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Chappie

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  1. Like
    Chappie reacted to XanoX in Leaving for a While   
    3 months later : I'M BACK !!!
  2. Like
    Chappie reacted to OfficerFive0 in [TUTORIAL] How to create reflective liveries for your models   
    This is a two part tutorial, one part is the text, the other is the video. Make sure to watch and read both!
     
     
    Create a new material Set the material the "vehicle_decal" Copy the body Delete everything that's not part of the livery Delete any parts of the livery that wont be seen, stuff like interior trim. Assign the reflective livery material to the body Move the reflective body slightly outward in its respective direction, that way its in front of the normal livery. Attach the reflective body to their respective counterparts
    The way it works is you have a copy of the body,(or just the parts you want to reflect, but for compatibility with other skins I suggest doing the main body) overlaying the model. It is set to the "vehicle_decal" material, with a special reflective livery texture.
     
    The reflective texture is the same as the normal,except it only has what you want to reflect. You want to delete everything except for the reflective bits. You also don't want any unique or identifying features on it, examples would be unit numbers,  license plates, "supervisor" or "traffic unit" text. Since you can only have one reflective texture unlike the livery, it needs to match up with every one of your normal livery textures.
     
    Example of the normal livery texture and reflective livery texture
     
     
     
    Notes
    It is very important that you select "vehicle_decal" and not "vehicle_decal2", if you select the latter, the reflections wont work nearly as well. We only want to do the reflective parts on L0 and L1, since anything beyond that is unnecessary and will waste polys. It is very important when changing the material from the livery to reflective livery to edit the UV mapping and have "copy from channel 2" and "generate new mapping" selected. Otherwise some sections of the body may have bugged mapping. Make sure to replace the mask texture in the reflective material with the vehicles dirt texture. Otherwise, when the car gets dirty, its going to look weird. If you are making a specialized and unique model, (like Michigan State Police for example) you may just want to select only the portions of the body where the livery would reflect, saving many polys.  In the video, I rename the parts to either L0 or L1. That is just to keep things organized. It wont have any effect on the model itself. In this video, I only kept sections of the body that would have the reflective parts. For greater compatibility, you may want to include more, including the door trim and roof. Results may vary, some colors just seem to reflect better.  
     
     
     
     
    Some misc pictures and videos showing the effects.
     
     
     
     
  3. Like
    Chappie reacted to Sam in LSPDFR 0.4 - The Technology   
    This is the third part of our LSPDFR 0.4 Preview Series.  Not caught up yet?  Check out the initial announcement here: https://www.lcpdfr.com/forums/topic/81745-lspdfr-04-announcement-first-preview
     
    So, this article is a little bit different than most.  Recently, a number of people have expressed an interest in hearing some more details about the technology behind LSPDFR 0.4, including some of the developments that we've made with respect to artificial intelligence in the mod and also perhaps some more information about the ways in which LSPDFR 0.4 can be customized through code.  While exact details like this are a little difficult to provide as plans can, and often do, change - we've gathered together a number of new systems and features to present here which we think both developers and players alike will be looking forward to.
     
     
    The Crime System
     
    To start with, one of the new systems that we've introduced in LSPDFR 0.4 is the not-very-originally-named Crime System.  The Crime System was originally developed as an expansion of what we had previously done in LCPDFR 1.0 where players could press ALT + E to 'call in' things that had happened, with the key example being a suspect taking off from a traffic stop - units wouldn't respond until it had been called in.
     
    This is back in LSPDFR 0.4, but with a big twist.  The Crime System recognises a number of different events which could take place in-game (called Crime Events), such as a person firing a weapon, a car being stolen or somebody being run over.  Each time one of these things (and a couple of others) happens in-game, it's picked up by LSPDFR so that our systems can react to it.  This gives us similar functionality to LCPDFR 1.0, where if you're attacked by a criminal then you're able to report this and the criminal will be targeted properly by other units, but it also opens up some new possibilities that we've added for LSPDFR, including the ability for nearby civilians to actually call 911 if they witness a crime.
     

     
    The Crime System allows for far greater interaction with GTA V's rich environment, providing a more dynamic experience during patrols.
     
    The cool thing about this is that since GTA V is a very rich game in terms of the ambient environment, it's actually quite possible that crimes like this can take place in the game and we think it makes things a whole lot more immersive when you can actually react to them with the full support of LSPDFR behind you, rather than having to engage in a mad dash after someone in the vain hope that you'll catch up before they turn a corner and disappear! 
     
    Plus, the Crime System will be available in the API for LSPDFR 0.4, easily allowing developers to add new Crime Events by specifying the crime, victim and suspect.  This could be useful, for example, in a drunk driver callout where the player searches for the offending vehicle.  Once they've found it, they'll be able to report this to dispatch and trigger a pursuit, without the need for any additional code - a lot more convenient than having to handle this manually.
     
     
    Scenarios
     
    Sticking with the topic of improvements to a lot of the technology that powers LSPDFR, we've added all new functionality throughout the mod for custom Scenarios.  In general, we like to think of Scenarios as short ambient sequences which can just spontaneously happen within the world.  In addition to this, though, we also support Scenarios across a couple of our other systems, like both pursuits and traffic stops.  This opens up a bunch of new opportunities for gameplay as just like in real life, there's now so much more that could happen during a traffic stop.  Perhaps they exit their vehicle while you're approaching?  Do they have a weapon, or are they just angry and complaining?
     

     
    From 'routine' traffic stops gone totally wrong to suspects ditching their cars and bailing, Scenarios add all new depth to LSPDFR.
     
    The best bit about Scenarios, though, is that we've also added them to the LSPDFR 0.4 API, and while we've come up with a few of our own, we know that there's many developers who will knock it out of the park in their attempts to find new and interesting ways of enhancing the experience with Scenarios.   Be it by creating new situations that can happen during traffic stops, devising new ways that pursuit suspects will attempt to elude officers, or even by taking advantage of some of the other additions to 0.4, like the Crime System for example, to add a bunch of new ambient crimes throughout the game, we think that the new Scenario system will add much more depth and variety to LSPDFR.
     

     
    The scene after an escaped pursuit suspect's burned out vehicle was located.
     
     
    Artificial Intelligence
     
    Finally, in 0.4, we've re-worked a lot of our artificial intelligence.  We'll be sharing more details about these improvements, particularly as it relates to the overhauled pursuit system, in the near future but for now here's a taste of things to come, with some technical explanation, from our very own @LMS
     
     
    Stay tuned for more news about 0.4, coming soon.
  4. Like
    Chappie got a reaction from TaylorSwift in [WIP] Law Enforcement Service Weapons   
    M&P 40, and a M&P 9 would be sick. My favorite service pistols.
  5. Like
    Chappie reacted to H145 in [WIP] Law Enforcement Service Weapons   
    That would indeed help a lot, as these models are quite expensive. So far, I've only found one M&P 3D model. As you sure can imagine, Glocks are far more popular on these sites, there's a ton of models. Many other handguns are way harder to find. It maybe would also be possible to rip a M&P model from another game, but I don't know any game that has one in it.
     
     
    Well, its mostly Jridah's work (besides some texture adjustments) and expensive models, both paid for by me ;) 
     If only a few persons are willing to pay a small amount of money for their favorite 3D model, the Service Weapons pack will feature a larger variety of guns much faster. The problem with 3D Models is, you never know what you really get, sometimes they don't look good in the game while the model itself is high quality. 
     
     
    Do you own one of these? And do you by any chance own  a 3D scanner too? 
    If you know a game that has this one in it or if you found a 3D model somewhere, let me know. But I didn't manage to find one so far^^
     
    EDIT: Found one. But the quality isn't very good. It's cheap though.
     
     
    Right now, I am looking at models from these handguns (besides Glocks^^): 
    - HK USP
    - S&W Sigma 9F
    - S&W M&P Shield 9
    - Ruger SR9
    - H&K P7 (not very common, but I like it^^ )
    - S&W M&P .45
     
    These look very promising, question is if they really are that good.
    Thing is, I only bought one model from the website these are on so far, and I didn't get exactly what I bought. It wasn't even game-ready, and I would've had to pay extra for that service, without being told that before the purchase. They changed their website design now, so I will know what I buy (hopefully^^).
     
    From another website:
    - Beretta APX
    - Walther P99
     
     
  6. Like
    Chappie got a reaction from TaylorSwift in [WIP] Law Enforcement Service Weapons   
    M&P 40, and a M&P 9 would be sick. My favorite service pistols.
  7. Like
    Chappie reacted to H145 in [WIP] Law Enforcement Service Weapons   
    LSPDFR 0.4 is coming, with amazing options for more customization: "[...] because we've also included support for each Agency (and for each different type of officer within that agency) to have their own inventories too - this handles verything relating to weapons, including attachments, and also supports the MK2 weapons added in recent GTA Online updates, like pistols with hollow-point ammunition."
     
    Therefore, I'm on the hunt for high quality 3D handgun models, which will be brought to life by Jridah, and I decided to ask the community what models I should look for.
    I am planning on uploading these handguns to lcpdfr.com in one package, which will contain a large variety of law enforcement service firearms. They will be added one by one over the time.
    Donations to Jridah are always welcome, high quality models are expensive and it also requires lots of work to implement them in the game.
     
    Let me know what you think!
     
     
     
     
     


     

  8. Like
    Chappie reacted to BlueLineBacker in [WIP] Law Enforcement Service Weapons   
    Voted 2, would love one of these bad boys.
     

  9. Like
    Chappie reacted to TaylorSwift in [WIP] Law Enforcement Service Weapons   
    I'd be willing to chip in or fully pay for a 3D Model of your choice to get me this pistol @H145. PM me if you need that!
     
    M&P Series are some of my favorite handguns for LE. Also, please please please make some nice flashlight models! Love ya for this kind of work, we definitely need more LE guns, always been a fan of your work.
  10. Like
    Chappie got a reaction from TaylorSwift in [WIP] Law Enforcement Service Weapons   
    M&P 40, and a M&P 9 would be sick. My favorite service pistols.
  11. Like
    Chappie reacted to Sentinel55 in [WIP] Law Enforcement Service Weapons   
    Because most of them are absolutely awful.
  12. Like
    Chappie reacted to Sam in LSPDFR 0.4 - Epic Customization   
    This is the second part of our LSPDFR 0.4 Preview Series.  Not caught up yet?  Check out the initial announcement here: https://www.lcpdfr.com/forums/topic/81745-lspdfr-04-announcement-first-preview
     
    With LSPDFR 0.3, we got the ball rolling with backup customization, letting players configure their own backup units, giving players the ability to have four separate agencies in their game, each able to cover a different part of the map.
     
    Now, back then, this was a pretty cool system - car mods weren't even a thing when we released LSPDFR 0.1, and even by 0.3, the modding scene was nowhere near as massive as it is now.   Obviously, there's a whole lot more available to players in terms of content now, especially with popular mods like RDE and EUP which add multiple new ped models, vehicle models, and even entire police agencies.  As such, we wanted to find a way to bring these in to LSPDFR.
     
    So, forget just rolling the ball.  With 0.4, we're hoping to hit it clean out of the park...
     

     
    LSPDFR 0.4 gives you the ability to add your own custom law enforcement agencies, each with their own officers, outfits, inventories, vehicles, police stations and patrol areas. 
     
     
    Custom Agencies
     
    One of the coolest new capabilities in 0.4 is our new approach to dealing with the various police agencies in the game.  LSPDFR has always had a collection of pre-defined agencies, and you've been able to choose from them while going on-duty and you've seen them respond as backup units, but you've never really been able to properly configure them to your liking.  Perhaps you've always wanted to set up Rockford Hills as an independent city with its own department, or maybe you've longed for the full, authentic Southern Californian experience of having way, way more cops than you could ever know what to do with?
     
    LSPDFR 0.4 now gives you complete control over every agency in the game that we've already added (so the defaults that you're familiar with since 0.1, like the LSPD), but it also lets you define entirely new ones too.
     
    The possibilities of this system are extensive: you can even have multiple agencies assigned to share one jurisdiction, and there's no pre-set limits for how many different agencies you can add.
     
     
    Patrol Areas
     
    Of course, what good are a bunch of custom agencies if you don't actually see them?  0.4 also expands on our existing backup customization capabilities, now letting you define your own patrol areas.  With this system, you can assign any number of agencies to a particular zone in the game (like Strawberry or Del Perro), and you can combine these areas together into wider groups which can be used in-place of individual zones, making things much easier to manage.
     
    Likewise, in LSPDFR 0.3, it was called Backup Customization for a reason - the only time you'd really see any of your customizations was when calling for backup.  Again, this has been revamped in 0.4, and similarly, we're calling them Patrol Areas for good reason too.  You'll now see your agencies actually patrolling in their designated areas.
     

     
    Kiss goodbye to pesky data file edits - LSPDFR 0.4 actually puts cops on the beat.  And not just any cops... your cops!
     
     
    Police Stations
     
    In light of the way in which we approach police agencies and backup areas, we've also taken the time to rework the various police stations in LSPDFR.  Now, in 0.4, each police station is also configurable, and in similar fashion to Agencies and Patrol Areas, this system is also fully expandable, meaning you can define your own police stations too.
     
    Aside from the various options like choosing where vehicles will spawn, you can also choose which agency each station belongs to and LSPDFR will configure things accordingly so that you'll actually see vehicles and officers belonging to the specific agency situated around it.
     
    This system is pretty powerful in its own right as well, to the extent that even if you defined a police station at a random office building, you'd still see parked cars outside belonging to the agency.  Plus, there's also extensive customization options for this too, meaning that you could choose a very specific vehicle model (like a special car with a recruitment livery) to be visible outside a specific police station, without it ever being used as part of the core backup system (i.e. you wouldn't have recruitment vehicles arriving at shots fired).
     

     
    The Davis Sheriff's Station, all grown up...  It looks a lot better now with the right people outside! 
     
     
    Outfits & Inventories
     
    For the first time, 0.4 also introduces full support for multiplayer freemode characters (like those that you'll be familiar with from EUP), meaning that not only can you now play as a custom character in LSPDFR (through our new Character systems, which we'll talk about later), but you can also make it so that all the cops around don't look like clones anymore too!
     
    If you add freemode characters to your Agency definitions, LSPDFR will automatically handle all of the nuances that they typically bring, generating everything from unique faces to head overlays and props.
     
    And, to top things off - we've included a comprehensive system for managing outfits for multiplayer characters, meaning that LSPDFR 0.4 is fully compatible with EUP, both for player characters and non-player characters.  With this, adding all of your favorite custom outfits is a breeze and there's also support for templating - meaning that you can define one complete outfit as a template, which can then be used as a base for other similar outfits - like having the same uniform with both short sleeves and long sleeves.
     
    It doesn't stop there, either, because we've also included support for each Agency (and for each different type of officer within that agency) to have their own Inventories too - this handles everything relating to weapons, including attachments, and also supports the MK 2 weapons added in recent GTA Online updates, like pistols with hollow-point ammunition.
     
     
    Putting it all together
     
    We've really gone the extra mile in making sure that all of these systems join together, forming what we think is one amazingly powerful platform which will give everyone the freedom to play LSPDFR exactly as they like, with as much or as little additional content as they desire. 
     
    To give just one example, there's been a lot of thought into the structure behind this, and we've devised a system similar to that of the 'mods' folder in OpenIV, meaning that in most cases all of your customizations will be seamlessly merged together, eliminating the burden that comes with maintaining huge XML files that contain everything and drastically simplifying the process of installing customizations made by others.
     
    There's a lot of great mods out there already like Custom Backup by @PNWParksFan, Emergency Uniforms Pack by @Alex_Ashfold, and Realism Dispatch Enhanced by @dilapidated that have done a fantastic job in demonstrating the potential that GTA V has for adding new content and giving players much greater control of their games, and we're really excited to be taking things to a whole new level in 0.4.
     
    Finally, I'd like to say a special thanks to @SuperStumpje from the RDE team for his efforts behind the scenes in helping to refine many of the features shown above.
     
    We hope that you're all as excited about LSPDFR 0.4 as we are, and we're looking forward to sharing more about 0.4 soon!
     

     
    Customizations to LSPDFR are still made using simple XML files, and can also be split-up and neatly arranged on a per-agency basis.
     

     
    No smart captions here - we just thought this looked cool ;]
     
    Note that many of the pictures shown in this post contain a number of vehicle and character modifications (mainly EUP), simply to demonstrate their compatibility with 0.4.
  13. Like
    Chappie got a reaction from Cyan in Error when downloading file   
    Thanks for looking into it as fast as you did!
  14. Like
    Chappie reacted to Cyan in Error when downloading file   
    This should be fixed for now, but it's a temporary fix so we're still looking into this.
  15. Like
    Chappie reacted to Cyan in Error when downloading file   
    Can replicate on my end. Looking into this.
  16. Like
    Chappie reacted to t0y in t0y's WIP (New York State Police, White Plains PD)   
    Project: Utica Police Department
    Current Vehicles: Soooooooooooooo that was quick. I finished the rest of Utica lol, however it is only a 3 car fleet, with the same simple LIN3 + Legend lighting on every car, so it wasn't that big of a pack to make. Included is a 2006 generation CVPI, 2012 generation SSV Tahoe, and a 2016 generation FPIS all with forward red and white lighting, 2 grille area LIN3s and the Federal Signal Legends.
     
    Car 40 (Supervisor)


     
    Car 44:

     
    Summary:
    New York State Police: 19 vehicles from various troops, Finished
    White Plains Police Department: 5 vehicles from various precincts, Finished
    Utica Police Department: 3 vehicles from their main division, Finished
    New York State Park Police A Chevy Tahoe as a test vehicle w/ dirtmapping, etc. may become a full 3 car pack In Progress
    Westchester County Police Department: Large pack, comparable to NYSP Possible future pack
     
    Releases are all pending, will depend on how long it takes to finish the other packs, and when I can get showcase videos made by the talented @MrOxPlay and screenshots from the also slightly talented @Chappie :)
     

  17. Like
    Chappie got a reaction from DogShoe13 in Bitcoin farming for Captcha?   
    We just want transparency on this. The way this went down, it seems like you guys were "caught" in the act. That makes it 100% worse. I'm all for exploring new ways to work with a captcha system because googles is shit. That's no secret. You guys have all right to monetize your website anyway you want. But secretly using your users, many of which are under age and have no idea how any of this works, to mine, no matter how little you make from it, can be seen as dirty (also, I get that it isn't there for monetary reasons. Slim is still some.).  Now I did a little research for my own peace of mind, and I'm finding that this is actually becoming a fairly common practice, but users need to be made aware. You guys need to make a blog post, a front page addition or what ever to let users know what's going on. You guys have the right to defend your website from attack, you have the right to monetize, but we, the users of your website, and supporters for years, have the right and deserve to know that there is something on your website using our resources, even if it is just for seconds. I don't think you guys are doing this to be malicious, but working in the shadows with no communication with the user base makes it seem like that.
     
    I'm confident you guys will find the best way possible to stop the spam, but be transparent about it please. No forum posts no one will see, blog posts. Front page. In your face. Disclaimers when downloading. Also, I get you guys touched on some points already, specifically the notifications.
     
    That's just my take on this. It's something that needs to be talked about. Also, for anyone concerned about this, look into proof of work vs captchas. It's becoming more and more common. Yeah, they CAN make money from it, but it's also very good at spam protection. Just gotta find the right solution, yo.
  18. Like
    Chappie reacted to Cyan in Bitcoin farming for Captcha?   
    Thank you for your continued feedback on this subject! We will certainly take everything onboard.
    Right now there are no new developments other than what I posted last time, so I'm going to close this thread. It will be reopened at a time where we need more feedback or when we actually implement this.
  19. Like
    Chappie got a reaction from DogShoe13 in Bitcoin farming for Captcha?   
    We just want transparency on this. The way this went down, it seems like you guys were "caught" in the act. That makes it 100% worse. I'm all for exploring new ways to work with a captcha system because googles is shit. That's no secret. You guys have all right to monetize your website anyway you want. But secretly using your users, many of which are under age and have no idea how any of this works, to mine, no matter how little you make from it, can be seen as dirty (also, I get that it isn't there for monetary reasons. Slim is still some.).  Now I did a little research for my own peace of mind, and I'm finding that this is actually becoming a fairly common practice, but users need to be made aware. You guys need to make a blog post, a front page addition or what ever to let users know what's going on. You guys have the right to defend your website from attack, you have the right to monetize, but we, the users of your website, and supporters for years, have the right and deserve to know that there is something on your website using our resources, even if it is just for seconds. I don't think you guys are doing this to be malicious, but working in the shadows with no communication with the user base makes it seem like that.
     
    I'm confident you guys will find the best way possible to stop the spam, but be transparent about it please. No forum posts no one will see, blog posts. Front page. In your face. Disclaimers when downloading. Also, I get you guys touched on some points already, specifically the notifications.
     
    That's just my take on this. It's something that needs to be talked about. Also, for anyone concerned about this, look into proof of work vs captchas. It's becoming more and more common. Yeah, they CAN make money from it, but it's also very good at spam protection. Just gotta find the right solution, yo.
  20. Like
    Chappie got a reaction from DogShoe13 in Bitcoin farming for Captcha?   
    We just want transparency on this. The way this went down, it seems like you guys were "caught" in the act. That makes it 100% worse. I'm all for exploring new ways to work with a captcha system because googles is shit. That's no secret. You guys have all right to monetize your website anyway you want. But secretly using your users, many of which are under age and have no idea how any of this works, to mine, no matter how little you make from it, can be seen as dirty (also, I get that it isn't there for monetary reasons. Slim is still some.).  Now I did a little research for my own peace of mind, and I'm finding that this is actually becoming a fairly common practice, but users need to be made aware. You guys need to make a blog post, a front page addition or what ever to let users know what's going on. You guys have the right to defend your website from attack, you have the right to monetize, but we, the users of your website, and supporters for years, have the right and deserve to know that there is something on your website using our resources, even if it is just for seconds. I don't think you guys are doing this to be malicious, but working in the shadows with no communication with the user base makes it seem like that.
     
    I'm confident you guys will find the best way possible to stop the spam, but be transparent about it please. No forum posts no one will see, blog posts. Front page. In your face. Disclaimers when downloading. Also, I get you guys touched on some points already, specifically the notifications.
     
    That's just my take on this. It's something that needs to be talked about. Also, for anyone concerned about this, look into proof of work vs captchas. It's becoming more and more common. Yeah, they CAN make money from it, but it's also very good at spam protection. Just gotta find the right solution, yo.
  21. Like
    Chappie reacted to Jules Winnfield in Bitcoin farming for Captcha?   
    I heard about this yesterday. There was zero reason to drop reCAPTCHA and Cyan's explanation is 100% pure and utter bullshit. I'm not downloading anything from FR until they change this shit. Put a clear and concise message up that our machines are being used for financial gain, or switch back to reCAPTCHA, which doesn't violate user's rights to know what a website or application is doing to their machine. 
  22. Like
    Chappie reacted to PNWParksFan in Bitcoin farming for Captcha?   
    That argument is moot because this site uses Google Analytics, so guess what, you've already invited Google to track our browsing habits. You also serve ads, and they're tracking our browsing habits too (and occasionally redirecting us to malware). Most people on the internet are aware of the fact that Google tracks them, and are either OK with it or take steps to prevent it by e.g. using script blockers. It's not great, but it is the status quo. 
     
    If reCaptcha isn't meeting the site's needs, then sure, look into other captcha providers. But running a crypto miner in the browser as your anti-DDOS solution is ridiculous and borders on malicious. If you get a lot of DDOS attacks, look into a service like Cloudflare, investigate other captcha options, do what you need to do. But don't suck up our CPU resources to make a quick buck without our consent under the guise of there being no better solution for preventing DDOS attacks. 
  23. Like
    Chappie reacted to PNWParksFan in Bitcoin farming for Captcha?   
    This is f'ing hilarious. You think putting a cryptocurrency miner in as your captcha is less intrusive than using the widely-accepted recaptcha? That's absurd and offensive. 
  24. Like
    Chappie got a reaction from Norm68 in LSPDFR 0.4 - Announcement + First Preview   
    My body is ready.
  25. Like
    Chappie reacted to Sniper296 in LSPDFR 0.4 - Announcement + First Preview   
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