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Harper

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Everything posted by Harper

  1. Version 2 won't be out for some time. Sam is currently working on a brand new script for the FCRP server so most of his time is dedicated to that. Once thats done, I'm guessing he'll continue work on LCPDFR 0.95 with Jay.
  2. http://www.radioreference.com/apps/audio/?action=wp&feedId=763
  3. Note: Although I haven't produced amazing models as seen by people like EVI, KevinDV, Cj24 and Corleone (To name a few). I still know my way around the hierarchy and conversion of models to IV. CAR CONVERSION - THE BASIC'S This small guide will teach you all the basic knowledge required for converting a car from games such as GTA: San Andreas to Grand Theft Auto IV Chapter #1 - LOD's and Collision Files For those that have worked with San Andreas car models, you may notice some things may be similar when it comes to the hierarchy of an IV model; Almost every single object found on the model must have two LOD models. L0 and L1. LOD models are the Level Of Detail that the game engine uses to spawn the correct quality of the model depending on the distance from the player. An example of this is below; LOD 0 This is the base model with the highest amount of polygons, all amount of detail is shown to the player up to a distance of 10-12 meters. LOD 1 (L1) A lesser-quality model that switches with the L0 when the player reaches further than the set distance for the L0 model (15-20 Meters) LOD 2 (L2) The last level of detail a model will use until it is despawned. A player rarely able to see these models unless they are driving extremely fast through the game world. Part two - Collision Files [COL] Without these files, the vehicle would simply fall through the game world. They are used so that the game engine can determine the lengths and width of the model. For example, if a car only has the [COL] file for the front bumper and nowhere else, the car will sink through the ground and be held up by the bumper. In order to avoid this, every single individual part of the vehicle must have its own [COL] file. To avoid any RC20 errors, its advised that when converting a vehicle to IV that you simply use the [COL] files from the car you are intending to replace and modify them to fit. Below is a picture of all the Vapid Cruiser's collision files. Notice how the wheels differ from the rest of the body, this tells the game where the remaining three wheels should spawn; When placing objects in a vehicles hierarchy, the list for objects should follow the same pattern as IV's default cars to avoid any issues that could arise from misplacement; + Bonnet bonnet_L0 bonnet_L1 bonnet [COL] Doors are a tad different, inside each door there are the following: + door_dside_f (Driver's side door at the front of the model) door_dside_f_L0 door_dside_f_L1 +window_lf window_lf_L0 window_lf_L1 window_lf [COL] door_dside_f [COL] Wheels are also different to other parts on the model, in San Andreas, in order for the wheels to actually spawn properly, you needed wheel_rf to contain all the important parts. However in IV, it differs: Wheel_lf [wheelmesh_lf] << This is the actual polygon model of the wheel [wheelmesh_lf_L1] << This is the LOD model of the wheel usually found placed a the back of the model for some reason wheel_lf [COL] << The collision file that tells the game where the wheel should spawn on the model End of Chapter One Chapter #2 - Parts and Dummies Parts of the Model Below is a small list I've compiled to explain each part of a model for IV: chassis - This is the main frame of the model bonnet - Self Explanatory. boot - Self Explanatory door_dside_f - The front door on the left side of the model door_dside_r - The rear door on the left side of the model door_pside_f - The front door on the right side of the model door_pside_r - The rear door on the right side of the model bumper_f - The front bumper bumper_r - The rear bumper wing_lf - left front fender wing_rf - right front fender windscreen - windshield windscreen_r - Rear windsheild hub_lf - left front brake pads disc (Usually not required for a car convert) hub_rf - The right front brake pads disc (Usually not required for a car convert) hub_lr - brake pads left rear drive (Usually not required for a car convert) hub_rr - brake pads right rear drive (Usually not required for a car convert) suspension_lf - left front suspension (Usually not required for a car convert) suspension_rf - right front suspension (Usually not required for a car convert) suspension_lr - left rear suspension (Usually not required for a car convert) suspension_rr - right rear suspension (Usually not required for a car convert) transmission_f - front axle transmission_m - Medium bridge transmission_r - rear axle bodyshell - bodywork wheel_lf - left front wheel wheel_rf - right front wheel wheel_lr - the left rear wheel wheel_rr - right rear wheel extra1-9 - Extra's found on the model that aren't physically attached to the main body, like lightbars and rambars misc_a, b, c, d, e - Small details again not attached to the model, most commonly the small window on the rear doors headlight_l, r - headlights taillight_l, r - rear lights indicator_lf, rf - the front turn signals indicator_lr, rr - rear turn signals brakelight_l, r - stop signals reverselight_l, r - rear lights Dummies One of the most important parts of ANY model. The dummies further help the game engine when the model interacts with the Environment, be it the player stepping into it or where to display the smoke for a damaged engine. They are as follows; engine - The location of the engine in the car. This affects damage to the engine when force is applied to that area exhaust, exhaust_2 - The location of where the exhaust fumes exit the vehicle overheat, overheat_2 - When a vehicle is damaged enough, this is where the smoke can spawn interiorlight - The light that activates when a door on the model is opened petroltank - Not so dominant in IV as its only seen on the main trucks The following dummies are extremely important. They must be placed as accurately as possible in order for the model to work correctly. seat_dside_f, pside_f - The location of where the player model will sit when entering a drivers seat / passengers seat seat_dside_r, pside_r - The location of where the player model will sit when entering a drivers seat / passengers seat This ends the conversion basics for IV Models. I hope you've found this guide helpful. If you find any errors or mishaps with the guide, please feel free to contact me in a personal message and I'll do my best to correct them
  4. After seeing a rising number of threads regarding the installation of car mods into IV, I quickly threw together this detailed video tutorial on how to install them. The tutorial itself is step by step and can be paused at any time. I HIGHLY recommend watching it in 720p. As the video states, if you are still having issues, post in the comments or in this topic. POSTS ABOUT ISSUES REGARDING LCPDFR ISSUES WILL BE REMOVED. THIS IS FOR ISSUES WITH CAR MODS ONLY.
  5. Just edit the generic vehicle detail mesh before importing the car to zModeler or before exporting to IV. Example: Before After
  6. The only problem being that the model would have to be edited each time a new livery is made.
  7. Those livery lights look possible. We could see those in IV someday. All it requires is ELS Mapping
  8. No problem. Glad its helped someone. Its nice and relaxed down here in Sussex.
  9. Harper commented on F5544's gallery image in GTA IV Galleries
  10. Just looks like a polished keylogger to me. Whats the point in it?
  11. You don't. You purchase it and support the developers Nothing to see here! This topic has been closed by G17 Media staff. If you feel that this topic has been closed in error, please report this post.
  12. You've installed a skin that was templated for another vehicle
  13. His wishes were granted. He's been removed from the community.
  14. Hey guys, small issue I've run into. I want to turn a lightbar into a standard amber tow / security one. I tried importing a modified emerglights.png but the model still used the red and blue texture. Is there a lazy man's way to do this? I don't want to have to remap all the lights to amber.
  15. Possible. But not worth the time nor effort
  16. Wow. So you come in here and start swearing at other members which is in violation of the community guidelines YOU agreed to when YOU joined? Then you launch a massive verbal attack on myself when I tell you to simply cut the attitude as I'd prefer it if everybody got along. You need to calm the fuck down, seriously. That kind of attitude will not get you far in life, you say that to the wrong person in your life and they'll put you on your ass faster than you can speak. You contradicted yourself when you said that is an attitude my friend, and that is not one myself, or other members, want on this site.
  17. It'll be re-done soon. It was originally done as a test to my template mapping skills which have vastly improved since then. If people still want it I guess I'll continue it after I finishes my classic F-150
  18. 2008 NON-ELS DODGE CHARGER WITH SPECIAL FEDERAL SIGNAL LIGHTBAR Made on request for JIverson
  19. O.O .. David Tennant was (and always will be) one of the best Doctor Who's ever to be in the show. He was a brilliant actor.
  20. I think I understand what you're implying. Lets say you replace the emperor with a crown vic model. To the game, it won't have sirens or a police computer and civilians would drive it. With the script you can tell the game its a police car which'll give it a police computer (not a model, just the function), sirens and cops would drive it. Its a nice idea. Not sure if its possible though
  21. You don't have any car textures imported. You need to import them before you import the model Same goes for the lightbar Enter polygon mod, select > Quadr > click and drag over the lightbar Use "Move" and enable Selected Mode to move the lightbar
  22. How about you cut the attitude? I can use any method necessary to remove you from these forums, and if you don't like it. Close your internet browser. I'd appreciate it if everybody on here got along. Please.
  23. If he's having issues with his model, I can finish up on mine if needed

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