Reputation Activity
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F5544 got a reaction from Michael21107 in Carmodders, importance of Lods.Hi,
I made an topic for every gta v car modder and hoping they will learn or use this.
This is very important against bugs.
You have some lods.
you have a normal.yft and a high.yft.
When you are sitting in the car the game uses high.yft. that's the one with the most details.
then you have normal.yft with and L0, L1,L2,L3.
How further you stand from the car how less detailed it is. that is for the efficiency for the game engine. then it doesn't load the whole model. and giving the vid mem more space for other things.
what some people do, (let say the cvpi what is current.) they use one detailed version for all L0,L1,L2.
eventually the game will crash or you get texture popins because of the use of that vid mem in the distant.
That's why i am making a version that meets the game standards.
I hope that car modders will use this for his own convert. That will make the game more stable.
Regards,
F5544
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LSPDFR & RAGE Plugin Hook Enhanced and Upcoming Site Upgrades
We're excited to share the latest updates on projects bringing LSPDFR and RAGE Plugin Hook to GTA 5 Enhanced Edition alongside refreshing our entire website - with new features, a new design and a more fluid experience.
LSPDFR & RAGE Plugin Hook Enhanced
With the recent release of Grand Theft Auto V Enhanced Edition @LMS has been working on porting RAGE Plugin Hook. While still in its early development stages, RPH is now successfully running on the Enhanced Edition with most of the basic features working, including running small plugins and DX12 rendering. In addition, our biggest LSPDFR update ever is currently in closed-beta testing and we hope to have more news on it soon.
Below are some screenshots of these previously console-only vehicles being spawned through RPH in the Enhanced Edition.
RPH running on the Enhanced Edition.
RPH on Apple Silicon
As part of the port to the Enhanced version and DX12 support, we have streamlined some core systems, now allowing RPH and LSPDFR to run on Apple Silicon. We're still addressing performance issues and visibility concerns before considering a potential future patch.
LSPDFR and RAGE Plugin Hook running on a MacBook M4.
Website Platform Update and Invision Community 5
We're in the early stages of migrating from Invision Community 4 to 5, which will transform our entire platform.
This update combines rewrites of Invision Community core features with rewrites of our own software to provide users with a faster and cleaner experience. Community members will enjoy a fresh design and responsive theme that follows your OS dark mode decision. On top of this, substantial effort across the board has been made to fix performance issues.
Most of the changes to our new platform are behind the scenes, but the most visible improvement you'll see, apart from the general design change, is the new editor. This new editor comes with many improvements and is easy to use. It also introduces some new features, like Content Boxes, that will make structuring mod download pages a little bit better.
We hope to provide further updates over the coming weeks and months as we prepare this for release.
In progress development of our new platform using mock data.
The new editor, showcasing the Content Boxes feature.
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F5544 got a reaction from DCarausu in Small / Large Tow Truck Issue?Its a bug in the rph plugin hook or stop the ped. They are working on it. Got the same problem
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F5544 got a reaction from xemco in RagePluginHookGot it to. Since the last framework windows update
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F5544 reacted to Zenitae in Red Dead Redemption 2 Coming to PC November 5th!Assuming mods will be a thing, just think of the possibilities! 😮
Personally, I just want ELS horses...
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F5544 reacted to JAM in Red Dead Redemption 2 Coming to PC November 5th! -
F5544 got a reaction from JAM in Red Dead Redemption 2 Coming to PC November 5th!Woohoooo :D:D:D:D:D
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F5544 got a reaction from purplepotatoes14 in [Research/WIP] Custom Light Patterns through carcols.ymtMaybe new development regarding rotating siren lights.(no els)
I have been testing with the settings shown in this video and got the scale working with the rotating parts. now you can see the rotating reflector is also the same color als the light.
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F5544 got a reaction from KINGBOB136 in LSPDFR 0.4.2 - Coming Soon!Nice work team. Really appreciate your hard and dedicated work. Keep it up. There are thousands if not millions people playing this awesome mod of you. Thank you.
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F5544 got a reaction from riquebr in LSPDFR 0.4.2 - Coming Soon!Hope not. This is an individual request. Only common request.
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F5544 got a reaction from Narobic in Request Board: Free Me! | Remove unnecessary controller bindingsThank you very much. Great work. Really appreciate it
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F5544 got a reaction from Narobic in Request Board: Free Me! | Remove unnecessary controller bindingsHi Narobic,
As first i would thank you for giving so much support.
Is there a configuration to disable the phone up and select camera?
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F5544 got a reaction from Lozano71 in Exploring custom lightbar GTAV Siren Lights(ELS).Update.
HI,
As many of the modders are making cars for the game, i am focusing on the ELS siren lights of gtaV
It is not easy to understand the logic that rockstar has made for the siren lights.
As far as i know for now is:
-The lights are bounded to the mesh pivot.(and not the dummy)
-the lights has a preset direction (no omni/360 degrees)
-the ELS mesh is moving from direction when the light is flickering on that moment.
-the ELS mesh Scale is bigger when the light is flickering.
-the emissive material setting for the lights is not yet known.(and for the first tries i couldn't reproduce this)
If you have information please share it on this topic
Update:
-The mesh scale distance(small off light mesh to rezised bigger on light mesh) is related to the distance between the siren dummy and the mesh.
if the siren dummy is at the same distance as the mesh, the mesh only resize to its bigger enabled form. but get no position change.
disadvantage of this, the mesh in siren off will be visible.
-The mesh scales with 50% bigger when sirens enabled.(so making the emissive siren mesh 50% smaller then the original, it will be resized to it's original form.)
Update 2/3:
-Siren dummy and pivot points need to be at the same place.
siren 1 =left red cannot rotate light(always the left direction) Rotate mesh 90 degrees clockwise
siren 2 =front red(light can be rotated. to do this rotate pivot and siren dummy axe)
siren 3 =back red(light can be rotated. to do this rotate pivot and siren dummy axe)
siren 4 =back blue(light can be rotated. to do this rotate pivot and siren dummy axe)
siren 5 =front blue(light can be rotated. to do this rotate pivot and siren dummy axe)
siren 6 =right blue cannot rotate light(always the right direction) Rotate mesh 90 degrees against clockwise
siren 7 =front red(light can be rotated. to do this rotate pivot and siren dummy axe)
siren 8 =front blue(light can be rotated. to do this rotate pivot and siren dummy axe)
siren 9 =front red(light can be rotated. to do this rotate pivot and siren dummy axe)
siren 10 =front blue(light can be rotated. to do this rotate pivot and siren dummy axe)
siren 11 =back red(light can be rotated. to do this rotate pivot and siren dummy axe)
siren 12 =back red(light can be rotated. to do this rotate pivot and siren dummy axe)
siren 13 =back blue(light can be rotated. to do this rotate pivot and siren dummy axe)
siren 14 =back blue(light can be rotated. to do this rotate pivot and siren dummy axe)
siren 15=back red rotate mesh180 degrees
siren 16=back blue rotate mesh180 degrees
siren 17=front red(light can be rotated. to do this rotate pivot and siren dummy axe)
siren 18=front blue(light can be rotated. to do this rotate pivot and siren dummy axe)
siren 19=front red(light can be rotated. to do this rotate pivot and siren dummy axe)
siren 20=front blue(light can be rotated. to do this rotate pivot and siren dummy axe)
so the best position to have the lightbar mesh is between sirenmesh(no flash) and siren mesh (flash)
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F5544 got a reaction from sjain in Carmodders, importance of Lods.Hi,
I made an topic for every gta v car modder and hoping they will learn or use this.
This is very important against bugs.
You have some lods.
you have a normal.yft and a high.yft.
When you are sitting in the car the game uses high.yft. that's the one with the most details.
then you have normal.yft with and L0, L1,L2,L3.
How further you stand from the car how less detailed it is. that is for the efficiency for the game engine. then it doesn't load the whole model. and giving the vid mem more space for other things.
what some people do, (let say the cvpi what is current.) they use one detailed version for all L0,L1,L2.
eventually the game will crash or you get texture popins because of the use of that vid mem in the distant.
That's why i am making a version that meets the game standards.
I hope that car modders will use this for his own convert. That will make the game more stable.
Regards,
F5544
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F5544 got a reaction fromDeactivated Memberin Carmodders, importance of Lods.Hi,
I made an topic for every gta v car modder and hoping they will learn or use this.
This is very important against bugs.
You have some lods.
you have a normal.yft and a high.yft.
When you are sitting in the car the game uses high.yft. that's the one with the most details.
then you have normal.yft with and L0, L1,L2,L3.
How further you stand from the car how less detailed it is. that is for the efficiency for the game engine. then it doesn't load the whole model. and giving the vid mem more space for other things.
what some people do, (let say the cvpi what is current.) they use one detailed version for all L0,L1,L2.
eventually the game will crash or you get texture popins because of the use of that vid mem in the distant.
That's why i am making a version that meets the game standards.
I hope that car modders will use this for his own convert. That will make the game more stable.
Regards,
F5544
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F5544 got a reaction from Effegi88 in Los Santos Real TV VideosNice video,😉
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F5544 got a reaction from Ranger61 in [Research/WIP] Custom Light Patterns through carcols.ymtI tested the multiple lights but I think it was just a glitch. I am sorry. Was to exited with reporting before testing. If you have for example 2 siren1 dummies. The game only uses one of the 2. If we just can select which dummy. Then you can use it in rph. One as direction bar and one as siren lights.
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F5544 got a reaction from Down Under Mods in [Research/WIP] Custom Light Patterns through carcols.ymtzmodeler accepts duplicate siren nodes.
so you can use siren 1 twice for example. i will test it further and will explain everything since i discovered it yesterday by accident.
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F5544 got a reaction from rukrim in [Research/WIP] Custom Light Patterns through carcols.ymtnow you can duplicate objects without zmod error. before you export was impossible.
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F5544 got a reaction from rukrim in [Research/WIP] Custom Light Patterns through carcols.ymtzmodeler accepts duplicate siren nodes.
so you can use siren 1 twice for example. i will test it further and will explain everything since i discovered it yesterday by accident.
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F5544 got a reaction from rukrim in [Research/WIP] Custom Light Patterns through carcols.ymtyes tested it, and it uses the same properties as the original sirenlight.
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F5544 got a reaction from rukrim in [Research/WIP] Custom Light Patterns through carcols.ymtnot more than 1 duplicate for now
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F5544 got a reaction from OfficerFive0 in [Research/WIP] Custom Light Patterns through carcols.ymtnot more than 1 duplicate for now
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F5544 got a reaction from OfficerFive0 in [Research/WIP] Custom Light Patterns through carcols.ymtyes tested it, and it uses the same properties as the original sirenlight.
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F5544 got a reaction from Jakeus in [Research/WIP] Custom Light Patterns through carcols.ymtzmodeler accepts duplicate siren nodes.
so you can use siren 1 twice for example. i will test it further and will explain everything since i discovered it yesterday by accident.