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Thundersmacker

Thundersmacker's Workshop

Recommended Posts

GXEJ30

 

 

As for the police livery, what about making the stripes and letters colorable badges? That way, it could spawn in a variety of color combinations, with no texture editing required. Heck, add some additional siren lights to the grill and back window (like TBOGT's Police Stinger), and people can remove the light bar extra with a trainer and have a slick top cruiser, or change the colors and have themselves an unmarked.

 

 

Interesting ideas, the extra thing could work but I think the default Vector lightbar uses all of the available siren "slots". So there would be no way to add more, but it is defiantly something to think about. :sly:

 

I have to ask, are you going to make your own version of the 9C1 Caprice steelie?

Edited by RM76
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PJR_4015

Looking good!!

 

As for the police livery, what about making the stripes and letters colorable badges? That way, it could spawn in a variety of color combinations, with no texture editing required. Heck, add some additional siren lights to the grill and back window (like TBOGT's Police Stinger), and people can remove the light bar extra with a trainer and have a slick top cruiser, or change the colors and have themselves an unmarked.

What kind of color combinations are you thinking of? Because the NYPD caprices with the livery Thundersmacker is aiming for only appeared in blue with white stripes. And maybe Thundersmacker can make another version of this car with a setup similar to the FIB buffalo for an unmarked cruiser. Edited by PJR_4015
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Claude_Lib

So I finally decided to install IV and give your Turismo a go. The model is perfect, but there are some other issues. First of all, I found it weird that it uses Infernus name, but it's easily fixable. More important is that the traffic has gone wild. I now have Yankee instead of Bobber on a parking lot outside of my savehouse, and Tugboat instead of Tropic at Hove Beach Pier. They're all lower than turismo2 entry in vehicles.ide file, plus the former goes exactly right before the latter, so I think that's the reason. Is there any way to avoid that glitch? Maybe put turismo2 at the very end of the list? Nope, that didn't work. And the car now refuses to spawn completely. Of course, that didn't work, because I forgot to remove the original line.

P.S. Plus the game crashes some time after loading a savefile, but it works with another one, so that's pretty minor.

EDIT. Yep, moving turismo2 to the end of the list fixed all those issues.

Edited by Claude Liberty

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GreenAid

Can I suggest these rims (or similar) for the police version? http://prntscr.com/an5u26

 

The new GTA V steelies look really nice if you ask me, and they don't look low-poly.

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PJR_4015

So I finally decided to install IV and give your Turismo a go. The model is perfect, but there are some other issues. First of all, I found it weird that it uses Infernus name, but it's easily fixable. More important is that the traffic has gone wild. I now have Yankee instead of Bobber on a parking lot outside of my savehouse, and Tugboat instead of Tropic at Hove Beach Pier. They're all lower than turismo2 entry in vehicles.ide file, plus the former goes exactly right before the latter, so I think that's the reason. Is there any way to avoid that glitch? Maybe put turismo2 at the very end of the list? Nope, that didn't work. And the car now refuses to spawn completely. Of course, that didn't work, because I forgot to remove the original line.

P.S. Plus the game crashes some time after loading a savefile, but it works with another one, so that's pretty minor.

EDIT. Yep, moving turismo2 to the end of the list fixed all those issues.

That is because you can't just simply add a new car in GTA IV like in V. You need to use a separate handling.dat, vehicles.ide and .img file. See this thread for more information: http://gtaforums.com/topic/420911-add-new-car-gta-iv/. I myself use this mod that does all of this for you (plus you get to have several EFLC vehicles in IV): http://www.lcpdfr.com/files/file/668-more-vehicles/.

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Claude_Lib

Now I browsing through your other vehicles and most of them provide their own handling. Will they fit in if I'm using Killatomate's realistic handling mod or they're done in default R* style? This may sound dumb, yeah, but that's my quirks I can't do anything about.

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Thundersmacker

So I finally decided to install IV and give your Turismo a go. The model is perfect, but there are some other issues. First of all, I found it weird that it uses Infernus name, but it's easily fixable. More important is that the traffic has gone wild. I now have Yankee instead of Bobber on a parking lot outside of my savehouse, and Tugboat instead of Tropic at Hove Beach Pier. They're all lower than turismo2 entry in vehicles.ide file, plus the former goes exactly right before the latter, so I think that's the reason. Is there any way to avoid that glitch? Maybe put turismo2 at the very end of the list? Nope, that didn't work. And the car now refuses to spawn completely. Of course, that didn't work, because I forgot to remove the original line.

P.S. Plus the game crashes some time after loading a savefile, but it works with another one, so that's pretty minor.

EDIT. Yep, moving turismo2 to the end of the list fixed all those issues.

 

I think your problem is that you have cars saved in those parking spots, usually when you add or replace cars in IV you need to have all of the those parking spaces empty. I think the error is called SMPA60 or something like that.

 

 

Now I browsing through your other vehicles and most of them provide their own handling. Will they fit in if I'm using Killatomate's realistic handling mod or they're done in default R* style? This may sound dumb, yeah, but that's my quirks I can't do anything about.

 

Yes they should fit with Killatomate's handling because I use the mod myself.

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Thundersmacker

Hey guys, I need help deciding on which new headlight arrangement I want to use for the Premier.

 

OPTION 1:

 

sr1kapi.jpg

 

OPTION 2:

 

lKb7muR.jpg

 

OPTION 3:

 

Oh0yiuE.jpg

 

or OPTION 4 which is leaving the lights the way they were.

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TommyMontana

Option 1,orange turn signals fits way better for a american car like this.

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GXEJ30

I don't dig option 1, looks like the headlights off a '98-'00 US Ford Ranger. They also remind me of the second gen Dakota/first gen Durango headlights.

Option 2 is pretty good.

Edited by RM76

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Claude_Lib

2nd is the best for me.

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GreenAid

For me 1, it looks more classy ^^

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MGgames100

For me number 1.

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Jinx.

2nd Option.

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PJR_4015

I like the second option too. It's the closest to the lights from the caprice.

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Gamerjman19

2nd

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Thundersmacker

I think I'm going with option 1, looks the best in-game and makes it look different than the other cars. Thanks for the votes guys. :^:

Edited by Thundersmacker
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GreenAid

I think I'm going with option 1, looks the best in-game and makes it look different than the other cars. Thanks for the votes guys. :^:

To add, the more inner part could come on with the headlights, as a running light, while also acting as a turn signal along with the more external part.

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JoeVK

 

Looking good!!

 

As for the police livery, what about making the stripes and letters colorable badges? That way, it could spawn in a variety of color combinations, with no texture editing required. Heck, add some additional siren lights to the grill and back window (like TBOGT's Police Stinger), and people can remove the light bar extra with a trainer and have a slick top cruiser, or change the colors and have themselves an unmarked.

What kind of color combinations are you thinking of? Because the NYPD caprices with the livery Thundersmacker is aiming for only appeared in blue with white stripes. And maybe Thundersmacker can make another version of this car with a setup similar to the FIB buffalo for an unmarked cruiser.

 

I wasn't thinking of any in particular. I just meant that changing the color combination could be done by simply editing the carcols line, or using a trainer, and that no texture editing would be required.

 

So I finally decided to install IV and give your Turismo a go. The model is perfect, but there are some other issues. First of all, I found it weird that it uses Infernus name, but it's easily fixable. More important is that the traffic has gone wild. I now have Yankee instead of Bobber on a parking lot outside of my savehouse, and Tugboat instead of Tropic at Hove Beach Pier. They're all lower than turismo2 entry in vehicles.ide file, plus the former goes exactly right before the latter, so I think that's the reason. Is there any way to avoid that glitch? Maybe put turismo2 at the very end of the list? Nope, that didn't work. And the car now refuses to spawn completely. Of course, that didn't work, because I forgot to remove the original line.

P.S. Plus the game crashes some time after loading a savefile, but it works with another one, so that's pretty minor.

EDIT. Yep, moving turismo2 to the end of the list fixed all those issues.

When adding a new vehicle, it's best to delete any old save games and start a new one. It avoids a multitude of bugs. Simply emptying your parking spots and saving cures any issues with odd vehicles parked in the spots after adding a vehicle, but other bugs will still occur, ranging from minor to game breaking.

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PhillBellic

 

Will there be an option to change the colors? I'm not exactly a fond fan of these colors in GTA.

You could probably just change the carcols or edit the livery

 

Or do what the Police/Emergency Vehicle Modding Does and create full UV Mapped Texture Templates. It's the easiest way of making Liveries for those Vehicles really.

 

 

So I finally decided to install IV and give your Turismo a go. The model is perfect, but there are some other issues. First of all, I found it weird that it uses Infernus name, but it's easily fixable. More important is that the traffic has gone wild. I now have Yankee instead of Bobber on a parking lot outside of my savehouse, and Tugboat instead of Tropic at Hove Beach Pier. They're all lower than turismo2 entry in vehicles.ide file, plus the former goes exactly right before the latter, so I think that's the reason. Is there any way to avoid that glitch? Maybe put turismo2 at the very end of the list? Nope, that didn't work. And the car now refuses to spawn completely. Of course, that didn't work, because I forgot to remove the original line.

P.S. Plus the game crashes some time after loading a savefile, but it works with another one, so that's pretty minor.

EDIT. Yep, moving turismo2 to the end of the list fixed all those issues.

 

I think your problem is that you have cars saved in those parking spots, usually when you add or replace cars in IV you need to have all of the those parking spaces empty. I think the error is called SMPA60 or something like that.

You are correct there. This Guide goes into more detail.

 

:^:

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GXEJ30

I think I'm going with option 1, looks the best in-game and makes it look different than the other cars. Thanks for the votes guys. :^:

Aw damn it, option 2 had more votes.

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Voit Turyv

Thunder, how did you learn to 3D-model?

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Thundersmacker

Aw damn it, option 2 had more votes.

 

How about this idea, I'll use option1 for the civilian version. And then use option 2 for the police and taxi versions, that should make everyone happy.

 

 

Thunder, how did you learn to 3D-model?

 

Time and practice, but I don't really model my mods from scratch, I just modify and re purpose. The only scratch made model I did was the Ensenada, but that was just the body.

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GXEJ30

 

Aw damn it, option 2 had more votes.

 

How about this idea, I'll use option1 for the civilian version. And then use option 2 for the police and taxi versions, that should make everyone happy.

 

Sounds good, but I still say option 1 looks too much like the headlights off a '98-'00 US Ford Ranger or second gen Dakota/first gen Durango.

B8nlMJv.png

yLj6l4M.png

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Jinx.

Nice. Having a different feel from the real life counterparts doesn't hurt. In fact, it's awesome to see something different :D

Edited by Jinx.
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Thundersmacker

I think option 1 gives the Premier a bit of Buick Roadmaster influence. It's quite fitting since both the civilian Caprice and Buick are mostly driven by old people.

 

OW9TlSq.jpg

 

Anyway, I guess you can't make everyone happy, that's modding. :sigh:

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GXEJ30

I think option 1 gives the Premier a bit of Buick Roadmaster influence. It's quite fitting since both the civilian Caprice and Buick are mostly driven by old people.

 

-snip-

 

Anyway, I guess you can't make everyone happy, that's modding. :sigh:

sh*t, I was just starting to think "wait a minute, those actually look like Roadmaster headlights."

Now that I realize that, definitely stick with the Roadmaster headlights. You're making a mix of '91-'96 GM B-bodies, in the traditional R* style.

Edited by RM76
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Thundersmacker

Dropped the new power plant in the Premier (the original model didn't even have a engine). I stole the big block V8 from the Admiral, since the real Caprice also has a V8.

The Premier also now has a more detailed underside just like the other GTA IV/V cars.

 

gbVtm1C.png

Edited by Thundersmacker
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JoeVK

I think option 1 gives the Premier a bit of Buick Roadmaster influence. It's quite fitting since both the civilian Caprice and Buick are mostly driven by old people.

 

snip

 

Anyway, I guess you can't make everyone happy, that's modding. :sigh:

 

Actually, they resemble this more.

21491130001_large.jpg

Edited by JoeVK
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PJR_4015

Can you tell what you still need to do on this model before it's ready for release?

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