appreciate it and I know the others will to!
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What mod? Theres nothing here. Youtube is likley the most popular method. I find it a bit hard to find videos with good audio quality though because of wind blowing, engine noise, bystanders,etc.
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Well if your going to format, you may as well install Win 7.
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Emergency 3 Los Angeles County CA LIFEGAURD
Xplorer4x4 replied to Darren-NYPD's topic in Technical Help
Check the submods section for the LA Mod or check this thread. I ported this ages ago but never got it beyond beta status. -
Eh I read your post slightly wrong, but for the record Windows installs the driver for you automatically. Your referring to driver updates which are done by ATI,Nvidia or Intel. Microsoft does not provide driver updates.
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Well first you need the game, 911First Responder,Emergency 4 or Emergency 4 Deluxe. Download the mod, which is in zip format. Unzip it, and run the exe file.
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AVG is a good free anti virus but it doesnt compare to Nod32(which is paid but i think its like $30 for a year of updates. Windows Defrag isnt really the best defrag utility but will get the job done. Defragler seems to be a popular fee defrag program. Ccleaner will clean up the crap on the hard drive. It was once called Crap Cleaner actually
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That may have been the case in the past because I know ATIs driver support was not quite as good as what it is now. ATI is constantly pushing out driver updates just as much as Nvidia imo. If not as often pretty close as I know my 4890 gets a driver update every 2 or 3 months if I had to guess. Im not completely sure about Nvidia DX11 cards vs DX11 ATI Cards, but the DX11 ATI cards drew far less power then the DX 10 Nvidia cards. Less power draw means less heat created by the card and less work for the gpu fan to cool the gpu. Factor those possible things into the equation with the fact the 5970 out performs the 480 by a good margin, and a huge margin when overclocked(atleast compared to a stock 480) I think the 5970 is the best bet. The real question is what are the rest of your PC specs? If your running anything less then a core i7, maybe a high end Core i5, your cpu will bottleneck the card preventing it from reaching its full power. Not to mention you need a good power supply. I would recomend going with about an 800 watt Corsair PSU. Corsair has some of the best PSUs on the market and have a 5 year warranty on a good portion of them. 800 watts might be a bit on the over kill side but it gives you head room to grow.Brands are very important thing to look at in PSUs. If you have a cheap psu you risk the fire of frying your parts.
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Come on, hoppah you cant help some one else out with 2 minor issues? 1) How can I keep the tiller from catching fire? My tiller keeps blowing up. This might be a PRL thing, but i have compared the prototypes in every way possible and as far as I can tell they match up 100% 2)My SWR Truck and Large Rescue Ambulance(LRA) are spawning the vehicles fine, spawning staff fine, and function fine. However, they refuse to park in there assigned parking spot. The part of the script for these look exactly the same as the BC aside from the OBJ and VO references. The unit stop just outside its assigned parking vo and then stops. The staff doesnt exit, and the vehicle wont budge unless you move it manually.
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If you click the link that text that says "* DOWNLOAD *" in the Instillation section you get the link above, which works fine. Keep things on one topic. If a download link is dead say so in the original topic.
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The truck was a new rescue rig(a ford F-450 chasis I believe, for Santa Claus Indiana. I stumbeled on it by acident and I had noticed the compartments there before on various rigs but never realized they were an actual compartment. As for the tender at the pentagon, well if they have there own trucks I can see why, but I wasnt under the impression that these types of trucks were agile enough to actually travel down a city road or highway. Thanks for all your info guys. And on to another question. For quick reference I stole a pic from the NY Mod thread as it was already opened. http://img9.abload.de/img/ems_bags_fdny2mq7l.png What exactly is the big thing over the top of the cab that looks like some kind of blower?
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Few questions then, 1) So the originals were not to scale? 2)You solved it in your own way? Whats this mean? Dindt you just scale them down in Zmod? 3)You say they provided you with drawings? They being FDNY or Seagrave? I dont think there will be a "first" borough so to speak. By the time this is released they will have included several mini maps. Look at the first page and notice how theres Engine 6, Engine 7, Ladder 1, and Battalion 1. I am guessing they will all be on the mini map of Manhattan in there respective stations, or all of them excluding E6 will be. Then you can call E6, Engine 10 and Ladder 10 from outside the map for assistance. Then there will be a minimap of Chinatown, and a station housing the units labeled as Chinatown and units from say Bronx or Manhattan can be called from off the map. The Bronx trucks might enter from the North side while Manhattan enters from the south side of the map.On another note I have some new questions. How will we "remove" the roof of the fire station to see inside? In this screen shot theres like a little office. Will there be something like a dispatcher inside here?
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You say BTT when you were the one spamming in the first place; LMAO off, the irony. Do us all a favor and just stop posting completely. And whats an itouch? You mean iPod Touch. Sorry for the spam NNICO.
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Its not a must, but it is very strongly recommended.
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Modeler Needed For LA Mod 4x4 Submod Series
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
24 hours and no reply? The longer it takes to get a modeler the longer it takes to get everything done to release it. -
LA Mod 4x4 w00ds Map v1 Submod Preview
Xplorer4x4 replied to Xplorer4x4's topic in Submods [Not released]
lol alright i guess it should have been kind of obvious. Knew I should have moved it out before taking the shot lol. Station will be RA 51,E 51, and Foam 180(the Crash Tender).In reality only E51 and RA51 are stationed together but I wasnt going to add more Crash Tenders and another station for the tenders. -
Well the gates are controlled by all 4 fire scripts, lafirestationstart.script open them at game start. Look at the lines regard DUMMY_GATES and compare the number to the number used in Hoppahs original. You can compare the scripts using WinDiff or soemthing like that. lafirestation contains the commands to manually open the gates, and several child ids towards the very bottom of the script which will provide child ids to the gates. latofirestation then refers to these child IDs in lines on lines with DUMMY_GATES to open the gates.
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No need to apologize, just trying to help out.
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Path Help - Multiple Speed/Disable Lights
Xplorer4x4 replied to Xplorer4x4's topic in Modding Related Support
Speeds on a path can be scripted very easily, but the tricky part is scripting it out to jump from path A to path B and back again. Its easy enough to tell it to select either path, but jumping is going to be another problem. Oh well thanks for the help guys. -
Theres nothing to test because I have tested it. I am telling you the eft file is simply the texture and nothing else. Everything like spawn points,VOs and so forth are stored in the freeplay.e4m and dfreeplay.e4m. I have tested it. My submod was released with out the EFT files because of the fact there a texture file only, hints the name e4t(Emergency 4 texture). Theres no point in a 32 mb installer when it can be cut down to 1-2 MB or less. This means faster download and faster install time. Its a positive for everyone involved.
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Thats not true at all. I run Win 7 Ultimate x64 and do not have the game set to run as admin or compatible. No problems here.
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A little off topic posting never hurt any one. Not being an ass or giving you a hard time, just saying...
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Im not sure what you mean by "- Using the (new) back-up commands highlighting of objects/units/personnel will be disabled" But I assume this is the call tow truck script you were working on awhile ago? What else? Assuming this is the call tow truck script, do you mind if I use it in my submods? EDIT: I couldnt figure out why the installer was 35 MB until I saw you put the eft files in there. The eft files serve no purpose in the installer. The eft files of any submod are more or less just a converted tga file. If you havent altered the texture in anyway thats 64 MB worth of data being compressed where as with out them, your only compressing about 4.5 MB worth of data which would make the installer about 1-2MB, maybe smaller, vs its current size of 35 MB.