

#151
Posted 31 August 2013 - 06:03 AM

#153
Posted 15 September 2013 - 07:02 PM
#155
Posted 21 September 2013 - 12:36 AM Edited by Dilvan, 21 September 2013 - 12:44 AM.
Nice, have it working only in 1 directry whcih is my problem. I have a fresh installl, us1.0, asi loader and restore graphics to default, but the game keeps hanging half way into the loading bar on the loading screen. I check that ihave the textures in the models generic folder. Please help? Been troubleshooting for 2 days already.
And now about the directry thats is working. I dunno how i did it, but when i was troubleshooting i tried installling this on another copy of SA and it work, but the problem i only works in the directry. And if i change the game folder directry, it hangs like the rest, in the middle of loading. What i mean: F:\Games\GTA SA\ GTA SA Original (works here) but when i copy the game out of the 1st game folder liek so: F:\Games\GTA SA Original, it hangs in the loading screen. Dunno if this helps in trouble shooting, but trying to give as much info as possible.
I have been trying to get the mod working in my main gta sa game directry but cant as such i ahve been removing mods and reinstalling and all to try and find the problem, but it only hangs with this, so pls help me i like this mod.
Here is the crash dump of a fresh install only of this mod, asi loader and gta sa us 1.0 (also check to ensure that the models were in the right place again):
#156
Posted 21 September 2013 - 09:08 AM
i have weird problem after installing this mod,it does work great and everything .
but all cars have black color,and it is can not be changed in anyway ?.
and after removing the mod,all cars have their normal colors.
i hope this bug can be fixed.
thanks.
problem problem solved.
the reason was because of file named "carcols.asi". and i had to delete it.
I didnt use carcols.asi, but all the cars are still black in colour, anyone knows why?
#157
Posted 05 October 2013 - 06:22 PM
Hello!
I've installed the latest update of IVF. My problem is following;
When I click 'connect' on SA MP, then it loads about 75 % and closes itself. I've put the vehicle folder R*GAMES/GTA SAN ANDREAS/MODELS/GENERIC & other files to R*GAMES/GTA SAN ANDREAS. Mod works fully S P, but on SA MP it crashes. I use Silent's ASI Loader.
S P read single player
SA MP read San Andreas multiplayer
#158
Posted 27 January 2014 - 11:56 AM



Also fixed some errors and bugs.
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#160
Posted 27 January 2014 - 12:27 PM
Yes! I'm very glad to see that you've continued working on this mod!
I'm actually working with some friends from another community to adapt all original San Andreas' vehicles with this mod:
#161
Posted 27 January 2014 - 12:29 PM Edited by _DK, 27 January 2014 - 12:29 PM.
#162
Posted 27 January 2014 - 12:45 PM
#163
Posted 27 January 2014 - 12:46 PM
TBH there is not much not view... Here are some pictures though :
http://tinypic.com/v...=5#.UuZUpLT8KUk
http://tinypic.com/v...=5#.UuZTDLT8KUk
http://tinypic.com/v...=5#.UuZT2LT8KUk
http://tinypic.com/v...=5#.UuZT4LT8KUk
http://tinypic.com/v...=5#.UuZUJrT8KUk
- Danikov likes this
#164
Posted 27 January 2014 - 12:55 PM
Danikov, what will be the principle for adding rust to vehicle body? That's really useless.
#165
Posted 27 January 2014 - 01:35 PM
Danikov, what will be the principle for adding rust to vehicle body? That's really useless.
To allow beater/old appearance for vehicles,pretty much like in IV.
and here's another thing I thought about,how about adding brake pads that will be fixed to the wheels of the car?
- JBriones2016 likes this
#166
Posted 27 January 2014 - 07:43 PM Edited by SergeantSavidge, 05 June 2014 - 02:09 PM.
-
EDIT: nevermind
#167
Posted 29 January 2014 - 02:49 PM
It needs only .asi loader. It's not a CLEO script. It can work even without CLEO.
Some news:
Now it is possible to create light dummies for light_night_material.
Is it already released?
#168
Posted 07 February 2014 - 12:22 AM
No. All these things are parts of new IVF 3.0.
New feature in IVF 3.0 - Custom colors
Vehicle modders will be able to setup vehicle colors without carcols.dat editing. Simply create .ivfc file (ImVehFt Color) with following data format:
vehicle_id 562 num_colors 3 # paintLayer1 # usePaintLayers 255 0 0 0 0 255 0 0 0 0 255 0 num_variations 3 0 0 0 0 1 1 0 0 2 2 0 0and put it to ImVehFt\colors folder. Each file holds settings for vehicle model with defined Id.
The result is following:

Vehicle with Id 562 will be spawned/resprayed with 3 colors - red, green and blue.
- LINK/2012, JBriones2016, Musi and 1 other like this
#169
Posted 07 February 2014 - 01:20 AM Edited by methodunderg, 07 February 2014 - 01:22 AM.
Yes! I'm very glad to see that you've continued working on this mod!
I'm actually working with some friends from another community to adapt all original San Andreas' vehicles with this mod:
Are you Birdie?
Never mind.
#170
Posted 07 February 2014 - 09:20 AM Edited by _F_, 07 February 2014 - 09:23 AM.
Maybe it's too big of a suggestion, but could you possibly make the 3.0 version 100% compatible with SA-MP? Currently there is a huge bug with car colors. The newly added carcolors in SA-MP and IMVF have a conflict - every time you connect the colors are different...
Also so that indicators and fog lights are synchronized for everyone that have the mod, meaning if another player that also has the mod turns on his lights, you will also see them.
EDIT: Possibility to add dummies to vehicle parts like bumpers and tuning parts? From my experience currently only boot works.
#171
Posted 07 February 2014 - 08:24 PM Edited by _DK, 07 February 2014 - 08:25 PM.
Custom colors now can hold 3-layered painting scheme.



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#172
Posted 07 February 2014 - 09:13 PM
My only one goal with SA-MP is making ImVehFt launchs with it without any problems. I can't tell anything about synchronization.
Custom colors now can hold 3-layered painting scheme.![]()
![]()
Pizdets!!!
Well done.
#173
Posted 07 February 2014 - 09:16 PM
DK, that looks awesome! Is this the same sort of thing as the car paint in SA::Render?
#174
Posted 07 February 2014 - 09:34 PM
Yes.Is this the same sort of thing as the car paint in SA::Render?
- Savidge likes this
#175
Posted 07 February 2014 - 10:48 PM
#176
Posted 08 February 2014 - 12:16 PM
And have no idea about release date, there's much work to do.
#177
Posted 10 February 2014 - 07:41 AM
And that is a burnt metal/rust-like texture on vehicles when they are destroyed,much like in IV.
#178
Posted 11 February 2014 - 05:33 AM
Nice color! I have one suggestion. You can make a hex color palette? This is for get a bigger option of colors.
#180
Posted 17 February 2014 - 04:10 PM
TBH there is not much not view... Here are some pictures though :
http://tinypic.com/v...=5#.UuZUpLT8KUk
http://tinypic.com/v...=5#.UuZTDLT8KUk
http://tinypic.com/v...=5#.UuZT2LT8KUk
http://tinypic.com/v...=5#.UuZT4LT8KUk
http://tinypic.com/v...=5#.UuZUJrT8KUk
http://www.mediafire...rwbz/beta10.rar
Here is the latest beta of ~80 original San Andreas vehicles adapted.
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