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Forcing (placed) vehicle skid marks and other effects?


ikt
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Hiya

 

Just a shot in the dark here - is it possible to generate the effects a vehicle (specifically, car) generates while driving? Think of skid marks, smoke/particle FX, tire marks in mud and dirt.

I'm currently positioning my vehicle with absolute coordinates and they have no physics. As such, GTA doesn't generate the effects for it. I'd rather not switch to using tasks or physics to direct the car around.

FiveM seems to be able to do it properly for synced cars, but I haven't found out how. Though it might just be how R* implemented sync in GTA:O (with physics/task-based entities).

So far, none of my attempts have worked: Basically saving and re-applying traction vector length for each wheel, saving some more properties like wheel contact coords, half-enabling collisions/physics (while still placing the car each tick). My latest idea was to somehow find out if the wheel has its own ptfx generator of some kind, but didn't really spot one, so that's a dead-ish end too. The most promising thing, setting the traction vector length only works to force ptfx and skidmarks when the vehicle is actually moving (and doesn't influence tire marks on dirt) .

Anyone got any ideas?

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1 hour ago, ikt said:

Anyone got any ideas?

Do you know where the skidmark and tyre-track graphics are in the files?

 

Where they are and how they are named might give an indication of how they are generated. I thought they might have been decals but there doesn't seem to be much decal related native stuff that could be for this.

 

If I find anything I'll post back but I don't have much of an idea right now.

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