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William Stapleford

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Everything posted by William Stapleford

  1. All mods at this point have been broken. 16 Tons have changed several things and the mod file structure. I have been working to try and figure this out. Everyone at this point will have to sit back and wait to get things back in order. It seems that they have made it a requirement to have a .svn folder inside the mod and that requires a repository folder. This was not the case before the most recent patch. All the mods are now in the wrong format and for mine most of them will cause the game to crash. Even a simply lighting mod has crashed the game for me. Hopefully Frozenone will be able to get back and work on it some. I know that a few of us are working to try and get some new things into the game BUT when each update forces us to learn all over again with no support it is getting really frustrating. I have been working on getting my lighting mods to work with the newest patch and when it is fixed they will be available once again for download. Hope everyone has a great day. William516 Bill Delaware,USA
  2. The lighting mods made by me are being looked into now to get running for the newest version. He is right they once again did change some stuff and things and codes were added to vehicles and now cause issues when using a mod per the last patch. Currently most of my mods and test mods are causing system crashes with the new version. William516 Bill Delaware, USA
  3. I will have to look at the file itself but from what I have seen anytime they have the words todo that means that code was never actually used in the game. Hense the feature is not available and they will work on it when they release a new patch to make us pay for again. Later I will loom at the file and see if I can find anything else to mess with. William516 Bill Delaware, USA
  4. listed in several of the prefabs are commands to get equipment Command array. The problems is that if I wanted to add new usable equipment to this mix I have no clue how to get it to work, I would assume that a get equipment command or use equipment command would then trigger a script but for some reason when I look for them i can not find anything that controls the object. Has anyone been able to write new scripts or even modify an existing script is this game? Hopefully someone can point me in the right direction. I have made a few now objects and I can substitute them into the game but ONLY if I make them the same name as the original prefab. I can not get a new object to work in inventory because the game has no idea what to do with it. For example I have added a traffic cone to the inventory of a vehicle, but even if i tell the officer and add a command into the command array the get trafficcone. Nothing happens and they have no idea how to place it or how to retrieve it. I know it was done in the Em4 mods so I have tried to take the Em4 mod and reverse engineer it but so far now luck. William516 Bill Delaware, USA
  5. Where do you get the paid dlc from. Steam removed all associations with em5. Now it simply says em2016. Gotta love steam they want everyone to buy this new game and by the time it is fixed they will then make em6 or em2017. Also love that the dlc is only on sale for a few days and we still have to pay for it. It all should have been free for those that already have the game. William516 Bill Delaware, USA
  6. Caution to anyone using any of my lighting mods the latest forced steam update may cause problems....... Failed to even load the model or even the project after the latest patch. Just great another Steam update and work starts all over. What a joke no wonder no one wants to play with this series anymore. William516 Bill Delaware, USA
  7. The civilian vehicles are a test group that I created. they are actual dispatchable through the menu system. Im still testing it out and have yet to release anything. It is using the default vehicles and skins. I will keep you posted. In the pic it is 1 unmarked police suv and 1 volunteer fire fighter vehicle. William516 Bill Delaware, USA
  8. This is cross posted on another forum ---------------------------------------------------------------------------- If this has been covered or shows as a duplicate I apologize, I wrote something like this last night and the forum went down and the post appeared to be lost. I have been working with a guy named "Walker" via email and have run into a complete stop and can no longer make any positive progress. The idea was to add an object to the Em5 game as a NEW prefab. Here is the basic setup and the steps I have taken thus far.I'm using 3dsmax 2015 and the OGRE export built into the toolbar of the program it was a separate download. I'm using the US Steam version of EM5 patched to version 1.4.1 I created a new object in the 3dsmax 2015 program. It was made with several objects that were all properly attached using the program. I also created a new object texture using Paint Shop pro 8. This texture was 4096X4096 and was saved in this format."objectname_c.tif" I did not create a greyscale colormap of this object as of yet.I used the material editor in the 3dsmax program to attach the texture to the object. I confirmed the texture in the 3d Render preview of the object. I then created a folder for the export for this object. This project folder was called "objectname_export" Using the OGREMAX toolbar found on the 3dsmax2015 I exported the project as .scene file to this folder. When the export was done it created the following files. "objectname.scene""objectname.mesh""objectname.material" There were no subfolders and the texture file was never placed in the folder. This is where Walker and I are getting different results. He says that when he exports he will get a subfolders and additional files that I never see. I'm not sure why and maybe that is the whole problem.I manually browse to and copy the texture file "objectname_c.tif" file into the "objectname_export" folder. Then I take all the files listed above MINUS the "objectname.scene" file and drag them into another folder named "objectname" This gives me a total of 3 files that are in this folder. (.mesh .material .tif ) I then open Em5 and go into the EM5 world editor. I use f11 to create a new project and name it "objectname"I minimize the Em5 world editor (resize) and drag and drop the "objectname.mesh" file into the Em5 editor window. When the file is dropped it creates the correct file and I save them. When I go to the new "objectname" prefab and drag it into the editor window it shows the object but it is all white with no textures applied to it at all.In the DEBUG window there is an error that shows in RED text ... "[QSF error] Can't assign material 1003411756 to SubEntity of because this Material does not exist. Have you forgotten to define it in a .material script?" At this point I'm lost as it appears that everything went correctly and was placed correctly. I know I saw that the editor imported the .material file.I also even added the "SVN" folder to the Em5 "objectname" project folder. In a fit of desperation I too the "objectname_c.tif" texture into the project folder and added the correct folders for it to sit in. I created the "texture" and the "_derived" folders and placed the "objectname_c.tif" into that folder. Still had the same results and same error. I have deleted the project and verified all the files for the old project were removed and tried again. Still no results that would make me happy. This is where I'm hoping that someone can help me. I have tried to understand the tutorial videos and have been doing everything that I can think of correctly but I'm sure I probably missed something, I'm now over frustrated and about to just give up on this whole thing. The lack of support from the developer is a joke and pisses me off even more. Please if you can offer any help to make this work I can finally start getting some better and more complex items into the game. Thanks and have a great day William516BillDelaware, USA
  9. Cubey Could you check and make sure that with no mods enabled that the car shows up. The last time I had that happen it was due to a corrupt stw file. I had to use the option under Steam to check all the files. The only other thing I can think of other then that is a problem with the name in the files. Let me know if you can check the game with all the mods turned off and see if the station wagon shows up. Thanks William516 Bill Delaware, USA
  10. When I get a free second I will look at it. I have had issues with things like that too. It may be a file name problem or even a possible corrupt file. I will check when i get a second. Thanks for letting me know too. William516 Bill Delaware, USA
  11. Well I decided to start working on modding some default models into new models or originals. While this model is not "REAL" to any fire truck I know. The idea is REAL. The idea was to create a fire truck that could allow multiple people to attach to several FDC points The vehicle is slower due to the huge weight of water but allows fighting fires in areas where a hydrant could not be found. A total of 6-8 FDC points are added. This means that up to 8 fire fighters can engage a fire at the same time. The vehicle will only seat 2 people. A driver and passenger. Fire fighters can hook up to the truck as long as they are in range of the truck and have equipped a hose. The original TLF truck has been modified. I removed the fire nozzle and base from the truck. I removed all the coding for the extinguish and cool commands. Added 6-8 hydrant connection points. Removed the Rear doors so the fire pump can be seen. Added several little visual enhancements to make the truck look different from all the others. Lighting and lighting patterns have been changed as well. Removed seating from the vehicle and changed the values for speed and maneuverability. This truck will not be the fastest to a fire but it will certainly be a huge help. The time to dispatch the truck is also slower then the other trucks. This is to simulate a crew getting the truck ready to dispatch. I attempted to make a script that would work similar to the fire aircraft dispatch script but failed. If someone would like to try here was the idea. The tanker truck would be dispatched to the site. Once on station and fire fighters attached the water level would begin to drop (a blue timer bar) if the fire was extinguished prior to the use of all the water in the tanker the remaining water level would remain until the tanker truck returned to the base. At that point it would need to be slowly refilled. If water ran out prior to a fire being extinguished then the fire fighters would be forced to find other means to fight the fire until the truck could refill and return. (this is NOT in this model but if someone could figure it out it would make this truck much better. The way it is now you can keep the truck on station indefinitely. Not very realistic at all.) Bugs Lights shine through vehicle in some spaces Lighting sequence goes out of sync with lighting effects Slow computers will stutter with this truck Equipment could not be added to the truck at this time (You will need to have a truck equipped with fire hose, to use this truck) AI has problems with navigation sometimes When hoses are attached to the truck some of the times they go right through the truck This is a work in progress as of right now. I'm still working on some help files and proper interface and GUI graphics. Here is a firefighter that has connected to the new tanker truck. The truck looks close to the TLF but you can see several differences. GUI interface is incomplete as of right now. Several firefighter are connected to several FDC connections on the rear of the truck. Firefighters are connected to the newly added 3d FDC connections. These hydrants are default street hydrants and collision has been turned off. Each side of the truck has 2 connections. One more shot of the truck. Showing the right side of the truck with firefighters connected. Also added turn signals to the truck lighting as well. Hope to get this one released soon, and hope to get some help with scripting the "water usage" Thanks for reading and have a great day. William516 Bill Delaware, USA
  12. Questions about the default water cannon truck model "tlf" and equipment I have been messing around with this truck and found it very strange that I can not add equipment to this vehicle. I even went back and used the default model with no changes and was not able to add equipment that functioned at all. I can add the EM5 inventory and then an array to the .json file or even in the emergency 5 world builder, but when I go into the game and attempt to get the firemen to use the equipment. They will go to the vehicle turn and face it and then they are stuck that way for good. It seems like this is an issue with the truck. I tried to make the doors open as well like they do on the "RW" model but they dont do anything at all. Even if i set every door as a test to be a driver door, none will open. If I don't have the equipment in the "TIF" model then when you tell the fireman to get the items a window appears and tells you that the "RW" is not close enough or can't be found. They DONT lock up though. Just wondering if anyone else has had this problem or knows a work around. I would like to add simple equipment to the TIF model and also get the rear doors to operated correctly when the equipment is selected just like the default "RW" heavy rescue vehicle. Thanks William516 Bill Delaware, USA
  13. I'm working on multiple things at the same time so soon you should see another post. I know Frozenone said he figured it out but i think i did too now. Not like I'm copying off him or anything. I was trying to figure this trick out for awhile and after looking at tons of .json files i think i finally found the one i was looking for. Stay tuned lol William516 Bill Delaware,USA
  14. Check to make sure you didnt close the running project. Make sure that your project and only your project is running and highlighted. Are you getting any errors in your debug lines. If so wjat are they. All else fails reboot the computer. I have had it happen after the new patch sometimes. William516 Bill Delaware, USA
  15. Ok more updates on the progress. I have now figured out where all the graphics are coming from. Still no luck on the % stats yet. I have also figured out the name of the unit so I don't have to look at the silly ID thing. Unit name and icon now show up in the Select vehicle slot correctly. Custom made help file now as well. The only problem is once again somewhere there is text for the help file that I cant find. Another search to find that as well. This is a nice little thing as we will be able to tell about the features of the car in game and how to use them when/if anyone gets that far. Moving right along with what little time I get to play with things. William516 Bill Delaware,USA
  16. Walker I just checked it is actually under "AI Navigation" "Mover Type" Change this to 0 "Player vehicle" That should make the vehicle playable as a unit. Open up your EM5 world editor and it should be in the properties of whatever vehicle you are using. If not let me know. William516 Bill Delaware,USA
  17. Ok so here we go so far. After a battle last night with this game of searching through file after file after file of .dds textures and everything else. I have a HUGE breakthrough for myself and a personal accomplishment. (I know others have done far more and better but hey I'm happy to finally understand some stuff) The other good thing is that I believe I can put together a tutorial that can explain this process to everyone that wants to get a vehicle into the game. I have managed to get my graphic into the status window and also the unit selection window. No more HUGE missing red box anymore. Starting to look more like the game. Also I have managed to keep all the original vehicles intact. The system now shows the proper seating and space available. The problem is the unit "armor", "ammo" and "fire" icons all show 0%. I'm not sure where this is controlled. I checked the whole prefab file for existing vehicles and cant determine where this status comes from. Have yet to test the health of the vehicle either as of now. Other problems are that despite showing color in Photoshop when the image is shown in game it appears to be mostly greyscale and looks like crap. I am using the .dds plugin for the Photoshop program. When I go to save as a .dds file it then gives me an nvidea window that shows tons of methods to save too. I have no clue what the right option is. Also I can't seem to see the properties of the original .dds texture files to figure out what it should be. Anyone that has a good idea on how to skin should be able to get that and hopefully explain it to me. Well here is the progress Status window now shows the corrected unit, "ID_NAME_SUV" is linked to the unit order info file. I will see if i change it there what happens. Seating shows corrected seating. (test purposes for now) Unit command array shows up, not completed as more commands and equipment must be added. (simply a test right now to learn how it all comes together) See the status all set at 0% and unsure what controls this right now. Unit order window now shows correct graphic, but the unit selection window is still not working per department, Another hidden thing to find. Calling all cars, calling all cars LOL A quick test to see if the numbers in unit selection "REALLY" work and they do a quick test to check other vehicles from the police force and ensure no vehicles had problems. So far so good Moving along to other things later today. (Walker sorry i have yet to have a chance to look at and email the prefab for you as of right now, the best thing i could recommend right now is to look into the prefab in the EM5 world editor. Take your new civilian unit and open up the police vehicle. Place them both into the editor at the same top and look at the difference between the two. I know that you MUST change a property so the vehicle can be USER controlled. I know that setting is "0" I also know you have to add the component "Em5 commendable" then you have to add the command array from the police vehicle. I have never had luck copying from one vehicle to another in the EM5 world editor. So for the array you may have to do that in Wordpad. Hopefully this can hold you over until I can get the prefab to you) William516 Bill Delaware,USA
  18. Walker I will have to email you the file for the prefab. If you took a car from the civil vehicle loby you need to change it to a type 0 user vehicle. Then you have to add the command array and also delete the em5 despawn from the vehicle. I will send you the json file to look at and check against yours William516 Bill Delaware, USA
  19. OK after a huge headache of looking through tons of files I finally have figured out what controls the different windows; however, it will take someone with some more coding experience then me to figure out what to do with these files. So far the menus are controlled by three types of files that I can find and reference. .RCSS - files (can be opened in wordpad) These files seem to create the individual coding for the menu layout and are referenced by the .rml file .RML - files (can be opened in wordpad) These files point to the RCSS file and also contain the health % of the unit and the .dds graphics that are used as well .DDS - files (can by opened with photoshop with correct plugins only) Can also download a trial version of mysticthumbs342 to see the .dds files in a preview window without opening every file. The DDS texture is used by both the RML and RCSS files to create the HUD display found in the games menu functions and windows. The coding is a little odd and more like what you would see in a website or c++. I can only see 1 occurrence of the vehicle and I'm assuming that the coding allows any vehicle to be swapped into the spot in the coding. I will have to post the files later. Here is the directory that everything can be found it. If anyone wants to have a crack at this. C:\Program Files (x86)\Steam\SteamApps\common\Emergency 5\data\em5\local\gui\asset\avatars ------all the avatars of larger grpahics in the lower right side of the screen C:\Program Files (x86)\Steam\SteamApps\common\Emergency 5\data\em5\local\gui\asset ---- all the RCSS files and more .dds files used to make up the different windows C:\Program Files (x86)\Steam\SteamApps\common\Emergency 5\data\em5\local\gui\asset\unit_selection ---- contains the .dds textures used for the shield, ammo, and fire damage to a a vehicle or asset. Anyone knows and EASY way to actually look at or modify a RCSS file or RML files please let me know. Thanks and have a good day William516 Bill Delaware,USA
  20. Yes you will be renaming this file because it is a New unit. If you wanted to simply edit the vehicle seats or other info you would save the file as the SAME name. Good luck William516 Bill Delaware, USA
  21. Ok so here we go. Let me warn you that messing with game files can make this game unstable and also unplayable. I'm sure if you have been modding this game at all you already know this. Let this serve as your one and only warning. Not that we got this out of the way lets begin. First let me say that this tutorial is to instruct and show you how to make a vehicle show up in the game and be selected. I will try and explain how to change each of the files and what the function seem to do. If you find something wrong and/or better please feel free to put it in this post and share it with us all. Hopefully my frustration and constant corruption of the game files can help someone else out here. This tutorial covers the following I am using Windows 7 Pro Emergency 5 Deluxe Edition (Steam Patched to 1.4.1) Files are modified and opened using Wordpad Ok lets begin. The first thing you need to do is create a new project using the EM5 World editor. Open the world editor and press F11. Give your project a name and save. ****Please remember that if you name a project please remember that you must use the following characters a-z, 0-9. The system at this time DOES NOT accept a project with capital letters as a project name. Actually it doesn't seem to work for any file after the most recent patches.**** Make sure that your new project is loaded and "running" A running project is highlighted in white color. If it is not running it will be grey in color. While in this view make sure that ONLY the project you want to work on is "running" if other projects are "running", right click and stop the other projects. The reason for this is you want the files to go into your current project and not anywhere else. Once you are sure that no other projects are running, resize the EM5 world editor into a smaller window. We will now go grab some files that are needed by the game to operate a new model correctly. **I am only showing the files needed for placing the vehicle model into the EM5 game. This does not include the material, skeleton, mesh, and .dds texture files etc.** Navigate to the find the following file Navigate to the next file needed C:\Program Files (x86)\Steam\SteamApps\common\Emergency 5\data\em5\content\prefab\spawnpoint When in this folder you need to select the file based on what department the vehicle will be assigned to. If its a police car then select the spawnpoint for the police etc. Drag this file into the EM5 world editor When you do this a window should pop up asking you to save the file. Save the file. When the file is saved it will be added to your project folder. I do not think you can edit it in the editor. Also in the folder is a file called "spawn_exit_ground" You will need to drag this as well into the EM5 editor and save it. If your working on a civilian vehicle you will need the other exit file for civilian vehicles. The above example of the spawn exit is for all the unit class vehicles only. For a vehicle to work it MUST have a START (SPAWN) and EXIT point!! Navigate to the next file needed C:\Program Files (x86)\Steam\SteamApps\common\Emergency 5\data\em5\gamedata\em5_order_info Inside this folder you will see the different departments (Police, Fire, Tech, Medical) select the department of the vehicle that you are working with. For my example it will be police. Select the vehicle file that is a close example of the unit your creating. My example was a police SUV and I chose to copy the file for the police station wagon. Grab that file and drag it into Em5 world editor. Save this file as and add. My example was police_unmarked_suv. Navigate to the next file needed C:\Program Files (x86)\Steam\SteamApps\common\Emergency 5\data\em5\gamedata\em5_unitpool\default\startup Drag this file and drop it as well and save it. Close the Em5 World editor and go and find your new project it should be located in C:\Program Files (x86)\Steam\SteamApps\common\Emergency 5\data Your new project file should be located here. Open your new project and examine the contents. You should have the following files needed above in the folder.. (for this example the locations will have my project name in it. For you the project folder will be your name) Now lets start to get our vehicle into the game. All files are .json files and can be edited with wordpad. Please note that you want to make sure that when windows ask you if you want to use this program to open all .json files you unselect it EACH AND EVERY time. If you do not you will then have to go through and delete the file association from the window registry files. So when you open the .json file make sure you uncheck that box. (learn from me!!) Lets open the file C:\Program Files (x86)\Steam\SteamApps\common\Emergency 5\data\police_suv_unmarked\content\em5_order_info\default\"your project name chosen earlier" double click select open with and then wordpad uncheck the checkmark and open the file. something like what is found below should be seen except it will still have the default values that you will need to change. (all notes from me are enclosed in ** and are NOT part of this file) ======================================================================================================================== "Format": { "Type": "em5_order_info", "Version": "1" }, "OrderInfo": { // police suv "SUV": **<---THIS IS THE CHOSEN SHORTENED NAME USED ON ALL THE OTHER FILES** { "Prefab": "em5/prefab/vehicle/police_suv", **<--YOUR PREFAB FILE LOCATION** "AvatarIcon": "police_stw", **<--YOUR SMALL AVATAR ICON, NOT MESSING WITH IT NOW** "SelectionIcon": "unit_SUV", **<--YOUR ICON USED TO SELECT THE VEHICLE, NOT WORKING YET** "MiniMapIconType": "PoliceVehicle", **<--DEPENDS ON WHAT TYPE OF VEHICLE, THE SMALL DOTS** "LocalizedName": "ID_NAME_SUV", **<--BELIEVE THIS TELLS THE GAME TO LOOK FOR THE SHORT NAME** "UnitTags": "Police Vehicle Road STW", **<-UNIT TAG, HAVE NOT MESSED WITH IT YET** "OrderDepartment": "PoliceDepartment", **<-THE CHOSEN DEPARTMENT, CAN CHANGE AND MAKE IT WORK ELSEWHERE. "OrderCost": "10", "OrderSpeed": "10", "UnlockCost": "0", "NumberAvailable": "5", **<--TOTAL NUMBER AVAILABLE** "PersonnelSpace": "5", **<--TOTAL VEHICLE SPACE** "StartPersonnel": { "Policeman" : "2" **<--STARTING PERSONS, BELOW AVAILABLE PASS SPACE IN VEHICLE** }, "PassengerSpace": "2", "HelpPages": [ "TUTORIAL_HELPTEXT_BACK_TO_HQ_STW", **<--HELP TEXT .DDS FILE, NOT MESSED WITH YET** "TUTORIAL_HELPTEXT_EXIT_STW" ] } } } ========================================================================================================================= You MUST change the prefab file location to point to your new vehicle You MUST choose a shortened name for the game to relate to later You MUST choose a localized name and a department for the vehicle to be assigned to. Once this is done SAVE the file and close it. Now to the next file C:\Program Files (x86)\Steam\SteamApps\common\Emergency 5\data\police_suv_unmarked\content\em5_unitpool\default\startup This is the file that tells the game how many of every type of vehicle is available, for everything including the missions. it is a long file. Below we will only look at 1 part of this file. All my comments are in ** and are NOT part of this file. ======================================================================================================================== "map01_munich_freeplay_unitpool": // Unitpool of the player for Freeplay { **<--THIS IS FOR FREEPLAY ONLY ON MAP MUNICH FOUND ABOUT HALF WAY DOWN FILE** // Firefighters **<-- THE DEPARTMENT TITLE THE NUMBER IN ""EQUALS THE VEHICLE TOTALS AVAILABLE** "RW": "8", // "Rüstwagen" "TLF": "8", // "Tanklöschfahrzeug" "DeKon-P": "3", // "Dekontaminationsfahrzeug" "DLK": "3", // "Drehleiterfahrzeug" "FLB": "3", // "Feuerlöschboot" "TFMB": "3", // "Transportfahrzeug Motorboot" "KF": "1", // "Löschflugzeug-Kommandofahrzeug" "TFD": "1", // "Transportfahrzeug Feuerwehrdrohne" "TFT": "3", // "Transportfahrzeug Taucher" "RW_Historic": "3", // "Historischer Rüstwagen" // Ambulance "NEF": "4", // "Notarzteinsatzfahrzeug" "RTW": "4", // "Rettungstransportwagen" "RHC": "2", // "Rettungshelikopter" "RHF": "1", // "Rettungshundefahrzeug" // Police "SUV": "8", // "unmarked_suv" **<-ADD VEHICLE TO THE CORRECT DEPT AND CHOSE NUMBER AVAIL. BE SURE TO FOLLOW THE CORRECT FORMAT OR ELSE IT MAY NOT WORK. YOU WILL SEE THAT YOUR USING THE SHORTENED ID NOW FOR THESE FILES** "STW": "8", // "Streifenwagen" "MTW": "8", // "Mannschaftstransportwagen" "PHC": "8", // "Polizeihelikopter" "SEKHC": "3", // "Sondereinsatz-Helikopter" "TFSEKD": "3", // "Transportfahrzeug SEK-Drohne" "TSEKR": "5", // "Transportfahrzeug SEK-Roboter" "ASF": "4", // "Abschleppfahrzeug" ========================================================================================================================== Save this file again. If when saving a .json file windows ask you to save it as another type of text file or to ignore all formatting then you have missed something in the file. Example (.,//]} etc. You should not get this message if the coding format is correct. Save that file and close it too. Move to the next file C:\Program Files (x86)\Steam\SteamApps\common\Emergency 5\data\police_suv_unmarked\content\prefab\spawnpoint (for my example below we are using the spawnpoint for the police department) All comments by me are in ** and are NOT part of the coding ========================================================================================================================= "Format": { "Type": "prefab", "Version": "2", "DifferenceToDefault": "true" }, "Prototypes": { "17890118060222877828": { "qsf::MetadataComponent": { "Prefab": "18446744073709551615", "Name": "spawn_entry_ground_police" **<-NAME OF THE SELECTED FILE USED PER DEPARTMENT }, "qsf::TransformComponent": { "Scale": "2 2 2" }, "em5::UnitSpawnPointComponent": { "UnitList": [ "MTW", "STW", "TFSEKD", "TSEKR", "SUV" **<--ADD YOUR VEHICLE SHORTENED ID TO THIS LIST MAKE SURE TO FOLLOW THE CORRECT FORMAT IT MUST BE IN "" ** ] }, "qsf::DebugTextComponent": { "Active": "true", "Text": "Spawn MTW STW TFSEKD TSEKR" }, "qsf::DebugBoxComponent": { "Color": "1 0 1 1", "ShowDirection": "true" } } } } ========================================================================================================================== Remember to save it and close it. Also remember that we said earlier every vehicle in the game must have a start and exit so go to the exit point file and open it. My notes are shown in ** and are NOT part of the coding ========================================================================================================================== { "Format": { "Type": "prefab", "Version": "2", "DifferenceToDefault": "true" }, "Prototypes": { "15413149182976023258": { "qsf::MetadataComponent": { "Prefab": "18446744073709551615", "Name": "spawn_exit_ground" **<--SELECTED FILE OF VEHICLE TYPE** }, "qsf::TransformComponent": { "Scale": "2 2 2" }, "em5::UnitSpawnPointComponent": { "Type": "UNITSPAWNPOINTTYPE_EXIT", "UnitList": [ "RTW", "NEF", "RHF", "RW", "RW_Historic", "TLF", "DeKon-P", "DLK", "TFMB", "KF", "TFD", "TFT", "MTW", "STW", "TFSEKD", "TSEKR", "ASF", "EKW", "SUV", **<--ADD YOUR SHORTENED UNIT IT NAME TO THIS LIST MAKE SURE TO FOLLOW THE CORRECT FORMAT** "BFZ" ] }, "qsf::DebugTextComponent": { "Active": "true", "Text": "Exit all ground Vehicles" }, "qsf::DebugBoxComponent": { "Color": "1 0 1 1", "ShowDirection": "true" } } } } ==========================================================================================================================Add your vehicle shortened ID to the list and keep the correct format. Remember that each exit list is based on the type of vehicle. only UNIT type of GROUND vehicles are on this list!! Once you change all these files above your new vehicle prefab should be found in the game and selectable. It will NOT however have a custom avatar or other features. I'm still working out what files control the window that shows the unit status etc. For now this is all I have and hopefully some people can learn from this and get their models into the game. If you have more to offer about this PLEASE PLEASE PLEASE feel free to chime in and correct me or help out. Thanks for reading this LONG and DRY tutorial but hopefully it will help you understand a little more about what is needed file wise for a vehicle to work and show up. Have a great day William516 Bill Delaware, USA
  22. Yeah I will be putting together a general tutorial of how to get this to work. I cant post the files because they are unlocked em5 master files lol. You can still change the main core files of the game but after patch 1.4.1 you dont have to. I figured out what to do to keep the original files intact. This tutorial will NOT include anything on 3d or textures though but if you have a model and want it in the game I now know what files are needed to see and dispatch the vehicle and what not to do to keep the game from crashing lol. There are alot more files then I thought and ALL of them must work together or the vehicle will not show up. Im still trying to find out where the hud display is for the vehicle layout and how many spots are taken. That graphic that is always shown at the bottom right of the screen. Looking at the standard default files still has yet to show me where this graphic is at. It may be a .RML file and i have no clue how to open it. No luck with getting a siren to work correctly either as of right now. The current vehicle has 4 police seats 2 passenger seats And full equipment including handgun and rifle Still working on an interface but it feels nice to see it do something I actually told it to do now. As of now this is just a test vehicle for proof of concept and understanding. Still no words from the developers on any questions I had. William516 Bill Delaware, USA
  23. FINALLY !!!!! Ok it was because my .json files were corrupted and always opening via wordpad. File association was messed up. I cleared it up and have my first ever success story, still not done yet but first time I have seen one of my test work. lol below are the results ok the "MISSING" symbol in the corner is where the user interface would go. I have to figure out where this file is by examining some other stuff. Still have to fix the doors and the interface add the proper equipment etc. This does prove my concept and get some understanding of all that is needed file wise to get a vehicle into the game and choose who owns it. William516 Bill Delaware,USA
  24. Ok so since i don't own a 3d cad software and since i can't get anything done with texturing. I have decided to try something that should be easy. I decided to create a new unmarked SUV using the same model and body as the civil prefab of the tech suv. I created a new project and then found the model in the vehicle prefab list. I added it to my map and then changed several properties. I changed it to a uservehicle and added the command array from the police car. I added a silly little red rotating alarm light to the top. Attached it using the link to "lights". Then saved the prefab as police_suv. I then went in search of the many files I have found are needed to add vehicles to this game. I went and change the properties on the \data\em5\content\prefab\spawnpoint\ I added the "SUV" to the file under the police portion of the spawnpoint. I also added "SUV" in the exit point for the ground vehicles I changed the order_info file I change the unit_info file they now should have the "SUV" added to the file ===================================================the order info file ====================================================================================================== "Format":{"Type": "em5_order_info","Version": "1"},"OrderInfo":{// police suv"SUV":{"Prefab": "em5/prefab/vehicle/police_suv","AvatarIcon": "police_stw","SelectionIcon": "unit_suv","MiniMapIconType": "PoliceVehicle","LocalizedName": "ID_NAME_SUV","UnitTags": "Police Vehicle Road STW","OrderDepartment": "PoliceDepartment","OrderCost": "10","OrderSpeed": "10","UnlockCost": "0","NumberAvailable": "5","PersonnelSpace": "5","StartPersonnel":{"Policeman" : "2"},"PassengerSpace": "2","HelpPages":["TUTORIAL_HELPTEXT_BACK_TO_HQ_STW","TUTORIAL_HELPTEXT_EXIT_STW"]}}}=================================================================================================================================================================If im correct this line here"LocalizedName": "ID_NAME_SUV",determines the shortened name of the vehicle for other files. In my case it's SUV"SelectionIcon": "unit_suv"this is a small .dds file that is used to select the vehicle in the dropdown list. For me its a simple text message saying "TEST" This does not even show up as of now I also changed the file for the unit_pool "startup"This file is where the vehicles for each mission and the amount of vehicles available are set.I added "SUv" to the freeplay munich mission and then attempted to load the mod and the game. The results nothing at all. I don't even see the choice to use the vehicle on the drop down selection menu. I'm not sure what I'm doing wrong if anyone wants to chime in feel free. I'm very frustrated and lost. I understand now what files have to be used to get a vehicle into the game but i have yet to have any success. William516BillDelaware, USA
  25. From time and time I try and share what little knowledge i have learned from this game with other people. I am by far not the best modder or even programmer here. I know Frozenone has figured out far more but no longer has the time to share what he has learned. So, i have decided to post some things that I have learned about what certain files do and where they are located. Please feel free to post more information on this game and the little things that make it tick. Anything else i find i will post as well. AGAIN CAUTION ..... MESSING WITH THESE FILES CAN MESS UP THE GAME AND CAUSE IT TO BE UNPLAYABLE. .....MAKE A BACKUP COPY OF THE FILE BEFORE EDITING IT...........YOU HAVE BEEN WARNED....... ========================================================================================================================================================================================================================================================================================================================================== C:\Program Files (x86)\Steam\SteamApps\common\Emergency 5\data\em5\content\prefab---SPAWNPOINT THIS FILE SEEMS TO BE A FILE THAT THE VEHPREFAB MUST BE IN DEPENDING ON WHAT THEY ARE FIRE, POLICE, EMS, ETC THEY MUST HAVE AN ENTRY POINT AND AN EXIT POINT C:\Program Files (x86)\Steam\SteamApps\common\Emergency 5\data\em5\gamedata\---EM5_ORDER_INFO THIS FILE CONTAINS THE FOLDER ON THE DIFFERENT DEPARTMENTS AND EACH FILE DETERMINS HOW/WHO OWNS THAT VEHICLE IN THE .JSON FILE. EXAMPLE TECH DEPARTMENT VEHICLES WILL HAVE "TECH" IN THE ORDERDEPARTMENT. THIS ALSO SHOWS THE FILE FILE LOCATION FOR EACH SMALL AVATAR OR PIC OF THE UNIT PREFAB. UNITS CAN BE SWAPPED BY CHANGING WHAT DEPARTMENT THEY BELONG TO. DEPARTMENTS INCLUDE: "TECH" "PoliceDepartment" "FireDepartment" "Ambulance" THIS FILE ALSO INCLUDES THE UNIT COST AND ALSO SEEMS TO CONTROL THE SEATING AND WHO IS PHYSICALLY IN THE VEHICLE. IT DOES NOT CONTAIN THE NUMBER FOR AVAILABLE UNITS IN THE HQ C:\Program Files (x86)\Steam\SteamApps\common\Emergency 5\data\em5\gamedata\em5_unitpool\default\---STARTUP.JSON THIS FILE CONTROLS THE GENERAL UNITS AVAILABLE PER MISSION AND FREEPLAY. ALSO LIST WHAT UNITS BELONG TO WHAT DEPARTMENT. YOU CAN CHANGE THE AVAILABLE UNITS NUMBERS PER MISSION AND PER FREEPLAY EVENT. IT IS CONTROLLED ALL THE WAY DOWN TO THE EXCACT MAP THEY ARE AVAILABLE IN. CHANGE THE NUMBER BETWEEN THE "" FOR EXAMPLE "2" CHANGE THE TWO FOR A MAP AND WHEN THE GAME IS LOADED FOR THAT EXACT MISSION OR FREEPLAY MAP THE NUMBER YOU PUT WILL BE AVAILABLE. CAUTION MAKE BACKUPS OF ALL THESE ABOVE LISTED FILES BECAUSE IT CAN CRASH THE GAME SEVERLY AND CAUSE IT TO BE UNPLAYABLE. ALSO MAKE SURE THAT WHEN OPENING THE .JSON FILES THAT YOU UNSELECT THEY WINDOWS "OPEN WITH EVERYTIME" OPTION. IF NOT THEN YOU WILL CAUSE ALL .JSON FILES TO SWITCH TO A NOTEPAD ICON AND COULD CAUSE THE GAME TO BE UNPLAYABLE. IF THAT HAPPENS YOU WILL NEED TO SEARCH ONLINE FOR HOW TO FIX YOUR REGISTRY TO UNSELECT THOSE FILES OR UNASSOCIATE THE FILES IN EXPLORER. C:\Program Files (x86)\Steam\SteamApps\common\Emergency 5\data\em5\gamedata\em5_firematerial-- INSIDE THIS FOLDER IS A ANOTHER FOLDER CALLED DEFAULT THIS .JSON FILE INSIDE SEEMS TO CONTROL ALL THE DATA IN THE GAME FOR FIRE SIMULATION AND BURN DATA. LOOK AT SOME OF THE VALUES AND BURN TIMES. I THINK ALL THE TIMES ARE IN SECONDS BUT UNSURE. MESSING WITH THESE FILES CAN MAKE A CAR EXPLODE IN A FEW SECONDS AND CAUSE FLASH FIRES ALONG WITH FIRES THAT SPREAD MUCH QUICKER THEN DEFAULT TIMES. C:\Program Files (x86)\Steam\SteamApps\common\Emergency 5\data\em5\gamedata\em5_eventdensity\definitions \DENSITY_COUNTER_VALUES.JSON THIS FILES SEEMS TO CONTROL THE FREE PLAY EVENT COUNTERS. CHANGING THE VALUES OF THE NUMBERS IN "" WILL CHANGE THE EVENT TYPE PROBABILITY. SETTING IT TO "0" SEEMS TO STOP THE EVENT FROM OCCURING AT ALL. THE HIGHER THE VALUE THE HIGHER THE CHANCE OF THE EVENT. UNSURE OF WHAT THE MAX VALUE IS AT THIS TIME. C:\Program Files (x86)\Steam\SteamApps\common\Emergency 5\data\em5\content\em5_spawngroup\default\---SPAWNGROUPS THIS FILE CONTROLS HOW MANY PEOPLE, VEHICLES, ETC ARE DISPLAYED PER TIME OF DAY AND WEATHER. CHANGING THE VALUES IN THIS VALUE WILL CHANGE HOW MANY CARS ARE OUT AT WHAT TIMES OF DAY. YOU CAN REALLY CREATE A TON OF TRAFFIC AND PEOPLE BY MESSING WITH THESE VALUES. TOO MANY AND THE GAME WILL CRASH / STUTTER / FREEZE ETC. TAKES A HUGE TOLL ON THE PROCESSING POWER OF THE PC. // "CivilVehiclesDefaultGroup" is the default spawn group for civil vehicles "CivilVehiclesDefaultGroup": { // Spawn limit for this special spawn group is defined in the map properties "RelativeLimitByHour": { "0": "0.25", "2": "0.15", "4": "0.15", "5": "0.6", "6": "1.2", "9": "1.0", "12": "0.8", "14": "1.0", "16": "1.2", "19": "1.0", "20": "0.75", "22": "0.5", "24": "0.25" }, "RelativeLimitByRain": { "0.2": "1.0", "0.9": "0.4" } }, THE FIRST NUMBER "0" IS THE TIME OF DAY THE SECOND VALUE IS THE VALUE OF HOW MUCH TRAFFIC WILL BE AT THAT TIME OF DAY. IN MY EXAMPLE THE ".25" WILL HAVE SLIGHTLY MORE CIVIL TRAFFIC THEN "2" "0200" THIS WILL BE VERY SLIGHT TRAFFIC FLOW LIMIT BY RAIN IS A VALUE THAT SEEMS TO CUT THE TRAFFIC LEVEL DOWN MORE WHEN RAINING. NEVER SEEN THE ACTUAL EFFECT OF THIS NUMBER CHANGING AS OF NOW. FOR NOW THIS IS ALL I HAVE, IF YOU SCREW UP AND MAKE WINDOWS EXPLORER OPEN ALL YOUR FILES YOU CAN SAVE ALOT OF FRUSTRATION BY FOLLOWING THE FOLLOWING STEPS TO FIX THE BAD ASSOCIATION. CLICK START: IN SEARCH BOX TYPE REGEDIT OPEN THE HKEY_CLASSES_ROOT AND FIND THE FILE ASSOCIATION .JSON (RIGHT CLICK AND DELETE THAT FILE) ANSWER YES TO THE NEXT QUESTION OPEN THE HKEY_CURRENT_USER THEN Software THEN Microsoft THEN Windows THEN CURRENT VERSION THEN EXPLORER THEN FILEEXTS THEN .JSON (THE FILE EXTENSION IN QUESTION IF NOT THE .JSON FILE) RIGHT CLICK ON THIS KEY TOO AND DELETE IT. YOU WILL NEED TO RESTART THE COMPUTER AFTER THIS, BUT ONCE RESTARTED IT SHOULD NO LONGER BE USING NOTEPAD OR ANY OTHER PROGRAM TO OPEN THE FILE AUTOMATICALLY. INSTEAD YOU SHOULD NEED TO SELECT THE PROGRAM AGAIN. THIS WORKS FOR WINDOWS 7. I'M NOT SURE ABOUT WINDOWS 8 OR 10 AT THIS TIME. THE WHOLE KEY IS (HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\Explorer\FileExts\.json) HOPE THIS INFORMATION CAN HELP A LITTLE FOR ANYONE THAT WANTS TO MESS WITH THE FILES AND SOME SETTINGS. JUST REMEMBER THAT THE GAME FILES CAN BE CORRUPTED AND THE GAME CAN BECOME UNSTABLE AND UNPLAYABLE IF YOU MESS WITH THESE NUMBERS AND VALUES TOO MUCH. YOU HAVE BEEN WARNED BUT I LEARNED ALOT BY MESSING WITH THEM AND RE-INSTALLING EM5 MANY TIMES LOL. ========================================================================================================================================================================================================================================================================================================================================== Have a great day William516 Bill Delaware,USA
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