Everything posted by Firstyminator
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Emergency Lighting System IV
- 534 comments
- 206 reviews
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Emergency Lighting System IV
- 534 comments
- 206 reviews
- ELS Version 7.1 preview
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EMT + FDLC Script
Ill put it to some hard test with our modpack later today. It would be awesome to combine those two :) EMS and Firefighters does not have lcpdfr activated when on duty, so scriptwise it should work, if it works with the new dll's for 1.0 :)
- 67 comments
- 12 reviews
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LCPDFR 1.0b Function Crash
lol :) Thanks m8 :)
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LCPDFR 1.0b Function Crash
Ah :) thanks for clearing that out! :) Are there any ways to go around that issue? At the end its up to GTAIV i recon :(
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LCPDFR 1.0b Function Crash
Well i did use the Large Adress Aware app to get GTAIV to be able to use 4gb memory, as i use Win64 Bit. Same error occurrs even with lowest settings. And taskman tells me GTAIV does not use all the 4GBs of memory either. hmm.. No, there is no LCPDFR crashes so far :) Thats a good thing! Haven't had any script crashes except the obvious ones. ( Duplicate arrests, ELS killing lights and therefore removes a LCPDFR spawned vehicles, etc ) But what is the retreat task? Is it when GTAIV exits? Because, i have the AdvancedHookInit, which still causes the crash upon GTAIV exit.
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LCPDFR 1.0b Function Crash
Hello! :) I get two weird errors when cruising around LCPDFR style :) I get the GTAIV stopped working and needs to shut down.. This merely only happens on Shots fired callout, drug deal and sometimes mugging. Any idea what could cause it? My AdvancedHook.log shows me this : [iNFO - 15:37:11] An exception occured [iNFO - 15:37:11] Process: FFCF0000 Address: 77494F (ôAÓ”'ëq) Code: C0000005 Registerdump - EAX: 7E077D0 EBP: 662CED30 EBX: 0 ECX: 0 EDI: 7C2C800 EDX: 7C2C800 EIP: 77494F ESI: 8A4CFB0 ESP: 662CECAC And my Scripthook.log shows me alot of these at the bottom. Nothing suspicious in the rest of the Scripthook and LCPDFR.log file: [ERROR] Native function named "SET_CHAR_WILL_TRY_TO_LEAVE_WATER" is not available.
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Zmodeler Locking Up.
Well its not easy to find some these days :) But there are some out there. Google "gtaiv unlocked model" and you should find a couple.. Heres a blog with some models by Kinksta :) http://unlockedgta4models.blogspot.no/
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Zmodeler Locking Up.
Gotta set up all textures from scratch, to each material in the materials editor ( afaik i dont think you can easily add textures in the textures browser and they will auto-attach to the materials ). You should rather get the model in a .wft format from somewhere :)
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Zmodeler Locking Up.
Its because its looking for the texture files in the wrong places.. as it is saved as a z3d. The previous textures folder is not the same as you are using, i guess :) Dont know if there is any other way, than to reassign all textures. Tried to open the z3d file with the textures in the same folder. No dice.
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Zmodeler Locking Up.
What settings are you using for "Preferrable textures" in the Import window ? PNG or DDS? If you exported the textures as .PNG it should be PNG. And they should be in the same folder as the modelfile :)
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Zmodeler Locking Up.
Smells like a texture error right there :) Redo the whole process, and try again. Thats my advice :)
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*Modeling* Invisible parts?
Go for it :) There are no boundaries modeling.. except the GTAIV Rage engine of course :) But best of luck. Looking forward to see the completed model.. Looks awesome so far! =)
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*Modeling* Invisible parts?
Thats great news! :) You're welcome! Looks awesome too!
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*Modeling* Invisible parts?
To get our vehicle to work ( a ladder on top of the tahoe ) We had to set Diff material ( main texture ) as top material, vehicle_genericmud_car as second material and vehicle_generic_smallspecmap as the third material: as this https://www.dropbox.com/s/8g9qlwphjsxqa88/Screenshot%202014-02-24%2022.08.05.png Then all worked out well ingame. No need for the ladder to be in any particular hiearchy. Just named it ladder and placed it under chassis, all done. Remember to have all these materials extracted and into the texture folder you use.. as the textures get "saved" into the modelfile you export :) EDIT: Also remember to add the texture layer properties correctly. Press EDIT and choose For the first texture : Current - Texture - Current - Modulate and manual UV 1 For the genericmud : Current - Texture - Current - MultiplyAdd and manual UV 2 And for the smallspecmap : Current - Texture - Specular - MultiplyAdd and manual UV 1 https://www.dropbox.com/s/ul0uiffqdnnyico/Screenshot%202014-02-24%2022.15.35.png
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PedVariations Questions, Merging and adding Policevest
Edited to invite anyone to help :) <3
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PedVariations Questions, Merging and adding Policevest
I am having some small issues with adding a police vest to a ped, and im wondering what could be wrong. I took the the m_y_construction01 ped, and merged it with the m_y_strooper and remodeled it with a new vest and such. The vest does not spawn ingame, but in OpenIV everything looks very nice indeed. It comes up with the right names ( feet_001 and feet_002) Feet_001 being the "dummy" object with a material added to it. And Feet_002 being the vest itself, with its own material. Material seems to be added correcly. [picture : https://www.dropbox.com/s/r7hllfkcm9e08gl/Screenshot%202014-02-21%2023.26.51.png ] But ingame, everything work except the vest, So when going into simple native trainer, and choosing the model and clothes. feet says 2 2 1 1. Which means there are two Models, and that the second one is applied. But the 001 does not work at all, cant change to it. And the console is telling me everytime i press Spawn M_Y_Strooper [CPlayer] Ped.Get: Local handle is not player handle. Did someone change the model from remote?"
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Want a car made?
Would love to see this one :) Nilsson Volvo Ambulance
- Corleone's Modifications
- Corleone's Modifications
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[API][WIP/REL] Callouts+ - Additional LCPDFR API Callouts
Works very well for me atleast! But if you have PreloadAllModels=False set to True in LCPDFR.ini it will cause more lag when the lcpdfr and Callouts are installed together and either script creates a callout. This is with a high amount of modded vehicles tho. But heavy lag like you mention Someone22, was all gone when setting it to False. No more texture loss either on callouts.
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Wanted Levels in LCPDFR?
+1 But i must agree with Nicolai on the ability to manually set the level. For example a chase could be a level 5 in one minute. Then the chase could be over. And needless to say, alot of special units crashing on top of you trying to apprehend the poor guy who accidentally hit some peds and gained 5 stars would be awfull :) Would be great to have the chance to step up the levels according to the situation at hand :)
- Corleone's Modifications
- ELS Version 7.1 preview