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Now VehFuncs have a new LOD system.

Just use "<" or ">" followed by a distance number to make the part hide (<) or show (>) based on distance.

You don't need to make a couple for any part, if you are lazy, you can just make them hide and it's done. Very good for optimizing detailed cars with minor interior details, just hide (or change) the fine details on distance and your car renders faster on low PCs and keep it detailed for First Person Camera.

 

 

Update v1.5 beta - 14/11/19

  • Added Level Of Detail (LOD) system to make parts disappear or change depending on car distance from the camera, thus optimizing your car model extremely simply.
  • "f_hitch" can now also be placed on trailers.
  • Fixed "dexh" (double exhaust) not working.
  • Fixed crash when not having CLEO installed.
Edited by Junior_Djjr
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On 11/13/2019 at 7:37 AM, Junior_Djjr said:

This is not a good practice, would have to multiply the mesh of the entire car body.

 

I may add some animation sequence in the future (changing meshes). The best way would be to make the game use UV animations, like the ones often used in Las Venturas, in vehicles, but I don't know how to achieve this.

...for this reason im not doing that way.

16 hours ago, Junior_Djjr said:

IVF

...not realy, in old version IVF 2.0.? - trailer have working : reverse lights, brake lights etc. but on latest version DK22 took them out, for no reason ...........................

12 hours ago, Junior_Djjr said:

Now VehFuncs have a new LOD system.

Just use "<" or ">" followed by a distance number to make the part hide (<) or show (>) based on distance.

You don't need to make a couple for any part, if you are lazy, you can just make them hide and it's done. Very good for optimizing detailed cars with minor interior details, just hide (or change) the fine details on distance and your car renders faster on low PCs and keep it detailed for First Person Camera.

 

 

Update v1.5 beta - 14/11/19

  • Added Level Of Detail (LOD) system to make parts disappear or change depending on car distance from the camera, thus optimizing your car model extremely simply.
  • "f_hitch" can now also be placed on trailers.
  • Fixed "dexh" (double exhaust) not working.
  • Fixed crash when not having CLEO installed.

...DOWNLOADING!!!!! - keep up that good work !

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22 minutes ago, SGD3S1GN said:

...not realy, in old version IVF 2.0.? - trailer have working : reverse lights, brake lights etc. but on latest version DK22 took them out, for no reason ...........................

I knew that IVF 2.1.1 had something wrong with reverse, brake, and blinker lights in trailers!

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I've downloaded the last version and in my log found this:

 

LOD: Found '>' level 6 at 'indicator_rr_prm9a0e000>6'
LOD: Found '>' level 6 at 'indicator_lr_prm9a0e000>6'

and this:

 

LOD: Found '<' level 140 at 'Bravado Gauntlet Hellfi<¤•Î'
LOD: Found '>' level -140 at 'Albany Buccaneer Custom>¤°Ì'

what means?

 

PD. I didn't got any bugs it just want to know what this happens in my log.

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7 hours ago, Leinad said:

I've downloaded the last version and in my log found this:


LOD: Found '>' level 6 at 'indicator_rr_prm9a0e000>6'
LOD: Found '>' level 6 at 'indicator_lr_prm9a0e000>6'

 

Why this guy is using > on IVF indicator dummy? As far as I know there is no such thing in the IVF.

Anyway, this is a dummy. LOD is only applied to visible parts, so there is no effect.

 

7 hours ago, Leinad said:

 


LOD: Found '<' level 140 at 'Bravado Gauntlet Hellfi<¤•Î'
LOD: Found '>' level -140 at 'Albany Buccaneer Custom>¤°Ì'

what means?

 

PD. I didn't got any bugs it just want to know what this happens in my log.

The car author used more than 24 characters in the node name, it was his mistake, the game only supports 24 characters. This can crash in some cases and need to be fixed by the author or someone.

But anyway I will apply LOD only if the number read is a digit, so the > and < will only activate if it is followed by a number.

Edited by Junior_Djjr
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@Junior_Djjr , it would be really cool , if you add your own (reverve_light_dummy / rear_light_dummy / brake_light_dummy ) so i wouldn't need to use: Improved Vehicle Feature.

EXAMPLE:

f_extras:1
|
|-rear_lights_a
| |-- revl_l_FFFFFF026
| |--revl_r_FFFFFF026
| |--rearl_l_FF0000026
| |--rearl_r_FF0000026

| |--brakel_l_FF0000026
| |--brakel_r_FF0000026
|

|-rear_lights_b
| |-- revl_l_FFFFFF026
| |--revl_r_FFFFFF026
| |--rearl_l_FF0000026
| |--rearl_r_FF0000026

| |--brakel_l_FF0000026
| |--brakel_r_FF0000026


*EDIT: and can you please do a fix, that if : headlights_dummy is deleted, there was no lighting from trailer ?
 

PERFECKT WORKING EXTRAS:

1.jpg

Edited by SGD3S1GN
EDIT SUGESTION
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Hmmm....

Spoiler

VF v1.5
Handling: Vanilla handling pointer: 00C2B9DC 224 00C37D30 
Core: Applying Patches
Core: Started
Core: IVF not installed
Core: APP not installed
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
Found IVF material 
Found IVF material 
Found IVF material 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
Found IVF material 
Found IVF material 
Found IVF material 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
Found IVF material 
Found IVF material 
Found IVF material 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 

 

I don't even have any IVF adapted vehicle in my game, so what does this mean? 

And why there are so many Hitch on the log?

Edited by Calvin.linardi
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Nice watermark you got there, @SGD3S1GN! mind sharing it? 

18 hours ago, SGD3S1GN said:

and can you please do a fix, that if : headlights_dummy is deleted, there was no lighting from trailer ?

I would prefer this fix to work with any vehicle so if you remove the light dummies (headlight & taillight), both particle effects won't be generated from the center of the model. Perfect to be used with recursive extras.

Edited by Mysterdogg
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On 11/16/2019 at 11:41 PM, Calvin.linardi said:

I don't even have any IVF adapted vehicle in my game, so what does this mean? 

Are you sure?

On 11/16/2019 at 11:41 PM, Calvin.linardi said:

And why there are so many Hitch on the log?

Probably only 1 car is adapted for this, but it appeared 31 times during gameplay (just an example).

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On 11/17/2019 at 5:56 PM, Mysterdogg said:

Nice watermark you got there, @SGD3S1GN! mind sharing it? 

I would prefer this fix to work with any vehicle so if you remove the light dummies (headlight & taillight), both particle effects won't be generated from the center of the model. Perfect to be used with recursive extras.

Sure, here you go :
VehFuncs.png

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Good day! I have some problem with alpha in class extras. This effect appears on all doors and boot. Screenshot bellow. If I link this to door without Vehfuncs dummies, this effect disappear.

4f53cc1325823251.jpg 

 

I am converting via 3Ds Max. This Hierarchy part link to chassis_dummy:

8729091325823545.jpg 

Edited by Dmitrii_Mods
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10 hours ago, Dmitrii_Mods said:

Good day! I have some problem with alpha in class extras. This effect appears on all doors and boot. Screenshot bellow. If I link this to door without Vehfuncs dummies, this effect disappear.

4f53cc1325823251.jpg 

 

I am converting via 3Ds Max. This Hierarchy part link to chassis_dummy:

8729091325823545.jpg 

What are the sticker's material settings? Could you show that

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1 minute ago, Dmitrii_Mods said:

e7bdd41325845341.jpg 

It's actually what I thought of. Change Alpha to 255 and it should fix the problem. If you want semi-transparent sticker then you should do it by editing the image itself (trago.dds in your case). I advise you to use the Alpha value only for windows (100-254, depends on the windows texture) because game recognizes these materials (on vehicles) as windows if they have alpha lower than 255 (and they behave differently in game).

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1 hour ago, M4k3 said:

It's actually what I thought of. Change Alpha to 255 and it should fix the problem. If you want semi-transparent sticker then you should do it by editing the image itself (trago.dds in your case). I advise you to use the Alpha value only for windows (100-254, depends on the windows texture) because game recognizes these materials (on vehicles) as windows if they have alpha lower than 255 (and they behave differently in game).

Effect appears with alpha 255 too, I set 250 in attempt to fix it, but...  Usually, a slight decrease of the alpha-value corrects the problem with translucent edges. The texture is already semi-transparent

Edited by Dmitrii_Mods
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8 hours ago, Dmitrii_Mods said:

Effect appears with alpha 255 too, I set 250 in attempt to fix it, but...  Usually, a slight decrease of the alpha-value corrects the problem with translucent edges. The texture is already semi-transparent

Does the door itself has materials with alpha values lower than 255? If it has such materials then try detaching the parts with these materials to a separate object.  

If it doesn't work then send me the model (max file or dff doesn't matter) through private message. I'll try to solve this problem of yours

Edited by M4k3
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13 hours ago, Dmitrii_Mods said:

Good day! I have some problem with alpha in class extras. This effect appears on all doors and boot. Screenshot bellow. If I link this to door without Vehfuncs dummies, this effect disappear.

4f53cc1325823251.jpg 

 

I am converting via 3Ds Max. This Hierarchy part link to chassis_dummy:

8729091325823545.jpg 

You must put that stiker in the very end priority, example :

-door

--bear

--glass

--etcetc

--stiker (here at very end or very last)

 

If it in the same models, put the stiker id to very last. If its in different models, link it very last after you link everything. This way your alpha texture should be fine :)

 

==============

 

ahh, i dont see second picture. So this happen only if its in extra ? Have you try to put that extra in last priority ?

 

===============

wait a minute, dude why you link that extra into dummy ? It doesnt make sense, you should link that extra to your models. This way your alpha should be fine.

Edited by 007Ripper
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2 hours ago, M4k3 said:

Does the door itself has materials with alpha values lower than 255? If it has such materials then try detaching the parts with these materials to a separate object.  

If it doesn't work then send me the model (max file or duff doesn't matter) through private message. I'll try to solve this problem of yours

Thanks! This way was right 

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May I ask something,

Is Enh_scoop already available in VehFuncs,

or should I install Enchanted vehicle features?

 

I also have a new idea for a new function and it is the swinging parts like on "FireLA" ladder,

that function might also be used as an antenna too.

 

 

On 11/18/2019 at 9:33 AM, SGD3S1GN said:

Sure, here you go :
VehFuncs.png

Can i use it too?

Edited by Calvin.linardi
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On 11/19/2019 at 5:14 AM, M4k3 said:

because game recognizes these materials (on vehicles) as windows if they have alpha lower than 255 (and they behave differently in game).

More specifically, the whole part that has this material will behave differently, so it is important that it is separated from other materials without transparency, otherwise other transparency bugs will appear.

On 11/20/2019 at 7:44 AM, Calvin.linardi said:

Is Enh_scoop already available in VehFuncs,

f_gas

Edited by Junior_Djjr
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On 11/20/2019 at 11:44 AM, Calvin.linardi said:

May I ask something,

Is Enh_scoop already available in VehFuncs,

or should I install Enchanted vehicle features?

 

I also have a new idea for a new function and it is the swinging parts like on "FireLA" ladder,

that function might also be used as an antenna too.

 

 

Can i use it too?

sure, its free .

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18 hours ago, Just a modders said:

uh hi junior_djjr im trying to make steering move with "f_steer" its moving but when it turned to right or left it was not in right place.... please reply

☹️

This is not about mod, you need to learn how the program you use (eg ZModeler) works, and how models work in a 3D space, how pivots and axes work. You need to learn about 3D before working with it.

 

9 hours ago, SGD3S1GN said:

@Junior_Djjr , you can see in image, the problem of trailer headlights_dummy , there is some lighting on the back of truck, a fix for that , to disable headlights feature if there is no headlights_dummy would be really cool .

The only rear light that I see is ImVehFt's taillight. Where's the headlight_dummy light?

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9 hours ago, Junior_Djjr said:

This is not about mod, you need to learn how the program you use (eg ZModeler) works, and how models work in a 3D space, how pivots and axes work. You need to learn about 3D before working with it.

 

The only rear light that I see is ImVehFt's taillight. Where's the headlight_dummy light?

nope, its all about lighting from trailer with lights on, there is some headlights lighting:

TRAILER LIGHTS OFF:
off.jpg

 

TRAILER LIGHTS ON:
on.jpg

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11 hours ago, SGD3S1GN said:

TRAILER LIGHTS ON:
on.jpg

GTA SA makes headlights and taillights points in zero coordinates of a standard model if you don't use dummies. So you can add dummy "headlights" and move forward and down.


P.S. For example I use a coordinate Y +200 m and a coordinate Z -100 m


XeC5NlM.jpg

 

And I set a coord Y -200 and a coord Z -100 for dummy "taillights" if a model must haven't taillights.
You can use other coordinates.

Edited by Leinad
.
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6 hours ago, Leinad said:

GTA SA makes headlights and taillights points in zero coordinates of a standard model if you don't use dummies. So you can add dummy "headlights" and move forward and down.


P.S. For example I use a coordinate Y +200 m and a coordinate Z -100 m


XeC5NlM.jpg

 

And I set a coord Y -200 and a coord Z -100 for dummy "taillights" if a model must haven't taillights.
You can use other coordinates.

didn't work , I tested all ready this way . I know what you mean , in trailer headlights_dummy is inside , but the lighting is from trailer on back of truck still here , not the self lighting of dummy self .

 

that's why I need a fix , that complete disable all lighting if the dummy would be deleted .

Edited by SGD3S1GN
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