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Unmarked Dodge Challenger Srt Hellcat 2015 1.0.0

(3 reviews)

8 Screenshots

This is the newer version of my hellcat, unfortunately i never got to finish it. I am releasing this as a beta for now so you can expect tons of bugs but for now enjoy.

This model has 2 extra's, Extra ten and extra 12 there's 2 different spoilers on the model.

 

- NAME: Unmarked Dodge Challenger SRT Hellcat
- VERSION: 1.0
- OPTIMIZED FOR: FBI
- MOD STATUS: INCOMPLETE

 

Model Credits: 

 

- Model ripped from FH3 by DMN
- UVMapped and textured by MrPotato
- Converted to GTA 5 by MrPotato
- LODS and COLS by DeezNutties123

 

Light Credits:

 

- Whelen Inner Edge XLP scratch modeled and converted by Hilth0
- Ion's by Deco
- Avengers by EVI

 

Equipment: 

- None

 

New Discord: https://discord.gg/RcpF7Y6

 

User Feedback

Recommended Comments

The Map

Members

Alot of material issues

i wouild also redo some textures

and the model is 200 polys witch is kinda alot i wouild lower it like hurk did with his cvpi    

 

and for lod1 and 2 atleast put a 2d interior dont have it with air....

 

and yft was exported wrong there shouild not be lod0 on yft only lod1-4

uv mapping looks porly done

otatoprm

Members Author

10 minutes ago, NY Delta said:

Alot of material issues

i wouild also redo some textures

and the model is 200 polys witch is kinda alot i wouild lower it like hurk did with his cvpi    

 

and for lod1 and 2 atleast put a 2d interior dont have it with air....

 

and yft was exported wrong there shouild not be lod0 on yft only lod1-4

uv mapping looks porly done

The uvmapping isn't a problem, it fitted as the description of the hellcat.

I never did the lods so i haven't notice.

200k Poly's is ok, i don't need to copy thehurk.

As for the textures i'll check them out.

The Map

Members

Just now, MrPotato said:

The uvmapping isn't a problem, it fitted as the description of the hellcat.

I never did the lods so i haven't notice.

200k Poly's is ok, i don't need to copy thehurk.

As for the textures i'll check them out.

its not about copying hurk its about optimization for the user 200 is a way lot the model it self with out lights shouild be around 100k atleast since its a fh3 model  and uv mapping is a problem lol i know its beta but why release something beta rather release it fully done so the user doesnt have to update every time

otatoprm

Members Author

4 minutes ago, NY Delta said:

its not about copying hurk its about optimization for the user 200 is a way lot the model it self with out lights shouild be around 100k atleast since its a fh3 model  and uv mapping is a problem lol i know its beta but why release something beta rather release it fully done so the user doesnt have to update every time

Just cause it's a fh3 model is has to be lower? most of my models are over 160k poly's and counting, hurks models aren't all under 100k? You clearly don't know what you're talking about. 

If i want to release it as a beta i can, it ain't against the community guidelines is it? You clearly never had anything done so i wouldn't talk.

 

The Map

Members

Just now, MrPotato said:

Just cause it's a fh3 model is has to be lower? most of my models are over 160k poly's and counting, hurks models aren't all under 100k? You clearly don't know what you're talking about. 

If i want to release it as a beta i can, it ain't against the community guidelines is it? You clearly never had anything done so i wouldn't talk.

 

im not saying it has to be lower but over 160k is way too much for a model in v i didnt say hurks models all arent under 100k atleast he trys to lower them the most he can and i do know what im talking about trust me  people must not see me alot or release in this community but i know what im doing and saying so calm yourself  and releasing a car beta isnt a good idea thats all

otatoprm

Members Author

2 minutes ago, NY Delta said:

im not saying it has to be lower but over 160k is way too much for a model in v i didnt say hurks models all arent under 100k atleast he trys to lower them the most he can and i do know what im talking about trust me  people must not see me alot or release in this community but i know what im doing and saying so calm yourself  and releasing a car beta isnt a good idea thats all

GTA 5 can handle models over 700k poly's, my model is only 200k poly's i lowered the model as much as i can in zmod because i do not use 3ds max. There's no major issues with the model unless you look for them.

Walters

Members

(edited)

3 hours ago, MrPotato said:

GTA 5 can handle models over 700k poly's,

Not true. With a model that high. Your game isn't going to be stable and you may have texture loss and possible game crashing and you really should get someone to poly crunch it in 3Ds max. Also Delta knows what hes talking about.

 

 

3 hours ago, NY Delta said:

its not about copying hurk its about optimization for the user 200 is a way lot the model it self with out lights shouild be around 100k atleast since its a fh3 model  and uv mapping is a problem lol i know its beta but why release something beta rather release it fully done so the user doesnt have to update every time

You cant forget LODs for the car too. So if its at 200k the total with lods is gonna be like 300k+ and if you could lower it would be 200k+ or even lower.

Edited by OfficerWalters

manios

Members

Hellcat? Pffft. It's all about the Demon now!

otatoprm

Members Author

5 hours ago, OfficerWalters said:

Not true. With a model that high. Your game isn't going to be stable and you may have texture loss and possible game crashing and you really should get someone to poly crunch it in 3Ds max. Also Delta knows what hes talking about.

 

 

You cant forget LODs for the car too. So if its at 200k the total with lods is gonna be like 300k+ and if you could lower it would be 200k+ or even lower.

My point is the game can handle the model, my model is not over 300k with lods get your facts right and stop riding him. The model isn't gonna crash your game or anything unless you have the worst computer.

Walters

Members

20 minutes ago, MrPotato said:

My point is the game can handle the model, my model is not over 300k with lods get your facts right and stop riding him. The model isn't gonna crash your game or anything unless you have the worst computer.

So because I'm agreeing with someone and telling the truth the automatically means I'm riding them? Yeah no.  We can all tell you cant take constructive criticism and haven't changed from being a douchebag.

otatoprm

Members Author

3 minutes ago, OfficerWalters said:

So because I'm agreeing with someone and telling the truth the automatically means I'm riding them? Yeah no.  We can all tell you cant take constructive criticism and haven't changed from being a douchebag.

Well you both are very known for that my dude, constructive criticism? smh please stop

Him1250

Members

(edited)

I'm not taking sides here nor am I going to criticize anyone but I've been modeling for V a little over a year now. LODs are important as are poly counts. Although there's no "official" poly count guide or anything like that. It's always best to try and get a model as low as you can without loosing details. L0 should always try and have an HQ interior if at all possible, L1 should have a 2d interior or some interior parts, at the very least. L1's poly count should be at least half of the L0. L2 should again, be an optimized version of the L0 and L1. L3 and L4 should probably just be a default car because making LODs that low is a pain in the ass. Now onto poly counts, most cars shouldn't go over 300k with all the equipment and what not (personal preference). Base models should try and be maxed out at 150k (more or less personal preference, again). Lastly, the higher poly the car, the more resources the game spends to load it. Not saying high poly is a bad thing but if there's a lot of high poly cars, you'll get game issues such as textures popping and possibly crashes. Ultimately, if a car is super high poly, you shouldn't have it as a car that spawns often (put it in a slot such as fbi or policeold/policeold2 as those rarely spawn unless you have a modified backup.xml)

Edited by Him1250

otatoprm

Members Author

4 minutes ago, Him1250 said:

I'm not taking sides here nor am I going to criticize anyone but I've been modeling for V a little over a year now. LODs are important as are poly counts. Although there's no "official" poly count guide or anything like that. It's always best to try and get a model as low as you can without loosing details. L0 should always try and have an HQ interior if at all possible, L1 should have a 2d interior or some interior parts, at the very least. L1's poly count should be at least half of the L0. L2 should again, be an optimized version of the L0 and L1. L3 and L4 should probably just be a default car because making LODs that low is a pain in the ass. Now onto poly counts, most cars shouldn't go over 300k with all the equipment and what not (personal preference). Base models should try and be maxed out at 150k (more or less personal preference, again). Lastly, the higher poly the car, the more resources the game spends to load it. Not saying high poly is a bad thing but if there's a lot of high poly cars, you'll get game issues such as textures popping and possibly crashes. Ultimately, if a car is super high poly, you shouldn't have it as a car that spawns often (put it in a slot such as fbi or policeold/policeold2 as those rarely spawn unless you have a modified backup.xml)

Thank you

The Map

Members

nigga said stop riding me Im sLLeppppp

1 hour ago, MrPotato said:

Well you both are very known for that my dude, constructive criticism? smh please stop

why u talking crazy calm your self

Destroyer11687

Members

(edited)

I really like the car. The only things I noticed that would be really nice to have changed are that the moon-roof looks funny. The angles aren't quite right and so the reflection looks like the glass is bent towards the front. Also, is there a chance of having the windows break? This car works really well with my department set-up and it would be awesome to have these things added. Thanks!

 

Edit: Also, after playing with it for a little while, I noticed that there are two little tiny black things jutting out of the top of the roof, towards the rear of the vehicle. Lastly, is there a chance of putting some takedowns in the car? I love the no antenna's or spotlights, but it would be nice to have takedowns to compensate. Thanks again!

Edited by Destroyer11687

BEAUTIFUL! I installed this mod as an extra vehicle so that it doesn't replace the FBI slot.

One issue I found is the window on the passenger side. All I did was get in the vehicle from passenger side. The images linked are what happened.

https://i.imgur.com/vK2noin.jpg

https://i.imgur.com/UZnx0zC.jpg

Great mod. Love it! Keep up the good work! If you want more pictures for this mod, let me know.

aebian

Members

@MrPotato Are you planning to update the car? Would be awesome. So far I really really like it.

 

 

I love it! Time for me to make one  🙂

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