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Hoppah

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Everything posted by Hoppah

  1. ? You do know this occured during an event with a lot of spectators? He's probably just a spectator and that roof wouldn't be a great spot to watch the explosions IF he was the perpetrator.
  2. Nice poster Who of the team stood photo model for the guy in the fire gear?
  3. Whats the fun of this? Anyways, my contribution to this wonderful thread
  4. Sounds good, can't wait to try it.
  5. You are either missing gui.xml or that file is corrupt, which means the game cannot read it. The file is located in ...\Mods\Los Angeles Mod v2.1\Lang\en\
  6. You just want to set it up for the editor to make screenshots or anything? Just open up the vehicle settings, go to Childs->Super(childs) and start moving the childs. Use ALT, CTRL or SHIFT to tilt or move the child up/down.
  7. Yes. change the placement of that vehicle to Custom in the editor.
  8. Thanks, lol. I almost started crying when I found out that old wiki site with the codes is gone.
  9. While loading, the game creates an extensive logfile. It might crash at a specific model when the game is going through all the files. So always check the logfile after a crash. You can also upload the logfile.
  10. When exporting to .v3o, all squares automatically get converted to triangles. .V3o does not support quads at all. Its pointless anyway, because v30's are vertex-based. A quad contains 4 vertices, so do 2 triangles that make 1 square.
  11. That's not really fair to say, is it? Why can't I make my own choices? I'm currently working almost 50 hrs a week and in my spare time I'm trying to make a new mod since I'm too tired/ill to do anything else. Me and rafael just agreed that we can share expertise. He is building me a couple of models (I'm slow at moddeling) for the US army mod and I'm only fixing a couple of scripts and giving advice regarding performance issues. I didn't join his team and I'm certainly not going to do all the scripting for them from now on. I'm just a freelancer for this project basically. And yes, this mod is appealing to me, but I haven't played it for longer than 10 minutes total and my pc is way too slow to play it smoothly. There are a ton of mods which have the potentials (including yours, I made a compliment about the vehicles) to grow big. I'm getting requests to help people with their mods about twice a week, so it's kinda obvious I can't help everyone out. This also one of the reasons why I gave permission to everyone to edit the LA mod and do with it whatever they want, so people have a base to start with. I just can't supervise or oversee every mod there is, and I'm not even supervising this mod, thats Rafaels/Dysons job imo. Hoppah
  12. I'm just checking out the mod and fixing some scripts, nothing big really. Some more advise regarding performance: The loading times of the mod being so long are probably caused by the (playable) vehicles. Since each vehicle ID (in the Units folder) gets initialized upon loading, the game is going through all the corresponding prototype and model files of them. Now, the problem is that your vehicle folder still contains huge files, even after converting the files to .png. For example, the '03 FDNY' folder alone is already 1,4 gb. Compared to a size of 3 mb (!) for the similar folder (02 LA Fire Department) in the LA Mod it's incredibly huge. My advise regarding this issue: downsize the textures. A 2048x2048 sized texture just isn't really useful in EM4. I know the big textures are more detailed and pretty, but ingame you cannot even zoom in that close to read the brand of each screw. You mostly play the game from a birds eye view anyway. I'd convert a texture of that size to 1024x1024 pixels, which will make it 4 times as small. Doing that for the 100's of textures will probably create another performance boost. The loading times of the map (when loading freeplay) have a similar cause, but instead of vehicles, objects (the buildings) are causing the long loading times. Same advise applies to this: downsize textures and make people happy. I even bet you can make the entire mod as small as 1 GB (or even less) without much quality difference. Hooper
  13. Each object is assigned to a Material-type. Each Material has different settings like burntime, heat etc.. Find materials.xml in the Specs folder and change the values.
  14. Sorry, I'm not familiar with Canadian English dialects. The only thing I can come up with for now, is the pack/unpack tool in the EM4 editor. By packing files you will further reduce the size of your mod. I'm not sure if this affects performance though (it might very well work) and you cannot pack or unpack multiple files at once, so -unfortunately- this is ALOT of work. You can pack any file, just rename the extension to .v3o before packing. You might give this a shot too if there's someone in your team with too much spare time. My advice is to only pack model and texture files which are 100% finished, because you need to unpack them again if you want to edit the file. I would start with buildings and other very common objects (like street objects) and have someone with an older computer compare the ingame FPS before and after packing. You can use Fraps to record the ingame FPS, but I'm sure there's other software too. Hoppah
  15. You're welcome man. Get a job, get kids, and enjoy life. Basically.
  16. Has the spelling error in the banner already been reported? Or is it street language and done on purpose? manhtt'n yo
  17. .png, .tga .jpg/jpeg and .dds are all fine and common file formats. Just be careful with textures that contain alpha layers as not every format supports them. Also, if you convert the texture to .jpg make sure to check the image quality afterwards. I personally prefer .png. I wouldn't use dds at anytime anymore, because it contains way too much compression artifacts (or whatever that distortion is called). Most photo editing software have tools to convert a batch of files to a different format at once, so thats fairly easy. Then you need to edit the .v3o manually to change the file extension. You might be able to use NotePad++ which can open files simultaneously. Then use the 'Find & Replace in All Files' function to replace ".bmp" to the new file extension. Don't forget to make a backup first and do a quick test in the editor to make sure you didn't miss anything. Done
  18. Related to the posts about the system requirements, I have an important suggestion to make. You might be able to really increase performance and downside the entire mod by taking a look at your textures and converting them to a format which takes up less space. I noticed you are using .bmp files, and unfortunately they take up a lot of space. Converting them to a different format such as .png, .tga or .jpg might be clever. (.dds works too, but applies too much compression imo). It might be worth to look into this. I did a small experiment and found out that .png files are generally twice as small as .bmp files with basically no quality difference. If you manage to downsize the mod, it might create a significant performance boost as well as decrease loading times which are -unfortunately- pretty bad right now. On top of all, you will attract a hell of a lot more players if the mod runs better on older computers including mine.
  19. So I cannot join MERU. Dutch people are not welcome. Clear video though. Maybe I'll just visit your channel as an 'annoying foreign tourist' soon.
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