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Hoffers

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  1. Hoffers's post in 3ds Max doesn't support GTA IV formats? was marked as the answer   
    There are no import/export formats regarding GTAIV for 3dsMax.
    People (me included) tend to do the actual work in 3dsmax, and then export it as something zmod can understand(import) and then fix it accordingly and then export to GTAIV format.
     
    Question: Why did you put the image url in spoiler tags?  
    Nevermind, you fixed it :P
  2. Hoffers's post in Vehicle Textures was marked as the answer   
    Mip-Maps. Your problem is the mip-map setting for the texture in the .wtd. 
    In OpenIV open the fbi.wtd > find the texture/skin slot. Double click on it, and it should come up with a dialog box. 
    Change the value from the drop down menu in the dialog box to mip-map : 1 (I assume it is on 6/7)
    That should fix your problem. 
  3. Hoffers's post in i was trying to install the police mod for gta iv and got this message. please help? was marked as the answer   
    Use this video tutorial to fix your problem. '?do=embed' frameborder='0' data-embedContent>>
     
    If it doesn't help, post back here.
  4. Hoffers's post in Help installing. was marked as the answer   
    Yes, I suggest you use this link for a guide to insall with no errors. '?do=embed' frameborder='0' data-embedContent>>
     
    To download WinRar, visit their website: www.rarlab.com
  5. Hoffers's post in Please Help. Cars Are Tilted Forward was marked as the answer   
    No problem :p
  6. Hoffers's post in how to fix this was marked as the answer   
    If you want to keep the CVPI in nstockade, you have to give the NStockade Vehicle.ide line a tweak. 
    Just follow what I do in the Code box,
    Locate your Vehicle.ide **MAKE BACK UPS!!!** Open it with your choice of text editor (Notepad is fine) Find the police line, it will look like this. police, police, car, POLICE, POLICE, VEH@STD, VEH@STD_RI1, 100, 999, 0.2345, 0.2345, 0.2, 2, 1.0 ,1, ext_requi+ext_strong+livery Now locate the nstockade line nstockade, nstockade, car, STOCKADE, NSTOCK, VEH@TRUCK, VEH@TRUCK_LO1_LO1, 100, 999, 0.3286, 0.3286, 0.3, 2, 1.5 ,2, noboot+big+isvan+avoidturns+truckfirefx+truckenginefx+livery Now to make the nstockade a car and not a truck, go to your police line and take from VEH@STD onwards and copy it like this VEH@STD, VEH@STD_RI1, 100, 999, 0.2345, 0.2345, 0.2, 2, 1.0 ,1, ext_requi+ext_strong+livery Now take what you just copied and put it where nstockade has those lines now you're nstockade line should look like this nstockade, nstockade, car, STOCKADE, NSTOCK, VEH@STD, VEH@STD_RI1, 100, 999, 0.2345, 0.2345, 0.2, 2, 1.0 ,1, ext_requi+ext_strong+livery And there you have it, this method will work with anything, and this is how you make non police cars police cars :)
  7. Hoffers's post in Making use of EVI's Emergency Lighting Equipment? was marked as the answer   
    When in zmod, it doesn't matter if you have the textures when you export from a .z3d file. Altough when in your project file,(.z3d) open up material editor (by pressing E) go to the the texture bit and add the textures from there, then import your new .wtf file and the textures should appear, then you need to add those textures to your .wtd file using Open IV (Spark Iv will not work, you can only replace in Spark) So you can see ingame, In Open IV make sure your in edit mode =) 
     
    Anything else?
  8. Hoffers's post in Taser Not Working was marked as the answer   
    I tried that, It brings out like a light bar on my characters hip, then when i press alt t again it goes further into his spleen, my avater is hurting, anyone else having this problem?
     

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