Would you be open to modifying some stuff I've done for it? I don't know if we're able to send DMs over this, but the stuff I have should work after a few tweaks. Let me know.
EDIT: Just want to clarify; console/base plate/two laptops the LAPD used in the 2000s, free, just credit me is all I'd ask
Posts by actuallyTOXIC
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I can't speak for the rest of New Jersey or New York, but NY State Police and all NYC agencies also have EZ Passes. Probably antiquated toll systems that can't recognize patrol cars quickly enough, though as cashless tolling replaces more and more toll booths/plazas, they may eventually phase them out here
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And what to do when even with a small impact the door opens a little
Do you have a damage modifier script perhaps? If you don't and the damage really bothers you that much, you would need to modify the vertex paint and that's incredibly difficult if you're inexperienced with modelling.
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Is this for ELS? Does this use DLS? While I appreciate the file and it looks really cool, please provide a bit more info
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It involves editing the popgroups file, you would essentially add in the car name in the groups where you would like it to spawn. There are also tweaks you can make in the vehicles.meta file to prevent it from spawning 100 times in a row
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You need to also edit the vehiclelayouts.meta file for this to work. I'm not familiar with specifics but I hope this bump has someone who can help further respond
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I've never encountered that issue, not where I had to touch anything other than the glass. Did you check the vehicles.meta flags?
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You should try different materials and specular maps, the materials still look off based on your screenshots.
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By chance, what ALPRs are those anyways?
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I love so many variations of the Toughbook, even if they only have minor differences, keep them coming

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Is this a GTA Online question?
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Nice work, but can you name one department that uses it? I swear on everything I've never seen this before
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There are plenty of potential issues.
- Your material hierarchy could be wrong (emissive material may be below glass material).
- Your model hierarchy could be wrong (extra_ten may be below headlight_l [assuming you're using a model where the headlight is attached to the headlight glass as it should be]).
- Your mesh may not be set to an emissive material
- Your mesh may have the wrong ID in polygon and / or vertex mode (needs to be 0)
There are other potential causes, start by checking those four items. -
Nice work, I love it
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Looks nice, what departments use it?
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Did you try ID 123 on the COL in polygon mode?
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By "no emissives", I assume you're referring to the meshes. Make sure that, in the material browser, your emissive material is above your glass (window) material.
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Why waste the boot and bonnet dummies? I have working high risers without removing the hood and trunk functions. I'm not going to publicly post how I've done it because then people who sell their models would use that information, but feel free to DM me for information regarding how it works.
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That's how the real lightbar comes in a majority of situations. Departments that have more than one module in the rear center are custom orders if I'm not mistaken.
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