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Improved Vehicle Features

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Sir_Funky
  • Sir_Funky

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#571

Posted 11 September 2016 - 11:36 PM

Does not working in Windowns 10 someone can help me?


LeakyLine
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#572

Posted 13 September 2016 - 04:05 AM Edited by GTA Master, 13 September 2016 - 04:11 AM.

I unfortunately had to get rid of IVF as it doesn't support SAMP colors-..sadly.

 

Also, if anyone has crash issues, download the HOODLUM exe for it


josesbj
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#573

Posted 14 September 2016 - 08:53 PM

Please help!!!
How to adapt the vehicles in the iml imvehft, please help me!!!

TheGTAone
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#574

Posted 05 October 2016 - 06:08 PM Edited by TheGTAone, 05 October 2016 - 06:08 PM.

How can I make this game work correctly with Silent Patch at the same time? When having both activated, frames drops at certain points, and at a determined time it ends in a crash. Really frustrating.

 

Anyone knows a solution for this? Have the Hoodlum EXE, adding cars with Modloader. This happens even when having just both mods activated. The game works flawlessly when disabling one of them though. 


AlexGRFan97
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#575

Posted 08 October 2016 - 10:56 AM

^ Got a similar problem, mentioned it in a thread of mine.

 

The mod does not work well at all with BopoH's first person mod. It plays fine for a few minutes, then after a while it'll crash, usually when a police officer dismounts his vehicle. Otherwise, it's perfect.


kkjj
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#576

Posted 21 October 2016 - 08:19 AM

I hope the DK22PAC is working for the version 3.0.....
  • Jonny Danger and kits like this

Minhkute360
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#577

Posted 21 October 2016 - 10:07 AM

I hope the DK22PAC is working for the version 3.0.....


But I'm not ensure, maybe he's a bit lazy, or he's carrying a newer & bigger goal for this project.
Anyway I still hope.

DK, sorry don't blame me:-), I just think so ;-), hihi
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ATILGAN
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#578

Posted 06 November 2016 - 02:02 AM Edited by ATILGAN, 06 November 2016 - 02:07 AM.

Hi guys. I ve just joined gtaforums to write here. I've been using Imvehft for all my cars and It's really useful mod. Thanks to create it make the game better. But I have some ideas about Imvehft.

 

1) Most cars in real life have yellow indicators at the front and rear, but some cars especially in USA have red indicators at the rear. So it should be useful adding new red indicator dummies.

 

2) My other opinion is many cars have rear fog lights too and they are red. So we need rear foglight dummies.

 

3) Third opinion is yellow fog lights look cool at the front in real life. There should be a yellow variant of fog lights at front.

 

4) Game has originally has headlights dummy. But that dummy gives us only 2 headlights (left and right). I sometimes want add many headlights. Maybe you can create frontlight_r and frontlight_l dummies and we can add too many headlights.

 

5) I want to change headlights' colour. Actually this is the main problem of all dummies. Is there a way to change colour while adding some hex code after dummies name? Can you make something like that? For example foglight_r_#00FF00 (yellow foglight) or indicator_lr_#FF0000 (red indicator) or something like that. I guess it fixes many problems of my cars.

 

6) In my some mods, cars have 3 or more exhaustes at different places of the car. But we are allowed add only 1 exhaust dummy. Left and right side exhaustes are ok but my third exhaust sometimes at the top of the car or at the front of the car. When I put 2 or 3 exhaust dummies, only one is working. Can you code some script to game allows us add more exhaust dummies?

 

7) What about high beams? I ve red about that but i have no idea Imvehft allows us high beam.

 

Thanks to read my ideas. I hope you can add some of these in the future. I will be waiting your new mods guys... Good luck :)

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Minhkute360
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#579

Posted 06 November 2016 - 05:21 AM Edited by Minhkute360, 06 November 2016 - 05:27 AM.

1) Most cars in real life have yellow indicators at the front and rear, but some cars especially in USA have red indicators at the rear. So it should be useful adding new red indicator dummies.

The mod has already carried this feature; just add the color hex code at end of dummy name and it should work.

 

And my idea: DK should add function to the dummies be moveable along with the car parts - e.g I link the reverselight dummies to the bonnet part of the car, so that when I open the bonnet (trunk) the dummies should move along with the bonnet, not still stay fixed in their default position.
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ATILGAN
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#580

Posted 06 November 2016 - 12:02 PM

1) Most cars in real life have yellow indicators at the front and rear, but some cars especially in USA have red indicators at the rear. So it should be useful adding new red indicator dummies.

The mod has already carried this feature; just add the color hex code at end of dummy name and it should work.

 

And my idea: DK should add function to the dummies be moveable along with the car parts - e.g I link the reverselight dummies to the bonnet part of the car, so that when I open the bonnet (trunk) the dummies should move along with the bonnet, not still stay fixed in their default position.

Ohh im happy to hear that can change color. i tried it many times but couldnt change colour. Can you give me an example what should i write to dummy name?

And your problem... just put reversinglight dummies under the bonnet_dummy and it will work with bonnet.

Minhkute360
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#581

Posted 07 November 2016 - 03:17 AM

This is an example (I imported a .dff file which has ivf adaptation to zmodeler and found these codes):

indicator_lr/rr_prm9a0e00046

this gives the red color to rear indicator lights.

But sorry, I know only so, I'm not coder thus I not know how to write a hex code to get the desired color. So ask the other guys if u want more color codes, they may help u.
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#James
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#582

Posted 29 November 2016 - 10:56 PM

7V0S2.png

 

Why ?!!!  :panic:  :panic:


pete9516
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#583

Posted 18 December 2016 - 01:46 PM

can you make something like a new improved vehicle lights mod just with the ability to let you choose which car id is going to use the mod? since improved vehicle features f*cks up car colors above 128 (using fastman92's limit adjuster car colors limit patch) i think it would be cool to use a mod that lets you have breaking lights on original cars and also have custom colors above 128. i think that's the most important for this mod since there are several car mods that bring custom colors.


ItsSoSerious?
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#584

Posted 21 December 2016 - 07:23 AM

Could you change the textures of dirt for snow textures?


kkjj
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#585

Posted 23 December 2016 - 11:09 AM

2016 gone to end without DK22Pac mods.
A Big hope,
2017....
  • kits likes this

RacerX23
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#586

Posted 07 February 2017 - 01:46 AM

Can someone plaese tel me why this feature wont load on my game? I am using windows 10 and have installed it before and worked but this time it just wont load up


Reyach Rai
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#587

Posted 09 February 2017 - 05:00 PM

Hey guys does any one help me out in my game only v.2.0.2 works v2.1.1 doesn't work please help me I have did everything

5 ALEX
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#588

Posted 18 February 2017 - 04:05 PM

DK22pac and his Surprising Mods i Love This Mod ❤

this and HUD GTA V DK22pac !! 


Mr.Sky.
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#589

Posted 24 March 2017 - 04:55 PM Edited by Mr.Sky., 24 March 2017 - 04:56 PM.

vc2AhEV.png

7xgZanJ.png

СКАЧАТЬ/DOWNLOAD (2.1.1)

ImVehFt brings new features for vehicles in San Andreas:
-reversinglights, foglights, turnlights, breaklights;
-breakpads;
-animated spoilers;
-steering;
-added taillight shadow;
-possibility to use an unique texture for vehicle lights;
-fixed lights darkening after switching;
-fixed vehicle dirt feature;

-and more...
Notice these features (expect vehicle dirt, taillight shadow) could work only with adapted vehicles.
You can find information about vehicle adapting and video tutorial in "Developer" folder.
You can find 3 adapted vehicles in this release.
1. Blista Compact by Jur1zz with turnlights
2. Blade by Jur1zz with breaklights and foglights
3. Benson by Jur1zz with turnlights
In this topic
You can share your ideas and ask questions on car adapting wink.gifHave fun.
Screens
Gallery 1
Gallery 2
Co-Authors
Function-X- - author of some ImVehFt textures.
Thanks
So many people helped me...
Den_spb - thanks to him for the idea of realising turnlighs.
izerli - thanks to him for the idea of realising steering wheel.
}0RIC)-( - much helping with HLSL and shaders programming;
PetkaGTA - helping with shaders;
Deji, fastman92, LINK2012 - helping with programming;
listener - author of SA .exe database.
Jur1zz, DERK7, Mad_Driver, THREE6MAFIA, YourCreatedHell - car makers/modellers.



 
 
is the problem stopped working stop signals trailers in version 2.0.1 - 2 still worked!  (googletranslate)

André Augusto
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#590

Posted 02 April 2017 - 05:06 AM

Hello, I was wondering what are all features of ImVehFt? What would the features be after -and more ...? Thanks for listening.


Reyach Rai
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#591

Posted 20 April 2017 - 05:13 AM

Hey I also kinda have the same problem my game crashes while loading at till 50% at loading bar.. Please can any body help me out?

Automan
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#592

Posted 25 April 2017 - 09:28 AM

 

7V0S2.png

 

Why ?!!!  :panic:  :panic:

 

Maybe...

If IVF is not the only mod, but for example there is also ENB, it is necessary to have asi files in two different places:
1) Directly in the GTA San Andreas folder.
2) In an ASI_Loader folder in the GTA San Andreas folder.
.
---
.
IVF EML Tutorial
IVF 2.1.0 or 2.1.1 required.
.
1) First of all, the emergency light information file is not only one, but a file for each vehicle needs to be done.
Therefore, it is neither the eml_example.dat file nor the eml.dat file.
In fact, what's very bizarre, the file will have .eml extension, not .dat...
I recommend calling the file as the .dff/.txd template.
For example:
copcarla.eml
.
2)
In the emergency lights data, in the .eml file, there is no key element specification, that is:
# ID vehicle.ide - # lights (1/16) <<<<<<<<<<<<<<<<
596            8
596 is the ID for copcarla it to vehicle.ide, while 8 are the lights that will be used for coping (4 front and 4 rear, 2 red and 2 blue per part, maybe).
Data strings:
#  ID_parent ID  R  G  B  A   light_type  corona_size  shadow_size  flash_inertia  num_switches  starting_state  switching_time
contain 13 parameters, more or less easy to understand.
To read them better:
ID_parent
ID 
R \
G  \____ RGBA color light, in hexadecimal or decimal (FF -> 255)
B  /
A / 
light_type  (0-front<>4-rear)
corona_size 
shadow_size 
flash_inertia 
num_switches  (0-on/off<>1-off/on)
starting_state 
switching_time
it is indispensable that the number of lights strings matches the number of dummies in the .dff template, otherwise there will be a program crash.
Standard data are:
    1     0      E0 00 00 80       0          0.3           3            15.0            2             1         400 800
    2     0      00 00 E0 80       0          0.3           3            15.0            2             1         400 800
(The first light is red, the second is blue).
.
3) The dummies of the lights in the .dff model are from 1 to 16, and are called:
light_em1 -> light_em16
Texture management does not use vehiclelights, but generic texture; in fact no texture, because the color of the light will be assigned to the 3d mesh...
The RGB of the 16 lights are:
® 255 -> 240
(G) 0  
(B) 0
ZM2 does not distinguish materials with the same textures but with different RGB.
It is necessary to use 16 [env:xx], but ZM2 does NOT even distinguish these in sequence, for example from 8 to 23.
It can use these env values:
7-8-9-11-12-14-19-21-22-24-25-26-28-29-31
(Use env:13 for mirror, without texture).
!!!In ZM2 we need to expand the Material Editors window to full screen to set all RGB values!!!
So, table:
em#:
  1-  2-  3-  4-  5-  6-  7-  8-  9- 10- 11- 12- 13- 14- 15- 16
env:
  7-  8-  9- 11- 12- 14- 16- 17- 18- 19- 21- 22- 24- 25- 26- 28
red: (green and blue=0)
255-254-253-252-251-250-249-248-247-246-245-244-243-242-241-240
.
Example for ZM2:
http://www.mediafire...EmlTutorial.rar


baguszimi7
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#593

Posted 23 May 2017 - 01:29 AM

I Think ImVehFt 2.1.2 didn't support for copcarla ?uBkj8S.png





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