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Phanta

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  1.    Candice reacted to a post in a topic: Bullet Shell impact on chassis
  2. Dear Candice, I fixed it. I was almost ready to give up. I went over everything in that post again, everything was as it was supposed to be. When I started comparing my base model to other CVPI dev models, I noticed that mine doesn't have a bodyshell, and what normally would be the bodyshell was merged with the chassis. Apparently bullets never show on the chassis itself, since it's always fully hidden by everything around it. Once I extracted the paint layer from the Chassis and made it into a Bodyshell, all works now. Learn something new every day. Thanks for your help, love your work! Thanks 🙂
  3.    Phanta reacted to a post in a topic: Bullet Shell impact on chassis
  4. Thanks for getting back to me Candice. This is my chassis COL, which I think is pretty accurate to the model, http://imgur.com/7baXwS0 Also for the collission, the car is 116 for all of the box except for the window places, they are 142. Of course these ID's are assigned in polygon mode. I did check all the tutorials I could find, and I can't find anything except this all. Thanks in advance Candice!
  5. Hello! So, I almost finished a car based on Hurk's CVPI model, and I'm noticing I can't get bullet impacts to show on the chassis object. I tried soo much.. I still got the chassis_dummy, lowlod and chassic COL's, I replaced them with vanilla stainer's, I even replaced every other collission in the whole model with stanier vanilla, but no success sadly. The bullets DO get stopped, so they don't go through, but the bullet impacts just dont show on the chassis part. Does anyone know the fix for this? I feel like I've compared everything with working models from ID's to values but I'm out of ideas... Thanks in advance!
  6. After a week to 10 days after the issue, trying everything I figured it out myself. The problem was that there seems to be a max amount of items there can be in the hierarchy. When you exceed that number, it starts doing really random stuff. I model my cars for FiveM mainly and test them in there, so I'm not sure if it's a problem with that, or if it's a known GTA problem in general, but combining some items that could be combined solved the issue for me. I don't know how it decides to randomly turn stuff into sirens, but another example I got with the problem was that when I added a bobble head, random stuff started bobbling: https://gyazo.com/1298343af23828c1faba1de0e0544a44 So yeah. That was the issue. Thanks for getting back to me though 🙂
  7. Hello! I've ran into an issue with the 20th (which should be max?) siren to put in. Everything went completely fine, until I added the 20th. Then the whole car started doing this: https://gyazo.com/fb2ce535dbbc5065ddb423bc0f97f862 If I remove a siren, the car works fine. It does not matter which siren# I remove. It almost seems like the sirens take over the body parts and scale them back and forth like sirens are supposed to do. I've scouted around but have not seen this issue before. Also, the moment this issue will occur, all the extra's are automatically spawned, and they cannot be disabled. Also some objects like the trunk are missing. https://gyazo.com/87ce989fa7c18c993724bc95f864e905 Would love to hear your ideas. Thanks!
  8. I am not sure what you mean. If you mean where the mesh originally was supposed to be, that was in the casing straight in front of it. If you mean in the hierachy, the one you see there causing problems is misc_k. If you mean the material hierarchy, the emissives are above everything else.
  9. Those extra's are not ELS extra's, those are rambars, interior extras, seat partitioners, etc. Nothing in the model is ELS.
  10. Hi there! So, after a while of learning I'm happy with the stuff I put in my model etc, and then come to the conclusion that when my car crashes into stuff, some things just go horribly wrong. Attached is a picture of some front siren lights, that only after 1 small hit on the front of the car, got that much displaced. I know that a bit of displacement happens at some point for most modded cars and even vanilla, but this is just a lot lot. For grill lights etc it's even worse, and I'd love some feedback on how to correctly solve/do this. At this point I'm scared to put lights on the rambar as well. I'd love to hear your feedback to learn. Thanks for all the great info you guys have here, it makes life so much easier. Kind regards,
  11. That worked (ish). For some reason when I was replacing sheriff2 with the charger, which is a bigger vehicle, it'd always take the natural layout from sheriff2? Sooo, I just made it an add-on instead of a replacement and now it works fine 🙂 Thanks! Yeah I know that for the location of the ped, but I was more curious about the seating position since some are made for compact spaces and others aren't. But the .meta Vehicle Layouts did fix that. Thanks!
  12. Hello hello! I have a question regarding the posture of the peds when the are seated in cars. Currently I'm working on creating my first car, a charger, and I've stumbled upon the problem where (mainly noticable in the backseat), the character sits like it would sit in the front passenger seat, where there's a lot of legspace. In most cars where that's not the case, the ped bends their knees a bit more to fit. How does this work, and do I modify it in ZModeler or a meta file? Also, is this related that the feet also go through the floor? I can move the dummy up, but then the head goes through the roof. It's like the good pre-made chargers are magical and make the peds shrink to fit haha. Thanks in advance guys!
  13. I'm having the same issue and tried this. The windows break, that's not the problem that I have. The bullets just won't penetrate.

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