Everything posted by Tactical Donut
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Vision SLR
From the album: Screenshots I guess
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Vision SLR
From the album: Screenshots I guess
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2018 BCSO Dodge Charger
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2018 BCSO Dodge Charger
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2005 Crown Vic For BCSO
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Grand_Theft_Auto_V_6_5_2020_8_38_05_PM.png
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Grand_Theft_Auto_V_6_5_2020_8_37_47_PM.png
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ezgif-3-d97cb25a681a.gif
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Grand Theft Auto V 6_5_2020 9_45_43 AM
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Grand_Theft_Auto_V_6_5_2020_9_45_30_AM.png
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Grand_Theft_Auto_V_6_2_2020_2_26_21_PM.png
From the album: Screenshots I guess
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Grand_Theft_Auto_V_6_2_2020_2_25_52_PM.png
From the album: Screenshots I guess
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Grand_Theft_Auto_V_6_2_2020_2_25_21_PM.png
From the album: Screenshots I guess
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Grand_Theft_Auto_V_6_2_2020_9_15_01_AM.png
From the album: Screenshots I guess
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Grand_Theft_Auto_V_6_2_2020_9_13_18_AM.png
From the album: Screenshots I guess
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[DEV] 2020 FPIU
I like this a lot better than HP's base, not sure why people keep using that one. Pros: You support a dev that releases quality content for free It has the chance of being updated in the future Dials work Textures are actually included so you don't have to individually extract them from zmod only for OpenIV to fail to import them or import them with the wrong compression or mip-map levels There are window collisions, because some people actually care about realism The template doesn't need to be remapped, because some people actually care about attention to detail There aren't random holes in the grille and grille covering, because some people actually care about attention to detail The textures are small enough so your YTD isn't 17 mb, because some people actually care about game performance Template is actually included so you don't have to extract it from the UV mapper or go to the comments to find it only to discover it's completed screwed up and needs to be remapped, because some people actually care about ease of use and quality Body parts are cleanly divided into sections so they can easily be selected with the separated tool if you need to remap the body for whatever reason Cons: Trunk doesn't open Holes in doors (only visible when doors are open, which can be corrected by merging the door panels from HP's FPIU) Seems way over-scaled, at least compared to HP's Interior is 2D for the most part (textures are high-quality enough that it doesn't really matter though) Steelie texture looks low-quality Tires look completely bare (i.e. no treads) No LODs (but HP's doesn't have them either)
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Grand_Theft_Auto_V_5_29_2020_8_49_53_PM.png
From the album: Screenshots I guess
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Grand_Theft_Auto_V_5_29_2020_8_50_39_PM.png
From the album: Screenshots I guess
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Grand_Theft_Auto_V_5_15_2020_8_18_57_PM.png
From the album: [WIP] Minnesota State Patrol Rework
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Grand_Theft_Auto_V_5_13_2020_2_19_04_PM.png
From the album: [WIP] Minnesota State Patrol Rework
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Grand_Theft_Auto_V_5_13_2020_8_55_12_AM.png
From the album: [WIP] Minnesota State Patrol Rework
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Grand_Theft_Auto_V_5_13_2020_8_54_14_AM.png
From the album: [WIP] Minnesota State Patrol Rework
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Reducing YTD sizes?
I'm working on a rework for the MSP pack right now and I'm completely confused as to why this is happening with this particular pack, but so far most of the YTD sizes have been 10+ mb and over 110 textures which I don't find acceptable. I've tried to remove all of the random vehshare textures but then they don't display correctly in-game. I tried the +hi.ytd thing for some of the larger textures but for some reason that doesn't work in-game at all and the vehicle just uses the low-quality junk from the standard one. Any tips would be appreciated.
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Grand_Theft_Auto_V_5_11_2020_4_07_21_PM.png
From the album: [WIP] Minnesota State Patrol Rework
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Grand_Theft_Auto_V_5_11_2020_4_05_52_PM.png
From the album: [WIP] Minnesota State Patrol Rework