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Ben12

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Posts posted by Ben12

  1. 23 hours ago, Quaxo said:

    Hey Ben12, is the American Chicago mod still being worked on? I liked the vehicles in E4's LA and NY mods, so having that in E5 would be cool.

    Yes. Unfortunately my computer has been having some issues and I have a life outside EM5 (who doesn't?) so progress has been slow on the Chicago mod. It's still being worked on, so is the Dutch Mod, just that I haven't had time recently. But in a few weeks, I'll have some time to spare and will work as much as possible, if my modding computer works again. And in a few months, I'm taking an at- home vacation, and I'll have a bit more time then.  

  2. On 5/24/2016 at 11:21 PM, LtChuckSmiley said:

    Hello everyone,

    I am currently using LA Mod 2.1 with w00ds map  v1.3. While my gameplay is fairly seamless, I have noticed that there are certain calls for service that are not loading (ie: traffic accidents, stolen vehicle). These events are enabled on my fp_params_endless.xml (see attached), and the callout frequency values have not been extensively altered. In addition, I have noticed that while I have disabled certain events (ie: bomber), these events happen anyway. It is as though the map does not conform to the parameters set in my fp_params_endless file.

    Does anyone know how I could go about fixing this issue? Thank you in advance for your help!

    http://www.emergency-planet.com/applications/core/interface/file/attachment.php?id=17878

    Like Matt said, check to see if the fp_params are in the right place. Specifically, they MUST be in the mod that you are using, not the EM4 folder. Mods override the EM4 folder. However, this will make it applicable to only the mod you put the file in. If you want it for all mods, delete the fp_params file for each mod and keep the fp_params you want in the EM4 folder. Then there will be nothing to override the fp_params you want.

    WARNING: If you aren't careful you could mess something up and make freeplay unplayable. Make sure your fp_params are in exactly the place you want it.

  3. So I am taking a hiatus from modding... sorry.

    Mostly it's my computer, it's been acting up a lot and overheating inexplicably to the point where I just can't do anything EM5- related, which means I can't continue to test out any new features with the Dutch Mod, or Chicago Mod. Also I am taking a six week vacation in June when I will not be able to do anything EM5- related. 

    The computer overheat is basically just slowing down my computer but not enough so it shuts down. So it's impacting higher performance games like EM5.

    Although my hiatus is indefinite, I'm not completely abandoning the Emergency series, including EM5. I'll still be active on Emergency Planet including EM5 modding subsection, and I am working on a few (likely private, but maybe public) mods for Emergency 4/ 911 FR. So you'll still see me around, maybe even still uploading content for 4, just not content for 5.

    And guess what those mods for EM4 are? (HInt: They may or may not be the same ones I was working on for EM5. Ahem ahem Dutch, ahem ahem Chicago.)

    Sorry in advance for any inconveniences caused by this hiatus, which trust me, neither you nor me likes.

  4. 13 hours ago, StevenKent said:

    Killer you have done the unthinkable with emergency 5/2016 with the now adding of a actual working patrol, take into custody, and adding units faster than the anticipated bebierfeild mod. I can't wait to see what you come out with next. No offense to ben when I say this but you might become the starter point for all mods for Emergency 2016 good luck and keep up the work.

    No offence taken. I like to think of it as Killer does the hard work (scripting), William does the skinning, and I just provide ideas, mash it all together and make it look good. 

  5. 2 hours ago, mr matt5432123 said:

    Whoa! that is amazing!

    I agree. Keep on rocking Will! (You can take your time perfecting the CPD cruiser. I'm having issues with cooling and it's really affecting my testing enviroment.)

    ^No one saw that!!! (Unless you aren't crazy angry over it.)

  6. On 4/29/2016 at 6:05 PM, William Stapleford said:

    YOU ARE THE MAN!!!!

    AWESOME JOB!!

    As I said before the average time for a flare is approx 10-15 minutes before it is gone.  Everything looks really good.  I mean really good.  Keep up the great work.  It's awesome to see someone that can do the scripting language and actually make objects work in the game.

    Now what I would do is make Flares part of all the equipment arrays of the vehicle and the cones and barrels equipment for the larger vehicles utility etc.

    An idea i have been working on and making some models for is FIRE POLICE.  Basically fire police would be dispatched to take command and control of the traffic.  They would be given all the euipment to direct traffic ONLY.  That way the police can continue to work on crimes etc.  For reality send them both to the scene.  

    A volunteer fire police  dodge ram truck would be used as one of the fire police trucks.  It was an idea to get more vehicles into the game and enhance the game play.  I worked with fire police for awhile on accident scenes.  

    I have a few more 3d models but not sure if I want to get them over to you or if they would just be too much.

    a 3d LED traffic triangle 

    a 3d LED Round road flare

    a portable scene lighting system

    Anyways keep the awesome work.  

    William516

    Bill

    Delaware, USA

     

     

    I would say get rid of the fire police. They would just roll as part of the fire department. And we can keep the redirection stuff with personnel without the signal disk.

    So basically have a firefighter/ tech/ police officer "waving" like in vanilla but without a disk, because that's what's done in real life US (at least in my experience and shows)

    We could detect if it was night and have the waving person pull out a signal stick instead.

  7. On 4/24/2016 at 11:59 AM, William Stapleford said:

    Ok here are a few shots of the fix that will make the car have an interior.  Several texture fixes as well and hopefully I can get the transparency to work on the window.  The few bugs that killerconsti found that ruined the model was the see through parts and the wheels.  I created a shell and added some internal uvw materials to it.  Now if the car is viewed from the side and the windows do become semi transparent you will see the interior and no longer see the road or the missing polygons.

    The wheels have been completely redone new textures for the tires, treads, rims etc.  

    The changes will be passed down to all the other models as well.

    crownvic_inter_1.jpg

    The new doors have a little depth so as when viewed from the sides they don't dissapear.  The trunk has been changed to a tactical trunk used in police cars and has an AR-15 riffle "image only"  with a tactical holder.  Interior of the doors a real crown vic door textures.

    crownvic_inter_2.jpg

    crownvic_inter_3.jpg

    The new tires look awesome and are based on real tire textures and tread patterns.  Makes the original look like crap.  

     

    Have not had much time to work on the model due to increased work load and also have been relocated twice now.  The changes to this model will get passed down to the CPD model as well.  As for fixing the lighting as asked by Ben, It is not hard to do in the world editor however the textures would also need to be changed correctly and that would have to be done otherwise you would have a red texture producing a blue light flare.  If all goes right I'm hoping to make the lightbars separate objects that can be added to the models.  

     

    William516

    Bill

    Delaware, USA

     

    I am awed. Keep up the good work!

    I think what we could do is we can set the rifle to be obtainable by normal officers, from the trunk. That way we have a reason for having the texture in the trunk.

    • Upvote 1
  8. On 4/21/2016 at 3:14 PM, William Stapleford said:

    After getting some time to rest I have returned back to correcting several problems that Killerconsti found when working with the vehicle.  To include some god awefull wheel textures and see through bodies and problems with the transparent materials.  I'm hoping to get some screens up later tonight if the bandwidth will allow of the new and improved crownvic black and white.  

    Fixes include, remap of the wheels and adding realistic textures to the wheel and the tires and sidewalls.  

    Interior of doors now modeled.  All doors and body are now a "shell" and should no longer be see through.  This should also allow the player to see inside the car if the door is open.

    General fixes to the the uvw mapping.  So far it looks pretty good at least in the 3d program. Only time will tell if it will translate to the game.  I'm trying to also work on getting an American siren sound file to also add this to the vehicle as well.

    These changes will now also be applied to the other vehicle models in the works and now that I know several key issues with the 3d models and how they are handled and problems with transparent polygons etc.  Hopefully I can now make the changes to the new models before it becomes a huge hassle and headache.  The fun part will be getting this model into the game again as that seems to be my major headache.

    Killerconsti, the slow bandwidth and possible security problems would not allow the photos, so I had to create a "shell" around the vehicle and the doors.  Then I learned how to use multi/sub materials and created a new material using 5 different bitmaps.

    1 - default

    2 - interior

    3 - windows

    4 - exterior

    5 - lens

    Then used the edit poly to make the polygons whatever material id that I wanted.  Then UV Unwrapped the interiors .tiff images to the correct place. I'm not sure what will happen now with the import into the game because I have so many .tiff files and a material file that contains them.  Hopefully if it works each .tiff file can be changed using the in game material manager to make it semi-transparent.  If not then I will have to try your trick of creating a clone and reversing the polygon.  I tried and couldn't get it to work and also wondered what would happen as it would affect the pivot points etc.

     

    Wish everyone a safe and happy day.

     

    William516

    Bill

    Delaware, USA

    I'll take one thing off your hands and find some siren files for you.

    • Upvote 1
  9. 21 hours ago, Killerconsti said:

    well each part of equipment need it's own script.  That's also why i just have the getcommand (which get them from the car),. However it's possible to replace my cones with William's ones if you just need one of that kind.

     

    The placing could work like the tape. Hopwever I've not implented that yet, as I first want to fix the position

    Okay, sorry about that, I assumed you had it working already. I suggest using the tape placing script (tweaked) to place it down as you don't need to go through the process of making a new script for placing objects.

  10. 1 hour ago, Killerconsti said:

    Well the Get Traffic Cone Command finally works, just the attaching point is kinda troublesome right now, but i might use two different modells to solve this

    http://www.emergency-planet.com/uploads/monthly_2016_04/20160419212427_1.jpg.4f4b8de66fece7965cdd4533a970b491.jpg

    I Say "DERP!" when it comes to the traffic cones  <- Online American Fad That Makes Me Laugh Every Time

    Cool though, will say that. Awesome!

    How do they work? Are they like the police tape in the unmodded game (without the textures and stuff) or do they use new scripting?

  11. On 4/10/2016 at 6:33 AM, Police101 said:

    Thank you for posting, I will also be viewing YouTube Channels if they also have tutorials.

    Before I moved on to EM5 I thought of doing a LS, LC, or VC mod, but I just didn't have any resources especially models, nor experience. I look forward to this mod. Hope it goes well for you!

  12. 10 hours ago, Ben12 said:

    LED light bar

    Ahem. : )

    Yes, I am aware that the CVPI is off a bit, but I'm sure William will be able to fix it, and take care of the lightbar issue (I thought it was a child model though). And if not, which I doubt, I can always use a different model.

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