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    ERT Mod possibility

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    DCBurke
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    Re: ERT Mod possibility

    Post by DCBurke on Tue Jan 11, 2011 5:04 pm

    Yes it did


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    Re: ERT Mod possibility

    Post by C. Davis on Tue Jan 11, 2011 6:23 pm

    Yeah the SUV needs an LED lightbar...I didn't see one...
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    Re: ERT Mod possibility

    Post by EwanRaven on Tue Jan 11, 2011 6:25 pm

    Yes it does say DC-1 on it, and the guy that disarms the bomb is D.C. Burke, I just simply made the lightbar transparent in PAINT.net I cant get 2 lights on the top to go away though. And no, we've decided not to put a lightbar on the car and make it unmarked sort of.


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    Re: ERT Mod possibility

    Post by DCBurke on Tue Jan 11, 2011 7:04 pm

    Any models that need touch ups or whatever, every author I'm on good terms with, so I can easily touch up the physical model however I need, if we need anything, so don't worry about little things like that


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    Re: ERT Mod possibility

    Post by J. Hannahan on Tue Jan 11, 2011 7:32 pm

    (Are you Newfoundking? just wonderin')
    Can't wait to see new models! I'm still working on making/texturing lightbars.
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    Re: ERT Mod possibility

    Post by DCBurke on Tue Jan 11, 2011 7:44 pm

    yes


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    Re: ERT Mod possibility

    Post by J.Libor on Thu Jan 13, 2011 6:59 pm



    Last edited by J.Libor on Thu Jan 13, 2011 7:04 pm; edited 1 time in total


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    Re: ERT Mod possibility

    Post by M. Cressler on Thu Jan 13, 2011 7:02 pm

    I'm pretty good photoshop I'm just not sure how to get 3D models in if you can? but I could make them look pretty if someone helped me out there
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    Re: ERT Mod possibility

    Post by J.Libor on Thu Jan 13, 2011 7:04 pm

    I take a screen shot in the moddeling program, then paste it and edit the screen.


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    Re: ERT Mod possibility

    Post by J.Bridwell on Thu Jan 13, 2011 7:09 pm

    I can convert sketchup to zmod if we need it Smile
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    Re: ERT Mod possibility

    Post by J. Hannahan on Thu Jan 13, 2011 7:25 pm

    I'm good at sketchup just in case!
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    Re: ERT Mod possibility

    Post by M.Daniels on Thu Jan 13, 2011 7:34 pm

    OMG Libor!
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    Re: ERT Mod possibility

    Post by C. Davis on Fri Jan 14, 2011 7:39 am

    Yeah haha. Good job, just need to add the ladder!
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    Re: ERT Mod possibility

    Post by DCBurke on Fri Jan 14, 2011 8:19 pm

    The gap in my flag was too large. Redo the entire model, it's no good now.








    Seriously, it was good, flag gap was too large though Razz


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    Re: ERT Mod possibility

    Post by J.Libor on Fri Jan 14, 2011 10:56 pm

    Lol, yours was a tough one Wink


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    Re: ERT Mod possibility

    Post by S. Morrigan on Fri Jul 08, 2011 1:58 pm

    I've been reskinning the NY mod. It's not 100% accurate vehicle wise and obviously I can't release anything, but I can post some of it for inspiration if you'd like.

    I haven't done anything monumental, but I can detail and touch up a skin, I'm good at lights, and I have some decent familiarity with the editor.
    No promises, but I may be able to do some minor scripting.


    Last edited by S. Morrigan on Fri Jul 08, 2011 8:38 pm; edited 1 time in total
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    Re: ERT Mod possibility

    Post by DCBurke on Fri Jul 08, 2011 8:35 pm

    I'll tell ya what, send me the files, and I'll check it out, if it looks half decent, I may be able to talk mike into letting it go into a production phase


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    Re: ERT Mod possibility

    Post by S. Morrigan on Fri Jul 08, 2011 8:59 pm

    Updated: Pic of some units in game.
    All police are done. I have to take 5 minutes out of my day and fix the Explorer police units, the lettering is backwards but I know where the issue is. Side note: Are you aware that the Battalion Chief Excursion uses the EMS Ops Excursion's door for deployed mode? Driver's side only. I encountered this during testing. I have McEvoy's SUV done as an Excursion, as well as our EMS captain's. I also have Rescue 1 and S-1 done to my liking. I didn't know what our Tec units look like, so I took some artistic liberties and finished the three tow units. I'll be working the step van over in a similar manner once Fire is reskinned entirely.

    I'll also be redoing lights over the next few days on the police units. I'm thinking about putting a green light or something somewhere on the vehicle to signify it is federal vs. municipal. My real hope is when I'm all said and done:

    -ERT units will be spawned at the start of freeplay.
    -I will have some semblance of the ERT complex at the center of the map.
    -I will place station 2.
    -I want to make Phoxlind, Trulit, and State units available for backup. I'm not sure yet if I'd prefer to put them in the regular dispatch bar, or if I'd set them up to be called only by unit commands. I'm tempted to have Burke/McEvoy/Riles be able to call ERT units, and have Captains(Fire) and Sergeants(Police) call Phoxlind or Trulit in. If I did, the dispatch bar would be ERT units that you'd use to replace yours. (If I got far enough invested, I'd consider making these be the reserve units)

    Burke, I sent you the Negotiator truck. I have other vehicles if you'd like. I only sent the tga file, but I can send the others along with it in the future if preferred.

    As stated before, this is ONLY a personal mod. I greatly respect the authors of the NY mod and the painstaking hours they've put in, and I have absolutely no intention of diluting their work by taking any credit.


    Last edited by S. Morrigan on Thu Jul 14, 2011 10:03 am; edited 3 times in total (Reason for editing : Progress!)
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    Re: ERT Mod possibility

    Post by S. Morrigan on Fri Jul 22, 2011 1:49 pm

    Minor update: I am 1 vehicle short (Haz Mat 1) From having totally reskinned the NY mod. Once it is finished, I'll be reworking the scripts and making some of the (already) skinned units to be local non ERT vehicles.
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    Re: ERT Mod possibility

    Post by DCBurke on Fri Jul 22, 2011 8:42 pm

    Yes I am aware they shared the door, twas done on purpose to limit peolpe who wanna just reskin everything. You can just clone the door and replace it . It's only easy


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    Re: ERT Mod possibility

    Post by EwanRaven on Sat Jul 23, 2011 12:21 am

    BTW update on my part, EMT basic skins are gone, but the upgraded skins are still around. DC-1 PC-1 and PC-6 D.C. Burke and ERT officer skin were lost I believe, I can fix it though once I get all my shit back.


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    Re: ERT Mod possibility

    Post by S. Morrigan on Sat Jul 23, 2011 11:11 am

    And... Done. Album link
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    Re: ERT Mod possibility

    Post by DCBurke on Sat Jul 23, 2011 1:01 pm

    I'll tell you what, send me your stuff. You're allowed to do that, since I'm Newfoundking and I made the mod, so it's okay to send me that stuff, I'll review it and tweak any thing that needs to be done (mostly TEC stuff probably, thought I still had some pictures up) and then if eveqrything is good, I'll release it


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    Re: ERT Mod possibility

    Post by EwanRaven on Sat Jul 23, 2011 2:06 pm

    Oh btw, greg and I were doing a seagrave, the one douchebag dyson stole, we just don't have it mapped. Any help for a PFD truck?
    Also david can you email me..
    LAAP, LAPP, Bombsquad, LA scout, base game negotiator, and I need a firefighter skin, I dunno what to use though.


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    Re: ERT Mod possibility

    Post by DCBurke on Sat Jul 23, 2011 2:15 pm

    Email you those? I don't have them, I made the new york mod, not the LA mod Wink

    Though you've got permission for those as well.
    For firefighters I personally use Hoppah's with the american helmet, and remap


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    Re: ERT Mod possibility

    Post by J. Hannahan on Sat Jul 23, 2011 4:38 pm

    Wow this is awesome!! Just need new lightbars lol. I could make it in sketchup then convert it to zmod but only three though....
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    Re: ERT Mod possibility

    Post by EwanRaven on Sat Jul 23, 2011 5:00 pm

    If you could email them unlocked that would be great, I'll redo everything, and send you my PIG mod it has the EM doctors that were switched with the ERT full skin (Cold weather gear) which looks pretty bad ass imo. I lost the EMTs with the basic vest thing.


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    Re: ERT Mod possibility

    Post by J. Hannahan on Sat Jul 23, 2011 6:08 pm

    Ewan, you talking to me or Burke?
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    Re: ERT Mod possibility

    Post by EwanRaven on Sat Jul 23, 2011 6:46 pm

    Burke


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    Re: ERT Mod possibility

    Post by J. Hannahan on Sat Jul 23, 2011 7:41 pm

    kk
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    Re: ERT Mod possibility

    Post by S. Morrigan on Sat Jul 23, 2011 8:13 pm

    Burke, I've got some things to work out before it's worthy of release, but I promise I'll send it to you the moment it's done (And once I learn to pack mods). TU-1 is unmarked RMP 11 and I want to redo the current Impalas to be slicktops like we currently have. Since I have no modeling skills, the Crown Vics will have to do for the Caprices for the time being.

    There is a lot more I plan to do. Rearrange the map so there's an ERT base like we have, Color FF helmets and restrict their commands (EMT has a stabilize, but PM has heal, HRES is the only one who can use the ladder on the truck, etc.) Would you prefer me to just do the small stuff from above and then offer the rest later as an update?
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    Re: ERT Mod possibility

    Post by EwanRaven on Sat Jul 23, 2011 10:45 pm

    Morrigan, you can't restrict anything in the script, I believe this is enter bucket command yes?
    Code:
    object EnterBasket: CommandScript
    {
     float tx, ty, tz;
     int mode; // 0 - enter direct, 1 - call up, 2 - call down
     bool install;
     EnterBasket()
     {
      SetValidTargets(ACTOR_VEHICLE);
     }
     bool CheckTarget(GameObject *Caller, Actor *Target, int childID)
     {
      if(!Caller->IsValid() || !Target->IsValid() || Target->GetType() != ACTOR_VEHICLE ||
      Caller->GetType() != ACTOR_PERSON)
      return false;
      Vehicle v(Target);
      if (/*!v.IsInstalled() || */v.GetVehicleType() != VT_FIREFIGHTERS_DLK || v.IsUplifting() || !v.IsBasketEmpty() || !v.IsIdle() ||  v.IsDestroyed())
      return false;
      Person p(Caller);
      if (p.GetEnteredCarID() != -1)
      return false;
      install = false;
      if (!v.IsInstalled())
      {
      if (p.IsLinkedWithPerson() || p.IsCarryingPerson())
        return false;
      install = true;
      }
      /*if (v.GetInstallTargetID() == -1 && (p.IsLinkedWithPerson() || p.IsCarryingPerson()))
      return false;*/
      if (p.GetEnteredHouseID() == -1)
      {
      // person is in open area
      if (v.IsUplifted())
        mode = 2;
      else
        mode = 0;
      http://v.GetTargetPoint(Caller, TARGET_DLK_BASKET_BASE, tx, ty, tz);
      return true;
      }
      else
      {
      // person is in house
      // check if house has ground entrance
      if (p.IsInHouseWithGroundEntrance())
      {
        // Need to leave house
        if (v.IsUplifted())
        mode = 1;
        else
        mode = 0;
        http://v.GetTargetPoint(Caller, TARGET_DLK_BASKET_BASE, tx, ty, tz);
        return true;
      }
      else
      {
        // check if vehicle is installed at this house
        if (p.GetEnteredHouseID() == v.GetInstallTargetID())
        {
        if (v.IsUplifted())
          mode = 0;
        else
          mode = 1;
        http://house.GetEntrancePosition(false, tx, ty, tz);
        return true;
        }
      }
      }
      return false;
     }
     void PushActions(GameObject *Caller, Actor *Target, int childID)
     {
      Vehicle v(Target);
      Person p(Caller);
      if (p.GetEnteredHouseID() == -1 || p.IsInHouseWithGroundEntrance())
      v.GetTargetPoint(Caller, TARGET_DLK_BASKET_BASE, tx, ty, tz);
      else
      p.GetEnteredHouseEntrancePosition(false, tx, ty, tz);
      switch (mode)
      {
      case 0: // enter directly
        Caller->PushActionMove(ACTION_NEWLIST, tx, ty, tz);
        Caller->PushActionEnterBasket(ACTION_APPEND, Target);
        break;
      case 1: // call up
        v.PushActionBasketUp(ACTION_NEWLIST);
        Caller->PushActionMove(ACTION_APPEND, tx, ty, tz);
        Caller->PushActionEnterBasket(ACTION_APPEND, Target);
        break;
      case 2: // call down
        v.PushActionBasketDown(ACTION_NEWLIST, 0.f, 0.f, 0.f);
        Caller->PushActionMove(ACTION_APPEND, tx, ty, tz);
        Caller->PushActionEnterBasket(ACTION_APPEND, Target);
        break;
      }
      if (install)
      v.PushActionInstall(ACTION_NEWLIST, Target);
     }
    };

    You need to instead edit the units commands in the editor. Find the unit in the "Scene" pane and click edit in the "Scene" pane, then find the commands tab and edit the commands there.


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    Re: ERT Mod possibility

    Post by S. Morrigan on Sun Jul 24, 2011 5:19 am

    Right... By taking the command away from non HRES units, I've Restricted the command to one group...

    The plan is it keeps that bit of difficulty. I'll still color the helmets, but this way you can't just do everything with one FF/PM.

    The only script editing/creation I plan to do is vehicles going to stations. MAYBE an idea I had with lights, but that's for the future.
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    Re: ERT Mod possibility

    Post by S. Morrigan on Fri Aug 12, 2011 12:55 am

    So ive made some tweaks:

    For some reason when I renamed the mod folder to ERT all my lighting changes were lost. They've since been fixed.

    Reskinned traffic units to PPD, TSD, and Ft. Basio MP

    Reskinned the EMS supervisor. It's now the EDRC pickup. I'm quite proud of how it's turned out.

    I will post pics here tomorrow. I have however come across an issue. I want to add some reskinned LA mod units (For PFD, TVFD, and to get units for ERTPD with proper light bars) I've been trying to reskin the LA mod since I got EM4, but the models won't unlock. Yes, I've tried the steps offered on EMP ad nauseum. Yes, I do have a legitimate copy of 911:FR from Atari. Why it won't unlock? I couldn't say. If anyone has unlocked the LA mod, I would be eternally grateful to receive some models. I can make a list of what I'm looking for, I think it's something like 10-15 of them.
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    Re: ERT Mod possibility

    Post by J. Hannahan on Fri Aug 12, 2011 10:57 am

    Did you change the dds file that holds the texture to the car you want to reskin to v30 then go in editor, open unpack file, go to the la mod folder through your computer file and wizard works and select the changed dds to v3o file to unpack it then change the file back to dds. Use dds converter to change the file to jpeg and back to dds when you're done?
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    Re: ERT Mod possibility

    Post by S. Morrigan on Fri Aug 12, 2011 11:00 am

    J. Hannahan wrote:Did you change the dds file that holds the texture to the car you want to reskin to v30 then go in editor, open unpack file, go to the la mod folder through your computer file and wizard works and select the changed dds to v3o file to unpack it then change the file back to dds.

    Yes.

    J. Hannahan wrote:Use dds converter to change the file to jpeg and back to dds when you're done?

    This is where the problem occurs. From watching the process work (Once, months ago, on one vehicle), it seems like all the files unpack successfully. However, the DDS file will not convert to jpeg, or any other format.

    Tested again just to get any error codes. Some say success, some say cannot load. However, none are converted.
    Used: DDS Converter 2.1, also attempted with 1.2
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    Re: ERT Mod possibility

    Post by J. Hannahan on Fri Aug 12, 2011 11:31 am

    Ok, pm me what trucks you need to be unpacked and I'll gladly do it for ya. Just give me some time since my laptop has no internet right now.
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    Re: ERT Mod possibility

    Post by DCBurke on Fri Aug 12, 2011 1:18 pm

    pictures?


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    Re: ERT Mod possibility

    Post by S. Morrigan on Fri Aug 12, 2011 2:04 pm

    Oops!

    Police&Burke
    L-R: Traffic Sup-1, TU-1. UMC, Burke's SUV (Slicktop), Traffic Investigator, PC-1, Reserve CV, Charger.
    Local units
    L-R: TSD car, Ft. Basio MP SUV, PPD car.
    EMS
    L-R: M-1, MCU, EDRC
    Fire(No change)
    L-R: L-1, Chief SUV, P-11, S1, R-1

    The doc's truck ended up looking shorter than I expected, I may shorten the cab a little more to get better perspective. The details on the orange and blue I'm VERY pleased with. I'll try to get a close up of them in the next few days from the light editor view.
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    Re: ERT Mod possibility

    Post by C. Davis on Fri Aug 12, 2011 3:35 pm

    Hey speaking of which, I can do some lights if ya want. I know you haven't seen anything, but I don't have Fraps. If it's free I'll get it and show you guys what I can do if you want my help.
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    Re: ERT Mod possibility

    Post by EwanRaven on Fri Aug 12, 2011 4:01 pm

    Fraps isn't free but someone here has a cracked version : )


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    Re: ERT Mod possibility

    Post by J.Libor on Fri Aug 12, 2011 4:46 pm

    There is a free version but frame rate goes way down.


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    Re: ERT Mod possibility

    Post by DCBurke on Fri Aug 12, 2011 7:45 pm

    Like I said earlier, since I am a creator of the mod, send me your files, I'll tweak the models to meet ERT specs, and we'll release them if you'd like. Message me if you're interested


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    Re: ERT Mod possibility

    Post by S. Morrigan on Fri Aug 12, 2011 8:09 pm

    I ran into an issue with the scripts, so I'm afraid to send them. My plan was to edit the controls so it sent out my edited patrol units with the patrol button, traffic with traffic, etc. But when I change the file names inside the script, it breaks and reverts to only sending the first unit in the script. Once I get it all set up, I'd be more than happy to send you what I've got.
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    Re: ERT Mod possibility

    Post by EwanRaven on Fri Aug 12, 2011 8:13 pm

    I'll give you the proper EMS skins (Think I gave them bunker pants in my private mod and those are the only files I have left)


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    Re: ERT Mod possibility

    Post by C. Davis on Fri Aug 12, 2011 8:20 pm

    Ya EMS medics shouldn't have full turnouts. And BTW, do you still have the crack file, Raven? I'd like to..umm...borrow it.
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    Re: ERT Mod possibility

    Post by EwanRaven on Fri Aug 12, 2011 8:22 pm

    Somewhere I do, it's on a USB drive somewhere, I'll look for it.


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    Re: ERT Mod possibility

    Post by S. Morrigan on Fri Aug 12, 2011 8:31 pm

    I use the free one. I just use it for screeniea though, so I can't attest to the framerate.

    Raven, I'd be honored to feature your skins. Question: are the person skins locked a la the LA mod, or were able to use DDSConverter/Photoshop plugin flat out?
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    Re: ERT Mod possibility

    Post by DCBurke on Fri Aug 12, 2011 8:49 pm

    If ou want, I can figure out the scripts


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    Re: ERT Mod possibility

    Post by S. Morrigan on Fri Aug 12, 2011 10:53 pm

    Davis, I have no issue with having you join in on some lights. I don't see why we can't all collaborate our strengths here. However, I can't send it to you til I've given it to DC and he's given the go ahead. But I'd like once it's out to be able to continue to improve it, and perfecting the lights will be a large part of a fast update. I have a few changes I know will need to be made at that point (Director bars, 360 visibility on slicktops and stealth units, etc.). I will definitely keep you in mind when we get there.

    Thanks you guys for the support. I hope the reskins are sufficient enough to keep everyone happy while the real modders are working hard on a true to form project (I'm not doing this to overshadow you guys in any way).

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