Skip to content
View in the app

A better way to browse. Learn more.

LCPDFR.com

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

cp702

Friends of LSPDFR
  • Joined

Everything posted by cp702

  1. According to the uploader, the owner has no affiliation with any emergency services (there are people who get emergency lights for car shows and such - as long as the vehicle doesn't go on a road, it's legal). Also, FYI, NYPD isn't the only law enforcement agency in New York State. Not only that, but NYS reserves flashing blue forward-facing lights (like on the mirrors there) to volunteer firefighters [they are treated as "courtesy" lights, sort of the equivalent of asking "Excuse me, but I'm in a hurry, so could you please let me through?"]. No police department may use them. However, federal agencies aren't bound by NY state law, so generally forward-facing blue = federal agent.
  2. Correction: If the file ends in .net.dll, .net, .vb, or .cs, it goes in a scripts folder in your game directory. If it ends with .asi, it goes in the main directory.
  3. Looks like an FS JetSonic.
  4. Generally, I find people not committing crimes to be a good thing.
  5. Pretty much the only thing you can do is make some sorts of patterns and see what the result is. For example, if you split the texture up into 16 blocks, and make each block a different color, you can start to see what could go where.
  6. Laws are laws, but the entire reason there are different states in the world (in the poli-sci sense, where "state"="government") is so that the laws can be different from place to place.
    • 557 downloads
    • Version 1.0
    The Alderney State Police is excited to announce the next phase of their split from the LCPD. In the first phase, back in 2008, the ASP began to hire its own patrol officers. The second phase saw the ASP begin to manage its own vehicles. Now, the department also controls its own stations. This mod replaces LCPD logos with State Police logos on two of the three police stations in Alderney (the third station had no department-specific logos, so I left it as is). Most of the logos are generic State Police (don't specify Alderney); the one that isn't is over the doors of the Leftwood station, and says "Alderney State Police." I might make a New Liberty version later.
  7. I was messing around today, and I found a way to approximate real short sleeves (no thermal sleeves) with the thermal sleeve shirt included. A problem was that true short sleeves need to be different for each race (so no black cops with white arms). Basically, the different races are determined by the head texture. This got me playing with textures. First, each texture goes on a model. If you play around with OpenIV, you notice that there are multiple components (I'm calling them models) in a .wdd. Models can have multiple textures. For example, the Latino head is one model, with 3 textures. However, there are 5 images in the wtd associated with that model. Let's look at them. A typical image is named head_diff_001_a_lat or something similar. There are 5 parts to the name. The first three identify the purpose: "head" means that it is for a head (like "uppr" means shirt and "lowr" means pants). "diff" means that it shows the colors of the model. A model can have multiple diffs, and it is what most uniform mods change. I'll be calling diffs "textures" (they are most similar to what you think of as textures). Instead of "diff", there can also be "normal" (the bumpmap) and "spec" (no idea). Most uniform mods only change diffs. The "000" shows which head model it is for. The last 2 parts only appear on textures, and are the most important for modding (the rest basically just says what the texture is for). The "a" identifies which texture it is. A model can have multiple texture. This is important. On the fat cop, the short sleeved shirt is one model, 2 textures (for example). Lastly, the "uni" seems to mean "all races" or "uniform". So, how to do a short sleeved shirt? (I'm assuming EFLC, but the same method should work for IV). The main difficulty is the race. Model is not that big a deal, and is only really visible looking along the arm. What you need to do is add new textures into the wtd. I used OpenIV. First, export uppr_diff_000_a_uni (the short sleeves texture) and at least 1 diff for each head model and open it. Then, select the black area on the sleeves (that's the thermal sleeve part). Now, pick one of the head diffs. Use a color picker tool and pick a color from the head texture (preferably a color from a hand near the wrist). On the short sleeve texture, fill the thermal sleeve with the color you just picked. Now, save as uppr_diff_000_a_chi/lat/whi/bla (depending on what head you chose). Import it into the wtd with OpenIV. Do the same for the next race, etc., but use _000_b_ and _000_c_ instead of _000_a_. Import both of those too. Finally, either delete "uppr_diff_000_a_uni" or rename it to "uppr_diff_000_d_uni". The second option will let any race wear thermal sleeves as well. This also brings up another concept: you can add as many textures as you like. For example, if you want an NYPD style captain wearing long sleeves, take a white long sleeve shirt texture, replace rank and badge, and import it as uppr_diff_001_b_uni. It will automatically show up about half the time: no model editing needed! BTW, if this is as clear as mud, reply with what you don't get and I'll try to explain better.
  8. Thanks! I love this lightbar!
  9. I wonder if you could use the light-up letters to make an unmarked that said "POLICE" on the sides when you turn on the lights.
  10. 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". Open the .odd file in your favorite text editor. 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. 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 didback up, right?) It probably does, though. If it does, you're done! Launch GTA and see the white cops now patrolling Liberty City! 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!
  11. Not only would those many lights blind the driver, they'd be really expensive.
  12. I've done a LARP, but it was a one-time thing at a camp.
  13. That was actually just posing him with SNT.
  14. I think "you wanna die today" is the game using Niko's voice. Also, if you haven't noticed, the LCPD is not one of the friendlier police departments. That's more "Rockstar having fun with stereotypes" and less "actual reality".
  15. Not quite; there is some manual editing required to make things line up correctly. That said: File submitted, awaiting approval.
    • 1,486 downloads
    • Version 1.0
    This mod adds an LCPD traffic vest to the traffic cop. To install, replace the appropriate files in componentpeds.img.
  16. cp702 posted a gallery image in GTA IV Galleries
  17. cp702 posted a gallery image in GTA IV Galleries
  18. cp702 posted a gallery image in GTA IV Galleries
  19. cp702 posted a gallery image in GTA IV Galleries
  20. cp702 posted a gallery image in GTA IV Galleries
  21. False. If you turn on the AI ELS option in the ini, the script will turn on the lights of AI vehicles if their sirens are on. Cars will spawn with ELS lights no matter what you do; that's because GTA randomly chooses what extras a car will spawn with (as far as it's concerned, one of the lights on an ELS vehicle is the same thing as the roof on a convertible). With AI ELS, the game is not stable. That's just a bug in ELS. Sorry, but it's not likely to be fixed ever.
  22. http://www.gtagaming.com/downloads/gta-iv/vehicle-mods/7587
  23. Stop going off-topic.

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.