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Medicmojo

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  1. Like
    Medicmojo got a reaction from Gan Ceann in Reflective livery texture problem   
    What do you mean by "patches" on the car, when you spawn in game? Are you able to post some pics? Also, post screenshots of what the YTD list for that model looks like in OpenIV - showing what the main livery layer looks like, as well as the reflective layer. And, maybe a screenshot of what the model looks like in OpenIV.

    In general, though..........

    - just to confirm - when you make your reflect layer, you are essentially just "turning off" the main base body colour layer, and only leaving the decal design layer/s (the striping, text, door badge, etc) visible, right?
    - do you have multiple liveries (sign_1, sign_2, etc) loaded onto a single model? Maybe, with different unit callsign numbers.......or the same livery, but maybe Supervisor markings or whatever? Any chance you might be trying to then install multiple reflective layers? Wonder if that might be causing a bit of a conflict? You can only have a single reflective layer installed - even if you have multiple primary liveries.
    - obviously......the model is designed to have a reflective layer? Probably a dumb question, sorry - but, setting up a reflective layer is something the model dev actually has to do. We, as livery devs, can't just go ahead and add a reflective layer to any model we want.

    - also.........if it is the same patchiness I am thinking of - might just be the way it is. I worked on a livery for a model a few months ago, and ran into a (maybe) similar sounding issue. Here are a few screenshots.......



    You can really see how on the rear chevrons, the reflective layer is kinda........patchy? Some parts do reflect, and some don't. Some parts of the rear door decals don't seem to reflect either. And, even on the sides of the model, some parts don't seem to be reflective. Not sure if this is similar to what you are experiencing?

    Initially - I thought it was something I had done wrong on my livery, and setting up my reflective layer. But, I did the same stuff as I have done in the past. I then check the original livery/reflective layer on the model provided by the dev. And, sure enough.......the same issues. That led me to decide that it was most likely a problem on the dev side of things - that they didn't set up the reflective layer correctly.

    Anyhow - maybe this answers your question? Post some pics........maybe we can figure it out.
  2. Thanks
    I know it has been about 6 weeks now......did someone get back to you with a PM, or have you figured this out otherwise? I don't know all that much about EUP and sorting through all the files, but I know a bit......

    To be honest - you have your answer right there in your question! I think so, anyways........because, it looks like you know the path to get down to the EUP components you want. If not, here it is.......

    mods\update\x64\dlcpacks\eup\dlc.rpf\x64\eup_componentpeds.rpf\mp_m_freemode_01_mp_m_importexport_01

    Once in there, you should see a list of ydd and ytd files, right? Looks like this 👇



    The ydd files are the "models", and the ytd files are the "textures" that go on those models. From what I understand, the "jbib" files (no matter where they are) are (usually) upper body clothing - shirts, jackets, whatever. In this path, the jbib_04_u_ydd is the short sleeve uniform shirt model, the jbib_07 is the long sleeve uniform shirt with open neck model, and the jbib_014 is the long sleeve uniform shirt with tie/tie bar. Like this 👇


    Then, in the ytd section, you will see that all three of those same numbered models have ytds named with letters "a" through "z". Some may show as blank, but most will show the agency patches when you double click on them to open up the texture viewer in OpenIV. (remember, the model file will often only show the "a" texture in the list). Like this ...


    You say you have 9 patches? .......well, those lettered files are the ones you need alter - letters "a" through "i". Or, whichever ones you don't want to keep. Export one of those ytd files into your working folder on your computer (** ALWAYS KEEP A BACKUP COPY **) - then, open it up in your graphics program. Open up your own patch design file - then copy/paste it as a new layer on the ytd project. Now - scale it down to fit the same overall size as the patches that are part of the vanilla EUP (or whatever EUP pack you are using). Should end up looking like this....... (I've erased the the original patches - sorry, no reference scale wise)



    I've only done this a couple times - and, it seemed to me that the vertical sizing was more important.........I had to match that exactly, or it cut off the excess parts of my patch, when I imported it back onto the shirt model. Width-wise, it seemed to have a bit more leeway.......

    Once you are done with it in your graphics program, save/export it with the exact same name ("jbib_diff_004_a_uni.ytd" for example) to another working folder on your computer. You can save it as a dds file, if you want - but png or jpeg should work fine as well. Then, with OpenIV open to that same pathway, open up the specific ytd you are changing, and drag/drop your png directly into that (or use the "Replace" button that OpenIV gives you - whichever method you usually use for changing textures). Click save. Should go from something like this


    ......to something like this (please note, the EUP project I worked with here, changed a few other things - no white undershirt, etc. But, gives you the idea)








    If you replaced the "a" texture of either 004, 007, or 014 - you should now be able to click on the model viewer ydd file, and see your patch on the uniform shirt. And, hopefully.......it looks like this



    You follow the same process for all the patches you want to change out. When you are done, go into game and look to see the changes!! Probably have to "force duty" at a Police Station, so you can change it on your character. Might have to cycle through uniform options to find the changes. Hopefully, it looks like this for you.......



    As for the AI or NPC police/sheriff that respond as your backup.........that is probably a bit byeond my scope. But, I would assume.......that if you replaced the letter code for each agency you want to change out (find and change the LSPD for yours, Blaine County for yours, etc) - then, it should work with the exisitng EUP and backup response agency files.........mabye? right? lol

    Anyhow - long answer. Hope it helps you, or somebody else down the road.

  3. Like
    Medicmojo got a reaction from BritShyGuy in .ytd Gets corrupt after importing 2nd livery.   
    wow.........not 100% sure that I understood all this. Will have to reread after another cup of coffee or something this morning. Nonetheless - thank you so much for posting such a detailed explanation. Typing that up alone probably took over an hour or more!!

    Not sure that I have ever run into the problem that started off your project. I know I have reinstalled the YTD a couple times to fix things...........but, certainly would not have gone into such depth to fix an issue. Honestly.....I would have just picked another model/pack to use, lol.
  4. Thanks
    Medicmojo got a reaction from BritShyGuy in .ytd Gets corrupt after importing 2nd livery.   
    Definitely great information to have available in here. I am certain you will help someone down the road with the same issue. Thanks again for posting it!
  5. Like
    I've heard that from someone else!. I've been told it's not been addressed or "no one has had this problem". So. I am just glad if anyone were to have this niche issue AND wanted to keep this model AND wanted to keep the quality the same AND dont want want to spend over a week pulling their hair out. If it stops 1 person, then I am happy about that. Because I'm sure of 1 thing... I wish someone else had written this for me when i 1st had this issue. I couldnt fine ANYTHING HA.

    But thats essentialy what I said. You got a quick, dirty dont care way. The reupload all ytd files. and the "I DON'T WANT TO LOSE A SINGLE PIXEL" way XD
    <3
  6. Like
    [FIXED]
    Adding "Sign_2" corrupts the whole YTD, the “quick” & “my Desktop is a car crash” fix

    I figured this out, and it was painfully simple, it just took me a week to prove it. If you can replace textures in OpenIV, fine, but the moment you add a second livery texture (e.g. charger_sign_2), your YTD turns into pixel soup. This is what worked for me.
    Is this for you?
    IF: YOU CAN'T ADD A 2nd LIVERY/SIGN IN YTD WITHOUT ALL THE OTHER FILES BECOMING CORRUPT. THIS IS FOR YOU!
    Option A: Quick fix (fast, dirty, works - no headaches or late nights - may slightly change quality)
    Export everything from the unchanged YTD as PNG.
    Create a new YTD in OpenIV.
    Import all PNGs back in using Auto (or keep changing compression and retrying, lowering compression usually makes it behave).
    Add *_sign_2.
    Save.
    This works because it forces textures into a consistent format instead of leaving a couple of “weird” ones in there that poison the rebuild.
    Key (what I mean when I say things)
    Files
    YTD = .ytd texture dictionary
    If I say "TXD", I mean YTD
    YFT = .yft model file (used for preview)
    If I say "MODEL", I mean YFT
    DDS / PNG = exported textures
    Folders (in the order you create them)
    EXPORT_ORIG (1) = all textures exported from the original YTD, unchanged
    EXPORT_TARGET (2) = copy of EXPORT_ORIG (1), plus your new *_sign_2 (so it contains both sign_1 and sign_2)
    WORKSPACE (3) = random empty place to drag test files into OpenIV without clutter, optional but keeps you sane
    EXPORT_SURVIVORS (4) = export from the “Folder2YTD-built” YTD (the one where stuff mysteriously vanishes, but it doesn’t corrupt)
    QUARANTINE (5) = where you separate “known good” from “suspects”
    IN (5a) = a folder inside QUARANTINE, this is your “these are safe” pile
    OFFENDERS_PNG (6) = where you export the problem DDS from QUARANTINE as PNG so you can re-import cleanly
    Option B: Long fix (keeps quality, finds the actual offender textures)
    0) Back up first
    Back up the whole dlcpack, including data. Mine got corrupted a couple of times, only the pack I was actively working on.

    GENERAL RULE: EXPORT TO DDS UNLESS A SPECIFIC STEP SAYS PNG
    1) Clone the sign properly
    Replace sign_1 with your sign_2 artwork so it inherits the same settings, then export it as DDS somewhere obvious.
    THEN CANCEL, DON'T SAVE!

    2) Make EXPORT_ORIG (1)
    Export all textures from the original YTD into EXPORT_ORIG (1).
    While you’re in OpenIV, count how many textures are in the YTD before adding sign 2. (It's in the background at the bottom of the list)
    Example: mine was 136, so with sign_2 It should be 137.
    Write that number down. Notepad. Trust me, Notepad becomes your co-driver for the rest of this nightmare.

    3) Make EXPORT_TARGET (2)
    Copy EXPORT_ORIG (1) to EXPORT_TARGET (2).
    Drop your *_sign_2.dds into EXPORT_TARGET.
    Now, EXPORT_TARGET is the “ideal world” folder, both signs included.

    4) Run a "YTD Maker" app on EXPORT_TARGET (and use “Highest”) - I used Folder2YTD
    Use Folder2YTD on EXPORT_TARGET (2).
    Set compression/quality to Highest.
    Let it build a new YTD.
    It might crash. Mine did. Just reopen and do it again until you get an output. - DON'T FORGET TO CHANGE TO Highest
    Important bit: keep that YTD. This is your “baseline” YTD that doesn’t corrupt, even if it silently drops textures. You’re going to build off this.

    5) Make WORKSPACE (3) so you can focus
    Find a place in OpenIV with no other YTD/YFTs, it helps you focus and stops you fat-fingering the wrong file. - I used my addon packs data folder that just had the meta, so anything I added, like YTD/YTF, stood out.
    I also copied the vehicle’s YFT and made a new empty YTD to Desktop and made “blank” versions (same extensions, empty names) so I could rename them quickly during testing. Totally optional, but it kept me from losing my mind.
    .yft with no name - CAR MODEL I WAS USING
    .ytd with no name - EMPTY YTD

    6) Spot the missing textures, export the survivors
    Open the Folder2YTD-built YTD in OpenIV and scroll through the texture list.
    In my case:
    Expected: 137 textures
    Reality: about 108 textures
    Both sign_1 and sign_2 existed
    A chunk of textures had just… vanished
    Now export that YTD’s textures as DDS into EXPORT_SURVIVORS (4).
    So:
    EXPORT_TARGET (2) = everything you want
    EXPORT_SURVIVORS (4) = everything that survived a rebuild without corruption

    7) Generate file lists (welcome to the Matrix)
    Right, now you need a list of files from both folders. This is the part where we need the "command terminal" (you know the thing you see in the movies with hackers - DONT WORRY YOU DONT NEED TO BE A CODER or know anything) 
    Time to pretend we’re in a hacker movie.

    Open EXPORT_TARGET (2), then EXPORT_SURVIVORS (4), and for each one do this:
    Open the folder in Windows Explorer
    Click the address bar (the bit that shows the path, e.g., D:\Desktop\FolderName)
    Type cmd and hit Enter
    A scary black panel appears (Don't worry), excellent. Now type:
    dir /b > dirlist.txtDo this for both folders. EXPORT_TARGET (2) and EXPORT_SURVIVORS (4).

    And just like that, you’ve summoned a neat file list called dirlist.txt into that folder. Mwahaha.
    Open both dirlist.txt files and compare them to create your "shopping list" of missing textures. If you’re lazy (same), paste both lists into ChatGPT or use an online list compare tool.
    Also, do yourself a favour: keep a Notepad file open and start writing things down in order. You’ll thank yourself later when you’re 40 imports deep and can’t remember what you’ve tested.

    Finally, sort your shopping list. In Notepad++: Edit → Line Operations → Sort Lines Lex. Ascending (Ignore Case)
    Organisation now saves you hours.

    ONE OR MORE OF THESE FILES WILL BE THE ISSUE!

    8) QUARANTINE time (5), you thought we were done making folders... Wooo 5th folder time BABY!! Almost there!
    Create QUARANTINE (5), and inside it create IN (5a).
    Now:
    Copy everything (the DDSs) from EXPORT_SURVIVORS (5) into IN (5a)
    These are your confirmed safe files.
    Go back to EXPORT_TARGET (2) and grab the missing textures from your shopping list, put those into QUARANTINE (5) (NOT inside IN)
    Tip that saved my life: in EXPORT_TARGET (2), use View → Details, then click the Name column to sort A–Z. Now you can walk down your shopping list and grab files in order without playing “Where’s Wally” for each filename.
    At this point QUARANTINE contains:
    IN (5a) = safe textures (the folder2ytd MINUS the shoping list)
    QUARANTINE root = suspect textures that cause trouble (the shopping list)
    At this point, QUARANTINE (5) should contain exactly the same number of files as your shopping list (the ones missing from EXPORT_SURVIVORS (4)). Example: if your shopping list has 30 files, QUARANTINE (5) should show 30 files. Windows Explorer shows the count in the bottom-left.

    9) Import suspects back into the “safe” YTD in chunks
    Back in OpenIV, open the Folder2YTD-built YTD (the one that loads fine but is missing stuff - THE ONE MADE IN STEP 4).
    Now import the suspect files that are in the QUARANTINE folder in chunks. I did 5 at a time.

    Critical rule:
    Import chunk of files → Save → go back and REOPEN the YTD texture list → scroll through EVERYTHING and view each file.
    Do not just look at the MODEL YFT preview and assume it’s fine.
    Once you have hit save and checked, move those X number of files you've just moved into the YTD into the "IN (5a)" folder.
    (Only move the ones that actually work. If you imported 5 and it corrupted, drop to 1 at a time.
    If the YTD corrupts after a chunk:
    Put back your baseline YTD (the Folder2YTD-built one you kept - STEP 4)
    Open the "IN (5a)" folder and move them all in again. Save and check. THIS IS WHY YOU DON'T BACKUP THE YTD AFTER EACH CHUNK - The "IN (5a)" folder does that for you.
    Retry with smaller chunks, half it, then 1-by-1 if needed
    Example: you try 5, and 3 are fine, 2 break it. Move the 3 good ones into IN (5a). Now test the remaining 2 one-by-one: import 1, save, re-open the YTD and scroll-check every texture. If it breaks, restore your baseline YTD, then re-import everything that’s already parked safely in IN (5a) so you’re back to the last known-good state.)

    Also, keep your shopping list open in Notepad and tick off what you’ve tested. Future-you will thank you. I made a line break under (gap) every 5. And put an X next to the broken one.
    By the end, you’ll have:
    A bunch of suspects that are actually fine
    One or more files that reliably “poison” the YTD rebuild left in QUARANTINE that you haven't moved into "IN (5a")

    10) Now... you'll never guess... BOOM! Suddenly a 6th FOLDER! Fix the offenders.
    Create OFFENDERS_PNG (6).
    Make a new blank YTD in OpenIV.
    Import ONLY the offender DDS files into it. (Still in QUARANTINE)
    Export them back out as PNG into OFFENDERS_PNG (6).
    Now re-import those PNG versions into your working YTD (the one you’ve been rebuilding) using Auto. (or whatever quality/compression setting you want to try.)
    That’s the magic part. The offenders get standardised and stop breaking everything.

    Result: your final YTD ends up with the original texture count plus sign_2, without corruption.

    Compression notes (what I tested)
    I tested importing PNG with:
    OpenIV Auto
    BC7
    DXT5
    A8R8G8B8
    Folder2YTD auto DDS
    What I saw:
    DXT5 and Auto in OpenIV felt basically the same.
    Folder2YTD is great at upping quality, but it can still guess wrong sometimes and produce a bad format that breaks again.
    A8R8G8B8 is "NO COMPRESSION", so the highest quality.
    But I think that's what caused the problem sometimes. But not every A8R8G8B8 is an issue. In my case, I had 1 A8R8G8B8 texture and 1 DTX5, so don't judge all because you think you found 1. Don't judge a broken texture by it's pixalated cover!
    BC7 looked best to me, but it’s heavier and is very, very resource and hardware hungry and bigger in size too
    Basically, most look similar except for the extremes, BC7 (high) and DXT1 (low).
    If you want to compare variants in-game
    If you’re making multiple versions to compare quality, don’t forget you’ll need to add the new names into:
    vehicles.meta
    carvariations.meta
    Then spawn and compare in-game.
    If this saves one person from staring at a corrupted YTD at 3 am and questioning their life choices, then at least my desktop full of folders had a purpose. As I sit here writing this at 1 pm after doing all this importing and exporting over 200 files, and like 50 Google searches later since 9 pm. Imma go sleep now😂.

    PS.... I hope I've broken no rules when it comes to posting. With all the work I've put into this, can you LMK by texting me, and I can edit it before you remove it! ❤



  7. Love
    Medicmojo got a reaction from Camb in How to fix car model images   
    yes, that is the same model pack I had the issue with.  I think it happens with both models - the Taurus and the Tahoe?
     
    I looked back in my old project files......here is the Taurus initially


    Same issue you are having.   Here it is after replacing the "vehicle_genericmud_car" texture in the .ytd..........



    Fixed!  And, like I said......you never have to wash the car now!  lol

    Here is my replacement transparent texture, if you need it..........just replace this into your .ytd for the Taurus


    lol......doesn't look like there is anything there - sorry!

    For the Tahoe in the pack, I do have some screenshots in game, with the devs included livery, where the same problem occurred.........

    I don't recall what I did to fix that..........as I don't have a transparent texture on hand for that model.  Maybe those stripes went away when I put my own livery on it?


    Anyhow - hope this helps!

  8. Like
    Medicmojo got a reaction from SWATMEN in Looking for someone to edit a livery   
    Hey - I know its been a month now - did you ever get this livery work done?  If not, let me know - reply here, or send me a DM.  I do livery work, and would be happy to do this for you - I'm sure we could figure something out.  

    First thing, though - and forgive me if you already know this part - when you see a livery that is truly "reflective" on a model...........that actually doesn't have much to do with the livery itself.  The biggest part of a reflective livery is the model itself - the reflective aspect is actually a secondary "surface" texture layer built onto the model.  Then, you just edit the regular livery to only have the parts you want/need to reflect - the rest remains transparent - and then use that revised livery layer as the reflective texture in the ytd.  As i understand it (lol.......definitely only a very basic understanding!), that reflecitve texture surface layer on the model is slightly offset from the normal surface layer - and that offset allows the colours to be picked up twice, I guess?  ......which somehow then creates that bright reflective look.  It is a cool effect, for sure - but, again......something that has to be part of the main model build to start with.  In a way, no different than some models aren't even built with a livery layer - if there is no "xx_sign_1" layer

    But.......maybe you knew all that already!  So, back to the question - do you have a model(s) in mind that already have a reflective texture layer?  Then, this work could be done.  If you aren't sure, just check the .ytd file in OpenIV - look for an extra "sign" texure - one would be the regular livery layer.  If reflective, there will be another one that has "reflec" or something similar as part of the name.

    Otherwise, another option is to create a pseudo-reflective look - using the 3M hexagon style grid pattern overlay on the parts you want "reflective".  That doesn't really give a true bright reflectiion in game......but, it does make those decals have the look you would expect.  I can send you example pictures of what I mean.

    I'll stop now......let me know!
  9. Like
    Medicmojo reacted to ShadowCustoms in Indiana state police Dodge Durango   
    I will definitely be finding the most closest Durango that ISP uses, if the livery does not fit it already I will definitely let you know, I really am NOT a graphics guy lol.
  10. Like
    Medicmojo reacted to Faya in NPC's holding positiong after suspect's death.   
    Correct, this only allows the player to cuff the dead ped, AI officers will remain how they used to be.
  11. Like
    Medicmojo reacted to Lennyy in Stop the Ped Alternatives   
    Later this summer or in Q3, Policing Redefined might release which is aiming to be a full replace of UB and STP. You may want to take a look at that when it releases.
  12. Like
    there is a plugin called ai respond. here you can set up code 2/3 to come. and who will arrive at the location not at your loc.
     
    https://www.lcpdfr.com/downloads/gta5mods/scripts/44660-airespond/page/3/
  13. Like
    Medicmojo reacted to ShadowCustoms in Indiana state police Dodge Durango   
    No I did not see it. Thank you for linking it, helps so much. Thank you
  14. Thanks
    Medicmojo got a reaction from ShadowCustoms in Indiana state police Dodge Durango   
    Not sure if you are still looking.......but, did you happen to see this livery posted back in April?  It is based on a 2024 Durango......maybe that will work for you?

    https://www.lcpdfr.com/downloads/gta5mods/vehiclestextures/50958-indiana-state-trooper-livery/
  15. Like
    Medicmojo got a reaction from cherryaerie in Looking for a Vehicle Livery Creator   
    Hey, bud - did you figure out yet what that other circular logo is?  (my highlight in yellow).  That should be the CAAS Accreditation decal.  Here is the best sample image I have found online, for you to use.  Also, here is maybe a better resolution image of the NJ State decal that you can use.



  16. Like
    Medicmojo reacted to cherryaerie in Leonard County Sheriff   
    That's more what I was looking for, thank you much! 
  17. Thanks
    Medicmojo got a reaction from cherryaerie in Leonard County Sheriff   
    Like you mention, as I understand it - vanilla vehicles are not templated/mapped the same way as devs do for replacments.  When you look in the YTD file for the vanilla vehicles, some (like the emergency vehicles) will have the "xx_sign_xx" file we usually replace with a new skin texture - but, these sign files don't look like anything we are used to seeing!  Looks like those pretty much just allow the vanilla vehicles to have different unit numbers, or maybe the couple different delivery truck brands you see in game.

    Thero (SoCal) did create a "stock vehicle template pack", and shared it on gta5-mods.com - I will try and post the direct link here.  If it doesn't work,  just Google search "thero stock vehicle template pack"........should be the first one on the list.

    https://www.gta5-mods.com/vehicles/air-port-service-and-service-vehicles-template-pack

    Basically, it sounds like he took nearly every vanilla vehicle model in the game (emergency vehicles, trains, trucks, etc).....worked some magic with the models to add a typical template layer, and then mapped the actual template to use for making custom liveries or skins.  Amazing!!  The only thing is.......you have to "replace" his new model files into the game.  You can either dig down in OpenIV and truly replace the original model wherever it lives - or, just treat it like a standard "replace" model.  Drop his model files into whatever patch day you are using........it will then "overwrite" the older vanilla files.

    I've used it a few times successfully for changing the skins, but leaving the vanilla vehicles in game.  
  18. Like
    Medicmojo reacted to cherryaerie in Custom license plates........   
    It's typically based on the modeler (not the base modeler for clarity). Some will use custom plates on the liveries (or their own custom YTD), which is rare in my opinion, and some more frequently use the vehshare.ytd file. In other words, this is also why you see people make plate textures and vehicle textures separately most of the time.
     
    The vehshare file also shows how many of the more recent add-on vehicle packs have custom plates instead of doing it directly on the livery. 
  19. Thanks
    Medicmojo got a reaction from cherryaerie in Custom license plates........   
    Yeah, I hear you!  I never did figure anything out as a workaround.  My guess is that it would all have to do with what the dev of that particular model built into their design.  Thinking that whatever base model they used might have come with a slot for a plate, so that is why it shows up in the ytd.  But, if they didn't include a plate slot on their build of the base model.....then, it won't work.

    I've moved on, lol.  Do what I can with the livery plates!
  20. Like
    Medicmojo reacted to SgtNelsonUSMC in Custom license plates........   
    Sad no one could help with this. I've been trying to figure this out for awhile.
  21. Like
    Yes sir, that is exactly what I am talking about. Thanks for the info I do appreciate it
  22. Like
    Medicmojo reacted to cjr10621 in Any interest?   
    Made this skin based off of this vehicle in real life.. was seeing if there is any interest in it and if so then I would release it 




  23. Like
    Medicmojo reacted to Skin Works in Fonts (Harris County Texas)   
    I actually just asked someone who made a skin and they told they used Bladerunner. Which is a pretty decent match.
     
    Thanks
  24. Like
    Medicmojo got a reaction from Engeny in Weapon wheel fails/disappears during game   
    Sorry to bring this one up again, but.......found a solution, just in case anyone else ever searches it out.  As I said above, the weapon wheel "failure" seemed to magically go away for a period of time.  But, then it came back again a few days ago.  Was wondering if it was some of the recent mods I had installed or what.  Switched to a saved backup game file - where the problem hadn't been - and it persisted.  WTF!!
     
    The mod that I last installed before the problem came up again was Stow That Weapon (Back Weapon).......did that do it?
     
    Nope.
     
    Ultimately - I figured out it was something that I was doing, slightly differently, when playing the game.  For some reason, sometimes I was using the number row keys on keyboard to switch weapons "quickly" - say, from my carbine back to the pistol (by pressing the number "1" key) - rather that using the weapon wheel.  I believe I noticed once in the default keybind listing that there are quick keys for Weapon Selection, for some of the weapons - like in many other games.  While experimenting with Stow That Weapon, everytime I transitioned from the rifle or shotgun back to the pistol, the weapon wheel would not come up anymore.  Until I would "Force Duty" again.  Took me a few tries to figure that out for certain.  Not sure if that is supposed to happen (once you use the number row, the weapon wheel doesn't come up anymore?), or not.  But......whatever - avoiding the number row works for me!!
     
    Maybe this will help someone else down the road.............
  25. Like
    Medicmojo reacted to ExoticPlanogram in Set livery for agency spawn   
    I know the thread is 3 years old, but make sure that it has an '=' equals sign after the word livery;
    Example:
    <Vehicle livery="1">police</Vehicle> Not doing so results in a fatal error and the game will not load

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