Jump to content

William Stapleford

Members
  • Posts

    143
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by William Stapleford

  1. I have gotten the officers to treat the victims as well as fire fighters. I also added the ability for the police to drag people to safety. No luck at all in being able to get the stabilization to work as of yet. Best i have gotten was to slow the treatment rate down but this also effects the medics because it is all using the same command. has anyone had any luck looking into the .bin files for things. I have opened them with a hex editor but i can't make heads or tails out of anything in it as of yet. Keep up the great work. William516
  2. I have one of the models, The Heavy Rescue truck available in the MOD section. Also a link to the video for that unit in on there. I lost most of the models listed above and had to start over.
  3. It will be available shortly. Still working out a few bugs and messing around with some values.
  4. I will see what I can do for you when I get a few minutes. Check out my tips and tricks posting. Some things are covered there that you should do prior to attempting any mods. I will work on something quick for you and others when I get a few seconds of time.
  5. Count me in on the american mod. I do pretty good with lighting effects as of right now so if you want some help with vehicles let me know. I have added in the multi-role mod the ability to use the fire fighters as medical staff as well as police. Both are trained in real life to act on basic life saving techniques. Currently I can only get them to work the same as the Dr meaning they cab Heal a person completely. Im attempting to make it that they will be able to STOP the bar for health from declining but not actually heal. That would mean they could stabilize a casualty but only the DR or medic could make them better. Please keep me posted on whatever you do and maybe we can build off each other's strengths. Did you ever look through all the files and see just how much stuff they left out? Its sad half of the coding has TODO next to it and has never been turned on. Good luck and keep up the great work. William516 Delaware, USA
  6. Oh well thought I was the first to come up with that, oh well. I saw your mod and it looks really good. Keep up the great work. Have you figured out any other tricks to this game. I'm not good at writing or getting scripts to work as of right now. William516
  7. Yes it has been a very long and frustrating process but Version 2 of this truck is ready. V1 I decided was no good and caused too many problems. I have also put together a video showing some of the features hopefully the link will play. So here is what is new!! Using the default Heavy Rescue truck here are the changes Changed all lighting and patterns Added Red and Blue HID style strobes to top light bar with custom flashing pattern Added White and Red center HID style strobes to the center of the light bar Turned off ALL Material Animation lighting Added signal disk to equipment for future mod yet to be released (Multi-Role) Added rear tail light strobes Added White reverse lights strobes Added yellow/red traffic director lights (serve no purpose as of yet) Added chasing turn signals assigned to left/right turn signal command. (They seem to only work when the vehicle is using the 4-way flashers. I also noticed that all vehicles in the EM5 world only seem to use brakes and headlights. Never seen turn signals on the vehicles and have yet to find out how the AI traffic could use them.) Added red pattern lighting to surrounding objects Added blue pattern lighting to surrounding objects Added red/blue alternating side strobes Added red/blue alternating grill strobes Added white lighting for all equipment bays (exception is the biggest one, for some reason the light would shine through at that point and cause unrealistic white light on and around the vehicle all the time) Changed the direction of all most all lights. (Example forward light bar can only be seen from ahead and behind, Side strobes can only be seen from both sides. There are exceptions where the game will allow the light to be seen through the vehicle. Would need to change different model points to correct and fix transparency issues) Problems or known bugs at this time Lighting effects can go out of sync depending on the rendering of the model Some lights can be seen through the model Sometimes large rays (straight lines) seem to appear from the lights Computer CPU performance can take a hit with many units on the same screen, especially in ULTRA mode. Please enjoy the new model and I have more to come from here. Please remember that I take no responsibility for any problems this mod may cause to the game or the computer. This is a mod made for the fun of the EM5 community. ALSO PLEASE REMEMBER THAT THE FLASHING STROBE PATTERNS COULD POSSIBLY TRIGGER EPILEPTIC SEIZURES PLEASE USE CAUTION WHEN PLAYING. Here is the video showing the mod in action https://youtu.be/5L64y8voljY Mod created for V1.3.2 (Steam) To Install download the file and then use the EM5 splash screen "mods" portion. Select the zip file and it will be installed. Make sure that the blue square is filled in. (this means that the mod will be active). That's it and enjoy. Thanks to everyone for the help and support. William516 Delaware, USA new_heavy_rescue_fire_v2.zip
  8. Please check out the mods section im getting ready to put a few new lighting concepts and a few unit changes. Also if you want to try to play around with stuff I have been working on some tips and tricks to mess with the editor in English. No luck on getting new models into the game or getting scripts to run as of yet though.
  9. Don't be afraid of the Editor here is some stuff that has helped me and I'm trying to get people to dive in. Give it a try it is powerful, confusing, frustrating but well worth it when you see you new item in the game for the first time. Most of this information applies ONLY to Steam version only, especially the restore portion below. I would assume if you mess you game up so much that you lose files that you could simply re-install from disk, but use the below method item (5) to backup your hard work (projects). Also remember that the editor will only work with version 1.3.1 or greater and I have learned that still some stuff is still turned off you will see "TODO" next to it and in some of the files. Learn from my pain and frustration. Hopefully the moderators can make this a sticky if enough people join in the modding community. Below are a list of things that will help in understanding the EM5 world editor and the functions associated with it. Please feel free to add information and suggest new things. I am far from a great programmer and most of what I have learned is because I have messed up the game so much I had no choice but to learn to fix it. These items are not listed in any particular order. 1. BACK UP, BACK UP, BACK UP. I can't say this enough. If your going to mess with the editor or files make sure that you back up things to a safe location. It doesn't matter if your simply editing a texture or changing a lighting pattern. Backup the file. This allows you to always have a safe file to go back to if the worst comes to worst. DO NOT RELY on the EM5 undo function as it does not always work and can corrupt a prefab file. If you have the room backup the entire PREFAB directory its approx 8-10gig 2. CREATE YOUR NEW PROJECT, DON'T CHANGE ANYTHING UNTIL YOU DO. When you first open the editor you are going to want to dive right in or run the other way depends on what your mindset is and how much frustration you can take. DONT DO ANYTHING YET. When you open the editor for the first time you will be making changes to the default files. (I did this prior to version 1.3 and had to start all over) If you do not have the latest version of the EM5 game then you may want to stop. PRESS F11 and choose the "create new project" If you have the words "TODO" next to this you are NOT on the correct version and will NOT be able to safely create MODS. Go download the newest patches. Give you project a name and description (it must be in all lowercase letters for some reason) the name does the descrition can be all CAPS it doesn't care. If you cant create the file look at the DEBUG log window for red writing and a reason. It will probably tell you that the name is invalid. ALWAYS CREATE A NEW PROJECT. What this does is allow you to overwrite files for that project only while keeping the core file fine and intact. When the project / mod is enable EM5 will use the MOD files and overwrite the changes. If the mod or project is NOT active the EM5 game goes to all default files. Once you have created a NEW project you can mess around and change things with little fear of messing things up too bad. 3. MAKE SURE THE PROJECT IS RUNNING. This got me good and messed up several things until I figured it out. If you have tons of projects, lets say one for a the police_stw and one for the police_hc then you must choose what one you want to work with. You can select both but then you may run into problems with shared assets and children files. Make sure your porject is running by right clicking on the project and looking for "RUNNING PROJECT" This should be the top selection. Click on it. If you see the project name highlighted in WHITE FONT it is RUNNING. IF it is GREYED out FONT it is NOT running. A Running project is the only project that is effected by your changes. 4. SAVE SAVE SAVE, Again I can't stress enough after hours of work or five minutes SAVE your work. If changes are made to a prefab vehicle or object use the "SAVE PREFAB" command. DO NOT USE the "SAVE PREFAB AS" command. If you use the SAVE PREFAB command you are using the correct default file name that EM5 will look for and will find and launch without extra scripts etc. If the SAVE PREFAB AS command is used you give the file a NEW name and it will show in the prefab browser but EM5 will NOT know what to do with the new file and it will NOT show in game. You then would have to change the file name manually in the directory to fix this mistake. 5. LAST RESORT IF ALL ELSE FAILS YOU HAVE A SAFETY NET (SOMETIMES) Last one for now. If you become as unlucky as me and corrupt your files or game beyond help here is the solution to get you back on track and keep from smacking your head into a wall too hard. Lets say you deleted the file for the police car or any other file for that matter. Make a backup copy of all your hard work project files. They can be found in the following directory (if steam) C:\Program Files (x86)\Steam\SteamApps\common\Emergency 5\data. Backup all files and move them to a safe location. Do NOT MOVE or delete the following two directory files "EM5" or "QSF" all other files stay in the DATA folder. Using STEAM open up and make sure that it is online. Then go to the Game library and look for the EM5 Banner under games. Right click on the EM5 banner and select the "properties" Once you click on this look at the top tabs and look for the tab labled "Local Files" In the "Local Files" tab look at the lower portion and find a button labled " VERIFY INTEGEGRITY OF GAME CACHE..." What this will do is compare the files on Steam to the files on your computer. It will then tell you how many files are lost and replaced. This will effectivly repair the game bringing it back to default. Then to bring your prefab models or projects back into the game. Find your project files you saved earlier. Right click on the file and then select the option to compress to .zip file. Once you zip the file / files you can now import the files back into the EM5 editor. Hit F11 brings up the Asset Browser. The Second Left most icon in the lower corner will show "Import existing project" if you hover over it. Select this option and browse to your file location. Create a name and description again. Remember that your description of the Mod is what is displayed in the EM5 Splash screen when selecting what Mods to use. So make it easy for a normal person to understand. Make sure after the import of the existing project that you check your DEBUG log and look for a message showing successfully mounted of the package. Check to make sure the project is "RUNNING project" highlighted in white font. If not select it and make it. Check the prefab or item once again in the editor and make sure it works. Best of luck and enjoy, you have saved all your hard work. 6. DEBUG LOGS IS YOUR BEST FRIEND AND WORST ENEMY. Pay attention and make sure that the DEBUG LOG window is part of your layout. It will show you information about everything you do. It will tell you if something is successfully "white text" then it will complain about everything you do wrong in "red text" Pay attention to the messages as they can point you in the right direction especially when it points to items being misplaced or "ID's" missing. You will learn to Love and Hate this all in the same session. For now that all I have time for. Best of Luck and remember to contribute to this. We can make this game work over time. Thanks to EVERYONE who has pointed me in the right direction and taught me some of the tricks to save my long hours of work. I will post more as I get time and learn more about this editor. Bill Delaware, USA
  10. After many hours of corrupting files with this game and banging my head into the wall I have decided that I would start messing with each file and find out what it does. I have also learned many things about the way this game operates and how modding one little things has a cascading effect on other files. Anyways I decided to make some changes to the game and the roles each unit can play. I have never yet run into a police officer that did not have an extinguisher in the car and could not assist until fire personnel arrived so I changed some stuff. Police officer can now use a fire extinguisher to cool and extinguish a fire as needed Police officer can drag people and objects Police officer now has pistol option on them Police cruiser now comes equipped with extinguisher (unlimited for some reason) Police cruiser comes equipped with pistol Fire fighters can now direct traffic as needed, using the same gui layout and command as the officers do. Fire heavy rescue (for now) is equipped with signal paddles Tech can now direct traffic Tech can now use extinguisher to cool and extinguish a fire as needed Tech can use a chainsaw Modded tech vehicle comes equipped with extinguisher, chainsaw, and signal paddles. (fire fighters trying to control traffic while others assist in Vehicular rescue awaiting police to arrive) More work in progress and also Im still working on mods to the many vehicles, changing to strobe and red / blue lighting. Stay tuned (Police were first to scene of vehicle fire and keep it under control until fire personnel arrive onsite to take over)
  11. I have almost finished all my work on the default truck. I have done a ton of changes to this truck. It is a Red / Blue lighted configuration. I have run many test in game and still have a few of the same problems and bugs that the game has. I have added Red/Blue alternating strobes to the front of the truck Added alternating Red strobes to light bar on top Removed the blue material light animation for all default blue objects Added alternating Red strobes for tail lights and break lights Added white strobes to reverse lights Added side marker Red/blue alternating strobes to each side of the truck Added a lighting effect for both blue and red to surrounding objects (this im still working on as it doesn't seem to work all the time) Created custom flash effects and timings for the strobes on the truck. Added lower running lights strobes to rear of truck below main brake light. I did not add Wig - Wag headlights highbeams due to a bug of them remaining on when the vehicle would return to the HQ. May have to look at what the object is actually linked to. Hoping to post a video soon. The screenshots below are taken while playing the game in Ultra on actual missions. Some computer may experience slow down in performance when several modded vehicles are on the same screen. Also the combined color on some objects also seem to be a bit messed up when multiple vehicles are on the same screen. Also if you are someone who suffers from epilepsy this mod is NOT recommended for you. This mod could cause seizures with the different flash patterns of the strobes. File for the vehicle to be released soon. I will be looking for testers and anyone that wishes to try it out. Rear LED Strobes for reverse lights Red/ Blue alternating strobes and patterns or each side of the rescue vehicle Red and Blue light bar, each side of the light bar uses an alternating strobe pattern for the first and last Red strobe Stay tuned for the files in the next day or so. Have a great day / night Bill Delaware, USA
  12. Here is the file for the New Tow Truck Mod. This is the default flatbed Tow truck with lighting changes to make it look more like a USA version. There should not be any special requirements for using this Mod. Simply download the file and then use the EM5 Splash screen. Select Modification from the Menu and then select add. Browse to the file location and double click. The Mod should be loaded and then become available for use. Make sure that the blue square is filled in. This will indicate that the mod is active. Once the mod is active then select the play mode that you want to use and enjoy. I hope that you enjoy this mod and I'm looking forward to making a few more lighting mods in progress already. If there are any questions / comments / suggestions please feel free to PM me. Please note that although this Mod is nothing more then a modification of a general default model I take no responsibility for any damage or problems that it may cause if it is installed. To return the EM5 game to default models only (NO MOD) simply go to the modification option on the EM5 splash screen. Click on the blue square next to the mod you wish to turn off. The blue square should now go away and this will indicate that the mod files are turned off. Bill Delaware, USA new_tow_truck.zip
  13. I have finished most of the lighting on the default tow truck and have added many new lights, patterns and features as listed below. I am looking for someone or a few people that would be willing to test this to see if it works well and point out any improvements or recommendations. The following screenshots below are IN GAME shots taken at Ultra quality. Changes to Default tow truck Changes all blue lights to the standard Yellow / Red lighting config found here in the USA. We do not allow vehicles such as tow vehicles to have Blue lighting as it is not a true emergency vehicle. Changes flash patterns on Light bar Added red center led combo to light bar Added red 90 degree facing to side on light bar Added strobes to turn signal lights Added strobes to tail lights and created a flashing Wig / Wag alternating speed flash pattern Added several lighting effects to outside of vehicle for surrounding buildings and objects Added two Rear white lights for lighting up the bed area of the vehicle Added two white alternating flashing lights to the center of the light bar Created several custom flash patterns to mimic what is seen on some tow trucks. Created for the latest version of Steam v1.3.2 at this time. Also I'm not sure how to package this for a mod release so could use some help. I can walk someone through replacing files to get them in game but I'm hoping to make it a drag and drop mod if possible. All elements are default model with exception of custom light flares and added lights. If interested please PM me for the files and I will see what I can do, also if you know how to package a Mod so it is Drag and drop please help me out here. Hope to get a video up soon to show comparison and changes to each model as the photos only show so much and cant demonstrate the lighting flash patterns. Finally thanks to all those that have helped answer questions and get back some of the work lost with each patch that steam releases. Hopefully I can write up a tutorial soon on how to edit the lighting or what I have learned so far. Have a great day/night everyone. Bill Delaware, USA
  14. Has anyone noticed a lack of traffic in all cities after the new update from steam. I think now version 1.3.2 I was running some test on a few new vehicles I have been changing lighting on and working with. I blocked off a road with the tow truck and sped game time up and only had one car attempting to get by. Not sure why but it seems the city is dead of people and traffic. Anyone have a solution or is it time to start looking into the files for solutions. 16tons is useless and so is steam. I have written three emails and have never gotten a response yet. Thanks Bill I actually found a file im messing with now to run some test on changing parameters on the spawn of people and vehicles per time of day. Bill
  15. Is this the same for Emergency 5? I searched through several folders and saw many json files with cam or camera but nothing seemed to work. I will look for the cfg file though if it is there thanks. Bill
  16. Ok after many many many problems with the way I started my mod and project files I FINALLY got some in game screenshots, this means that YES you can in fact change and Mod this game. I'm so happy to finally make a breakthrough. I have found several problems with the new models and one that annoys me is. When returning to base the front Wig Wag headlights and a couple effects remain on. I will have to work and see if this makes a difference if I change the light type. I lost all Sirens as well but this seems to be a steam problem. In this photo I have shut down the road using several vehicles to set up a landing zone for a medical evacuation. It was very foggy that is why the screenshot is so white. Hopefully get a video up soon showing off the vehicles. At least I'm starting to get somewhere with this. I also think I have figured out a few tips and trips and may start up a new forum topic for those as well. Have a great night. Bill
  17. Im just trying to see if anyone has found out any information on the game camera ingame. Like maybe where the file is or how it works. I know in the editor we have a free range camera but are limited to a game camera when playing in game. Wondering if anyone has changed or modded camera zoom and angles. Thanks Bill
  18. Maybe I'm just plain stupid and with as much frustration as this game has giving me I might be but now ever since Steam released the patch 1.3 I no longer have any sirens on vehicles. I thought it had something to do with my mods but I turned all the mods off and went back to the default vehicles and still nothing, even on vehicles I have never touched. Anyone else have this problem or no of a solution. FYI I have finally managed to get my lighting mod into the game I'm working on getting a video up soon and also hoping to get it out in a zip format so some people can try it. Just trying to work out a few bugs Thanks for any help Bill
  19. Currently hit a HUGE snag with EM5 and lost alot of work due to simply trying to get the mods in game for a test. Sorry When I get it back up again I will try and post some screens and info. Bill
  20. Ok well here is what I posted in another forum if you want to try messing around with some files just beware this game at least the steam version doesn't like to be messed with. --------------------------------------------------------------------------------------- Ok so here is some more information on my problem. i checked the folders and here is what i found.I'm using the Steam version so this could also be part of my problem. My files are located in the following folder. C:\Program Files (x86)\Steam\SteamApps\common\Emergency 5 Inside the Emergency 5 folder the data folder is located. I see all the mods and/or projects that i created here is an example C:\Program Files (x86)\Steam\SteamApps\common\Emergency 5\data\new_ambulance_car\content\prefab\vehicle inside this folder is the vehicle that i named as "ambulance_nef_trial" this is the json I loaded the mod for this vehicle using the EM5 splash screen and loaded up a free play game. I called for a large ambulance (not the Dr vehicle) The counter shows that the vehicle was dispatched but it never shows up at the scene. When the mod is deactivated the vehicle shows up. My guess is this is because EM5 is looking for a file called "ambulance_rtw"My file on the other hand is called "ambulance_nef_trial" So if the game cant see the file it is looking for then it wont launch the prefab and it wont show up. The odd thing is that I expected to see an error or something indicating that a problem had occured in the files or that a file could not be found. So not the question becomes how do I get the prefabs that I made (like the ones you have in the photo above) into the game without losing them. Also why in the world did the World editor get rid of the ones I created simply because I renamed one of them? Here is what I dont understand. I hit f11 to bring up the window that shows the asset browser in the asset browser are all my projects listed to the right of the main window. Just so you understand I set up each vehicle as its own project. I thought that this would make things easier but so far that not the case. Using my above file / project for example here is what I'm doing. I right click on the project name "new_ambulance_large" and choose from the list running project. (I assume that this means that this is the "Current" project that i want to work on.)The words for the project turn white all others become greyed out. The asset browser now diplays the id, project, and name of any items needed for this project. From this point is where I get lost, if i look to the right window prefab browser and look for the files for the prefab, I cant find it. The way i got some of my modded prefabs back was to create another project and then go through each and every project and choose move to the new project folder. I then selected the new project and found my lost prefabs once again. now when i go to load some of the custom presets and even some of the default vehicles i get a red debug message that says this ""Could not create prototype by the given prototype ID 7624639940970882561, prefab asset 1003411487 ("em5/prefab/vehicle/new_ambulance_large_with_added_strobes") already created a prototype instance with this ID. Choose another prototype ID, in case of an prefab the local asset ID is a good candidate."" This happens with several prefabs and the only thing that changes in the sentence above is the prefab asset number. Dont understand this message as at one point everything worked. Could you please explain how the projects actually work or tell me if I'm right about this. I guess that a project file allows the use or change or certain files to change things in EM5. So if create a new project and then edit a vehicle but leave the default name as is. Then the vehicle should remain as a MOD in the project file but in the original EM5 game the files should not be affected. From what I have found though is that when I made changes to a default model in the project file I lost the original files to go back to. I wonder if this is because when I create the project file in the asset browser I just went right to prefabs and started making changes. Am I supposed to find the asset i want to mod in the asset browser and then move that file to my project file before editing? It seems that whatever model I mod it shows up in the content folder but I cant do anything with it because it is a special name. Can someone please tell me step by step what I am supposed to do if possible and also tell me if I can back up all my project files so if i have to reload the game i can keep my hard work intact? Hopefully you can get me back on track and again thanks for all the help to this point. Also you should note that i now show multiple prefabs with the same name now in the prefab browser and I have no clue why. For now I'm going to make a copy of all the project files and mess with some stuff. Maybe i can fix it before breaking it more. Bill
  21. It would seem that the German forum is far ahead of where we are right now. Wish we got the same attention when it comes to info from the parent company
  22. Im at my wits end and about to give up on modding and EM5 in general. Its quite obvious to everyone that once 16 tons got their money and steam got their little cut as well they could care less about anything. I have now lost weeks of work due to simple things that any editor could or should do. The first time was because the game editor wasnt even finished when I bought it. (What a joke guys) then thw patch from steam killed everything. The second time was because I attempted to get one prefab I created into the actual game. Results I lost all prefabs I created. They no longer show up in the editor. Im lost as to how this works. I created a New project file, then created a new prefab I used the save as command to save the prefab as new_police_stw (for example) I made all my changes to that prefab model making sure to keep the default prefab untouched for fear of messing it up. When done I tried to load the mod at the EM5 splash screen and it and all the others show up. I click on the empty square to the right of it and choose apply. This SHOULD have loaded the new vehicle and I start a endless game and call a police car. The default EM5 car shows up. I close the game and quit the mod. I assume based on other things I read that the car has to be the same name. So I make sure im in my project folder and chose my prefab named new_police_stw place it in the editor. Right click and chose save as rename it to police_stw. I do not get a warning or anything about the file existing already. I choose to save and then find that all my prefabs with new_before the name is gone. not only that but the prefab with all my lighting has reverted back to the default EM5 police station wagon. Im lost. If I click on the project folder I see in contents the prefabs are there but no way to access them or edit them. None appear in the editor anymore. The only success I have had was when I created a new project for the tow truck and did all my changes to the default truck saved it as the default truck and loaded it into the game via the mods. It worked the truck showed up but back in the editor I lost the original truck. Please help what am I doing wrong
  23. First attempt to get a video up on you tube failed I will try again later.
  24. Since the 16ton family does not wish to help out the people that are NOT German, I have taken it upon myself to start translated some of the information found in the forum when it comes to modding. We seem to have been forgotten when it comes to everything including patches and tutorials. The following is a translation using software to translate the forum that was showing information on adding models to EM5. I have not changed the information and also the photos were not kept and can be found on the original forum. Hopefully some people that are far smarter then me can make sense out of this and start making or importing models. The original post can be found here http://www.emergency-forum.de/board330-emergency-5/board379-emergency-5-modding/board389-emergency-5-modding-discoveries/59824-anleitung-um-modelle-in-den-editor-zu-importieren/ you can find the pics of the examples here. ------------------------------------------------------------------------------------------------------------------------------------------------- Hello,In this tutorial I will explain you how models in the Emergency imported 5 editor. What you need:Emergency 5A licensed version of 3ds Max (in my case 2015). A 3-year license for students can be found hereA current version of OgreMax Scene Exporter DOWNLOADAn image-editing program with TIF supportSVN or Git repository Step 1: Edit and exporting the model Is first and foremost you need a model. IMPORTANT: The model may only get a texture. In my experience, the editor per model supports only one texture. In addition, the model must be stored in a format that supports 3ds Max. To import it, you click in 3ds Max in the top left corner on the square labeled "MAX". In aufgepoppten menu you now click Import and choose your model (I have an imported as a .3ds file. This includes all childs of the model). Now that looks something like this: Next, we take care of the texture. The texture of the model must be saved than twice as large as you like they have in the game. This means to have a 2048x2048 pixel great texture to your model, you need a large output 4096x4096 texture. Another feature is that the texture needs to be saved as .tif and needed after the name _c. So testtextur_c.tif. The _c is the colormap. The name of the texture should be the same as that of the model.To assign the model in 3ds Max, the new texture, it opens by pressing the M button of your keyboard the material editor. You'd have to be here now: On the left you see now the Material / Map Browser. Under the Scene material riders you see now your material for your model. By right-clicking on the material you can rename it with Rename. The name of the material should be the same as that of the model. In the middle of the window, in the so-called view, two objects are published. Maximizes the material editor and put on your .tif texture by drag 'n' drop in the view. It should appear a third object: Now, note the green dots on the red line. Click with the mouse in the right circle of the newly inserted object and moves with the mouse button held a red line to the goal of the old red line: Now click on the origin of the old red line and click the Remove button to delete it. Now close the material editor again. If you should now find that your model still has no texture: Do not worry! The texture was assigned, but will not be displayed. Check you can by clicking on the menu bar item rendering and then render. Or do you use the key combination Shift + Q. Next, we take care of the Smooth. We have to choose all objects in the viewport and opens on the right side of the tab menu Modify (square with "Rainbow"). There you open the top-down menu and select the Modifier List Entry Welder. Then you open the menu bar Modifiers and then the menu item Meshediting and there you click on Smooth. Both entries should now be published in the list below the menu: Now even right-click in the list and then select the point Collapse All. Finish! Now we have carried out the anti-aliasing on the model and we can after we have scaled the model to fit size (Can also be done in the editor) to take care of export. For this purpose, it opens in the menu bar OgreMax, there then Export -> Export Scene open the Export dialog. This opens a dialog where you can specify the location. After the export should be included in the selected folder for each model a .mesh and a .material file. Now also copies your texture in the folder. ---------------------------------------------------------------------------- Step 2: Import the model to the Editor The interface prompts you that you are all the files that you want to import in a SVN or Git repository. Upload your files in such a folder and open the editor. Now you can drag in the viewport of the editor, the .mesh files by drag 'n' drop. Maybe opens a window that asks if the folder where the model is to be used as a data source. This confirms her yes. After a while, it should look like this: If you go to the top list of the far right, then you will find there the prefabs. Here you can change the name and category of the model. By clicking OK, the model will be imported into the editor and it is a fitting Prefab created. Now you can Prefab in your browser heruaussuchen imported model and place it on the map. After possible transformation of the whole looks like this: That was the basic import models into the editor. There are also many features that you can implement technically texture. Here, however, is only the basic import models are explained. Should anyone have problems or questions, let me know! If you find mistakes which may keep them: D Otherwise, I hope you enjoy! Suggestions and additions welcome! RegardsKeano ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- The above mentioned Keano was the original author of the information and should be thanked if you can get any use out of this information Have a great night / day everyone Bill
  25. Ok one final vehicle before calling it a night here on the East coast. This is the default police station wagon. Changes to the vehicle include but are not limited to the following. Changed patterns and lighting for the default blue light bar, edited the pattern. Added wig wag strobe headlights and effects, Added red light LED strobes to the top light bar. Added yellow caution / traffic lights to the light bar, Added rear strobes to the brake lights. All patterns for the strobes are somewhat based on realistic strobe patterns found in code 3 devices. I'm learning more and more about the actual patterns and binary code used to create them. I find it so much easier to write the patterns in notepad and copy them into the editor. Hopefully have some time soon to get a video online and actually show some of the lighting effects and patterns. The newest things I have been working on include the larger ambulance and also the police Swat equiv, helicopter. Have a great night / day everyone hope to get these into the game soon and see how it will look. Bill Delaware, USA
×
×
  • Create New...