Beiträge von Sunshine Akira

    Recent works.

    Haval H6 - Patrol Car / Fire Command Vehicle


    Hongqi H5 - Patrol Car


    Ford Transit Custom - Transfer Ambulance


    Sinotruk Howo 7 Series - Foam Tanker


    Nanjing-Iveco Daily - Electrical Engineer Vehicle


    Volkswagen Lavida - Patrol Car


    Police Security Booth - which is commonly seen in front of train stations.


    Credits:

    Spoiler anzeigen

    Supjee, Alert Lei, Sweeney, Yishuiya, Lancut Modification, Sochaczew Modification, Ddiaz, Soul, Antiphon, Teddy, RD_Saarland, Flo. Sauerland, antivirus, Highliner, TimmeyX, BlackHawk, Perplex, BFEMP, Janku, Vinjet, Pixel, Fire Dept. Boston, Geronimo EKIA, 999 OTF


    Moin alle zusammen ich habe folgendes problem,

    Ich kann keine Screenshots im EM4 Editor machen, weder mit Steam über F12 oder mit dem Snipping Tool von Windows. Bedeutet es funktioniert überall aber sobald ich im Editor die Taste F12 oder druck nutze passiert gar nichts.

    Habt ihr irgendwelche tipps wie ich das beheben kann oder was ihr so nutzt.

    You can try to install Reshade for your EM4.exe, which is also able to take screenshots in the Editor mode.

    Hi

    I'm personally making a Chinese translation for Auenburg Mod, but I met an issue in Dispatcher mode.

    In "Game Ops Dashboard" web page, all the hints were shown up as their string name "HINT_XXX" instead of their actual texts.

    To avoid non-Latin language problem, I added English equivalents to the end of every texts, and both the “EN_” and "DE_" prefixes have been retained.

    But even so, they're still all shown up as string name "HINT_XXX".

    I don't know if the original German and English hints are show as "HINT_XXX" same, or it is an issue that arose during translation.

    Apart from that, all other parts display correctly, such as "Events" and "Vehicles" list.


    Does anyone know how to solve the "HINT_XXX" issue?

    An invalid char propably hides somewhere, Only way I see is to try each material individually and see which throws the error. Maybe also check filenames of textures on disk.

    I appreciate for your reminder, I noticed that my EM4 game was setuped in a folder which is named in Chinese, and cause this Latin-1 error.

    The models and materials themselves are fine, but the folder name making the plugin failed to recognize the export path.

    After changing name to just letter, Blender no longer shows the error codes.

    Thanks for your patiently help!


    Hi, sorry for digging up this old post.

    Although it is already 365+ days passed since I post this, but some how I got the same problem again.

    Considering on the previous situation.

    I checked all the materials and textures, they were named in English/German already, the same as the Principled BSDF.

    I'm using 2.0.0 version of the V3O plugin, and 4.2 version of the Blender with English language setting.

    .


    Wish you have a wonderful day.

    Hi

    I notice that you can control the vehicles manually with thirdperson view in Rosenburg Mod.

    First select a vehicle

    Press right SHIFT to enter driving mode (driver isn't required)

    (The current speed will be displayed on the upper left corner of the screen.)

    You can control the vehicle via WASD or ↑↓←→

    Enable/disable sirens via pressing E

    Turn on/off emergency lights via pressing Shift+B

    Zoom in or zoom out the camera via pressing left SHIFT and CTRL

    When you hit an object, the vehicle will recive damages.

    This is a really amazing feature, it makes the game much interesting, just like playing Roblox (also reminds me of EM5 Killerconsti's minimod, which has similar function but needs a gamepad)

    I wondering it's an easter egg or a developing function for further mods?:/

    Hello guys

    I'm personally making a Chinese translation for Rosenburg mod, but I got a problem while translating the radio voicelines, almost none of the translation apps can accurately recognize the original text of these voicelines (as the sound quality of the voicelines isn't clearly as well).

    Therefore, I have a small request. Could anyone please list the original texts of these voicelines? (just in German is okay)

    The voiceline files was located in: "ROBMP\Audio\Funk\Fzg\1" and "ROBMP\Audio\Funk\Lst\1"

    I would be very appreciate for it.:)

    Hi.

    I've a question, what's the usage of the radios on the wall and the command tables in the fire stations? after click it with a firefighter, it will plays a voiceline, but it's hard to understand it without subtitles. (I heard someone said it was mission briefing, but I'm not sure since I didn't know German.)

    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.

    *arial_8_noshadow

    Spoiler anzeigen

    !"#%'()*,-./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.

    Here I want to quote a comment I posted on other place before, it might be helpful:

    Zitat

    I 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.

    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:

    Spoiler anzeigen

    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

    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.

    Spoiler anzeigen

    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.;(

    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):)

    德国富士堡模组 2.1 版本汉化补丁 FUBMP.zip