Danikov Posted February 18, 2014 Share Posted February 18, 2014 TBH there is not much not view... Here are some pictures though : http://tinypic.com/view.php?pic=1zr2dr5&s=5#.UuZUpLT8KUk http://tinypic.com/view.php?pic=2lwaipg&s=5#.UuZTDLT8KUk http://tinypic.com/view.php?pic=35nd0ty&s=5#.UuZT2LT8KUk http://tinypic.com/view.php?pic=2dsk8av&s=5#.UuZT4LT8KUk http://tinypic.com/view.php?pic=27yzm0x&s=5#.UuZUJrT8KUk http://tinypic.com/view.php?pic=1sk0m8&s=5#.UuZUNbT8KUk http://tinypic.com/view.php?pic=13yi53c&s=5#.UuZUcLT8KUk http://www.mediafire.com/download/2tal22okubqrwbz/beta10.rar Here is the latest beta of ~80 original San Andreas vehicles adapted. Thank you for bringing something like this to SA! Concavax and savidge 2 Link to comment Share on other sites More sharing options...
silentkiller44 Posted February 21, 2014 Share Posted February 21, 2014 Only 25 left now......I'm gonna try and do more this time lol. Link to comment Share on other sites More sharing options...
Musi Posted February 22, 2014 Share Posted February 22, 2014 The current versions of IVF have reverse lights, breaklights and normal headlights synced only. IMO that's enough as it's too hard to sync the materials, right? Anyway I encounter a bug. When I put more than 1 dummy on any light, the original one (breakl_l) spawns the corona on the other side instead of spawning it in the just like (breakl_l2) does. Link to comment Share on other sites More sharing options...
silentkiller44 Posted February 25, 2014 Share Posted February 25, 2014 Probably a dumb question, but are you sure the dummies are placed correctly? And are named correctly as well? Link to comment Share on other sites More sharing options...
Musi Posted February 26, 2014 Share Posted February 26, 2014 Probably a dumb question, but are you sure the dummies are placed correctly? And are named correctly as well? Yes, I also tried turning them around along the Y axes and renaming to _prmFFFFFF164 Link to comment Share on other sites More sharing options...
Nudg3r Posted February 26, 2014 Share Posted February 26, 2014 Oh my god I just jizzed on my pants seeing those pics! You guys deserve a medal! Link to comment Share on other sites More sharing options...
MG3 Posted February 27, 2014 Share Posted February 27, 2014 (edited) Amazing! Finally I can say goodbye to empty brakediscs! BTW, I noticed that brakepads have some problems to match the wheel while turning. I'll post my result later. Edited February 27, 2014 by MG3 Link to comment Share on other sites More sharing options...
silentkiller44 Posted February 27, 2014 Share Posted February 27, 2014 (edited) Probably a dumb question, but are you sure the dummies are placed correctly? And are named correctly as well? Yes, I also tried turning them around along the Y axes and renaming to _prmFFFFFF164 Rotating them around axes isn't going to help, I guess. Anyways, try deleting the second dummy and using the first problematic one alone, without changing it. Then check it in-game and tell me the result. Edited February 27, 2014 by silentkiller44 Link to comment Share on other sites More sharing options...
Nudg3r Posted February 27, 2014 Share Posted February 27, 2014 (edited) Finally, after hours of bullsh*t, I got this mod working! Flawless! Questions: ImVehFt.ini is the controls right? Im using z,x,c key for driving. Then how can I change this? What keys are assigned to what number? Can someone make a tutorial in english? And heres an idea, why not make cars with double headlamps like this: then make the inner headlamps function like a foglight? They look more badass this way! Edited February 27, 2014 by Nudg3r Link to comment Share on other sites More sharing options...
silentkiller44 Posted February 28, 2014 Share Posted February 28, 2014 1) Yeah, ImVehFt.ini contains the controls. Changing them is a wee but complicated. You see, they are not the letters themselves, but they are their virtual key codes. Take a look at this site for them : http://www.indigorose.com/webhelp/ams50/Program_Reference/Misc/Virtual_Key_Codes.htm Only use the values under the decimal tab. Don't use the hex ones! Replace the number of the key you wish to change with the one you want to assign. 2) We have already used that technique in some cars Link to comment Share on other sites More sharing options...
Musi Posted March 2, 2014 Share Posted March 2, 2014 Yeah. If it's alone then it works. If it's a _2 or whatever it doesn't. Also sometimes the size is not ok. I have it in the _prm extension but sometimes it doesn't affect it in game. Link to comment Share on other sites More sharing options...
silentkiller44 Posted March 7, 2014 Share Posted March 7, 2014 Try it without the prm extension, then? I never had this problem in all the cars I've adapted . Link to comment Share on other sites More sharing options...
Pr0D1g10 Posted March 8, 2014 Share Posted March 8, 2014 Does not works for me Link to comment Share on other sites More sharing options...
nikobellico69 Posted March 8, 2014 Share Posted March 8, 2014 how about add stuff like scratches from walls and other stuff like cars or even a base ball bat? and if its possible add steel rims i mean when a weel is shot and it looses the rubber, ther still is the rim, so that can be a really good thing in game to make pursuits more realistic, and by the way how about add car fuel that can leak? -sorry for my bad E. Link to comment Share on other sites More sharing options...
_F_ Posted March 13, 2014 Share Posted March 13, 2014 Hey, quick question. If my car uses GTA IV's wheel textures, what texture name should I use to make tyrewall_dirt_1 to _16 work? I tried "tyrewall" and "tyrewall_dirt", but they didn't work... GTA V cars to San Andreas gallery (Constantly updating) Link to comment Share on other sites More sharing options...
DK22Pac Posted March 16, 2014 Author Share Posted March 16, 2014 You need to call it tyrewall_dirt_1. And with new ImVehFt 3.0 you need to call the dirt mask texture as <base_texture_name>_d. Concavax 1 Link to comment Share on other sites More sharing options...
riquenunes Posted March 16, 2014 Share Posted March 16, 2014 I have a couple of suggestions for the mod: - When you hit some car and the driver gets out to hit you, it would be nice if the car turned its harzad lights on; - Make some cars appear with fog lights + head lights, only fog lights or only head lights on at night, as people tend to drive with both or one of them on at night. Link to comment Share on other sites More sharing options...
_F_ Posted March 26, 2014 Share Posted March 26, 2014 New version of original San Andreas vehicles adapted. http://www.mediafire.com/download/4f3p25nofh8ads6/beta11.rar TJGM, savidge, t0grul and 1 other 4 GTA V cars to San Andreas gallery (Constantly updating) Link to comment Share on other sites More sharing options...
savidge Posted March 26, 2014 Share Posted March 26, 2014 New version of original San Andreas vehicles adapted. http://www.mediafire.com/download/4f3p25nofh8ads6/beta11.rar Wow! You should do more mods like this, _F_! I love vanilla San Andreas vehicle modifications/enhancements! P.S. The Vincent is my fave right now Link to comment Share on other sites More sharing options...
Ice2045 Posted April 6, 2014 Share Posted April 6, 2014 Don't know if this has been asked before, but can anyone confirm that the 2.0.2 version works flawlessly on SA-MP 0.3z? Or atleast it works with some constraints? Great job so far btw, looking forward to the 3.0 version. Link to comment Share on other sites More sharing options...
Whyse1 Posted April 11, 2014 Share Posted April 11, 2014 (edited) This is really something I'd love to see implemented (if possible): Edited April 12, 2014 by AlexGT Ice2045, Danikov and Link2012 3 Link to comment Share on other sites More sharing options...
Danikov Posted April 12, 2014 Share Posted April 12, 2014 Wow,_F_ those are great!!! Keep em coming. By the way _DK,there's something I want to suggest,and that is brake lights activation while the engine is idle,much like in real life,when you're stopped and the engine is running you hold your car with the brakes and thus they are lit. savidge 1 Link to comment Share on other sites More sharing options...
_F_ Posted April 18, 2014 Share Posted April 18, 2014 More cars http://www.mediafire.com/download/8iwowr92bl5h5ra/beta12.rar Danikov and savidge 2 GTA V cars to San Andreas gallery (Constantly updating) Link to comment Share on other sites More sharing options...
savidge Posted April 18, 2014 Share Posted April 18, 2014 More cars http://www.mediafire.com/download/8iwowr92bl5h5ra/beta12.rar Hey, _F_, if you're reading this I would like to point out a bug in one of the cars so that you can fix this for upcoming versions. The Infernus in your vehicle pack's interior has been replaced with the headlight and brake light textures found within your infernus.txd file. Here's a picture so you can see what I mean: All of the other vehicles use the "vehiclelights" texture from vehicle.txd, could you make the Infernus do the same (if you wouldn't mind)? Thanks for reading this RyanDri3957V 1 Link to comment Share on other sites More sharing options...
Danikov Posted April 18, 2014 Share Posted April 18, 2014 More cars http://www.mediafire.com/download/8iwowr92bl5h5ra/beta12.rar Hey, _F_, if you're reading this I would like to point out a bug in one of the cars so that you can fix this for upcoming versions. The Infernus in your vehicle pack's interior has been replaced with the headlight and brake light textures found within your infernus.txd file. Here's a picture so you can see what I mean: All of the other vehicles use the "vehiclelights" texture from vehicle.txd, could you make the Infernus do the same (if you wouldn't mind)? Thanks for reading this There's another bug,the damaged textures for the Emperor are the lights128 if I am not mistaken from vehicle.txd. savidge 1 Link to comment Share on other sites More sharing options...
savidge Posted April 18, 2014 Share Posted April 18, 2014 (edited) There's another bug,the damaged textures for the Emperor are the lights128 if I am not mistaken from vehicle.txd. EDIT: Also, I don't know if this just happens for me but whenever I try and spawn a Bus, the game crashes. Yeah, I get the same thing as well... Edited April 18, 2014 by SergeantSavidge Link to comment Share on other sites More sharing options...
Danikov Posted April 18, 2014 Share Posted April 18, 2014 There's another bug,the damaged textures for the Emperor are the lights128 if I am not mistaken from vehicle.txd. EDIT: Also, I don't know if this just happens for me but whenever I try and spawn a Bus, the game crashes. Yeah, I get the same thing as well... No crash from driving the Bus for me. Link to comment Share on other sites More sharing options...
savidge Posted April 18, 2014 Share Posted April 18, 2014 No crash from driving the Bus for me. Yeah, I just did a fresh install of GTA: SA and the crashing issue is no longer present. Link to comment Share on other sites More sharing options...
Danikov Posted April 18, 2014 Share Posted April 18, 2014 (edited) Do you have an approximate date for the release of the next version of ImVehFt? Also,regarding to _F_/Birdie 's cars,the cracked windshield texture of the Comet appears to be chromatic,looks cool yet weird. Edited April 18, 2014 by Danikov Link to comment Share on other sites More sharing options...
LSPDGM3 Posted April 19, 2014 Share Posted April 19, 2014 can you make it can work with San An Studio4 or make it work on weak PC without use a lot Of memory ? (sorry for my bad English ) Link to comment Share on other sites More sharing options...
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