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Giovanni E

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About Giovanni E

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  1. thats very intresting, would it perhaps be possible to add custom user made smoke effect to vehicle effects much like how a user can add custom sounds ? that was my original goal, so i could give ocean liners and large cargo steamers a much more realistic length smoke plume !
  2. Thanks ! yea im not entirely sure how they work, tough ive seen and am practically able to replace the diffuse texture of the particles. (havent tried it yet) so thats deffinitly the next step. For now i want to get them saveable and in the best case use them with acc3sviolation's vehicleffects mod so we can have decent length smoke plumes on buildings and large ships. I will definitely be looking into giving them entirely different particles. Practically you'd only need a diffuse and an alpha texture, and a way to save them. (probably a mod that adds new particles) the tricky part in making them would be getting them look good as the particle is just based off a single puff of smoke.
  3. So a while ago while screwing around with modtools i stumbled upon something that seems to control how smoke effects (or spawners) behave. Editing these parameters made me discover these things: M_maxlifetime: controls how long the trail of smoke will be. M_maxspawnangle: controls the grouping of the individual smoke puffs M_maxstartspeed: i believe this controls the amount of smoke puffs spawned. there are min and max values allowing for variation in the effect. i used the factory smoke large effect to test this. At this point im stuck, i can edit the smoke effects without problem, however they just wont save, everytime the game is restarted they reset back to their default settings. I tried to look into making a mod that saves them, but i lack the knowledge on how to do so. so i hope someone can help me figure this out or wants to pick this up. Attached screenshots is were the prop effect parameters are located (default settings), and how the effect can look when you edit these.
  4. So ive been experimenting with the police helicopter with a blimp AI. this way it allows me to effectively create a working animated helicopter that functions as a civilian helicopter transporting people. With some help of Ronyx69 i managed to get it to spawn from the Blimp depot, and apart from a few graphical glitches that are easy to combat it actually flew and had all its effects. But theres still one problem. Anytime it lands at a Blimp stop it crashes the game puking nullref errors. i believe i have narrowed it down to the fact that the 'transportinfo' on the helicopter is set to null, while the blimp actually has transportinfo. So my question is aimed to all you coding and scripting wizards out here, if at all, would this transportinfo be editable in some way ? and if it is, how ? I really would love to see a working civilian helicopter transporting people around instead of just as an emergency vehicle, so help would be appreciated. Giometry E to give a better idea of what ive done, here's a video:
  5. hmmm, im not a fan of 2D planes, because all i ever find for good textures are horrible ones. but your idea of a compromise isnt a bad idea at all. especially for the supports under the railing, hadnt thought about that way of doing so. guess i will try and see what i can make of it by using 2D planes !
  6. progress: Shes coming along nicely if i say so myself. I removed the radar on top of the mainmast because i was not statisfied with how it looked. Instead of that i just made it a more common antenna. I also added the 'H-bitts' and finished the railing. other details include the horns, as well as some tire fenders, on the bow of the ship i added a rubber bulkead, i chose for a mix between bulkhead and tire fenders because otherwise i would have to use more tire fenders which pulls the polycount up even higher than it already is, also included is the winch. I'm not statisfied with how the bulkhead on the bow looks, and im considering to make it look more panel'ish. not shown in the screenshots but what i also did add was a lamp on top of the bridge, as well as some circular windows. currently it totals around 6.8k poly's, which is pretty high. i know that there are lots of polygons in the railing, but the only way to optimise that is to use 2d planes, (and im not a fan of using 2d railing and ladders) i will see if i can optimize it any further but i dont want to throw too many details out of the window. I should mention that im not modelling this solely for CSL, but also to fill my art portfolio in the hopes to join the game art study this year. so thats why its fairly heftily detailed.
  7. So, im building a tugboat from scratch ! this is the progress so far, and the two references i use.
  8. Ya so i haven't posted on here since a long time, but ill just start doing so again. heres something i completed yesterday, ive had the model for a long time but was too bored to fix it untill yesterday. it's a flying boat, to be more precise, it's a HU-16 Albatross. Its a prop aircraft that floats on the water !
  9. thats weird. it should have a template then, but obviously it doesnt. too bad because i had awesome idea's for that thing. ive looked around. and the oil pumpjack (also an extractor) doesnt have a template either, while it says that it has.
  10. i used the name ''Ore 4x4 Extractor'' which is the exact name. it is this asset.
  11. ive run the command, and it says executing command line. ive entered the correct asset name. but after the template is nowhere to be found in the editor, nor in the content manager. do i need to wait some time before the template shows up ?
  12. So, i'm wondering how you can create templates that adopt all the charesterictics of the vanilla building in question. what im specifically looking for is templates from buildings that normally cant be accessed in the asset editor. i know it is possible because Bloody penguin and some other modder which i cant recall made templates from the otherwise inaccessible cargo hub, cargo harbor, and cargo station buildings
  13. So, i made something entirely different again. recently i started building my own mediterranean styled island republic (but thats not for this topic ) and found myself in need of some small but efficient power source, after some thinking i decided why not, lets make a solar collector dish, it doesnt take up as much space as most solar power sources, and can be plopped anywhere exept from water. But it gets better........ After some short research and some fiddling with settings i managed to animate the dish, it can actually rotate around ! here a video to see it. But what's the catch? The catch is that its based on the windmill template, and thus functions as a windmill, ive done this, because in order for the animations to work it has to be based upon the template of an asset that already has animations.
  14. Alright, so i came up with this idea because i create a lot of vehicle mods, and because i love to spice up my cities with props. Basically i want this mod to do one thing: automatically generate a prop from a vehicle i make in the asset editor, and that the generated prop adopts the same positioning, and scale from the vehicle model. This way you can make props from vehicle models without having to go through the tedious process of loading up the prop editor and rescale and position the model all over again. would it be possible to create such a mod/tool ? does the current knowledge alow for such tools to be made
  15. if you could do that that would be awesome, wont it affect the way the building functions after i upload it ? (because yea i dont have ND)
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