elitegrunthuntr
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elitegrunthuntr got a reaction from Captain Miller in RageHook's .zip file corrupted upon download?I had the same problem using Windows Explorer to unzip the files. I was able to download and unzip the files just fine using 7zip.
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elitegrunthuntr reacted to Cosmo in [REL] Cosmo's Lenco VariationPretty big update, got the vehicle in-game finally.
There are less bugs than I expected, but there are also some I never would've expected.
Many screenshots are below and in the spoiler. Tell me what you think.
What does everyone think about the general size of it? I was trying to make it slightly smaller than the vanilla Riot but not too small because it is still a fairly large vehicle.
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elitegrunthuntr reacted to alexguirre in [WIP] NOOSE Tactical Response Unit - Rappel, Ballistic shield, Zip line, Crouch, Flashbang grenades...National Office of Security Enforcement Tactical Response Unit
NOOSE T.R.U. is a plugin that will improve the way you play as a NOOSE agent by giving you special forces capabilities, like rappel or use a ballistic shield.
Current goals:
Crouch Usable ballistic shield Rappel Usable zip lines Flashbang grenades Partners Callouts aimed to use this features
Early version screenshots:
Suggestions are welcome.
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no thinking of the lightbar (whelen liberty) the blackjesus made. if i get permission to put in on this car and then it would be an fib version.
lightbar is complete:
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dodge with the valor
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elitegrunthuntr reacted to GravelRoadCop in Check out ELS for V!I am part of the ELS team and I feel confident to report what is the latest status. A little over eleven years ago, Grand Theft Auto : San Andreas was released to PC. GTA San Andreas, for many of us, was the start of our first serious 'gaming career' that afforded us the opportunity to introduce a new kind of entertainment aspect to the game, unknown to many : roleplaying as an Emergency First Responders. From driving a crown Victoria police cruiser outfitted with real life products and with custom sirens in single player, to being part of an immersive multiplayer platform where you can role-play as a Police Officer, Firefighter, or Paramedic. SA-MP has helped paved the way for communities to plant imaginative seeds and to solidify the foundation of creating mods achieving a realistic atmosphere. Police, Fire, and EMS vehicles, textures, sirens, and many other layers that was given birth by members who wanted to contribute to the greater cause, allowing a minority group to become a vital key in creating the gameplay that allows us to experience the imagination and dreams that we all have . From watching COPS to being part of visually unique worlds where we can pretend the roles some of us dream of becoming. GTA SA San Andreas helped us create a community where we can share our interest as a collective hive. Naturally, we wanted more. Grand Theft Auto IV was next to come out, and the game opened many new possibilities that was not achievable in San Andreas. It gave us a platform to expand our creativity and imagination and broaden the horizon of emergency services modifications. One of the many successful mods that helped lay solid foundation to achieve a dynamic realistic gameplay was ELS created by Lt.Caine and his A-team. Emergency Lighting System opened a new door for modelers to design their vehicle models beyond a limit and achieve the vision they had imagined. They created the image that we all see in the real world, on COPS, or in front of us and we are lucky enough to experience it. Multiple patterns, custom siren tones, interactive control panel -- it was art. It inspired people to follow their dreams, it inspired people to show their interest in law enforcement, firefighting and emergency services. It inspired others to lay down an example for others to follow because we all knew that there will be the next big bang ... and we wanted to make sure that we had a community healthy enough to grow into the next chapter ... Grand Theft Auto V. When we first saw early concepts for Grand Theft Auto 5, we were struck by how far Rockstar Games had come. We all had realized that GTA 5 was going to be the game that we all waited for since SA. We all knew that this game will allow us to introduce a new kind of level of entertainment that was not possible in SA, or IV. We all knew that GTA 5 was going to help all of us create a perfect emergency services platform with many finer details to depict and sculpture the virtual reality to emulate what many first responders in real life have to go through. Many of us are excited to experience the new journey and it is still just beginning. With a community as large and passionate as the one we're proud to be a part of, we’ll continue to refine, iterate, and update as we experience and share new epic moments on Grand Theft Auto V, together. Lt. Caine has the opportunity to do more than slap a fresh paint on his ELS program. He has the opportunity to design an ELS system that will shape the course of emergency services roleplaying in many years to come. It will allow us to experience the advance features of ELS that was not introduced in IV. It will contain a finer and detailed ELS control box with many options, many new patterns and a reliable tool that we all can put our trust in 100 %. It is a tool that will be designed to keep every one of you as a mission to be accomplished. It comes with a goal to ensure that every user of ELS are safe, noticed and guarded by those who intents to deface your integrity as a Law enforcement officer, firefighter or paramedic on the streets of Los Santos, against live players or AI characters. It will be designed to ensure that you will win the fight. Right now as I am typing this, ELS is on a steady course with strong strides being done. Unfortunately, it cannot go so far without a resource package that depends on LMS. Without this package that Lt.Caine is waiting for, ELS will not be released. This resource package will allow us to introduce new layers to the program that eliminate the need of depending on GTA V natural minerals and resources, which comes with limitations. LMS is the key in breaking down the wall in order for ELS to be the light tower that will show the way of the virtual reality we all want. It became very clear to us that we were going to need a long period of design. There is no release date set in stone, and we have no idea when it will be finished. It will take a matter of months before we are confident to share this kind of information. But we want to let you know that the program will done when we feel that the quality is beyond the vision that are highly replayable. To foster the most direct relationship with our fans possible, we will focus exclusively on content delivered complete and not broken. All we ask from you guys is your patience because it will pay off with great rewards in the end. Thank you. -
elitegrunthuntr reacted to Desmond98 in [WIP] LAPD/LASD/CHP FPIU (2014)in next update:
-the correct position of hands on the steering wheel (100%)
-working dials and little dashboard update (maybe)
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elitegrunthuntr reacted to Sam in LSPDFR 0.3 - November UpdateThis is the sixth part of our LSPDFR 0.3 preview series. For more information about the background behind 0.3, check out the previous installments here: http://www.lcpdfr.com/forums/forum/880-news-updates/
Continuing with the idea of posting regular updates on our progress with 0.3 on Tuesdays, we're back with a look at what's to come in the next version of LSPD First Response.
First of all, let me very quickly pay attention to the success of the mod so far - we've surpassed the half-million mark in terms of total downloads, and despite there only having been two releases, you can clearly tell that everyone is still as engaged and excited as ever, awaiting what the future holds. Especially nice to see has been the flurry of suggestions and ideas that have been floated around by so many people throughout the community, and you can be sure that we're really looking forward to delivering LSPDFR 0.3, which features many of them.
In an interesting twist, one of the new features coming to 0.3 is actually something that we don't think has been suggested much. When developing the final versions of LCPDFR, we invested some time in creating a development system which basically turned LCPDFR upside down, putting the player in the position of a criminal being chased by the police. This turned out to be a vital tool for us when testing police pursuits, with the rationale being that if the cops could chase the player, they'd have no problems at all chasing non-player characters.
This system has actually been present in all versions of LSPDFR, although it was a last minute addition and therefore very rough around the edges, which might explain why it was tucked away as an 'Easter egg' (one that I won't spoil for those of you who haven't found it). In tandem with the development of our new pursuit logic, we also re-created the ability to be chased by the police, ensuring that our logic was designed both for players and peds. Therefore, while off duty with 0.3, you now have the option to hand over control of any pursuing officers during a wanted level to LSPDFR - making it so that you will be chased in exactly the same way that all other suspects are.
It's fair to say that the results of this can be staggering (literally)!
Perhaps it is also worth mentioning as well - while there's a massive number of big new features making their way to LSPDFR 0.3, we've also been making an effort to pay attention to the little details in a number of areas, including things like smoother animations and improved backup spawning positions.
Indeed, one cool example of this is the new 'hand on holster' animation that we've added in LSPDFR 0.3. Unlike some other ways of doing this, the player's body isn't rigidly locked, meaning that character body movement is actually properly synchronized with player movement. This also acts as a really cool way to draw your weapon, as the transition from holding at the holster to aiming down the sights is seamless.
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elitegrunthuntr reacted to Desmond98 in [WIP] LAPD/LASD/CHP FPIU (2014)some news:
I decided to not stop the project
updated is ready, just fixed broken glass bug
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elitegrunthuntr reacted to SeaHawk14 in [WIP] LAPD/LASD/CHP FPIU (2014)Welcome back Desmond,
It's very good new to hear you're continuing with the vehicle. F5544 has updated his lightbar significantly, so perhaps that's a change to integrate into a future update.
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elitegrunthuntr reacted to ineseri in LSPDFR 0.3 - Hot PursuitAs long as people keeps asking for it, we don't really get more inclined to release stuff. It's done when it's done.
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elitegrunthuntr reacted to TrooperT in (WIP) Washington State Patrol packGood morning, afternoon, or evening depending on where you are at,
I am proud to announce that I am working on a vehicle texture pack and Ped skin pack for the Washington State Patrol. I made great progress this evening, however I want to make sure I get all of the kinks out to ensure its 100% to everyone's satisfaction. Currently here are issues that are being worked through:
- Ford Explorer model that is currently released has a bug where you cannot make the entire grill black. The WSP real life counterpart has a black grill. I will continue to monitor a fix or pursue another model if it becomes available.
- Will work towards creating a texture for the Chevy Tahoe.
- Working to get a better HD quality for badges on the campaign cover and uniform.
-Working to try and change out the silver watch with a black tactical watch as seen with the Police 1 model.
- Working to try and make a long sleeve uniform with the WSP bow tie.
Uniforms have been created by myself
Credits for vehicles used are as follows:
Desmond98's Ford Explorer
NIGHTKID's Unmarked CVPI pack
****Please feel free to give me ideas, criticisms, etc. I appreciate all feedback*****
As a side note, if there are enough requests, I can make a vehicle skin pack for the Washington State Patrol's "Target Zero" team which essentially is their DUI emphasis patrol.
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elitegrunthuntr reacted to SeaHawk14 in [WIP] LAPD/LASD/CHP FPIU (2014)I'm sorry to hear that Desmond, but don't be demotivated, actually you've achieved a lot in my eyes. You've managed to release a vehicle which no one else has, to a very good quality as well. The exterior came out really well, and you managed all criticism and suggestions very well also. For a first mod, you've really exceeded most people's expectations and really you should be proud of what you've done. It's a pity how the community works, but that's just the way it is. When you release it unlocked I can only hope that the next person is as hard working and dedicated as you were towards this vehicle.
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elitegrunthuntr reacted to Arxhive in [WIP] 2012 Ford Police Interceptor UtilitySome glamour shots for everyone:
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Deep breath guys!
Just want to clear a few things up. I made this mod EVL compatible for a few reasons:
I am lighting freak and I really like flexibility a mod like EVL affords. I've been dying for a traffic adviser, and now i am have one that is close. It is much easier to setup (for the mod maker anyway) than using the stock sirens. No trying to guess where the siren will pop up, or whether you got the scale and offset correct, not messing with the siren settings lines in meta files, etc. You put the flash object in the correct spot in it's actual size, group it with others that you want it o flash with and boom, it works. I knew i was going to make the jump ELS as soon as it was released, so experimenting with EVL should allow me to transition, with little effort, to ELS as soon as it arrives. EVL is a stopgap. That said, i realize that ELS and EVL is not everyone' cup of tea and the approach it takes certainly has it's drawbacks. Perhaps it's biggest Achilles heel right now is that there are currently only 9 extra slots are accessible to use. That sounds like a lot, especially since you can put many flash objects in each extra (unlimited really), but each flash in an extra all have to share the same local pivot, as far as i can tell. Why is that a limitation you ask? well, its only really a problem on parts that move. Take the doors for example, you'll notice i no longer have lights on the door mirrors. Well that is because the when the light was flashing and you opened the door, the light would still flash as if it was closed. To make it work, i would have to nest the extra to the door as child object, so that when the door object rotates, so does the flash. But that would force all the lights being used by that extra rotate too,which of course would look odd. I could just use extra 1 and extra 2 only on the left and right doors, but that would leave only 3 and 4 for the primary pattern. and that may very well work, i need to try it and see. Another option i was toying with is using a combo of stock sirens and ELV, use the stock sirens on the door mirrors, and other parts that open (boot for example, but since that is opened much less then doors, it's not as bad) ELS may very well have a way around this problem, and i hope it can use more extra slots, but time will tell.
Why am I telling you guys all of this? well, i guess to let you know in the world of modding, just like real life....everything is a compromise personally i choose the path that gets me as close to my vision for a vehicle as i can get.
But to answer the question asked, i will certainly consider making a non EVL/ELS version after i get this version out. But it will probably be a slick top ;)
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Also, i was thinking about a way to add "preventative patrol" lights as an optional extra. I think it would not be too hard to make them turn on with extra light 15, or just set them to an emissive and they would always be there...turned on on low power. Would be of interest to anyone, or is it just overkill/dumb?
For those who don't know what i am talking about, a lot of city police forces in the us are turning on low powered red and blue lights whenever the engine is on. The idea is announce police presence to prevent crime. DC has been doing it forever...
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Hi All,
1. The PPD is just a skin I made for testing, it won't be the base skin when released. I made it for fun because it's a my local big city police force. In my opinion, it should "ship" with standard LSPD, LSSD and North Yankton skins, just like the standard in game police cars. Those that want to make LAPD based skins or any other, will be welcome to do so. In fact some people already have ;)
2. I am making a wheelen liberty II bar for this car because I like that bar, and that's most popular bar used on this car in this area where I live. I have not seen one available on this site yet, so i am making one. I am modeling and texturing it from scratch, and configuring it for use in GTA.
3. This is explorer is indeed a conversion of the NFS model, just like the other one. It's a decent enough model to start with, but it's just a basic shell....a crap TON of work has to be done to it to get it work in GTAV. Which is why it takes so long.
4. The closed beta, which has not officially started yet, will certainly add more people as we go, I will post here when i need more volunteers. I want to keep the number small and the processed very controlled so that when it's released, it will be as bug free as possible. That way people can just enjoy it, and it will just work.
Yes, I will probably do that AFTER i get this version out the door.
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hey david, there is news about the ford.
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elitegrunthuntr reacted to jdude in Siren Sounds NO longer work!!!I am having a similar issue. The "j" key no longer works to toggle my siren sound on and off. The "j" key has worked in the past however just today I cannot toggle my siren on and off.
I have not added any mods or plugins to my game and I am running simply the base version. I have the most updated RHP aswell.
Thank you for any advice!
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elitegrunthuntr got a reaction from unr3al in RageHook's .zip file corrupted upon download?I had the same problem using Windows Explorer to unzip the files. I was able to download and unzip the files just fine using 7zip.
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elitegrunthuntr reacted to Andrew Lincoln in OpenIV: Out Of Memory IssueHi all,
I just need some support on OpenIV as I constantly get an error saying 'out of memory'. Having this problem almost every time I try to save a texture. I'm not sure if its my side with storage but I have a lot spare. The textures are of a high resolution so could that be an issue as when I replaced a texture slot with a low resolution I had no problems. Does anyone know the issue and possibly how to fix. Furthermore the 'E' part could be my hardrive which I have GTA 5 installed on.
Type: "EOutOfMemory"
Message: "Out of memory"
Please could an admin put this in the actual support for non LSPDFR stuff. Sorry.
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elitegrunthuntr reacted to Markadaliah in CHEVY VAPRICE PPV HELP REQUEST! PLEASEATTENTION: I am a new modder, who has put laptops in my vehicles before, and put certain police elements onto cars, I recently had a virus issue that took a while to resolve, so I did not retain a lot of what I learned.. I simply don't know how to import/export correctly. If someone will get with me and help me learn (or just do this model for us today lolol) I will have this done by tonight. I have spent now half of this day trying to learn the full spectrum of import/export but there are not enough tutorials on it for my specific situation. I need to learn how to added textures the right way, and export, I am always getting missing errors of some sort. Either way, someone please get with my and lets make this! I LOVE the Caprice cops rolling around my town, and I WILL make sure this is working by tonight if anyone is willing to give me a crash course, Thanks guys, so excited to at least see progress on a caprice other than the Fugitive.
THIS WILL NOT TAKE VERY LONG so please help me get this car in action asap!
-game crashes when trying to spawn ppv
-does not use all textures it is supposed to because I'm not sure how to figure it out all the way
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elitegrunthuntr reacted toDeactivated Memberin LSPDFR 0.3 Announcement + First PreviewWhen I see an update on LSPDFR
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elitegrunthuntr reacted to Sam in LSPDFR 0.3 Announcement + First PreviewAfter a short break from the non-stop development of the first couple of versions of LSPDFR, we're really excited to officially announce the next installment in the series - LSPDFR 0.3. As you might have come to expect, LSPDFR 0.3 takes strongly after its predecessors, introducing a big bunch of groundbreaking new features and gameplay.
With actually only a few weeks of development, it is amazing how far this next version of LSPDFR has come, and the extent of fresh, new content and possibilities that it offers.
You asked, we listened. Arresting suspects has been drastically improved, especially with the brand new addition of interactive cuffing - no guns required!
With 0.3, we've taken the time to rebuild some of the core mechanics of the modification, particularly as it comes to arresting suspects. With a brand new interactive system, you can now easily and seamlessly place stopped suspects in handcuffs. The animations for this are incredibly fluid, as is the way in which the process works, with interactivity being a key component. In 0.3, when you arrest someone, there's a very tangible feeling of control - a massive improvement from earlier versions where, due to a reliance on normal playback, it could often feel as though you had been taken out of the game as you waited for an animation to finish.
The Vapid Police Interceptor makes its LSPDFR debut in 0.3. Well, with our entirely new and seriously powerful XML based backup unit customization, so does every other vehicle (and ped) in your game too!
We'll be sharing more about the features and changes in LSPDFR 0.3 over the next week or so, as we take a more in-depth look at what 0.3 brings to the table, including the full Downtown Police Station interior, amazingly improved interaction with suspects, and much more!