Junior_Djjr Posted February 4, 2019 Author Share Posted February 4, 2019 8 minutes ago, _F_ said: If I had to guess, the best option would be to completely un-rely on the .col file, and make the game use .dff file (chassis, doors, etc) as collision, so that also when the doors are open, the player would not be able to walk through them. Yes, but it would require a completely new system, and I'm far from this. Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/9/#findComment-1070636636 Share on other sites More sharing options...
_F_ Posted February 4, 2019 Share Posted February 4, 2019 Yes, then I think you should not waste time on that and focus on features that actually have big effect Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/9/#findComment-1070636642 Share on other sites More sharing options...
Junior_Djjr Posted February 9, 2019 Author Share Posted February 9, 2019 (edited) On 2/3/2019 at 1:19 PM, _F_ said: Also about the sa-mp issue: (all of them work perfectly fine in single player) But it seems like all the extras on chassis work fine, but extras on damageable parts are always spawned (in older version it didn´t happen) Working perfectly here. Tested on UIF server, 0.3.7 RC3. Edited February 9, 2019 by Junior_Djjr Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/9/#findComment-1070642352 Share on other sites More sharing options...
Mysterdogg Posted February 9, 2019 Share Posted February 9, 2019 @Junior_Djjr, thinking about the convertible roof feature, could it be possible (or how hard could it be) to use files from other games in a similar way it was done in Ragdoll Bullet Physics? GTA V has multiple animations for roofs & utility trucks, in my opinion, making those files compatible with the game, it's better than creating a whole new system from scratch. Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/9/#findComment-1070642378 Share on other sites More sharing options...
_F_ Posted February 9, 2019 Share Posted February 9, 2019 Talking about roof. Maybe it would be possible to create the roof object as f_roof, so that when the roof is not on the player would use the comet jump in animation and when it is on, the normal door opening animation? 1 hour ago, Junior_Djjr said: Working perfectly here. Tested on UIF server, 0.3.7 RC3 Did you update VehFuncs or it was just working normally for you? Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/9/#findComment-1070642404 Share on other sites More sharing options...
Junior_Djjr Posted February 10, 2019 Author Share Posted February 10, 2019 (edited) 1 hour ago, Mysterdogg said: in my opinion, making those files compatible with the game, it's better than creating a whole new system from scratch. I don't think so. 41 minutes ago, _F_ said: Did you update VehFuncs or it was just working normally for you? To make sure I installed the same file as the download, and it worked. Which SAMP version did you tested? And which server? Using mods? SAMP Addon? I used a clean install with only basic mods (widescreen fix, skygfx and others) and I downloaded SAMP right now on the official site. Edited February 10, 2019 by Junior_Djjr Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/9/#findComment-1070642421 Share on other sites More sharing options...
Avant_SA Posted February 11, 2019 Share Posted February 11, 2019 Again this bag with windshield. Appears only with two from five extras. I am using classes for it and with two of them i have such thing. Nothing inside windscreen_ok. Hiearachy looks that way: Appears with teacher (and sometimes german) class. Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/9/#findComment-1070643583 Share on other sites More sharing options...
Junior_Djjr Posted February 11, 2019 Author Share Posted February 11, 2019 There doesn't seem to be anything wrong with the adaptation, so send me the car model to test it. Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/9/#findComment-1070643644 Share on other sites More sharing options...
Junior_Djjr Posted February 11, 2019 Author Share Posted February 11, 2019 (edited) Next time, test it without VehFuncs before reporting. BUT, it's a interesting bug to fix, seems to be a problem that annoys many modelers and neither SkyGfx with alpha fix fixes it. I want to understand better about the problem to try something for VehFuncs. edit: when I hide any door using Tuning Mod, the problem is fixed, looks like some alpha limit. Edited February 11, 2019 by Junior_Djjr Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/9/#findComment-1070644229 Share on other sites More sharing options...
Avant_SA Posted February 11, 2019 Share Posted February 11, 2019 (edited) 7 minutes ago, Junior_Djjr said: Next time, test it without VehFuncs before reporting. BUT, it's a interesting bug to fix, seems to be a problem that annoys many modelers and neither SkyGfx with alpha fix fixes it. I want to understand better about the problem to try something for VehFuncs. I tested, and IVF version (without Vehfuncs) have no this bug (without script). So, i wrote here, cause only Vehfuncs version have such thing Edited February 11, 2019 by Avant_SA Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/9/#findComment-1070644237 Share on other sites More sharing options...
Junior_Djjr Posted February 12, 2019 Author Share Posted February 12, 2019 3 hours ago, Avant_SA said: I tested, and IVF version (without Vehfuncs) have no this bug (without script). So, i wrote here, cause only Vehfuncs version have such thing So, this is a problem in your car version. Try to identify exactly which node is causing this. Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/9/#findComment-1070644376 Share on other sites More sharing options...
Avant_SA Posted February 12, 2019 Share Posted February 12, 2019 16 hours ago, Junior_Djjr said: So, this is a problem in your car version. Try to identify exactly which node is causing this. Cause of glass material on parts, that have teacher class. Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/9/#findComment-1070645046 Share on other sites More sharing options...
Junior_Djjr Posted February 12, 2019 Author Share Posted February 12, 2019 2 hours ago, Avant_SA said: Cause of glass material on parts, that have teacher class. So looks like the game have some alpha parts limit? @The Hero can say something about this. Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/9/#findComment-1070645251 Share on other sites More sharing options...
Avant_SA Posted February 14, 2019 Share Posted February 14, 2019 Have also alpha bug with Vehfuncs on mine golf 3. Have same thing on IVF version, with Vehfuncs installed, but when delete Vehfuncs trunk became normal. Can send vehicle in messages, but with old Vehfuncs version all was ok. Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/9/#findComment-1070647139 Share on other sites More sharing options...
Junior_Djjr Posted February 14, 2019 Author Share Posted February 14, 2019 Send it. 6 hours ago, Avant_SA said: but with old Vehfuncs version all was ok. Send also that vehfuncs.asi file. Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/9/#findComment-1070647463 Share on other sites More sharing options...
Junior_Djjr Posted February 15, 2019 Author Share Posted February 15, 2019 (edited) By default the game delete the nodes and puts them all together into the dummy, so nodes such as "glass_ok" don't exist anymore and their object is placed in the dummy. VehFuncs remove this, now all nodes always exist. I made an exception for the object to be placed in the dummy if it starts with the same name as the dummy, ie your case is fixed simply by renaming "glass_ok" to "boot_ok". But I think there are many cars like yours and we can not fix all. IVF also does this but with more exceptions, so it's difficult to happen, I'll try something like IVF. Edited February 15, 2019 by Junior_Djjr Avant_SA 1 Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/9/#findComment-1070647496 Share on other sites More sharing options...
Junior_Djjr Posted February 15, 2019 Author Share Posted February 15, 2019 Now the Golf is 100%. Test your other cars too. https://sharemods.com/rb4aejk1eiwd/VehFuncs.asi.html It's pretty much like IVF way now. Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/9/#findComment-1070647568 Share on other sites More sharing options...
Avant_SA Posted February 15, 2019 Share Posted February 15, 2019 9 hours ago, Junior_Djjr said: Now the Golf is 100%. Test your other cars too. https://sharemods.com/rb4aejk1eiwd/VehFuncs.asi.html It's pretty much like IVF way now. Works perfectly, thanks! What about official update? I wanted to release vehicle after side pulleys will be fixed in Vehfuncs. Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/9/#findComment-1070647809 Share on other sites More sharing options...
Avant_SA Posted February 16, 2019 Share Posted February 16, 2019 The power of Vehfuncs. Last updates bring us perfect functional, thanks for keeping it up to date. LaDiDa, xXKenBlockXx and Junior_Djjr 3 Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/9/#findComment-1070648805 Share on other sites More sharing options...
Junior_Djjr Posted February 17, 2019 Author Share Posted February 17, 2019 (edited) On 2/15/2019 at 10:08 AM, Avant_SA said: What about official update? If this version is ok: https://sharemods.com/eeb48tdkl2ko/VehFuncs.asi.html (same as I sent you by PM) Edited February 17, 2019 by Junior_Djjr Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/9/#findComment-1070649645 Share on other sites More sharing options...
Junior_Djjr Posted February 22, 2019 Author Share Posted February 22, 2019 (edited) Update v0.9 beta - 22/02/19 10:35 Big change in a mod system that was causing problems of transparency and position / rotation in parts of some cars, even not created for VehFuncs. Now it is possible to set the position of the police lights (except FBI Rancher yet) [info]. It's now possible to define whether the bus driver (usually Coach) is visible [info] — it was possible to be visible by removing the bus flag from the handling line, but it was not a good practice because it makes the game and other mods don't identify that the vehicle is a bus. VehFuncs solution is much better. Edited February 22, 2019 by Junior_Djjr Avant_SA 1 Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/9/#findComment-1070654811 Share on other sites More sharing options...
Avant_SA Posted February 22, 2019 Share Posted February 22, 2019 Side rotating parts still not working. Rotated axles of f_gear, but still same thing: Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/9/#findComment-1070654825 Share on other sites More sharing options...
Junior_Djjr Posted February 22, 2019 Author Share Posted February 22, 2019 (edited) 11 minutes ago, Avant_SA said: Side rotating parts still not working. Rotated axles of f_gear, but still same thing: Next version. Use a parent dummy for now. edit: @Avant_SAI need to stop procrastinating... Done, download it again. Just use "_x" or "_z". Edited February 22, 2019 by Junior_Djjr Avant_SA 1 Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/9/#findComment-1070654826 Share on other sites More sharing options...
_F_ Posted February 22, 2019 Share Posted February 22, 2019 (edited) 1 hour ago, Junior_Djjr said: Now it is possible to set the position of the police lights (except FBI Rancher yet) [info]. Is it possible to add the police lights to non-police vehicles? For example: Also, I have one more suggestion: How about applying characteristics through childs instead of adding _ to the class name. As SA can only support 23 characters in the dummy name, I´m already numerous times faced the issue that I´ve had to drop something. And considering that in the future you want to add Class based on conditions #26 e.g. map locations and maybe in the future more? Edited February 22, 2019 by _F_ Davve95 1 Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/9/#findComment-1070654841 Share on other sites More sharing options...
Junior_Djjr Posted February 22, 2019 Author Share Posted February 22, 2019 14 minutes ago, _F_ said: Is it possible to add the police lights to non-police vehicles? For example: I don't know how difficult it would be, but other people have also asked and I plan to take a look. Avant_SA, _F_ and Davve95 3 Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/9/#findComment-1070654852 Share on other sites More sharing options...
Avant_SA Posted February 22, 2019 Share Posted February 22, 2019 (edited) Something went wrong with IVF extras on rotative (trunk, bonnet, etc) parts. This bag appears only with Vehfuncs, extra have same pivot, as dummym in which it is. Edited February 22, 2019 by Avant_SA Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/9/#findComment-1070655066 Share on other sites More sharing options...
Junior_Djjr Posted February 23, 2019 Author Share Posted February 23, 2019 (edited) I think there is no relation to IVF. Your pivot is wrong. In the old VF version this should not happen because of the changes to fix the alpha parts. I recommend that you review your cars created using VF, but old cars can't have problems. Edited February 23, 2019 by Junior_Djjr Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/9/#findComment-1070655691 Share on other sites More sharing options...
Avant_SA Posted February 23, 2019 Share Posted February 23, 2019 6 minutes ago, Junior_Djjr said: I think there is no relation to IVF. Your pivot is wrong. In the old VF version this should not happen because of the changes to fix the alpha parts. I recommend that you review your cars created using VF, but old cars can't have problems. But on 0.8.3 all was alright. Without IVF you can't make extras on openable parts. This is simple extra4 detail, not VF extra. Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/9/#findComment-1070655696 Share on other sites More sharing options...
Junior_Djjr Posted February 23, 2019 Author Share Posted February 23, 2019 3 minutes ago, Avant_SA said: But on 0.8.3 all was alright. It's what I said. So the problem is that VehFuncs removes the IVF extras feature? Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/9/#findComment-1070655705 Share on other sites More sharing options...
Avant_SA Posted February 23, 2019 Share Posted February 23, 2019 Just now, Junior_Djjr said: It's what I said. So the problem is that VehFuncs removes the IVF extras feature? It's making it wrong. Look, on golf without Vehfuncs these Pioneer sticker is on right place, when car appears with this extra. That what i mean. Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/9/#findComment-1070655708 Share on other sites More sharing options...
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