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Harper

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Everything posted by Harper

  1. Do you get any error from zModeler when exporting? Did you close vehicles.img before opening the game?
  2. The bait car is very awesome. But by the time I'd placed it I had a world event pursuit (LCPDFR RC3) come flying down the street. Luckily, I just had to shift slightly in the suspect's direction and he swerved into a wall, allowing me to continue watching the bat car.
  3. Whats the error its giving you?
  4. I stated I did. I tried my best but it just doesn't look right at all.
  5. I'm halfway through the development of my next model, This one will not be a default IV model. There is one issue however, I need someone to be able to make this rambar for me please: I tried with resources already available to me. For instance, I extensively modified the Go Rhino pushbar but it doesn't look right at all.
  6. Norton uses a system called: "WS.Reputation.1" Upon investigating further I found this: WS.Reputation.1 is a detection for files that have a low reputation score based on analyzing data from Symantec
  7. I've had my Norton 360 do stupid stuff like that before, but it has saved my PC more than once from rogue websites and such. It also loves to give me a "high performance" warning for something stupid like steam when it uses a fraction of my CPU.
  8. Don't hijack other threads. Especially a moderators, Do as Tom H said above. Post removed. To lighten up the mood from the dense, here's a little tune: http://www.youtube.com/watch?v=TneI_w3QrAs
  9. Have you used SparkIV and insured you've clicked "Save" then "Rebuild" after importing?
  10. TBoGT has its own vehicles.img file. It can be found inside your EFLC file: TBoGT > PC > Models > CDimages
  11. I'm currently using build Version 2.2.6 (Build 992)
  12. You'll need to update your zModeler then. You are using an incredibly outdated version
  13. I would suggest you remove the download link and see if any known, trusted modders will be willing to have a look. We've had some modifications stolen recently from other members of the site (Re-uploaded on external sites by the culprit and credited as own work). They may PM you asking for the file which is a much safer alternative.
  14. 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.
  15. Tried that, still getting the same issue. I checked at the part does have two UV's
  16. Yup, I've double checked it twice. I've never had this issue before, its extremely weird.
  17. Click the Export button (red arrow) Pick a name for the model, it should be the same as the one you are replacing and save it, for example if I was replacing the coquette I would put: Coquette.wft
  18. I've been using corleone's very helpful UV Mapping tutorial and its worked wonders so far. But the issue I'm facing now is that the back of the car just does not want to map. It seems to be mapping to "vehicle_generic_mud" instead of my template. Example below; Any help would be appreciated. I'm at a loss here. The rest of the car has mapped perfectly fine.
  19. 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 basic's 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
  20. 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 to Grand Theft Auto IV from other games such as San Andreas. 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
  21. Almost. You need to rename the WhelenLiberty.wft to something like misc_b or extra_1 and then move it into the hierarchy of the model under "chassis"
  22. Does the car "stretch" across the screen for you lot?

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