Skip to content
View in the app

A better way to browse. Learn more.

LCPDFR.com

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Adding a new emergency vehicle is possible now.

Featured Replies

  • Popular Post

                                                     How to add vehicles in game with working engine sounds and correct vehicle colors

 

Hello guys, I am glad to announce you all on the forums that we can add any vehicles on the game with working engine sounds and correct colors for each vehicle, It is possible too to add boats and helicopters on the game without any limitations unlike other GTA games, Also this is more surprising that we can also add emergency vehicles on the game with working siren lights and it's siren sounds properly, No extra script to do so.

 

So before we can start, You should read the notes first.

 

1,) You cannot add the new added vehicles on specified section of dispatch.meta

 

Alright this is most annoying thing on adding new emergency vehicles as If you add a Police SUV and put the name on SWAT_SUV section, It will spawns empty, No cops drive it, It just wandering around like a normal car, I don't know if this is hardcored or it still can be edited on a file or native script.

 

This also does not work on new added Fire truck too, They're still spawns with driver and passengers but it does not responds to fire, I don't know why but I'd recommend not to add the new vehicles to those sections of dispatch.meta

 

2.) I am not responsible for breaking your game as if your game were broken because of this, Until you have a specified problem about siren lights or vehicle colors, You're welcome to ask.

 

Alright, If you read the notes, Let's get started.

 

First, You should add the models first to x64e/levels/gta5/vehicles.rpf

 

Then, You should add your own lines to vehicles.meta, Either from update.rpf or mpchristmas2.rpf or mpheist.rpf

There are the example of the lines from vehicles.meta, You should use notepad or similar program to edit vehicles.meta

 

Example:

    <Item>
      <modelName>Model_Name</modelName>
      <txdName>Texture_Name</txdName>
      <handlingId>Handling_Name</handlingId>
      <gameName>Vehicle_Name</gameName>
      <vehicleMakeName>Car_Manufacturer</vehicleMakeName>
      <expressionDictName>null</expressionDictName>
      <expressionName>null</expressionName>
      <animConvRoofDictName>null</animConvRoofDictName>
      <animConvRoofName>null</animConvRoofName>
      <animConvRoofWindowsAffected />
      <ptfxAssetName>null</ptfxAssetName>
      <audioNameHash />
      <layout>Layout</layout>
      <coverBoundOffsets>COVER_SET</coverBoundOffsets>
      <explosionInfo>EXPLOSION_INFO_DEFAULT</explosionInfo>
      <scenarioLayout />
      <cameraName>DEFAULT_FOLLOW_VEHICLE_CAMERA</cameraName>
      <aimCameraName>DEFAULT_THIRD_PERSON_VEHICLE_AIM_CAMERA</aimCameraName>
      <bonnetCameraName>VEHICLE_BONNET_CAMERA_MID_NEAR</bonnetCameraName>
      <povCameraName>REDUCED_NEAR_CLIP_POV_CAMERA</povCameraName>
      <FirstPersonDriveByIKOffset x="0.000000" y="-0.055000" z="-0.050000" />
      <FirstPersonDriveByUnarmedIKOffset x="0.000000" y="-0.100000" z="0.000000" />
	  <FirstPersonProjectileDriveByIKOffset x="0.000000" y="0.000000" z="0.000000" />
	  <FirstPersonProjectileDriveByPassengerIKOffset x="0.000000" y="-0.045000" z="0.015000" />
	  <FirstPersonProjectileDriveByRearLeftIKOffset x="0.000000" y="0.000000" z="0.000000" />
	  <FirstPersonProjectileDriveByRearRightIKOffset x="0.000000" y="0.000000" z="0.000000" />
	  <FirstPersonDriveByLeftPassengerIKOffset x="0.000000" y="0.000000" z="0.000000" />
	  <FirstPersonDriveByRightPassengerIKOffset x="0.000000" y="-0.055000" z="-0.020000" />
	  <FirstPersonDriveByRightRearPassengerIKOffset x="0.000000" y="0.000000" z="0.000000" />
	  <FirstPersonDriveByLeftPassengerUnarmedIKOffset x="0.000000" y="0.000000" z="0.000000" />
	  <FirstPersonDriveByRightPassengerUnarmedIKOffset x="0.000000" y="-0.100000" z="0.000000" />
	  <FirstPersonMobilePhoneOffset x="0.130000" y="0.211000" z="0.580000" />
	  <FirstPersonPassengerMobilePhoneOffset x="0.136000" y="0.156000" z="0.463000" />      
      <PovCameraOffset x="0.000000" y="-0.200000" z="0.695000" />
      <PovCameraVerticalAdjustmentForRollCage value="0.000000" />
      <PovPassengerCameraOffset x="0.000000" y="0.000000" z="0.000000" />
      <PovRearPassengerCameraOffset x="0.000000" y="0.000000" z="0.000000" />
      <vfxInfoName>VFXVEHICLEINFO_CAR_GENERIC</vfxInfoName>
      <shouldUseCinematicViewMode value="true" />
      <shouldCameraTransitionOnClimbUpDown value="false" />
      <shouldCameraIgnoreExiting value="false" />
      <AllowPretendOccupants value="true" />
      <AllowJoyriding value="true" />
      <AllowSundayDriving value="true" />
      <AllowBodyColorMapping value="true" />
      <wheelScale value="0.268000" />
      <wheelScaleRear value="0.268000" />
      <dirtLevelMin value="0.000000" />
      <dirtLevelMax value="0.450000" />
      <envEffScaleMin value="0.000000" />
      <envEffScaleMax value="1.000000" />
      <envEffScaleMin2 value="0.000000" />
      <envEffScaleMax2 value="1.000000" />
      <damageMapScale value="0.600000" />
      <damageOffsetScale value="1.000000" />
      <diffuseTint value="0x00FFFFFF" />
      <steerWheelMult value="1.000000" />
      <HDTextureDist value="5.000000" />
      <lodDistances content="float_array">
        15.000000
        30.000000
        60.000000	
        120.000000	
        500.000000	
        500.000000
      </lodDistances>
      <minSeatHeight value="0.812" />
      <identicalModelSpawnDistance value="20" />
      <maxNumOfSameColor value="1" />
      <defaultBodyHealth value="1000.000000" />
      <pretendOccupantsScale value="1.000000" />
      <visibleSpawnDistScale value="1.000000" />
      <trackerPathWidth value="2.000000" />
      <weaponForceMult value="1.000000" />
      <frequency value="30" />
      <swankness>SWANKNESS_4</swankness>
      <maxNum value="10" />
      <flags>FLAG_BOOT_IN_FRONT FLAG_SPORTS FLAG_SPAWN_ON_TRAILER FLAG_RICH_CAR FLAG_NO_BROKEN_DOWN_SCENARIO FLAG_HAS_INTERIOR_EXTRAS</flags>
      <type>VEHICLE_TYPE_CAR</type>
      <plateType>VPT_BACK_PLATES</plateType>
	  <dashboardType>VDT_SUPERGT</dashboardType>
      <vehicleClass>VC_SPORT</vehicleClass>
      <wheelType>VWT_HIEND</wheelType>
      <trailers />
      <additionalTrailers />
      <drivers />
      <extraIncludes />
      <doorsWithCollisionWhenClosed />
      <driveableDoors />
      <bumpersNeedToCollideWithMap value="false" />
      <needsRopeTexture value="false" />
      <requiredExtras />
      <rewards />
      <cinematicPartCamera>
        <Item>WHEEL_FRONT_RIGHT_CAMERA</Item>
        <Item>WHEEL_FRONT_LEFT_CAMERA</Item>
        <Item>WHEEL_REAR_RIGHT_CAMERA</Item>
        <Item>WHEEL_REAR_LEFT_CAMERA</Item>
      </cinematicPartCamera>
      <NmBraceOverrideSet />
      <buoyancySphereOffset x="0.000000" y="0.000000" z="0.000000" />
      <buoyancySphereSizeScale value="1.000000" />
<!-- Example of adding extra vfx water samples
      <additionalVfxWaterSamples>
	<Item>
	  <position x="2.0" y="0.0" z="0.0" />
	  <size value="0.8" />
	</Item>
	<Item>
	  <position x="-2.0" y="0.0" z="0.0" />
	  <size value="0.8" />
	</Item>
	<Item>
	  <position x="0.0" y="0.0" z="2.0" />
	  <size value="1.0" />
	</Item>
      </additionalVfxWaterSamples>
-->
      <pOverrideRagdollThreshold type="NULL" />
	  <firstPersonDrivebyData>
        <Item>LOW_RAPIDGT_FRONT_LEFT</Item>
        <Item>LOW_RAPIDGT_FRONT_RIGHT</Item>
      </firstPersonDrivebyData>
    </Item>

 

Then, You should add this lines on vehicles.meta too:

    <Item>
      <parent>vehicles_poltax_interior</parent>
      <child>model_name</child>
    </Item>

It will have interior textures on the new added vehicle.

 

You should add vehicle audio hash on vehicles.meta too or it will not have any vehicle sound:

<audioNameHash>9F</audioNameHash>

 

Example: You should use existing internal name from vehicles.meta like Stanier police cruiser is "police" or Interceptor cruiser is "police3", So the sound will work on the new added vehicle.

 

After you added your own lines, Please save your notepad or similar programs.

 

Then, This is about it's vehicle colors, lights, siren lights and it's liveries, It is located carvariations.meta unfortunately the original one is compiled as .ymt file but there are another way to add vehicle colors which is located from mpchristmas2 or mpheist dlc files.

 

You should add this lines to the end of carvariations.meta

 

    <Item>
      <modelName>Model_Name</modelName>
      <colors>
        <Item>
          <indices content="char_array">
            134 
            134 
            0 
            156 
          </indices>
          <liveries>
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
          </liveries>
        </Item>
      </colors>
      <kits />
      <windowsWithExposedEdges />
      <plateProbabilities>
        <Probabilities />
      </plateProbabilities>
      <lightSettings value="0" />
      <sirenSettings value="0" />
    </Item>

 

About liveries, You can add the liveries as long the vehicle models have liveries placed on it's models.

Liveries:

        <Item>
          <indices content="char_array">
            134 
            134 
            0 
            156 
          </indices>
          <liveries>
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
          </liveries>
        </Item>

If you set one of them to "true", The new added vehicle will have liveries attached to the vehicle, Do not set the item value "true" one the same line, It will glitch out the liveries unless, If you wanna add the new liveries, You should add this lines.

        <Item>
          <indices content="char_array">
            134 
            134 
            0 
            156 
          </indices>
          <liveries>
            <Item value="true" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
          </liveries>
        </Item>
        <Item>
          <indices content="char_array">
            134 
            134 
            0 
            156 
          </indices>
          <liveries>
            <Item value="false" />
            <Item value="true" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
          </liveries>
        </Item>

 

About siren lights, There are varies of siren lights from several emergency vehicles that can be used, But be careful, Wrong siren lights will glitch out the siren bar on desired added vehicle, So I listed several working siren lights that you should use.

<sirenSettings value="1" /> = This siren lights is used by Police Buffalo, Police Riot, Park Ranger SUV and Sheriff Granger.
<sirenSettings value="2" /> = This siren lights is used by Police Interceptor.
<sirenSettings value="4" /> = This siren lights is used by Ambulance. 
<sirenSettings value="5" /> = This siren lights is used by NYSP Police Roadcruiser, NYSP Police Rancher and LSPD Police Transporter.
<sirenSettings value="6" /> = This siren lights is used by Police Bike
<sirenSettings value="7" /> = This siren lights is used by Fire Truck
<sirenSettings value="9" /> = This siren lights is used by Tow Truck and one of Boxville models.
<sirenSettings value="10" /> = This siren lights is used by Lifeguard SUV.
<sirenSettings value="13" /> = This siren lights is used by Stanier Police Cruiser and Sheriff Cruiser.   

Then you're done with adding the new vehicle, You can test it in game by trainer or RAGE Hook, or for emergency vehicles, You can use dispatch.meta to spawn the new vehicle on wanted level as long it does not belong to "SWAT_SUV" and "FIRE_TRUCK" section of dispatch.meta.

Edited by TheF3nt0n
Corrected some mistakes

  • Replies 179
  • Views 57.5k
  • Created
  • Last Reply

Top Posters In This Topic

Most Popular Posts

  • TheF3nt0n
    TheF3nt0n

  • This opens up a whole world of possibilities. Hopefully new Ambulances and Firetrucks are possible, too.

  • GTA IV's texturing used the exact same system. You could not make a police car black using the texture alone. That's because colors were in the carcols file. What you're mixing up is how *modded* cars

Posted Images

I tried to add another sanchez but it doesn't have sound. What should i do?

​You most likely forgot the audio hash. Check the spoiler that's above the wall of text.

  • 2 weeks later...

Bummer that LSPDFR probably won't take these new vehicles into account when choosing spawns. At least they can be added to what the game chooses normally, though there are several other files that need changing. The group files used in mods such as Back on the Beat need to have the new models added so they'll spawn along with the original cars, but offhand I don't know all the files.

We need another Motor cycle for LSPD with Black & White Helmet & Motor Officer. I converted my LSPD Bike to a SAHP Bike.

Well, following the tutorial and adding the LSPD bike the game includes as a separate one should work nicely.

  • Author

Yeah, It is possible to have both SAHP and LSPD police bikes on the game, I am just taking the textures from vanilla files then adding it because I am already have SAHP bike too, I will try my best to add new Ambulance and Fire Truck on the game.

Edited by TheF3nt0n
typo.

  • Author

What file changes policeb main texture?

It is located at vehshare.ytd, All of LSPD vehicles using these textures.

And yes, I am managed to add a fire truck with working water cannon and siren lights, No need for extra script to do so.

c6UwRFC.jpg

Moderator, Please move this topic to Tutorials & Questions, please.

This texture system is so stupid. I want a black police bike and it doesn't change. I made the police_new1.dds alll black and nothing changed. I miss GTA IV's texturing, simple and sweet.

"I love you all, and that's why we don't get caught doing naughty things!" - GTA V Heist Dude.

This texture system is so stupid. I want a black police bike and it doesn't change. I made the police_new1.dds alll black and nothing changed. I miss GTA IV's texturing, simple and sweet.

GTA IV's texturing used the exact same system. You could not make a police car black using the texture alone. That's because colors were in the carcols file. What you're mixing up is how *modded* cars did textures (which was incredibly inefficient and system-intensive, but very flexible) with how Rockstar did textures (which only used textures where needed, meaning textures were reserved for visual *elements*, with things like the color of the car handled through a dedicated system that didn't require a huge picture).

Ok but here is the thing, if I wanted to make one car blue, and another green, and another pink, I could do that, with the vehshare file, while efficient, is very limited. It's a great system for R* when developing the game I will agree with you, but for modders, it isn't. Unless there is a way I could do that and I just am missing something.

"I love you all, and that's why we don't get caught doing naughty things!" - GTA V Heist Dude.

Also, this seems more like a modding tutorial. Thread moved.

 

@TheF3nt0n: I found that this wasn't quite enough, because the interior stayed untextured. To fix it, you need to tell V to use the vehshare textures. To do that, look at the bottom of vehicles.meta, for things that look like

 

<Item>
      <parent>vehicles_poltax_interior</parent>
      <child>police3</child>
    </Item>
Copy the entry for the vehicle you're putting in (in my case I'm adding a second Interceptor, so I copied that), and change <child> to your model name, like so:
<Item>
      <parent>vehicles_poltax_interior</parent>
      <child>sahp3</child>
    </Item>

Edited by cp702

Guest
This topic is now closed to further replies.

Recently Browsing 0

  • No registered users viewing this page.

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.