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Improved Vehicle Features

401 replies to this topic
_F_
  • _F_

  • Members
  • Joined: 04 Jun 2007
  • United-States

#391

Posted 2 weeks ago

That's your texture problem, not a problem with IVF

mehdiboumour
  • mehdiboumour

    Boumour

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  • Joined: 24 Dec 2011
  • Morocco

#392

Posted 2 weeks ago Edited by mehdiboumour, 2 weeks ago.

 

Hi... thats my problem. When I start the game that happens:

 

PjX7MD.png

I've installed cleo newopcodes, the asi loader and just one mod:

 

http://gtaforums.com...ted-to-imvehft/

 

... without imvehft.asi my gta works perfectly... thank you guys!

 

ps sorry for my bad english

try  installing directx end user runtime

 

Hey, i have the same problem, and your solution doesnt work, does anyone here has solved this problem already here  ?

 

Edit: Haha im so stupid, when you say "directx end user runtime", i read it "directx And user runtime" :D

Thank you anyway.


Automan
  • Automan

    Maker's modder

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  • Joined: 13 Dec 2008
  • Italy

#393

Posted A week ago Edited by Automan, 3 days ago.

In my new PC, with W-8.1 64 bit, ImVehFt.asi crased the game... :/

 

EDIT: Now work fine, sh*t file gta! XD


davis60
  • davis60

    I, me and myself

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  • Joined: 08 Feb 2014
  • India

#394

Posted A week ago

can you give an option to disable the turnlights(universal) in the next update? waiting...

nyolc8
  • nyolc8

    Rat

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  • Joined: 12 Oct 2009

#395

Posted A week ago

I saw some imvehft3.0 screenshots, I don't know if those are fake or not, but those features... man, especially the "backward visiblity" (:p) is just pure epicness.

 

For the present version: my dream is just a preference in the ini to be able to turn off license plate lightning.


Neddo
  • Neddo

    Rat

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  • Joined: 07 Feb 2014
  • None

#396

Posted 5 days ago

Hello, I'm using latest version of IVF and turn signals, fog lights don't work for my BMW M5 '09.


SergeantSavidge
  • SergeantSavidge

    Low poly or no poly.

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  • Joined: 29 Dec 2013
  • England

#397

Posted 5 days ago

I saw some imvehft3.0 screenshots, I don't know if those are fake or not, but those features... man, especially the "backward visiblity" ( :p) is just pure epicness.

woah, where can I see these screenshots?


erwinnwijaya_
  • erwinnwijaya_

    Square Civilian

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  • Joined: 15 Jun 2013

#398

Posted 5 days ago

just search imvehft 3.0 and find the one with russian language
  • SergeantSavidge and Neddo like this

Gtamodpacker
  • Gtamodpacker

    Player Hater

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  • Joined: 17 Jul 2013

#399

Posted 4 days ago Edited by Gtamodpacker, 4 days ago.

hi dk I love your mods and I have a problem in this video 
https://www.youtube....h?v=nnShD4jIY3A 
I did it many cars and have a mod rosa project and imfx 
and I wanted to make GTA V HUD it also comes as a similar problem that I have no Shader3.0 I have shader model 5.0 and I have updated everything I have on pc

DirectX DirectX 11, Shader 5.0 

my english is not the best I'm still learning at school may be the google translate few words mistranslated

Webmaster2015
  • Webmaster2015

    Agent86 Productions

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  • Joined: 27 Mar 2013

#400

Posted A day ago Edited by Webmaster2015, A day ago.

 

Hey, I have a question:

 

When the rear lights (break lights and tail lights) activate on my car (adapted for IMVehFT of course), there is a lighter outline around the light as shown below:

 

LightOutlineSA_zpsb5b4eaaa.png

 

Is there any way to remove that discoloration?

 

 

That's your texture problem, not a problem with IVF

 

Here is my texture:

 

vehiclelights:

 

vehiclelights_zps404c6399.png

 

vehiclelights_on

 

vehiclelights_ondimmer1_zps74555ac9.png

 

Here is my car in ZMod:

 

IVLMDeloreanBTTF2Rear_zpsa8e0ee74.png

 

Notice the polygons overlap the black borders between, over, and under the lights.

 

So, can anyone tell me how to fix the discoloration I get in the first picture?


silentkiller44
  • silentkiller44

    A.K.A zxc2.0

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#401

Posted A day ago Edited by silentkiller44, A day ago.

I could be wrong, but looking at your textures, I think that you have changed the brightness of the black 'borders' too; meaning that they also turn 'on' with the lights. But that shouldn't happen if you have different materials on your lights and borders. Are they both using the same materials or different ones? Check and report back please.


Webmaster2015
  • Webmaster2015

    Agent86 Productions

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  • Joined: 27 Mar 2013

#402

Posted 21 hours ago

Thanks for replying. As you can see from my ZMod picture, the polygons overlap the borders. The only way to get different materials on the borders and the lights is to split the polygons, which I do not know how to do.

 

 

 

IVLMDeloreanBTTF2Rear_zpsa8e0ee74.png

 





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