Posts by Cj24

    Federal Signal MicroPulse - Version 1.2

    An optimized model of a small LED light. Includes the 6 and 3 LED models.


    Credits

    FS MicroPulse modeled and textured by Cj24.

    Notes

    • Accurately scaled to real dimensions.
    • LOD polygon count:
      - 3 LEDs: L0 132, L1 36, L2 24, L3 20
      - 6 LEDs: L0 158, L1 34, L2 24, L3 20

    Terms of use

    • You may use and modify this modification and redistribute your work under the condition that complete and correct credits are given, listing all authors and their contributions. Unlocked versions of this modification may only be redistributed if you include these terms of use and a link to the original download.
    • Using this modification commercially is only allowed if credits as described above and a link to the original download are displayed before purchasing and are included with the download.
    • You may not convert or port this modification to other games or platforms without permission.

    Whelen 500 Series - TIR6 and LIN6 LEDs - Version 2.1

    Two high quality models of the Whelen 500 series. Includes the LIN6 and the TIR6 light head versions.



    Credits

    Whelen LIN6 and TIR6 modeled and textured by Cj24.

    Notes

    • Accurately scaled to real dimensions.
    • LOD polygon count:
      - TIR6: L0 422, L1 100, L2 26, L3 12
      - LIN6: L0 498, L1 100, L2 26, L3 12

    Terms of use

    • You may use and modify this modification and redistribute your work under the condition that complete and correct credits are given, listing all authors and their contributions. Unlocked versions of this modification may only be redistributed if you include these terms of use and a link to the original download.
    • Using this modification commercially is only allowed if credits as described above and a link to the original download are displayed before purchasing and are included with the download.
    • You may not convert or port this modification to other games or platforms without permission.

    Federal Signal Impaxx 1.0

    Notes

    • Accurately scaled to real dimensions.
    • LOD polygon count:
      - L0: 322
      - L1: 78
      - L2: 22
      - L3: 14

    Credits

    FS Impaxx modeled and textured by Cj24.

    Terms of use

    • You may use and modify this modification and redistribute your work under the condition that complete and correct credits are given, listing all authors and their contributions. Unlocked versions of this modification may only be redistributed if complete and correct credits, these terms of use, and a link to the original download are included.
    • Using this modification commercially is only allowed if credits as described above and a link to the original download are displayed before purchasing and are included with the download.
    • You may not convert or port this modification to other games or platforms without permission.

    I have a few new screenshots, the textures for the lightbar are now complete and I've added an interior console. I've decided not to add the back rack, I'd simply rather work on other things at the moment, I might decide to model one at a later point and release an update after the release.

    Apart from a few texture adjustments for the siren controller, the interior equipment is done:


    Regarding the lightbar, I have good news for some of you: It will be released. It is going to take some more time though, I'd like to use it for another project first. Here're some more pictures, it should be final now:

    Download:

    Old ELS version:


    My current project is an LAFD Utility Ram 2500, using the base model by Kane104. It is inspired by these trucks used by the LAFD. It's not going to be an exact replica, the light pattern for example is more like the LAFD ambulances, other differences are because I'd like to finish this quickly to move on to other projects.

    Some of you might remember the first pictures I posted when I started working on it last year. The RX2700 is a completely new model, all created from scratch, including custom textures. It has been in progress for almost a year, but I managed to complete the model only recently, thanks to reference images and feedback from Kane104 and OfficerFive0. There's still some work left on the lightbar, mostly the texture for the circuit board and a few minor things. An interior console is still in progress and I'll most likely also add a rear rack like the one the real car has.

    To clarify, my Better License Plates mods don't require any carcols modifications, they use the same colors like the default plates. Apart from the retro version with generic expiration stickers, they include modern stickers.

    Lundy's mod includes a custom version of my mod specificly made for his cars, with expiration stickers for 1984/85 and older local and state exempt plates. Other license plate textures are not compatible with Lundy's carcols.

    DLS/non-ELS version:

    Cj24
    February 13, 2021 at 7:03 PM


    ELS version (not recommended, outdated):


    ________________________


    I've been working on a smaller project to get back into modding after quite some time, an unmarked LSPD Dodge Charger. It's based on the unmarked Chargers used by LAPD's Metro Division. It's equipped with an FS Spectralux ILS interior lightbar, a CN SignalMaster traffic advisor and Micropulse LEDs.

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.

    Whelen TIR3 and LIN3 LEDs 2.0

    Whelen TIR3 and LIN3 LED lights, with their standard and dual surface mount options with black and chrome textures. Also includes the vertical TIR3 version.

    Credits

    Whelen TIR3 and LIN3 modeled and textured by Cj24.

    Notes

    • Accurately scaled to real dimensions.
    • LOD polygon count:
      • TIR3: L0 318, L1 58, L2 18, L3 12
      • TIR3 Dual: L0 604, L1 98, L2 56, L3 12
      • LIN3: L0 268, L1 58, L2 18, L3 12
      • LIN3 Dual: L0 504, L1 98, L2 56, L3 12

    Changelog

    Version 2.0 - 2022-06-25:

    • Added vertical TIR3 version.
    • Improved lens and reflector colors.
    • Improved normals, updated shape and proportions.
    • Improved emissive colors.
    • Added dual surface mount version.
    • Added chrome flange texture option.
    • Added gasket.

    Terms of use

    • You may use and modify this modification and redistribute your work under the condition that complete and correct credits are given, listing all authors and their contributions. Unlocked versions of this modification may only be redistributed if you include these terms of use and a link to the original download.
    • Using this modification commercially is only allowed if credits as described above and a link to the original download are displayed before purchasing and are included with the download.
    • You may not convert or port this modification to other games or platforms without permission.

    Federal Signal Spectralux ILS - Version 1.1

    A high quality model of a Spectralux ILS front interior lightbar.

    Credits

    FS Spectralux ILS modeled and textured by Cj24.

    Notes

    • Accurately scaled to real dimensions.
    • LOD polygon count:
      - L0: 2564
      - L1: 718
      - L2: 286
      - L3: 156

    Changelog

    Version 1.1 - 2021-01-30

    • Improved emissive model to prevent clipping with non-ELS.
    • New emissive textures and mapping.
    • Improved reflector side mapping.
    • Improved normal map quality.
    • Minor texture improvements.


    Terms of use

    • You may use and modify this modification and redistribute your work under the condition that complete and correct credits are given, listing all authors and their contributions. Unlocked versions of this modification may only be redistributed if you include these terms of use and a link to the original download.
    • Using this modification commercially is only allowed if credits as described above and a link to the original download are displayed before purchasing and are included with the download.
    • You may not convert or port this modification to other games or platforms without permission.

    We've installed updates earlier today which have introduced many changes. The most important changes are:

    • A new design with a light and a dark mode. You can switch the styles using the sun/moon icon on the top right corner on desktop or using the menu on mobile devices.
    • YouTube videos can now be posted in our gallery. Note: This feature has been removed, as it was not used by our members.
    • It's now possible to upload a cover photo in your profiles.

    On top of that, we've made improvements to many minor parts of the website. Most noticeable are an improved filebase landing page and a new page for guides.

    If you notice any issues, please post them in our website category. Alternatively, you can also contact us on our Discord server.

    I've finally gotten around to test it myself, here's what I could figure out:

    • Strong glass (ID 122) without any added flags makes the glass break more slowly, but bullets still go through. The same applies when FLAG_HAS_BULLETPROOF_GLASS is used.
    • Strong glass with FLAG_HAS_BULLET_RESISTANT_GLASS adds the changed bullet hole texture and seems to make the glass completely bulletproof. As far as I know in GTA Online it's supposed to break after a specific amount of shots, but I'm not sure if that just doesn't work in Singleplayer or if I'm using a mod that causes this.
    • Bulletproof glass (ID 123) is always completely bulletproof and always shows the default bullet hole texture, no matter what flag is used.

    I'd therefore recommend trying ID 122 with FLAG_HAS_BULLET_RESISTANT_GLASS and see if it works the way you want it to.

    I've moved your post into your other thread, the issue still seems to be the same one.

    I haven't checked it ingame, but I've taken a quick look at your z3d and noticed the most likely cause for your issue: You've set the ID for the side windows in object mode, however it's necessary to set it in polygon mode while all of the collision's polygons are selected. The ID in Object mode is always supposed to be 0 as far as I know. The ID of the polygons is currently still set to 120 for the side windows and 122 for the windshield, that's probably why the windshield is the only glass that's bulletproof.

    The ID is set in ZModeler. You need to select the collision in Polygon mode and set the ID in Properties > General > External State. Recent versions of ZModeler (3.1.5+) also support selecting IDs and attributes from a list:

    Most default armored cars seem to use CAR_GLASS_STRONG (ID 122) however, rather than bulletproof glass. They also have the flag FLAG_HAS_BULLET_RESISTANT_GLASS in the vehicles.meta, but I'm not sure if it's necessary to add it as well, the armored Kuruma for example doesn't have that flag.

    That's most likely caused by one of GTA's quirks: Glass materials will hide emissive materials if they aren't loaded before the glass materials. To test whether this happens, you can destroy the windshield in-game. To fix it, open ZMod's materials window and make sure that the emissive material (should be named els_emissive if you haven't changed anything) is in front of the glass materials. The easiest way to do this is drag the emissive material all the way to the top, while glass materials (named vehicle_generic_glasswindows2 by default, although some authors might use different textures) should be at the bottom.

    Hello,

    For the basics of working on mods for V with ZMod 3, I recommend taking a look at our guide ZModeler 3 and Vehicle Mods.

    I'd suspect that your issues are caused by an incorrect hierachy setup. In your specific example with the front light only, the hierachy could look like this:

    [...]

    - chassis

    -- misc_c (your current "cuda" compound)

    --- misc_m ("bottommount")

    --- misc_v ("visor")

    --- extra_1

    --- extra_2

    [...]



    However, I'm not completely sure what could cause your issue with the extras, could you elaborate and post screenshots of the problem?

    That sounds like the door's collision covers the glass as well. Typically, the door collision is meant to cover the body only, while the glass has its own seperate collision model for the upper part of the door.

    Regarding the other issue with the bullet holes, I'd recommend to copy all collision settings from a similar default car. In this case, since it seems to affect the doors, you should check especially the chassis, the chassis_lowlod and the door collisions. If it still doesn't work, you could also try replacing all collision models with those of a default car.

    It's released now!


    Further equipment is going to be added in a future update when it'll be finished. However, it's likely that I'm going to work on different projects first, therefore it might take some time until I'll get back to the Caprice equipment.