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LASD/Liberty County Sheriff Ped

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  • aznairsoftdude
    aznairsoftdude

    As a resident in LA County I approve.....not that my approval means anything or not but this is some mighty fine work. The great thing about this and all your other works is your attention to detail

  • Ridgerunner
    Ridgerunner

    LOL I know I know I need to put the finishing touches on this project... I will get back to this, a short delay wrapping up some other projects. I ran into some issues with my LIDAR models but they

  • Trooper Dean Martin
    Trooper Dean Martin

    Hate to bump, will this ever be finished Ridge?  

If you just mapped the area around the left breast with very little (or, preferably, no) distortion, it'd be easy to make our own badges of any shape. Same with patches.

Also: will it be around the same poly count as the original cop model?

  • Author

I'll test modifying a specific area, but you have to keep in mind that the skin modifier that they've added that allows the clothing to move with the model may have a great effect on that area distorting as the model moves. Using a set modeled badge would keep it the same no matter how the ped moves. I'll def test different things and see what I come up with. The added badge as a very minimal poly to the model, it's a very simple model (Just a little more work for me to make all of the optional badges).

Poly count should be fine, but the corded shoulder mics do add around 2K-3K polys, even with optimizing them as low as I thought they could go without making them look stupid. I'm not sure how much this will affect the game, again I don't think it'll be a problem but if you're running a crazy amount of high poly mods (cars especially) then there may be a potential issue, worse case scenario is that I can make straight corded shoulder mics as well (which would be far less polys). I've had the poly count in the back of my mind during the whole process so I've added the bare minimum to make this mod look right, but still add a lot of nice features.

Edited by Ridgerunner

I'll test modifying a specific area, but you have to keep in mind that the skin modifier that they've added that allows the clothing to move with the model may have a great effect on that area distorting as the model moves. Using a set modeled badge would keep it the same no matter how the ped moves. I'll def test different things and see what I come up with. The added badge as a very minimal poly to the model, it's a very simple model (Just a little more work for me to make all of the optional badges).

Poly count should be fine, but the corded shoulder mics do add around 2K-3K polys, even with optimizing them as low as I thought they could go without making them look stupid. I'm not sure how much this will affect the game, again I don't think it'll be a problem but if you're running a crazy amount of high poly mods (cars especially) then there may be a potential issue, worse case scenario is that I can make straight corded shoulder mics as well (which would be far less polys). I've had the poly count in the back of my mind during the whole process so I've added the bare minimum to make this mod look right, but still add a lot of nice features.

Could the coiled cord be done using texturing? Putting in transparent or uniform colored areas to simulate the coils, possibly with a normal map? Also, would you include a baseball cap with the standard cop shown? That would be great. Looks fantastic!

  • Author

@Dramacydal503 The original game files use a lot of low poly models mixed with texture/bump maps to pull off the look that they achieve, a good example is the earpiece that some of the models have, but it is a relatively small model in comparison so idk how it'd look if you made a large scale version (I'd have to test), but its safe to say it would not look as nice up close. I'm not trying to compete with the vehicle modelers here, but keep in mind some of these vehicle models have 100K+ multiply that by however many vehicles are being displayed onscreen and you get the picture. My models will really have minimal impact on the game, especially in comparison. Finally a ball cap will be one of the hat options.

@CP702 I understand that, either way I will make sure that you are be able to recreate the look of your favorite departments badge.

@Dramacydal503 The original game files use a lot of low poly models mixed with texture/bump maps to pull off the look that they achieve, a good example is the earpiece that some of the models have, but it is a relatively small model in comparison so idk how it'd look if you made a large scale version (I'd have to test), but its safe to say it would not look as nice up close. I'm not trying to compete with the vehicle modelers here, but keep in mind some of these vehicle models have 100K+ multiply that by however many vehicles are being displayed onscreen and you get the picture. My models will really have minimal impact on the game, especially in comparison. Finally a ball cap will be one of the hat options.

@CP702 I understand that, either way I will make sure that you are be able to recreate the look of your favorite departments badge.

Hey it's cool Ridgerunner, I don't have an issue with having high poly mods, just trying to think of something that might help those asking about it. Personally, I would prefer to have an around the back coiled radio cord :turned:

it looks great, I can't wait for the shoulder radio and back radio versions. I never thought I would see ped modding of this quality, usually people release something incredibly low def and everybody praises it.

Excellent work so far! I'm patiently anticipating the release of this! I can finally utilize it to make some textures that involve shoulder badge rankings instead of always modifying that NYPD badge. Hope to see the final product soon! :)

[size=4][font=comic sans ms,cursive]Why are people so self-conscious about needing others to press the [color=#00FF00]green [img]http://www.lcpdfr.com/public/style_images/overlayblue/rep_up.png[/img] arrow[/color]? If I helped you out, I don't care if you press it or not. The internal feeling of having helped others is good enough for me. Enjoy modding, and have fun![/font][/size] [size=4][font=comic sans ms,cursive][size=4][font=comic sans ms,cursive]Also, feel free to [url="http://www.lcpdfr.com/gallery/album/388-raggios-gta-iv-mods-and-gameplay-screenshots/"]check out my gallery for my latest screenshots[/url]! I'm playing with my custom SFPD, CHP, and FOXHOUND texture mods, plus iCEnhancer 2.0 and LCPD:FR 0.95 Beta 1![/font][/size][/font][/size] [size=5][color=#999999]Rʏᴜᴋᴏ Rᴀɢɢɪᴏ, Rᴀɢɢɪᴏᴍᴇᴅɪᴀ Pʀᴏᴅᴜᴄᴛɪᴏɴs[/color][/size]

Oh. My. God.

A realistic looking uniform like that with a final version of your campaign hat... I cannot even describe how excited I am at the prospect of being able to complete my departments uniforms. :yes:

  • 1 month later...

I would not mind seeing some of the duty belts with Basketweave, also that would be epic to add the coil ear piece like the one on the body guard but a little better looking one. Maybe even a black coil on that would look really good on this mod. I think that the more time is placed on this mod the best it will look at the final release. I also think that you should also place the mic cord like around the back of the uniform and clipped on the up by the button, pretty much just if you could make different liverys for them ? I am not sure if you can even do that or not??? These are just some good ideas.

[img]http://farm9.staticflickr.com/8205/8226656192_de524499a3_b.jpg[/img]

[color=#0000ff][u][font="'times new roman', times, serif"]PED DEVELOPER [/color][/u][/font]

Area 51 Designs takes requests!!! Contact Beck!!

  • 2 months later...
  • 2 weeks later...
  • Author

LOL I know I know I need to put the finishing touches on this project... I will get back to this, a short delay wrapping up some other projects. I ran into some issues with my LIDAR models but they are 97% so it's taking a bit more time as I try to work through the issues. I also wanted to finish my NYSP hat which is all modeled, but ran into some issues with that as well. On top of this I have some ongoing joint vehicle modeling projects that I'm focused on. I'm so close to finishing those projects that I wanted to knock those out and I can get back to wrapping up this project promise :D.

The problem with GTA IV is that there are always small/large issues to work though which are incredibly frustrating and time consuming. It may seem at times that I'm not working on these projects but in reality I'm troubleshooting and testing different ideas which consumes too many hours of my time and generally ends in failure (and nothing positive to post here). So please bear with me as I have limited time and real world life to balance. I appreciate all the support thanks!

LIES! you forgot about it (Just Kidding), take your time man! we aern't going anywhere anytime soon... think of us like the pink thing that hangs out.. when it comes to mods of course LOL

Kmpjq5P.gif


 

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