Manhattan Modification General Topic
#7501
Geschrieben 21 Februar 2013 - 06:28
#7502
Geschrieben 21 Februar 2013 - 06:30
Whats up!
#7503
Geschrieben 21 Februar 2013 - 06:45
Scotland, the only country in the world where our national animal doesn't exist and our national flower is a weed...
#7504
Geschrieben 21 Februar 2013 - 07:23
would a firefighter down alarm script (like for when a ff is injured the alarm goes off) be to hard? you hear them in a few 9/11 Docs and its heard alot in Chicago fire
Weve actually got that working, thats one of the new features as well.
#7505
Geschrieben 21 Februar 2013 - 07:30
Scotland, the only country in the world where our national animal doesn't exist and our national flower is a weed...
#7506
Geschrieben 21 Februar 2013 - 08:08
You have to click on of the black commands on the bottom
finally someone with the exact same problem! klicking those icons doesn't work too of course!
i downloaded all the new drivers and codecs for XP i could get but it still doesn't work!
i also discovered that the new soundfiles for the sirens got other specs than the original ones (they are stereo, other bitrate(?), etc.)
#7507
Geschrieben 21 Februar 2013 - 09:20
finally someone with the exact same problem! klicking those icons doesn't work too of course!
i downloaded all the new drivers and codecs for XP i could get but it still doesn't work!
i also discovered that the new soundfiles for the sirens got other specs than the original ones (they are stereo, other bitrate(?), etc.)
The issue is universal at some points. Its a really annoying one, if the bit rate is too high many cant run but the export setting for my sounds are 32000hz Mono I think if I remember correctly. I can only think of updating drivers, audio programs and not sure what else. Any suggestions?
#7508
Geschrieben 21 Februar 2013 - 09:26
don't know if it's my problem, but i checked again:
EQ2BWail -> new manhattan files
bitrate 1024 kbit/s
32 bit
1 mono
32 kHz
format PCM
Emsiren01 -> standard file
bitrate 352 kbit/s
16 bit
1 mono
22 kHz
format PCM
#7509
Geschrieben 21 Februar 2013 - 09:30
#7510
Geschrieben 21 Februar 2013 - 09:32
It might be worth to look into this. I did a small experiment and found out that .png files are generally twice as small as .bmp files with basically no quality difference. If you manage to downsize the mod, it might create a significant performance boost as well as decrease loading times which are -unfortunately- pretty bad right now. On top of all, you will attract a hell of a lot more players if the mod runs better on older computers including mine.
#7511
Geschrieben 21 Februar 2013 - 10:02
On top of all, you will attract a hell of a lot more players if the mod runs better on older computers including mine.
True That
#7512
Geschrieben 21 Februar 2013 - 10:21
Related to the posts about the system requirements, I have an important suggestion to make. You might be able to really increase performance and downside the entire mod by taking a look at your textures and converting them to a format which takes up less space. I noticed you are using .bmp files, and unfortunately they take up a lot of space. Converting them to a different format such as .png, .tga or .jpg might be clever. (.dds works too, but applies too much compression imo).
It might be worth to look into this. I did a small experiment and found out that .png files are generally twice as small as .bmp files with basically no quality difference. If you manage to downsize the mod, it might create a significant performance boost as well as decrease loading times which are -unfortunately- pretty bad right now. On top of all, you will attract a hell of a lot more players if the mod runs better on older computers including mine.
I've come to realize that. But is there anyway to not have to go back and re assign the converted textures because that would mean converting 100+ files and reassigning them to the model .
BUT, if it helps all the issues the mod is having, were going to split the work up and do it. Hopefully this helps everyone crashing!
And Sven, Ill see what I can do with out making the audio sound like sh*t
#7513
Geschrieben 21 Februar 2013 - 10:47
That does make a lot of sense. I didn't realise that jpeg files where being used. That could very well be the solution to the problem.
Am I right in thinking you reassign textures in the editor?
#7514
Geschrieben 21 Februar 2013 - 11:44
It might be worth to look into this. I did a small experiment and found out that .png files are generally twice as small as .bmp files with basically no quality difference. If you manage to downsize the mod, it might create a significant performance boost as well as decrease loading times which are -unfortunately- pretty bad right now. On top of all, you will attract a hell of a lot more players if the mod runs better on older computers including mine.
Load times are a serious issue, though only once a session, thankfully. If it cuts down on the size of the mod itself, even better.
The bigger issue (for me, at least) is the heavy lighting on some of the vehicles. I'd like to hope for a balance between aesthetics and performance, but I don't want folks to compromise the quality of their work if they feel they shouldn't.
Hoppah's Limited Water Supply Script Redone! (Released 2014/7/29)
Looking for some minor modding assistance; any help is appreciated.
Handful of Bugs I've Encountered with Personal LA Mod Edit
Looking for Freeplay Event Tutorial
Treat Person Script: Heal script overhaul and replacement complete. Autoheal script in progress.
#7515
Geschrieben 21 Februar 2013 - 11:56
i basically can play the soundfiles with media player etc but they don't work in em4, so i know what i'm missing
on the textures...
i think e34p is right, at least that's what i always did when i decided to change my textures to PNG.
re-save the texture files as PNG (or whatever with small file size), open the (unlocked) model files with the windows editor and just change the file extensions of the model-related textures in there.
could save you a lot of time and you won't have to reassign all the textures in zmod if i remember it right.
greetz
#7516
Geschrieben 21 Februar 2013 - 11:57
#7517
Geschrieben 22 Februar 2013 - 12:00
Currently Supporting Kent Mod, London Mod and London Project along with the already released Welfordshire Mod
#7518
Geschrieben 22 Februar 2013 - 12:03
Currently Supporting Kent Mod, London Mod and London Project along with the already released Welfordshire Mod
#7519
Geschrieben 22 Februar 2013 - 06:57
Also in response to hoppahs suggestion please do convert to .png as may allow those of us unable to enjoy v3 to actually then be able to enjoy it as even the intel cards stand an ok chance at support the .png format!!!!!!
.png, .tga .jpg/jpeg and .dds are all fine and common file formats. Just be careful with textures that contain alpha layers as not every format supports them. Also, if you convert the texture to .jpg make sure to check the image quality afterwards. I personally prefer .png. I wouldn't use dds at anytime anymore, because it contains way too much compression artifacts (or whatever that distortion is called).
Most photo editing software have tools to convert a batch of files to a different format at once, so thats fairly easy.
Then you need to edit the .v3o manually to change the file extension. You might be able to use NotePad++ which can open files simultaneously. Then use the 'Find & Replace in All Files' function to replace ".bmp" to the new file extension. Don't forget to make a backup first and do a quick test in the editor to make sure you didn't miss anything.
Done
#7520
Geschrieben 23 Februar 2013 - 07:55
New 5 Minute Multiplayer Gameplay
Also tagged with one or more of these keywords: new, york, manhattan, mod, fdny, nypd, ems, dyson, rafael, submod
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