Posts by Cj24
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I've seen a pic of an unmarked Caprice in an LAPD group on flickr a while ago: https://www.flickr.com/photos/26423305@N00/22634288223/
There's also a pic of another unmarked Caprice with a Spectralux: https://www.flickr.com/photos/146280704@N07/31996010736/
I haven't seen any pictures or videos of unmarked LASD cars with a Spectralux, so my best guess is LAPD. It's most likely a 9C3 though, so I'd guess it's used either for detectives or administrative uses. Either way, it's probably rare.
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Update: Now released!
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To complement Kane104's marked LAPD-style LSPD Caprice, I've been working on two more versions: a slicktop and an unmarked 2013 Chevy Caprice PPV 9C1.
They're based on LAPD's older unmarked and slicktop setups with Federal Signal Cuda TriOptics dash and deck lights. Although the LAPD does seem to actually use unmarked Caprices with the FS Spectralux, this setup is completely fictional.
Both cars are currently being tested and are hopefully ready for release very soon.
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Looks very good, great work with the updated materials. You probably noticed it already, but it looks like the side of the bumper has a different material than the front. Also, the texture on the top of the trunk lid on the last pic is green and pink, if it's a small texture, you could maybe use a different compression, otherwise you'll probably have to adjust the colors.
I'm looking forward to the finished car!
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I've recently started using NaturalVision and adapted the visual settings, the emergency lights are brighter and there's a difference between the brightness of the tail light, brake lights and turn signals. The settings can be found in the first post.
Unfortunately, during certain hours at sunrise and sunset with most weathers, there's no bloom effect at all. This seems to be an issue with NaturalVision's timecycles.
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If that's the question, the answer is definitely yes. I wouldn't spend that much time on a conversion if I can't use it myself.
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I'm not sure what you mean, this is a CVPI, not a civilian Crown Victoria. For now, I'm only working on the 2011 CVPI and most likely the Street Appearance version.
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Updated the rims with new textures and added some AO to the center cap. Kane104 worked on the body's normals to improve the reflections.
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Now released!
Additional optional textures
1984 California plates
2011+ San Andreas plate with dmv.sa.gov text (based on California)
Download: BLP - 2011 SA-CA Plate 1.2.zip1956 San Andreas Plate (based on California)
Download: BLP - 1956 SA-CA Plate 1.2.zipRequires carcols.ymt edits for black font
1942 San Andreas Plate (based on California)
Download: BLP - 1942 SA-CA Plate 1.2.zipRequires carcols.ymt edits for yellow font
The low quality default license plates have always bothered me and most high quality mods changed the text to California, so I recently started working on my own license plates. They're based more closely on the real California plates and have twice the default resolution. I've also updated the font, unfortunately however it's only possible to add normal maps on the colored letters, while the bump would be on the white metal in real life. It also doesn't seem to be possible to get rid of the aliasing.
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headrest look a little small, 2011 has big headrest like in the picture
It's a difficult to find pictures with a good perspective, but I believe it should be better now.
May I also suggest a slightly darker rim texture and a stronger spec to go along?
Nice work so farI've been working on that already, I'll see if I can finish the wheels today and post pictures.
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This is a 2011 CVPI?
It is supposed to be a 2011, yes.
After a lot of trial and error the headlights look more like I originally expected them to. I also improved the normals of many parts, for example the reflection on the hood is a lot better than on the last picture. I'll see if I can manage to improve the normals at the transistions between the doors and the body.
There's still a lot of work left, as soon as I manage to fix one issue on my list I usually notice new ones, it might take a while until the L0 is finished. There're for example simple fixes like the specular map of the Ford badge, the position of the rear wheels but also more time-consuming issues such as a complete re-work the taillight or the third brakelight, the door handles and the rearview mirror that need to be replaced with higher quality models.
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Finally got it in-game yesterday, I had to spend some time fixing issues, but here's a first picture:
There is still a lot of work to do before the L0 is done, for example the door panels are still missing, the materials and textures (especially of the headlights and the interior) need some more work and I'm going to rework the taillights again.
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Almost finished, there're just some very minor problems with the mapping of the screws and the directions of the normal map. Here are a few in-game screens:
The emissives:
Edit: Quick update, normal map is fixed. Would've probably been better to wait with this post until that was done, but well...
Unlike I stated previously, I kept my original 512x512 textures. The size difference shouldn't be relevant and scaling it down, if ever necessary, is easier than to add more details.
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Thanks for all the positive feedback, I appreciate it!
I've tested it earlier in V and modified the textures a little bit, but I believe there's still room for improvement, so it'll take a little bit longer until I can show in-game screenshots. However, the LODs are finished:
L0: 1082 Polygons
L1: 506 Polygons
L2: 110 Polygons
L3: 102 Polygons
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Edit:
The model has been released here: Federal Signal Cuda TriOptic
Two released cars can found here:
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Hey,
It's been a while since the last time I scratch-modeled anything, so yesterday I decided to start working on an FS Cuda TriOptic and surprisingly, it's already mostly finished today. I'm going to add a mount, a glare visor and LODs before trying it in-game. The current poly count is 600, however it has a diffuse, spec and normal map that are each 256x256px.
Update: Mount (both facing up and down) and visor done, all together 1000 polygons.
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Quick update this time, the radio is done:
Using normal maps for the back part, I'll probably have to edit it later, depending on what it looks like in V. It's noticeable from the sides that it's actually a flat model, but unless that is too obvious, I won't change it.
At this moment, the only thing missing for the L0 are the door panels. I also plan on replacing the taillight model again, as it's currently still not correct. If anybody is aware of any available models I could use, please tell me, since it might save me a lot of time.
However, before I'll work on either of those things, I finally want to get a first look of the car in game. There's still some detail work to do that I can't do without the car actually being in GTA, mostly regarding the specular and normal maps. There'll most likely be a lot more issues (as usual with any mod) that I didn't think about earlier, so it's still going to be quite some work. After the L0 is final, the LODs are most likely still going to take a while, but I'll try to stay motivated and keep working on it to get it done as soon as possible. I'm going to post a few first in-game screens as soon as possible here in this thread, so stay tuned.
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These last few pictures are all looking pretty similar and unfortunately there're indeed no big changes. The climate was finished, the geometry of the dashboard plastic around the climate was made more realistic and Kane104 generated some better looking normals.
There're a few buttons still missing and the radio obviously. I hope to finish those quickly. I'm most likely going to get it in-game before working on the door panels, which should most likely be soon.
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A little heads up, the attachments you linked to don't exist. This might have happend due to reloading the page, as the auto save doesn't save attachments.
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