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Deadspin

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Everything posted by Deadspin

  1. The material used on the mesh needs to be emissive and its vertex ID set to 0 so that it lights up whenever the car is on. I've never seen anything further than ID 17 for Extralight 4. - To stop a window or piece of glass from tinting, select the object in question in Vertex mode, select all vertices, go to surface paint and on the A channel paint all vertices black. Which lights?
  2. Another vest coming along nicely.
  3. What's the poly/vert count on the model? (Asking cause im at work and can't just grab it and check)
    • 695 downloads
    • Version 1.0.0
    I see stop sticks all over the place but GTA's native spike strip for cops is the collapsible strip so i put one together real quick. Could be lower poly but I used Capsules for the arms instead of boxes or cylinders. Poly count is around 13.6k. Edit: Texture can be extracted from Zmod texture browser.
  4. You can pull the texture from the texture browser in Zmodeler. I *had* a bumpmap on it at one point but would have had to rebuild the mats to make it sit the way I wanted it to so I took it off and changed the adaptation on it to interior2.
  5. Steve is correct, its set up to be opened with the hood command. It's a raw part, you'll need to adapt it to your vehicle however you see fit.
    • 769 downloads
    • Version 1.0.1
    Couldn't really find any offerings out there as a newer vehicle dev so I made my own and modeled it on the Setina box that comes with their FPIU interior package. Didn't put their brand name on it and added an electronic number lock to the front of the drawer. Drawer is set up to work with the hood node for sliding.
  6. Sorry, i don't build els cars. I have no idea. In theory you'd think it would since this is damage states painting on the vertice.
  7. I've been trying to track down HOW to make this happen. How to make emissives in lightbars/around cars break when your vehicle takes damage or when they get shot rather than simply get deformed out into the air to float around the car, killing immersion. Here's how you do it: 1: Get all of your emergency light emissives on the screen. 2: Shift+A to select them all. 3: Go into Vertex mode 4: Shift+A to select all vertices 5: Go into Surface -> Paint ->Options; Select Primary Color, G Channel 6: Paint all vertices G Channel Primary Color to YELLOW. 7: Now your light emissives will break instead of float around the vehicle when they take damage. Tired of seeing floating lights on half the good mod cars out there after taking body damage.
  8. No, he's not scaled down the emissives. A lot of modelers scale down to 10% these days and make the scale edit in carcols to 10 instead of 2 (which was previously a 50% scale). You need to scale your emissives down, it looks like a 50% scale judging by their size.
  9. A couple of reasons to be honest; I grabbed pieces from other released peds (The belt and Vest came from LE Redone and from a SWAT ped from GTAV Mods) They're exclusive to the SOE FiveM server for now. All the peds I've built are in use over there (LSPD/BCSO/SASP + A few others). I didn't feel like the authors would appreciate me re-releasing since I hadn't asked to use their stuff.
  10. Just finished up edits to this ped and am quite proud of it. Figured i share. https://i.gyazo.com/88b9e052fb2db8c8a0fc14909ba4fac0.mp4 GYAZO capture Duty belt and vest came from peds available here, wont be going up as a downloadable piece.
  11. Much appreciated. Here soonish I plan on releasing an LSPD/BCSO/SASP male/female pack. Just need to finish off these custom server peds and create some more custom ones for LCPDFR.
  12. Proud of this for my own reasons. The vest the female is wearing is the original. The vest the male is wearing is a re-textured, modified version of the same vanilla vest.
  13. So I grabbed the [DEV] Taurus to work as a project for cars since I already know peds through and through. My biggest blocker with cars has always been sirens, so I'm diving in to this head first. I've got some placed and went to test them and need to figure out how to get them to flash in the appropriate location, vice 6' above the car. https://i.gyazo.com/d554d7f36d974610979216a64461976c.mp4 Attaching them to various parts and moving them around in the hierarchy hasn't worked. What am I doing wrong here?
  14. Any way we can get a non-ELS version of this?
  15. Nevermind, figured it out after brainstorming it with a friend for a couple of hours tonight.
  16. It'd take me awhile but I could pull that off.
  17. You should get someone to edit the physical badge on the chest so that it matches the badge used in the texture. The nameplate you've glossed over with the texture color match could also be physically removed in that instance.
  18. Okay, bear with me here, I know this is an often sought after but seldom solved post/question/idea. I currently customize peds for use on a couple of different GTA RP FiveM servers and while the customization process; IE: getting the initial components and texture edits of the YMT and loading in-game, is relatively easy I've come to a portion of the YMT that seems to break once you begin adding in entirely new components to a ped. For anyone curious which section of the YMT it is, its in the following image: That particular section of the YMT controls what happens when you randomize a ped in-game. The above screenshot is an edit, most component peds don't have that extensive a list of things to randomize, but my peds do. That edit reflects my first attempt at fixing the randomization of a ped with 28+ components. Now, I have another ped with less component add-ons where the randomization isn't broken where I just stole some of the values from a larger ped. That's not working for this even larger ped. My problem here is the problem often associated with YMTs. Has anyone managed to translate or figure out how to build this list out properly within the YMT? These peds work in game but the server I'm pushing them to, the players have the /random command kind of ingrained into their play style from years of using plain peds with little to no-extras. I'd rather /random continued to work (As it currently crashes your client when attempted) than try to break them of their old habits to support using a ped that's got a glitch.

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