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flanders

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  1. Like
    flanders reacted to Sam in LSPDFR 0.4 - Ambience   
    This is the fifth and final part of our LSPDFR 0.4 Preview Series.  Not caught up yet?  Check out the rest of this series here: https://www.lcpdfr.com/forums/forum/880-news-updates/
     
    One of the things we like most about developing new versions of LSPDFR is that with each version we have the opportunity not only to work on major new features, but also the smaller details that our mods have come to be known for over the years.  Of course, 0.4 is no different in this regard and a lot has obviously changed since the early days of LSPDFR, offering us with a bunch of new ways to focus our attention to detail.
     
    More Realism
     
    Getting straight to the point, a significant change that we're making in 0.4 relates to how the player is perceived within the game's world.  Now, while this obviously isn't a sexy, new, video-worthy showstopper of a feature, it is nonetheless an important development behind-the-scenes - one that we think, despite its subtlety, will have a positive impact on your gameplay.
     
    In 0.4, you'll notice that while on duty, other characters within the world will treat and react to you differently.  As GTA V was never a game about being a cop, it's easily understandable that when you quite simplistically do become a cop - while keeping the underlying theme of the game - there's going to be things that don't feel quite right.  You might notice, for example, that other characters within the world are overly aggressive towards you, itching for a fight at the slightest confrontation, or sometimes in the absence of any confrontation at all.  Conversely, the opposite is often true where the most banal or routine encounter can send people hurrying away in abject panic.  Both of these reactions are problematic as people generally don't just spontaneously approach a cop and proceed to cuss them out, nor do they begin hysterically fleeing at the sight of a stun gun. 
     

     
    Stun gun hysteria and stampedes no longer, LSPDFR 0.4 introduces more 'contemporary' reactions, like everyone summoning their inner videographer.
     
    These adjustments to the game's core apply in a number of other cases too, of course.  We thought it was pretty unlikely that the typical reaction to a police officer standing in front of someone's car would be for the driver to flip them off, and then - as if that wasn't enough - to then run them over for good measure.  Likewise, it was always pretty ridiculous that you can't enter another police officer's car as a passenger without them freaking out and thinking that you're trying to steal it.  All of these behaviors have been adjusted, and we think that you'll feel far more like an actual cop within the world - rather than just a retired bank robber dressing up with a badge.
     
    And yes, while there are a number of mods out there that can help to mitigate many of the scenarios I've described above, they don't really offer a comprehensive and consistent solution simply due to technical restraints.  Our changes are at a much lower level and offer us a higher degree of control on a per-character basis.  This is great for flexibility and performance, and we think you'll really notice the difference when out and about on patrols.
     
    New Interaction Menu
     
    Sticking with the topic of small detail, increasing the level of interaction in LSPDFR is something that's very important to us - especially with the new focus on character in LSPDFR 0.4.  Indeed, we previously showed off a number of new interaction options that will be available during vehicle pursuits, but we've also taken the time to make big improvements to the more general Interaction Menu, offering you most of the features currently available in GTA Online, but with an LSPDFR twist.  Among the changes to the Interaction Menu are "quality of life" improvements like being able to quickly waypoint the nearest police station, as well as additions like new dialogue, actions and the ability to set your character's mood.
     
    Similarly, you can now also change the way that your character walks, but it doesn't quite stop there as in keeping with the general idea we outlined above of making the game feel more suited towards being a cop, there's a special "Cop" walk style that not only makes your character walk around like an officer, but also completely replaces their generic "idle" animations - subtle movements that your character makes while stationary - with more appropriate police styled ones.
     

     
    The more feature-complete Interaction Menu in LSPDFR 0.4 enhances your control, allowing for greater immersion.
     
    Additionally, we've carried over this level of detail to the Police Radio options too, replacing the static animation that currently plays in this menu with a number of different options that can be cycled between instead, including a nifty new LAPD style handheld radio (as well as the option to play no animation at all).  Again, this is a small detail, but we hope that the enhanced level of immersion will be welcomed - especially if playing as an FIB Agent and communicating via an earpiece instead of a shoulder mic, for example.
     

     
    New technology in LSPDFR 0.4 produces incredibly lifelike scenes - you can freely move while using the police radio without any animation issues like arms being locked in place, etc.
     
    Finally, still on the topic of detail, we've topped things off by adding a proper police flashlight to LSPDFR 0.4.  Yes, we know that there's a bunch of ways to use a flashlight currently whether it be the vanilla one that looks like it's straight out of a horror movie, or through other mods which suffer from animation problems, but ours is a little different.
     
    Already alluded to in the first preview we gave of LSPDFR 0.4, our flashlight is properly held above the head and can be used both by the player and other NPC officers.  It doesn't affect player movement, and you can freely walk, run, sprint, etc. while still holding the light.  If enabled, equipping it is a seamless process too - simply select the flashlight from the weapon wheel and LSPDFR will take care of the rest.
     

     
    The new flashlight in LSPDFR 0.4 tops off our efforts to bring more immersion and realism to the mod.
     
    Ambient Crime
     
    In our previous post detailing some of the technology behind LSPDFR 0.4, we mentioned that we had added Scenarios to 0.4 - scripted events that could take place during pursuits and traffic stops.  Similarly, we also noted that 0.4 introduces a new Crime System, capable of actually recognizing crimes that take place in the game world and providing functionality for the player to get involved by reporting these.   Expanding upon this idea, we wanted to make sure that we fully realised the ambient world that Grand Theft Auto V provides, and to do this we've manipulated a couple of lesser-used features within the original game.
     
    In the normal game, the player will sometimes be confronted by other characters within the world as a result of the agitation system built into the game which allows NPCs to insult or shove the player, for example.  In LSPDFR 0.4, as a result of some research by @LMS,  we've now been able to implement the same system, but for NPCs instead.  This means that NPCs can become agitated with each other, begin trading insults, get into angry shouting matches, or eventually, physical confrontations.  Plus, as these are actually 'legitimate' game events, other characters nearby will react appropriately, which also ties in really nicely with the Crime System and provides the player with something other to do than respond to dispatches or pull over vehicles - there's now hopefully much more actually happening within the world and consequently, more things for the player to notice while on patrol.
     

     
    Manipulating the game's agitation system results in a much richer world - seen here are two NPCs engaging in a spontaneous confrontation.
     
    Note that screenshots show LSPDFR player and non-player-characters wearing some outfits from EUP - which is entirely optional - special thanks to @Alex_Ashfold for his collaboration with us and for providing a development copy of EUP 8.0.
     
    Thanks for reading the preview.  We appreciate your patience as we put the finishing touches on LSPDFR 0.4 and hope to have more news soon.
  2. Like
    flanders got a reaction from karateman260 in Handling   
    This should help.
     
    http://www.gtagaming.com/forums/showthread.php?t=118800
  3. Like
  4. Like
    flanders reacted to Sam in LSPDFR Future Development   
    Overview
    With all the discussion about the features in LSPDFR being a hot topic right now, I'd like to take the time to provide some information on the current state of script modifications in GTA V and what our plans for future versions of LSPDFR are.
    A lot of people have expressed their desire for things like stop and frisk, more detail on traffic stops, etc. which we introduced in LCPDFR to be added to LSPDFR.  Yes, these are pretty important features, but they are also ones which we're just not quite ready to implement in the mod due to the current state of script development for GTA V and some limitations in the game itself.  Let me make it quite clear that nobody is saying that these limitations will never be resolved - it is highly likely that they will be, however this is unfortunately a process that takes time.  Perhaps now would be a good time to remind everyone that the game was released two months ago.
    If we compare the first version of LSPDFR to the first version of LCPDFR, the huge amount of differences between the two is immediately clear, with just a few below:
    No pursuits No callouts No suspect transporation No AI management No ambient features And it crashed every 5 minutes The first version of LSPDFR was never going to be LCPDFR 1.0.  There was an almost two year gap between the LCPDFR 0.95 series and the first release of LCPDFR 1.0.  Additionally, LCPDFR 1.0 was also developed a whopping four years after the release of the game - when almost every scripting function for GTA IV was documented and when nearly anything in the game could be modified.  Furthermore, we had amazing developments in scripting like AdvancedHook, allowing us the possibility to access the game's internal memory, giving birth to features like helicopter searchlights and muted sirens.  Despite there being two months since release, these are features that are both in LSPDFR 0.1.
     
    What about stop and frisk, etc.?
    Of course, one of the things that the first version of LCPDFR did include was the ability to search suspects.  This was done by going up to literally anyone and pressing ALT + F, which in case you had by some miracle aligned everything properly, would result in the player patting down thin air.  Nicely though, this animation was something we had to work with in GTA IV.  In GTA V, as far as we know yet (and we've looked over a list containing more than 35,000 animations), there is no such thing.
    Beyond this, we've been asked why it is simply not able to stop pedestrians yet, or why you have to aim at a suspect to arrest them.  The answer is simply that because of technical limitations caused by the game being only two months old, we don't have access to the internal pool containing all of the game's pedestrians.  At the moment, we can only detect certain ones (e.g. ones the player has aimed at, or ones that are spawned by mods), which makes coding what you might think to be 'simple' features, actually quite hard.
    On a related note, because of this, we don't have access to every police officer in the game either, meaning we can't manage every cop like we did in GTA IV.  Although it should be noted that we only started managing every cop in the game in LCPDFR 1.0, which again, was four years after the game was released.
     
    So, what does this mean for future development?
    We'll do what we can with what we have.  Indeed, as time goes by, more progress will be made.  There have been all sorts of features requested, like using the police station interior found in GTA: Online during the Prison Break Heist for booking suspects, etc.  This has always been a planned feature of LSPDFR ever since I first saw the interior.  Using the interior is entirely different thing, however, as it is simply not loaded outside of Online.  There is literally no way to load the interior through native script function invocation - it would require modifications to GTA V's memory, and despite trying for two weeks to do this, we were unsuccessful.
    The most important thing to take away from LSPDFR at this stage is how far we've come in under two months of development of the modification.  We've introduced beautiful new cinematics, we've drastically improved usability by limiting the number of functions bound to keys and implementing more intuitive ways of doing things.  You don't need to remember four different keys for backup anymore, you don't need to hope that the unit you request will come to you instead of a pursuit, and you have more choice over backup units than ever before.  Likewise, we've added our own custom pursuit AI, literally written from scratch, to stop the LSPD from decimating your suspects.  Not only that, but we've finely tuned this through weeks of development to the point where you can have one hundred units in a pursuit, and not drop below 30 fps on capable systems.
    Of course, if that wasn't enough, the first release of LSPDFR is more stable than any previous release of LCPDFR.
     
  5. Like
    flanders reacted to Straysify in GTA V: FireFighter Mod [Released]   
    This is the suggestions/issues/support/discussion thread for the GTA V Firefighter Mod. The Firefighter Mod allows you to play the game through the eyes of a firefighter, responding to many unique vehicle & structural fires. You have a choice between using a fire extinguisher, or your engine's water cannon to take out the fires.
    Download: http://www.lcpdfr.com/files/file/7602-gtav-firefighter-mod/
    ***** Any progress updates will be posted in this thread. *****
     
  6. Like
    flanders reacted to Sam in Wanted Levels in LCPDFR?   
    While the pursuit system being completely overhauled in LCPDFR 1.0 has no doubt provided a much richer experience, I've been looking at ways to further enhance this, to bring out the true potential of the mod.  At the moment, my idea is to implement wanted levels in LCPDFR, similar to those in GTA IV, ranging from 1 to 6 stars.  Each ped would have a wanted level attribute so to speak, which would be 0 by default, and 6 at maximum.  In addition to this, a 'deadly force' attribute would also exist, which would be off by default, and only triggered on when necessary (e.g. the suspect shoots at officers).  This would mean that a suspect could have a 6 star wanted level, but deadly force would not be used.
     
    1 Star
    Gained for minor infractions. Nearby or responding officers will attempt to reprimand (verbal warning) the suspect. If the suspect is in a vehicle, officers will attempt to locate the vehicle and stop it, and then issue a warning. Determined attempts to locate the suspect will not be made and officers will give up relatively quickly. Small search area. 2 Star
    Gained for minor misdemeanors. Nearby or responding officers will attempt to reprimand and ticket the suspect. If the suspect is in a vehicle, officers will attempt to locate the vehicle and stop it, and then issue a ticket. Officers will be more determined to ticket the suspect. Small search area. 3 Star
    Gained for any arrestable offence, or resisting a 1 or 2 star wanted level. Officers will attempt to arrest the suspect. If the suspect is in a vehicle, officers will attempt to locate the vehicle and stop it, then arrest the suspect. Determined attempts will be made to locate the suspect. Specialist units will become involved if nearby. Medium sized search area. 4 Star
    Gained for serious crimes or resisting a 3 star wanted level. Officers will attempt to arrest the suspect. If the suspect is in a vehicle, officers will attempt to locate the vehicle and stop it, then arrest the suspect. Determined attempts will be made to locate the suspect. Advanced tactics will be used, including helicopters and roadblocks. Specialist units will be actively involved. Medium sized search area. 5 Star
    Gained at the instruction of pursuing officers. Officers will attempt to arrest the suspect. If the suspect is in a vehicle, officers will attempt to locate the vehicle and stop it, then arrest the suspect. Determined attempts will be made to locate the suspect. Advanced tactics will be used, including helicopters and roadblocks. Specialist units will be actively involved. Large search area. 6 Star
    Gained at the instruction of pursuing officers. Officers will attempt to arrest the suspect. If the suspect is in a vehicle, officers will attempt to locate the vehicle and stop it, then arrest the suspect. Determined attempts will be made to locate the suspect. Advanced tactics will be used, including helicopters and roadblocks. LCPD units will play a lesser role. Specialist units will play a major role. Very large search area. In addition to this, enabling deadly force on a suspect will result in an instant 3 star wanted level.
     
    Anyway, the point of posting this was to get some suggestions and feedback on the proposal, which I think will be a much better way of doing things.
  7. Like
    flanders reacted to sebek91 in LCPDFR 1.0 is just awesome ! Stolen police car chase   
    WOW ! LCPDFR 1.0 is just awesome ! Look what happened to me, when I realized that we´re in chase with stolen police vehicle I immediately started recording, lol :D I mean wow, that´s really some awesome stuff. Thanks guys for releasing this awesome mod !! I would have never imagined that something like that could happen :D I wish it would last longer but we had no choice when he started ramming at us we opened fire ...
     
    P.S
    Sorry about the quality, my PC isn´t powerful enough to run the game with mods on high, not even on medium :/  
     
    http://www.youtube.com/watch?v=8Vhp5jkMwwg
  8. Like
    flanders reacted to Sam in LCPDFR 1.0 - The Video Preview   
    Back in September we announced LCPDFR 1.0 to be released later this year and showed off a 10 slide preview of the core features with some commentary and analysis from both LMS and myself.  Today, in the spirit of Christmas, and because NB is such a Grinch and it will deeply upset him, we're pretty happy to be able to finally show off the next version of LCPDFR in all its glory in an action packed video preview.
     
    So here it is, a little present from the team to you.
     
    http://www.youtube.com/watch?v=pb16xKPt8o0
     
    From all of us here, have a great Christmas and be sure to stay tuned over the next couple of days - business is about to pick up.
     
    Sam.
  9. Like
    flanders reacted to Harper in How the NYPD gets stuff done. Hilarious video.   
    Backstory: Some woman apparently accuses an NYC cab driver and his passengers of "stealing her cab". The officers reaction is absolutely hilarious from 0:56 onwards.
     

  10. Like
    flanders reacted to c13 in New Detroit Police Chief   
    While the story of Detroit is familiar to many Americans, it is kinda hopeful to see one part of it improving. This article on policemag talks about the new police chief, the 7th in 8 years, with his hopes for improving the department. One of the notable things he's done so far is put 300 eligible desk job holders back on patrol (including one who's sole jobs were to refuel the chief's car and clean the chief's office). It's also interesting to read about the mismanagement in the past, like forgetting to use a grant for a Lenco Bearcat or finding over 50 dodge chargers sitting in a warehouse.
     
    http://www.policemag.com/channel/patrol/articles/2013/10/the-detroit-blues.aspx
  11. Like
    flanders reacted to xandeck in Police Tactics - Real Sim   
    EDITED IN June, 2014.
     
    Hello everyone,
    I don't know if there is still someone from this forum following our game, but I really wanted to tell you that we are officially back developing the game (about a month ago).
    Our company closed a deal with a nice publisher and we are going to launch this year (release soon to be announced in our website).
     
    I really wanted to thank you, everyone, that supported us in the past and I hope we can count with you again.
    Check our website once more to see the news and we even has a recent new (pitch) gameplay video. But our current version (not in video) is MUCH better and we are going to have much more news in our website soon. I really wish I could have some of you guys, fans of police games, to support us.
     

     
    And admins / moderators, please, keep up this great mod, the last version is great and I really enjoy playing it ;)
     
    Cheers
     
    ==================================================================================================================
     
    Hello all,
     
    Its been a long time since my last check here, I was real busy.
    Today I want to announce here a game "for fun" I was creating, I got good feedbacks and now I want to finish this nice project. Its called Police Tactics, a game where you control a police officer life, including its duties while in blue/black and while off-duty.
     

     
    EDIT: this project is now been developed by my game studio, Odin Game Studio.
     
    It will be good to get feedback from a community that loves police related games and this is the perfect moment.
     
    Game briefing can be found here: http://www.indiedb.com/games/police-tactics
    Development blog, with always latest infos: http://policetacticsgame.blogspot.com.br/
    Facebook: https://www.facebook.com/PoliceTactics
     
    Cheers
     
  12. Like
    flanders reacted to chevymanusa in Precinct - From Jim Walls (Creator of Police Quest)   
    http://www.rockpapershotgun.com/2013/07/16/police-quest-reopens-as-precinct/
     
    ABOUT THE GAME  Precinct takes players on a police adventure as officer Maxwell Jones in the corrupt town of Fraser Canyon, CA. Starting out as a rookie and then moving up the ranks, players face adrenaline charged scenarios and conduct real police procedures while solving crimes and arresting perpetrators.  
     
    Looks like it has potential. Hopefully there will be some MP support!
  13. Like
    flanders reacted to PolicePatrolGame in Police Patrol Game - iPhone, released July 31st   
    Hey all!
     
    My indie game Police Patrol Game is finally released today(July 31st)  for iOS!
     
    I posted about this >earlier in these forums (over a year ago), and now finally managed to get it out :)
     
    The game should not be taken too seriously and is not insanely deep with content (yet), but it is out there.  
      
    About the Game
     
    “Police Patrol Game” is a racing and action-oriented adventure game that features Ofc. Chris Kopp as the main character. Chris’s goal is to patrol the streets and ensure that the good citizens stay on the right side of the law.
     
    Graphically, the game is similar to early Grand Theft Auto games (GTA1 & GTA2), and has a top down perspective. The gameplay consists of high-speed chases, arrests, gunfights, and of patrol duty. 
     
    Key Features
    dispatcher missions pull over any non-emergency vehicle gunfights high-speed chases  5 different cop cars (unlocked as player gains rank) 7 different weapons (unlocked as player gains rank) Article on TouchAracade:
    http://toucharcade.com/2013/07/31/police-patrol/
     
    Official Trailer:


     
    iTunes: http://itunes.apple.com/app/police-patrol-game/id666239746
      Price: $1.99 USD
     
    For more information: 
    Twitter: @PolicePatrolGam
    http://www.policepatrolgame.com
    https://www.facebook.com/PolicePatrolGame
     
     
    Screenshots:
     


  14. Like
    flanders got a reaction from Pengi in What car is this?   
    Here ya go.
     
    http://gtapolicemods.com/downloads.php?do=file&id=973
  15. Like
    flanders reacted to cp702 in Combining ped meshes (or: How to mix and match clothes for a ped)   
    For more advanced mesh combinations, there are additional steps. First, you need to renumber the mesh you add so it doesn't conflict (or, if you remove a mesh, renumber the other meshes so they have the proper range). Other than that, the biggest issue you're likely to face is textures.

    GTA doesn't seem to care about the texture you assign in the openFormat. Instead, it matches textures to meshes the following way:


    uppr_001_a_uni reads as *meshname*_*letter*_*race*
    (letter acts like the mesh number). If you read my "Ped Texture Discoveries", you saw more detail on this. What does it mean for you?

    Well, let's say you delete a mesh, renumber, but don't fix textures. What you get is the texture for, say, the long-sleeved shirt being applied to the jacket. This can look really weird, and is definitely not what you want. So, what you have to do is delete the textures for the mesh you removed, and renumber the higher textures. To rename a texture in OpenIV, make sure you're in Edit Mode, open the wtd, and double click the specific texture. Enter your new name. To delete a texture, highlight it and hit "Delete" on your keyboard. Obviously, you have to delete or rename a texture before you can give another texture its name.

    Also, if you have added a mesh, you need to add textures for it. What you want to do is drag the appropriate textures from OpenIV to some folder (click the name on the left of the wtd browser, and drag to Windows Explorer). They'll show up as PNGs. Renumber the textures by changing the number in the file name. Then, open the wtd for the model you're changing, and drag the PNGs to the window. Hit "OK" for mipmap generation, and you're done.

    Any questions? Comments? Other ped modelling information? Post below!
  16. Like
    flanders reacted to cp702 in Combining ped meshes (or: How to mix and match clothes for a ped)   
    How do we do stuff with this format? Some stuff should be clear. For example, let's say we want to get rid of the raincoat (uppr_003_u). We just delete that section in the odd. That's all. (in this case, we'd also delete lowr_001_u, because it's the pants that go with the raincoat, but that's a special thing about m_y_cop). Note also that if we instead had deleted uppr_002_u, we'd have to renumber uppr_003 to uppr_002.

    How do we renumber? We need to change the number in the header and in the textures section. Don't change it in the meshes section. This is key: under no circumstances should you modify the path to the mesh.

    Now, let's do something cool: adding the white cop head. This is easier than most additions, because the textures for the head are already in m_y_cop.wtd. Here's how we do it:

    First, export m_y_cop.wdd (the GTA IV rendition, not the EFLC one. If you have EFLC, you can find this rendition in pc/models/cdimages/componentpeds.img; the EFLC-specific one is in the TBOGT and TLAD directories, and while this would work, the textures aren't already there, so it's harder).

    Next, we need the mesh for the white head. Fortunately, as Custo discovered, TLAD's m_y_prisonguard.wdd is just a modified version of IV's cops. In particular, it has all 3 heads (though it doesn't have a raincoat or short sleeves). So, we want to export that to the same folder we exported m_y_cop.wdd to.

    Next. open both of the .odd files in a text editor. Find the section called "gtaDrawable head_002_r" in m_y_prisonguard.odd. Copy it into m_y_cop.odd, just before the final closing brace (but after the second-to-last brace). Since it has the right number, all we need to do is change the skeleton. Change it from m_y_prisonguard.skel to m_y_cop.skel. Save the file.

    We're now done with the openFormats (see how easy that was?) Now, all that's left is importing it back in. OpenIV can do this too. Go to componentpeds.img, and click the "Edit Mode" button up top. Under "New", select "Import openFormats". Browse to m_y_cop.odd, hit OK, and wait for it to finish. Now, double click m_y_cop.wdd to preview it (this specific feature is why I first started using OpenIV above SparkIV). Select head_002_r, and check that it looks OK. If it doesn't, you made a mistake somewhere (you did back up, right?) It probably does, though. If it does, you're done! Launch GTA and see the white cops now patrolling Liberty City!
  17. Like
    flanders reacted to cp702 in Combining ped meshes (or: How to mix and match clothes for a ped)   
    Now that the issues with OpenIV and ped export/import have been fixed, you can edit default ped models. Doing much more than basic model editing is kind of complicated, and requires 3D modeling knowledge.

    However, there is one very useful thing you can do without knowing 3D modeling: combining different ped meshes.

    What is a ped mesh? It's a component like head_002 or uppr_001. For example, for skinny cops, the long sleeve shirt is one mesh, and the leather jacket is another. By combining them, you can have cops with only short sleeves and jackets; cops with state trooper pants; state troopers with a regular cop's long sleeve shirt (instead of their weird one); etc.

    So how does this work? To start with, you need OpenIV. OpenIV can export .wdd files to its own format, called openFormats. Crucially, openFormats are text-based. To export a model to openFormats, first navigate to componentpeds.img (click the arrow next to GTA IV or EFLC, under pc\models\cdimages). Then, right click it, and select "Export to openFormats (.odd)".

    Make a new folder somewhere, and select it. Then, hit "OK". This folder should look like this:

    Open the .odd file in your favorite text editor. It should look like this:

    Each gtaDrawable section represents one mesh. It doesn't contain the actual mesh; all it does is to tell OpenIV about the mesh when you import this back in at the end, so OpenIV can set up the .wdd properly. Let's look at one section of it:


    gtaDrawable lowr_001_u { shadinggroup { Shaders 2 { gta_ped.sps LOWR_DIFF_001_A_UNI LOWR_NORMAL_001 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 LOWR_SPEC_001 1.00000000 gta_default.sps LOWR_DIFF_001_A_UNI } } skel { skel m_y_cop.skel } lodgroup { mesh { high 1 m_y_cop\lowr_001_u_high.mesh 0 9999.00000000 med 1 m_y_cop\lowr_001_u_med.mesh 0 9999.00000000 low none 9999.00000000 vlow none 9999.00000000 center 0.00081600 0.07059900 -0.52030600 radius 0.54099200 aabb.min -0.23394000 -0.14672600 -1.00492300 aabb.max 0.23622800 0.28086400 -0.02737300 } } } Seems complicated, right? We don't actually need to worry about most of it. Let's go through line-by-line: gtaDrawable lowr_001_u This is the mesh name. The lowr_001_u tells OpenIV what mesh it's dealing with. The lowr means that this is a lower-body mesh (i.e., a pair of pants). The 001 is the number of the mesh. The rule for these is that they have to be unique within a given type, and range from 000 to 00n, where there are n+1 meshes of that type (i.e., there is lowr_000_u and lowr_001_u; uppr_000_u through _003_u; etc.) Worry about this at the end. I don't know what the _u is; since we're not making our own meshes, just keep it _u if it started as _u (which seems to be clothes), _r if it started as _r (seems to be heads), etc. All you would ever need to change is the number; the lowr_ and _u should stay the same. gta_ped.sps LOWR_DIFF_001_A_UNI LOWR_NORMAL_001 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 LOWR_SPEC_001 1.00000000 gta_default.sps LOWR_DIFF_001_A_UNI Ignore the numbers. All you need to care about is the LOWR_*_001_* parts. Those represent textures for the model. Now, GTA seems to select ped textures its own way; read my tutorial on ped textures for details. This probably just controls OpenIV's preview of the ped. Even so, you may as well update it when you have to. Again, all you'd change is the number in there. skel m_y_cop.skel This defines the skeleton that this mesh maps to. You want it to be the same as the name of the odd file, but .skel instead of .odd. high 1 m_y_cop\lowr_001_u_high.mesh 0 9999.00000000 med 1 m_y_cop\lowr_001_u_med.mesh 0 9999.00000000
    This is the key part of the section. It tells OpenIV where to find the mesh file. In your folder, you should have seen a subfolder called m_y_cop (or whatever). That has a lot of .mesh files inside. The m_y_cop\lowr_001_u_high.mesh is actually literally a filepath for the mesh.
    OK, this explanation of the file format is done. The next post will have a tutorial to do stuff with these files.
  18. Like
    flanders reacted to Matosh in BRAVEHEARTS MOD:what do are we supposed to do at accidednt calls?   
    When installing LCPDFR, it copies WeaponInfo.xml to your directory for Taser. So you wanted to have Realistic Weapons which i assume that in that mod folder was included .xml file, you probably overwrited that .xml file with RealWeapons .xml and then there were issues with Taser I think. To fix it, copy this after last </weapon> with 1 row empty bettween them in your WeaponInfo.xml located GTAIV\common\data.



    <weapon type="UNUSED0"> <data slot="HANDGUN" firetype="INSTANT_HIT" damagetype="FIRE" group="PISTOL_SMALL" targetrange="8.0" weaponrange="8.0" clipsize="1" ammomax="1500" timebetweenshots="333"> <damage base="0" networkplayermod="3.0" networkpedmod="1.0"/> <reload time="2000" fasttime="2000" crouchtime="2000"/> <aiming accuracy="0.25"> <offset x="0.0" y="1.0" z="0.0"/> <crouchedoffset x="0.0" y="1.0" z="0.0"/> <reticule standing="0.65" ducked="0.55" scale="0.3"/> </aiming> <pickup regentime="120000" ammoonstreet="30"/> <controller> <rumble duration="110" intensity="0.02"/> </controller> <flags> <flag>GUN</flag> <flag>CAN_AIM</flag> <flag>CAN_FREE_AIM</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> <flag>SILENCED</flag> </flags> </data> <assets model="amb_nailgun"> <anim group="gun@handgun" meleegroup1="firearm_core"/> <effects> <muzzle fx="ambient_flies_sparked"/> </effects> </assets> </weapon>

    Breathalyser is already inlcuded, to do breath test press SHIFT+B when near driver side window and SHIFT+X when on foot.
  19. Like
    flanders got a reaction from delta412 in BRAVEHEARTS MOD:what do are we supposed to do at accidednt calls?   
    check the "Policing.ini". Inside it will give you the keys to press. Also make sure you are using the out of car breath test for the peds.

    -EDIT- Matosh beat me to it ...and explained it better. *golf clap*
  20. Like
    flanders reacted to Chip. in Guide to GTA4 Multiplayer   
    Okay, so your wanting to play LCPDFR on multiplayer with some friends or just with random people. First thing you need to know is....
    You must both have LCPDFR or you must have the same versions!

    You must have patch 1.0.7.0 download it Here.

    Car mods; If your going to play with car mods, you must have the same exact mods installed in the same slots or you and or other people will crash and get errors.

    Scripts; Don't use any traffic fix script, it will cause you to crash; and spawn cars other players may not see.
    Other modifications; vehicle skins, Sound mods, load screens etc. should be okay to have.
    Starting the game; To start a multiplayer game, go to your phone by pressing the up arrow( ? ) then select Multiplayer>Player match>Live/Lan>Custom match/Create match/Quick match.

    Customize your settings and your done!

    Still need help? Post a comment with your problem!


    Information by sc2142, Iconography
  21. Like
    flanders reacted to Asuna in How to use a cap?   
    you might find this useful
    Instruction manuals work wonders...don't they?
    - STARTING THE MOD -
    Left ALT and P simultaneously - Starts LCPDFR.
    Left CONTROL and P simultaneously - Forces the start of LCPDFR, skipping character and car selection.
    F7 - Enables and disables callouts.
    - ROLEPLAY -
    Left ALT and U simultaneously - Gives the character a hat, changes and removes it.
    Left ALT and I simultaneously - Gives the character a cup of coffee and removes it.
    Left ALT and O simultaneously - Gives the character a radio and removes it.
    I - Makes the character drink from the previously spawned cup of coffee.
    O - Makes the character speak into the previously spawned radio.
    Numpad 0 - Puts the character into GTA IV's cop running animation.
    On Foot
    - UTILITY -
    Left ALT and T simultaneously - Spawns taser in holster. Second tap sets it as active weapon.
    H - Enables the flashlight.
    Left ALT and M simultaneously - Makes the character perform CPR on nearest dead or unconscious ped.
    Left ALT and K simultaneously - Advise pedestrians in the area of danger, make them clear the area.
    3 (whilst aiming at a ped) - Set pedestrian as target to officers in the area.
    E (whilst aiming at a ped with a melee weapon) - Perform arrest or cite.
    E (whilst aiming at a ped with a firearm) - Perform gunpoint arrest.
    E (whilst next to a ped without aiming) - Hold or Frisk ped.
    E (whilst next to the trunk of an unoccupied civilian car) - Search trunk.
    E (whilst next to the trunk of a law enforcement car) - Restock on ammunition and bulletproof vest.
    E (whilst next to the driver door of an unoccupied civilian car) - Place parking ticket.
    E (inside the police department) - Show introduction to the police department.
    Left ALT and R simultaneously (while aiming at a ped) - Frisk pedestrian (old)
    - BACKUP -
    Left ALT and B simultaneously - Requests a patrol vehicle with 2 officers as code 3 assistance.
    Left ALT and N simultaneously - Requests a special law enforcement vehicle with 2-4 swat/noose/esu officers.
    Left ALT and V simultaneously - Requests a gunship helicopter which follows your character, with 4 swat/noose/esu officers which shoot at hostile peds in your area.
    Left CONTROL and M simultaneously - Requests an ambulance with two paramedics, which will automatically treat the closest dead or unconscious ped.
    Left CONTROL and F simultaneously - Requests a Firetruck with 2-4 firefighters, which puts out any fires close to the player.
    - ROLEPLAY -
    Numpad 1 - Makes the character say a random fight speech.
    Numpad 4 - Makes the character say a random intimidation speech.
    Numpad 7 - Makes the character say a random chase speech.
    In a Law Enforcement Vehicle
    - UTILITY -
    Numpad / (divide) - Toggles different non-els lightmodes.
    E (with the car stopped) - Opens the police computer.
    SHIFT - Orders the car closest to the front of the players vehicle to pull over.
    - BACKUP -
    F9 (in a pursuit) - Authorises pursuing officers to fire at the fleeing suspect.
    F10 (in a pursuit) - Requests a Police Helicopter with 2-4 officers and a spotlight to follow the fleeing suspect.
    F11 (in a pursuit) - Requests a special vehicle with 2-4 officers to join the pursuit.
    F12 (in a pursuit) - Requests a patrol vehicle with 2 officers to join the pursuit.
    Debugging and Testing
    - TESTING -
    Left ALT and F11 simultaneously - Forces a callout. (BUGGY!)
    Left ALT and F12 simultaneously - Opens testing menu. (VERY BUGGY!)
    - DEBUGGING -
    Left CONTROL and DELETE simultaneously - Detaches all objects, stops looping animations.
    ^ or ' or ~ (key above TAB and besides 1) - Opens ScriptHookDotNet's Console. (Type help in it to see the commands)
  22. Like
    flanders reacted to Raggio in How to make/edit wtd file   
    Yes, that's possible. But how it'll turn out depends on how the textures were mapped onto the model. You can just simply copy/paste any texture on top of any other texture on this difference (color) map. If the new texture doesn't fit exactly into place, then you'll see some imperfections when you use ELS in the game. Additionally, some also use normal (texture) maps and specular (lighting) maps that tell the 3D application how the texture should behave in the game. I'm not sure if the mod you're editing has these additional files, because not every mod uses them. But if they do, you'll have to edit those too if you the strobe beacon you want to replace has different textures from the original one (i.e. not a simple color adjustment, but rather an entire texture replacement).
  23. Like
    flanders reacted to AlconH in [REL] ALPR - License Plate Overlay   
    This is my most recent project, an Automatic License Plate Recognition system for GTA IV. The system can be used to scan the license plates of nearby cars and you will be notified of any flags, such as Wanted Owner, Drugs Flag, Weapons, Expired Insurance etc.

    The database contains over 10,000 names include those of all the staff (Sam, Jay, Break, Molten, Jam etc)

    Once the download is approved, I will post the link for you guys here. I would like to thank you all for your patience and I hope you enjoy this.

    Download Link: http://www.lcpdfr.co...gnition-system/


    Currently, Windows XP is NOT supported.
    F.A.Q
    Will the names match those shown by the LCPDFR database?
    Because the system is separate to the game, the names displayed in the owner section will be different to those shown in LCPDFR when you ask for a license. However, the owner box on the ALPR system is the name of the person who owns the car, and not necessarily the person who is currently driving it, in real life they may have borrowed it. You can either not ask for a license and treat the driver as the owner, or you can ask for a drivers license and pretend that they are not the owner.

    How does the ALPR system work, will we have to ALT+TAB out of the game?
    No, the ALPR system will sit on top of the game and will act as an "overlay", when it comes to using the system, you will have to ALT+TAB out but the commandline file ensures that you do not crash when you do so. The game will still be in view and will not disappear when you use the ALPR system.

    Don't like being able to see the task bar?
    You can hide the task-bar by right clicking it and selecting properties, then check "Auto-Hide the taskbar", hit apply, then ok. when your done playing, move you mouse to the bottom of the screen, right click it, hit properties just untick it again!

    Media:




  24. Like
    flanders reacted to lonestranger in Texturing Tips & Tricks   
    Lesson 8: Creating Simulated Reflective Vinyl

    Ridgerunner had asked for this lesson long ago, but until now, I hadn't posted it to the public.?

    Note that I said "simulated". This lesson is intended to teach how to make you graphics appear as though they're made from reflective vinyl, but they will not react to the light as, say, a specular map can do.

    The basic steps are
    1: Create our graphics such as stripes, lettering, logos normally, as if they weren't reflective.
    2: Create a seamless pattern that looks like our desired reflective material.
    3: Apply the pattern to the desired areas, but in a new layer.

    Regardless of the type of material, the process of applying it to the texture is the same.

    Step 1: Creating the base graphics.

    We likely want the reflective pattern to appear on the stripes only, and not the background "paint" of the car. When creating the graphics, leave them in their own layer, don't merge them to a soild background before applying the pattern. If you want the pattern to be applied only to certain sections, it's even better to leave those sections in their own layer, although it's not essential.

    Step 2a: Creating a seamless pattern from scratch.

    We can make a pattern from scratch, or from an image. First, we'll make one from scratch, and later, after I've shown step 3, I'll show you how to make one from an image. Making one from an image is a little more complicated, and it might make more sense if we've already learned what we're trying to achieve.

    Create a new image in GIMP, only 2x2 pixels large, with a transparent background.



    Make one pixel 100% black. Create a new layer, and make two more pixels, in opposite corners. Make them also 100% black, but lower the layer's transparency to around 50%.


    Merge the layers and save the image. Your scratch-made pattern is done, but leave its window open for now. (There's a way of saving it as a pattern instead of an image, but this method works fine for me). This is just a basic pattern, and might not be best for every type of reflective decal, so feel free to experiment with different sizes and arrangements.

    Step 3: Applying the pattern.

    Open your car texture. In this example of my RCMP Taurus, all of the graphics are in a single transparent layer, with the template in a separate layer. Here's a closeup of the driver's door:


    Select the layer you want the pattern applied to, right-click the layer, and select "Alpha to Selection". This will apply "crawling ants" dotted lines around the edges of the graphics:


    Create a new layer, since we won't be applying the pattern directly to the graphics yet. Leave the window open, and go back to the pattern you made. Right-click it and select "copy", then go back to the car texture again. Select the "Bucket Fill" tool from the toolbox. In the lower part of the toolbox, there's some options. Under "Fill Type", select "Pattern Fill". The default pattern will likely be "Pine", but we'll change it regardless. Click the little "Pine" box, and a window with a bunch of patterns will show up. the one in the top left is called "Clipboard". It's whatever the last item we copied was, in this case, or scratch-made pattern. Select it. The "crawling ants" should still be there around our graphics. In the new layer, use the "Bucket Fill" tool to fill the "crawling ants" with our pattern:


    If there's areas of the graphics that you don't want the pattern applied to, just remove the pattern with the eraser tool, as I'm doing here on the crest:


    Of course it's way too dark, that's why we kept the pattern in its own layer. Depending on the pattern, you may need to experiment with the layer to get it to look right. In this case, I just reduced the pattern layer's opacity to 14%:


    But, you may want to try different modes of merging. In the layers dialog, it says "Mode: Normal". Beside it is a drop-down menu, with dissolve, dodge, burn, etc. If you haven't used them before, try each one to see how it effects the texture, and remember you can still adjust the opacity as well. Once satisfied, merge the layers, and you're done! Here's the same pattern, applied to a different livery, and what it looks like in real life. Click for larger sizes in order to see the reflective detail:



    City of London Police, Octavia Police Car by BillKatyGemma, on Flickr
  25. Like
    flanders reacted to lonestranger in Texturing Tips & Tricks   
    But with the gold layer above it:


    For the blue, we don't even need to select/copy/paste it. Create a new layer, below the gold and black ones. Just paint it all in by hand, like I did when I corrected the black. This will ensure there's no gaps between the blue and the other colours.


    Lastly, we'll tackle the red. This is a very colourful and detailed area, notice that the gold layer didn't pick up the lettering:


    Since it has no errors on its own, We'll just copy it as-is from the photo layer:


    Copy, paste, and create new layer as before. Using the "Eraser" tool, we'll erase the surrounding blue. Since we already created a nice black layer (which we'll place above), we can erase some of the black edges so that we're sure there's no blue left:


    That should just about do it. Saving a copy your work as an .xcf file will keep each layer seperate, in case we need to go back and darken the blue layer, for instance. But for the final product, we need to merge all the layers. From top to bottom: gold, black, red, blue.

    The MSP logos are different from the right side of the car to the left, so we need to reverse ours for the other side. After merging, make a copy of the image. In the new image, make a copy of the layer by right-clicking it and selecting "Duplicate Layer". Flip the new layer with the "Flip" tool. Here, I've lowered its opacity so I can tell them apart. You might need to move it side-to-side a little to line up with the lower layer:


    Hide the upper layer, and erase the "lightning bolt" part from the lower layer:


    Now, working on the upper layer, erase the edges of the crest:


    Move the upper layer down below the lower layer, merge the two, and fill in any gold near the edge of the crest and lightning bolt, and it's done:


    From the Image menu, select "Scale Image", and make it 194 pixels high. Copy & paste it onto the template, using the reference photo for near-perfect fit:


    Since it's much smaller now, many details have been lost. Some were good, and some were bad. In scaling it down, the image was smoothed a bit. We lost some sharp details that looked nice, and lost some rough edges and imperfections as well. That's why we don't have to be super-picky with errors in the high-res version. If, after scaling down, we still spot errors, we can easliy go back to our full-size .xcf file and correct them. If I choose to make the blue darker, or the gold yellower, etc., I can easily do so, since I still have the original copy, seperated into layers.

    I hope this helped you create your own high-quality logo.
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