Reputation Activity
-
KLE0 got a reaction from eazbox in Slower (more realistic) pursuitsDon't get me wrong -- I know high speed chases are exciting, and I do enjoy them. However, every once in a while I want to play realistically and the pursuits are always immersion-breaking; car chases IRL do not actually reach 100mph all the time, after all. Plus, slower pursuits may be preferable given the limitations of the game:
It's really easy to crash your vehicle when speed is too high, especially when using a more realistic handling. It's hard to do PIT maneuvers reliably at high speeds. The AI police car drives even worse and constantly crash into other cars creating chaos. They also miss turns, crash into each other at a stop, and drive into ditches.
Of course not everyone's definition of "realistic speed" is the same and it may also depend on play style and handlings used, etc. So I think it's a good idea to add a slider which scales the pursuit speed down, which the users can adjust (or disable).
I am a big fan of the pursuit style and "tracking mode" addition to the last LSPDFR update, and this will be a great complement. What do y'all think?
-
KLE0 got a reaction from Narobic on YouTube in Slower (more realistic) pursuitsDon't get me wrong -- I know high speed chases are exciting, and I do enjoy them. However, every once in a while I want to play realistically and the pursuits are always immersion-breaking; car chases IRL do not actually reach 100mph all the time, after all. Plus, slower pursuits may be preferable given the limitations of the game:
It's really easy to crash your vehicle when speed is too high, especially when using a more realistic handling. It's hard to do PIT maneuvers reliably at high speeds. The AI police car drives even worse and constantly crash into other cars creating chaos. They also miss turns, crash into each other at a stop, and drive into ditches.
Of course not everyone's definition of "realistic speed" is the same and it may also depend on play style and handlings used, etc. So I think it's a good idea to add a slider which scales the pursuit speed down, which the users can adjust (or disable).
I am a big fan of the pursuit style and "tracking mode" addition to the last LSPDFR update, and this will be a great complement. What do y'all think?
-
KLE0 got a reaction from Ricky001 in Slower (more realistic) pursuitsDon't get me wrong -- I know high speed chases are exciting, and I do enjoy them. However, every once in a while I want to play realistically and the pursuits are always immersion-breaking; car chases IRL do not actually reach 100mph all the time, after all. Plus, slower pursuits may be preferable given the limitations of the game:
It's really easy to crash your vehicle when speed is too high, especially when using a more realistic handling. It's hard to do PIT maneuvers reliably at high speeds. The AI police car drives even worse and constantly crash into other cars creating chaos. They also miss turns, crash into each other at a stop, and drive into ditches.
Of course not everyone's definition of "realistic speed" is the same and it may also depend on play style and handlings used, etc. So I think it's a good idea to add a slider which scales the pursuit speed down, which the users can adjust (or disable).
I am a big fan of the pursuit style and "tracking mode" addition to the last LSPDFR update, and this will be a great complement. What do y'all think?
-
KLE0 got a reaction from Kane L in Slower (more realistic) pursuitsDon't get me wrong -- I know high speed chases are exciting, and I do enjoy them. However, every once in a while I want to play realistically and the pursuits are always immersion-breaking; car chases IRL do not actually reach 100mph all the time, after all. Plus, slower pursuits may be preferable given the limitations of the game:
It's really easy to crash your vehicle when speed is too high, especially when using a more realistic handling. It's hard to do PIT maneuvers reliably at high speeds. The AI police car drives even worse and constantly crash into other cars creating chaos. They also miss turns, crash into each other at a stop, and drive into ditches.
Of course not everyone's definition of "realistic speed" is the same and it may also depend on play style and handlings used, etc. So I think it's a good idea to add a slider which scales the pursuit speed down, which the users can adjust (or disable).
I am a big fan of the pursuit style and "tracking mode" addition to the last LSPDFR update, and this will be a great complement. What do y'all think?
-
KLE0 got a reaction from Yasd in Slower (more realistic) pursuitsDon't get me wrong -- I know high speed chases are exciting, and I do enjoy them. However, every once in a while I want to play realistically and the pursuits are always immersion-breaking; car chases IRL do not actually reach 100mph all the time, after all. Plus, slower pursuits may be preferable given the limitations of the game:
It's really easy to crash your vehicle when speed is too high, especially when using a more realistic handling. It's hard to do PIT maneuvers reliably at high speeds. The AI police car drives even worse and constantly crash into other cars creating chaos. They also miss turns, crash into each other at a stop, and drive into ditches.
Of course not everyone's definition of "realistic speed" is the same and it may also depend on play style and handlings used, etc. So I think it's a good idea to add a slider which scales the pursuit speed down, which the users can adjust (or disable).
I am a big fan of the pursuit style and "tracking mode" addition to the last LSPDFR update, and this will be a great complement. What do y'all think?
-
KLE0 got a reaction from rambo5011 in Slower (more realistic) pursuitsDon't get me wrong -- I know high speed chases are exciting, and I do enjoy them. However, every once in a while I want to play realistically and the pursuits are always immersion-breaking; car chases IRL do not actually reach 100mph all the time, after all. Plus, slower pursuits may be preferable given the limitations of the game:
It's really easy to crash your vehicle when speed is too high, especially when using a more realistic handling. It's hard to do PIT maneuvers reliably at high speeds. The AI police car drives even worse and constantly crash into other cars creating chaos. They also miss turns, crash into each other at a stop, and drive into ditches.
Of course not everyone's definition of "realistic speed" is the same and it may also depend on play style and handlings used, etc. So I think it's a good idea to add a slider which scales the pursuit speed down, which the users can adjust (or disable).
I am a big fan of the pursuit style and "tracking mode" addition to the last LSPDFR update, and this will be a great complement. What do y'all think?
-
KLE0 reacted to Sentinel55 in Sentinel's ShowroomSo, I'm back at it again. Couldn't solve the issues and just bought a new license. Whatever.
I really want to upload something again. And I'm currently working on the final stages on multiple projects, I'm not an ETA type of person so I can't tell how quickly you'll see something new in my uploaded files list.
But I'm starting with this one:
I really hate this project. No idea why, but I just want to get rid of it as fast as possible. I'd love to scrap it completely but I just put too much time in it already.
After this one is released both CHP packs will recieve their second and final update. Then the LAPD truck is the next one on the list. And once the LAPD truck is uploaded here, I will switch to vehicles not related to law enforcement, probably not interesting to most of you following me. So take this as a little warning.
Any questions? Feel free to ask.
-
KLE0 got a reaction from NoeOffical in Slower (more realistic) pursuitsDon't get me wrong -- I know high speed chases are exciting, and I do enjoy them. However, every once in a while I want to play realistically and the pursuits are always immersion-breaking; car chases IRL do not actually reach 100mph all the time, after all. Plus, slower pursuits may be preferable given the limitations of the game:
It's really easy to crash your vehicle when speed is too high, especially when using a more realistic handling. It's hard to do PIT maneuvers reliably at high speeds. The AI police car drives even worse and constantly crash into other cars creating chaos. They also miss turns, crash into each other at a stop, and drive into ditches.
Of course not everyone's definition of "realistic speed" is the same and it may also depend on play style and handlings used, etc. So I think it's a good idea to add a slider which scales the pursuit speed down, which the users can adjust (or disable).
I am a big fan of the pursuit style and "tracking mode" addition to the last LSPDFR update, and this will be a great complement. What do y'all think?
-
KLE0 reacted to Sam in LSPDFR 0.4.8 - Now available!We're back with another minor update for LSPDFR 0.4, which introduces a couple of hotly requested features, including 1893 Grapeseed Ave - an all new, modest home in a rural setting for your characters to live in.
This new pad has a different 'low-end' interior with all of the usual amenities like a shower and bed. This brings the total number of apartments in LSPDFR to 3, and means that we now have 'high', 'medium' and 'low end' styles to choose from in a variety of locations, both urban and rural.
The new property available for your residential convenience at 1893 Grapeseed Ave
LSPDFR 0.4.8 adds a few new features, and introduces many fixes and ongoing improvements to increase the quality, stability and performance of the modification, including:
1893 Grapeseed Ave - a new, modest and rural accommodation option for your LSPDFR player characters to live in. A remastered 'hand-on-holster' (Intimidate) action that fluidly animates, doesn't block movement, and allows for you to quickly draw sidearms. Evidence Markers to mark crime scenes which can be seamlessly placed down, picked up again and customized per agency. Improvements were made to the way in which NPC officers respond 'Code 3' to backup calls and navigate through traffic. A number of new, useful API functions requested by developers were added.
Using the remastered 'Intimidate' option to quickly draw a sidearm with animations.
LSPDFR 0.4.8:
Download and release notes: https://www.lcpdfr.com/files/file/7792-lspd-first-response Release Highlights: https://www.lcpdfr.com/lspdfr/04/highlights/
We hope that you enjoy this small update for LSPDFR and wish you all the best as we continue to endure the global pandemic.
Sam.
If you are having problems with LSPDFR 0.4.8, please do not post about them in this topic, but use the support forums instead.
Before you do, though, read through this topic: https://www.lcpdfr.com/forums/topic/89691-read-will-save-your-time-common-issues-fixes-and-bugs/
There are a lot of fixes for common problems in there.
-
KLE0 reacted to Sentinel55 in Sentinel's ShowroomHey! As many of you probably know, the CHP has officially retired their last Crown Victoria 2 weeks ago. Which is sad, but it was just a question of time of course.
Anyway, this is the perfect opportunity to update my Crown vic pack for the second and final time. I want to know anything you guys would like to see, because I'm not touching it again once I'm finished.
Here is a side by side view as a little sneak peak. I'll show more details in a few days. The updated vic is on the right
- new headlights
- new taillights
- new parking lights
- new lightbar
- new wheels
- reduced filesize
- bugfixing (of course)
- Window template
- minor interior changes
-
KLE0 reacted to Nameless New Guy in A humble audio project.Sorry for the long wait on the updates!
I have 2 audio files for better officer audio. Currently I have 1 male and 1 female officer voiced lines for general dialogue and additional sounds for when the get hit, fall, are in combat, or in traffic.
There's more voice actors working to create more officers that will have audio for LSPD, LSDD, BCSO, SAHP, NOOSE, and FIB. Also there will be audio for addressing a Super Visor, Lieutenant, and Detective. For now there's a handful of American accents with 1 British Accent (female)
Question. Where does LSPDFR store the audio files for the officers. I found some audio files but the lines in there didn't seem to cover all of the lines I have. How does the code employ their audio?
Also the male and female officer I have audio for is a character I created for a story mode I'm getting audio recorded for called LSPD: A New War. A tale of 3 cops going rogue that will fight corruption around San Andreas. There will be explosions, fire fights, crazy events, more explosions and an epic ending befitting GTA V (just need some more coders to help) but 15 voice actors so far (in the end there will be 38 voice actors) all bringing the characters alive for a story that I hope all you on the LSPDFR team and fans of LSDPFR will enjoy.
-
KLE0 got a reaction from Massimo84 in Slower (more realistic) pursuitsDon't get me wrong -- I know high speed chases are exciting, and I do enjoy them. However, every once in a while I want to play realistically and the pursuits are always immersion-breaking; car chases IRL do not actually reach 100mph all the time, after all. Plus, slower pursuits may be preferable given the limitations of the game:
It's really easy to crash your vehicle when speed is too high, especially when using a more realistic handling. It's hard to do PIT maneuvers reliably at high speeds. The AI police car drives even worse and constantly crash into other cars creating chaos. They also miss turns, crash into each other at a stop, and drive into ditches.
Of course not everyone's definition of "realistic speed" is the same and it may also depend on play style and handlings used, etc. So I think it's a good idea to add a slider which scales the pursuit speed down, which the users can adjust (or disable).
I am a big fan of the pursuit style and "tracking mode" addition to the last LSPDFR update, and this will be a great complement. What do y'all think?
-
KLE0 got a reaction from Alex0365 in Slower (more realistic) pursuitsDon't get me wrong -- I know high speed chases are exciting, and I do enjoy them. However, every once in a while I want to play realistically and the pursuits are always immersion-breaking; car chases IRL do not actually reach 100mph all the time, after all. Plus, slower pursuits may be preferable given the limitations of the game:
It's really easy to crash your vehicle when speed is too high, especially when using a more realistic handling. It's hard to do PIT maneuvers reliably at high speeds. The AI police car drives even worse and constantly crash into other cars creating chaos. They also miss turns, crash into each other at a stop, and drive into ditches.
Of course not everyone's definition of "realistic speed" is the same and it may also depend on play style and handlings used, etc. So I think it's a good idea to add a slider which scales the pursuit speed down, which the users can adjust (or disable).
I am a big fan of the pursuit style and "tracking mode" addition to the last LSPDFR update, and this will be a great complement. What do y'all think?
-
KLE0 reacted to AllenKennedy in Zmodeler3/GTAV Vehicle Light IDsAlright so I hate bumping old threads, but I have a bit information to contribute, mainly with regards to environmental lighting and coronas.
All 4 extra lights can work, but in order to have all four enabled at once, with environmental lighting, you need to have 4 extra light nodes. If you have only 3, then the third will be the only one to have environmental lighting, if you have two, then only those two will be enabled, I don't know about just 1.
If you have extra light 3 & 4 but no extra light 1 or 2 then no lights will show. Normally when there are no extra light nodes the car's headlights will act as the nodes for these both, but having extra light 3 without extra light 1 and 2 will do nothing except disable those lights.
Important note: ANY extra lights on your vehicle WILL disable the headlights acting as foglights, so if you plan on having extra lights for takedowns, spotlights, etc. and you value your vehicle's ability to use foglights, make extralight 1 and 2 your foglights, and then add BOTH extralight 3 and 4 as whatever else you'd like. if you only want one, just have two in the same place I guess.
An example here, where I'm able to get a working spotlight that actually shines light properly, while retaining headlights, is extralights 1 and 2 are basically copies of the emissive headlights l and r, respectively, whilst extralights 3 and 4 are both in the spotlight.
I hope I've explained this well enough to anyone who comes across this, confused. If you're still having issues, try importing the submersible like solo suggested, if not, hmu on discord, @Allen#2525
-
KLE0 reacted to 0taku in 2013 Ford Expedition [DEV][W.I.P]FILE IS NOW RELEASED
(may still be pending)
-
KLE0 reacted to 0taku in 2013 Ford Expedition [DEV][W.I.P]It's going to be free. People that pay wall models are scum and are killing the community
Yes. I just use the Tan because it can show detail better in images.
-
I found a way to edit the vehicles.meta file and change the first person pov camera x y z axis. Using OpenIV search for your vehicles.meta file, MAKE A BACKUP, then enable Edit Mode and right click the file, selecting Edit. Once the text edit window opens, search for the model name you want to edit, in my case it was Police2 that i needed a better view out the front window. Each vehicle model is separated by an <Item> class, it looks like this for example:
<Item>
<modelName>police2</modelName>
Scroll through all the police2 (or the model your trying to edit) model meta data until you find <PovCameraOffset, in my example it looks like;
<PovCameraOffset x="0.000000" y="-0.150000" z="0.665000" />
These are the camera X Y Z coordinates, X moves the camera left and right, Y moves forward and back, and Z moves up and down. Use small adjustments! In my case i only needed to move the placement from:
Original: <PovCameraOffset x="0.000000" y="-0.150000" z="0.665000" /> **notice the y is negative here**
to this: <PovCameraOffset x="0.000000" y="0.100000" z="0.620000" />
for example ( x="0.000000" y="0.600000" z="0.400000" ) was inside the dash board!
I know there are more settings in this area of the meta file that I don't yet understand, so if anyone has any other pointers related to the interior camera please include them in a reply.
I hope this helps all you fellow amateur modders out there!
-
KLE0 reacted to Desmond98 in [WIP] Real California ArchitectureNew update for RCA is released! Thanks to my buddy @BKDeath2012 for motivation, support and help!
0.4.7 - Update was focused on Santa Monica.
Added:
Bubba Gump in Santa Monica Pier
Echo Park
CNN Building
LACoFD Lifeguard Station in Santa Monica
Fixed:
CHP Station - removed unused collision.
Feel free to join Discord server here https://discord.gg/2kq8CEN
-
KLE0 reacted to dylanlive in insufficient permissions or bad anti-virusI randomly started getting this last week. Fixed it by disabling Geforce Overlay
-
No problem! Here is a little help
<lightFalloffMax value="10.00000000"/> <!-- This adjusts the overall range of the lights -->
<lightFalloffExponent value="10.00000000"/> <!-- This adjusts how fast the light falls off to nothing -->
<lightInnerConeAngle value="2.29061000"/> <!--This is the BRIGHTER portion of the light cone-->
<lightOuterConeAngle value="70.00000000"/> <--!This is the outter softer edge of the light cone-->
<lightOffset value="0.00000000"/> <!--This setting is only used when Spotlight=true flag is used. This pulls or pushes the light source further or closer to the siren dummy. Think of this like a projector lens. The larger the number the more focused the image will be further away, and the more negative number the sharper the image will be closer to the siren dummy. Negative numbers can be used. -->
<textureName>VehicleLight_sirenlight</textureName> <!--You can create any .dds image you want to use. This will be what the game projects as your siren. All textures need to be in the graphics.ytd in order for it to work. No specific naming is needed. BE AWARE! The Whiter a texture is the brighter it will appear in game. The darker the more subdued it will be -->e= how far away from the light dummy the light texture should start
and further down towards the bottom...
<spotLight value="false"/> <!--This is a tricky one...When spotlight=false, a light will be produced in a 180 degree arc from the siren dummy (Useful for when you have a side light for example on an ambulance.) When true, it produces a spotlight type of light. BE AWARE! When using custom textures spotlight=false with flip the texture on the verticle axis, so what you think is up is actually down-->
-
KLE0 reacted to flwpheonix in ZMod3 Export IssueThis error means that one of your parts has the default shader applied. Select all parts, then go to poly mode. Select parts by material and click the default material, then select. Those polys need to be assigned a GTA V shader.
-
KLE0 reacted to flwpheonix in At a distance ELS does not emit coronasOtaku, actually ELS does use LOD coronas to supliment when you get further away from the vehicle. They are placed where the axis is located for for the extra. Most people turn the detection distance to 800-900 as using LOD coronas in this manner causes floating coronas if the modeler do not pay attention to where the axis is.
To answer this problem, it is a little more difficult. In the visualsettings.dat there is a way to tweak the distance of the bloom but I am not 100% certain on how it works or how to do it. I personally have not experienced this problem on my system, so I cannot help further. What I would do, is make a backup of your visualsettings.dat file and search for bloom within the file and start tweaking numbers. If something gets screwed up, you always have your backup.
-
KLE0 reacted to Sentinel55 in Sentinel's ShowroomI think the GIF speaks for itself, right?
-
KLE0 reacted to Jevik in Sentinel's ShowroomI didn't know that was possible. That looks amazing
-
KLE0 reacted to Sentinel55 in Sentinel's ShowroomSmall but important update. Made a custom texture for the laptop screen. Took forever!
The screen changes automatically to Night Mode at sunset.