Posts by Cj24

    The corona settings need to be different indeed when VisualV is not installed. The visualsettings.dat that can be found above uses the following values, tested for vanilla:


    Code
    # coronas
    misc.coronas.sizeScaleGlobal                     1.0
    misc.coronas.intensityScaleGlobal                0.75

    We've recently introduced a new guide system. A list of all currently available guides can be found here: Guides

    Previously, guides were simple threads in the discussion categories. Now, the new system allows us to sort guides into categories and gives a better overview of all available guides. We're also able to add multiple authors to a single guide if more than one person contributed to it. It is also possible to add comments.


    We've moved all old guides into the new system, however some of them have been split up. We've also taken the opportunity and added some more guides.

    Guides

    Our guides aim to help users and developers install and create modifications. They are created by experienced developers and are continuously updated and improved.


    Do you want to contribute?

    To make sure all guides are correct and well written and formatted, all guides will be managed by our staff. Anybody can contribute useful texts, pictures or videos, either to expand existing guides or to create new ones. If you're interested in contributing, simply send me a message or use our contact form to send us your content.


    Do you have ideas for future guides?

    If you have ideas for future guides, feel free to post and discuss them in this thread.

    The website is finally back online! Unfortunately the maintenance took us longer then expected, this was caused by technical difficulties with some changes we performed behind the scenes.

    We're looking forward to any feedback. Feel free to send us any ideas on how we can further improve the website.

    We've completed our software update and the re-branding to Modding Forum.


    The software update included many minor improvements. Apart from the new style, most of them allow us to customize more aspects of the website. Since we wanted to complete the maintenance as quickly as possible, some planned changes have not been introduced yet and will follow in the next weeks.

    If you find any issues, please report them in our Website category.


    More information about the new name can be found here: New name: Modding Forum, scheduled maintenance on May 25th

    On Thursday, May 25th 2017, our website will receive a new name:
    Modding Forum


    The website will be available at www.modding-forum.com.


    We've decided to perform this step to clarfiy what we want to offer: A modding community with an aspiration to create quality work with people who want to share knowledge and present or find mods.
    The new name will be introduced together with updates to our software and an improved, modern look. All current content will stay available and all old URLs will continue to point to the same resources. The layout of the site will mostly stay the same as it is currently, with a few additions and improvements, such as a new page presenting Accurate Studio and their modifications.


    Starting on Thursday, May 25th 2017, 7:00 a.m. UTC, the website will be unavailable for most likely a few hours while the changes will be implemented.

    Interesting, I've seen pictures of similar but different dashboards. No idea if there're actually different versions or if the pictures just have been labeled incorrectly and actually show other cars.

    I apologize for working so slowly, but unfortunately editing the interior is a very tedious process and I rarely find any motivation to work on it. I have made some progress, for example the steering wheel has been edited and mapped. The mapping of the dashboard and the steering wheel isn't final, I'll work on normal and spec maps later when I can test it in-game. Prior to that however I still need to finish all other dashboard parts and the door panels and make a few other edits.


    I was looking at some pictures of the real car and I noticed it had a different dashboard. Is there some seperate police version with a different dashboard?


    There're also a few other minor things that could be improved, especially the quality and resolution of some of the textures, such as the door panels, the LEDs or the headlights. There also seem to be some compression issues, a few interior parts are slightly red.

    I think with extra part he means for DEV cars. So that you have a templated plate beneath the normal plate, so you just need to delete the normal one in zmod so you can use the templated plate.

    To be honest, I'd expect modders to be able to map their plates to the style they prefer if the model doesn't provide it by default.



    Personally, I prefer default plates. If required, it's possible to customize those a lot (font color, outline, text position, background including a normal map). It's even easier to change it for multiple vehicles, you don't need to replace the texture for every single livery on every single car. You can decide what plate you want to replace, you can add new sets of plates and you can enable them only on specific cars, it's a simple setting in the carvariations.


    The script @GreenAid mentioned above to change the text on plates can be found here, by the way: https://www.gta5-mods.com/scripts/license-plate-changer

    Maybe an idea could be that you use (an) extra(s) for the plates, so if someone wants to use templated plates or default GTA plates, the model would be able to offer both.

    I've thought about that as well, but it has two disadvantages:
    1. AI cars will spawn using both, half of the time it won't have the right plate.
    2. You lose extras you could use for ELS or other parts. If you do it properly, you need one extra for each plate, as they're often connected to moving parts like the the trunk or bumpers that could fall off.

    The Development Parts category of our Filebase has been replaced with new Development Resources categories in the forums.


    We've performed this step to make a clearer division between the Showroom, which is meant to be a place for all kinds of modifications, including development resources, and our filebase, where we provide quality modfications that have been checked to meet our standards.
    It's impossible to define quality standards for development parts, since they're not meant to be finished, but to be edited by other modders. Users are able to post resources without requiring approval.

    This actually looks similar to a problem I had once, when the hi.yft and the normal .yft file came from two different models. Have you exported both of those files in ZModeler (the hi.yft needs to have the L0 only, the normal .yft L1-L4) and added both to the game?

    Evening CJ, I have a little(ahem OCD) glitch in the front driver/passenger door handles that no one has found until my OCD eye saw it.


    Looks like those are Lundy's new door handles, I'm currently still using the low quality default ones. I'll probably create my own, that's a low priority right now, though.




    A few updates: I'm making progress on the steering wheel, thanks to @Ridgerunner, who edited the model. @Kane104 also mapped the taillights to a new texture and the reverse light texture has been replaced.



    I've also finished the reflectors of the lights that are visible when they're broken. Some parts of the taillights are originally from Forza, but were edited and optimized.

    We've just completed the following small changes to our forum layout:

    • We've added a new Our Website category inside the Miscellaneous Discussion section at bottom, which combines our old News & Announcements and Website Feedback & Discussion categories.
    • The game Discussion and support and the modding discussion and support categories were merged to form generic categories for discussion and support.
    • The old 3D Modeling and Graphic Design category has been replaced with a new Modding section. The Graphic Design & Texturing and 3D Modeling categories can be used to discuss tools and techniques regardless of the game.

    Update 2022-06-20

    Version 1.3 including visualsettings for default graphics and VisualVanilla has been released and can now be found here:






    As I've recently started using VisualV, I've edited the visualsettings.dat to get brighter emergency lights (both ELS and non-ELS) and thought I'd share it. I've also edited the brightness of the other car lights, there's now a noticable difference between the brightness of taillights, brakelights and turn signals, which is useful for cars with only one part for all three (such as the Crown Victoria or the Caprice).



    If anybody wants to try the settings for VisualV or NaturalVision, edit update/update.rpf/common/data/visualsettings.dat and replace the following lines:

    I'm finally able to show some progress on the interior. I've finished editing the gauges of the DSF Towncar, they were fitted into the CVPI dashboard and got new custom made textures.




    It seems like less people are interested in the DSF model, as many people are awaiting conversions of the Forza model. I also got asked whether I am still going to work on this conversion even though the DSF model might become obsolete. I'm definitely going to continue to work on it and hope to finish it soon. The Forza model has more than 300,000 polygons, which will likely cause performance issues on weaker PCs or when a lot of cars are spawned.
    This DSF version currently has 35,000 polygons, I feel quite certain that the finished L0 will be below 40k, giving modders enough room to add high quality equipment while still retaining a reasonable poly count.

    I actually did not think of the Forza model at that time, so you did actually help. Unfortunately, the poly count of the whole car is so incredibly huge, there's no point in converting parts of it. However, those panels are probably going to help as some kind of template to model my own.