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Jenkins87

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Everything posted by Jenkins87

  1. Don't get me wrong, it's an AMAZING model, but it's wayyy too detailed for any practical game use. This is the sort of thing that belongs in Forza Autovista/Showroom, with no other models around it. Or potentially VFX for Film/Movies but not a video game. I've seen worse though, some guy made a Harley bike with 1.38million tris and seems to have it working, but probably has 3x TITANX's in SLI and more money than sense to throw at ridiculous hardware lol
  2. Well said. And yeah, I couldn't work out why every time I stepped outside the game would crash... OH it's the 774k poly Toyota Landcruiser Landstalker Baller replace with terrible LODs... IN THE BIN WITH YOU! EDIT: This behemoth https://www.gta5-mods.com/vehicles/toyota-land-cruiser-200-2016 40mb+ model
  3. True but incorrect LODs with 750k polys slapped into L3 or 4 is just lazy and DOES cause crashes lol EDIT: There would have to be a triangle limit, GTA seems to have a sophisticated cache flushing thing going on but it can't dump more than it can "handle" as such... If the amount of tris rendered exceeds your GPU memory then it will cause instability in the client and it will either lag beyond belief or just crash from a memory handle exception or something to that effect. I might not have the greatest rig on the planet but I still think high poly vehicles are a waste of space and video processing power when half of the polys looks just as good even in 4K, but actually "destroying" high poly models to make lower poly versions (for the L0 model) is extremely difficult and honestly beyond my understanding. I can do the opposite, subdivide meshes to increase poly counts but I don't really know the master techniques behind lowering fidelity for game use...
  4. All good I found it, 180k polys (which is good) @MooseYTY Do you have an ELS version of the Camry?
  5. Awesome mate, downloaded it and it's in the que for replaces haha. Just curious, what's the poly count on the Camry? I haven't downloaded yet but I am super conscious of polys now that I've had so many crashes
  6. How high is the poly count on the cage/bars and the vehicle itself? Is it significant (hundreds of thousands or millions of polys) or lightweight? ( a few hundred to a couple of thousand) Remember the total number of polys is important... So the fact that those 2 extras are crashing it, and it's not when they aren't added, probably means (as you already worked out) that it's the extra's at fault... But Poly count is important and even with a sweet GPU the game engine itself has a shelf limit of rendered polys at any one time. Also, could the problem be related to vehicles.meta? Did you add the required extra flags in that properly? <requiredExtras>EXTRA_6 EXTRA_7 EXTRA_8</requiredExtras> etc
  7. I think I know what you're talking about but could you post a pic of it ingame? I use 2 separate Plate mods so I probably wouldn't have noticed anyway... The mods I use also create somewhat buggy plates, but when I say buggy, I just mean the position of the generated Plate text is about 5% too low (overlaps parts of the State text at the base of some types of Plates)... Is it like that? Or something completely different? Cheers
  8. Honestly, I moved every RPH file to a new sub folder called "RPH_BKP" and it hasn't loaded for me since. There are about 21 files to be moved/deleted; The file "RPH_Readme.txt" was renamed by myself to avoid conflicts with other Read-mes in the root GTAV folder. Yours should be "Readme.txt" RPH will only initialise if you start the RAGEPluginHook.exe launcher. Otherwise it definitely should not load. Hope this helps, Cheers, Jenkins
  9. It might be a typeface created or modified specifically for that vehicle/purpose. Thankfully it's not an overly complicated type and could be traced if worse comes to worse... I assume you want the "POLICE" text? I did a perspective crop and a special enlarge method to straighten and boost the size and quality. It requires a white or light background to look its best: Now a 512x128 power of 2 transparent PNG :) Mask I created: If you trace the mask with a pen tool to create a custom shape, you'll not only have a perfect mask, but also a vector of the mask. You can do the same thing for the text itself, but I don't have the time to do that right now (almost 5am)... For tricky obscure fonts like this, sometimes the only way to replicate is to find the highest possible quality image, and do what I've done above, cut it out, warp it, enlarge it, sharpen it, mask it, and then it might be usable ;) Hope this helps and let me know if you need the PSD or any other questions. Cheers, Jenkins EDIT: Just had another idea for getting better results from Font matchers... Cut the black shadow out of the text, be rough, and don't worry about the inside of the P or the O... The problem might be that the harsh drop shadow is confusing Font matching algo's and it's trying to match shapes WITH the drop shadow, which of course, doesn't exist. Give it a shot, you never know.
  10. I should have probably looked harder for this thread lol. I'll skip the introduction and link to my post in Macgregor's thread; I've been working hard towards the same thing as you but we seem to have started in different areas which is a good thing I guess :) Here are a couple more screenies; The photo used in the load screen background is my own, shot from the top of Newcastle looking North. I haven't had a chance to fully test the ATM yet but I double the res on the base textures and also created an emis map for it to match. While I'm not exactly sure on specific files in your pack I have tried to be respectful of other Australian mod packs like Darkmyre's OZGTA and a few others and not touch the same assets unless absolutely necessary. I have so much going on right now it's not funny, but modding is relaxing and an awesome change of pace from what I normally do (web design). I've got heaps more to show but I don't like showing too many unfinished works without a decent balance of finished ones, lol. Anyway, let me know if I'm treading on toes or if I could possibly contribute in any way? I'm not a pro modeler but I have all the software and knowledge needed for import/export and some basic IK/skel knowledge etc. My forte is, and always will be, textures. Time is just never on my side :(
  11. That would be awesome. Is that for AchillesDKPoliceMods' fjr?
  12. God, you don't want to know what my first mod was... Or more accurately, when it was Think Zaibatsu and Wang Cars... Congrats on 1k rep lol, oh and, the bike is cool. I've thought about doing this for the beamer; With those ankles, who needs em?

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