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Showing content with the highest reputation on 08/20/2020 in File Reviews

    it does what its supposed to do. Only thing I wish was that you could set the keybinds like how ELS's is.
    1 point
    Howdy G these were some nice skins!! i used the chargers and the Tahoe..forgot i installed the Taurus, but they were legit and i liked using the black and white cruisers again. Keep it up and i'll use some more of your skins in the future brother
    1 point
    Fantastic pack; it's definitely worth an install. That isn't to say that there aren't issues with this pack, but they're overall pretty minimal and nothing that would warrant less than five stars. The effort put into this pack shows and is well appreciated. So here's what I found. They're pretty much all just minor stuff, but I still recommend you fix as much as you can. Certain vehicles: Glass doesn't break, although all of your bases should have window collision models so what gives?? All vehicles: Some vehicles replace sheriff or policeold slots, which results in them spawning in incorrect jurisdictions. I recommend just making vehicles addons once you run out of police slots. There's also overlap between model names, so you can't have certain vehicles installed at the same time as others. YTD sizes are huge. Generally they shouldn't exceed 10 MB. Vehicles in general are extremely poorly optimized for GTA V and stress the game engine and its available resources. It crashed the game on my 10-year-old computer and slowed my new one with an i9 and a 5600M to a crawl. There's a HUGE amount of textures in each YTD. Some exceed 200. Generally they shouldn't exceed 150, and ideally they shouldn't exceed 100 but I'm painfully aware that isn't always possible, especially if you're using a base model that already has a large amount of base textures in the YTD. _hi.yft sizes shouldn't ever exceed 10 MB, are there Ls aside from L0 in there or is L0 overly high-poly? CVPI base model is Thehurk's. I hate this base for a huge number of reasons and would recommend using either Underwood's base, or 0taku's if you don't need to customize it too much. I highly recommend using this MDT model instead of the one you're using. You should import the XTL/APX 6500 diffuse texture as A8R8G8B8. That way it won't appear green in-game. FS Arjent TA patterns aren't the most accurate. Consider using invisible glass to ensure the proper LEDs display. Arjent/Signalmaster TA pattern isn't accurate FS Valor patterns overall aren't that accurate, but they're really hard to do correctly. I would recommend again using invisible glass to achieve the most accurate patterns. The last two numbers on the license plate should correspond with the last two numbers of the three-digit roof number. License plate numbers are generally overscaled. The 3-button FS controller is backwards, and no vehicles should use that controller. 2011 CVPIs: Radio should go in the console Trunk unit number is the wrong font Rearview mirror should be attached to the Cuda base, not the windshield nor the roof Interior is overall very green which I'll attribute to the low-quality vehicle base model Rear-facing Cuda mount disappears into the floor(?) forgot what it's called (slicktop/unmarked) I recommend using this rambar instead The only CVPIs with rambars are from the traffic divisions of 24, 25, 26, and 27 (thanks to Just Your Average Idiot for telling me about that); any other CVPI is a patrol squad and shouldn't have a rambar The slicktop CVPI shouldn't have a rambar The unmarked CVPI should not have a rambar, spotlights, or partition. Interior setup is minimal; the MDT is mounted to the console and the only equipment on the console is the 6-button controller. Police radio is mounted over the panel where the in-car factory radio is. Radio microphone should be mounted on the far left of the glovebox and the wire should go into the lower compartment in front of the center console. MDT should have a red FS Littlite mounted next to it. See attached image for reference. The unmarked CVPI should spawn in varying shades of grey, not just black Unmarked CVPI should have full SAP setup. 2013 FPIS models: Vehicles shouldn't have rambars AFAIK the two-digit number to the right of the American flag on the trunk should correspond with the two-digit division number on the roof FS controller looks stretched out for some reason I can't really comment on the slicktop/unmarked ones but their lighting setup has some accuracy issues according to others 2013 Tahoe: Lots of interior stuff appears green Really not sure why you decided to use Thehurk's Tahoe base since it's the worst Tahoe base. I cannot understate how garbage it is. You'd be better off literally using a 3D model of a potato and slapping a lightbar on it. Use Underwood's updated 2014 base. Radio mic clips into the seat A huge amount of other base model related issues such as the rear suspension appearing lower than the front FS controller is definitely stretched out No trunk equipment despite there being a cargo partition Arjent seems possibly overscaled and the mounting feet are floating Tahoe base is so bad I'll mention it twice. When I saw that this base was being used in 2022 (or at all if we're being honest), I died. Literally. I'm dead. 2014 Chargers: Vehicles shouldn't have rambars as extras because you can't have a specific livery be used with an extra. I would recommend you create separate variants for the traffic division vehicles with rambars. Not only will it be more accurate, but you can also then make the vehicle count higher without having to do that much work - ever wonder why I have five different variants of the same vehicle in one pack? FS controller seems kinda stretched out Unmarked Charger pattern isn't really accurate Unmarked Charger license plate number font is off-center and overscaled Unmarked Charger should spawn in varying shades of grey, not just black 2011-2015 FPIUs: I would recommend you using Matt's base with Insanity's and Trooper 18's edits (and then my edits to merge Thero's accurate 2011-2015 interior with the base) to get the highest quality vehicle, as Thero's base, while having an outstanding interior, is pretty poorly made everywhere else; most notably, the body looks like it was poly-crunched into oblivion, and it has no LODs for some ungodly reason. The FS controller is definitely stretched out in this one and likely overscaled MDT screen is overscaled and stretched out but I know you're trying to mimic the Havis integrated control system. I would remap the textures so they're not stretched out. Dial and misc. interior textures are green and the screen between the dials is super bright. That's a base model problem, but I'd still recommend you export the corresponding textures from zmod, convert them into PNG, and then reimport them (after deleting the existing textures) into the YTD as A8R8G8B8. int2 gauges2 int2emissive Change the opacity of just the screen to around 5-10. Arjent mounting feet are floating again 2016 Chargers: Really not sure why you used Thehurk's Charger base since it's become obsolete ever sense Matt released his The frontal Cuda is mounted in a really weird position but I don't really know where else you could mount it due to the mirror. Vehicle shouldn't have a rambar Unmarked variant shouldn't have a partition, rambar, or spotlights FS controller seems really stretched out again Radio mic clips through the seatbelt clamp 2016 FPIUs: Vehicles shouldn't have a rambar MDT screen is overscaled and stretched out but I get what you're going for there. I would remap the textures so they're not stretched out. FS controller seems kinda stretched out Radio mic clips through the seatbelt clamp and the seat and is pretty much inaccessible from the driver's perspective Trunk cabinet seems underscaled
    1 point
    ThE LoGo HaNgInG DoWn InSiDe RuInS iT FoR mE...JK this is a unique livery with a nice lighting package. Not overdone or underdone.
    1 point
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