Reputation Activity
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BlackNoise got a reaction from Officer Here in [GUIDE] How to make GTA V police skins using Gimp!So I was browsing the help section, and I saw that there were a LOT of people not knowing how to make a skin for a vehicle. Feel free to use this as a guide and feel free to refer to this topic to show people how to make one.
What you need:
- GIMP (Free to use image edit software. Basically paint for adults :-P)
- OpenIV to mod GTA V vehicles
- A valid copy of GTA V. I will not help you if you have illegally obtained the game. (Dang I sound like your avarage plugin creator)
- A little knowledge on how to add cars via OpenIV
- An idea
- A template of a car. Without it I wish you the best of luck.
Step 1 - Obtaining your template
Most car mods include the template of that very car. Open it with Gimp. Now the next optional step depends on your own needs/preference. Note that every car is different, so if you want to make (just an example) a template for Pete's CVPI, chances are that that skin won't work on Henry's CVPI.
Step 2 - Resolution. This isn't Minecraft, so ditch the low res (optional)
You can choose to make a 4K model. If you want to do that, just stretch the image in Gimp, giving it a 4096x4096 resolution. 2K is also possible, just give it the 2048x2048 resolution. The reason to choose for this is that it just appears more detailed. The higher the resolution, the more detailed (important for small details like decals or logo's) skin. The downside to this is that (I speak from experience) your saved Gimp file (not the exported image file but the saved templates) can go over 1GB per skin.
So personally I'd go with the 2K or just the regular resolution the template comes in, to practice/start with.
Step 3 - Layers? Layers.
Once you've opened your template and (optionally) changed the resolution, you're able to start the texture! Please note that this step is VERY important if you want to be able to edit mistakes. In my personal experience, this is the most made mistake in the skin making business.
So you've got your texture file in Gimp, but there is this one step you need to take before you can start. You'll notice that (if you didn't close it :-P) there is a 'Layers' window. (If you've accidentally closed it, no worries, click Windows->Dockable Dialogs->Layers, or simply press ctrl+L). Here you'll see your template image.
Create a new Layer by right clicking in the layers window and clicking 'New Layer'. This has to be the same resolution as your template image. In the 'Layer Fill Type', select White.
Now the reason that you just created a new Layer, is that you want to make a new skin, and not edit the template. If you edit the template, every stripe and color in the template will appear on the vehicle in game. You don't want that. You want the stripes/colors/logos/whatever the heck you want on your vehicle. That's why we just created a blank overlapping layer, on which we'll edit the skin.
Step 4 - Making the layer editable
No worries now, I know that your whole Gimp screen is white. That's because the opacity of the layer is 100. We'll change that to around 30%. You can also make this 10%, 0% or whatever you find easy to use. The important part is that you can see what you are editing.
Okay, let's imagine a scenario here. You want to make a difference and think that a pink police car is awesome. No offense, if it gets you happy I'll download it and use it for a day, but that aside, you want a pink car, period.
That's alright, but you have just made a white layer.
Step 4.1 - Creating the template color
Really, we can give this job to the kids in kindergarten, this is the easiest step of the whole guide. In the toolbox - the other window that is open - you'll choose the little bucket. (You closed that too? Silly. Go to Windows->Dockable Dialogs again and select the 'Toolbox'). Next, click on the two colors just a little below that bucket, and select the color you want. Pink in our situation. (Don't complain, you wanted a pink car.) Make sure that your newly created layer is selected (Which is again VERY important, you don't want to temper with the template file, as it won't be visible in our car), and just bucket fill the whole thing in your preferred color.
Step 4.2 - A little insider's tip
What I always do, is create a new layer for every single part I edit. I.e. a layer for the right side of the car, a layer for the top, a special unit number layer. This comes in useful when you want to change a little thing. Also, it makes it easier to find things that you're looking for. Editing is all about structure and logic.
Step 5 - It's time...
Oh yes. Here we go. We're making our skin. Choose a point that you want to start with, let's say the right side of the car. If you've got a very creative mind and a good idea, you can, of course, do it from your head, but most of the people that make a skin use a picture of a real police car to base their skin on. So let's look at our picture or look deep into our minds on what it is that we actually want. Good luck making the skin!
Step 5.1 - Folders to organize all of our work
Let's suppose that you want to make a vehicle that has a number written on it. Of course, you can create text with Gimp, just click the little 'A' in the toolbox. But another small tip that I've got for you is naming it. Just edit the name of the layer in your layers window. Also, you can create folders in your Layers window. This is especially nice to put all the text in. Right click in the layers window, and click 'New Layer Group'. Here you can put all your text in, which if you're making a detailed skin, floods your Layers window.
Step 6 - You done yet?
This is taking forever man, speed it up a little. I'm joking, of course. A nice skin often takes hours sometimes days to make. But for a start (or if you are a talent) 30 minutes will do. If you actually are done, let's finish this thing!
Step 6.1 - Let's save things
Saving is important, let's be completely honest here. How many times you had a project that you worked all night on and it was gone because your laptop ran out of power? Or your PC decided to stall on you? No? Never? Me neither, I guess I watch too many series.
But; back to work. We're saving, mate. I think you might be familiar, but if you're not, press ctrl+s to save. (I know, revolutionary, right?)
Saving the Gimp file in its own extension will make sure that you can edit everything that has to do with layers. If you just export the file to an image file, the layers are gone. So I'd say, save it as a Gimp file AND export it when you're done.
Step 6.2 - Preparing the export
First of all, you are going to want to make sure that your template is not visible. You can either do this by clicking the template layer and setting the opacity to 0% or making sure it's under all the other layers. If you did this, make sure all the layers that you want to be visible on the car, are at 100% opacity. You did this? Awesome! Let's export this thing!
Step 6.3 - Ready for testing!
Exporting. You've GOT TO export the file to make sure it's usable on a car in the game. Click 'File->Export As' and make sure you save it as a PNG FILE. Jpeg's won't work. save it somewhere that you can find it back, not in the deepest roots of your documents.
Step 7 - Installing the skin on your car
Open your RPF file that your car is installed on. If you don't know what I mean by RPF, or don't know how to use OpenIV, look up a tutorial on google on how to install car mods in GTA V. Go to the car ytd file. We're taking the Police slot as an example. So we're going to the police.ytd file. Open it, and find the image named {this varies)_sign_{sometimes a number}. Click 'replace' in the top of the window, and choose your skin. Click save, and press Ctrl+Shift+R (Or find the defragment option somewhere in OpenIV). Defragment it, and launch GTA V
Step 8 - Lemme see it!
Alright. We're in GTA V now, welcome. Spawn the car that you installed your skin on. (So we're spawning the Police car), and enjoy your livery! If you see another skin on the car or no skin at all, go to your trainer and find the Car Livery Menu. You can cycle between different skins there.
Now, if you have any questions regarding this tutorial, feel free to send me a message or post a comment below. If you have any tips for me or a tip regarding this tutorial, let me know too!
I hope I helped you guys out a bit,
Enjoy 2017
Daniel
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BlackNoise got a reaction from Medicmojo in How to make templates?The easiest and legally free method is rather simple: You'll need to download an image editor such as Gimp (which I recommend, it is a free application that is pretty resourceful if you ask me...). Once downloaded, you can start with new templates for models.
Step 1 - Obtaining your template
Most car mods include the template of that very car. Open it with Gimp. Now the next optional step depends on your own needs/preference. Note that every car is different, so if you want to make (just an example) a template for Pete's CVPI, chances are that that skin won't work on Henry's CVPI.
Step 2 - Resolution. This isn't Minecraft, so ditch the low res (optional)
You can choose to make a 4K model. If you want to do that, just stretch the image in Gimp, giving it a 4096x4096 resolution. 2K is also possible, just give it the 2048x2048 resolution. The reason to choose for this is that it just appears more detailed. The higher the resolution, the more detailed (important for small details like decals or logo's) skin. The downside to this is that (I speak from experience) your saved Gimp file (not the exported image file but the saved templates) can go over 1GB per skin.
So personally I'd go with the 2K or just the regular resolution the template comes in, to practice/start with.
Step 3 - Layers? Layers.
Once you've opened your template and (optionally) changed the resolution, you're able to start the texture! Please note that this step is VERY important if you want to be able to edit mistakes. In my personal experience, this is the most made mistake in the skin making business.
So you've got your texture file in Gimp, but there is this one step you need to take before you can start. You'll notice that (if you didn't close it :-P) there is a 'Layers' window. (If you've accidentally closed it, no worries, click Windows->Dockable Dialogs->Layers, or simply press ctrl+L). Here you'll see your template image.
Create a new Layer by right clicking in the layers window and clicking 'New Layer'. This has to be the same resolution as your template image. In the 'Layer Fill Type', select White.
Now the reason that you just created a new Layer, is that you want to make a new skin, and not edit the template. If you edit the template, every stripe and color in the template will appear on the vehicle in game. You don't want that. You want the stripes/colors/logos/whatever the heck you want on your vehicle. That's why we just created a blank overlapping layer, on which we'll edit the skin.
Step 4 - Making the layer editable
No worries now, I know that your whole Gimp screen is white. That's because the opacity of the layer is 100. We'll change that to around 30%. You can also make this 10%, 0% or whatever you find easy to use. The important part is that you can see what you are editing.
Okay, let's imagine a scenario here. You want to make a difference and think that a pink police car is awesome. No offense, if it gets you happy I'll download it and use it for a day, but that aside, you want a pink car, period.
That's alright, but you have just made a white layer.
Step 4.1 - Creating the template color
Really, we can give this job to the kids in kindergarten, this is the easiest step of the whole guide. In the toolbox - the other window that is open - you'll choose the little bucket. (You closed that too? Silly. Go to Windows->Dockable Dialogs again and select the 'Toolbox'). Next, click on the two colors just a little below that bucket, and select the color you want. Pink in our situation. (Don't complain, you wanted a pink car.) Make sure that your newly created layer is selected (Which is again VERY important, you don't want to temper with the template file, as it won't be visible in our car), and just bucket fill the whole thing in your preferred color.
Step 4.2 - A little insider's tip
What I always do, is create a new layer for every single part I edit. I.e. a layer for the right side of the car, a layer for the top, a special unit number layer. This comes in useful when you want to change a little thing. Also, it makes it easier to find things that you're looking for. Editing is all about structure and logic.
Step 5 - It's time...
Oh yes. Here we go. We're making our skin. Choose a point that you want to start with, let's say the right side of the car. If you've got a very creative mind and a good idea, you can, of course, do it from your head, but most of the people that make a skin use a picture of a real police car to base their skin on. So let's look at our picture or look deep into our minds on what it is that we actually want. Good luck making the skin!
Step 5.1 - Folders to organize all of our work
Let's suppose that you want to make a vehicle that has a number written on it. Of course, you can create text with Gimp, just click the little 'A' in the toolbox. But another small tip that I've got for you is naming it. Just edit the name of the layer in your layers window. Also, you can create folders in your Layers window. This is especially nice to put all the text in. Right click in the layers window, and click 'New Layer Group'. Here you can put all your text in, which if you're making a detailed skin, floods your Layers window.
Step 6 - You done yet?
This is taking forever man, speed it up a little. I'm joking, of course. A nice skin often takes hours sometimes days to make. But for a start (or if you are a talent) 30 minutes will do. If you actually are done, let's finish this thing!
Step 6.1 - Let's save things
Saving is important, let's be completely honest here. How many times you had a project that you worked all night on and it was gone because your laptop ran out of power? Or your PC decided to stall on you? No? Never? Me neither, I guess I watch too many series.
But; back to work. We're saving, mate. I think you might be familiar, but if you're not, press ctrl+s to save. (I know, revolutionary, right?)
Saving the Gimp file in its own extension will make sure that you can edit everything that has to do with layers. If you just export the file to an image file, the layers are gone. So I'd say, save it as a Gimp file AND export it when you're done.
Step 6.2 - Preparing the export
First of all, you are going to want to make sure that your template is not visible. You can either do this by clicking the template layer and setting the opacity to 0% or making sure it's under all the other layers. If you did this, make sure all the layers that you want to be visible on the car, are at 100% opacity. You did this? Awesome! Let's export this thing!
Step 6.3 - Ready for testing!
Exporting. You've GOT TO export the file to make sure it's usable on a car in the game. Click 'File->Export As' and make sure you save it as a PNG FILE. Jpeg's won't work. save it somewhere that you can find it back, not in the deepest roots of your documents.
Step 7 - Installing the skin on your car
Open your RPF file that your car is installed on. If you don't know what I mean by RPF, or don't know how to use OpenIV, look up a tutorial on google on how to install car mods in GTA V. Go to the car ytd file. We're taking the Police slot as an example. So we're going to the police.ytd file. Open it, and find the image named {this varies)_sign_{sometimes a number}. Click 'replace' in the top of the window, and choose your skin. Click save, and press Ctrl+Shift+R (Or find the defragment option somewhere in OpenIV). Defragment it, and launch GTA V
Step 8 - Lemme see it!
Allright. We're in GTA V now, welcome. Spawn the car that you installed your skin on. (So we're spawning the Police car), and enjoy your livery! If you see another skin on the car, or no skin at all, go to your trainer and find the Car Livery Menu. You can cycle between different skins there.
So yeah, that's basically it. You had a short question; here is your 8000+ length tutorial. If you have any questions, feel free to let me know :-)
Yours sincerely,
Daniel
-
BlackNoise got a reaction from theK9General in How to make templates?The easiest and legally free method is rather simple: You'll need to download an image editor such as Gimp (which I recommend, it is a free application that is pretty resourceful if you ask me...). Once downloaded, you can start with new templates for models.
Step 1 - Obtaining your template
Most car mods include the template of that very car. Open it with Gimp. Now the next optional step depends on your own needs/preference. Note that every car is different, so if you want to make (just an example) a template for Pete's CVPI, chances are that that skin won't work on Henry's CVPI.
Step 2 - Resolution. This isn't Minecraft, so ditch the low res (optional)
You can choose to make a 4K model. If you want to do that, just stretch the image in Gimp, giving it a 4096x4096 resolution. 2K is also possible, just give it the 2048x2048 resolution. The reason to choose for this is that it just appears more detailed. The higher the resolution, the more detailed (important for small details like decals or logo's) skin. The downside to this is that (I speak from experience) your saved Gimp file (not the exported image file but the saved templates) can go over 1GB per skin.
So personally I'd go with the 2K or just the regular resolution the template comes in, to practice/start with.
Step 3 - Layers? Layers.
Once you've opened your template and (optionally) changed the resolution, you're able to start the texture! Please note that this step is VERY important if you want to be able to edit mistakes. In my personal experience, this is the most made mistake in the skin making business.
So you've got your texture file in Gimp, but there is this one step you need to take before you can start. You'll notice that (if you didn't close it :-P) there is a 'Layers' window. (If you've accidentally closed it, no worries, click Windows->Dockable Dialogs->Layers, or simply press ctrl+L). Here you'll see your template image.
Create a new Layer by right clicking in the layers window and clicking 'New Layer'. This has to be the same resolution as your template image. In the 'Layer Fill Type', select White.
Now the reason that you just created a new Layer, is that you want to make a new skin, and not edit the template. If you edit the template, every stripe and color in the template will appear on the vehicle in game. You don't want that. You want the stripes/colors/logos/whatever the heck you want on your vehicle. That's why we just created a blank overlapping layer, on which we'll edit the skin.
Step 4 - Making the layer editable
No worries now, I know that your whole Gimp screen is white. That's because the opacity of the layer is 100. We'll change that to around 30%. You can also make this 10%, 0% or whatever you find easy to use. The important part is that you can see what you are editing.
Okay, let's imagine a scenario here. You want to make a difference and think that a pink police car is awesome. No offense, if it gets you happy I'll download it and use it for a day, but that aside, you want a pink car, period.
That's alright, but you have just made a white layer.
Step 4.1 - Creating the template color
Really, we can give this job to the kids in kindergarten, this is the easiest step of the whole guide. In the toolbox - the other window that is open - you'll choose the little bucket. (You closed that too? Silly. Go to Windows->Dockable Dialogs again and select the 'Toolbox'). Next, click on the two colors just a little below that bucket, and select the color you want. Pink in our situation. (Don't complain, you wanted a pink car.) Make sure that your newly created layer is selected (Which is again VERY important, you don't want to temper with the template file, as it won't be visible in our car), and just bucket fill the whole thing in your preferred color.
Step 4.2 - A little insider's tip
What I always do, is create a new layer for every single part I edit. I.e. a layer for the right side of the car, a layer for the top, a special unit number layer. This comes in useful when you want to change a little thing. Also, it makes it easier to find things that you're looking for. Editing is all about structure and logic.
Step 5 - It's time...
Oh yes. Here we go. We're making our skin. Choose a point that you want to start with, let's say the right side of the car. If you've got a very creative mind and a good idea, you can, of course, do it from your head, but most of the people that make a skin use a picture of a real police car to base their skin on. So let's look at our picture or look deep into our minds on what it is that we actually want. Good luck making the skin!
Step 5.1 - Folders to organize all of our work
Let's suppose that you want to make a vehicle that has a number written on it. Of course, you can create text with Gimp, just click the little 'A' in the toolbox. But another small tip that I've got for you is naming it. Just edit the name of the layer in your layers window. Also, you can create folders in your Layers window. This is especially nice to put all the text in. Right click in the layers window, and click 'New Layer Group'. Here you can put all your text in, which if you're making a detailed skin, floods your Layers window.
Step 6 - You done yet?
This is taking forever man, speed it up a little. I'm joking, of course. A nice skin often takes hours sometimes days to make. But for a start (or if you are a talent) 30 minutes will do. If you actually are done, let's finish this thing!
Step 6.1 - Let's save things
Saving is important, let's be completely honest here. How many times you had a project that you worked all night on and it was gone because your laptop ran out of power? Or your PC decided to stall on you? No? Never? Me neither, I guess I watch too many series.
But; back to work. We're saving, mate. I think you might be familiar, but if you're not, press ctrl+s to save. (I know, revolutionary, right?)
Saving the Gimp file in its own extension will make sure that you can edit everything that has to do with layers. If you just export the file to an image file, the layers are gone. So I'd say, save it as a Gimp file AND export it when you're done.
Step 6.2 - Preparing the export
First of all, you are going to want to make sure that your template is not visible. You can either do this by clicking the template layer and setting the opacity to 0% or making sure it's under all the other layers. If you did this, make sure all the layers that you want to be visible on the car, are at 100% opacity. You did this? Awesome! Let's export this thing!
Step 6.3 - Ready for testing!
Exporting. You've GOT TO export the file to make sure it's usable on a car in the game. Click 'File->Export As' and make sure you save it as a PNG FILE. Jpeg's won't work. save it somewhere that you can find it back, not in the deepest roots of your documents.
Step 7 - Installing the skin on your car
Open your RPF file that your car is installed on. If you don't know what I mean by RPF, or don't know how to use OpenIV, look up a tutorial on google on how to install car mods in GTA V. Go to the car ytd file. We're taking the Police slot as an example. So we're going to the police.ytd file. Open it, and find the image named {this varies)_sign_{sometimes a number}. Click 'replace' in the top of the window, and choose your skin. Click save, and press Ctrl+Shift+R (Or find the defragment option somewhere in OpenIV). Defragment it, and launch GTA V
Step 8 - Lemme see it!
Allright. We're in GTA V now, welcome. Spawn the car that you installed your skin on. (So we're spawning the Police car), and enjoy your livery! If you see another skin on the car, or no skin at all, go to your trainer and find the Car Livery Menu. You can cycle between different skins there.
So yeah, that's basically it. You had a short question; here is your 8000+ length tutorial. If you have any questions, feel free to let me know :-)
Yours sincerely,
Daniel
-
BlackNoise reacted to LMS in Callout ends on arrivalWhat happens when you say the callout ends? Also in OnCalloutAccepted you are calling the wrong base method.
-
BlackNoise got a reaction from Veteranfighter in How to make templates?The easiest and legally free method is rather simple: You'll need to download an image editor such as Gimp (which I recommend, it is a free application that is pretty resourceful if you ask me...). Once downloaded, you can start with new templates for models.
Step 1 - Obtaining your template
Most car mods include the template of that very car. Open it with Gimp. Now the next optional step depends on your own needs/preference. Note that every car is different, so if you want to make (just an example) a template for Pete's CVPI, chances are that that skin won't work on Henry's CVPI.
Step 2 - Resolution. This isn't Minecraft, so ditch the low res (optional)
You can choose to make a 4K model. If you want to do that, just stretch the image in Gimp, giving it a 4096x4096 resolution. 2K is also possible, just give it the 2048x2048 resolution. The reason to choose for this is that it just appears more detailed. The higher the resolution, the more detailed (important for small details like decals or logo's) skin. The downside to this is that (I speak from experience) your saved Gimp file (not the exported image file but the saved templates) can go over 1GB per skin.
So personally I'd go with the 2K or just the regular resolution the template comes in, to practice/start with.
Step 3 - Layers? Layers.
Once you've opened your template and (optionally) changed the resolution, you're able to start the texture! Please note that this step is VERY important if you want to be able to edit mistakes. In my personal experience, this is the most made mistake in the skin making business.
So you've got your texture file in Gimp, but there is this one step you need to take before you can start. You'll notice that (if you didn't close it :-P) there is a 'Layers' window. (If you've accidentally closed it, no worries, click Windows->Dockable Dialogs->Layers, or simply press ctrl+L). Here you'll see your template image.
Create a new Layer by right clicking in the layers window and clicking 'New Layer'. This has to be the same resolution as your template image. In the 'Layer Fill Type', select White.
Now the reason that you just created a new Layer, is that you want to make a new skin, and not edit the template. If you edit the template, every stripe and color in the template will appear on the vehicle in game. You don't want that. You want the stripes/colors/logos/whatever the heck you want on your vehicle. That's why we just created a blank overlapping layer, on which we'll edit the skin.
Step 4 - Making the layer editable
No worries now, I know that your whole Gimp screen is white. That's because the opacity of the layer is 100. We'll change that to around 30%. You can also make this 10%, 0% or whatever you find easy to use. The important part is that you can see what you are editing.
Okay, let's imagine a scenario here. You want to make a difference and think that a pink police car is awesome. No offense, if it gets you happy I'll download it and use it for a day, but that aside, you want a pink car, period.
That's alright, but you have just made a white layer.
Step 4.1 - Creating the template color
Really, we can give this job to the kids in kindergarten, this is the easiest step of the whole guide. In the toolbox - the other window that is open - you'll choose the little bucket. (You closed that too? Silly. Go to Windows->Dockable Dialogs again and select the 'Toolbox'). Next, click on the two colors just a little below that bucket, and select the color you want. Pink in our situation. (Don't complain, you wanted a pink car.) Make sure that your newly created layer is selected (Which is again VERY important, you don't want to temper with the template file, as it won't be visible in our car), and just bucket fill the whole thing in your preferred color.
Step 4.2 - A little insider's tip
What I always do, is create a new layer for every single part I edit. I.e. a layer for the right side of the car, a layer for the top, a special unit number layer. This comes in useful when you want to change a little thing. Also, it makes it easier to find things that you're looking for. Editing is all about structure and logic.
Step 5 - It's time...
Oh yes. Here we go. We're making our skin. Choose a point that you want to start with, let's say the right side of the car. If you've got a very creative mind and a good idea, you can, of course, do it from your head, but most of the people that make a skin use a picture of a real police car to base their skin on. So let's look at our picture or look deep into our minds on what it is that we actually want. Good luck making the skin!
Step 5.1 - Folders to organize all of our work
Let's suppose that you want to make a vehicle that has a number written on it. Of course, you can create text with Gimp, just click the little 'A' in the toolbox. But another small tip that I've got for you is naming it. Just edit the name of the layer in your layers window. Also, you can create folders in your Layers window. This is especially nice to put all the text in. Right click in the layers window, and click 'New Layer Group'. Here you can put all your text in, which if you're making a detailed skin, floods your Layers window.
Step 6 - You done yet?
This is taking forever man, speed it up a little. I'm joking, of course. A nice skin often takes hours sometimes days to make. But for a start (or if you are a talent) 30 minutes will do. If you actually are done, let's finish this thing!
Step 6.1 - Let's save things
Saving is important, let's be completely honest here. How many times you had a project that you worked all night on and it was gone because your laptop ran out of power? Or your PC decided to stall on you? No? Never? Me neither, I guess I watch too many series.
But; back to work. We're saving, mate. I think you might be familiar, but if you're not, press ctrl+s to save. (I know, revolutionary, right?)
Saving the Gimp file in its own extension will make sure that you can edit everything that has to do with layers. If you just export the file to an image file, the layers are gone. So I'd say, save it as a Gimp file AND export it when you're done.
Step 6.2 - Preparing the export
First of all, you are going to want to make sure that your template is not visible. You can either do this by clicking the template layer and setting the opacity to 0% or making sure it's under all the other layers. If you did this, make sure all the layers that you want to be visible on the car, are at 100% opacity. You did this? Awesome! Let's export this thing!
Step 6.3 - Ready for testing!
Exporting. You've GOT TO export the file to make sure it's usable on a car in the game. Click 'File->Export As' and make sure you save it as a PNG FILE. Jpeg's won't work. save it somewhere that you can find it back, not in the deepest roots of your documents.
Step 7 - Installing the skin on your car
Open your RPF file that your car is installed on. If you don't know what I mean by RPF, or don't know how to use OpenIV, look up a tutorial on google on how to install car mods in GTA V. Go to the car ytd file. We're taking the Police slot as an example. So we're going to the police.ytd file. Open it, and find the image named {this varies)_sign_{sometimes a number}. Click 'replace' in the top of the window, and choose your skin. Click save, and press Ctrl+Shift+R (Or find the defragment option somewhere in OpenIV). Defragment it, and launch GTA V
Step 8 - Lemme see it!
Allright. We're in GTA V now, welcome. Spawn the car that you installed your skin on. (So we're spawning the Police car), and enjoy your livery! If you see another skin on the car, or no skin at all, go to your trainer and find the Car Livery Menu. You can cycle between different skins there.
So yeah, that's basically it. You had a short question; here is your 8000+ length tutorial. If you have any questions, feel free to let me know :-)
Yours sincerely,
Daniel
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BlackNoise got a reaction from Jmagz in [GUIDE] How to make GTA V police skins using Gimp!So I was browsing the help section, and I saw that there were a LOT of people not knowing how to make a skin for a vehicle. Feel free to use this as a guide and feel free to refer to this topic to show people how to make one.
What you need:
- GIMP (Free to use image edit software. Basically paint for adults :-P)
- OpenIV to mod GTA V vehicles
- A valid copy of GTA V. I will not help you if you have illegally obtained the game. (Dang I sound like your avarage plugin creator)
- A little knowledge on how to add cars via OpenIV
- An idea
- A template of a car. Without it I wish you the best of luck.
Step 1 - Obtaining your template
Most car mods include the template of that very car. Open it with Gimp. Now the next optional step depends on your own needs/preference. Note that every car is different, so if you want to make (just an example) a template for Pete's CVPI, chances are that that skin won't work on Henry's CVPI.
Step 2 - Resolution. This isn't Minecraft, so ditch the low res (optional)
You can choose to make a 4K model. If you want to do that, just stretch the image in Gimp, giving it a 4096x4096 resolution. 2K is also possible, just give it the 2048x2048 resolution. The reason to choose for this is that it just appears more detailed. The higher the resolution, the more detailed (important for small details like decals or logo's) skin. The downside to this is that (I speak from experience) your saved Gimp file (not the exported image file but the saved templates) can go over 1GB per skin.
So personally I'd go with the 2K or just the regular resolution the template comes in, to practice/start with.
Step 3 - Layers? Layers.
Once you've opened your template and (optionally) changed the resolution, you're able to start the texture! Please note that this step is VERY important if you want to be able to edit mistakes. In my personal experience, this is the most made mistake in the skin making business.
So you've got your texture file in Gimp, but there is this one step you need to take before you can start. You'll notice that (if you didn't close it :-P) there is a 'Layers' window. (If you've accidentally closed it, no worries, click Windows->Dockable Dialogs->Layers, or simply press ctrl+L). Here you'll see your template image.
Create a new Layer by right clicking in the layers window and clicking 'New Layer'. This has to be the same resolution as your template image. In the 'Layer Fill Type', select White.
Now the reason that you just created a new Layer, is that you want to make a new skin, and not edit the template. If you edit the template, every stripe and color in the template will appear on the vehicle in game. You don't want that. You want the stripes/colors/logos/whatever the heck you want on your vehicle. That's why we just created a blank overlapping layer, on which we'll edit the skin.
Step 4 - Making the layer editable
No worries now, I know that your whole Gimp screen is white. That's because the opacity of the layer is 100. We'll change that to around 30%. You can also make this 10%, 0% or whatever you find easy to use. The important part is that you can see what you are editing.
Okay, let's imagine a scenario here. You want to make a difference and think that a pink police car is awesome. No offense, if it gets you happy I'll download it and use it for a day, but that aside, you want a pink car, period.
That's alright, but you have just made a white layer.
Step 4.1 - Creating the template color
Really, we can give this job to the kids in kindergarten, this is the easiest step of the whole guide. In the toolbox - the other window that is open - you'll choose the little bucket. (You closed that too? Silly. Go to Windows->Dockable Dialogs again and select the 'Toolbox'). Next, click on the two colors just a little below that bucket, and select the color you want. Pink in our situation. (Don't complain, you wanted a pink car.) Make sure that your newly created layer is selected (Which is again VERY important, you don't want to temper with the template file, as it won't be visible in our car), and just bucket fill the whole thing in your preferred color.
Step 4.2 - A little insider's tip
What I always do, is create a new layer for every single part I edit. I.e. a layer for the right side of the car, a layer for the top, a special unit number layer. This comes in useful when you want to change a little thing. Also, it makes it easier to find things that you're looking for. Editing is all about structure and logic.
Step 5 - It's time...
Oh yes. Here we go. We're making our skin. Choose a point that you want to start with, let's say the right side of the car. If you've got a very creative mind and a good idea, you can, of course, do it from your head, but most of the people that make a skin use a picture of a real police car to base their skin on. So let's look at our picture or look deep into our minds on what it is that we actually want. Good luck making the skin!
Step 5.1 - Folders to organize all of our work
Let's suppose that you want to make a vehicle that has a number written on it. Of course, you can create text with Gimp, just click the little 'A' in the toolbox. But another small tip that I've got for you is naming it. Just edit the name of the layer in your layers window. Also, you can create folders in your Layers window. This is especially nice to put all the text in. Right click in the layers window, and click 'New Layer Group'. Here you can put all your text in, which if you're making a detailed skin, floods your Layers window.
Step 6 - You done yet?
This is taking forever man, speed it up a little. I'm joking, of course. A nice skin often takes hours sometimes days to make. But for a start (or if you are a talent) 30 minutes will do. If you actually are done, let's finish this thing!
Step 6.1 - Let's save things
Saving is important, let's be completely honest here. How many times you had a project that you worked all night on and it was gone because your laptop ran out of power? Or your PC decided to stall on you? No? Never? Me neither, I guess I watch too many series.
But; back to work. We're saving, mate. I think you might be familiar, but if you're not, press ctrl+s to save. (I know, revolutionary, right?)
Saving the Gimp file in its own extension will make sure that you can edit everything that has to do with layers. If you just export the file to an image file, the layers are gone. So I'd say, save it as a Gimp file AND export it when you're done.
Step 6.2 - Preparing the export
First of all, you are going to want to make sure that your template is not visible. You can either do this by clicking the template layer and setting the opacity to 0% or making sure it's under all the other layers. If you did this, make sure all the layers that you want to be visible on the car, are at 100% opacity. You did this? Awesome! Let's export this thing!
Step 6.3 - Ready for testing!
Exporting. You've GOT TO export the file to make sure it's usable on a car in the game. Click 'File->Export As' and make sure you save it as a PNG FILE. Jpeg's won't work. save it somewhere that you can find it back, not in the deepest roots of your documents.
Step 7 - Installing the skin on your car
Open your RPF file that your car is installed on. If you don't know what I mean by RPF, or don't know how to use OpenIV, look up a tutorial on google on how to install car mods in GTA V. Go to the car ytd file. We're taking the Police slot as an example. So we're going to the police.ytd file. Open it, and find the image named {this varies)_sign_{sometimes a number}. Click 'replace' in the top of the window, and choose your skin. Click save, and press Ctrl+Shift+R (Or find the defragment option somewhere in OpenIV). Defragment it, and launch GTA V
Step 8 - Lemme see it!
Alright. We're in GTA V now, welcome. Spawn the car that you installed your skin on. (So we're spawning the Police car), and enjoy your livery! If you see another skin on the car or no skin at all, go to your trainer and find the Car Livery Menu. You can cycle between different skins there.
Now, if you have any questions regarding this tutorial, feel free to send me a message or post a comment below. If you have any tips for me or a tip regarding this tutorial, let me know too!
I hope I helped you guys out a bit,
Enjoy 2017
Daniel
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BlackNoise got a reaction from CreepyLP in [WIP] CPR: ReloadedIn the beginning of GTA modding, someone made a CPR mod, but it was really buggy and the support for it was removed. That's why I added "Reloaded", to show that this is a (hopefully) better plugin than it's predecessor.
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BlackNoise got a reaction from HolyGobo in [GUIDE] How to make GTA V police skins using Gimp!So I was browsing the help section, and I saw that there were a LOT of people not knowing how to make a skin for a vehicle. Feel free to use this as a guide and feel free to refer to this topic to show people how to make one.
What you need:
- GIMP (Free to use image edit software. Basically paint for adults :-P)
- OpenIV to mod GTA V vehicles
- A valid copy of GTA V. I will not help you if you have illegally obtained the game. (Dang I sound like your avarage plugin creator)
- A little knowledge on how to add cars via OpenIV
- An idea
- A template of a car. Without it I wish you the best of luck.
Step 1 - Obtaining your template
Most car mods include the template of that very car. Open it with Gimp. Now the next optional step depends on your own needs/preference. Note that every car is different, so if you want to make (just an example) a template for Pete's CVPI, chances are that that skin won't work on Henry's CVPI.
Step 2 - Resolution. This isn't Minecraft, so ditch the low res (optional)
You can choose to make a 4K model. If you want to do that, just stretch the image in Gimp, giving it a 4096x4096 resolution. 2K is also possible, just give it the 2048x2048 resolution. The reason to choose for this is that it just appears more detailed. The higher the resolution, the more detailed (important for small details like decals or logo's) skin. The downside to this is that (I speak from experience) your saved Gimp file (not the exported image file but the saved templates) can go over 1GB per skin.
So personally I'd go with the 2K or just the regular resolution the template comes in, to practice/start with.
Step 3 - Layers? Layers.
Once you've opened your template and (optionally) changed the resolution, you're able to start the texture! Please note that this step is VERY important if you want to be able to edit mistakes. In my personal experience, this is the most made mistake in the skin making business.
So you've got your texture file in Gimp, but there is this one step you need to take before you can start. You'll notice that (if you didn't close it :-P) there is a 'Layers' window. (If you've accidentally closed it, no worries, click Windows->Dockable Dialogs->Layers, or simply press ctrl+L). Here you'll see your template image.
Create a new Layer by right clicking in the layers window and clicking 'New Layer'. This has to be the same resolution as your template image. In the 'Layer Fill Type', select White.
Now the reason that you just created a new Layer, is that you want to make a new skin, and not edit the template. If you edit the template, every stripe and color in the template will appear on the vehicle in game. You don't want that. You want the stripes/colors/logos/whatever the heck you want on your vehicle. That's why we just created a blank overlapping layer, on which we'll edit the skin.
Step 4 - Making the layer editable
No worries now, I know that your whole Gimp screen is white. That's because the opacity of the layer is 100. We'll change that to around 30%. You can also make this 10%, 0% or whatever you find easy to use. The important part is that you can see what you are editing.
Okay, let's imagine a scenario here. You want to make a difference and think that a pink police car is awesome. No offense, if it gets you happy I'll download it and use it for a day, but that aside, you want a pink car, period.
That's alright, but you have just made a white layer.
Step 4.1 - Creating the template color
Really, we can give this job to the kids in kindergarten, this is the easiest step of the whole guide. In the toolbox - the other window that is open - you'll choose the little bucket. (You closed that too? Silly. Go to Windows->Dockable Dialogs again and select the 'Toolbox'). Next, click on the two colors just a little below that bucket, and select the color you want. Pink in our situation. (Don't complain, you wanted a pink car.) Make sure that your newly created layer is selected (Which is again VERY important, you don't want to temper with the template file, as it won't be visible in our car), and just bucket fill the whole thing in your preferred color.
Step 4.2 - A little insider's tip
What I always do, is create a new layer for every single part I edit. I.e. a layer for the right side of the car, a layer for the top, a special unit number layer. This comes in useful when you want to change a little thing. Also, it makes it easier to find things that you're looking for. Editing is all about structure and logic.
Step 5 - It's time...
Oh yes. Here we go. We're making our skin. Choose a point that you want to start with, let's say the right side of the car. If you've got a very creative mind and a good idea, you can, of course, do it from your head, but most of the people that make a skin use a picture of a real police car to base their skin on. So let's look at our picture or look deep into our minds on what it is that we actually want. Good luck making the skin!
Step 5.1 - Folders to organize all of our work
Let's suppose that you want to make a vehicle that has a number written on it. Of course, you can create text with Gimp, just click the little 'A' in the toolbox. But another small tip that I've got for you is naming it. Just edit the name of the layer in your layers window. Also, you can create folders in your Layers window. This is especially nice to put all the text in. Right click in the layers window, and click 'New Layer Group'. Here you can put all your text in, which if you're making a detailed skin, floods your Layers window.
Step 6 - You done yet?
This is taking forever man, speed it up a little. I'm joking, of course. A nice skin often takes hours sometimes days to make. But for a start (or if you are a talent) 30 minutes will do. If you actually are done, let's finish this thing!
Step 6.1 - Let's save things
Saving is important, let's be completely honest here. How many times you had a project that you worked all night on and it was gone because your laptop ran out of power? Or your PC decided to stall on you? No? Never? Me neither, I guess I watch too many series.
But; back to work. We're saving, mate. I think you might be familiar, but if you're not, press ctrl+s to save. (I know, revolutionary, right?)
Saving the Gimp file in its own extension will make sure that you can edit everything that has to do with layers. If you just export the file to an image file, the layers are gone. So I'd say, save it as a Gimp file AND export it when you're done.
Step 6.2 - Preparing the export
First of all, you are going to want to make sure that your template is not visible. You can either do this by clicking the template layer and setting the opacity to 0% or making sure it's under all the other layers. If you did this, make sure all the layers that you want to be visible on the car, are at 100% opacity. You did this? Awesome! Let's export this thing!
Step 6.3 - Ready for testing!
Exporting. You've GOT TO export the file to make sure it's usable on a car in the game. Click 'File->Export As' and make sure you save it as a PNG FILE. Jpeg's won't work. save it somewhere that you can find it back, not in the deepest roots of your documents.
Step 7 - Installing the skin on your car
Open your RPF file that your car is installed on. If you don't know what I mean by RPF, or don't know how to use OpenIV, look up a tutorial on google on how to install car mods in GTA V. Go to the car ytd file. We're taking the Police slot as an example. So we're going to the police.ytd file. Open it, and find the image named {this varies)_sign_{sometimes a number}. Click 'replace' in the top of the window, and choose your skin. Click save, and press Ctrl+Shift+R (Or find the defragment option somewhere in OpenIV). Defragment it, and launch GTA V
Step 8 - Lemme see it!
Alright. We're in GTA V now, welcome. Spawn the car that you installed your skin on. (So we're spawning the Police car), and enjoy your livery! If you see another skin on the car or no skin at all, go to your trainer and find the Car Livery Menu. You can cycle between different skins there.
Now, if you have any questions regarding this tutorial, feel free to send me a message or post a comment below. If you have any tips for me or a tip regarding this tutorial, let me know too!
I hope I helped you guys out a bit,
Enjoy 2017
Daniel
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Updated for the latest GTA Online update: Further Adventures in Finance and Felony.
Alright, I've been thinking about doing this since a while. "But, Hystery, why would you bother doing a whole thread about this? Especially since it seems to have taken quite some time to write." you may ask. Well, I could say that it is because I'm a philantropist, but I'm not a good liar. Nah, the main reason is that I find it a bit sad and irritating to see the same topics popping out over and over again in the support section with the same questions and the same fixes that have already been repeated when it comes to installing car mods. So I thought I'd actually give a bit of myself to try and solve the problem. Yes, I'm nice like that. Anyway, now that this introduction is done, let's jump into the fun stuff.
Note: if you see clicky stuff, click it, it'll lead you to a page related to what I'm talking about.
First, you have to make sure you've the tools to mod your game properly for modded cars. Those tools include:
OpenIV (includes the OpenIV.asi and ASI loader that have to be installed with it)
Common sense
Yes, common sense is a tool, and can come incredibly handy. But gladly for you, thanks to this thread, it will not be mandatory (even though strongly recommended) as I'll address most of the common problems encountered when a car mod is not working as intended. Don't worry, you'll get used to my passive-aggressiveness. It's part of my charm! Jokes aside, let's move on.
/!\ IMPORTANT /!\: USE A MODS FOLDER. IF YOU DON'T AND END UP SCREWING YOUR GAME, IT'S ENTIRELY YOUR FAULT.
Basic information: the whys
Something to understand very well and is important to know before starting to install car mods is how Rockstar organized their files, and what are those files. Let's take a look at the second before talking about the first. Files come in various forms. The ones that will be of interest to us are .rpf archives (Rage Package File). Why? Because they contain all data of the game, and most importantly all the 3D models of the game, from the subway wagons to the trashmaster truck, passing by the different kinds of peds in the game. Though only the ones containing cars will be of use: the vehicles.rpf archives. They contain ALL the vehicles of the game. No exception. So far so good? Alright, let's talk about the file organization.
Over time, Rockstar released different updates for GTA Online. You may have heard of it, that's the updates breaking Ragehook and Scripthook every time they are released. Those DLCs are all located in one single location. The thing is, when Rockstar released new vehicles, they released them in the form of new vehicles.rpf archives. Sometimes it contains just 2 or 3 new cars, sometimes more, and sometimes it contains updated versions of already existing models. This last part is VERY important. The game works in such a way that it will load the cars of the game starting from the most recent released vehicles.rpf, and then will go back in time in the different updates installed. That means that the most recent versions of the cars will be loaded first and will override the previous versions of the said cars as they are judged obsolete. That's why you can find the police3 model in the vehicles.rpf archive in the DLC folder called patchday4ng, but it is also present in an older vehicles.rpf archive in an older DLC folder. The one in the patchday4ng DLC folder was released more recently on the timeline and thus is loaded first in the game, and overrides its previous version. Keep that in mind, it's very important for the next part.
Installing car mods in my game: the hows
To install a police car mod, you need to replace the in-game model with the car you want. It must fill one of the existing slots, that are detailed below.
fbi (unmarked Bravado Buffalo 1st Gen)
fbi2 (unmarked Declasse Granger)
police (LSPD Vapid Stanier 2nd Gen)
police2 (LSPD Bravado Buffalo 1st Gen)
police3 (LSPD Vapid Interceptor)
police4 (unmarked Vapid Stanier 2nd Gen)
policeb (LSPD police bike)
policet (LSPD police transport)
policeold1 (North Yankton Declasse Rancher)
policeold2 (North Yankton Albany Esperanto)
pranger (Park Ranger Declasse Granger)
riot (LSPD/NOoSE Riot)
sheriff (LSSD Vapid Stanier 2nd Gen)
sheriff2 (LSSD Declasse Granger)
Any police car that does not replace one of those slots is considered an add-on and needs specific manipulations that WILL NOT BE EXPLAINED HERE. We're here to talk about original police car slots.
Now. Those cars are actually not located in one single vehicles.rpf archive. They are scattered a bit everywhere. If you wanted to be really cautious and tidy, you would have to replace each model in its actual location. For example, if you wanted to replace the police2 model, you would have to go to the DLC folder called patchday3ng, and replace the model in the vehicles.rpf archive it contains. If you wanted to replace the police3 model, you would have to go to the DLC folder called patchday4ng, and replace the model in the vehicles.rpf archive it contains, and so on with the different models and their actual locations. BUT! Do you remember when I said the game was loading cars starting from the most recent vehicles.rpf archives and then was going back in time? That's where the trick is, we can abuse this system. Basically, if you install ALL your police car mods within the most recent DLC patch, they will be loaded first and override the previous versions of the car slots you placed your cars in. That means that you need only ONE DLC folder with only ONE vehicles.rpf archive to install your police car mods. It makes everything easier. Let's put this in practice.
Installation: At the date of 09/06/2016, the latest DLC patch that has been released by Rockstar is the patch called patchday10ng. This DLC patch is located with all the other DLC patches, at this location: update/x64/dlcpacks. You will find the folder called patchday10ng there. Inside, you'll find a dlc.rpf. You will right click on it and click on "Copy to mods folder". Once done, you'll automatically be in the dlc.rpf archive, so you'll just have to navigate to x64/level/gta5, and you will find the vehicles.rpf archive. Open it, and as you'll find out, there's no police car in it. But we can make the game believe that there are police cars. Click on the Edit mod button and then on the green cross to IMPORT cars. Select the cars you want, don't forget to rename them to the name of the slot you want them to be, and simply import them. DONE! Yes, that's all you need to do. From there, the cars will spawn in your game at the slots you placed them into, because the game will load them and believe they are more recent version of the already existing police cars, and thus will override those. Crazy right?
Now now, let's calm our tatas there. That was only to install the 3D models. Most cars don't need more to work in your game. But some cars require a bit more attention than that, and when those cars need more manipulations, those manipulations are often detailed in readme files or similar provided with the said cars. Please. PLEASE. IF YOU SEE A README FILE, READ IT. It might seem like a silly request, but that's where common sense mentioned earlier comes into play. Many people ask for support when most of the time they simply did not read those installation instructions and slapped the car into their game without doing the manipulations mentioned. But before we get to that, let's talk about technical stuff.
As you may have noticed, the police model has halogen and LED lightbar, the police2 model has only LED lightbar, and the police3 model has rambar LEDs on top of having a LED lightbar. Because of those different setups, the lighting setups are different depending on the car, because the lights have to flash differently depending on what setup is on what car. That's why sometimes you will install a car in the police slot, and find out once in-game that the lights are actually not flashing properly and do weird stuff. That's because the lighting setup needs to be modified for the lights to work properly.
Those light setups are written in files called carvariation.meta. When a car mod works with a different lighting setup than the original model it is supposed to replace, you will find in the installation instructions something called carvariation.meta lines. Those lines of code will have to be installed in a carvariation.meta file that will be specified in the installation instructions. They are absolutely needed for the lights of the car to work properly. At this point, all you have to do is follow the instructions, do as they say and you're good to go. To modify a carvariation.meta file, or any .meta file, you will have to extract it somewhere with OpenIV, open it with a software like notepad, modify what has to be modified and then replace the original .meta file with the one you modified.
That's pretty much it. That doesn't seem that complicated now, does it? Well then, why do people encounter problems? I wonder as well. But let's look at the most common problems encoutered, and how to fix them.
Troubleshooting
"Help, the car I installed does not appear in game!"
Easy fix for that: install cars as I mentioned above. Most of the time, when the installed car doesn't spawn in game, that means that it has been installed in a specific vehicles.rpf that contains an obsolete version of the police model you wanted to replace. A more recent vehicles.rpf was released with an updated version of that police model, and thus the game loads it first, overriding the car you installed. As said, to fix this, install your car mods in the most recent DLC patch. Alternatively, it might also be caused by the fact you did not install the OpenIV.asi and the ASI loader, which you can do by clicking on the Tools tab in OpenIV and clicking on ASI Manager. You'll just have to click to install those two things.
"Help, the lights of my car are flashing weirdly/seem to be misplaced!"
Once again, easy fix. I see it happen often with cars having to be installed in the police, police3 and sheriff slot, but it can happen in different slots occasionally. When lights are not flashing properly or seem weird, like lights appearing mid-air, floating over the car and so on, that means that you did not modify the carvariation.meta lines I mentioned earlier and that should be included with the car you downloaded. Simply follow the installation instructions provided with the car and you should be good to go. Scroll up if you want to know the reasons behind this.
"Help, my car rolls over when I steer/take a corner!"
This is a specific problem. You see, every car in the game has what is called a handling line. That's what is defining how the car accelerate, brakes, turns, the weight of the car, how the weight is moved with inertia when the car is on movement, and so on. When a car is rolling over in corners and ends on the roof, most of the time it means that the original handling line is incompatible with the installed car. In those cases, most of the time a handling line is provided with the downloaded car to replace the original handling line with the modified one for the car to act normally/with specific perfomance. Those handling lines are in a file called handling.meta which is located in update/update.rpf/common/data. Remember to modify those files only once you copied them in the mods folder. In the rare cases were there are no handling line provided, there are two possible explanation: either you have to change the handling line by yourself, or you made a mistake at some point, and there's no real way we can help you. For the first case, you can modify what handling line the car you replaced uses by modifying the vehicles.meta file which is located in update/update.rpf/common/data/level/gta5. In this file, you'll find all the cars specifications. Simply press ctrl+F to open the search box, type what car you want to find, then once you found the dedicated lines for that model just scroll down to find a line starting with <handling> and finishing by </handling>. Between those two is the name of the handling line, which is often the name of the car it was made for. Just change the name to a car you think it fits better and see if it gives better results.
"Help, the lights of the lightbar are all white!"
Dear, I've seen this question one too many times. Just set your Shaders and PostFX settings to High or above in the graphic options tab of your game. Also, USE THE DAMN SEARCH BAR BEFORE ASKING THAT AGAIN. Dozens of people already created threads about that, you can get your answer from them instead of creating another thread. Matter of politeness for the moderators trying to keep the forums clean.
"Help, how do I install textures on my car!"/"Help, the texture I installed is all distorded/misplaced!"
Unrelated to car installation, but since I'm a nice guy, I'll tell you anyway. For that, you'll have to open the .ytd file(s) of the car model you want to install the texture on in OpenIV. The .ytd are where all the textures of the car are located. Once opened, just scroll down and browse through all the textures to find where the original car texture is and simply click on replace once you selected it, and select what texture you want to replace it with. Alternatively, you can find how this texture is actually called, give the texture you want to apply the same name, click on import and select that texture for it to automatically replace the original one. Now, for the second question. Every car has what we call a template. It's basically a 2D scheme of the car's bodywork. It allows skin modders to make skins properly. Every car has its own template. Sometimes, similar models even have different templates! Yes, I know it's a bit annoying, but you'll have to live with it. Any texture released is made for specific templates/cars, and works only on those models. Don't try to apply a texture made for a 2014 Dodge Charger on a 2008 Chevrolet Tahoe, it won't work.
"Help, I installed many textures on a car but only the first one shows up in game!" A particular problem that occurs only for a few police slots. You see, there are two categories of police cars in the game. The ones that have a pool of unit numbers so the cars can spawn with random unit numbers when they dispatch, and the cars that don't have that. In the first category, you can find police, police2, police3 for example. In the second category, you can find fbi, fbi2, police4 for example. For that category, we say that the cars are not multi-livery enabled, means they only have one livery and spawn always with the same, on the contrary of the cars in the first category that can spawn with various, different liveries. To solve this, it's very easy. You installed a car and only one livery shows up when there are supposed to be more than that? Find in what slot you installed that car, then go to update/update.rpf/common/data/level/gta. You'll find a file called vehicles.meta. Extract it somewhere. Once done, open it with notepad or a similar software and look for the name of the police slot you installed the car in. Once you find them, scroll down to find a line filled with a bunch of 'FLAG_HAS_STUFF'. Simply add 'FLAG_HAS_LIVERY' at the end of it, and save. Then replace the original vehicles.meta file with the one you modifed, and you're good to go.
"Help, all my windows are tinted pitch black, and my lightbar doesn't light up because of that! It's a problem that is, to my knowledge, inherent to only the sheriff2 and pranger files. It makes some models having pitch black tinted windows, and since many models have the lightbar glass of the same material as the windows, it tints the lightbar glass as well, preventing the lights from flashing through. There's a very easy fix for that. Search for the vehicles.meta file located in update/update.rpf/common/data/level/gta5, and extract it somewhere. Open the extracted file with notepad or similar software, and press Ctrl+F to open the search bar. Search for the name of the car slot you installed your modded car in and causing this problem. Once you found the car lines, scroll down until you find a line that looks like this:
<diffuseTint value="0xAA0A0A0A" />
And replace it with this:
<diffuseTint value="0x00FFFFFF" />
It'll make the windows transparent and make the lightbar light up.
That's all I can think of on top of my head. Hopefully this will help people. If you see someone creating a support thread about a non-working car mod, feel free to redirect them here. If this helped you in any way, feel free to leave a like. Took me forever to write all that down.
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BlackNoise got a reaction from Jenia in How to make templates?The easiest and legally free method is rather simple: You'll need to download an image editor such as Gimp (which I recommend, it is a free application that is pretty resourceful if you ask me...). Once downloaded, you can start with new templates for models.
Step 1 - Obtaining your template
Most car mods include the template of that very car. Open it with Gimp. Now the next optional step depends on your own needs/preference. Note that every car is different, so if you want to make (just an example) a template for Pete's CVPI, chances are that that skin won't work on Henry's CVPI.
Step 2 - Resolution. This isn't Minecraft, so ditch the low res (optional)
You can choose to make a 4K model. If you want to do that, just stretch the image in Gimp, giving it a 4096x4096 resolution. 2K is also possible, just give it the 2048x2048 resolution. The reason to choose for this is that it just appears more detailed. The higher the resolution, the more detailed (important for small details like decals or logo's) skin. The downside to this is that (I speak from experience) your saved Gimp file (not the exported image file but the saved templates) can go over 1GB per skin.
So personally I'd go with the 2K or just the regular resolution the template comes in, to practice/start with.
Step 3 - Layers? Layers.
Once you've opened your template and (optionally) changed the resolution, you're able to start the texture! Please note that this step is VERY important if you want to be able to edit mistakes. In my personal experience, this is the most made mistake in the skin making business.
So you've got your texture file in Gimp, but there is this one step you need to take before you can start. You'll notice that (if you didn't close it :-P) there is a 'Layers' window. (If you've accidentally closed it, no worries, click Windows->Dockable Dialogs->Layers, or simply press ctrl+L). Here you'll see your template image.
Create a new Layer by right clicking in the layers window and clicking 'New Layer'. This has to be the same resolution as your template image. In the 'Layer Fill Type', select White.
Now the reason that you just created a new Layer, is that you want to make a new skin, and not edit the template. If you edit the template, every stripe and color in the template will appear on the vehicle in game. You don't want that. You want the stripes/colors/logos/whatever the heck you want on your vehicle. That's why we just created a blank overlapping layer, on which we'll edit the skin.
Step 4 - Making the layer editable
No worries now, I know that your whole Gimp screen is white. That's because the opacity of the layer is 100. We'll change that to around 30%. You can also make this 10%, 0% or whatever you find easy to use. The important part is that you can see what you are editing.
Okay, let's imagine a scenario here. You want to make a difference and think that a pink police car is awesome. No offense, if it gets you happy I'll download it and use it for a day, but that aside, you want a pink car, period.
That's alright, but you have just made a white layer.
Step 4.1 - Creating the template color
Really, we can give this job to the kids in kindergarten, this is the easiest step of the whole guide. In the toolbox - the other window that is open - you'll choose the little bucket. (You closed that too? Silly. Go to Windows->Dockable Dialogs again and select the 'Toolbox'). Next, click on the two colors just a little below that bucket, and select the color you want. Pink in our situation. (Don't complain, you wanted a pink car.) Make sure that your newly created layer is selected (Which is again VERY important, you don't want to temper with the template file, as it won't be visible in our car), and just bucket fill the whole thing in your preferred color.
Step 4.2 - A little insider's tip
What I always do, is create a new layer for every single part I edit. I.e. a layer for the right side of the car, a layer for the top, a special unit number layer. This comes in useful when you want to change a little thing. Also, it makes it easier to find things that you're looking for. Editing is all about structure and logic.
Step 5 - It's time...
Oh yes. Here we go. We're making our skin. Choose a point that you want to start with, let's say the right side of the car. If you've got a very creative mind and a good idea, you can, of course, do it from your head, but most of the people that make a skin use a picture of a real police car to base their skin on. So let's look at our picture or look deep into our minds on what it is that we actually want. Good luck making the skin!
Step 5.1 - Folders to organize all of our work
Let's suppose that you want to make a vehicle that has a number written on it. Of course, you can create text with Gimp, just click the little 'A' in the toolbox. But another small tip that I've got for you is naming it. Just edit the name of the layer in your layers window. Also, you can create folders in your Layers window. This is especially nice to put all the text in. Right click in the layers window, and click 'New Layer Group'. Here you can put all your text in, which if you're making a detailed skin, floods your Layers window.
Step 6 - You done yet?
This is taking forever man, speed it up a little. I'm joking, of course. A nice skin often takes hours sometimes days to make. But for a start (or if you are a talent) 30 minutes will do. If you actually are done, let's finish this thing!
Step 6.1 - Let's save things
Saving is important, let's be completely honest here. How many times you had a project that you worked all night on and it was gone because your laptop ran out of power? Or your PC decided to stall on you? No? Never? Me neither, I guess I watch too many series.
But; back to work. We're saving, mate. I think you might be familiar, but if you're not, press ctrl+s to save. (I know, revolutionary, right?)
Saving the Gimp file in its own extension will make sure that you can edit everything that has to do with layers. If you just export the file to an image file, the layers are gone. So I'd say, save it as a Gimp file AND export it when you're done.
Step 6.2 - Preparing the export
First of all, you are going to want to make sure that your template is not visible. You can either do this by clicking the template layer and setting the opacity to 0% or making sure it's under all the other layers. If you did this, make sure all the layers that you want to be visible on the car, are at 100% opacity. You did this? Awesome! Let's export this thing!
Step 6.3 - Ready for testing!
Exporting. You've GOT TO export the file to make sure it's usable on a car in the game. Click 'File->Export As' and make sure you save it as a PNG FILE. Jpeg's won't work. save it somewhere that you can find it back, not in the deepest roots of your documents.
Step 7 - Installing the skin on your car
Open your RPF file that your car is installed on. If you don't know what I mean by RPF, or don't know how to use OpenIV, look up a tutorial on google on how to install car mods in GTA V. Go to the car ytd file. We're taking the Police slot as an example. So we're going to the police.ytd file. Open it, and find the image named {this varies)_sign_{sometimes a number}. Click 'replace' in the top of the window, and choose your skin. Click save, and press Ctrl+Shift+R (Or find the defragment option somewhere in OpenIV). Defragment it, and launch GTA V
Step 8 - Lemme see it!
Allright. We're in GTA V now, welcome. Spawn the car that you installed your skin on. (So we're spawning the Police car), and enjoy your livery! If you see another skin on the car, or no skin at all, go to your trainer and find the Car Livery Menu. You can cycle between different skins there.
So yeah, that's basically it. You had a short question; here is your 8000+ length tutorial. If you have any questions, feel free to let me know :-)
Yours sincerely,
Daniel
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BlackNoise got a reaction from 11john11 in [GUIDE] How to make GTA V police skins using Gimp!So I was browsing the help section, and I saw that there were a LOT of people not knowing how to make a skin for a vehicle. Feel free to use this as a guide and feel free to refer to this topic to show people how to make one.
What you need:
- GIMP (Free to use image edit software. Basically paint for adults :-P)
- OpenIV to mod GTA V vehicles
- A valid copy of GTA V. I will not help you if you have illegally obtained the game. (Dang I sound like your avarage plugin creator)
- A little knowledge on how to add cars via OpenIV
- An idea
- A template of a car. Without it I wish you the best of luck.
Step 1 - Obtaining your template
Most car mods include the template of that very car. Open it with Gimp. Now the next optional step depends on your own needs/preference. Note that every car is different, so if you want to make (just an example) a template for Pete's CVPI, chances are that that skin won't work on Henry's CVPI.
Step 2 - Resolution. This isn't Minecraft, so ditch the low res (optional)
You can choose to make a 4K model. If you want to do that, just stretch the image in Gimp, giving it a 4096x4096 resolution. 2K is also possible, just give it the 2048x2048 resolution. The reason to choose for this is that it just appears more detailed. The higher the resolution, the more detailed (important for small details like decals or logo's) skin. The downside to this is that (I speak from experience) your saved Gimp file (not the exported image file but the saved templates) can go over 1GB per skin.
So personally I'd go with the 2K or just the regular resolution the template comes in, to practice/start with.
Step 3 - Layers? Layers.
Once you've opened your template and (optionally) changed the resolution, you're able to start the texture! Please note that this step is VERY important if you want to be able to edit mistakes. In my personal experience, this is the most made mistake in the skin making business.
So you've got your texture file in Gimp, but there is this one step you need to take before you can start. You'll notice that (if you didn't close it :-P) there is a 'Layers' window. (If you've accidentally closed it, no worries, click Windows->Dockable Dialogs->Layers, or simply press ctrl+L). Here you'll see your template image.
Create a new Layer by right clicking in the layers window and clicking 'New Layer'. This has to be the same resolution as your template image. In the 'Layer Fill Type', select White.
Now the reason that you just created a new Layer, is that you want to make a new skin, and not edit the template. If you edit the template, every stripe and color in the template will appear on the vehicle in game. You don't want that. You want the stripes/colors/logos/whatever the heck you want on your vehicle. That's why we just created a blank overlapping layer, on which we'll edit the skin.
Step 4 - Making the layer editable
No worries now, I know that your whole Gimp screen is white. That's because the opacity of the layer is 100. We'll change that to around 30%. You can also make this 10%, 0% or whatever you find easy to use. The important part is that you can see what you are editing.
Okay, let's imagine a scenario here. You want to make a difference and think that a pink police car is awesome. No offense, if it gets you happy I'll download it and use it for a day, but that aside, you want a pink car, period.
That's alright, but you have just made a white layer.
Step 4.1 - Creating the template color
Really, we can give this job to the kids in kindergarten, this is the easiest step of the whole guide. In the toolbox - the other window that is open - you'll choose the little bucket. (You closed that too? Silly. Go to Windows->Dockable Dialogs again and select the 'Toolbox'). Next, click on the two colors just a little below that bucket, and select the color you want. Pink in our situation. (Don't complain, you wanted a pink car.) Make sure that your newly created layer is selected (Which is again VERY important, you don't want to temper with the template file, as it won't be visible in our car), and just bucket fill the whole thing in your preferred color.
Step 4.2 - A little insider's tip
What I always do, is create a new layer for every single part I edit. I.e. a layer for the right side of the car, a layer for the top, a special unit number layer. This comes in useful when you want to change a little thing. Also, it makes it easier to find things that you're looking for. Editing is all about structure and logic.
Step 5 - It's time...
Oh yes. Here we go. We're making our skin. Choose a point that you want to start with, let's say the right side of the car. If you've got a very creative mind and a good idea, you can, of course, do it from your head, but most of the people that make a skin use a picture of a real police car to base their skin on. So let's look at our picture or look deep into our minds on what it is that we actually want. Good luck making the skin!
Step 5.1 - Folders to organize all of our work
Let's suppose that you want to make a vehicle that has a number written on it. Of course, you can create text with Gimp, just click the little 'A' in the toolbox. But another small tip that I've got for you is naming it. Just edit the name of the layer in your layers window. Also, you can create folders in your Layers window. This is especially nice to put all the text in. Right click in the layers window, and click 'New Layer Group'. Here you can put all your text in, which if you're making a detailed skin, floods your Layers window.
Step 6 - You done yet?
This is taking forever man, speed it up a little. I'm joking, of course. A nice skin often takes hours sometimes days to make. But for a start (or if you are a talent) 30 minutes will do. If you actually are done, let's finish this thing!
Step 6.1 - Let's save things
Saving is important, let's be completely honest here. How many times you had a project that you worked all night on and it was gone because your laptop ran out of power? Or your PC decided to stall on you? No? Never? Me neither, I guess I watch too many series.
But; back to work. We're saving, mate. I think you might be familiar, but if you're not, press ctrl+s to save. (I know, revolutionary, right?)
Saving the Gimp file in its own extension will make sure that you can edit everything that has to do with layers. If you just export the file to an image file, the layers are gone. So I'd say, save it as a Gimp file AND export it when you're done.
Step 6.2 - Preparing the export
First of all, you are going to want to make sure that your template is not visible. You can either do this by clicking the template layer and setting the opacity to 0% or making sure it's under all the other layers. If you did this, make sure all the layers that you want to be visible on the car, are at 100% opacity. You did this? Awesome! Let's export this thing!
Step 6.3 - Ready for testing!
Exporting. You've GOT TO export the file to make sure it's usable on a car in the game. Click 'File->Export As' and make sure you save it as a PNG FILE. Jpeg's won't work. save it somewhere that you can find it back, not in the deepest roots of your documents.
Step 7 - Installing the skin on your car
Open your RPF file that your car is installed on. If you don't know what I mean by RPF, or don't know how to use OpenIV, look up a tutorial on google on how to install car mods in GTA V. Go to the car ytd file. We're taking the Police slot as an example. So we're going to the police.ytd file. Open it, and find the image named {this varies)_sign_{sometimes a number}. Click 'replace' in the top of the window, and choose your skin. Click save, and press Ctrl+Shift+R (Or find the defragment option somewhere in OpenIV). Defragment it, and launch GTA V
Step 8 - Lemme see it!
Alright. We're in GTA V now, welcome. Spawn the car that you installed your skin on. (So we're spawning the Police car), and enjoy your livery! If you see another skin on the car or no skin at all, go to your trainer and find the Car Livery Menu. You can cycle between different skins there.
Now, if you have any questions regarding this tutorial, feel free to send me a message or post a comment below. If you have any tips for me or a tip regarding this tutorial, let me know too!
I hope I helped you guys out a bit,
Enjoy 2017
Daniel
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BlackNoise got a reaction from AndyAlmighty in [WIP] Interior CalloutsAwesome screenshots buddy! I'm making some progress in other callouts too, so make sure you guys keep following the topic!
-
BlackNoise got a reaction fromDeactivated Memberin [WIP] Interior CalloutsAwesome screenshots buddy! I'm making some progress in other callouts too, so make sure you guys keep following the topic!
-
BlackNoise reacted toDeactivated Memberin [WIP] Interior CalloutsToday, after 1 month.. i want to share with all of you guys 2 screenshots about new Early Alpha Version of Interior Callouts.
I hope them can like to you and for create some hype about that upcoming awensome plugin:
Sneak Peak Preview #5:
Sneak Peak Preview #6:
P.S: I don't want to spoiler nothing for now so guys stay tuned for more informations to come, i hope you are all excited!
Attention: Interior Callouts is actually in development and it still in very ALPHA Stage so please don't ask about release date or others.
See you in the nexts upcoming days/months, who know?
Developer: @BlackNoise
Helper/Tester: Me
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BlackNoise reacted toDeactivated Memberin [WIP] Interior Callouts>> .. SOMETHING IS GOING TO HAPPEN .. <<
Hello guys,
Jonnhy here,
i am very happy to can say new version of Interior Callouts is actually in testing by me.. i will take 1/2 screenshots for you in about 20/30 minutes (not exactly).
You guys are all excited about that?
Attention: Interior Callouts is actually in development and it still in very ALPHA Stage so please don't ask about release date or others.
Developer: @BlackNoise
Helper/Tester: Me
Screenshots coming in the next 10 minutes..
-
BlackNoise got a reaction fromDeactivated Memberin [WIP] CPR: ReloadedIt does work with the API of BetterEMS. I am currently coding a few things in, which I will include in this topic in a day or so.
I think that it is a nice feature, you'll see ;-)
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BlackNoise got a reaction fromDeactivated Memberin [WIP] CPR: ReloadedDear community, dear interested people,
I am very sorry that I do not have the plugin ready yet. This is because I am very busy with my final exams and I want to fully focus on that. I will continue the process by the time those exams are over, which will be in about a month.
I am very sorry for the inconvenience and I hope to get your full understanding.
Regards,
BlackNoise AKA Daniel
-
BlackNoise got a reaction from Carrythxd in [WIP] Interior CalloutsInterior Callouts
A plugin made by BlackNoise
Update 03/31
The development state has officially begun. I'm very proud to tell you that I am working on
the callouts a lot, together with my buddy and tester @JonnhyCZGc. Together we have
come up with a lot of great ideas for callouts, and I think that the goal to achieve these
ideas is very doable.
So I don't want to release too much just yet, but I can tell you the following:
The screenshot, under the title of this page, is made during a callout.
A few - so far - functions of the callout:
- Checking out a call for help from the place that keeps the money of the
United States safe
- Making sure that our federal friends stay whole
That's all we can say right now! Stay tuned for more details, coming your way soon!
==
Dear LSPDFR friends,
Today I am, after finally starting this project, announcing my new plugin.
It's a plugin that I believe, has not been made before, and therefore I think it has some potential.
I really hope with all of my heart that I can develop a beloved plugin, that creates a lot of fun.
The Idea
As I was messing around a bit with GTA V, I stumbled upon a mod that allowed me to enter buildings.
I installed it, and after playing around with it, I saw that it had a lot of potentials. I started sketching a
few ideas in my mind, and I wrote some of it down. The only hard part was, that I had no knowledge of
C# whatsoever, so it was a pretty bad start for the plugin.
After seeing a lot of guides on the internet, and finding out that there is an amazing reference to
RAGE plugin hook's SDK as well as LSPDFR's, I started coding a bit. That moment became reality today.
I successfully made my first callout.
"I Need You!"
Now since I have a few ideas that might just work out, I'm not the most creative person myself. That
is why the help of you, the community, the soon-to-be user of the mod, is much obliged. I'd really appreciate
it if you post idea's down below, that contain scenario's, crimes and idea's for things that might happen inside
buildings, that require the help of the police. I will list my idea's so far down here, but please, feel free to add
to it.
Watcha Got So Far?
The base of the plugin is here. I've created an alpha version and got a callout to work inside the FIB building.
I've made a list of potential buildings and what could happen in it, and for now, I need to do a lot of coding and
testing. Callouts so far:
Robbery,
Trespassing,
Construction Accident,
Home Invasion,
Dead body found.
I'd love to if you gave me advice and tips,
I'll post more info on this as soon as i have it,
Daniel
-
BlackNoise got a reaction from Starmix in [WIP] CPR: ReloadedDear community, dear interested people,
I am very sorry that I do not have the plugin ready yet. This is because I am very busy with my final exams and I want to fully focus on that. I will continue the process by the time those exams are over, which will be in about a month.
I am very sorry for the inconvenience and I hope to get your full understanding.
Regards,
BlackNoise AKA Daniel
-
BlackNoise got a reaction from Starmix in [WIP] CPR: ReloadedThank you very much. This is the kind of support you want as a developer. I absolutely accept the opinion of people, but there are limitations about how to respond. Let's just keep it a nice experience for all of us, developers and players.
-
BlackNoise got a reaction from ESU in [WIP] CPR: ReloadedCPR: Reloaded
CPR: Reloaded brings the job of a first responder in GTA: V to a whole new level. Immerse in semi-realistic situations and perform CPR on victims of the vicious crimes committed in the Los Santos and San Andreas area.
Respond to callouts a way you have never done before, now with the life of the victim of this cruel stabbing, heartless homicide or accidental car crash in your hands!
Sounds good, right?! Let me tell you a little bit more about the plugin.
What is CPR: Reloaded?
CPR: Reloaded is an LSPDFR Plugin, that puts the fate of the inhabitants of Los Santos and San Andreas in your hands! Perform CPR when arriving on the scene as the first responder, or help the lady that is hit by a car in front of your eyes.
What does CPR: Reloaded add to my game?
CPR: Reloaded adds a new dimension of reality into your game. Based on real scenario's and the real work of a first responder, you can make the game experience a lot more intense, and feel like a real cop! The procedures coded into the mod are the way the Dutch first responders act, which means that when you are starting a CPR procedure, you immediately call for EMS that is responding code 3 to your location. Once EMS in on the scene, they will take over and make sure that the patient is in good hands!
When are you releasing the first version of CPR: Reloaded?
The official release date is yet to be determined. Beg for it all you want, but let's first make a mod that is stable and playable!
Who's on the team?
I'm doing most of the code myself. Besides that, I've got @JonnhyCZGc as an official tester.
So far, I've received a lot of help from a few persons, which I will most certainly give appropriate credit once the mod is released.
I will post updates on this WIP page, so be sure to follow it!
Also, if you have any suggestions, please leave a comment to show your support!
-Daniel
-
BlackNoise got a reaction from ESU in [WIP] Interior CalloutsDear community, dear interested people,
I am very sorry that I do not have the plugin ready yet. This is because I am very busy with my final exams and I want to fully focus on that. I will continue the process by the time those exams are over, which will be in about a month.
I am very sorry for the inconvenience and I hope to get your full understanding.
Regards,
BlackNoise AKA Daniel
-
BlackNoise got a reaction from ESU in [WIP] Interior CalloutsInterior Callouts
A plugin made by BlackNoise
Update 03/31
The development state has officially begun. I'm very proud to tell you that I am working on
the callouts a lot, together with my buddy and tester @JonnhyCZGc. Together we have
come up with a lot of great ideas for callouts, and I think that the goal to achieve these
ideas is very doable.
So I don't want to release too much just yet, but I can tell you the following:
The screenshot, under the title of this page, is made during a callout.
A few - so far - functions of the callout:
- Checking out a call for help from the place that keeps the money of the
United States safe
- Making sure that our federal friends stay whole
That's all we can say right now! Stay tuned for more details, coming your way soon!
==
Dear LSPDFR friends,
Today I am, after finally starting this project, announcing my new plugin.
It's a plugin that I believe, has not been made before, and therefore I think it has some potential.
I really hope with all of my heart that I can develop a beloved plugin, that creates a lot of fun.
The Idea
As I was messing around a bit with GTA V, I stumbled upon a mod that allowed me to enter buildings.
I installed it, and after playing around with it, I saw that it had a lot of potentials. I started sketching a
few ideas in my mind, and I wrote some of it down. The only hard part was, that I had no knowledge of
C# whatsoever, so it was a pretty bad start for the plugin.
After seeing a lot of guides on the internet, and finding out that there is an amazing reference to
RAGE plugin hook's SDK as well as LSPDFR's, I started coding a bit. That moment became reality today.
I successfully made my first callout.
"I Need You!"
Now since I have a few ideas that might just work out, I'm not the most creative person myself. That
is why the help of you, the community, the soon-to-be user of the mod, is much obliged. I'd really appreciate
it if you post idea's down below, that contain scenario's, crimes and idea's for things that might happen inside
buildings, that require the help of the police. I will list my idea's so far down here, but please, feel free to add
to it.
Watcha Got So Far?
The base of the plugin is here. I've created an alpha version and got a callout to work inside the FIB building.
I've made a list of potential buildings and what could happen in it, and for now, I need to do a lot of coding and
testing. Callouts so far:
Robbery,
Trespassing,
Construction Accident,
Home Invasion,
Dead body found.
I'd love to if you gave me advice and tips,
I'll post more info on this as soon as i have it,
Daniel
-
BlackNoise got a reaction fromDeactivated Memberin [WIP] Interior CalloutsDear community, dear interested people,
I am very sorry that I do not have the plugin ready yet. This is because I am very busy with my final exams and I want to fully focus on that. I will continue the process by the time those exams are over, which will be in about a month.
I am very sorry for the inconvenience and I hope to get your full understanding.
Regards,
BlackNoise AKA Daniel
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BlackNoise got a reaction from 5Rya in [WIP] CPR: ReloadedDear community, dear interested people,
I am very sorry that I do not have the plugin ready yet. This is because I am very busy with my final exams and I want to fully focus on that. I will continue the process by the time those exams are over, which will be in about a month.
I am very sorry for the inconvenience and I hope to get your full understanding.
Regards,
BlackNoise AKA Daniel