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Jenkins87

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  1. Red Blue Designs started following Jenkins87
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  3.    vix reacted to a post in a topic: [WIP] Grand Theft Auto: Australia
  4. Jenkins87 started following Deactivated Member
  5.    Jenkins87 reacted to a post in a topic: LSPDFR Australia Discussion Thread 2.0
  6.    Jenkins87 reacted to a post in a topic: LSPDFR Australia Discussion Thread 2.0
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  9.    Jenkins87 reacted to a gallery image: Now with working lights
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  12.    Jenkins87 reacted to a post in a topic: LSPDFR Australia Discussion Thread 2.0
  13. Hahah yeah Perspective Crop tool is pretty awesome :)
  14. Finished the front, took some ingame screenies, made a gif, yada yada Reference shots: I also recorded the majority of the process. I deliberately went slow so that it was easier to follow
  15.    Jenkins87 reacted to a post in a topic: LSPDFR Australia Discussion Thread 2.0
  16.    OblongGaming reacted to a post in a topic: LSPDFR Australia Discussion Thread 2.0
  17.    Jack Borne reacted to a post in a topic: LSPDFR Australia Discussion Thread 2.0
  18. I decided to do something a little different tonight... Also recorded the entire process from start to finish, but the video is almost 5GB at 90mins long, and way too big to upload right now, it will come though :) I present to you all, the Western Australia DFES Incident Control Vehicle on the Emergency Brickade: This one was inspired by a chat with @JayMullaz Unfortunately, the rear of this vehicle has large crossbars that are mapped to the same texture as the rear itself, so text across the back is only legible when viewed from straight on. 620am sheesh, anyone would think I hate sleep...
  19.    Jenkins87 reacted to a comment on a file: Australian Offences for LSPDFR+ [WIP]
  20.    Jenkins87 reacted to a comment on a file: Australian Offences for LSPDFR+ [WIP]
  21.    OblongGaming reacted to a gallery album: GTAV Australia
  22.    Jack Borne reacted to a post in a topic: LSPDFR Australia Discussion Thread 2.0
  23. Alright so it's been a week or so since I posted anything here, thought I should contribute some more screenies; I've probably spent the most amount of time on converting the 1996 HSV GTS-R from Forza into a GTA police car, but I also wanted to keep all of the original GTS-R stuff (spoilers, rims etc) so that I could export both a Police version and GTS-R version from the same base model. In doing so, I accidentally created a "standard" version too. It started life like this (after lengthy edits in 3DS Max to make it a complete sorted mesh); I didn't like the MX lightbar but didn't have much else at the time... I've also been working on several other models that are either Australian, Australian based or very similar to our Australian versions; The GTS-R shown here was a render done before I had been graciously given the proper 90 series lightbar that goes with this era vehicle. All of those models were either downloaded for free, or pulled from Forza and heavily edited to make them usable (still lots of work to do on all of them) My last KS render of the GTS-R before I added the 90 series; And here is the (near) final version with the 90 series in Zmodeler; I have also been working on several map mods and texture replaces for props within the map too, I started off with replacing every US flag with an Aus one. This might sound easy at first, but believe me, there are more than 74 different US flags in the map, and some of them I am still having trouble finding; The flag journey lead me to then turning the police stations in Australian based ones. I know this has been started elsewhere, but for now, I'm just replacing LSPD logos with various Australian police versions; But why stop there? Ever since I discovered the cut interior of Fort Zancudo Tower 1, I've wanted to turn it into a sort of Police station within the Army base... Most of this was done with Spooner but parts were also done in Codewalker. I haven't played around with tasks and markers much before, but I added a couple of patrolling officers, along with a police mechanic working on the NSWPF Brickade; As creepy old Larry would say; But wait, there's more! I created some vending machine replacements for 2 of my favourite drinks... I realise Dr Pepper isn't Australian, but whatever, it's the liquid of the gods ;) The pasito vending machine is entirely fictional, I don't think Kirks have ever had their own vending machine. What's more, logos and things were notoriously difficult to find (thanks Kirks), so I took a photo of a 10 pack of pasito with my DSLR, and chopped the shit out of it to turn it into a vending machine. I even added little Kirks flavours to the drink buttons, but they are not contained within the same model or texture, so I didn't bother fixing it up; Additionally, I had already made a Mount Franklin texture for the water vending machine, but it took about 50 attempts before I realised that it was using a mix of Embedded and YTD based textures, also spread across a few patchdays to complicate matters further; It also has a custom specular map, and looks pretty awesome at night :) My next big thing is converting all the Fleeca banks into Commonwealth Banks, and I have tried 4 billion different things to turn those green door handles yellow, but nothing works, not even editing the *_pal.dds Palette file. And finally, I've added a few Aussie billboard around the map too, this is an example of a billboard I created with my own image. The holden logo and text are obviously not mine, but the vehicle in the billboard image is my own render of an older Forza4 port I did of the HSV W427 way back in like 2010. That about wraps it up for now... The "todo" list just gets longer and longer each day!
  24. So I've been working on re-mapping the small generator trailer to make a Fire & Rescue and Police versions of it, as the existing trailer has no mapped texture apart from the generator controls.. Anyway this took me 3 hours or so of trial and error, and it's nothing like I thought it would be Reference shots: The WiP shots: So the problem is editing the Newly Generated UV's is that I have to select each polygon again on that surface and Detach again in order to go into Edit UV mode properly... is there a faster way to do this? Should I actually split those polygons off the main mesh itself without moving it?
  25. Ok that's pretty weird... are you running any Graphics mods? And also, what's your Tessellation setting in the graphics options of GTA?
  26. A few more progress shots: This is one of my vertical panoramas of a sunrise in Newcastle a couple of years ago Seeing how well [aus] event posters work on bus stops Finally got the water vending machine to work properly. And testing out a few different textures in Franklin's Aunt's place. Definitely not final but more a reference for which poster is where. Plus, I'm more of a Boags man myself...
  27. @MooseYTY You got me thinking about carcols so I went on a bit of a dig to get the new colours from the Holden site. Man, woeful range now with this Opel Insignia rebadge, anyway, here's what I got; New 2018 Holden Commodore colour chart, pulled from source code of holden.com.au/cars/commodore by me ----------------------------------------------------------- NAME | HEX | HSL | RGB | ----------------------------------------------------------- Summit White | #FAFAFA | 0,0,98 | 250,250,250 | Nitrate Silver* | #D3D8DC | 206,4,86 | 211,216,220 | Abalone White* | #E4E7E8 | 195,1,90 | 228,231,232 | Cosmic Grey* | #898484 | 0,3,53 | 137,132,132 | Absolute Red | #FC0000 | 0,100,098 | 252,0,0 | Mineral Black* | #232323 | 0,0,13 | 35,35,35 | ----------------------------------------------------------- *Prestige paint colours available at additional cost I've been trying to find a colour chart or something from the VE/VF range too but coming up empty. Site won't load properly in wayback machine for me either. Someone might find this useful though, even if we're ditching muscle cars for billy carts lol.
  28. Did you only replace the textures in the YTD? Did you also try the Embedded textures in the YDR/YFT of the building/signs? Also if you're not already, use EMF (Easy Mod Folder) or create your own DLC to force priority over potential official DLC conflicts, which can prevent replaces from showing. Hope that's helpful :) -Jenkins
  29. 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
  30. 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
  31. 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...

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