Dartlak
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Posts posted by Dartlak
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I can't reproduce it. Every freeplay map loads fine for me. Can you attach the crash information like Arariel did above?
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Okay, I uploaded a new version. Now it really shouldn't crash anymore.
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Thanks for the detailed information. It's a veeery strange crash and I can't reproduce the same one, though I just fixed a crash when sending back vehicles. Was the police car transporting a criminal?
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No, I always update the first post, so that's the newest version. But maybe you downloaded it before I updated? Can you post the error message?
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Just create a new map and do your stuff there.
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Aaargh not again Did you use the new version I uploaded yesterday? I can't reproduce the crash sadly. It was reported before on the German forums, but I thought I fixed it. Make sure you have updated the game to version 1.4.1, too.
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Updated the plugin, because it was crashing a bit too often.
@Arariel: You can just drag & drop the zip file into the modifications section of the launcher
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Updated for the new Version 1.41. No big functional changes, but the list of units became a few improvements.
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I've been working on a plugin on the German forums for a while now, and I think it's good enough now to post it here too.
In essence it provides players with a few new commands to control their vehicles:
- Turn warning-, blue- and headlights on and off
- Turn siren on and off (sadly it plays only once)
- If you send a vehicle back to the base, all personnell it spawned with will first enter the vehicle (if possible). Patients and/or criminals get put in the vehicle too. Only when all units are inside the vehicle (unless they're injured or similar) will it return to the base.
- When a new vehicle gets ordered from the menu and a vehicle of the same type is already on the map and returning to the base, that one will get ordered instead and no new vehicle will spawn. To make sure this works as intended, vehicles returning to the base are unselectable.
- If you hold CTRL while pressing the HQ button, all units will enter the vehicle, but it will not return to the base.
There is also a list of all units on the map available, accessible with a new button on the minimap.
I had to disable all automatisms because some don't work well with the new return to base command, to keep that in mind while playing.
Another new feature but useless without a custom map:
You can define parking spaces for certain vehicles (or groups of vehicles) on the map. Instead of directly despawning, a returning vehicle will first try to find a free parking space and if it finds one park there. There's a test map included in the testmod below, so take a look at that to see how exactly it works. There are also special parking spaces for hospitals or prisons to drop off "passengers" there, if necessary.
This plugin is inteded to be used by other mod authors for the added functionality, but the attached testmod can also be used by players to use the new commands.
The sourcecode is attached too, for people interested in that.
Supported Emergency 5 version: 2.0.1
Download
http://www.emergency-planet.com/files/file/1169-various-new-commands-and-guis/
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Some more notable information from the same thread concerning textures:
File Extensions:
Color map *_c.tif rgb
Alpha map *_a.tif luminance
Metallic map *_s.tif luminance
Normal map *_n.tif rgb
Height map *_h.tif luminance
Gloss map *_g.tif luminance
Emissive map *_e.tif rgb
Tint map *_t.tif luminance
Ambient occlusion map *_ao.tif luminance
Smut overlay map *_o.tif luminance
Description:
Color map: rgb map with color information, no directional lighting and no ambient occlusion information.
Alpha map: grayscale map. usually 1 bit. In some cases 8 bit grayscale maps for blend out pixels
Metallic map: grayscale map to define what is metal and no metal (1 = metal; 0 = no metal)
Gloss map: grayscale map to define roughtness / smoothness of a surface. (1 = smooth; 0 = rough).
Normal map: rbg map for expand the geometry details to a higher level of detail.
Ambient occlusion map: indirectional lighting, like overcast lighting. usually baked from highpoly.
Height map: grayscale map for height information. Also used for texture blending and to produce puddles for wet surfaces.
Emissive map: rbg map for illuminate details on the texture with colors (like fire glow, neonsings, etc)
Tint map: grayscale map to define the areas on the texture which will be colored by the engine dynamically
Smut overlay map: grayscale map with smut which will be faded in while the object is burning. -
Also, neither do I need help modding, nor do I have problems, so all the support forums seemed to be the wrong place for this...
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You can always look through the code and compile it for yourself, if you're really that suspicious. I actually posted this already 2 years ago on the German forum, but only got around to translating it now.
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Couldn't find a better place to post it, so I guess this is a good a place as any.
As I couldn't find a good tool to animate models after all those years, I thought it's time that someone steps up and makes one. So, I present you the Anibuilder. How to use it should be quite obvious, but I've included a manual anyway, just to be sure. There might be some bugs in there, so report them here please, if you encounter them. Also, if you find some awkward wording somewhere, tell me, English isn't my first language after all.
Download is here. You need the Visual C++ 2010 Redistributable Package to be able to run it
Plugin: Improved/new commands and GUI shenanigans
in Mods
Posted
Sure, go ahead.