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Improved Vehicle Features


DK22Pac

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I unfortunately had to get rid of IVF as it doesn't support SAMP colors-..sadly.

 

Also, if anyone has crash issues, download the HOODLUM exe for it

Edited by GTA Master

BShKUGK.png

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  • 3 weeks later...

How can I make this game work correctly with Silent Patch at the same time? When having both activated, frames drops at certain points, and at a determined time it ends in a crash. Really frustrating.

 

Anyone knows a solution for this? Have the Hoodlum EXE, adding cars with Modloader. This happens even when having just both mods activated. The game works flawlessly when disabling one of them though.

Edited by TheGTAone
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^ Got a similar problem, mentioned it in a thread of mine.

 

The mod does not work well at all with BopoH's first person mod. It plays fine for a few minutes, then after a while it'll crash, usually when a police officer dismounts his vehicle. Otherwise, it's perfect.

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  • 2 weeks later...

I hope the DK22PAC is working for the version 3.0.....

But I'm not ensure, maybe he's a bit lazy, or he's carrying a newer & bigger goal for this project.

Anyway I still hope.

 

DK, sorry don't blame me:-), I just think so ;-), hihi

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  • 3 weeks later...

Hi guys. I ve just joined gtaforums to write here. I've been using Imvehft for all my cars and It's really useful mod. Thanks to create it make the game better. But I have some ideas about Imvehft.

 

1) Most cars in real life have yellow indicators at the front and rear, but some cars especially in USA have red indicators at the rear. So it should be useful adding new red indicator dummies.

 

2) My other opinion is many cars have rear fog lights too and they are red. So we need rear foglight dummies.

 

3) Third opinion is yellow fog lights look cool at the front in real life. There should be a yellow variant of fog lights at front.

 

4) Game has originally has headlights dummy. But that dummy gives us only 2 headlights (left and right). I sometimes want add many headlights. Maybe you can create frontlight_r and frontlight_l dummies and we can add too many headlights.

 

5) I want to change headlights' colour. Actually this is the main problem of all dummies. Is there a way to change colour while adding some hex code after dummies name? Can you make something like that? For example foglight_r_#00FF00 (yellow foglight) or indicator_lr_#FF0000 (red indicator) or something like that. I guess it fixes many problems of my cars.

 

6) In my some mods, cars have 3 or more exhaustes at different places of the car. But we are allowed add only 1 exhaust dummy. Left and right side exhaustes are ok but my third exhaust sometimes at the top of the car or at the front of the car. When I put 2 or 3 exhaust dummies, only one is working. Can you code some script to game allows us add more exhaust dummies?

 

7) What about high beams? I ve red about that but i have no idea Imvehft allows us high beam.

 

Thanks to read my ideas. I hope you can add some of these in the future. I will be waiting your new mods guys... Good luck :)

Edited by ATILGAN
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1) Most cars in real life have yellow indicators at the front and rear, but some cars especially in USA have red indicators at the rear. So it should be useful adding new red indicator dummies.

 

The mod has already carried this feature; just add the color hex code at end of dummy name and it should work.

 

 


 

And my idea: DK should add function to the dummies be moveable along with the car parts - e.g I link the reverselight dummies to the bonnet part of the car, so that when I open the bonnet (trunk) the dummies should move along with the bonnet, not still stay fixed in their default position.

Edited by Minhkute360
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1) Most cars in real life have yellow indicators at the front and rear, but some cars especially in USA have red indicators at the rear. So it should be useful adding new red indicator dummies.

 

The mod has already carried this feature; just add the color hex code at end of dummy name and it should work.

 

 


 

And my idea: DK should add function to the dummies be moveable along with the car parts - e.g I link the reverselight dummies to the bonnet part of the car, so that when I open the bonnet (trunk) the dummies should move along with the bonnet, not still stay fixed in their default position.

Ohh im happy to hear that can change color. i tried it many times but couldnt change colour. Can you give me an example what should i write to dummy name?

 

And your problem... just put reversinglight dummies under the bonnet_dummy and it will work with bonnet.

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This is an example (I imported a .dff file which has ivf adaptation to zmodeler and found these codes):

 

indicator_lr/rr_prm9a0e00046

 

this gives the red color to rear indicator lights.

 

But sorry, I know only so, I'm not coder thus I not know how to write a hex code to get the desired color. So ask the other guys if u want more color codes, they may help u.

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  • 4 weeks later...
  • 3 weeks later...

can you make something like a new improved vehicle lights mod just with the ability to let you choose which car id is going to use the mod? since improved vehicle features f*cks up car colors above 128 (using fastman92's limit adjuster car colors limit patch) i think it would be cool to use a mod that lets you have breaking lights on original cars and also have custom colors above 128. i think that's the most important for this mod since there are several car mods that bring custom colors.

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  • 1 month later...

Can someone plaese tel me why this feature wont load on my game? I am using windows 10 and have installed it before and worked but this time it just wont load up

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Hey guys does any one help me out in my game only v.2.0.2 works v2.1.1 doesn't work please help me I have did everything

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  • 2 weeks later...

DK22pac and his Surprising Mods i Love This Mod ❤

this and HUD GTA V DK22pac !!

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  • 1 month later...

 

vc2AhEV.png

 

7xgZanJ.png

 

СКАЧАТЬ/DOWNLOAD (2.1.1)

 

ImVehFt brings new features for vehicles in San Andreas:

-reversinglights, foglights, turnlights, breaklights;

-breakpads;

-animated spoilers;

-steering;

-added taillight shadow;

-possibility to use an unique texture for vehicle lights;

-fixed lights darkening after switching;

-fixed vehicle dirt feature;

-and more...

Notice these features (expect vehicle dirt, taillight shadow) could work only with adapted vehicles.

You can find information about vehicle adapting and video tutorial in "Developer" folder.

You can find 3 adapted vehicles in this release.

1. Blista Compact by Jur1zz with turnlights

2. Blade by Jur1zz with breaklights and foglights

3. Benson by Jur1zz with turnlights

In this topic

You can share your ideas and ask questions on car adapting wink.gifHave fun.

Screens

Gallery 1

Gallery 2

Co-Authors

Function-X- - author of some ImVehFt textures.

Thanks

So many people helped me...

Den_spb - thanks to him for the idea of realising turnlighs.

izerli - thanks to him for the idea of realising steering wheel.

}0RIC)-( - much helping with HLSL and shaders programming;

PetkaGTA - helping with shaders;

Deji, fastman92, LINK2012 - helping with programming;

listener - author of SA .exe database.

Jur1zz, DERK7, Mad_Driver, THREE6MAFIA, YourCreatedHell - car makers/modellers.

 

 

 

 

is the problem stopped working stop signals trailers in version 2.0.1 - 2 still worked! (googletranslate)

Edited by Mr.Sky.
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  • 2 weeks later...
André Augusto

Hello, I was wondering what are all features of ImVehFt? What would the features be after -and more ...? Thanks for listening.

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  • 3 weeks later...

Hey I also kinda have the same problem my game crashes while loading at till 50% at loading bar.. Please can any body help me out?

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7V0S2.png

Why ?!!! :panic::panic:

 

Maybe...

If IVF is not the only mod, but for example there is also ENB, it is necessary to have asi files in two different places:

1) Directly in the GTA San Andreas folder.

2) In an ASI_Loader folder in the GTA San Andreas folder.

.

---

.

IVF EML Tutorial

IVF 2.1.0 or 2.1.1 required.

.

1) First of all, the emergency light information file is not only one, but a file for each vehicle needs to be done.

Therefore, it is neither the eml_example.dat file nor the eml.dat file.

In fact, what's very bizarre, the file will have .eml extension, not .dat...

I recommend calling the file as the .dff/.txd template.

For example:

copcarla.eml

.

2)

In the emergency lights data, in the .eml file, there is no key element specification, that is:

# ID vehicle.ide - # lights (1/16) <<<<<<<<<<<<<<<<

596 8

596 is the ID for copcarla it to vehicle.ide, while 8 are the lights that will be used for coping (4 front and 4 rear, 2 red and 2 blue per part, maybe).

Data strings:

# ID_parent ID R G B A light_type corona_size shadow_size flash_inertia num_switches starting_state switching_time

contain 13 parameters, more or less easy to understand.

To read them better:

ID_parent

ID

R \

G \____ RGBA color light, in hexadecimal or decimal (FF -> 255)

B /

A /

light_type (0-front<>4-rear)

corona_size

shadow_size

flash_inertia

num_switches (0-on/off<>1-off/on)

starting_state

switching_time

it is indispensable that the number of lights strings matches the number of dummies in the .dff template, otherwise there will be a program crash.

Standard data are:

1 0 E0 00 00 80 0 0.3 3 15.0 2 1 400 800

2 0 00 00 E0 80 0 0.3 3 15.0 2 1 400 800

(The first light is red, the second is blue).

.

3) The dummies of the lights in the .dff model are from 1 to 16, and are called:

light_em1 -> light_em16

Texture management does not use vehiclelights, but generic texture; in fact no texture, because the color of the light will be assigned to the 3d mesh...

The RGB of the 16 lights are:

® 255 -> 240

(G) 0

(B) 0

ZM2 does not distinguish materials with the same textures but with different RGB.

It is necessary to use 16 [env:xx], but ZM2 does NOT even distinguish these in sequence, for example from 8 to 23.

It can use these env values:

7-8-9-11-12-14-19-21-22-24-25-26-28-29-31

(Use env:13 for mirror, without texture).

!!!In ZM2 we need to expand the Material Editors window to full screen to set all RGB values!!!

So, table:

em#:

1- 2- 3- 4- 5- 6- 7- 8- 9- 10- 11- 12- 13- 14- 15- 16

env:

7- 8- 9- 11- 12- 14- 16- 17- 18- 19- 21- 22- 24- 25- 26- 28

red: (green and blue=0)

255-254-253-252-251-250-249-248-247-246-245-244-243-242-241-240

.

Example for ZM2:

http://www.mediafire.com/file/62jnttcjwbcxvgf/IvfEmlTutorial.rar

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  • 4 weeks later...
baguszimi7

I Think ImVehFt 2.1.2 didn't support for copcarla ?uBkj8S.png

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  • 2 months later...

GTA IV DAMAGE IS POSSIBLE!!

 

CHECK THIS:

Edited by MaTeeeS
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Anyone has a fix for v2.1.1 in latest windows 10? Also the funny thing is my friend has windows 10 but it works on his version.

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Fahad Farooq

Hi Guys!

There's a problem in my GTA San Andreas.In Night Time when the lights are turned on my my Number plates become black from the mid.Please tell me how to fix it.Link for the picture. https://ibb.co/dS8Hzv

Regards

Fahad Farooq


Hey I also kinda have the same problem my game crashes while loading at till 50% at loading bar.. Please can any body help me out?

You should delete GTA.set in your GTA User Files in documents

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Anyone has a fix for v2.1.1 in latest windows 10? Also the funny thing is my friend has windows 10 but it works on his version.

Yeah it seems very random, mod works on my old laptop with the same W10 version (but upgraded from W7), mod crashes the game on my new laptop with W10 pre-installed. 😕

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Anyone has a fix for v2.1.1 in latest windows 10? Also the funny thing is my friend has windows 10 but it works on his version.

Yeah it seems very random, mod works on my old laptop with the same W10 version (but upgraded from W7), mod crashes the game on my new laptop with W10 pre-installed.

 

open imvehft.ini and do this :

SAMP_fix= 1 ; disables HD license plates

 

enabling that fix will disable the HD license plates which is the mother of all crashes. and also that bug about the plates being black from the mid that the guy talked about will be also fixed.

Edited by Crspy
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Guess what, I had tried that before to no avail, but now it magically works :blink:.

License plates still screw up at night though :dozing:.

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