Posts by Cj24

    We are planning changes to Modding Forum that will likely be introduced soon. We are working behind the scenes to plan and prepare these changes and would like to hear the community's feedback on them.

    • Our filebase is planned be opened up to allow mods without quality checks. Credits will still be checked for plausibility and low effort mods will not be permitted.
    • As we still want it to be as easy as possible to find high quality mods, we plan to mark files as verified that have been checked by staff for quality and optimization. Users will be able to choose if they want to see all files or only verified files.
    • We plan to move development resources to the filebase. This allows for better categorizing with sub-categories. As many assets can be used in different games, there will be no separate game categories, instead a label will show the game that the asset has been converted to. The verified filters will also be available for assets and resources.

      For assets, authors will be able to answer common questions regarding permissions directly:


      At this current stage, we believe that we will be able to transfer all existing resources including all replies as comments to the filebase while redirecting all old links.

    The environment light effects are controlled by the sirensettings in the carcols, in particular the lightFalloff and cone settings. Some people prefer more extreme values to get reflections on the car body or even in the lightbar, however this has the downside that the reflections will be visible inside and underneath the car as well. Others like me prefer more simple settings with weaker reflections that don't make the shortcomings of the game so obvious, I use the following settings for example:

    XML
    			<lightFalloffMax value="150" />
    			<lightFalloffExponent value="150" />
    			<lightInnerConeAngle value="15" />
    			<lightOuterConeAngle value="50" />

    You'll probably need to play around with your settings to find the ones you like the most, the easiest way to do that is in-game with LiveLights.

    We have changed our showroom guidelines to no longer allow external links for large uploads. We have increased the upload size limits to a value that should be sufficient for most mods, including for vehicle packs. Should you need a larger file size limit for a mod, please message me.

    Note that this does not affect the GTA Trilogy showroom, external links are still permitted in there.

    We are going to perform major software updates to our website on Monday, March 9th 2026, starting at 7:00 am UTC. It is estimated to take 5 hours.

    The update will bring a number of changes and improvements, most of them small and minor, for example to improve and modernize the website's design, to allow uploading larger files, and to improve loading speeds.

    Two of the changes may require actions by some users:

    • The small 144x144 preview image for files in our filebase will be removed for both new and existing files. Instead, the first attached image larger than 800x400 pixels will be displayed as the new preview image. If you do not want your current first attachment to be the new preview image or if no image is currently attached, make sure to update your file description and change the order of your attachments or upload a new image.
    • The dark or light themes will automatically be selected depending on your browser or OS settings. Registered users will be able to overwrite this selection in their account settings. You will need to change this selection after the update if you have currently selected a specific theme that does not match your browser or OS settings.

    2026-03-06: The software update has been moved to Monday, March 9th 2026, still starting at 7:00 am UTC.


    2026-03-09: The update has been successful, maintenance has been completed.

    Since you're already working on cars I'm going to assume that you're already familiar with ZModeler. It's not the best option for 3d modeling, but it works well enough for simple parts, I created many of my models with ZMod. If you're looking for something better, Blender is a popular free tool for 3d modeling. You'll find a lot of beginner tutorials all over the internet and if you have any questions, feel free to post in the 3D Modeling forum, there's a good chance that somebody here can help.

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    More adjustments to the wigwag pattern, this should now perfectly match the pattern used on some of their slicktop CVPIs. I'm unsure if there is any system to their wigwag styles, I have no idea if this pattern is even used on any of the normal marked cars. Most appear to have either no wigwags, or the simple left/right or double flash wigwags that are included in this longer sequencer. With DLS, I'll be able to include modes for all of them.

    It has been a while. I can't make any promises that I'll finally get around to finish this project, but I have finally found some time and motivation to start working on it again. It is still lacking an interior console and a laptop, both things that I'm not particularly looking forward to working on.

    DLS has gotten an update last year to support sequencers with an arbitrary length, perfect for this project to get more a realistic wigwag pattern, the full length pattern for the corner strobes and slower traffic advisor and takedown flash patterns:

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    If the textures used by the mod have different names, deleting the hi.ytd file will not be necessary. If there are texture name conflicts, deleting it will be necessary. In either case, deleting it will not cause any problems.

    We have updated our showroom category guidelines to clarify that the "Attachments" tab found beneath the editor must be used to upload attached pictures, rather than only prohibiting the use of external hosts.

    This is to make sure that the preview picture of the thread can be displayed properly in the forum category, which is not possible when inserting images hosted elsewhere within Modding Forum, for example in a different thread or in the gallery.

    The rendering of emissives behind transparent materials in ZModeler is also affected by the order of the objects in the hierarchy, which does not matter in-game, though. The only way to make sure that it works properly is to try it in-game, regardless of the way it's being displayed in ZModeler.

    You'll have to make sure the DirectX version in your graphics settings in GTA is set to DirectX 11, as mentioned as a prerequisite in the installation instructions of the mod. This is because these cars use a texture format that only works with DirectX 11 or newer versions.