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insus100

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Everything posted by insus100

  1. insus100 posted a gallery image in GTA V Galleries
  2. mmm

    insus100 posted a gallery image in GTA V Galleries
  3. boi

    insus100 posted a gallery image in GTA V Galleries
  4. y

    insus100 posted a gallery image in GTA V Galleries
  5. dip

    insus100 posted a gallery image in GTA V Galleries
  6. Fixed. Just did the UV map from zero again.
  7. Have you assigned it to a material and set it vehicle_paint?
  8. Hello how are you doing. I UV mapped a vehicle's door (front passenger side), but after it, a strange black stripe appears although the texture is white and I selected all the polygons to map: BEFORE: AFTER: GTA: UV Mapper: As you can see its visible ingame and the texture is completely white (except for the hwaypatrol letters but it has nothing to do with it.) It's really annoying, any ideas?
  9. If you are the owner of the vehicle you need to UV map the plates to the vehicle template so you can edit them over there. Else (if the vehicle uses default plates) you would need to mod the default plates, but you can't change the lettering on them then.
  10. https://www.lcpdfr.com/files/file/4607-lcpd-first-response/ Read the compatibility notice.
  11. When I import to zmodeler3 it won't show...
  12. The best thing you can do is getting a default cop car from ingame using openiv, import it in zmodeler and see how the lightbar and lights work in there. If you want to do custom patterns you'll need to learn to mod sirens in carcols ymt. The best way of learning this is experimenting by yourself.
  13. Then in bodyshell or wherever the plate is attached
  14. Thanks, in my carcols, al the items have it on true, so I finally decided to make a car with 20 dummys and test them ingame to see how it looks like. Thanks for your help.
  15. Bumpp If you don't understand what I'm asking for, make sure to tell me so I can clarify it.
  16. I have thar lightbar els drot converted already. You need to delete all the emissive textures you have there. Then select every rotor, (7) in this case, and detach them from the lightbar. Make a copy of every rotor, then youll have 14 rotors. Select in polygon mode the reflector of each rotor copy, detach it and delete the rest of the rotor, at the end youll have 7 rotors and 7 reflectors. UV map the reflectors with some emissive texture, and attach them to your original rotors. You will then have your rotors ready to rotate, after you name them sirenX being x a number between 1 and 20 and using the right carcols siren settings. You also need an extra_1 which a copy of the lightbar glass scaled down and with a transparent texture so it hides the emissive textures.
  17. Hello, so I'm messing with Lundy's carcols.ymt, but I can't figure out if an item is a rotor (no light/corona) or an actual light that produces a corona. Here an example: Until 20. They all have <rotate value="true"/>, if someone wonders. I need to assign my car siren1, 2, 3... but I don't know which corresponds to a rotator or light. If you watch this you see the lightbar has rotors and coronas (which are separated items in the carcols.ymt) and thats what I need to figure out so I don't put a rotor id instead of a corona.: https://www.youtube.com/watch?v=FduB_8uWuZ0 Thanks.
  18. yeah, change it to false and it won't be used by els.
  19. Create a dummy called extra_5 and move it to the hat's position, then make 2 or 3 copies of the hat, put all those into the dummy you created. Then compound them into L0 L1 L2... depending on hoe much distance do you want the hat to be loaded into the car.
  20. extras from 1 to 12, does not matter, just make sure that you are not using that in an els emissive, and edit the ELS xml, so that extra is not being used by els. You need to go to Vehicle Options > Vehicle Mod Menu > and find > Vehicle Components, and then hit 4 and 6 till you see it. Make sure the hat is over the glass in the hirearchy so it can be seen from outside.

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