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News: Emergency 5 Editor Event (With pictures!)


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#21 EmC-Unit

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Posted 04 July 2014 - 06:12 PM

Considering the fact that EM2012 - 2014 is on steam, it is very likely that EMERGENCY 5 will be on steam as well. 

 

 

We are planning to release the edtior with the game, yes.

So it won't work without steam?


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#22 Turk_SeSo

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Posted 04 July 2014 - 07:26 PM

Currently I do not see a reason for the game not working without steam.

But if you buy the game with steam you might have to use steam as well. But we still have a good amount of time before discussing these aspects ;)



#23 mariuswww

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Posted 04 July 2014 - 08:37 PM

Currently I do not see a reason for the game not working without steam.

But if you buy the game with steam you might have to use steam as well. But we still have a good amount of time before discussing these aspects ;)

This is obviously not an "Ask me Anything" thread from your side, but now that you're here I have to ask; Are the fire hoses movement or physics if you'd like, improved from Em4?

 

If you ask me thats one of the biggest visual draw backs that em4 has.



#24 Fred03

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Posted 04 July 2014 - 10:30 PM

Just make sure the game does not require online activation or anything like that please.


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#25 Turk_SeSo

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Posted 05 July 2014 - 10:43 AM

This is obviously not an "Ask me Anything" thread from your side, but now that you're here I have to ask; Are the fire hoses movement or physics if you'd like, improved from Em4?

 

If you ask me thats one of the biggest visual draw backs that em4 has.

 

Do you mean that he hoses should move through the water pressure?

I do not think that such a detail will be implemented, but we can put that on the list for EMERGENCYs to come ;)

 

Just make sure the game does not require online activation or anything like that please.

 

Will do my best :D



#26 theparanoid

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Posted 05 July 2014 - 12:35 PM

I am just hopping for limit water function building in, with the ability to hook to hydrants or a tanker type vechile and multiply player observer slots.

#27 Hoppah

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Posted 05 July 2014 - 05:17 PM

I wonder if we can port over .v3o into the MESH format. That would save us a lot of time.

 

If not, I won't be doing mods for this game period.



#28 randomperson139

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Posted 05 July 2014 - 05:29 PM

IF the files are .mesh, I believe ZModeler can import/export them, and that would allow file conversions.

 

Although, the mesh files mentioned may be a completely different format... and may not actually be .mesh files.


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#29 The Loot

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Posted 05 July 2014 - 09:11 PM

If mod support is an important priority, I can't see them doing anything but making it easy to get models into the game.



#30 MikeyPI

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Posted 06 July 2014 - 12:48 AM

One would hope they would include a method/converter to put models into the new game, otherwise it will frustrate a great deal of modders, myself included.  IF the things we've done already are lost to the times and we have to get a whole new app/process to create the content, it will come down to a time-vs-reward deal for alot of us.  Most of us simply don't have the time or energy to learn a whole new program just to be able to continue this series.


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#31 youdotoo

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Posted 06 July 2014 - 03:59 PM

You have to factor in the fact that technology has changed a lot in six years. Besides it would give us an opportunity to come up with new Ideas.  


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#32 godra

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Posted 07 July 2014 - 05:38 PM

If you have the raw files of your model or if you can convert your v3o file into any other format, you'll be able to import it to the EMERGENCY 5 editor. It's no big deal, you'll only have to convert it into MESH.

 

But there is a much bigger problem: The average polygon count of EMERGENCY 5 models is higher than the polygon count of the most community models. Also there is a whole bunch of new technologies, specular mapping, bump mapping, normal mapping etc. You can use your old models, but it's necessary to tweak them.



#33 itchboy

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Posted 08 July 2014 - 05:58 AM

If you have the raw files of your model or if you can convert your v3o file into any other format, you'll be able to import it to the EMERGENCY 5 editor. It's no big deal, you'll only have to convert it into MESH.

 

But there is a much bigger problem: The average polygon count of EMERGENCY 5 models is higher than the polygon count of the most community models. Also there is a whole bunch of new technologies, specular mapping, bump mapping, normal mapping etc. You can use your old models, but it's necessary to tweak them.

Its good that it wont be hard to get our models into the new game. But...
Oh dear, this might put me in a tough situation with my models. I'll either have to remodel them ALL, or not mod EM5.

I guess the big name mods such as NYC, Montana and RCMP shouldnt have to worry so much.

Can you elaborate exactly how detailed the models are in the new game?



#34 godra

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Posted 08 July 2014 - 11:05 AM

The poly count should be somewhere between 6.000 and 20.000.



#35 itchboy

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Posted 08 July 2014 - 11:12 AM

The poly count should be somewhere between 6.000 and 20.000.

Holy ****. Thats a lot. Only the models from Montana and NYC have similar polycounts. I guess I'll be out of a job when EM5 comes out.



#36 Excision

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Posted 08 July 2014 - 09:12 PM

I swear this has made me 10x more excited for this game.

 

Can't wait!



#37 bama1234

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Posted 09 July 2014 - 11:03 PM

Holy ****. Thats a lot. Only the models from Montana and NYC have similar polycounts. I guess I'll be out of a job when EM5 comes out.

 

And those models take days to complete sometimes. Making a mod for EM5 might become a full-time job.


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#38 Dosedmonkey

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Posted 10 July 2014 - 12:37 AM

Sounds very awesome! Also sounds like it will save a lot of time on repetative time wasting tasks, allowing for more time to be spent on high quality content, rather then placing fences and carefully photoshopping map floors. Also sounds like it will take some of the figuring out how to edit the game out.file system management, allowing it more accessible to people new to modding.

The modding support has always been great, it sounds like its going to improve even further! Fantastic! Thanks sixteen tones entertainment!

6,000 - 20,000 polygons isn't really that high, most other games have been in that range for many years now.

You can still create models lower polys, but chances are you can take your old models, and just improve them around the windows and add some detail, rather then having to start them over again.

If you can import them from something like Blender, where it is seriously easy to model and texture a model it will help a lot.
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#39 nbrown8568

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Posted 10 July 2014 - 09:13 PM

I'm pretty much new to modding. Thanks to Bama, Hoppah, Goog, Mikey and others who have allowed us to use there models. This seems like a win-win situation to me. As of right now I am clue-less on how to edit the map, now ti sounds like this will be another door opening to those of us with limited modding skills. :cheers:

 

Norm,



#40 Handsup!

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Posted 12 July 2014 - 06:43 PM

Might actually be able to mod. :)


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