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CG Blaze

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Everything posted by CG Blaze

  1. CG Blaze commented on Illusionyary's gallery image in GTA IV Galleries
  2. CG Blaze posted a gallery image in GTA IV Galleries
  3. CG Blaze posted a gallery image in GTA IV Galleries
  4. CG Blaze commented on THED's gallery image in GTA IV Galleries
  5. CG Blaze commented on THED's gallery image in GTA IV Galleries
  6. Dat action wheel doe...
  7. CG Blaze posted a gallery image in GTA IV Galleries
  8. Excellent. Absolutely excellent. I love a good NYPD model, and quite honestly though there are many out there, most aren't too accurate. I've been following your releases since your early LAPD stuff, and I know your attention to detail sets your work apart from a lot of others'. So thanks for giving the NYPD the same special treatment.
  9. CG Blaze commented on EVI's gallery image in GTA IV Galleries
  10. CG Blaze commented on CrossFire's gallery image in GTA IV Galleries
  11. CG Blaze commented on Braveheart's gallery image in GTA IV Galleries
  12. I've tried re-exporting several times, no luck. Are you saying this could entirely be the fault of the program and not something I did?
  13. Hey all, Newbie to Zmod here, still trying to learn the ropes. Textures seem to be my biggest hurdle. I've taken Reboot/Master Yoda's Freedom and moved around the modules, extras and such to my liking. I have not changed anything else besides those, aside from adding L0's and L1's. Now, everything in theory should be working fine. The lightbar looks perfect in Zmod, looks fine in OpenIV (although the extras don't show through the lightbar glass), but looks completely disastrous in game. I'm really not sure where to go from here as far as fixing it, and I'm hoping someone here could point out where I've gone wrong. I'd be willing to send out the project files for closer examination. Enclosed in the spoiler tags are pictures of my hierarchy, the bar in OpenIV, and the bar in game, respectively. I HAVE added the appropriate textures to the .wtd, so that's not it. And I should note that all of the extra's do emit light and spawn properly, despite being encased in this madness. Any help whatsoever would be greatly appreciated. Thank you for your time.
  14. That's not up to me to decide. Read the readme in the file, they're not my models.
  15. Luckily for you, I've got some free time today. I've gone ahead and modded the appropriate files so that at least you'll have a [close to] proper light setup for your car. Now all you need is a skin and you're good to go! http://www.mediafire.com/download/medgcx4fe4sbdf7/WesterlyRI_Emerglights.rar Link to the model(s): '?do=embed' frameborder='0' data-embedContent>>
  16. All the lightheads on CJ24's CVPI (the one in the pack with the 2013 Charger and Tahoe) are changeable. Would be a really close match if you got a skin and mapped the lights the way they are in the video.
  17. Yup, they keep up with their surroundings. The CVPI taxis were identifiable by their black door trim, which regular taxis don't usually sport. That and the fact that they are CVPI's, not the extended wheelbase taxi models used by the NYCT's. Now they're much harder to spot, as they often don't have any visible equipment. Highway Patrol also uses taxis, but those often sport the same interior lighting packages that the rest of the NYPD HWY unmarkeds do - that being a pair of R/B Slimlighters in the rear deck, a R/W Slimlighter up front and maybe a R/W Talon or FS Viper. Here's a video of an Altima taxi:

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