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MatthewH

Willard Faction Appreciation Thread

Recommended Posts

Johnny362000
On 6/19/2019 at 4:33 AM, Pedinhuh said:

While I can see where you're coming from, I also can't understand where you're going with this, the Faction (as is, the regular Faction, without hydraulics) has clear collision issues with its bottom, which makes it launch on curbs, whereas the Faction Lowrider won't be launched.

 

Are you meaning to tell us the the normal Faction doesn't have this flag to ignore collision upon moving? Or that it also has this flag and it is this flag that makes it go airborne?

 

Because if it's the latter then that makes no sense, the car is way taller than the curbs it hits but it still gets launched anyway, whereas the Lowrider doesn't - which is lower than the curbs, if we are going to apply logic to this then the regular Faction shouldn't be launched either, even if it has these flags.

 

Oh and the Moonbeam doesn't have this launch issue at all, stock model or the Lowrider, and the Moonbeam has even more ground clearance than the stock Faction.

The Faction does not have collision issues. You can load up the model in OpenIV and look at the col model and there is nothing wrong with it

I don't know how you read "the flag was used on all the cars in the first lowriders DLC" and came to the conclusion that the Faction is the only one with the flag. I also specifically said the flag disables the mechanic

The visible front bumper might not hit the kerb but the hitbox is a bit lower than the front bumper, also the hitbox of the kerbs isn't always accurate. Plus, when you're travelling at speed there is a bit of downforce pushing the car closer to the ground, that's why you'll find the car has more troubles with bumps at higher speed

The lowriders don't get launched because they're so low they just get more of a lateral bounce from the kerbs than a vertical one

And you answered the conundrum of the Moonbeam yourself: it has more ground clearance than the Faction, meaning it doesn't hit the kerbs at all. I specifically said the Faction's ride height is perfect to launch, i.e. not too high, not too low

And I can 100% guarantee this flag is behind the launching because if you disable it then the Faction behaves like a perfectly normal car

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Pedinhuh
2 hours ago, Johnny362000 said:

The Faction does not have collision issues. You can load up the model in OpenIV and look at the col model and there is nothing wrong with it

You missed the comment where I said that it's doors scraps along the sidewalk when you open them near the sidewalk curbs, take any car whose ground clearance and doors are of similar dimensions of the Faction, such as the Ruiner or the Phoenix and open their doors near the sidewalks, they won't scrap along, but the doors of the Faction will scrap...Also the collision issue goes beyond the front bumper, going all the way to its side skirts, if you pull a drift with the Faction and end up going over a sidewalk sideways, the car will hit the curb, it will act like the car hit a wall.

 

2 hours ago, Johnny362000 said:

I don't know how you read "the flag was used on all the cars in the first lowriders DLC" and came to the conclusion that the Faction is the only one with the flag. I also specifically said the flag disables the mechanic

Nowhere in my comment I said that the Faction was the only car with said flags, I asked you questions because I was in doubt, and my questions comes from the fact that your original comment on said flags and mechanics was confusing, I did multiple reads on it and I couldn't understand that you wanted to say that all cars added in that DLC had both he mechanic that ignores collision and the flag that ignores said mechanic, your comment just wasn't formulated right so I had to ask you that.

 

2 hours ago, Johnny362000 said:

The visible front bumper might not hit the kerb but the hitbox is a bit lower than the front bumper, also the hitbox of the kerbs isn't always accurate. Plus, when you're travelling at speed there is a bit of downforce pushing the car closer to the ground, that's why you'll find the car has more troubles with bumps at higher speed

This IS a collision issue, the hitbox hitting what it isn't supposed to IS the definition of a collision issue.

 

2 hours ago, Johnny362000 said:

And you answered the conundrum of the Moonbeam yourself: it has more ground clearance than the Faction, meaning it doesn't hit the kerbs at all. I specifically said the Faction's ride height is perfect to launch, i.e. not too high, not too low

This is what I didn't understand the most about your initial comment but now you made clearer:

 

The Moonbeam is too high so the issue doesn't affect it, the Lowriders including the Faction Custom are too low so they don't reach the minimum amount of height needed to its collision boxes to be an issue, but the Regular Factor is both not high or low enough.

 

Now I understand your initial comment and the problem.

Edited by Pedinhuh

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Johnny362000
2 hours ago, Pedinhuh said:

You missed the comment where I said that it's doors scraps along the sidewalk when you open them near the sidewalk curbs, take any car whose ground clearance and doors are of similar dimensions of the Faction, such as the Ruiner or the Phoenix and open their doors near the sidewalks, they won't scrap along, but the doors of the Faction will scrap...Also the collision issue goes beyond the front bumper, going all the way to its side skirts, if you pull a drift with the Faction and end up going over a sidewalk sideways, the car will hit the curb, it will act like the car hit a wall.

Again, there are no collision issues. Everything you described is the result of the flag.

 

2 hours ago, Pedinhuh said:

Nowhere in my comment I said that the Faction was the only car with said flags, I asked you questions because I was in doubt, and my questions comes from the fact that your original comment on said flags and mechanics was confusing, I did multiple reads on it and I couldn't understand that you wanted to say that all cars added in that DLC had both he mechanic that ignores collision and the flag that ignores said mechanic, your comment just wasn't formulated right so I had to ask you that.

"All the cars from the first lowrider DLC have a flag in handling data called DONT_FORCE_GRND_CLEARANCE

The game has a mechanic where when a car is moving it will ignore collision polys below a certain height to make going over bumps and kerbs etc smoother. That flag disables this mechanic and was used on the first batch of lowriders"

I don't know how much clearer I could make it

 

2 hours ago, Pedinhuh said:

This IS a collision issue, the hitbox hitting what it isn't supposed to IS the definition of a collision issue.

The launching is not a collision issue which was the point I was trying to make. Also the cols not being 100% accurate to the car is not an "issue" as such. The reason the cols are like they are is because they're the same height as the side skirt which is slightly lower than the front bumper and there's a bunch of limitations on the shape of the chassis cols. If you want col issues you should be looking at the Feltzer or Drift Tampa, those cars' col models are an absolute joke

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Natsuki
5 hours ago, Johnny362000 said:

The Faction does not have collision issues.

you_are_wrong.png

  • Like 2

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Marciliojunior01
27 minutes ago, Johnny362000 said:

If you want col issues you should be looking at the Feltzer or Drift Tampa, those cars' col models are an absolute joke

Probably done on porpuse to not let them scrape everywhere, imagine a drift tampa with the hitbox exactly the same as the model, would be impossible to drive 

  • Like 1

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Johnny362000
33 minutes ago, Natsuki said:

you_are_wrong.png

Okay sure, disabling one flag and the thing works just fine. I'm sure that flag also somehow breaks the collision model too?

 

17 minutes ago, Marciliojunior01 said:

Probably done on porpuse to not let them scrape everywhere, imagine a drift tampa with the hitbox exactly the same as the model, would be impossible to drive 

The problem with their hitboxes is nothing to do with scraping the ground. As I said before, the game has a mechanic that makes that a non-issue. The issue with them is that other than the wheels their hitboxes are near-identical to the GTA IV Feltzer and regular Tampa respectively. The widebody is not represented at all with the hitbox

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Marciliojunior01
36 minutes ago, Johnny362000 said:

Okay sure, disabling one flag and the thing works just fine. I'm sure that flag also somehow breaks the collision model too?

 

The problem with their hitboxes is nothing to do with scraping the ground. As I said before, the game has a mechanic that makes that a non-issue. The issue with them is that other than the wheels their hitboxes are near-identical to the GTA IV Feltzer and regular Tampa respectively. The widebody is not represented at all with the hitbox

Well, i don't see a big of an issue with that since the wheels and the arches have the same width. Was just a case of "cutting costs". 

 

About the faction, you said that by removing the flag it starts to behave normally, you have done it by yourself ? 

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Johnny362000
1 hour ago, Marciliojunior01 said:

Well, i don't see a big of an issue with that since the wheels and the arches have the same width. Was just a case of "cutting costs". 

 

About the faction, you said that by removing the flag it starts to behave normally, you have done it by yourself ? 

The issue with the Feltzer and Drift Tampa is that NONE of the widebody is modelled on the cols. Also wheel cols behave a bit different to body cols and can result in some odd behaviour like climing walls

And yes, I have fixed the Faction myself

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Scottiedog123

QFhu9vr.jpg

XFb5mwk.jpg

YFNcjnz.jpg

  • Like 10

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Scottiedog123

pGOhh7K.jpg

 

KogBzN6.jpg

 

OtQIMda.jpg

Edited by Scottiedog123
  • Like 9

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gorl3

xwL8Pyl.jpg

 

Spoiler

G9PDt81.jpg

 

g5dzKaF.jpg

 

  • Like 7

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Lethal Essential

It's been a while since I last posted, but here's my Faction. I took some inspiration off a Majestic I had back in San Andreas. I tried to go for more of a "street-smart" and over stealthy look.GEs1cL9.jpg

 

IDZfEEh.jpg

 

fewlFMF.jpg



3obPrzN.jpg

LslqMt3.jpg

70VUqNG.jpg

n00RSey.jpg

 

 

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JCSS1971

Redid the non-upgraded faction with the benny's merge.

 

H6yMXCG.jpg

Edited by JCSS1971
  • Like 9

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Pedinhuh
On 7/26/2019 at 12:57 AM, JCSS1971 said:

Redid the non-upgraded faction with the benny's merge.

 

34exo2o.jpg

Dude PLEASE Tell me what parts I need to have on my RC to merge and get the turbo hood bulge, its the only thing that matters to me to merge.

Edited by Pedinhuh
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IceDree
12 hours ago, Pedinhuh said:

Dude PLEASE Tell me what parts I need to have on my RC to merge and get the turbo hood bulge, its the only thing that matters to me to merge.

 

You'll need a vehicle with extra5 part.

 

 


https://docs.google.com/spreadsheets/d/1cBhqeM19x7xAAo30eh88kkTDY4pm0nrLa--sNzZ0Jks/htmlview

 

The easiest way would be the Panto, but its also the most expensive as it would require an Elegy Retro Custom.

 

Merge the ERC into the Panto, put the Panto's front bumper back on, merge the Panto into the Faction.

 

The cheapest way would be to use this particular Sadler with the amber roof lights, but I think it'll take some effort to find one.

 

latest?cb=20140918021437

 

Merge this Sadler into the Faction and Viola.

 

But you'll need a car-to-car method to do it .... Or so I heard 😉
 

 

 

Edit: I missed the part where you mention the RC, derp. 🤦‍♂️

Edited by IceDree

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Pedinhuh

I have no idea how to merge car to car, only RC to car because it's ridiculously easy...For now.

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JCSS1971
13 hours ago, Pedinhuh said:

Dude PLEASE Tell me what parts I need to have on my RC to merge and get the turbo hood bulge, its the only thing that matters to me to merge.

 

I did the car to car merge. Have no idea how you could use the rc to get it. I doubt its possible. Broontango said he is working on a new car to car merge.

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treez

Uwfh-G4g-Kn0-WEBp-J8s-Aj-Yt-Q-0-0.jpg

  • Like 5

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Standard Deluxe 59

OXm6Q7reh06mPGU_pqIv1w_0_0.jpg?downsize=

One of the first cars I bought when I moved to ps4, though it didn't have a turbo hood until recently thanks to some, methods...

  • Like 6

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Arrows to Athens

This car always reminds me of the Sabre GT (they have an almost identical body shape), which I wish they would release. 

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Foxwolfe

Finally sold this thing off a while back and have no regrets, can't stand the collision issues this thing has (ok I lied I still miss the thing as I love the design, just couldn't stand driving it for extended periods of time).

 

Also a nice laugh to read further up the page at the argument about this car, yes the car has collision issues, however you want to frame it, it's still a collision issue.

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ilovefreebird

CSA8wSBDrEyJ2XWpzKurzw_0_0.jpgo0fcKdPWGEqtcdlOUp_dFg_0_0.jpg

 

This thing is so outlandish and I love it.

  • Like 1

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Nefarious_Poundcake

Ggq6z6XFDk6rL-JDtZMHNg_0_0.jpgJzUIAe0xn02qww_eij826Q_0_0.jpgHqWs6ioQjk2oLU9Odfnbdw_0_0.jpg

 

Such a shame i cant put some FAT A$$ tires on the back of this thing..... They did you dirty im afraid. Needs more customization without having to turn it into a lowrider!

  • Like 8

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-=.LEE.=-

These is my Faction
Lowrider version:

E2758qo.jpg

Y9Utj76.jpg

now this one was based on Fast and Furious Franchise

Wa6eZla.jpg

mlTzWb3.jpg

  • Like 5

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Pedinhuh

Finally, after so f*cking long I managed to get my Faction how I wanted it to be:

 

lpxzXT5PAEuY3EHuEiuBfQ_0_0.jpg

KyfC2NOmRUq0lUrMdt-KKg_0_0.jpg

78kgq3itekmHHGcIfwh-6A_0_0.jpg

Without the Turbo Hood this car just looks wrong, what a stupid decision of R* to lock this hood behind the lowrider paywall.

 

EDIT: Also I noticed something under the hood:

6druVcpUU0yRWQ-XmSn-8w_0_0.jpg

They actually tried to model a supercharger in there, albeit being a very, very low res model.

 

Doing the Bennys upgrade removes the supercharger and adds two turbos on the engine.

 

Man, R* decision making skills baffles me sometimes..

 

Edited by Pedinhuh
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éX-Driver

If R* gave the standard version the power bulge bonnet, fatter tyres, and fixed the kerb collisions it’d be perfect. I don’t know why they refuse to it. 

  • Like 4

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Pedinhuh
1 hour ago, éX-Driver said:

If R* gave the standard version the power bulge bonnet, fatter tyres, and fixed the kerb collisions it’d be perfect. I don’t know why they refuse to it. 

Wont sell shark cards.

  • Like 3

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BakedVandal

I just figured out how to apply the “Turbo bulge” onto the Faction via Arena War merge. You’ll need a bone stock Panto. Simply apply the last grille option on the Panto, then merge it over to your Faction. 

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—TheSquid—

Just a PSA for anyone looking to get the power bulge hood: if you own the Trophy Truck, you can use that instead of hunting for a Sadler or buying an Elegy Retro or Panto. 

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YELLOW ZOOMER WITH DRONE
On 12/16/2019 at 8:09 AM, éX-Driver said:

If R* gave the standard version the power bulge bonnet, fatter tyres, and fixed the kerb collisions it’d be perfect. I don’t know why they refuse to it. 

Don't forget the hi res engine model with the twin turbos from the Custom version too.

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