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QASParamedic

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  1. Hi there :) I currently have made some skins for a Subaru Forester model, however the Subaru Forester model (http://www.gta4-mods.com/vehicles/su...2008-xt-f20956) does not have any option to add the skins in SparkIV/OpenIV (eg. paintjob.dds, car_sign_1 etc). There is a 'police_sign_1' slot, however there's only a picture of a number plate when selected, and whenever I add the skin image in to that slot, it only just modifies the number plate and not the paintjob of the vehicle. I've tried importing the skin as a new image within OpenIV, however nothing is modified. Was just wondering if there's a way around this? Thanks :)
  2. Hi :) I currently have made some skins for a Subaru Forester model, however the Subaru Forester model (http://www.gta4-mods.com/vehicles/su...2008-xt-f20956) does not have any option to add the skins in SparkIV/OpenIV (eg. paintjob.dds, car_sign_1 etc). There is a 'police_sign_1' slot, however there's only a picture of a number plate when selected, and whenever I add the skin image in to that slot, it only just modifies the number plate and not the paintjob of the vehicle. I've tried importing the skin as a new image within OpenIV, however nothing is modified. Was just wondering if there's a way around this? Thanks :)
  3. Hi guys, Essentially I've made my own skin, and am wanting to apply it to a new model that was released (2008 Subaru Forester and a Toyota Landcruiser), however both these vehicles are essentially ''civillian'' cars, and the Landcruiser do not have the pre-registered texture slots to apply skins when open in Spark/OpenIV. In regards to the Subaru Forester, it does contain the police_sign_1 etc slots, however they contain just the number plate and if I replace it with my custom skin, it just replaces the number plate. I was just wondering if there's any way around these issues? Thanks heaps in advance :)
  4. Hi guys, Essentially I've made my own skin, and am wanting to apply it to a new model that was released (2008 Subaru Forester and a Toyota Landcruiser), however both these vehicles are essentially ''civillian'' cars, and do not have the pre-registered police_sign_1/paintjob.dds/subaru_sign_1 etc. in the texture slots when open in Spark/OpenIV. I was just wondering if there's any way around this issue? Thanks heaps in advance :)
  5. Hi all, I've recently run into a bit of trouble regarding the invisible waist on some of my imported models (policeman456's model), and came across a thread posted late last year () detailing the same problem and also a solution. After viewing the ped model in OpenIV, lowr_000 clearly shows the waist, however when clicking lowr_001 there is no waist. In game, I'm able to get the waist for a small number of characters no problem, however a vast majority have missing waists (presumably those with lowr_001). For the past day or so, I've attempted to rectify the problem with the help of the post and that of the tutorial from CP702 (), but to no avail.. I was just wondering if anyone could shed any light as to what I need to do/am doing wrong? Basically I've exported the model/file to an .odd file, opened in notepad and have attempted to swtich lowr_001_a_uni details to lowr_000_a_uni just as the OP had stated they had done, however am unsure just what lines/information are needed to switch. lowr_000_a_uni .odd file: lowr_001_a_uni .odd file: Also when I'm attempting to import the file(s) back into OpenIV, I receive error messages stating: ''head_001_r_high.mesh(Line 6): Too many bones in one geometry, you can't use more than 48 bones.'' ''lowr_000_u_high.mesh(Line 1443): Material index out of bounds.'' PS. Pretty novice at this, but able to pick it up fairly quickly given the right support :p Thanks for any help provided, it is truly appreciated :)

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