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Improved Vehicle Features


DK22Pac

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it crashes my game after 10-15 mins..... angry.gif almost every cleo mod is doing that my game is downgraded...but still

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  • 2 weeks later...

First of all,the mod is fantastic,great work DK.I have two suggestions:you should assign manual controls to raise/lower spoiler,the rpm meter is animated poorly,its animation should be further refined.

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Nice, have it working only in 1 directry whcih is my problem. I have a fresh installl, us1.0, asi loader and restore graphics to default, but the game keeps hanging half way into the loading bar on the loading screen. I check that ihave the textures in the models generic folder. Please help? Been troubleshooting for 2 days already.

And now about the directry thats is working. I dunno how i did it, but when i was troubleshooting i tried installling this on another copy of SA and it work, but the problem i only works in the directry. And if i change the game folder directry, it hangs like the rest, in the middle of loading. What i mean: F:\Games\GTA SA\ GTA SA Original (works here) but when i copy the game out of the 1st game folder liek so: F:\Games\GTA SA Original, it hangs in the loading screen. Dunno if this helps in trouble shooting, but trying to give as much info as possible.

I have been trying to get the mod working in my main gta sa game directry but cant as such i ahve been removing mods and reinstalling and all to try and find the problem, but it only hangs with this, so pls help me i like this mod. :/

Here is the crash dump of a fresh install only of this mod, asi loader and gta sa us 1.0 (also check to ensure that the models were in the right place again):

http://www.filedropper.com/gtasaexe6620

Edited by Dilvan
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i have weird problem after installing this mod,it does work great and everything .

but all cars have black color,and it is can not be changed in anyway ?. notify.gif

and after removing the mod,all cars have their normal colors.

i hope this bug can be fixed whatsthat.gif.

thanks.

 

problem problem solved. smile.gif

the reason was because of file named "carcols.asi". and i had to delete it.

I didnt use carcols.asi, but all the cars are still black in colour, anyone knows why?

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  • 2 weeks later...

Hello!

 

I've installed the latest update of IVF. My problem is following;

 

When I click 'connect' on SA MP, then it loads about 75 % and closes itself. I've put the vehicle folder R*GAMES/GTA SAN ANDREAS/MODELS/GENERIC & other files to R*GAMES/GTA SAN ANDREAS. Mod works fully S P, but on SA MP it crashes. I use Silent's ASI Loader.

 

S P read single player

SA MP read San Andreas multiplayer

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  • 3 months later...

I've did an ability for making custom dirt for each vehicle texture.

zytw.th.png eyzh.th.png jwt4.th.png

Also fixed some errors and bugs.

  • Like 2
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Yes! I'm very glad to see that you've continued working on this mod!

 

I'm actually working with some friends from another community to adapt all original San Andreas' vehicles with this mod:

http://forum.ls-rp.com/viewtopic.php?f=220&t=338094

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I can't view this website because it requires registration.

Edited by _DK
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By the way,forgot to ask,can you add another texture map for stuff like rust,paint wear and such?

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Wow, it became more popular than @gtaforums, I gonna check it quickly.

Danikov, what will be the principle for adding rust to vehicle body? That's really useless.

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Danikov, what will be the principle for adding rust to vehicle body? That's really useless.

 

To allow beater/old appearance for vehicles,pretty much like in IV.

 

and here's another thing I thought about,how about adding brake pads that will be fixed to the wheels of the car?

  • Like 1
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It needs only .asi loader. It's not a CLEO script. It can work even without CLEO.

 

Some news:

Now it is possible to create light dummies for light_night_material.

pasefa.jpg

 

58584873.png13640542.png

Is it already released?

HHnErXC.png


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  • 2 weeks later...

_CP_

No. All these things are parts of new IVF 3.0.

 

New feature in IVF 3.0 - Custom colors

Vehicle modders will be able to setup vehicle colors without carcols.dat editing. Simply create .ivfc file (ImVehFt Color) with following data format:

 

vehicle_id 562num_colors 3# paintLayer1 # usePaintLayers255 0 0     00 255 0     00 0 255     0num_variations 30 0 0 01 1 0 02 2 0 0
and put it to ImVehFt\colors folder. Each file holds settings for vehicle model with defined Id.

The result is following:

9yvd.jpg

Vehicle with Id 562 will be spawned/resprayed with 3 colors - red, green and blue.

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Yes! I'm very glad to see that you've continued working on this mod!

 

I'm actually working with some friends from another community to adapt all original San Andreas' vehicles with this mod:

http://forum.ls-rp.com/viewtopic.php?f=220&t=338094

Are you Birdie?

 

Never mind.

Edited by methodunderg
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Maybe it's too big of a suggestion, but could you possibly make the 3.0 version 100% compatible with SA-MP? Currently there is a huge bug with car colors. The newly added carcolors in SA-MP and IMVF have a conflict - every time you connect the colors are different...

Also so that indicators and fog lights are synchronized for everyone that have the mod, meaning if another player that also has the mod turns on his lights, you will also see them. :)

 

EDIT: Possibility to add dummies to vehicle parts like bumpers and tuning parts? From my experience currently only boot works.

Edited by _F_
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My only one goal with SA-MP is making ImVehFt launchs with it without any problems. I can't tell anything about synchronization.

 

Custom colors now can hold 3-layered painting scheme.

j2hm.th.jpg orpr.th.jpg h415.th.jpg

Edited by _DK
  • Like 3
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My only one goal with SA-MP is making ImVehFt launchs with it without any problems. I can't tell anything about synchronization.

 

Custom colors now can hold 3-layered painting scheme.

j2hm.th.jpg orpr.th.jpg h415.th.jpg

Pizdets!!!

Well done.

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My only one goal with SA-MP is making ImVehFt launchs with it without any problems. I can't tell anything about synchronization.

 

Custom colors now can hold 3-layered painting scheme.

j2hm.th.jpg orpr.th.jpg h415.th.jpg

DK, that looks awesome! Is this the same sort of thing as the car paint in SA::Render?

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Is this the same sort of thing as the car paint in SA::Render?

Yes.
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Car reflections were rendered by SA-GFX, SA::Render or maybe your own method? And when do you plan to release such a nice modification?

HHnErXC.png


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I can't tell it has no any relations to GFX/Render, but all these things will be possible with only one ImVehFt installed.

And have no idea about release date, there's much work to do.

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Can you try implementing something I tried to do,but it wasn't good enough,and I think could be a nice addition.

And that is a burnt metal/rust-like texture on vehicles when they are destroyed,much like in IV.

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I see no reason.
I know modders are more familiar with such format (R G B).
You can convert it with link1 link2

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