Beiträge von Sunshine Akira
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Hello!
As EMERGENCY 4 is still popular in China, I have previously tried to make Chinese translations for various mods, such as Fuchsburg, BFEMP, LA mod.
The original game's fontmap didn't includes Chinese characters. But on September 21, 2006, the game was authorized to be distributed by local agents in China which is called MEX (美思捷達). For translation, MEX design a new Chinese fontmap system for the game, includeds 1434 Chinese characters, 74 alphabets, 10 numbers and 16 punctuation marks.
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!"#%'()*,-./0123456789:<>?ABCDEFGHIJKLMNOPQRSTUVWXYZ\_`abcdefghijklmnopqrstuvwxyz{}§、。「」
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:﹗!(),-/:;?~This new fontmap was made for the translation contents of original game, this means that the translator first translates the texts and then adds all the characters that contained in the text into the fontmaps.
Although 1434 Chinese characters is enough for basic Chinese expressions. But some mod includes some specific words, which's characters are not included in the fontmap.
For example, the correct Chinese translation of German city Bieberfelde should be: "比勒費爾德", but the character "勒" and "德" were not included in the fontmap. Therefore, it has to be converted to characters that already in the fontmap, so I changed the name to: "比樂費爾得" ("樂" and "勒" have similar pronunciations, as do "得" and "德"). Although people can still understands its meaning, but it can sometimes lead to ambiguity.
The fontmap file (.def) can be open with Windows Notepad, but all the contents were displayed as Mojibake. I have no idea how to view it in correct way.
I will upload the fontmap files here, you can download and check it if you want, I would be very grateful if someone has a solution.
Best regards.
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Here I want to quote a comment I posted on other place before, it might be helpful:
ZitatI think the reason of the missing modfile is: Some of the folders and model files were named with German orthography, and some of them inclueds special alphabets, such as "Ä", "Ü" and "Ö", if the locale language in your Windows system isn't German, then those alphabets cannot display properly, so the game cannot load these models.
The only way to fix it is change your system's locale language (a.k.a. non-Unicode Language) to German and restart your PC, then reinstall the mod. After that, the missing models should appear normally. And you also need to make sure your locale language is German every time you play this mod.
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Here're some Chinese units made for my WIP Zhuhai mod
FAW-Volkswagen Jetta 2012
Toyota Coaster - Civil Defense Communication-Command Unit
Scania P410 - Arial Ladder Vehicle (8x8)
Armed Police Personnel Carrier
As the mod set place in the Port of Zhuhai, so I also made two Macau style unit
Mercedes-Benz Sprinter 2019 - Emergency Unit
Scania P320B - Multifunctional Rescue Pumper
Credits:
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Alert Lei, Sweeney, D4rk_Bone, Lancut Mod, Dominik N., FF-NR, MrSabotage, aleks1108, Tobbi92, THVFD, itchboy, TimTim, Firefighter1790, Danny, V.o.j., R3ST Design. / RD_Saarland, Florian Eschweiler, Florian Hagen, Waegi, Highliner, Bernt, Stadtaffe, DrShooter, BFEMP, ERS, Fry, Eiserner_Onkel, Steven, Blacky, Blacky, MadMonk, DrDrummer, Geronimo EKIA, Wesermarsch, fresh freddie, FireHunter
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Antiphon , du bist wohl der, der am ehesten helfen kann
But btw: are you both using the same Blender Version?
Yes, we both used the version 4.3.2 of Blender, and 4.0+ version (1.1.0) of e4p plugin.
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Hello, I've a question.
One of my friend tried to use blender for making lights, but he got an error information when exporting .e4p files.
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Python: Traceback (most recent call last):
File "C:\Users\po\AppData\Roaming\Blender Foundation\Blender\4.3\scripts\addons\io_scene_e4p\export_e4p.py", line 622, in _write
write_file(full_path, obs, depsgraph, scene,
File "C:\Users\po\AppData\Roaming\Blender Foundation\Blender\4.3\scripts\addons\io_scene_e4p\export_e4p.py", line 173, in write_file
me.calc_normals_split()
^^^^^^^^^^^^^^^^^^^^^
AttributeError: 'Mesh' object has no attribute 'calc_normals_split'I'm sure the metarial has already changed to English name, so it shouldn't be "no-ansi/latin-1" problem.
I also tried to export the same model with my computer, it's succesfully exported, but my friend still got this error information when he exporting .e4p files.
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I've made Chinese translation for Fuchsburg and Kregen mod before, some text information was written in the scripts (and some modder might wrote it into the xml files in "UI" folder), you can open all the .script files with Notepad++, and then search words like: "hint", "text", "help", "snprintf" with the "Find All in All Opened Documents" buttom, and you will see most of them below.
By the way, the hint "Wasserstand" was written in the "Wasserlogik.script" file.
Here you can download the Chinese translation patch I made, it might helpful. (I've wrote all the hints from .script files into the "hint.xml" which is in the "string" folder, you can translation them in the "hint.xml" file)
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it is bound to 6 in multiplayer, once you have initialized a station. You might have rebound something else to 6, making it unusable.
Thanks for the reply! I notice I never initialized stations by calling radio towers in the vehicle list during the game, So now I knew it.
By the way, it's possible to initialize same station for two players? (I never try it because I think it may cause the game crash) because sometime my friend didn't know how to call some vehicles (such as ITW and police helicopter), and I didn't have the command panel of the staition that he initialized.
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Hello, I've a question.
How to display the debug command panel in mutiplayer mode?
The AI traffic that blocking the road is really annoying so I decide to use debug tool to clear the AI traffics, and I always forgot the mission event's name and location.
I tried to press 6 as I did in the singleplay mode, but it didn't work (Even though I'm the mutiplayer session owner).
Is it bind to other key or the dubug tool didn't available in mutiplayer?
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Du weißt auch wie du E-Autos Löscht?
Fill the AB-Mulde with water by connecting a hose to an unit which has pump, and drop the E-cars into the AB-Mulde by using the crane on the WLF.
Though I didn't know how to remove the wreck vehicle from AB-Mulde yet, but you can try to press Shift, and click the "DEBUG" icon in the command panel to reset the AB-Mulde back to the station.
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Erstmal ein dickes Lob! Ich bin begeistert was aus EM4 so geworden ist. Habs vor ca 15 Jahren gespielt (ohne Mods, damals wusste ich nicht was das ist xD) und ziehe wirklich den Hut!
Kann mir jemand (von den Lunte Vids mal abgesehen, die hab ich schon angeschaut) gute Tutorials empfehlen. Hänge an dem ein oder anderen Einsatz doch sehr. Bekomme es zB ums verrecken nicht hin bei einem VU den Abschlepper zu rufen. Ich seh zwar den Button bei den Polizisten, der ist aber ausgegraut. Wenn mir da jemand Tipps geben könnte, wär ich dankbar
Ansonsten bleibt es nur danke zu sagen, also Danke!
Select the police officer, and press Alt, then the tow truck icon will become clickble, so that you can click the wreck vehicles or the location that you want to send the tow truck to.
By the way, the function of press Alt is display secondary commands, if you got same problem with other unit, you can try to press Alt too.
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Thanks for your reminding, I found it was because the language of the Blender, when I try to import files with a language setting that isn't a part of ansi/latin-1 (Such as Chinese or Japanese), it will show the error message. But works normally with English setting.
Now I can continue to edit with English version of Blender, thank you for your help!
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were you able to import files before restarting with the same plugin and blender version?
Yes. It works normally before the restart, but after I restart the computer, it start to show me the error information when I tried to import files.
I also tried to the change the Blender and plugin's version back to 3.0, it still can work, though I can continue to edit with 3.0 version, but I still want to try out 4.3+ version.
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are all material slots of the objects filled with a material, seems there is a material slot without a material assigned
It's really appreciate for your patiently answer.
I don't know why, since I restart my computer, I can't import v3o file into Blender anymore, it will show me a error information when I import a file:
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Python: Traceback (most recent call last):
File "C:\Users\Administrator\AppData\Roaming\Blender Foundation\Blender\4.2\scripts\addons\io_scene_v3o\import_v3o.py", line 311, in load
links.new(node_texture.outputs[0], nodes.get('Principled BSDF').inputs[0])
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
AttributeError: 'NoneType' object has no attribute 'inputs'I'm sure both Blender (4.2.1 LTS) and v3o plugin (2.0.0) are the newest version.
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The plugin doesnt support characters which are not part of the ansi/latin-1 set. If possible, try changing material and texture names accordingly.
Thanks for the answer! I noticed one of the material were named with chinese charaters, so I changed it to letters, but when I tried to export it again, it showed me another error information:
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Python: Traceback (most recent call last):
File "C:\Users\Administrator\AppData\Roaming\Blender Foundation\Blender\4.2\scripts\addons\io_scene_v3o\export_v3o.py", line 745, in _write
write_file(full_path, obs, depsgraph, scene,
File "C:\Users\Administrator\AppData\Roaming\Blender Foundation\Blender\4.2\scripts\addons\io_scene_v3o\export_v3o.py", line 290, in write_file
polygons[totpolys+1] = [pverts[0]+totverts+1, pverts[1]+totverts+1, pverts[2]+totverts+1, materials[p.material_index].name]
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
AttributeError: 'NoneType' object has no attribute 'name' -
Hi there, I got same problem with 4.2+ version.
It will show a error information when I try to export as v3o model:
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Python: Traceback (most recent call last):
File "C:\Users\Administrator\AppData\Roaming\Blender Foundation\Blender\4.2\scripts\addons\io_scene_v3o\export_v3o.py", line 745, in _write
write_file(full_path, obs, depsgraph, scene,
File "C:\Users\Administrator\AppData\Roaming\Blender Foundation\Blender\4.2\scripts\addons\io_scene_v3o\export_v3o.py", line 556, in write_file
fw("SRF, {texName}, 0, 0, 0, {texFile}, 517, {transparent}, 0, 0, {shadows}, 0, {backface}, 0, 0, 0, 0, 0, 0\n".format(
UnicodeEncodeError: 'latin-1' codec can't encode characters in position 5-6: ordinal not in range(256)I'm using 4.2 version of blender, and 2.0.0 version of v3o plugin. (I also tried export with "3.3 - Stable - LTS" version of Blender and old version of v3o plugin before, but it still show the error information.)
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Hi
Here I want to share some skins made for my WIP China Zhuhai Mod.
MAN TGM - Swift Water Rescue Unit
Mercedes-Benz Actros - Aerial Ladder Vehicle
Volkswagen Crafter - Mobile Command Unit
Dongfeng Mengshi - Mobile Specialist Squad Command Vehicle
MAN TGS - Triple Agent System Unit
MAN TGM - Heavy Duty Rescue Truck
MAN TGM Euro 6 - Main Engine
Pierce Arrow XT - Multipurpose Rescue Truck
Nissan Navara - Forest Fire Brush Truck
Scania G360 - Large Pump Tender
Credits:
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Alert Lei, Sweeney, D4rk_Bone, Tobbi92, THVFD, itchboy, TimTim, Firefighter1790, Danny, V.o.j., R3ST Design. / RD_Saarland, Florian Eschweiler, Florian Hagen, Waegi, Highliner, Bernt, Stadtaffe, DrShooter, BFEMP, ERS, Fry, Eiserner_Onkel, Steven, Blacky, Blacky, MadMonk, DrDrummer, Geronimo EKIA, Wesermarsch, fresh freddie, FireHunter
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Are the Normals facing the right way?
Thanks for the answering! I forgot to reverse the Normal, Now it has correct shading.
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When I editing vehicle models in Blender, I always use "Mirror", "X Global" function to copy and reverse a parts to another side, such as rearlights or flashlights.
The shading is normal in Blender.
But the only problem is that the shading was also reversed in the game editor.
You can see the parts that mirrored has weird shading, it became dark when facing the sunlight, and became bright when it's in the shadow.
This problem has puzzled me for a long time, and I don't know how to fix it.