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amuchalipsis

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Posts posted by amuchalipsis

  1. They have an alpha channel. You'll need an editor that can edit alpha channels to edit it.

    I just use DXTBmp and delete the alpha channel, as it's not that important, I'm not an expert, and I'm lazy.

    image.png.a7543f3e2748dde697cf6d08a2271ad8.png

    To remove the alpha channel, just go to File -> Save as -> DDS Texture, then select DDS DXT1(No Alpha) option from the file type options.

    Just remember to go to the editor and uncheck the Alpha Reflections option from that model.

    image.png.8d5f894c1af776600c4a9167c12f0c03.png

    • Thanks 1
  2. On 2/4/2024 at 5:12 PM, LibertyWings94 said:

    The first you said. I've been looking for some US-based personnel (PD, EMS, FD) template to download and edit much like you would do with a Crown Vic, but I could only find EU-based except for those already modded. But as I said, those people are hard to reach since they've been offline for so, so long. You can ask via DMs for more details about this.

    Anyway, those packing/unpacking sure helped a lot. Thank you 😃

    You're welcome.

    If you're having trouble finding personnel models, my advice is settle for what's here. ATF Package 1.1 US and Better U.S. Firefighters are great. Even those in LA mod are pretty good.

    8 hours ago, LibertyWings94 said:

    Hi there again! I would love to let you know that I've finally reached almost half of the Law Enforcement roster for the submod with both the Ford Explorer PI and the Chevy Tahoe for the NJSP as new additions. There's like six or seven more vehicles to go! Meaning that each day I'm getting closer and closer to a release, so be sure to spread the word and stay tuned for more!

    Nice!

     

    • Upvote 1
  3. 52 minutes ago, LibertyWings94 said:

    Unfortunately, due to models and texture being locked by the OG maker of the LA Mod, for obvious and understandable reasons, I won't be able to substantially edit any texture of any builduing (ie. hospital, fire stations etc.).

    There are ways to unlock them. You can use the editor or Chris07's EM4 Packer Utility.

     

    • Like 1
  4. Hi from the other part of the Iberian Peninsula.

    A good start could be finding some of those vehicle models in other European mods and retexturing them (asking for permission and giving proper credits if you want to make the mod public or showcase it). And if you want to script, then you should learn at least the basics of C++ and take a look at the SDK found here https://em-hub.de/lexicon/lexicon/38-sdk/

    Good luck.

  5. On 12/3/2023 at 1:55 AM, Newfoundking said:

    Yes that's the locked message. You need to unlock the file by going into the editor and unlocking the individual files, in the mod section, there's an option to pack and unpack files. You've gotta unpack every individual file. 

    You don't actually have to unpack every file one by one, there's a program called EM4 packer that can unpack multiple files.

     

  6.  

    On 4/18/2023 at 9:38 PM, Crashbreaker said:

    i was wanting to use the vanilla one.

    Then simply delete the model of LA Mod's EMT bag that is found in Models\Objects\Equipment.

    On 4/18/2023 at 9:38 PM, Crashbreaker said:

    And how do i make the unit.xml for the FF paramedic?

    Well, first off, you should know the basics of XML: how to open and close tags and how to keep everything 'in place' so that the game properly understands its content. There are plenty of basic tutorials if you search on Google, no need to know everything. That said, I'll set a basic example.

    Let's suppose I want to add the FF-EMT to the EMS car. What I should do is check the unit's ID found on the unit.xml inside a Personnel subfolder.

    <unit id="FF_EMT">

    Then you search the vehicles unit.xml and add this line inside the personnel tag, if you want a FF-EMT to be inside the vehicle by default:

    				<unit id="FF_EMT">
    					<defaultcount value="1" />
    				</unit>

    Or this one if you don't want any FF-EMT inside the vehicle by default:

    				<unit id="FF_EMT" />

     

    On 4/18/2023 at 9:38 PM, Crashbreaker said:

    how do i assign a icon

    Icons are configured in Specs/portraits.xml, and inside the unit's folder that contains the unit.xml file. To continue with the FF-EMT example, if you search in portraits.xml, you'll find a line like this:

    <portrait prototype="mod:Prototypes/Persons/02 LA Fire Department/ff_emt.e4p" big="norm" unit="FF_EMT" text="FF_EMT"/>

    Each attribute has its own use and meaning:

    • prototype points to the unit's prototype.
    • big refers to the .dds files found on the unit's folder.
    • unit refers to the unit's ID, that I've explained earlier.
    • text uses an ID for adding the unit's name and description for some files inside the Lang folder.

    To dig a bit deeper on the big attribute, it's best explained when using units that have two prototypes inside unit.xml. This is the case for the LAPD officer, and the SAR dog leader.

    	<portrait prototype="mod:Prototypes/Persons/01 LA Ambulance/usar_leaderrescuedog.e4p" big="norm" unit="DOGLEADER" text="DOGLEADER"/>
    	<portrait prototype="mod:Prototypes/Persons/01 LA Ambulance/usar_rescuedog.e4p" big="dog" unit="DOGLEADER" text="DOG"/>

     

    	<portrait prototype="mod:Prototypes/Persons/03 LA Police/lapd_officer_m.e4p" big="male" unit="LAPD_OFFICER" text="LAPD_OFFICER"/>
    	<portrait prototype="mod:Prototypes/Persons/03 LA Police/lapd_officer_f.e4p" big="fem" unit="LAPD_OFFICER" text="LAPD_OFFICER"/>

    Notice how the pairs of lines share the same unit's ID, but the big attribute is different, to search differently named .dds files.

    On 4/18/2023 at 9:38 PM, Crashbreaker said:

    I want to edit a texture to make it a recolor

    Retexturing is not my forte. There are good tutorials here.

  7. On 4/13/2023 at 2:54 AM, Crashbreaker said:

    So i was inspired by the LA Mod having a Fighter that can heal and fight fire, though i was thinking of if i could make a firefighter paramedic as a unit but for the main game. is it possible?

     

    P.S i heard if a firefighter paramedic heals without a medic bag it can fully heal a injured person and you don't need to heal them again. and would be unaffected by any damages including fire and chemicals.

    It is possible. Since you had the idea from the LA Mod, you can check and edit its scripts files. Both LAHeal and LAStabilize are used for firefighters, depending on if they're paramedics or EMTs, respectively. Additionally, you must change:

    • LAGetEMTBag, so firefighters can get the medic bags.
    • LAEquipmentCommands and RemoveEquipment, to remove/add commands when they get/remove equipment.
    • heal, since they added a condition to check if FF-PMs have equipped or not the medic bag.
    On 4/15/2023 at 6:02 PM, Crashbreaker said:

    and what about having them to appear as a extra unit like be used in ems vehicles and that perma heal (FF paramedic heal without bag) thing.

    For that, you must edit the vehicles unit.xml. But bear in mind that since you're trying to add a FF type unit to a medic vehicle, you'll need to change the entercar.script to make them able to enter the vehicle again. Otherwise, once you make the FFs out of the vehicle, they'll not be able to enter it again.

    As for the perma-heal, it's made using this:

    SetInjuredLifeDrain(0.0f)

    Look for it in the LAHeal and LAStabilize scripts.

  8. 19 hours ago, itchboy said:

    I have some updates for this, though minor.image.png
    image.png

    Trailer model by CanadianFrog. Chevy C3500 by bama1234, Ford F350 by MikeyPI.

    Special thanks to the Youtube channels who uploaded video of these vehicles. We would never have known about these otherwise.

    Interesting. Are you planning on using the LA mod's trailer script for that or you have other plans in mind?

  9. On the one hand, it's understandable being tired of seeing mods in development that then don't get released. There are some mods that I really liked to have come out, but didn't. On the other hand, however, we have to be in the mods developers' shoes. Modding is not a paid job, it's done in the free time they have. And as anyone else, they can get tired of what they do, of the projects they're working on, and want to put them aside to do something different on the game, or just stop modding for a while. Or maybe something has happened in their social life, family, jobs, health... that is more importante and has made them change priorities. Or they can simply have less time.

    So, be respectful, these people spend a long time doing this stuff for free, with the time they have available, and telling them what they should do with their very own free time, or with the old version (which in my case is unstable and has performance issues), is going to do nothing but burning them out and discourage them to continue.

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