Jump to content
MikeyPI

Map Modding

Recommended Posts

Hello,

I am new to the forum and new to the modding experience in this game. I intend to do a full model modification from the ground up, but I want to make the map first, not just use the default map I want to make my own map from the ground up, but I have alotta questions to help guide me in the right direction. Is there a way to Extract the IMAGE file used for the default freeplay map into a .TGA so I can borrow some of it's textures that are good as they are or as guides to enhance them to make my own? I have gotten how to make your own from the ground up, but that could take months trying to build the network and all that especially considering I have no clue what the Default Freeplay map size was (the help file only tells you the min and max). My objective is NOT the same as the LA mod (great mod btw) it is just alil too fluffed with goodies which imo are redundant. I mean no disrespect when I say this, I just would like to make my own mod that is similar to the original game making resource management a required aspect of freeplay missions as the original was, and when I get around to building the car models I am going to try to make them look as good as I can without overburdening a PC if ya have too many deployed across the map. High Poly models on Missions is fine, but in freeplay with the multitasking and all the other things it has to load I wanna stay close to the original game's parameters but with new models. My first concept is to head towards a North America Generic Mod. Any Warnings or issues I should avoid to make sure that I don't overkill the mod would be appreciated since I don't know this games limitations. I wanna try to make some new features like actual ROADBLOCKS to divert traffic, instead of having your cops have to stand EXACTLY the right way (which is frustrating). I have alot of ideas of what I wanna go for and since I am a modeler I can make the new models as required for my mod, I just need some help in knowing what kinds of things E3 Definately cannot do so I don't waste too much time making things that will never be able to function due to game limitations. Also if the guy who made the LA mod could give me a hand in understanding how to set up new commands for Vehicles and Units I'd appreciate it because I am a novice with this game and really can use all the help I can get to hit the ground running and hopefully make a nice modification that has a multitude of units and people to work with that are all unique in their own way.

I will probrably try to make every unit serve it's own purpose, and appearance wise look the part so to speak. But first I need to work on a Freeplay map (Missions may complete the pack after I figure out the freeplay aspect)

Thank you for your time in reading this, and any advice anyone has I'd appreciate it. Bear in mind I am trying to stay close to the original game's concept in resource management, so I am not trying to go overkill. So most of the advice I'd appreciate is towards how to set things up to keep the game running happy in freeplay, perhaps if I do missions down the line I will make "enhanced" units and vehicles specially for those missions that are alittle more beefy and complicated.

Link to comment
Share on other sites

A side note that I figure I might as well add to this thread since I started it to begin with, When it comes to the Automobile modifications, I loaded a default car in Zmod and noticed the doors are NOWHERE near where they should be on the vehicle when combined all together in the program. Does the editor built in the game sort that out it's self and essentially when you build a door it is supposed to be centered on it's pivot point rather than where it would be on the vehicle? The body aspect of making a model seems easy as cake to me, but the extra parts (in all the other games I modded over the years they had to "fit" in their places and appeared more like a natural vehicle in the editor rather than the body here and the wheels and doors scattered throughout the model with perfect alignment on their independent axis but not where they should be on the vehicle? I am thinking about making a "prototype" SUV just to see how much time it'd take to make a relatively simple patrol car (or SUV) but I want to make sure that I am not opening myself up for disappointment when I throw it in the game just to find that nothing is aligned right and my "blending" of the doors for example is not quite right. In Zmod does it matter where the parts are placed just as long as the individual parts AXIS are aligned to the pivot point (hinge) for the door, so that for example I may temporarilly put all the parts together in one package to align and scale everything so it fits right, then separate them into their individual files after I am satisfied they are properly scaled and the mesh is aligned correctly on all the parts so you don't end up with a stripe for example on the door that does not meet the stripe on the fender.

Link to comment
Share on other sites

Try using the search engine (top right hand corner) this question is asked dozens of times, I think you'll find the answer somewhere on the site.

About Z-modeler there's a tutorial you can take that explains why you don't see any doors.

Greetz,

Thijs

Link to comment
Share on other sites

Try using the search engine (top right hand corner) this question is asked dozens of times, I think you'll find the answer somewhere on the site.

About Z-modeler there's a tutorial you can take that explains why you don't see any doors.

Greetz,

Thijs

Thnx, I am an expert with zmod I know the parts are separated into different models from the body, wheel, and any doors. My question quite simply was IF I were to build them all together, would it matter WHERE on the (true) axis everything is placed, or is that sorted out by the editor as long as the individual parts are centered on their independent axis? I Imported them all together into the same file just experimenting with them and noticed that NONE of them matched up with any sense as to their placement, simple question if I MAKE the model and the parts aligned when assembled, do they then have any specific requirement other than being centered on their pivot point on their independent axis? That's all I wish to know. nothing more. I KNOW they have to come back apart for extraction into their respective parts but for the sake of arguement it helps me make the vehicle look nicer when it's done if I have all the parts together to make sure they don't collide in bad ways when animated for example.

Also what kind of poly limit is realistic to not kill pc's? I'm used to games where more of the focus is on the VEHICLE than the surrounding terrain, so this is def. a change for me. if I can't get help, I will figure it out on my own through time consuming trial and error (FYI I searched the forum all returns are for things I can already do without any effort). I've already rescripted prototypes to make the original vehicles more friendly and I tampered with the LA Mod just to see what he had going on in the prototypes, so that's not an issue. Mine lies in very very simple questions to make sure I don't make a PC KILLER.

Realistic MAPSIZE and the simple questions regarding the models, nothing more. I can make the models but I WILL overkill them without a LIMIT.

Link to comment
Share on other sites

Well, with your zmod knowledge you'll know what i'm talking about. Having to attach all the different parts of the vehicle before you can export it gets rid of the animation component. So yes you can make them all together however you will not be able to have the doors open. If your model is a child, then all you need to do is, obviously make it to the size of the model, save it as a eg.door01. Then in the editor select that vehicle/edit children/doors/door01 and place in the appropriate spot. Sorry if this isn't what you were looking for but there was a lot to read there and my eyes are tired. Hope it helps

Thnx, I am an expert with zmod I know the parts are separated into different models from the body, wheel, and any doors. My question quite simply was IF I were to build them all together, would it matter WHERE on the (true) axis everything is placed, or is that sorted out by the editor as long as the individual parts are centered on their independent axis? I Imported them all together into the same file just experimenting with them and noticed that NONE of them matched up with any sense as to their placement, simple question if I MAKE the model and the parts aligned when assembled, do they then have any specific requirement other than being centered on their pivot point on their independent axis? That's all I wish to know. nothing more. I KNOW they have to come back apart for extraction into their respective parts but for the sake of arguement it helps me make the vehicle look nicer when it's done if I have all the parts together to make sure they don't collide in bad ways when animated for example.

Also what kind of poly limit is realistic to not kill pc's? I'm used to games where more of the focus is on the VEHICLE than the surrounding terrain, so this is def. a change for me. if I can't get help, I will figure it out on my own through time consuming trial and error (FYI I searched the forum all returns are for things I can already do without any effort). I've already rescripted prototypes to make the original vehicles more friendly and I tampered with the LA Mod just to see what he had going on in the prototypes, so that's not an issue. Mine lies in very very simple questions to make sure I don't make a PC KILLER.

Realistic MAPSIZE and the simple questions regarding the models, nothing more. I can make the models but I WILL overkill them without a LIMIT.

Link to comment
Share on other sites

You've helped, missed the point per se but you've told me something important. I gather that the parts MUST be separtated in order to animate (EX the doors and wheel and the body). I just put em together to see it all together because it's what I'm used to, not to keep it that way:) I never attatched em just tossed em together to see how they were setup. Since you know what you're talking about clearly, here are the abbrev. versions of what I need to know:

1).Reasonable Poly limit (triangles for people who dunno what polygons are) per-vehicle.

2).Does it matter the location on the "true" axis (where X/Y/Z converge) on zmod vs where your parts are centered? I worked with games where you absolutely HAD to center them to the true AXIS, not your model's AXIS.

I think I understand the model AXIS part (put the AXIS centerpoint where you wish it to be animated from or to rotate on in the case of the body).

3).What SIZE map is realistically fair for a CPU to handle in freeplay? The editor help says they must be in intervals of 512X512, What is the original freeplay map's size? I want to BARELY if any go over that because you can have alot going on in that map and with it's one point of entry it is certainly a challenge to reach outlying areas as it is.

For the time being those'll do, once I get the models cracked out and a base map I am happy with the barrage of questions will keep on comming. My objective is simple for this mod I am going for a "lighter" generic US mod (meaning no true emulation peeps can do that later if they want). Instead of having as they did in the LA mod a TON of vehicles that served similar purposes, I am going to add in new units, but try to make them "specialist" units that serve their own purpose and have a unique vehicle model to boot. I could use the original map but I want to change it up since my objective is already pretty high, might as well keep going.

thnx

Well, with your zmod knowledge you'll know what i'm talking about. Having to attach all the different parts of the vehicle before you can export it gets rid of the animation component. So yes you can make them all together however you will not be able to have the doors open. If your model is a child, then all you need to do is, obviously make it to the size of the model, save it as a eg.door01. Then in the editor select that vehicle/edit children/doors/door01 and place in the appropriate spot. Sorry if this isn't what you were looking for but there was a lot to read there and my eyes are tired. Hope it helps
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.



×
×
  • Create New...