Posts by Cj24
-
-
Hi. Will you be making models for Fivem in the future?
My mods can be used in FiveM, but as I personally don't use it, they won't be set up for it.
-
-
Update 1.2 has been released to fix the screen emissive being too bright. This was caused by vertex paint being disabled by accident in 1.1.
-
-
-
It is not possible to use transparent textures for wheels. Wheels always require the vehicle_tire shader, which does not support transparency.
-
Update 1.1 has been released:
- Added optional texture version with stickers.
- Improved texture compression and normal map quality.
- Fixed mirrored rear bottom mapping.
- Fixed mapping around the screen.
If you don't need the mapping fixes, you can use the updated textures with the existing model.
-
If you actually want to continue this discussion, you can create a new thread in the General Discussion forum. Any further off topic posts will be deleted.
-
In zmod i have my meshes rotated 180 Degrees with pivot off around the dummy, And reset to parent. However, When i go to set them up in LiveLights, The Delta remain at 0, The ENV light shines forward obviously instead of 180.
You will need to set up the delta value yourself, if the model is rotated, the delta needs the corresponding value to point it back to the intended direction. LiveLights allows setting the angle directly instead of the radians like in the meta.
I have my takedowns/Spotlights set to Extralight_3 and set everything to ID 14 in Vertex, Poly, And object, But when i switch to high beams, I lose all evn lighting from headlights, why?
This is simply the way the game works, it will always happen with every car. It is barely noticeable with most default cars as they don't include extralights, but it is obvious with ones that do, such as the RCV.
-
The sirensettings in the carcols need to match the lights you have set up. If you scale your lights to 0.01, you will need a scaleFactor of 100 in your sirensettings. The rotation also has to match. I recommend using LiveLights to modify and export your sirensettings.
Also, please note that we recommend using attachments instead of third party hosters for images.
-
Yes, as the name implies, these materials aren't used by the model at all and therefore can be deleted.
-
-
The order of the extras or their position in the hierarchy has no impact. There are two potential reasons I could think of:
First, the material order might be incorrect after importing, make sure the emissive materials are higher than the glass materials.
Second, the other car may already have other extras with the same name, causing conflicts. In this cases, the affected extras can not be toggled.
-
Hello,
Just to clarify, you mean this trainer? If so, are you using the latest version? It works for me, I can spawn GTA:O weapons and vehicles without any issues.
-
I've finished Pulaski and Hernandez, it's now released.
I'm not sure if the game uses the same textures for the cutscene and in-game models, as the original game didn't. I was only able to find cutscene textures, however I haven't progressed far enough in the story to see the in-game ped versions, so I don't know if this mod affects them as well. If it doesn't, just tell me and I'll try to fix it.
-
I've started experimenting with modding the San Andreas Definitive Edition a bit and decided to fix the Los Santos Police C.R.A.S.H. shoulder patches. In the Remaster they use Metro Division patches instead of the correct CRASH patches. This mod replaces the original clothes textures of Tenpenny, Pulaski and Hernandez, including normal and specular maps.
Credits
Original textures by R*, shoulder patch text modified by Cj24.Terms of Use
You may edit and redistribute this modification provided that correct credits are given.
You may not sell this modification.Installation
Copy the Files\Gameface folder into your GTA:SA Definitive Edition folder.To uninstall this mod, delete the GTA:SA\Gameface\Content\Paks\~mods\LSPDCrashPatches.pak file.
-
Emissive materials must be higher in the material browser than any vehglass material that they are visible through. For interior emissives, this usually means that they should be all the way at the top of the material browser.
-
I have made Code 3 XT4 grill lights and Hide-A-Blast 9 LED hideaways:
This means the light setup is now completed:
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.I will work on the interior equipment next. I have already made a Toughbook CF-30, I'm currently working on a console.
-
Please use attachments instead of external hosters, as images hosted on external hosters may become unavailable in the future, potentially load slowly, and those hosters may not respect privacy regulations.