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Improved Vehicle Features


DK22Pac

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problems with crumpled Emperor here
other cars apparently normal

 

see prints

 

 

teste_zpsa6cc68ec.jpgteste2_zpsd118aebc.jpg

 

 

Edited by mikros1
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silentkiller44

The Infernus and Emperor are my cars, actually. I make and send some cars to _F_ to include them in his packs.

 

Sorry about the bugs, didn't notice them before. Gonna fix them soon.

 

Thanks for reporting :)

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The Infernus and Emperor are my cars, actually. I make and send some cars to _F_ to include them in his packs.

Sorry about the bugs, didn't notice them before. Gonna fix them soon.

Thanks for reporting :)

Aside from the bugs, you've done a superior job on both cars. You've done better than I'd ever do, lol.

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The Infernus and Emperor are my cars, actually. I make and send some cars to _F_ to include them in his packs.

 

Sorry about the bugs, didn't notice them before. Gonna fix them soon.

 

Thanks for reporting :)

thanks!
I wonder if besides you and _F_ has anyone else involved in the project
so I can give due credit
good job!
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Premiere is with the red indicator lights

 

Print:

 

 

premiere_zps548401c0.jpg

 

 

Edited by mikros1
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Premiere is with the red indicator lights

 

Print:

 

 

premiere_zps548401c0.jpg

 

 

So? That's the way it is,many Chevrolet models use their taillights as an indicator.

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Premiere is with the red indicator lights

It's The American Way of turn indicators.

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Premiere is with the red indicator lights

How are you using ImVehFt without the new license plates? On the picture you're using the default SA ones.

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Premiere is with the red indicator lights

How are you using ImVehFt without the new license plates? On the picture you're using the default SA ones.

If I am not mistaken,License plate textures are stored in vehicle.txd,so if you're using a modified vehicle.txd that has custom license plates,then so it shall be in the game.

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If I am not mistaken,License plate textures are stored in vehicle.txd,so if you're using a modified vehicle.txd that has custom license plates,then so it shall be in the game.

I mean that in the "models/generic/vehicle" folder that has its own "plateback.dds" and "platecharset" files, but never mind, I think I know how he did it. :)

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Thanks i downloaded it and going to try IT But i need to know how to get it from the forums -__-

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Hey 2pac, I have an idea about the custom vehicle lights:

 

Make the mod recognize vehiclelights128 and vehiclelightson128 if they are inside bullet.txd (for example). This way we could UVW map the custom lights to fit the original texture, so car's lights would still look good even if the player doesn't use ImVehFt

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Hey 2pac, I have an idea about the custom vehicle lights:

 

Make the mod recognize vehiclelights128 and vehiclelightson128 if they are inside bullet.txd (for example). This way we could UVW map the custom lights to fit the original texture, so car's lights would still look good even if the player doesn't use ImVehFt

ImVehFt has custom vehicle lights (instead of unique vehiclelights128 and vehiclelightson128 for every car ImVehFt uses vehiclelights, vehiclelights_on and you can use vehiclelights_dam - damaged version). They can have their UVW maps, alpha channel. And lights won't look so good for users who don't have ImVehFt because some of them will have different colors.

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What are you talking about? That is not the case at all.

You offer DK to make ImVehFt recognize custom vehiclelights128 and vehiclelightson128 in every vehicle txd.

1 - if you use vehiclelights128 in the buffalo.txd it may conflict with vehicle.txd one

2 - The feature has been made by DK long time ago and you can use it.

-possibility to use an unique texture for vehicle lights;

You just need to use vehiclelights instead of vehiclelights128 and vehiclelights_on instead of vehiclelightson128.

 

2jcvx4p.png

They work as vehiclelights128 but with another name and only for vincent (it is in vincent.txd).

But if you say that I am talking about another thing - you should epxress your idea another way

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I know that it has feature like that, I'm suggesting that instead the names "vehiclelights_on" and "vehiclelights" it would recognize vehiclelights128 and vehiclelightson128. As the game originally doesn't load it's light textures from vincent.txd (for example), instead it loads it from vehicles.txd. But if the name was same, the game would load custom lights with the mod and original lights if you don't have the mod.

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I'm pretty sure he'd do it that way if it was possible. I guess that it'd be a bit harder and he instead went for a workaround.

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I know that it has feature like that, I'm suggesting that instead the names "vehiclelights_on" and "vehiclelights" it would recognize vehiclelights128 and vehiclelightson128. As the game originally doesn't load it's light textures from vincent.txd (for example), instead it loads it from vehicles.txd. But if the name was same, the game would load custom lights with the mod and original lights if you don't have the mod.

If the name was same, it would cause some problems.

1 - Vehiclelights128 from vincent.txd and from vehicle.txd may have a conflict.

2 - Players with ImVehFt will see vehiclelights128 from vincent.txd but if they don't have ImVehFt they will see vehiclelights128 from vehicle.txd

Also it won't be very good for players without ImVehFt because of material colors

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Haven't heard from you in a long time 2pac, so I don't know if you still work on this mod. But in case you do, I was wondering since you are the person who knows most about vehicle coding etc. Maybe you could also figure something out about the extras. As you know San Andreas has very weird system about them (You can't control whether the car is supposed to spawn with only 1 extra at time, or many at once... And the amount of extras is limited to 6).

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_F_, I have a question to ask you about extras. Just so you know, sorry if this question sounds stupid. But is is possible to have an extra as a whole new vehicle? Like if the first for example was a Bobcat and the extra was the Sadler. Again, sorry if that sounded stupid, lol.

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_F_ I waited a long time for such a thing. This is one of the best mods for GTA SA. I have only one request - don't make more red turn indicators, please. It looks badly. Orange are much better :lol:

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don't make more red turn indicators

_F_ makes the cars with the real life counterparts in mind. If they have red indicators, _F_ will add red indicators to his vehicles. I think it doesn't matter what colour they are, as long as they work I'm fine with it ;)

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Yes.

 

Also, here is the link to beta 13.

http://www.mediafire.com/download/q4tg4x07c7cuolg/beta13.rar

 

-Plenty of fixes (Bus, Emperor, Infernus etc)

-Some new cars (LVPD, Euros, Ambulance etc )

 

Looking forward to feedback! (Bug reports, suggestions etc)

Edited by _F_
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