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BADWOLF

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  1. Like
    BADWOLF reacted to Sam in If LCPDFR was invited as a Game Feature on GTAV   
    The most recognition we've ever had was a half-page feature in the February 2012 issue of PC Gamer magazine. Unfortunately after the 'hot coffee' scandal, Rockstar distanced themselves entirely from the modding community. It would be cool to get some sort of word or mention from Rockstar, or even if they invited us for a tour of their offices as they are in Edinburgh and so are we, but that's probably not going to happen :(
  2. Like
    BADWOLF reacted to JAM in Help With Positioning Ped Components In OPENIV   
    No worries, Idk why but it left a source link in the original section that you posted, meh, just a forum glitch :D
  3. Like
    BADWOLF reacted to cp702 in Help With Positioning Ped Components In OPENIV   
    Or just deleting those polys.
  4. Like
    Unless someone has found another way to fix issues like this the only way is exporting into 3ds Max moving the vertices and importing back into OpenIV
  5. Like
    BADWOLF reacted to cp702 in Help With Positioning Ped Components In OPENIV   
    Yeah.
  6. Like
    BADWOLF reacted to Raggio in N/A   
    If you are talking about trying to customize the name without actually using Crime Statistics, then add the following lines to the FirstResponse.ini file:



    [XGWEBSERVICES] Services|Enabled = False Services|Username = DESIRED USERNAME

    Hope that answers your question! Have fun!
  7. Like
    BADWOLF reacted to Ridgerunner in LASD/Liberty County Sheriff Ped   
    So I've been working on a lot of my many ped projects. Each one has components that will be used in other projects (ie; heads, textures, etc), so it's been hard to focus on one project and finish, rather then work on all of them at once. This one is a Liberty County Sheriff Ped model with a Los Angeles County Sheriff's Department uniform, but for those that do not like the uniform don't worry because I will be including other textures (blue,green, white, etc) to change the color of the uniform. Also I'll have 3 different styles for the short/long sleeve upper meshes (4 if you guys want me to include a model without the shoulder mic, although you could probably just delete that section of the texture to make it invisible I'll have to test). The screenshot I've included is the "cross chest" model. Another will have the shoulder mic on the shoulder and the final model will have a behind the back look. The release will also include long sleeve, jacket, rain coat, traffic vest, etc., but the short sleeve version has been the most time consuming (and is far from being done). As you can see from the screenshot below I'm still working on the textures (very important feature) so don't freak out because the colors don't blend I can assure you it will change for the final release. The model will be designed to encompass as many different sheriff department agencies as possible and not be specific to any specific one (ie; LASD), which will be accomplished through easy texture edits. Again I have to stress this is far from being done just a sneak peak and something for you guys to look forward to being released sometime in the near future.

    Model Overview
    New Head Models/Faces Improved shoulder patches NYPD badge removed replaced with six point badge (final will probably have other style badges) New improved textures Added shoulder mic Duty belt includes Gun/holster, Handcuff Pouch, OC, Double Ammo Pouch, ASP, Portable Radio, Latex Glove Pouch, Surefire Flashlight Upper/Lower models reshaped (physically fit officers) Short sleeve, Long sleeve, Jacket (include 2 textures including a high viz texture for highway/accidents, etc), Rain Coat (will also include the high viz texture as well as a standard texture), Traffic Vest models

    *** PLEASE FEEL FREE TO ADD COMMENTS ON PED MODELS YOU WANT TO SEE. I DON'T MAKE ANY PROMISES THAT I WILL ADD THEM TO MY WIP LIST BUT SOMETIMES SOMEONE WILL COME UP WITH A GREAT IDEA THAT I'VE OVERLOOKED ***
  8. Like
    For more advanced mesh combinations, there are additional steps. First, you need to renumber the mesh you add so it doesn't conflict (or, if you remove a mesh, renumber the other meshes so they have the proper range). Other than that, the biggest issue you're likely to face is textures.

    GTA doesn't seem to care about the texture you assign in the openFormat. Instead, it matches textures to meshes the following way:


    uppr_001_a_uni reads as *meshname*_*letter*_*race*
    (letter acts like the mesh number). If you read my "Ped Texture Discoveries", you saw more detail on this. What does it mean for you?

    Well, let's say you delete a mesh, renumber, but don't fix textures. What you get is the texture for, say, the long-sleeved shirt being applied to the jacket. This can look really weird, and is definitely not what you want. So, what you have to do is delete the textures for the mesh you removed, and renumber the higher textures. To rename a texture in OpenIV, make sure you're in Edit Mode, open the wtd, and double click the specific texture. Enter your new name. To delete a texture, highlight it and hit "Delete" on your keyboard. Obviously, you have to delete or rename a texture before you can give another texture its name.

    Also, if you have added a mesh, you need to add textures for it. What you want to do is drag the appropriate textures from OpenIV to some folder (click the name on the left of the wtd browser, and drag to Windows Explorer). They'll show up as PNGs. Renumber the textures by changing the number in the file name. Then, open the wtd for the model you're changing, and drag the PNGs to the window. Hit "OK" for mipmap generation, and you're done.

    Any questions? Comments? Other ped modelling information? Post below!
  9. Like
    How do we do stuff with this format? Some stuff should be clear. For example, let's say we want to get rid of the raincoat (uppr_003_u). We just delete that section in the odd. That's all. (in this case, we'd also delete lowr_001_u, because it's the pants that go with the raincoat, but that's a special thing about m_y_cop). Note also that if we instead had deleted uppr_002_u, we'd have to renumber uppr_003 to uppr_002.

    How do we renumber? We need to change the number in the header and in the textures section. Don't change it in the meshes section. This is key: under no circumstances should you modify the path to the mesh.

    Now, let's do something cool: adding the white cop head. This is easier than most additions, because the textures for the head are already in m_y_cop.wtd. Here's how we do it:

    First, export m_y_cop.wdd (the GTA IV rendition, not the EFLC one. If you have EFLC, you can find this rendition in pc/models/cdimages/componentpeds.img; the EFLC-specific one is in the TBOGT and TLAD directories, and while this would work, the textures aren't already there, so it's harder).

    Next, we need the mesh for the white head. Fortunately, as Custo discovered, TLAD's m_y_prisonguard.wdd is just a modified version of IV's cops. In particular, it has all 3 heads (though it doesn't have a raincoat or short sleeves). So, we want to export that to the same folder we exported m_y_cop.wdd to.

    Next. open both of the .odd files in a text editor. Find the section called "gtaDrawable head_002_r" in m_y_prisonguard.odd. Copy it into m_y_cop.odd, just before the final closing brace (but after the second-to-last brace). Since it has the right number, all we need to do is change the skeleton. Change it from m_y_prisonguard.skel to m_y_cop.skel. Save the file.

    We're now done with the openFormats (see how easy that was?) Now, all that's left is importing it back in. OpenIV can do this too. Go to componentpeds.img, and click the "Edit Mode" button up top. Under "New", select "Import openFormats". Browse to m_y_cop.odd, hit OK, and wait for it to finish. Now, double click m_y_cop.wdd to preview it (this specific feature is why I first started using OpenIV above SparkIV). Select head_002_r, and check that it looks OK. If it doesn't, you made a mistake somewhere (you did back up, right?) It probably does, though. If it does, you're done! Launch GTA and see the white cops now patrolling Liberty City!
  10. Like
    Now that the issues with OpenIV and ped export/import have been fixed, you can edit default ped models. Doing much more than basic model editing is kind of complicated, and requires 3D modeling knowledge.

    However, there is one very useful thing you can do without knowing 3D modeling: combining different ped meshes.

    What is a ped mesh? It's a component like head_002 or uppr_001. For example, for skinny cops, the long sleeve shirt is one mesh, and the leather jacket is another. By combining them, you can have cops with only short sleeves and jackets; cops with state trooper pants; state troopers with a regular cop's long sleeve shirt (instead of their weird one); etc.

    So how does this work? To start with, you need OpenIV. OpenIV can export .wdd files to its own format, called openFormats. Crucially, openFormats are text-based. To export a model to openFormats, first navigate to componentpeds.img (click the arrow next to GTA IV or EFLC, under pc\models\cdimages). Then, right click it, and select "Export to openFormats (.odd)".

    Make a new folder somewhere, and select it. Then, hit "OK". This folder should look like this:

    Open the .odd file in your favorite text editor. It should look like this:

    Each gtaDrawable section represents one mesh. It doesn't contain the actual mesh; all it does is to tell OpenIV about the mesh when you import this back in at the end, so OpenIV can set up the .wdd properly. Let's look at one section of it:


    gtaDrawable lowr_001_u { shadinggroup { Shaders 2 { gta_ped.sps LOWR_DIFF_001_A_UNI LOWR_NORMAL_001 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 LOWR_SPEC_001 1.00000000 gta_default.sps LOWR_DIFF_001_A_UNI } } skel { skel m_y_cop.skel } lodgroup { mesh { high 1 m_y_cop\lowr_001_u_high.mesh 0 9999.00000000 med 1 m_y_cop\lowr_001_u_med.mesh 0 9999.00000000 low none 9999.00000000 vlow none 9999.00000000 center 0.00081600 0.07059900 -0.52030600 radius 0.54099200 aabb.min -0.23394000 -0.14672600 -1.00492300 aabb.max 0.23622800 0.28086400 -0.02737300 } } } Seems complicated, right? We don't actually need to worry about most of it. Let's go through line-by-line: gtaDrawable lowr_001_u This is the mesh name. The lowr_001_u tells OpenIV what mesh it's dealing with. The lowr means that this is a lower-body mesh (i.e., a pair of pants). The 001 is the number of the mesh. The rule for these is that they have to be unique within a given type, and range from 000 to 00n, where there are n+1 meshes of that type (i.e., there is lowr_000_u and lowr_001_u; uppr_000_u through _003_u; etc.) Worry about this at the end. I don't know what the _u is; since we're not making our own meshes, just keep it _u if it started as _u (which seems to be clothes), _r if it started as _r (seems to be heads), etc. All you would ever need to change is the number; the lowr_ and _u should stay the same. gta_ped.sps LOWR_DIFF_001_A_UNI LOWR_NORMAL_001 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 LOWR_SPEC_001 1.00000000 gta_default.sps LOWR_DIFF_001_A_UNI Ignore the numbers. All you need to care about is the LOWR_*_001_* parts. Those represent textures for the model. Now, GTA seems to select ped textures its own way; read my tutorial on ped textures for details. This probably just controls OpenIV's preview of the ped. Even so, you may as well update it when you have to. Again, all you'd change is the number in there. skel m_y_cop.skel This defines the skeleton that this mesh maps to. You want it to be the same as the name of the odd file, but .skel instead of .odd. high 1 m_y_cop\lowr_001_u_high.mesh 0 9999.00000000 med 1 m_y_cop\lowr_001_u_med.mesh 0 9999.00000000
    This is the key part of the section. It tells OpenIV where to find the mesh file. In your folder, you should have seen a subfolder called m_y_cop (or whatever). That has a lot of .mesh files inside. The m_y_cop\lowr_001_u_high.mesh is actually literally a filepath for the mesh.
    OK, this explanation of the file format is done. The next post will have a tutorial to do stuff with these files.
  11. Like
    BADWOLF reacted to Sam in ELS Dot Net (Formerly Illumination 2.0)   
    The possibilities offered by this are only really restricted in terms of how much I can code in. Basically, you have a system where you are just drawing lights at a position within the game, so the things you can do with it are pretty awesome. You could easily change the light size, colour, position and pattern ingame. Also, as these are just proper GTA IV lights being drawn at a position in the world, they are not bound to any extra parts or anything, meaning there is much greater flexibility as far as patterns are concerned. You could also easily create a visual difference between different types of lights, as you could have a strobe system where the light starts out small, gets bigger, and goes smaller really quickly, or you could have an LED system where you just have the lights going on and off.

    As for multiplayer support, as long as everyone uses the same settings then it would be fine.

    At this point in time, I'm looking for some ideas from car modders about the best way to design this system. The way I see it, it would have a .ini file where you could add the car model in square brackets, and then you could have a bunch of options under that. Hopefully I can create some way of making and positioning lights ingame, so that when your car is done, you can just create the lights and patterns for it ingame, in a similar fashion to the simple native trainer's object spawning/attaching. This would take a while to do however, and it would probably have to wait until after 0.95.
  12. Like
    BADWOLF reacted to Sam in ELS Dot Net (Formerly Illumination 2.0)   
    Yes, I hope to create some nice system where you can just position the lights anywhere you want :)
  13. Like
    BADWOLF reacted to Sam in ELS Dot Net (Formerly Illumination 2.0)   
    After a pretty major code rewrite, ELS-DN is now beginning to take shape and I think it is at a point of functionality where I can begin to show some of the stuff it can do.  As promised a few weeks ago, I do plan on getting some video footage out, although that will require some of the front-end (controls, displays, etc.) to be complete which might take a little while.
     
    As posted in the gallery a few hours ago, this is the latest screenshot of the code in action:
     


     
     
    What ELS-DN can currently do:
    Load vehicle configuration files Load pattern configuration files Process user-defined patterns Support up to 50 user-defined lights per car Support AI vehicles Simulate rotating beacon (almost fully) and LED lights (partially) Dynamically and automatically create environmental lights Flash the headlights and taillights individually (this has some problems which LMS is working on) Display an exact replica of the ELS display panel (uses the same exact code - Lt.Caine has been helping with this)  
    Vehicle configuration files:
     
    Probably one of the best bits about ELS-DN is the vehicle configuration files.  They work by creating a folder in scripts/ELSDN called Vehicles, and then creating a new folder for each vehicle inside there.  Inside each vehicle folder is a configuration file and a patterns folder which contains three separate folders for primary, secondary and warning patterns (those of you who've used ELS will be familiar with these).
     
     
    The vehicle configuration file stores everything about the vehicle itself, including up to 50 custom light definitions (meaning you can create some really hideous Christmas trees), the model which the config file is assigned to and the default patterns for it too.
     
    Vehicle configuration files are designed to be easily shared, all you have to do is plop the vehicle's folder into your Vehicles folder and it's ready to go.
     
     
    Pattern configuration files:
     
    The pattern configuration files allow you to make your own fully customisable patterns.  A pattern is either primary, secondary or warning in type and is assigned to a specific vehicle.  This means that every vehicle has its own patterns folder with its own patterns.
     
     
    Next steps:
     
    Unfortunately there's a lot of work that needs to be done on the user interface, in particular the controls and adding stuff like the ability to browse through patterns, etc.  On top of that, I need to complete support for different light types (LEDs and bulbs) and then think about siren controls, which may or may not make it into the first version.  Hopefully, though, I should have some sort of video to show fairly shortly.
  14. Like
    BADWOLF reacted to Ridgerunner in Release date possibly leaked   
    I've always heard that consoles are easier to design for since you have a non-changing platform to work with. With PC's you have so many compatibility issues with different hardware/software configurations. Sadly, the market is largely skewed toward consoles. Developers will focus their attention on the systems that bring in the most money (consoles). Piracy has had a very negative impact on PC games, but I'm encouraged to see games like BF3 really showcase what makes PC gaming great (expansive environments, amazing graphics). GTA V will do well on PC but will sell far more copies on the PS3/XBOX360. For this reason they'll focus their efforts on the consoles. However, I do expect a V to take better advantage of the PC abilities SLI/Crossfire/AA, etc. I'll cry if they release something similar to IV....

    BTW I did see an article that said after they release Max Payne 3 they will have some more news on GTA V (I think they want to keep attention on their current release and not draw too much attention away from Max Payne 3).
  15. Like
    BADWOLF reacted to strike in Release date possibly leaked   
    Fuck consoles, they are always treated as gods while pc is better, has better performance and graphics and gameplay.
  16. Like
    BADWOLF reacted to Break in Release date possibly leaked   
    Games should be developed on and for PC, not for console. I'm no developer, but I'm pretty sure developing for a PC and then porting it to Xbox 360 and PS3 is easier than the other way around.
  17. Like
    BADWOLF reacted to Sam in Lenco Bearcat / NOoSE [Released]   
    I think this just goes to show the rapid expansion and growth of this site, once home to a few hundred LCPDFR fans, and now a massive GTA hub where the latest and greatest content is produced and released. Furthermore, to see you release this absolutely stunning and revolutionary model here as an LCPDFR.com exclusive is a brilliant feeling for me and the rest of the team, it's just awesome!
  18. Like
    BADWOLF reacted to Molten in IMAGES SNAPED BY ROCKSTAR EMPLOYEE!!   
    Yeah I just went there myself and took a pic. The guy was pretty good with photoshop no doubt about that. cleared the other buildings from the background and cut the tower block on the left down to size as well.

    My pic from 5 mins ago in game. http://imageshack.us/photo/my-images/97/gtaiv2011112016371050.png/
  19. Like
    BADWOLF reacted to Molten in IMAGES SNAPED BY ROCKSTAR EMPLOYEE!!   
    Nice find. Well done.
    I know that sometimes fakes are hard to spot but tbh i was amazed anyone took those images seriously. The map looked like something from the 1980's ffs. Half expected to see leisure suit larry driving on it :p
    The whole design was not fluid and would have been a horrible game play experience.
    And the other giveaway is if you are gonna leak something you don't leak the most boring pic you can find with no detail or content.

    If i had of been wrong I would have eaten my words and eat humble pie, but my previous comment was based on what seemed so obvoius to me.
    Which why I choose to use colourful language :)

    Edit: ok, a told ya so post maybe but I couldn't resist :p
  20. Like
    BADWOLF reacted to J T in Red Light Runners   
    here it is ...green-speeders red-redlight runners and blue is prostitution
  21. Like
    BADWOLF reacted to JAM in Question About Trunk   
    Not at this time, however, they might dev that feature in down the road.
  22. Like
    BADWOLF reacted to chevymanusa in Question About Trunk   
    Currently there is no (known) option to change this on the fly (or with ease). I would image you could swap the shotguns in the weapon files.
    However, it may just be a quicker (and easier) to install/use Smiple Native Trainer to do this.

    Side note: I am pretty sure this topic belongs in discussion and not support.
  23. Like
    BADWOLF reacted to JAM in Two Game Issues   
    For your first issue, the call outs your receiving that are common, are because there very common in real life, but if you wan't to force a new call out, hit Alt + F11, for your second issue, it's a known one, and will be fixed in the next version of .95, there's no way to fix it, and if your using RC2 (as you stated) you are in fact, using the latest build.
  24. Like
    BADWOLF reacted to Monty0112 in Help With Hostile Peds   
    I believe Simple Native Trainer has a couple of options to make people attack you or spawn hostile peds.
  25. Like
    BADWOLF reacted to AlconH in Help With Hostile Peds   
    Actually, Yes you are right.

    Go into SNT, Bodyguard/Ped Spawning. Then "Spawn Attacking Peds"

    Towards the top of that menu you can specify what weapon they have.

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