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LSPDFR Australia Discussion Thread 2.0

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14 minutes ago, Jenkins87 said:

 

:laugh:

 

Well said. And yeah, I couldn't work out why every time I stepped outside the game would crash... OH it's the 774k poly Toyota Landcruiser Landstalker Baller replace with terrible LODs... IN THE BIN WITH YOU! :down:

 

EDIT: This behemoth https://www.gta5-mods.com/vehicles/toyota-land-cruiser-200-2016

 

40mb+ model 

I was on skype with the dude that made and I was about to buy it when he told me the polycount.

 

 

 

 

Let's just say that 20 dollars remains in my bank account.

Edited by orley

CAD_BANw.png.8918cf94072605225dc742329b4cffb5.png

 

 

 

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11 minutes ago, orley said:

I was on skype with the dude that made and I was about to buy it when he told me the polycount.

 

 

 

 

Let's just say that 20 dollars remains in my bank account.

 

Don't get me wrong, it's an AMAZING model, but it's wayyy too detailed for any practical game use. This is the sort of thing that belongs in Forza Autovista/Showroom, with no other models around it. Or potentially VFX for Film/Movies but not a video game.

I've seen worse though, some guy made a Harley bike with 1.38million tris and seems to have it working, but probably has 3x TITANX's in SLI and more money than sense to throw at ridiculous hardware lol

2 hours ago, Jenkins87 said:

 

Don't get me wrong, it's an AMAZING model, but it's wayyy too detailed for any practical game use. This is the sort of thing that belongs in Forza Autovista/Showroom, with no other models around it. Or potentially VFX for Film/Movies but not a video game.

I've seen worse though, some guy made a Harley bike with 1.38million tris and seems to have it working, but probably has 3x TITANX's in SLI and more money than sense to throw at ridiculous hardware lol

Yeah, the model itself is quite nice, the materials and everything seem to be set up correctly (not always a sure thing with models on gta5-mods.com) and it looks great. Just completely unsuitable for in-game use.

CAD_BANw.png.8918cf94072605225dc742329b4cffb5.png

 

 

 

@MooseYTY You got me thinking about carcols so I went on a bit of a dig to get the new colours from the Holden site.

Man, woeful range now with this Opel Insignia rebadge, anyway, here's what I got;

 

New 2018 Holden Commodore colour chart, pulled from source code of holden.com.au/cars/commodore by me

-----------------------------------------------------------
NAME            |   HEX     |   HSL       |    RGB        |
-----------------------------------------------------------
Summit White    |  #FAFAFA  |  0,0,98     |  250,250,250  |
Nitrate Silver* |  #D3D8DC  |  206,4,86   |  211,216,220  |
Abalone White*  |  #E4E7E8  |  195,1,90   |  228,231,232  |
Cosmic Grey*    |  #898484  |  0,3,53     |  137,132,132  |
Absolute Red    |  #FC0000  |  0,100,098  |  252,0,0      |
Mineral Black*  |  #232323  |  0,0,13     |  35,35,35     |
-----------------------------------------------------------

*Prestige paint colours available at additional cost

I've been trying to find a colour chart or something from the VE/VF range too but coming up empty. Site won't load properly in wayback machine for me either.

 

Someone might find this useful though, even if we're ditching muscle cars for billy carts lol.

So I've been working on re-mapping the small generator trailer to make a Fire & Rescue and Police versions of it, as the existing trailer has no mapped texture apart from the generator controls.. Anyway this took me 3 hours or so of trial and error, and it's nothing like I thought it would be

 

Reference shots:

NSW_Police_Rescue_Squad_Toyota_Hilux_with_Daymakers_-_Flickr_-_Highway_Patrol_Images.jpg

rural-new-south-wales-community-fire-fighting-equipment-unit-located-HXFXFM.jpg

 

The WiP shots:

JENKINSMEDIA_ZM3_trailersmall_HQUV_v1.pn


JENKINSMEDIA_ZM3_trailersmall_HQUV_v2.pn


JENKINSMEDIA_ZM3_trailersmall_HQUV_v3.pn


JENKINSMEDIA_ZM3_trailersmall_HQUV_v3b.p


JENKINSMEDIA_ZM3_trailersmall_HQUV_v3c.p


JENKINSMEDIA_ZM3_trailersmall_HQUV_v3d.p

 

So the problem is editing the Newly Generated UV's is that I have to select each polygon again on that surface and Detach again in order to go into Edit UV mode properly... is there a faster way to do this?

Should I actually split those polygons off the main mesh itself without moving it?

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