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Found 112 results

  1. lunchxbles

    Vice Cry: Remastered

    Vice Cry: Remastered is a full port of Vice Cry to Grand Theft Auto V, Running as a DLC, with many new details added for a true VC experience. Features: Full port of Vice Cry 1.8 for V MLO interiors Bump mapped roads and various buildings Spec mapped windows for proper reflections Brand new models and textures created for this project 3D Neon Models Material Accuracy (no more broken alphas) Full Path and Navmesh Support Working Traffic Lights Instanced Grass SLOD's with proper Water Reflection Custom Scenarios Car Generators Custom Population Groups and Zones and much more.. More Screenshots Available at https://imgur.com/a/256vnR8 Coming November/December 2019
  2. arewenotmen

    Enhanced Native Trainer

    This is my extended version of Alexander's Native Trainer, which I will slowly continue to develop until I get bored. It's open source, with a GitHub project. UPDATE #28 Changes: Reminder: you need the latest Script Hook, v1.0.393.4 Prop Spawner, with 3815 (mostly) named and categorised props to choose from, all of which should work. Many options and features here – have a play around Contributions that are wholly or mostly thanks to Robert Kwapisz:Bodyguards "Chauffeur to Marker" in Locations menu Vehicle neon lights Vehicle 'extra power' feature replaced by detailed option Contributions from sub205:Option to fully upgrade cars, and spawn vehicles fully upgraded Some more teleport locations Weapon menu's 'No Reload' feature is improved and now works better with rockets etc. Thanks to Shane Allgeier. Blackout option added to World menu Scenarios named and added to Animations menu Ability to set custom skins by manually entering the name Vehicles now spawn a distance from the player proportional to their size, thereby avoiding spawning large planes etc on top of the player Prevention against trainer working online; should hopefully still allow FiveM use Support for nkjellman's "Heist Map Updates in Single Player" mod. Turn on the teleportation options in Misc > Trainer Options. Thanks to sjaak for the coordinates. Improvements to 'reset skin on death' to remove version dependency and prevent game crashes. Scrollable menu items now work by pressing Confirm first and then selecting an option. "Never Wanted" is rolled into Freeze Wanted Level Marksman Pistol was missing tint options Miscellaneous bug fixes and improvements PREVIOUS UPDATES: Pre-Built Release Download Compiled ASI and XML config, Release #28 on 03/08/15: here Read the bundled notes!
  3. Hi everyone, I've been working on a 3D map for PC version of GTAV. It's at: https://www.gta5-mods.com/tools/codewalker-gtav-interactive-3d-map It now allows entities to be placed and moved, also new and modified ymap files can be be saved. This feature is still in experimental stages, but I would love to hear any feedback on it! Enjoy! [Edit: Updated screenshots and description]
  4. Vice City Overhaul is set in past day time for Grand Theft Auto V, the map is redefined with lots of enhancements and many remodelled areas. Our modification aims to deliver a brand new Vice City experience with a whole new level of set of features and attention to detail. Our team is consistently expanding with new developers, our team currently has 12 members that range from 3D artists, GFX designers, radio and such. What's our main goal for Vice City Overhaul? • Ocean Drive remodelled buildings, roads, neon's and beach population like how the beach works in Los Santos • Brand new vegetation • Malibu Club Exterior and Interior remodelled & a fully functional club • Full traffic support • Minimap support • A number select of missions (We're looking for voice actors, DM me if you're interested!) • Optimised for lower-end PC's • Occluders, LOD and SLOD support • Refined brands with new GFX work • A metro system in Downtown We have many other goals but for the meantime, I'd like to share a development update. We recently launched a beta for our Discord users to test a few select features for a taste of Vice City Overhaul, we have collected bug reports and we have begun polishing the conversion map in order to fix the alpha, collision issues across the city. Furthermore, completely new roads and pavements are currently being developed, this also includes the UV being fixed too. Check some of our behind the scenes from our Project Leader and Developer ryanm2711. Vice City Overhaul Road High and Low Settings Support - Ensure performance is at it's best on low-end computers Vice City Overhaul: Timelapse (VCO Team) Vice City Overhaul Gameplay (taltigolt) Vice City Overhaul: Before & After Comparison From 2018 to 2019 (VCO Team) Our team - They will stick around if you have any questions! • ryanm2711 - Project Leader, 3D Artist and Map Conversion Developer • Ambient - GFX Designer & Radio Composer • Ash_735 - Mapper • GTA Belgium - 3D Artist, Mapper and Exterior Developer • Cranlet - GFX Designer • CRena - CodeWalker Developer • Headshots_Ops - Tools Developer • HeySlickThatsMe - 3D Artist, Mapper and Scripter • _Robin_ [Left team] - 3D Artist & Mapper • Kalit - 3D Artist & Mapper • Introvert - Vehicle Developer • mould122 - Vegeration Artist, 3D Artist, CodeWalker Developer and Tools Developer • MrGTAmodsgerman - Vegeration Artist, 3D Artist, CodeWalker Developer • rollschuh2282 - Interior Minimap • Smallo - Tools Developer • UHDFreddyEST - Vice City Overhaul Minimap • VideoTech UK - CodeWalker Developer & Community Manager  Special Thanks • Vice City RAGE Developer Team • DexyFex (CodeWalker & Tools) • Autodesk (3DS Max) • FiveM (Conversion Tools) • Biggdog & reN - GTA-5mods.com moderation staff (Thank you for your tremendous support) • GTA Forums Staff - Spider-Vice - (Thank you for your support and assistance setting up this post up in July) Question: What about Take-Two Interactive? Answer: We haven't received a cease and desist letter or word from Take-Two yet, but if they'd like us to stop developing we'll comply within their demands. Question: Where is it launching? Answer: We plan to launch Vice City Overhaul on RAGE Modding, GTA-5mods.com and GTAForums at release. Question: Do you plan to make a FiveM server? Answer: Absolutely yes! Question: What time of year is Vice City Overhaul set in? Answer: Vice City Overhaul is set in past day time. Question: I would like to help you and become part of the team Answer: Awesome! We're always looking into expanding the team. Shoot me a DM on GTA Forums or Discord (VideoTech UK#0001). Question: Why is the map so close to Los Santos? Answer: Due to the game engine limitations, we're unable to move the map within a far distance. Moving the map futher of the map will not allow use of traffic support, navmeshes, and many other issues will be caused. If the engine boundaries are ever cracked, we'll consider moving the map. Question: So you mentioned amazing optimisation. How so? Answer: Vice City Overhaul will be heavily optimised to ensure performance is at it's best. We plan to have full occluders, LOD, and SLOD support and texture low and high settings support for most textures. If you have any questions be sure to ask in the comments thread, I'm happy to answer any questions! Vice City Overhaul Beta Build 3.00 has released on GTA-5mods.com. https://www.gta5-mods.com/maps/vicecity-to-v#description_tab
  5. Monkeypolice188

    Monky's Workshop

    MONKY'S WORKSHOP Hey guys, welcome to my workshop! I'm Monkeypolice188, better known as Monky, a lore-friendly modder of GTA V for just over a year now. My interests focus around emergency vehicles (particularly fire departments), classic utilitarian vehicles and trucks. I release all my mods on my GTA5-Mods.com account. Feel free to take a look! CURRENT PROJECTS LIBERTY CITY VEHICLES & PEDS PACK 1.2 VERSION 1.1 AVAILABLE My current focus is the third release of my most ambitious project; Liberty City Vehicles & Peds Pack. This pack aims to bring the services of LC back to GTA V, including LCPD, FDLC and Liberty City Cabs. You can see (and hear!) a small preview of some of the latest changes and improvements to the pack here. LATEST RELEASES VULCAR NEBULA AVAILABLE NOW NAGASAKI PIGEON PATROL AVAILABLE NOW BRAVADO BISON S AMBULANCE AVAILABLE NOW FAVORITE PROJECTS JOBUILT MAMMATUS SKIMMER AVAILABLE NOW JOBUILT HAULER 270 AVAILABLE NOW BRUTE REFUSER AVAILABLE NOW BRUTE MIXER CLASSIC AVAILABLE NOW BRAVADO MASTODON AVAILABLE NOW MTL CERBERUS 200 & 300 AVAILABLE NOW THANK YOU Thank you to all my supporters and lore buddies; without your ideas, resources and help, much of my work would simply not be possible!
  6. Vice City HD Remastered | Unreal Engine & GTA 5 Hello community! I would like to present you a small preview of a new project i've been working on. This could be the largest and most challenging project I have ever considered creating. I present you, a preview of an updated en remastered Vice City in Unreal Engine! Enjoy this screenshot, and there are 2 more below! EDIT: Here is a small preview video of the current progress! ABOUT The idea is to recreate the relatively small map of Vice City in 3D, updated to the 2010's, and place it into this game engine: Unreal Engine 4 by Epic Games. Later, I'm considering converting it all to GTA 5 as a map modification (add-on). Of course, Vice City may be a rather small map, but recreating it with HD models - mostly modeled by myself and made up-to-date with modern buildings - is of course very time consuming and challenging when done by only 1 person. Though, I would like to keep it that way. This could be a very nice portfolio item I think, and even more when done individual with only a small amount of help by others. It may sound impossible, but I'm motivated and months of work don't bother me. I think I have enough knowledge from 3dsMax and Unreal Engine to do this. Also, my work in real life should not be too much of a problem. I hope that the polycount of this map mod will stay relatively low, so people can easily run the map on GTA 5. But for now, I'm first placing everything in Unreal Engine. PROGRESS SO FAR As of 1 august 2019, I have modeled and/or placed in Unreal Engine: Ocean and base of Vice City (water, sand). Florida based sky and sun, with a few clouds and time around 20pm. Props such as palm trees, 3D grass, rocks, flowers, bushes. A detailed and reworked, enterable version of the lighthouse, at the southeast point of the map. The 80's hotels on Ocean Drive (Ocean View, Front Page Café, Colony Hotel...) along with new, modern hotels. Roads. The Vice City Washington distict along with a new modern skyscraper at the south, based on the 'Four Seasons Hotel' in Brickell, Miami. I'm thinking of making the original Washington district of Vice City, close to the Brickell district in Miami. With a lot of modern high rise buildings. This would mean we get 2 districts with skyscapers in this reworked map: Washington and Downtown Vice City (Brickell and Downtown Miami). I'm currently busy modeling a replica of the Sun Life Stadium Miami (Hard Rock Stadium) which is the home of the Miami Dolphins and hosts multiple events, such as the Super Bowls... This would replace the Hyman Memorial Stadium, at the very northwest of the map. Integrating a third person playable character and a driveable car into Unreal Engine. Update 26 august 2019: Hard Rock Stadium is now finished, I'm still not very sure if it would replace the Hyman Memorial stadium. For now, it replaces the Vice City scrapyard and Fort Baxter. The north part of the airport is done, i added some new modern buidlings too. Tommy Vercetti is now a playable character in Unreal Engine. The Washington mall is finished, along with the Ocean View hospital. Still, I'm not very sure if I will base this all on replica's and 'fake' names. Maybe I could just use the real life names (like Brickell or Hard Rock Stadium)? Suggestions and ideas, or feedback, it's always welcome as long as it's realistic! Happy modding! GTA Belgium SCREENSHOTS
  7. GTA BELGIUM

    GTA V: Las Venturas & San Fierro DLC

    GTA V: Las Venturas & San Fierro DLC Since the lack of Single Player DLC made by Rockstar Games themselves, and the limited DLC map mods available from 3D era GTA games, I decided to make this a thing. First version released on 10 February 2019 https://www.gta5-mods.com/maps/las-venturas-san-fierro-dlc Dear fellow gamers and/or modders I am proud to present you my latest project, started around 4 january 2019. This map DLC places the 3D-era cities of Las Venturas and San Fierro, alongside to the original map of GTA 5. So far I only saw converted GTA San Andreas map mods replacing the GTA 5 map (FiveM, FiveReborn, MultiFive), except from a San Fierro DLC map mod by ArthurLopes, which is great, you can check it out here: https://www.gta5-mods.com/maps/san-fierro-dlc. As stated, ArthurLopes' version of San Fierro is awesome to me. It was the first GTA: San Andreas DLC map mod for GTA V if I am correct. Though, I thought I really missed the countrysides and of course Las Venturas. So, with all respect to ArthurLopes his mod, I did decide to make my own GTA San Andreas map mod as a DLC for GTA 5. Everything is converted from GTA IV: San Andreas BETA 3. Visit their website: http://www.gtaivsa.com/ I want to thank the GTAIVSA team for the converion from GTA San Andreas To GTA IV, and I hope they don't see my GTA V version as a problem. Those are the main members of the GTAIVSA team which I want to thank: Blaster_nl GTARandom Flitskikker Alber2gt Gamerzworld Tomix23 Everlost123 ManDog The largest problems on this mod are for now: - Some houses/buildings/props are still missing, which creates holes in the map - Sometimes, streetlights start flashing on and off - There is on some places collision, without a visible object. I think this will be fixed once all props are in place - The bridges between San Fierro and Las Venturas have a kind of 'gap', due to a small incorrection in the coordinates. The San Fierro part and the Las Venturas part are not perfectly connected yet. - Some objects have strange lines on them, I am looking for a fix, probably i need to apply an 'edit normals' modifier in 3dsMax but I am not sure yet. Other than that there are no shading problems it seems, and shadows work correctly. For people asking about traffic paths, please know this is a huge map to do all traffic paths for, on my own. It would take me months of work. I will probably release some basic paths in future updates but any help on it is welcome. You don't even have to work together with me, everyone is free to make some paths. Interiors are coming in a future update, including casino interiors. And again, don't forget to check out ArthurLopes' San Fierro DLC mod. My only purpose with this mod is to bring back the 2 other cities of San Andreas, next to Los Santos, as an expansion. Of course, in no way I want to copy ArthurLopes his mods, neither did I touch any of his files. I thought, better be clear with this Anyway, stay tuned for future updates! Thank you for all the support and keep the modding community alive! GTA Belgium https://www.gta-belgium.com/
  8. MauriceGS

    Roman Bellic Skin [Abandoned}

    ---------Information--------- Roman's Head were created/importet with Uraniom ---------Download--------- https://www.gta5-mods.com/player/roman-bellic-in-gta-v-skin ---------Installation--------- 1. Get "OpenIV" https://www.gta5-mods.com/tools/openiv 2. After you open GTA V with OpenIV (mods folder recommended) 3. Head to "mods\x64v.rpf\models\cdimages\streamedpeds_players.rpf\player_zero" 3. Than drag & drop my files in the "player_zero" folder in the "streamedpeds_players.rpf" file 4. Than go to "mods\update\x64\dlcpacks\mppatchesng\dlc.rpf\x64\models\cdimages\mppatches.rpf" 5. Than drag & drop my files in the "player_zero" folder in "mppatches.rpf" 6. Have fun :3 ---------Textures for Roman [recommended] (Use a Trainer)--------- Btw you can still use all clothes from Michael Uppr_01: 19 32 1 1 Uppr_02: 21 32 1 16 Uppr_03: 21 32 2 16 Lowr: 8 30 6 8 Shoes: 19 22 1 16 ---------Changelog--------- pre-Alpha V0.1 • Added Roman face texture • Added hand texture • Added a T-Shirt Alpha V1.0 • Removed T-Shirt • Removed hand texture • Fixed some textures • Added Roman clothes from GTA IV • You can still play Micheal just change face than Beta V1.0 • Removed Michael's head • Removed hair texture • Added Roman's GTA IV Head Model (Created with Uraniom) • You can use all clothes that Michael use • No facial Animations (It's still kinda impossible) ---------Videos--------- Roman Bellic in GTA V Skin pre-Alpha Trailer: Roman Bellic Trailer (BETA MOD TRAILER) Remade in Grand Theft Auto V:
  9. EncryptedReality

    [REL|V]Vice V

    This mod aims to port III era Vice City to GTA V! version: BETA 0.1
  10. Info GTA V gets the game location from the system before executing the game, requiring a registry change if the directory is not the one where the game was installed. This little app helps to "bypass" that. What this does When you start the provided file from the location of the game, it searches for the common executables to ensure that the game is in there (GTA5.exe, GTAVLauncher.exe, and PlayGTAV.exe). Then if the files were found, it sets the actual location on the Registry and starts the game. Preview Download and Install Grab the latest release from 5Mods. Click the "GTAVPath.exe" file to download it and save it in the game dir. Development If you found any bug just report it either on the Issues page on GitHub or leave a message on this thread. I will also accept the Pull Requests made on the Repository. License MIT License Copyright © 2017 Hannele Ruiz Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  11. QuasiMatic

    GTA V Tommy Vercetti HD Remastered

    I'm gifting this mod away to whoever has the time to complete it... I stopped cause I lost interest in both GTA IV & GTA V but didn't want it to go to waste. Please post your progress! or V screenshots. Files: http://www.mediafire.com/file/3u7xg4ob9jfk8bo/Tommy+Vercetti+HD+Remastered.7z
  12. maxnonogaming

    [ PC & ANDROID ] GTA Unity Remake

    Hi everyone ! I'm making an UNITY 3D Remake of GTA , with some different mechanics . No playable build for the moment, but can I ask you some feedbacks please? I working on population, I ll try to show you how it's look like soon . Thanks
  13. Crazy Frog from CF racer 2,with my retexture+turbosmooth. Unfortunately, when i trying to any way rig his arms, its looks like this everything else are rigged pretty well.but arms always are stomachache. because they lower then the bones (i rigged on a monkey). everybody who can help with zmodeller can join me,i can provide all my models textures works etc
  14. Mafia Rage (Mafia 1 port to GTA IV and V) Mafia I to GTA IV and V (Or Lost Heaven in GTA IV and V) is an total conversion mod that ports the content from Mafia I to Grand Theft Auto IV (and V). It will contain the entire map (Lost Heaven, Countryside and the racetrack), vehicle, props*, interiors, objects*, peds and weapons. Also will feature (maybe as add-on) the game stlyle from Mafia 1 like the car handling* and GUI (HUD, Menu and Map style). In addition the mod will split in 2 playable options (will be featured into seperated option). The mod idea orginally came from the last LH to IV conversion by Alber2gt which was discontinued early by its slow progress. Many have wished and requested for an comback so I decided to take Lost Heaven as my first fully map mod conversion. *not planned mainly (note: The V port doesnt have a static plan, which means that we arent sure if the entire content is going to be ported on GTA V) More informations are coming soon. The mod is still in early development and searching for converters and scripters! Topic on Mafiascene Forum Join our Discord server for announcements, direct news and more details about the mod! Lead jaqub Headshots_Ops Map converting jaqub Headshots_Ops Car converting - Ped converting - Helper/Supporters (*testers) spartaque12 ZaKlaus Cukier Firefox3860 thg We appriciate it to help this conversion by joining our team, if you can convert cars and peds or write codes or scripts like on importing for 3ds max and .sco scripts on IV. Mods and Utilities used to make this mod Signature Banner
  15. oCrapaCreeper

    [V WIP] Aesthetic Added Trees

    Note: Name that doesn't suck currently pending GTAV's map is beautifully well made, even moreso with all the vegetation and trees it has. Unfortunately, due to limitations of the old gen consoles and design choices, a lot of these trees were removed, leaving a lot of empty and bare places on the map. In this mod, I intend to touch up these empty areas by adding new trees to them. To keep some variation, each tree is placed, rotated, re-sized (to be either fatter, skinnier, or scaled up or down multiple sizes), and tilted to match the terrain. I'm even playing around with making trees that appear fallen over. I utilize different kinds of trees depending on how much they add aesthetically. I'm not nearly done and intend to add a lot more. Unlike most map mods for GTAV currently, this mod does not use scripthookv based map editors such as Menyoo or the one literally named map editor. It adds map data to the game (as DLC) using ymap files, which is how all the other map data in the game is stored. While this makes the mod a bit tedious to install and requires OpenIV, loading them into the game naturally means no prop limits, no weird stutter before loading, and increased performance. All editing is done using Codewalker, a lovely tool made by Dexyfex. Anyone, enough blabbling, here's what I've done so far. EDIT: Progress update: Raton Canyon (added large cedar trees, fallen tree going over the creek is going to be put straight up due to collision issues) Mount Chilliad Pacific Bluffs (an area that had no trees at all aside from a few oaks. Probably not geographically accurate with L.A but oh well.) Subject to change before I upload the first version. Some things may look out of place, and not all trees are rotated yet (I'm not happy with mount Gordo right now) Known issues: The collision for trees scaled to different sizes does not adjust, it uses the collision from the original size, meaning you can stand inside the giant trees. Unless you on purposely crash into trees I don't see this as a huge issue. While I would like to correct this rather sloppy oversight, I don't think there's a to do this in Codewalker yet, or I'm simply an experienced goof who doesn't know how to change it. (likely the second one, and if that's the case feel free to tell me how) Some graphics mods that change the windspeed do not play well with the rescaled cedar trees and the leaves appear to move away from the branches and trunk. I can't fix this, vanilla and VisualV timecycles appear fine however. While the trees will switch to lower quality textures and models the farther away you are, they do not have proper lod models for very far away like the regular trees do (the 2D looking billboard lods). The current lod distance is 6000 (some smaller trees that don't matter are lower) to ensure they are seen at all times and do not turn invisible after a certain distance. There is barely if any performance impact for me, but I'm unsure about other setups. Some trees might feel like they want to defy gravity and not be properly stuck to the ground (I was sleep deprived when placing some of these) Download I'd love to read some feedback on where trees should or should not be. This is my first mod, afterall.
  16. Beta Vehicles in Grand Theft Auto V I felt something was missing... well, it wasn't really missing. Instead they were copied and rotated 90 degrees. A thread I will keep updating. I will post my vehicle mods in here as I would just make one garbage can when creating a thread for every single vehicle I may be releasing here. A single mod will be posted in a spoiler! All the info about this vehicle can also be found within the spoiler including the download links. All the car mods are made by me, if not they are posted here with permissions of it's original author. Credits will be given to those who made screenshots for the forums or helped working on the vehicle. Yes, some help from time to time would be great . Suggestions are MORE than welcome! *Read this!* These model are unlocked though not allowed to be reuploaded... as I can't stop anyone from doing it, I now ask you kindly to not reupload this content ANYWHERE else without my permission. Released or WIP: Beta Police Cruiser (2nd gen) - Done Suggestions: ~Empty~ Beta Police Cruiser (2nd gen) - Done
  17. codyJ

    [V|IV|SA]Gostown Blue[WIP]

    //ignore
  18. 11john11

    John's Workshop

    What you are going to see here are mostly RDE Style lore friendly emergency and service vehicles inspired by real ones from the 80s until late 2000s carefully edited to closely resemble their real counterparts (with the occasional edited civilian car dropped in for variety) <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< Currently I'm working on some late 90s until mid 2000s themed vehicles. My WIP Mods 2005 Stanier - LSPD: 1998 Stanier - LSPD (normal + traffic/gang unit) Landstalker - LSPD: Rancher XL Service truck: My Released Mods
  19. Wakka387

    [WIP] Chicago R.A.G.E

    Team*Looking for more members... Idea - Ss4gogeta0 Mapping/Paths/Zones - GTARandom Progress: [X] Map Ported Ingame [ ] Ped Paths [ ] Vehicle Paths [ ] Zones [ ] Interiors [ ] Retexturing This post is still a Work in Progress and should not be considered the final style for this mod... *credit to ZZCool for the temporary image
  20. MishKa Volkav)

    GTA V:Criminal Russia [RAGE]

    Hi guys! GTA V:Criminal Russia [RAGE] project.. Full Map Convert from Global mod Criminal Russia for GTA:SA by CR Team RELEASE SOON... The map will be as DLC/Addon to San Andreas. Map Complete: MAP FULLY DONE - 100% + FIRST GAMEPLAY FOOTAGE 2nd gameplay footage : map release soon , now working on lods and vegetation Arzamas - 100% Batyrevo - 100% Yuzhniy - 100% Koryakino - 100% Edovo - 100% Busaevo - 100% Garel - 100% Country Side/Russia Materik - 100% ScreenShots: I hope you like it. P.S Screens Made on low-Settings. Authors: Mishka Volkav -Convert. Aleksey Kostenko -support and help. Roman Azotov A.K.A Azot - Promoted this project on YouTube / support TheInsaneKiller -Promoted this project Dekurwinator - Map DLC CR Team - Map Prosvet Team - Map GTAMaps Team - Map Russian Reality Team - Map Stay tuned for updates!
  21. ArthurLopes

    GTA SA: San Fierro DLC for GTA V

    This is what happen when i don't have nothing to do lol Download BETA: https://www.gta5-mods.com/maps/san-fierro-dlc Well, i'm going to convert San Fierro from GTA SA to GTA V as a DLC, that's pretty much it, stay with some screenshots of the beta:
  22. nkjellman

    GTA V Cut Interiors Add On

    I'm working on adding two interiors to GTA V that you may not have seen before. Since the placements are in the ytyp for interiors, all I need to do now is place the whole interiors into the world. Here is my progress. The High Life Update garage (originally found by me): The timecycmodifer being used here, I am not very crazy about. It is too foggy. I may play around with different ones that are used elsewhere in the game. Possibly the ones from the 3 story 20 car garage will do. Additionally, it seems that the radio emitters are working in here too. I turned on all of the radio emitters in the Simple Trainer, so it seems that one of those emitters is for this garage. So long story short, you can hear Self Radio playing if you set up the trainer's emitters properly in the ini. The beta FIB office. (Originally found by TaazR): The placement of this interior is subject to change. I only put it under the map because this was a test. In fact, someones swimming pool is making it so part of the server room is underwater. lol Regarding the placement of the FIB interior. It is too long to be placed in the upper floors of the FIB building. I want to place it here. The interior does not fit in the FIB building very well. The hallway to the left of the conference rooms even sticks out of the building so I had to push it back from the exterior windows. The whole interior fits in the bottom part, so I will place it on the 7th floor. Note that the whine bottle represents the interiors pivot point. Also, since it doesn't match, a script will be needed to access the interior from the lobby. I am thinking that the FIB building would be hidden, sorta like how the High End apartments work. There is just one problem. The collision mesh on the FIB building was done so it goes right through the interior. The narrower part at the top goes down through the fattest part at the bottom. Here are some pics of the collision for the FIB building exterior. Here are some images from code walker showing where the meshes and collisions sit. It is easy to see in the first two images, but the second two are a little tougher due to that side being taller. However, the issue is the same on both sides. I am no professional modeler. I am wondering, could someone make a modified collision mesh for the FIB building? Have it where it isn't effected on the outside, but the collision doesn't block off the inside at the first few floors of the tower (at the widest part of the building). The interior will be placed on the 7th floor. It needs to be done on both sides so it doesn't block off the conference rooms and the server room. Who ever does it will receive credit. Anyways, once this collision issue is resolved, I will move the FIB interior and release the DLC Pack.
  23. ArthurLopes

    French Riviera V

    The French Riviera was a map mod from GTA IV made by the legend Nine30, It is a Big and Awesome Map. I'm trying to convert it completely to Grand Theft Auto V, I'm almost done with it but there are some parts of the terrain that are missing that i need to fix, here is a album from imgur that have some screenshots of the progress i already done http://imgur.com/a/tds5Z
  24. Voit Turyv

    Voit Turyv's Garage

    banner by The Deadite Remember this mod? http://gtaforums.com/topic/781796-wipiv-eflc-fixed-vehicle-interiorsbadges/ This was my first real attempt at fixing stock vehicles that R* left them with errors. I quickly realised my mods would not be popular without 3D remodelling. Now, over 2 years later, I have started using ZModeler for GTA V after joining the Realism Dispatch Enhanced team as a beta tester. Special thanks to them - without their support, I would not create this workshop. My work will focus on improving GTA V vehicle models and making new variants thereof. Improved Vapid Bullet Pack 2.5 Vapid has been known to supply American law enforcement with vehicles for different applications: from the original Stanier that was prone to ignition following tailgating taken too far to a supercar that derives its soul from a racing icon of 1960s and is said to be effective in taking down speeding men with their wives that are about to deliver a baby. However, the Bullet is officially a show car for the LSPD and LSSD. What is more, the undercover police units are known to impersonate impromptu racers, only to flash their lights the second you overtake them - because apparently you were driving a faster car and the law can't take their loss like a man. Five-Star Auctions DOWNLOAD AND DETAILED DESCRIPTION: https://www.gta5-mods.com/vehicles/vapid-bullet-improved-unmarked-voit-turyv Improved Invetero Coquette Pack 2.0 This early 2000s American monster continues the tradition set 40 years earlier by the Blackfin: oversized engine in a tiny compartment, no-nonsense performance and surprising longevity. Praised by both cops and crooks, the Coquette is a reliable choice for both sides, against each other. Don't underestimate its dated looks - had you had lived 20 years earlier, you wouldn't have contained such amount of badassery oozing from every inch of this curvy bodywork. Legendary Motorsports Back in 2000s, police departments of cities notorious for frequent illegal street racing events were in need to take down blacklist racers and support American vehicle industry in the process. Their choice was the Invetero Coquette - a car with long history and capability to withstand exhaustive chases after riced out Dinkas and Pegassis. Retired in 2012, those special police interceptors lucky enough not to end their service life smashed under Rusty Brown's Ring Donuts donut statues have since been used by the police on car meets as a subtle means to send a message to rice burner owners in their 20s that police chases used to be much more intense. Five-Star Auctions DOWNLOAD AND DETAILED DESCRIPTION: https://www.gta5-mods.com/vehicles/improved-invetero-coquette-pack-addon San Andreas Highway Patrol Vapid Bullet 1.0 The ultimate San Andreas Highway Patrol weapon against speedsters that was totally not paid for with citizens' taxes. Then again, neither was there much demand for such a vehicle because of a local population of halfwit joyriders that usually end up smashed against barriers, trees, crossing deer or SAHP roadblocks. Therefore, regard it as a show car that sometimes gets the job done out in the wild San Andreas highways - while being surprisingly good at it. Five-Star Auctions DOWNLOAD AND DETAILED DESCRIPTION: https://www.gta5-mods.com/vehicles/highway-patrol-vapid-bullet-addon Rockport Police Department Vapid Stanier 1.0 (feat. NefariousBonne) The most common of the American police workhorses in its war paint harking back from Rockport, a city notorious for illegal street racing. Party like it's 2005 and prank rice burner owners into thinking they haven't yet escaped the most determined race-driver-reject police officers on the planet. Five-Star Auctions DOWNLOAD AND DETAILED DESCRIPTION: https://www.gta5-mods.com/vehicles/rockport-police-stanier-addon-1-0-voit-turyv-nefariousbonne
  25. You know my IV menu? This is that for V with a few new V-exclusive features and asi instead of sco. Controls: Spoiler Numpad to navigate F7 to open/close Num4/Num6 to change selected player (For Player Teleports) Hold mouse wheel button to activate fly mode. Control with WASDQE. Car Speedup ] Car Superbrake \ Move forward through door ' Unlimited Ammo ; Never Wanted [ Toggle Collision = Airbreak F6 Features: Spoiler FiveM Support (for now: select players and teleport to them) Airbreak Middle mouse Fly Toggle collision Move forward through door Clean car, fix car, flip car Car speedup, car superbrake Teleport to safehouses Teleport to skyfall Teleport to waypoint Time settings (you can even set negative time!) Timescale change (all the way down to 0.001) Weather changing Clothes changing (change individual components and textures) Give all weapons Remove all weapons Menu color change (even has rainbow!) Menu style change (expand or replace) Select vehicle color (color 1, 2, 3 and 4, supports up to 255 colors!) Select carcols entry (natural colors) Livery selection Car Turbo (low for drifting and high for going so fast that you fly away) Car Godmode (no engine damage, fix loop, never dirty, autoflip) Save Car (saved car options lets you do things to saved car) Car Spawning (all cars from the game in a giant list) Player Model (all peds from the game in a giant list) Ped spawning (or bodyguard, same list as Player model) Populated spawn (i.e. cop cars with cops in them) Story Cars (unfinished, currently has the 3 protags cars) Walkstyles (Franklin, Trevor, Michael and Michael slow) Custom Walkstyle/Car/Ped/Player Model - Type in a model name to spawn Mobile Radio Cars Never Locked Cars Owned By Player (won't get wanted level for stealing cars) Free Cutscenes (control player in in-game cutscenes) Player Drive/Walk Task (autopilot, drives to waypoint if exists) Save Game Autosave anytime Cancel mission (cancels the mission immediately, no respawning) State Display (displays various useful info about player) Custom God (enable individual proofs) Always God Health Loop god Never Wanted Rapid Fire Unlimited Ammo Cops Dispatched/Not Dispatched Slide Run Skip on Water Toggle Ragdoll Midget Mode Player Visibility toggle Drive/Walk on Water DOWNLOAD LINK (GTA5-Mods) Screenshots: Spoiler
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