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Aquamenti

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Everything posted by Aquamenti

  1. I haven't tried changing the colors cars spawn in yet but I figure it has something to do with the 134 and 156 values. How come does an unmarked car use sirensetting 13 though?
  2. The only thing I've tried is changing backup.xml so that police4 could spawn without the pushbar and spotlights, with partial success.
  3. carvariations.meta?
  4. I've now completed a couple of semi-successful cars. 1. The grille lights didn't work because I hadn't included the siren dummies which were under 'bodyshell' 2. I couldn't get the rear emergency lights from the 'police' model to work with other models no matter what. I used police2 emergency lights for other vehicles which worked fine. 3. However, I encountered two more problems - the dials didn't work and the windows didn't break. The windows are fine now - when importing a model, zm3 will dump its window crash data files in the folder you imported from; these files should also be present wherever you plan to export. However, the dials still don't work, and they don't work on any of the cars I made. For example, they won't work on my Sultan-based police5 even though the vehicles.meta lines for police5 call for the VDT_SULTAN dashboardType, as well as vehicles_sultan_interior.ydt. I'm unsure what I have to do, I just want the original dials to work again.
  5. So assuming I'm correct about the meaning of the words "siren dummy" and "mesh" and "pivot point", I don't think there's much I can do for emergency lights on the Primo's grille, as a 'correctly' placed mesh will be partially visible through it even when the lights are turned off, unless of course I move the pivot point back so far the emissive light looks misplaced. So I'll have to find another place to put them, or remove them altogether, which really takes away from the spirit of it. If anyone who knows better happens to stumble upon this thread, please share your insights, because I've done a lot of searching on both LSPDFR and z3 forums, and haven't found much other than how to fix lightbars, but I'm not having trouble with my lightbar.
  6. Do you have a carvariations for this model? Change the siren setting value to 13, that's the default for the Vapid Stanier marked cruisers.
  7. Hey, I'm having a similar problem and I just made a thread about it. I'm also very new to zmodeler3. So far I've understood that it has something to do with the local axes of the LED texture (the LED "flashing" is actually it warping back and forth and resizing) I believe the answer lies in this thread, but I can't understand it thoroughly because my expertise with zmodeler3 is so limited and self-taught at that. If this helps, please let me know what to do.
  8. Yes, you have to be near the car, as if you were trying to get in it yourself. Just before opening the door, however, your ped will turn around and open the back door instead (if a suspect is following you). They will then get in, you won't have to do anything. If you are having trouble with it, you can disregard it altogether. Just hit F to enter your car and eventually the suspect will warp in the back seat if you get too far.
  9. This is LSPDFR related, right? Hit 'F' and your ped should head for the driver's door, then turn around and open the back door, and order the suspect to get in. Then they will get in, or if they won't, they'll teleport there as soon as you drive off.
  10. Hi. I've been wanting to use more vanilla cars as police cars so I figured I'd try and make them myself. With no prior experience to modding, I've only learned to use zmodeler3 as little as I have by trial and error, so what little guidance and help (like F5544's thread on custom lights) I have found on the forums looks like Chinese to me, I can't understand it. FIRST OFF: all the lights were taken from the 'police' model and yes, the sirensettings value is 13 The lightbar works fine, but the other emergency lights do not. I understand the brightly lit parts (mesh, I think they're called?) change position and size intermittently, but I have no idea how to predict where they're going to "flash" like that. For the rear lights, I even tried ripping it straight off the vapid cruiser without re-scaling it, and it still doesn't work! I understand the axes have something to do with it, and I actually got the flashing bit to show up in the right place, but then I had to move the axes back so far they emit light in a visibly inappropriate place. The yellow circle shows the axes for siren10 (red on the workspace, blue in-game), blue is the chassis, including the glass cover for the light And as for the rear emergency lights ... couldn't get them to work at all, no matter where I put the axes, the result for all of them is this the same Any help with this would be greatly appreciated. I understand it's probably something incredibly simple and obvious to the people who mod everyday, but I've only just began to scratch the surface of GTA V vehicle modding.
  11. There's a three part series on youtube.
  12. It depends on which car you are trying to replace. Models for different cars are located in different folders. Read the installation notes on the mods you download.
  13. There are a lot of threads in this subforum about emergency lights not working quite right with modded cars. The solution is always in the file carvariations.meta (any will do, I believe) - you should add/edit the lines there so that the sirensetting value is the correct one for your car. It's supposed to replace "sheriff", so the correct sirensetting value should be 13. Read more about carvariations.meta here
  14. Thank you for your help! This will be even more helpful.
  15. No-no, you were right.. the creator intended it to be a standalone vehicle, however, I decided I want to see it used by other units in-game and replace sheriff2 with it. Unfortunately my expertise with carvariations and vehicles.meta have proven insufficient for such a task.
  16. Nope, it was supposed to be a standalone, and installed in mpchristmas2. Also, at least this part of vehicles.meta in mpchristmas2 actually worked; before adding the lines the interior was white: <Item> <parent>vehicles_poltax_interior</parent> <child>sheriff2</child> </Item>
  17. Since there's no vehicles.meta in patchday3ng, I should create a new one, correct?
  18. I'm having trouble replacing sheriff2 with what is supposed to be a standalone model. I added the vehicles.meta info for this model in the file under mpchristmas2, renaming its <modelName> to sheriff2. However, in-game, the car still acts like an SUV. The carvariations/sirens and vehicle models work fine.
  19. Actually dragging and dropping doesn't work when editing GTAV files. Use the "+" icon in the toolbar.
  20. Actually, in backup.xml, I tried to remove extra1 from any spawning police4 backup, and it worked.
  21. No, shortcuts are targeted to a fixed path. You can see it when you right click on a shortcut and click Properties. So when you rename your game folder, the shortcut won't look for it.
  22. Yeah for me x64e.rpf/levels/gta5/vehicles.rpf didn't work either. It was \update\x64\dlcpacks\patchday4ng\dlc.rpf\x64\levels\gta5\vehicles.rpf
  23. I'm not sure, but if you use a 'mods' folder, you don't need to backup the whole game. As it is, I do have two copies of the game files.
  24. I'm only learning things, but as far as I can understand you don't need to do that unless you're creating brand new vehicles. If you're downloading a vehicle that's supposed to replace the vehicle you're replacing, then you don't have to edit those files. I recently downloaded Lundy's Declasse Merit which was intended to replace the Stanier. I replaced police3 instead and so I had to add a few lines to a carvariations file according to the very same tutorial you referred to. Did replacing the models in patchday4ng work for you? I only know that it worked for me.

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