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DK22Pac

Improved Vehicle Features

Recommended Posts

TJGM

@mikros1 any chance you could share that car?

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DK22Pac

Automan, is that 2.0.1? Try to launch it with clean game (just ASI loader). And also, are you sure you use 1.0 US exe? Check the file size.

And ZModeller deletes materials with same texture (even if they have different colors) when you open dff file. So you need to work with ZM saves (.z3d) and do not re-open your dff.

 

License plate highlighting.

grV446s.jpg

Edited by _DK

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Automan

Automan, is that 2.0.1? Try to launch it with clean game (just ASI loader). And also, are you sure you use 1.0 US exe? Check the file size.

And ZModeller deletes materials with same texture (even if they have different colors) when you open dff file. So you need to work with ZM saves (.z3d) and do not re-open your dff.

 

ImVehFt: 2.1.0 (no 2.0.1).
ASI Loader: Yes, by Jernej L. (2005).
gta_sa.exe: 1.0 US, size 14.047 KB.
gta_sa.set: deleted.
Other mod: No.
Game in installation folder standard: Yes.
The game sometimes worked:
-When the installation is completed to ImVehFt/ASI/gta U.S., my savegame EU is loaded.
-Closing and restarting the game, it crashes.
-I deleted the gta_sa.set, the EU savegame is loaded.
-Closing and restarting the game, it crashes.
-Since then, no longer worked, even with a savegame U.S..
Error is:
AppName: gta_sa.exe
AppVer: 0.0.0.0
ModName: imvehft.asi
ModVer: 0.0.0.0
Offset: 00003cb8
What happens to imvehft.asi in 00003cb8?
For ZModeler2: Oh, okay: it is good! :D
-
Well,
I installed Silent ASI,
I started a new game,
I loaded a saved game without closing the new game,
I saved this saved game,
and now it works! This is a very mystery...
I also changed the language, changing the file italian.gxt with american.gxt.
The program now is in error only when it closes, but it does not matter...
-

 

In this Windsor I made the changes [env:xx] with all the lights,
to use directly DFF instead of Z3D.
I have used, for simplicity, only one breaklight, only one reversingl,
one foglight, only one indicator-left and only one indicator-right.
The concept, however, is that, it works.
Screen:
Download:
Edited by Automan

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Reyser

@_DK why this happens when I put a "StreaMemFix.cs" superior than 512MB with IVF?

 

Screens with the bug:

enb2014_5_18_21_50_6.png

 

enb2014_5_18_20_39_54.png

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TJGM

It's a memory fix bug. It's always been like that.

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nikobellico69

so this mod adds dirt to cars like iv, but there is some chance to add the burnt effect after explosions too?

and what about solid detached parts like iv and gta 3?

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Concavax

I have a few bugs. :/

 

 

 

The dirty textures works fine.

 

1531970_682305198485577_5004699467989008

 

But, the reverse lights doesnt work. (And the turn lights)

 

10374880_682305205152243_748056148295068

 

And the red light...

 

1907336_682305491818881_7029731481356007

 

What i do wrong?

 

 

Edited by Concavax

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riquenunes

Is that from last version? Because you don't seem to have it installed correctly, as the headlights don't look like that.

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savidge

I have a minor bug about the newest release of ImVehFt. The bug is that all parked cars have their ignition turned on. :lol:

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SilverRST

I'm so excited lol :D

 

Btw, could you please explain a little how to use the paint layers

 

I managed to make it like this

 

But when I tried to make it like this, I crashed all the time

orpr.jpg

Can we do that as in the last pic with IVF? Is not that from SARender?

 

And how can I make the license plate glowing like DK in his screenshot?

Edited by SilverRST

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Concavax

Is that from last version? Because you don't seem to have it installed correctly, as the headlights don't look like that.

Is the last version, i mean the version 2.0.1

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riquenunes

I loved the newest version!

 

The new headlights look great, somewhat realistic even.

 

I have encountered a few odd things, however:

- When I turn the left turn light on it doesn't turn the right off, so both stay blinking. I thinking both should only blink if you press X, otherwise just the left or the right one should be blinking

- If I use a number bigger than 8 in "num_variations" the car only appears in black, for some reason

 

And I'd like to suggest one little feature: custom shadow texture for vehicles. There could be a texture in the TXD file named "imshadow" or something, that would replace the original game shadow for that vehicle, if the texture doesn't exist, the game could use the default one.

I think it should be relatively easy, seeing as you already mastered drawing shadows with custom textures some time ago. It would be just a matter of disabling the game's shadow for some cars.

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DK22Pac

But, the reverse lights doesnt work. (And the turn lights)

Do not attach _d texture for lights.

 

I have a minor bug about the newest release of ImVehFt. The bug is that all parked cars have their ignition turned on.

Will be fixed.

 

Can we do that as in the last pic with IVF?

No. I disabled advanced render because it didn't work with ENB.

 

Is it supposed to load up in SA:MP?

There are some problems with custom license plate textures in SA:MP... So I'll add an option to disable them.

 

If I use a number bigger than 8 in "num_variations" the car only appears in black, for some reason

You can use only 8 variations for one vehicle.

 

custom shadow texture for vehicles

The replacement for shd_car texture? You know, that's just a part of a vehicle shadow (with the volume shadow).

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Automan
Some rare times the game crashes.

It is possible that ImVehFt.asi not fails to load in time what it needs (time slice), based on the general situation of the processor burden?... :)

Edited by Automan

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DK22Pac

ImVehFt 2.1.1

 

FIXED: Dirt mask now works with lightsFIXED: Engine is disabled for parked vehiclesFIXED: SA:MP compatibilityFIXED: Emergency lights work fine with standard vehiclesFIXED: Fixed taillight displayingCHANGED: When turning left/right turn signal, right/left signal is switched offCHANGED: Changed the system of reading EML. Settings for each model are stored in separate filesCHANGED: Model ID is used in eml settings file instead of the root component nameADDED: License plate lightsADDED: Option to enable/disable the default light beam effect
Edited by Silent

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YIbnuN

can i get the d3dx9_43.dll ? :cry:

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_F_

Uh... It was better when the right turn light didn't go off when activating the left one. This way it was possible to disable the unnessecery hazzard lights key bind and use the X key to turn them off

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Concavax

Uh... It was better when the right turn light didn't go off when activating the left one. This way it was possible to disable the unnessecery hazzard lights key bind and use the X key to turn them off

Hey _F_, your cars are compatible with this new version?

 

Apart of that, some one have a cars compatibles with this new release?

Can give me, please?

Edited by Concavax

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SilverRST

@DK. How can I make the license plate light working? It is not stated how to do it in the readme of in the developer information.

License plate light texture is also no included.

And is possible to make an .ini file to adjust the rear light shadow? it's too small and it should be bigger like in GTAIV.

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Automan
I do not know if anyone has this same problem:

To me the steering in the game, is positioned vertically, despite being inclined both the 3D and its matrix.

To do remain inclined and rotated according to the inclination, I used a dummy (wheel_dummy), with the matrix as the matrix inclined steering, and the 3D 'movsteer' submissive to it:


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savidge

EDIT 3: Now may be a time for me to suggest an idea for an upcoming version of ImVehFt. Is it possible for every car to have a different number plate? Because right now in a normal GTA: SA each car only has one number plate format (e.g. all Landstalkers have the number plate "ABCD EFG" and all Bravuras have the number plate "EXAM PLE" and so on). Would it be possible to make it so that every car has a unique number plate?

Edited by SergeantSavidge

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silentkiller44

 

I do not know if anyone has this same problem:
To me the steering in the game, is positioned vertically, despite being inclined both the 3D and its matrix.
To do remain inclined and rotated according to the inclination, I used a dummy (wheel_dummy), with the matrix as the matrix inclined steering, and the 3D 'movsteer' submissive to it:

 

You have to use dummy instead of steer_dummy and movsteer_1.0 instead of movsteer_ok. Try that and see what happens.

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indirivacua

My first test :turn:

 

//License plate lights

14067953967_3761b433f5_t.jpg

//Turnlights

14067880379_f3bc8e0d52_t.jpg

//Rear mirror

14251226241_7e1b3efe54_t.jpg

 

 

Like always, you made a awesome work DK!

 

//Edit: More screenshots.

Edited by indirivacua

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SilverRST

How do you add letters/numbers on your license plate?

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savidge

How do you add letters/numbers on your license plate?

CustomPlateFormat.asi is how.

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