Cj24

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Cj24 last won the day on February 14 2015

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About Cj24

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  • Birthday 10/10/1996

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  1. There is a chance, but probably not anytime soon. I'm still converting and improving the CVPI model and I'll most likely work on LA stuff first.
  2. There's a section titled "ENV_LIGHT_ACTIVE", setting extra 7, 8 and 9 to "off" there should work.
  3. It has been some time since I played EFLC, but as far as I remember, the default timecyc files didn't support emissive lights. You'll need to replace them, either with a modded version or the one from the default game. Back when these car were released, the current ELS version was 6, which didn't support vehicle config files and light stages. You had to activate primary and secondarly lights seperately, and for the sake of keeping the setup of the pack simple, the cars indeed don't have secondary lights. I'd recommend to edit the ELS config you're using for those cars and disable the secondary environment lights and use jump mode for light stages.
    The vehicle looks good by the first look at your screenshots. However there're many things that could be improved, some of which are more or less serious. The biggest problem is a thing most people who don't create vehicle mod themselves probably won't look at, is the optimisation of the model. The polycount is huge, the L0 has 250000 polygons and is therefore 5 times as big as a typical default car. The other LODs are even worse in comparison with default cars (L1 is 13 times as big, L2 17 times and L3 33 times). The missing L4 causes the game to use the L3, which is more than 100 times larger than a default car's L4. This could have a huge impact on performance, especially if many of these cars are spawned. While it does take a lot of time and effort, it would most likely be required to create completely new LODs, as even this car's smallest LOD is twice the size of the biggest LOD of a default car. It would also be possible to improve the .ytd file as well, it's currently 7 MB with many repeating textures (mostly generic grey areas). The resolution of many textures could be decreased, most likely without noticable difference in-game. Especially the textures of some interior parts have very high resolutions. There're a few other issues I've noticed when trying the car in-game as well: The emissive parts in the interior are too bright. The taillights don't break the way you'd expect them, the glass seems to behave like a windshield. The tailights don't seem to be set up properly either, the glass should be red while the inner parts are usually chrome. It would also look more realistic if the headlights looked more like they are chrome, like in real life. The dirtmap is not mapped properly. Some material setups should be changed, for example the rims barely have any reflection. The bumper LEDs are not actually attached to the bumper and float when it's removed. The lightbar also could look better. The honeycomb on top isn't visible at all, the glass also could be slightly less transparent. The glass covering the LEDs on the other hand would probably look better if it was more transparent. Additionally, the LED modules are wrong. This mod uses the old Solaris modules, the Arjent S2, which is used on all recent vehicles, is actually supposed to have the S2 modules. I'd also recommend creating a custom sirensetting. The default settings don't really work properly for a realistic LAPD setup. Altogether, there's a lot of room for improvement, both concerning issues, other details and optimisation. I hope you take the time to read and understand my input and use it to further improve your skills and your work. Although correcting the polycount might be too much work, many of the other issues can be improved quite easily, greatly enhancing your mods' overall quality.
  4. Not true. Although one person willingly handed out his personal information, the other person did not publish it. It might be better not to spread false accusations. Staff members are still looking into it, at the moment they haven't made a final decision, and neither should anybody else who does not know the whole story.
  5. Version 2.1U

    1,270 downloads

    An unmarked LVMPD Crown Vic with a retractable Delta-Ray light using ELS' arrowboard feature (default controls Alt + K). Marked and slicktop version: Installation Use SparkIV or OpenIV to import the police.wft and the police.wtd into GTAIV\pc\models\cdimages\vehicles.img. Copy the provided “lvmpd_unmarked.ini” into the GTAIV\ELS folder and replace the “file” line value associated with the model in the “_SLOTCONTROL.ini” with lvmpd_unmarked and ensure the “status” value is on. Files included fbi.wtd fbi.wft Readme Templates ELS Config Pictures You may replace or edit textures and redistribute modified variants of this modification as long as correct credits and a link to the original download are provided. You may not circumvent any protecting measures to edit models or use any of the work included in this archive for your own financial gain.
  6. Version 2.1L

    1,895 downloads

    A 2008 LVMPD CVPI with a FS Vision lightbar using LVMPD's LED and rotator setup. Featuring high quality liveries made by sixium. Slicktop and unmarked version: Installation Use SparkIV or OpenIV to import the police.wft and the police.wtd into GTAIV\pc\models\cdimages\vehicles.img. Copy the provided “lvmpd.ini” into the GTAIV\ELS folder and replace the “file” line value associated with the model in the “_SLOTCONTROL.ini” with lvmpd and ensure the “status” value is on. Files included police.wtd police.wft Readme Templates ELS Config Pictures You may replace or edit textures and redistribute modified variants of this modification as long as correct credits and a link to the original download are provided. You may not circumvent any protecting measures to edit models or use any of the work included in this archive for your own financial gain.
  7. Version 2.1S

    480 downloads

    A 2008 LVMPD Slicktop CVPI featuring high quality liveries made by sixium. Marked and unmarked version: Installation Use SparkIV or OpenIV to import the police2.wft and the police2.wtd into GTAIV\pc\models\cdimages\vehicles.img. Copy the provided “lvmpd_slicktop.ini” into the GTAIV\ELS folder and replace the “file” line value associated with the model in the “_SLOTCONTROL.ini” with lvmpd_slicktop and ensure the “status” value is on. Files included police2.wtd police2.wft Readme Templates ELS Config Pictures You may replace or edit textures and redistribute modified variants of this modification as long as correct credits and a link to the original download are provided. You may not circumvent any protecting measures to edit models or use any of the work included in this archive for your own financial gain.
  8. Who would that be, though? Apparently a few people had this same idea years before DROT was added to ELS.
  9. Then what is it you are doing right now? Default models might have spinning rotators, yet they used coronas and definitely no emissive parts. It's the same technique that used to be called DROT in ELS. It works exactly the same way, you just don't need external scripts anymore. Why would it be wrong to compare it?
  10. You can replace it with any car, to replace it with the FIB car you only need to change the name of the .wft and .wtd files to fbi.
  11. You either haven't installed ELS or it's not configured properly.
  12. There're a few more things in your credits that could be more precise: Most parts of the HQ dashboard are from D:SF, the seats and other interior parts look a lot like Schaefft's, the grill was modeled by KevinDV and most of the headlight modifications were part of my rework of the original version, which included many other changes as well.