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Pottyscotty

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Posts posted by Pottyscotty

  1. 19 hours ago, goog said:

    I altered the Sprinter version to look like the Transit.I changed the grill texture,headlight assembly and the back doors with glass.It does look like the Ford Transit now and with the game view of EM4 only you'd know it wasn't 100% legit.

    Can you post a pic? Thinking of doing this myself so just want to see what kind of result you got before making a start.

  2. On 6/25/2016 at 1:27 PM, Bain said:

    *

     

    13 hours ago, theultimateassasin11 said:

    *

     

    13 hours ago, kiangb01 said:

    *

    Basically there is nothing wrong with the actual file, since it is working for everyone else. The problem is your end where it is not able to get that working file unpacked into your mod folder for whatever reason. If you are installing mods using the mod installer to anything but your main drive (C:/), you will get corruption errors (at least it was like that for me). There are many topics on the site about the same error too so simply search them and see the responses.

  3. 28 minutes ago, MikeyPI said:

    It's how I'd strongly suggest playing with it, try something dumb first until you figure out the technicalities of the issue then once you get it to work trying it 3-5 times, go for the more complex thing.

    When it comes time to do the animations do it the same way, start with simple things like legs that go straight up and down first; my tower ladder has extremely complex anims and I had to redo them 2-3 times in spite of knowing the process =-(

    I have a simple two frame animation on a plane with 6 vertices, when I tried to make an 'open' animation, it closed. So I just renamed it and tried the reverse for open and instead got some glitched out mess. So I then try to reverse it manually using the lines in the file, same thing. So I try to make one properly instead of reversing the accidental close, it opens from a stupid position which was never defined.

    But then a month beforehand, I was able to do them fine every single time with the exact same method. Joy.

  4. 34 minutes ago, MikeyPI said:

    You don't need a license for Z3 so don't worry about that aspect of it, what you're trying to do can be done in Z2; It's just a matter of ensuring you don't touch anything "old" when you add the new stuff in and to be blunt a whole lotta luck when you dump the file that it does so correctly.  It has to do with the original structure and the fact that 2 can't read everything it should be reading, make a mistake and accidentally touch the old or if the order gets outta whack, you get the errors.   Something as stupid as adding a cube IN the helmet can sometimes cause it to not error out (simply changing the vert/poly count of what your adding)... Again it's because the program is trying to do something it wasnt supposed to do)..  Goodluck, try a few times with it, this particular task is a whole bunch of trial and error to get beyond the glitches.

    I think this time I'll try it with a cube or something similar instead of a 300 poly helmet. Means I can see what does/doesn't work without sitting there for 3/4 of an hour manually typing in 650+ numbers.

    Thanks for your help, hopefully I can get this to work then I may risk my sanity again with animations.

  5. Thanks, I do my models in Blender so always have save files for everything anyway. Don't get me started on animating either, not even simple, pure logic can solve issues with that so I understand what you mean.

    Vertex count is still 333 in ZMod but taking away different numbers from each other seems to come up with 330 and 615 (and not 333, 618). Looks like I'll be starting the process again as I'm too stubborn to purchase a ZM3 license.

  6. I'm getting this error and crash after attempting to add a hat/helmet to a person model following the tutorial on the site. I'm not sure what it is really telling me or where the unassigned vertex's' are so I'm hoping someone else does.

    |Loading Model mod:Models\Persons\Ambulance Service\Station Staff\Paramedic\Paramedic.v3o
    |[VNUM=1.43]
    ?Model vertex is referenced by more than four bones.
    |Model contains 948 vertices, 1015 polygons, 20 bones, 0 muscleanimframes
    ?ERROR: Unassigned vertex 618 found in dynamic model mod:Models\Persons\Ambulance Service\Station Staff\Paramedic\Paramedic.
    ?ERROR: Unassigned vertex 619 found in dynamic model mod:Models\Persons\Ambulance Service\Station Staff\Paramedic\Paramedic.
    ?ERROR: Unassigned vertex 620 found in dynamic model mod:Models\Persons\Ambulance Service\Station Staff\Paramedic\Paramedic.
    ?ERROR: Unassigned vertex 621 found in dynamic model mod:Models\Persons\Ambulance Service\Station Staff\Paramedic\Paramedic.
    ?ERROR: Unassigned vertex 622 found in dynamic model mod:Models\Persons\Ambulance Service\Station Staff\Paramedic\Paramedic.
    (Through to)
    ?ERROR: Unassigned vertex 945 found in dynamic model mod:Models\Persons\Ambulance Service\Station Staff\Paramedic\Paramedic.
    ?ERROR: Unassigned vertex 946 found in dynamic model mod:Models\Persons\Ambulance Service\Station Staff\Paramedic\Paramedic.
    ?ERROR: Unassigned vertex 947 found in dynamic model mod:Models\Persons\Ambulance Service\Station Staff\Paramedic\Paramedic.
    ?ERROR: Unassigned vertex 948 found in dynamic model mod:Models\Persons\Ambulance Service\Station Staff\Paramedic\Paramedic.
    |Fixing invalid blended vertex weightings for model mod:Models\Persons\Ambulance Service\Station Staff\Paramedic\Paramedic!
    !WARNING: global listener object is still registered! Unregister listener before destroying object!

     

  7. 16 minutes ago, RookHavoc said:

    Love this mod yes but it annoys the hell out of me sometimes! This is not specific but the FIRE:AMBULANCE:POLICE ratio of the incidents I get is literally like: 10:2:3 - maybe even higher for the FIRE. It is ridiculous to how many fires I get called out to, when I prefer ambulance and police jobs to fire jobs any day. Hope you can fix this for the next update  other than that I am enjoying it

    That is something that you yourself are able to control, not just in this mod, but any. No mod author could possibly cater to everyone's prefered settings so it's left up to the player to do. In the specs folder of the mod there is a file called fp_params_endless.XML - Inside you can find a number of different settings to vary things like game time, event frequency and of course how often certain types of events occur.

    The file is pretty self-explanatory but should you require assistance with it feel free to message me.

    • Upvote 1
  8. 8 minutes ago, RestingVermin said:

    Thank you! I used paint.net and got the option. I used to have that option on gimp but I guess I'll work with paint.net from now on.

    Odd, I use Gimp and it works fine. Can't think of any other reason for why it isn't working because I use the same settings.

  9. There are three requirements for them so they don't crash:

    • It must be in TGA format
    • It must not have RLE Compression
    • It must be an image which has only one layer that has no alpha value. Most image editors will have a button that does this for you that is labeled 'flatten image'. If not, merge all your layers and then remove its alpha channel. Make sure you save before you do this otherwise you'll lose your layered version.
  10. I should think this is possible because I've seen custom freeplay missions before, but how would one get around it? I basically want to duplicate everything about the 'car accident' freeplay mission because of its possibility's (you can place injured persons, trapped people, objects, debris etc so you can create more than just a car crash) and then edit it to become a completely separate event.

    As I said, I know that you can add new events (an example being Copenhagen where they added a number of new medical callouts). Is it as easy as copying files or script lines or is there a lot more work involved?

  11. 5 hours ago, odenker said:

    Well I got the problem fixed. But you say that yet it was an .exe format (not saying that's automatically a virus). I checked the .exe and it wanted to install a bunch of programs.  So then I cancel it and guess what? The programs are there anyway. I run a virus scan and I have at least 50 malware and trojans. I figure now it was most likely a guy who said he made it then gave me a bunch of viruses. I only trusted it because mods like Berlin were in an .exe. Thanks for the input though.

    It's best to never go from a link given to you. Always look up the modification yourself and you'll get the official download page and any official information as one of the top results. I still have the installer from a while back and my anti-virus isn't detecting anything about it.

  12. 3 minutes ago, ziggy123456 said:

    oo, so say i decided to make my own mod, but for (personal) trial with the kent vehicles, if the mod worked i would have to create my own skins and textures before uploading? 

    Yes you wouldn't be allowed to use any of the content from Kent Mod. Including Models, textures (skins), audio etc etc. So to be honest you're best off just starting from scratch in the first place. Most of the models used in the mod can be found on here or the German site though.

  13. Hi everyone, just popped back to give a small announcement. Through a joint-agreement I would like to let you all know that edits or reskins of any sort are no longer allowed to be released publicly, as per the previous usage terms. The currently released and authorized 'sub-mods' can however continue any previous progress and release/update as they have been. The full terms are on the front page but I'd just like to quote it and say that asking myself or TACRfan if you can release this or that won't do anything for you, the terms apply to all and not some.

    To me it's nice to know that after nearly two years since I started the mod people still have an interest in it and want to extend its life with these edits and I know it's not great news or anything but it's been deemed the best course of action for numerous reasons and I hope that you all can be as understanding now as you have in the past.

    A thank you to TACRfan as well for continuing the mod after I left and I hope that everyone else is enjoying his updates as much as I am.

    • Upvote 3
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