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Improved Vehicle Features


DK22Pac

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I think, it's because the car models, I modded these car mods last year

 

and installing a newer version of Imvehft, maybe it's not supported for old car mods anymore

Some modders decide to make the steering thing move compatible with advanced dashboard, not with ImVehFt.

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What do you mean by "car panel fix"?

I meant the car doors, bumpers, hood etc still turns black on my game.

 

Just reinstalled IVF again. I have some cleo 4 mods installed on my game(3 scripts) and some ASI mods. Turning them off wont do anything.

 

Im using that Hoodlum gta_sa.exe

Edited by Nudg3r
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Hey, are the brake pads supposed to move? I put the brake pad objects inside the wheel_## dummies and I can't tell if I modeled them properly. They are showing, but that is about it.

 

Also, for a bug fix suggestion: if you change the brake pads in your model and update it in game, the IMVehFT seems to "remember" the last model loaded and displays the new brake pads incorrectly. I needed to load a model that did not have brake pads, run the game, shut down, and then load my new model. ;)

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Do the emergency lights have to be in the vehiclelights texture? I've seen some adapted vehicles with emergency lights in an eml texture.

 

Can you create emergency lights for the patriot? Or will light_all_day have to do?

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Hey DK22pac,Imvehft Dirt is a nice feature.but it doesn't look nice when cars in streets are dirty,Can you fixed this in next version,so the dirty vehicles can only be seen in countrysides or out of town,Please do this! :santa:

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Are you saying that in the world where you live there are no dirty vehicles on the street? Just delete the dirt texture if it bothers you so much.

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Do you guys have the same bug as me - it is about carplates on police cars and bikes on version 2.1.1? Looks like script handles them wrong - police cars in LS got carplates for SFPD, and numbers aren't readable. In LV everything is OK. For cop bike in LS the carplate from SFPD is applying too, but signs are OK. Police cars in SF got the carplate from LS, signs are also OK.

 

I was trying to replace the dds-textures from previous version (I thought maybe they just wrong or missmatched), but I had no success (as dds-files are correct and ok).

 

SkFN.jpgSkFP.jpgSkFQ.jpgSkFR.jpgSkFS.jpg

Edited by little_idiot
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I remember having a similar bug but its a Previon in my game wearing a San Fierro registered licsened plate in Los Santos, which is normal and weird, because maybe the car came from SF which makes me not bother and because in real life USA, license plate are issued by the state.

 

I don't have that unreadable bug though.

 

EDIT:

I just played GTA and almost all cars in Los Santos actually have SF license plates...

Edited by Nudg3r
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Hey,

 

I have a problem with IVF. It's crashing my game after loading (when it's going to show place name, for example: The Strip). I don't really know what's the problem..

Attaching texture maps plugin...Finished (92).This file was created by ImVehFt.asiCurrent plugin version: 2.1.1Reading ImVehFt.ini...Finished.Making ImVehFt memory patches...Finished.Registering vehicle plugin...Finished (registered vehicle plugin 0)____LOADED_TEXTURE IVF_Logo, TEXTURES_LOADED: 1____LOADED_TEXTURE _tyre, TEXTURES_LOADED: 2____LOADED_TEXTURE _tyre, TEXTURES_LOADED: 3____LOADED_TEXTURE _tyre, TEXTURES_LOADED: 4____LOADED_TEXTURE _tyre, TEXTURES_LOADED: 5____LOADED_TEXTURE _tyre, TEXTURES_LOADED: 6____LOADED_TEXTURE _tyre, TEXTURES_LOADED: 7____LOADED_TEXTURE _tyre, TEXTURES_LOADED: 8____LOADED_TEXTURE _tyre, TEXTURES_LOADED: 9____LOADED_TEXTURE _tyre, TEXTURES_LOADED: 10____LOADED_TEXTURE _tyre, TEXTURES_LOADED: 11____LOADED_TEXTURE _tyre, TEXTURES_LOADED: 12____LOADED_TEXTURE _tyre, TEXTURES_LOADED: 13____LOADED_TEXTURE _tyre, TEXTURES_LOADED: 14____LOADED_TEXTURE _tyre, TEXTURES_LOADED: 15____LOADED_TEXTURE _tyre, TEXTURES_LOADED: 16____LOADED_TEXTURE _tyre, TEXTURES_LOADED: 17____LOADED_TEXTURE IVF_texHeadlightS, TEXTURES_LOADED: 18____LOADED_TEXTURE IVF_texHeadlightL, TEXTURES_LOADED: 19____LOADED_TEXTURE IVF_texTaillight, TEXTURES_LOADED: 20____LOADED_TEXTURE IVF_texBackfire, TEXTURES_LOADED: 21____LOADED_TEXTURE IVF_texPointlight, TEXTURES_LOADED: 22Loading HD plates textures...____LOADED_TEXTURE IVF_platecharset, TEXTURES_LOADED: 23Loaded plateback1.dds...Loaded plateback2.dds...Loaded plateback3.dds...Loaded plateback1_l.dds...Loaded plateback2_l.dds...Loaded plateback3_l.dds...
Edited by inter.
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It happened to me once but heading to Rodeo in my game. It's gone when I put back my default gta3.img. Not sure if it will fix your problem though.

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I have clean gta3.img, i'm using Mod Loader for mods. It's happening even with stock SA vehicles. :(

 

Forget that what I said.. Mod is working like a charm, it wasn't working because of one of .asi mods located in my game folder..

Edited by inter.
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Try to run the game in 32bit color mode (options > display> advanced > resolution> ####x####x32)

 

# = your resolution

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Try to run the game in 32bit color mode (options > display> advanced > resolution> ####x####x32)

 

# = your resolution

I'm don't understand where im go

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Try to run the game in 32bit color mode (options > display> advanced > resolution> ####x####x32)

 

# = your resolution

I'm don't understand where im go

 

Im fix crash on singleplayer | now on samp crash whit this mod

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Also, set the "SAMP_Fix" from 0 to 1 in ImVehFt.ini inside it's folder.

Thx you when im put 1 im fix and now im no crash on samp thanks much :)

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  • 2 weeks later...

Because imvehft only runs on 32bit color settings. Or atleast the version I have. I don't know about the latest version. But try to change to 1280x1024x32 and see if it works.

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It's a bug with the script. You can't do anything about it.

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The crash may be due to ASI with CLEO.
Asi Loader and Cleo4 have some parts jointly, but take them to different places.
This is necessary to have IVF211 with ASI loader + Cleo 4 functioning,
report to the folder of GTA-SA (3 MB):
http://www.mediafire.com/download/jo78rqwx22bzl9m/IVF211_ASIloader_CLEO4.rar
Obviously with GTA-SA 1.0 US no-CD. gta_sa.exe 14,383,616 bytes (14.047 KB).
Once verified working, you can bring your own changes.
Includes cut of video R*, the extension of memory to 2 MB, the predisposition for ENB series, and the Mouse Fix for W-8.1.

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I adapted a non-standard SA police vehicle to IMVehFT and followed the full procedure on how to adapt it. I used the emergency_light_material (255 0 0).

 

However, the texture won't light up in game. Only the emergency light coronas show.

 

I see in the developer information text file that the texture for the emergency lights is noted as "default."

emergency_light_material(16)    default       (#FF0000-#F00000) (255-240)   0   0

Can someone tell me what "default" means? Does it mean a texture named default?

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