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Improved Vehicle Features

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Danikov
  • Danikov

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#181

Posted 18 February 2014 - 05:06 AM


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://tinypic.com/v...=5#.UuZUNbT8KUk
http://tinypic.com/v...=5#.UuZUcLT8KUk

 
http://www.mediafire...rwbz/beta10.rar
Here is the latest beta of ~80 original San Andreas vehicles adapted.

Thank you for bringing something like this to SA!
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silentkiller44
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#182

Posted 21 February 2014 - 06:31 PM

Only 25 left now......I'm gonna try and do more this time lol.


Musi
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#183

Posted 22 February 2014 - 12:11 PM

The current versions of IVF have reverse lights, breaklights and normal headlights synced only. IMO that's enough as it's too hard to sync the materials, right?

 

Anyway I encounter a bug. When I put more than 1 dummy on any light, the original one (breakl_l) spawns the corona on the other side instead of spawning it in the just like (breakl_l2) does.


silentkiller44
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#184

Posted 25 February 2014 - 12:30 PM

Probably a dumb question, but are you sure the dummies are placed correctly? And are named correctly as well?


Musi
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#185

Posted 26 February 2014 - 06:02 PM

Probably a dumb question, but are you sure the dummies are placed correctly? And are named correctly as well?

Yes, I also tried turning them around along the Y axes and renaming to _prmFFFFFF164


Nudg3r
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#186

Posted 26 February 2014 - 08:55 PM

Oh my god I just jizzed on my pants seeing those pics!
You guys deserve a medal!

MG3
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#187

Posted 27 February 2014 - 01:01 AM Edited by MG3, 27 February 2014 - 05:05 PM.

Amazing! Finally I can say goodbye to empty brakediscs!

BTW, I noticed that brakepads have some problems to match the wheel while turning.

 

I'll post my result later.


silentkiller44
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#188

Posted 27 February 2014 - 12:25 PM Edited by silentkiller44, 27 February 2014 - 12:26 PM.

 

Probably a dumb question, but are you sure the dummies are placed correctly? And are named correctly as well?

Yes, I also tried turning them around along the Y axes and renaming to _prmFFFFFF164

 

Rotating them around axes isn't going to help, I guess. Anyways, try deleting the second dummy and using the first problematic one alone, without changing it. Then check it in-game and tell me the result.


Nudg3r
  • Nudg3r

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#189

Posted 27 February 2014 - 02:01 PM Edited by Nudg3r, 27 February 2014 - 02:02 PM.

Finally, after hours of bullsh*t, I got this mod working! Flawless!

 

Questions:

ImVehFt.ini is the controls right? Im using z,x,c key for driving. Then how can I change this? What keys are assigned to what number?

Can someone make a tutorial in english?

And heres an idea, why not make cars with double headlamps like this:

 

MxbCQcU.png

 

then make the inner headlamps function like a foglight? They look more badass this way!


silentkiller44
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#190

Posted 28 February 2014 - 06:51 PM

1) Yeah, ImVehFt.ini contains the controls. Changing them is a wee but complicated. You see, they are not the letters themselves, but they are their virtual key codes. Take a look at this site for them : http://www.indigoros...l_Key_Codes.htm

 

Only use the values under the decimal tab. Don't use the hex ones! Replace the number of the key you wish to change with the one you want to assign.

 

2) We have already used that technique in some cars


Musi
  • Musi

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#191

Posted 02 March 2014 - 08:36 PM

Yeah. If it's alone then it works. If it's a _2 or whatever it doesn't. Also sometimes the size is not ok. I have it in the _prm extension but sometimes it doesn't affect it in game.


silentkiller44
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#192

Posted 07 March 2014 - 05:16 PM

Try it without the prm extension, then? I never had this problem in all the cars I've adapted :/.


Pr0D1g10
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#193

Posted 08 March 2014 - 11:16 AM

Does not works for me


nikobellico69
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#194

Posted 08 March 2014 - 07:58 PM

how about add stuff like scratches from walls and other stuff like cars or even a base ball bat?

and if its possible add steel rims i mean when a weel is shot and it looses the rubber, ther still is the rim, so that can be a really good thing in game to make pursuits more realistic, and by the way how about add car fuel that can leak? 

 

-sorry for my bad E.


_F_
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#195

Posted 13 March 2014 - 01:22 PM

Hey, quick question. If my car uses GTA IV's wheel textures, what texture name should I use to make tyrewall_dirt_1 to _16 work? I tried "tyrewall" and "tyrewall_dirt", but they didn't work...

_DK
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#196

Posted 4 weeks ago

You need to call it tyrewall_dirt_1. And with new ImVehFt 3.0 you need to call the dirt mask texture as <base_texture_name>_d.
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riquenunes
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#197

Posted 4 weeks ago

I  have a couple of suggestions for the mod:

 

- When you hit some car and the driver gets out to hit you, it would be nice if the car turned its harzad lights on;

- Make some cars appear with fog lights + head lights, only fog lights or only head lights on at night, as people tend to drive with both or one of them on at night.


_F_
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#198

Posted 3 weeks ago

New version of original San Andreas vehicles adapted.
http://www.mediafire...ads6/beta11.rar
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SergeantSavidge
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#199

Posted 3 weeks ago

New version of original San Andreas vehicles adapted.
http://www.mediafire...ads6/beta11.rar

Wow! You should do more mods like this, _F_! I love vanilla San Andreas vehicle modifications/enhancements! P.S. The Vincent is my fave right now :D


kunal2045
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#200

Posted A week ago

Don't know if this has been asked before, but can anyone confirm that the 2.0.2 version works flawlessly on SA-MP 0.3z? Or atleast it works with some constraints? Great job so far btw, looking forward to the 3.0 version.


AlexGT
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#201

Posted 6 days ago Edited by AlexGT, 6 days ago.

This is really something I'd love to see implemented (if possible):

 

roof-mechanism-654.jpg

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Danikov
  • Danikov

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#202

Posted 5 days ago

Wow,_F_ those are great!!! Keep em coming.

By the way _DK,there's something I want to suggest,and that is brake lights activation while the engine is idle,much like in real life,when you're stopped and the engine is running you hold your car with the brakes and thus they are lit.
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_F_
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#203

Posted 3 hours ago

More cars

http://www.mediafire...h5ra/beta12.rar

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