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BroCop

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Everything posted by BroCop

  1. I'm specifically referring to the little _whi/_chi/_bla thing at the end of some textures. I tried working a mod with a series of extra head and short sleeve textures for m_y_cop, but only _bla and _lat (and _uni, but that means "universal" so it doesn't matter) seemed to be recognized as a shirt color, and only _whi _chi _ara _bla and _lat are acceptable as head textures. By acceptable, I mean the game will spawn with them. So like, is there a .dat file or something that controls how many races have been assigned to a particular pedestrian?
  2. Here's the current error message: I have also revieved "Can't find 'm_y_cop.skel" but not in a few days.
  3. Sure. I seem to only get "can't find m_y_cop.skel" or something like that when I import now. Version 110 12 { gtaDrawable lowr_000_u { shadinggroup { Shaders 2 { gta_ped.sps lowr_diff_000_a_uni lowr_normal_000 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 lowr_spec_000 1.00000000 gta_default.sps lowr_diff_000_a_uni } } skel { skel m_y_copm_y_cop.skel } lodgroup { high 1 m_y_coplowr_000_u_high.mesh 0 9999.00000000 med none 9999.00000000 low none 9999.00000000 vlow none 9999.00000000 center 0.00081600 0.06101000 -0.40167000 AABBMin -0.25291100 -0.15599000 -1.00536800 AABBMax 0.25196800 0.28086400 0.20663500 radius 0.64940700 } } 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_copm_y_cop.skel } lodgroup { high 1 m_y_strooperlowr_000_u_high.mesh 0 9999.00000000 med none 9999.00000000 low none 9999.00000000 vlow none 9999.00000000 center 0.00387900 0.05267200 -0.38596600 AABBMin -0.23041400 -0.14851000 -0.99747400 AABBMax 0.25204900 0.23891800 0.22910900 radius 0.65442100 } } gtaDrawable head_002_r { shadinggroup { Shaders 2 { gta_ped.sps HEAD_DIFF_002_A_WHI head_normal_002 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 head_spec_002 1.00000000 gta_default.sps HEAD_DIFF_002_A_WHI } } skel { skel m_y_copm_y_cop.skel } lodgroup { high 1 m_y_cophead_002_r_high.mesh 0 9999.00000000 med none 9999.00000000 low none 9999.00000000 vlow none 9999.00000000 center 0.00008100 0.02626800 0.12468600 AABBMin -0.60309700 -0.08722400 -0.17494600 AABBMax 0.60453700 0.14994200 0.79457000 radius 0.66989310 } } gtaDrawable head_000_r { shadinggroup { Shaders 1 { gta_ped.sps head_diff_000_a_BLA head_normal_000 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 head_spec_000 1.00000000 } } skel { skel m_y_copm_y_cop.skel } lodgroup { high 1 m_y_cophead_000_r_high.mesh 0 9999.00000000 med none 9999.00000000 low none 9999.00000000 vlow none 9999.00000000 center 0.00008100 0.02421200 0.12213200 AABBMin -0.60222300 -0.08628901 -0.17494600 AABBMax 0.60238500 0.14909100 0.79090800 radius 0.66877800 } } gtaDrawable head_001_r { shadinggroup { Shaders 2 { gta_ped.sps HEAD_DIFF_001_A_LAT HEAD_NORMAL_001 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 HEAD_SPEC_001 1.00000000 gta_default.sps HEAD_DIFF_001_A_LAT } } skel { skel m_y_copm_y_cop.skel } lodgroup { high 1 m_y_cophead_001_r_high.mesh 0 9999.00000000 med none 9999.00000000 low none 9999.00000000 vlow none 9999.00000000 center 0.00008100 0.02121600 0.12204800 AABBMin -0.60308900 -0.08836800 -0.17494600 AABBMax 0.60453400 0.14848300 0.79074800 radius 0.66875100 } } gtaDrawable uppr_000_u { shadinggroup { Shaders 2 { gta_ped.sps uppr_diff_000_a_uni uppr_normal_000 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 uppr_spec_000 1.00000000 gta_default.sps uppr_diff_000_a_uni } } skel { skel m_y_copm_y_cop.skel } lodgroup { high 1 m_y_copuppr_000_u_high.mesh 0 9999.00000000 med none 9999.00000000 low none 9999.00000000 vlow none 9999.00000000 center 0.00287100 -0.00184600 0.06598799 AABBMin -0.51817800 -0.18138400 -0.02370800 AABBMax 0.52306400 0.21475300 0.58470200 radius 0.52410100 } } }
  4. I have a question, for those a little more experienced in peds. It seems that, from what I've been doing, you can only add short sleeves for the Black and Latino cops. I've added textures for the Chinese and White cops, but they just don't show up (They only use the _uni sleeves, even when forced with SNT) So, is there something I need to change, like a ped variable, to make more sleeves spawn-able?
  5. I don't mean to bump this, but I am having a problem. I'm trying to add the Strooper pants to m_y_cop, but I keep getting an error. I replaced the texture names, but left the mesh alone, and changed the skeleton to m_y_cop. However, on import I get: Fatal error: File "lowr_000_u_high.mesh" not found.
  6. Official Review: Good things: Creative idea with the ped. Good
  7. Yeah, I sort of combined it. Downloaded the less cops mod, then used notepad++ to change the police columns in my popcycle (which was modified for more spawning) to be the same as the less-cops one. Thank you for the tips though!
  8. UPDATE: Well, I kept telling openIV to install, and eventually it decided my internet was cool. So I have it working!
  9. I want to replace the Fat_cop with female officers, but just like the Taxi and LCPD cars, once they start spawning, they are the only thing that spawn for upwards of 10 minutes. This is less realisitic than 50 fat cops and a SWAT team being the only officers out there, then suddenly a bunch of skinny cops. So, is there an .ini file or something that controls the time it takes for the game to switch between Skinny and Fat? Probably the same system that chooses the two police cars. If there isnt one, then I guess I'll just add a female head or two to the skinny cop files and get used to them talking like men. BONUS QUESTION: What files control traffic diversity I have a mod that changes some things about traffic (not the traffic flow mods, though I do use Sam's too.) but during the "max presence" time (when he says there should be a noticable amount of police) I get passed by about 5 cops per road. I'd like to seriously lower the number of cops driving around, down to 1 or 2 every 5 blocks or so. What do I edit? Thanks!
  10. Basically, my internet is a little slow, and openIV is being bitchy about it and refusing to download the necessary components. So, is there a direct download for everything I need that anyone knows about? (the website bore no fruit on that). Alternatively, would one of you guys be willing to upload your openiv install folder?
  11. BroCop commented on TrooperJakey's gallery image in GTA IV Galleries
  12. I don't know if it is just me, but only the traffic officer and Bearcat skin have working pictures. Looks like the pic links (including on the DL pages) are broken. The traffic officer is really well done though!
  13. BroCop commented on Carrythxd's gallery image in GTA IV Galleries
  14. Welp, sure enough right after posting the topic I figured I'd google it one more time, and guess who decided they have a CD addition of the game? Amazon. I feel like an idiot now.
  15. Hi, I'm currently suffering from the internet provided in rural America, meaning a 500mb bandwidth cap and download speeds measured in kbps. Because of this, I can't run off to steam and download GTA IV. Unfortuently, it seems even amazon.com doesn't offer the disk version anymore, only a download. So does anyone know of an online store still selling GTA IV (bonus if complete addition) in a disk format?
  16. I've got a strange feeling you aren't allowed to just load a car with ELS lights until people start calling it a Christmas tree, right? If so, BxBugs already won the competition.
  17. Alright, good! :D Tomorrow I get to slap that graphics card in, can't wait to finally stop using the onboard Intel 2000.
  18. Just a quickie, what kind of gameplay should I expect on a I5-2400 Quad CPU @3.10ghz -3.30ghz 8 GB DDR RAM EVGA GTX GeForce 660ti 'Superclocked' 2gb Windows 7 Professional Rig? I figure it should be pretty good, but I don't know if the processor is a bottleneck.
  19. the support post about it. You're in the wrong forum section though.
  20. I just love key and Peele. I haven't seen a skit that I didn't like yet. I also like that they can take advantage of "black humor" (Not the death kind) without over doing it like most shows do.
  21. You sir, have taken the sexiest screen caps ever. Well, excluding Custo's.
  22. When you say 6 new heads, are you adding the default LCPD heads into the mix for state troopers, or are there an additional 5 heads that were not previousely Police heads added to the LCPD? (Like the 'new heads' mod from a few days ago)
  23. Last time I checked he was moving computers, but I'm not sure what the status is on it.
  24. Well, from what I understand G17 media is working with The illumination mod, and the thing sam posted, but they will not be done until a Stable, final release of .95 is out

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