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Pottyscotty

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Everything posted by Pottyscotty

  1. From the TOS: Asking release dates is forbidden and will result in an automatic 48 hr suspension and warning.When you sign up to the site you have to agree to the Terms of Service to create your account. So even if MP50 didn't read the ToS upon joining, he said he agreed to them - Therefore he has said he accepts any punishment given to him, same as you, me and everyone on the site. ------------------------------------------------------------------------------------------------------------ To repeat what I had said on the last page; I haven't got much time going to this (And the other mod is making great progress) so I do not know how long it will take to do. All I can do is update you with what I have when I have it!
  2. Each event will have the following line; <Enabled value = "1" />Simply change that 1 to a 0 for all the events apart from the zombie one. <Enabled value = "0" />
  3. Interesting, didn't think of that. I think I'd still stick with the model method though
  4. I used to find aligning doors hard but what really helps is turning on 'Snap to objects' - It makes it 10x quicker and easier. Some mods can use different sized vehicles which are not true to scale meaning it can be very hard to use the same lightbar model. I for one find it much quicker and easier to add a lightbar to the model rather than add it as a child object (Also removes that annoying thing where lightbars don't bounce with the vehicle's suspension). So unless the developers prefer the childs method, they will add it to the model since they make the mod the way that's easier for them and not for those editing it
  5. That's a shame, never really looked through them all before He was probably just playing his game with the music turned down, a lot of people do.
  6. Hm, thanks for that. I personally never use radiation because I know of the lag it can cause and because generally I find them a pain to do. I also use as little amounts of coronas and instead improve the lighting with polygons. I'll get one or two of my newest units and send them over to you and give a better description on how I do stuff.
  7. Possibly if part of the wall was classed as a door you could break it down using a piece of equipment like an axe? That would be good, I'm guessing none of the available animations could even remotely look like they are aiming a rifle while standing?
  8. Love how it's looking, great UI as well.
  9. While I do not struggle with lighting I would like to see an explanation on how to keep them optimized as I never know if what I'm doing is over the top or not.
  10. Great to hear! See a lot of good mods but never been able to play them due to not being able to understand anything.
  11. This is really looking good, can't wait for it! Assuming it isn't currently, will there be an English translation?
  12. I may make them taller at some point. They can patrol and it is possible for me to add a second patrol path for them but I don't know if I'll have time to yet.
  13. All the DPG ARV's are still in service however they now just act as normal ARV's.
  14. Update is still being worked on but please remember a lot of my time is elsewhere.
  15. Have a read through this and make sure everything has been done correctly: http://forum.emergency-planet.com/tutorials/article/1-emergency-4-adding-vehicles/
  16. There was going to be but there is no where for one to go so I've gone against it.
  17. Thank you to both, I'll try some bits and see how it comes out. I'll also look around for those texture packages, I think I've seen them too.
  18. I was thinking of using that feature but even comparing to the original map texture, theirs are a lot sharper than mine. The texture I am using is a seamless one but the problem I have is that they are small bricks, hence why I need to make it so small. The ones from normal EM4 are huge compared to what I wanted, I even tried scaling theirs down but same problem.
  19. Of course with everything, when you reduce the size of an image/texture, it will reduce in quality. I'm currently trying to do a part of a map texture, I am using an image I got online, I put it onto my map texture and I size it down to be the correct scale. The image blurs as expected. The method that I thought you use to make it look better and more sharp was the sharpen tool (Found in most image editors), however although this did make it sharper, it still doesn't look right. Am I missing a step or have I gone the wrong way around it?
  20. Everyone knows how it's progressing. He said it himself in the post I just quoted to you. If Dyson is working on another mod and Freelancer is a bit busy, then they won't have anything to tell us. We just have to be patient like we do with every mod.
  21. Yet the posts and pictures of the update were from Mintcake, the other developer. It might help if you also read the reply I gave to you on the last page...
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