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Improved Vehicle Features

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_F_
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#211

Posted 19 April 2014 - 03:09 PM

Thanks for the bugs, they'll be fixed soon

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mikros1
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#212

Posted 25 April 2014 - 09:34 PM Edited by mikros1, 25 April 2014 - 09:56 PM.

problems with crumpled Emperor here
other cars apparently normal

 

see prints

Spoiler

silentkiller44
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#213

Posted 26 April 2014 - 12:13 PM

The Infernus and Emperor are my cars, actually. I make and send some cars to _F_ to include them in his packs.

 

Sorry about the bugs, didn't notice them before. Gonna fix them soon.

 

Thanks for reporting :)

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Savidge
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#214

Posted 26 April 2014 - 01:05 PM

The Infernus and Emperor are my cars, actually. I make and send some cars to _F_ to include them in his packs.

Sorry about the bugs, didn't notice them before. Gonna fix them soon.

Thanks for reporting :)

Aside from the bugs, you've done a superior job on both cars. You've done better than I'd ever do, lol.


mikros1
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#215

Posted 26 April 2014 - 01:19 PM

The Infernus and Emperor are my cars, actually. I make and send some cars to _F_ to include them in his packs.

 

Sorry about the bugs, didn't notice them before. Gonna fix them soon.

 

Thanks for reporting :)

thanks! 
I wonder if besides you and _F_ has anyone else involved in the project 
so I can give due credit 
good job!

mikros1
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#216

Posted 27 April 2014 - 03:00 AM Edited by mikros1, 27 April 2014 - 03:01 AM.

Premiere is with the red indicator lights

 

Print:

Spoiler

Danikov
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#217

Posted 27 April 2014 - 07:25 AM

Premiere is with the red indicator lights
 
Print:

Spoiler


So? That's the way it is,many Chevrolet models use their taillights as an indicator.

Silent
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#218

Posted 27 April 2014 - 09:16 AM

Premiere is with the red indicator lights


It's The American Way of turn indicators.

Savidge
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#219

Posted 27 April 2014 - 11:21 AM

Premiere is with the red indicator lights

How are you using ImVehFt without the new license plates? On the picture you're using the default SA ones.


Danikov
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#220

Posted 27 April 2014 - 11:44 AM


Premiere is with the red indicator lights

How are you using ImVehFt without the new license plates? On the picture you're using the default SA ones.

If I am not mistaken,License plate textures are stored in vehicle.txd,so if you're using a modified vehicle.txd that has custom license plates,then so it shall be in the game.

Savidge
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#221

Posted 27 April 2014 - 12:11 PM

If I am not mistaken,License plate textures are stored in vehicle.txd,so if you're using a modified vehicle.txd that has custom license plates,then so it shall be in the game.

I mean that in the "models/generic/vehicle" folder that has its own "plateback.dds" and "platecharset" files, but never mind, I think I know how he did it. :)


mikros1
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#222

Posted 27 April 2014 - 02:41 PM

ok, thanks


Medo_Naser
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#223

Posted 29 April 2014 - 08:57 AM

Icant find any download buttons there :(

 


mikros1
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#224

Posted 29 April 2014 - 05:24 PM

here:

 

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


Medo_Naser
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#225

Posted 29 April 2014 - 08:53 PM

Thanks i downloaded it and going to try IT But i need to know how to get it from the forums -__-


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#226

Posted 29 April 2014 - 08:54 PM

He's talking about the actual IMFV download.


_F_
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#227

Posted 30 April 2014 - 12:22 PM

Hey 2pac, I have an idea about the custom vehicle lights:

 

Make the mod recognize vehiclelights128 and vehiclelightson128 if they are inside bullet.txd (for example). This way we could UVW map the custom lights to fit the original texture, so car's lights would still look good even if the player doesn't use ImVehFt


M4k3
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#228

Posted 30 April 2014 - 02:41 PM

Hey 2pac, I have an idea about the custom vehicle lights:

 

Make the mod recognize vehiclelights128 and vehiclelightson128 if they are inside bullet.txd (for example). This way we could UVW map the custom lights to fit the original texture, so car's lights would still look good even if the player doesn't use ImVehFt

ImVehFt has custom vehicle lights (instead of unique vehiclelights128 and vehiclelightson128 for every car ImVehFt uses vehiclelights, vehiclelights_on and you can use vehiclelights_dam - damaged version). They can have their UVW maps, alpha channel. And lights won't look so good for users who don't have ImVehFt because some of them will have different colors.


_F_
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#229

Posted 30 April 2014 - 05:55 PM

What are you talking about? That is not the case at all.


M4k3
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#230

Posted 30 April 2014 - 09:27 PM



What are you talking about? That is not the case at all.

You offer DK to make ImVehFt recognize custom vehiclelights128 and vehiclelightson128 in every vehicle txd. 

1 - if you use vehiclelights128 in the buffalo.txd it may conflict with vehicle.txd one

2 - The feature has been made by DK long time ago and you can use it.

-possibility to use an unique texture for vehicle lights;

You just need to use vehiclelights instead of vehiclelights128 and vehiclelights_on instead of vehiclelightson128.

 

2jcvx4p.png

They work as vehiclelights128 but with another name and only for vincent (it is in vincent.txd).

But if you say that I am talking about another thing - you should epxress your idea another way


_F_
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#231

Posted 01 May 2014 - 05:35 AM

I know that it has feature like that, I'm suggesting that instead the names "vehiclelights_on" and "vehiclelights" it would recognize vehiclelights128 and vehiclelightson128. As the game originally doesn't load it's light textures from vincent.txd (for example), instead it loads it from vehicles.txd. But if the name was same, the game would load custom lights with the mod and original lights if you don't have the mod.


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#232

Posted 01 May 2014 - 09:35 AM

I'm pretty sure he'd do it that way if it was possible. I guess that it'd be a bit harder and he instead went for a workaround.

M4k3
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#233

Posted 01 May 2014 - 09:44 AM

I know that it has feature like that, I'm suggesting that instead the names "vehiclelights_on" and "vehiclelights" it would recognize vehiclelights128 and vehiclelightson128. As the game originally doesn't load it's light textures from vincent.txd (for example), instead it loads it from vehicles.txd. But if the name was same, the game would load custom lights with the mod and original lights if you don't have the mod.

If the name was same, it would cause some problems. 

1 - Vehiclelights128 from vincent.txd and from vehicle.txd may have a conflict.

2 - Players with ImVehFt will see vehiclelights128 from vincent.txd but if they don't have ImVehFt they will see vehiclelights128 from vehicle.txd

Also it won't be very good for players without ImVehFt because of material colors


_F_
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#234

Posted 01 May 2014 - 11:36 AM

There is no problems with material colors, 2pac chose the material colors very well. Even without ImVehFt the light colors are right (white)


_F_
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#235

Posted 03 May 2014 - 12:21 PM

Haven't heard from you in a long time 2pac, so I don't know if you still work on this mod. But in case you do, I was wondering since you are the person who knows most about vehicle coding etc. Maybe you could also figure something out about the extras. As you know San Andreas has very weird system about them (You can't control whether the car is supposed to spawn with only 1 extra at time, or many at once... And the amount of extras is limited to 6).


Savidge
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#236

Posted 03 May 2014 - 12:43 PM

_F_, I have a question to ask you about extras. Just so you know, sorry if this question sounds stupid. But is is possible to have an extra as a whole new vehicle? Like if the first for example was a Bobcat and the extra was the Sadler. Again, sorry if that sounded stupid, lol.


_F_
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#237

Posted 03 May 2014 - 12:53 PM

Not in San Andreas. In GTA IV it's theoretically possible.

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artginPL
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#238

Posted 07 May 2014 - 02:39 PM

_F_ I waited a long time for such a thing. This is one of the best mods for GTA SA. I have only one request - don't make more red turn indicators, please. It looks badly. Orange are much better  :lol:


Savidge
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#239

Posted 07 May 2014 - 03:33 PM

don't make more red turn indicators

_F_ makes the cars with the real life counterparts in mind. If they have red indicators, _F_ will add red indicators to his vehicles. I think it doesn't matter what colour they are, as long as they work I'm fine with it ;)


_F_
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#240

Posted 07 May 2014 - 04:38 PM Edited by _F_, 07 May 2014 - 04:38 PM.

Yes.

 

Also, here is the link to beta 13.

http://www.mediafire...uolg/beta13.rar

 

-Plenty of fixes (Bus, Emperor, Infernus etc)

-Some new cars (LVPD, Euros, Ambulance etc )

 

Looking forward to feedback! (Bug reports, suggestions etc)

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