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Wilhelm

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Everything posted by Wilhelm

  1. Thanks for your feedback and your insight into the openFormat's OpenIV editor. What I'm referring to is the size of the file that OP is attempting to import. Conventionally speaking, there is an effective size limit, as OpenIV is more or less the only publicly available tool to perform this kind of operation. Further to this, it is more or less the standard import format used when it comes to siren modifications (consider the main mega-packs). You may well be right in saying that the file size limit is not the issue, and that its down to file size and compression. However, to the user it appears to be a file size limit.
  2. Wilhelm commented on J T's gallery image in GTA V Galleries
  3. The vanilla vehicles.awc is in a compressed format and sits at 15.75MB. However whenever you make any changes or modifications to it, the file is decompressed from its original state. This will use up some space on top of whatever the size of the new file you include is. The trick here is to use as short a clip as possible with as little noise as possible (as in background noise, hums and so on). Although I'm not particularly well versed in audio modifications, I'm sure there are other tricks you can pull off to reduce the size of the files you're trying to add in. And just to confirm as mostly everyone in the thread has, yes there's a size limit! 🙂
  4. I would advise to never do anything in Microsoft paint. Textures can come out lighter/darker based on the model itself. If they're coming out lighter, you can use Photoshop for this! The easiest way to do this is to create a new empty layer at the top of your heirarchy and use the fill tool to make it completely black. You can then set the layer opacity to probably around 10% (but play around with this until you get it just right), and then save your texture. There are better-practice ways of doing this, such as using layer effects, which I'd recommend having a look at. Let me know how you get on!
  5. If nothing with the VCFs come out, then I think you'll be stuck. There's not much you'll be able to do without the models.
  6. I'm not particularly experienced when it comes to modelling, so there might be other issues. But from my experience, I'd say its either an issue with the direction of the dummies, or the ELS VCF needs some serious work. Questions to consider: Are other people experiencing this issue (i.e. is it your system rather than the models)? What happens if you rotate the dummies 180°? how does it compare with what you're expecting? Try using the default ELS VCF and seeing what the outcome is. Compare this with your own modified VCF. You could also try looking at a similar model's VCF and see what happens when you try to use it in game.
  7. I think what you're looking for is the Dade skins, but with the area liveries. If you'd like to give it a shot, you're welcome to make some edits to my pack. I'd love to see what you come up with!
  8. Have a look at these, they might be close to what you're looking for? I hope they work out for you! Ford F250 FDNY Brush Truk https://www.gta5-mods.com/vehicles/nyfd-brush-truck-els RAM 3500 Brush Truck (not quite the same) https://www.gta5-mods.com/vehicles/ram-3500-brush-truck-add-on-replace Another RAM 3500 https://www.gta5-mods.com/vehicles/2015-dodge-ram-3500-brush-truck
  9. Hi cptryan, Templates are specific for the model. There's about three main CVPI templates floating around, but they only fit the models that they're made for. Whenever I make textures, the first thing you want to do is browse the model section, find the model that you want to create a texture for, download it and use the template included! You'll also find that the model that you're skinning for is just as important as the skin itself (i.e. what colour lighting does it have, does it have a bunch of equipment, what year is the model, what's the interior etc)
  10. Hi Fhsig13, When making GTA 5 ELS models, you create something called a dummy. You might be having issues because the dummy is not facing the right way. I'd recommend that you check out the dummies on the model to see whether this is the case (if you make any changes to the model, try using the original VCF first). If Walters has become unreachable then you might have an issue getting into the vehicle model files!
  11. Not a problem @Texturely, you're best off looking for vehicle models. I've included some examples below, but a few of them are more novelty than anything. If you can't find what you're looking for by searching around, you might be better off learning the process, or making a request for a UV mapped model in this section https://www.lcpdfr.com/forums/forum/891-suggestions-requests/ https://www.gta5-mods.com/vehicles/red-accented-els-hearse#description_tab <-- Not sure whether this one is UV mapped.
  12. Hi DeputyDubbaU, The best way to go about doing this, is to extract the ped model's textures for the actual uniforms to separate folders. From here, you'll need to make edits to the texture by creating layers above it. As far as ped texturing goes, it can be quite tricky, because its difficult to work out where the curves of the ped lay and so on. Once you've made the edits you want (and its better to do this with small changes and often), replace the texture in OpenIV and load up the ped model using the YDR file. You can take a look at what you've changed and whether you need to make any further edits. When you're done, you can take the textures in your folders, place them into a ZIP and release it as a texture pack (remember not to include the models themselves without proper permission from the model-maker. If you've ever done any vehicle texturing, its a similar process.
  13. Hi Texturely, The way that textures work in GTA 5 is by using UV mapping. Basically what that means is that when the person creating a model (including the Rockstar modelers themselves), they can choose to map the vehicle. This is what produces the template. Most of the GTA 5 vehicles aren't UV mapped, and so don't have templates and instead just have a colour that you can modify. If you want a hearse with a UV mapped texture, you can either learn how to UV map models using ZModeler3, or find an existing templated hearse model to texture for!
  14. You'll need to go through the process of setting up LODs and such, and ensuring that everything is named and connected properly.
  15. I'm currently writing a plugin, and as part of my main logic, I want to check to see whether a Ped is dead or not. I'm running the below if statement. if(ped.IsDead) However, this seems to return true, even when I've shot this particular Ped in the head a few times. I've also noticed that when running the following function, I'm getting values around 150 to 200 (at which point the Ped seems to stop being a Ped (they become undetectable), and start being an entity? Game.LogTrivial("Ped health: " + ped.Health.ToString()); I presume that the Rage IsDead function shares/is based on the native PED::IS_PED_DEAD_OR_DYING What I'm asking: How can I reliably check to see whether a Ped is dying?
  16. Some of you might remember my Paperwork++, or even the earlier PaperworkPlus. I made both of these a while ago now (as educational projects). Now I've got some actual development experience under my belt, I'm looking at developing a web application (and sticking with it). What I'd like to know, is what kind of web application you'd like to see! I am open to desktop development, but would prefer something web-based. The idea behind the application would be to connect users, but without needing them to join any kind of community. Now, it would be nice to have something like an MDT, or CAD, but the driving force behind applications like these is based on the idea of community. I'd still be open to making one (perhaps where users can generate sessions and distribute invite links), but would like to know what kind of ideas people have. I'm not too fussed if its already been done, or whether someone looks at this thread and does this themselves, I'd just like to make something. One thing I won't do is anything monetized or anything that requires users to give something in return for membership.
  17. As a developer myself, I think I'll have to agree with Giordano. Making a quality product takes a team of people. While there's no doubt there are games mad by individuals, they're usually fairly simplistic in their construction (2D art, with some basic-ish back-end). These are usually skills that the developer already has, like this person. But as soon as he runs into anything that's not really his area of specialty, development will slow really quickly. Unless a developer is making a program that falls within the remits of his/her skills, progress will be slow in other areas (which has the buffalo effect on everything else). That's my two cents anyway.
  18. I'd have to agree with the previous posters. Generally anything with Integrated Intel HD Graphics will struggle to run anything too intensive (with the odd exception as Mikeh370 pointed out). The reason behind this is because its a discreet chip (meaning its a part of the Central Processing Unit (CPU), rather than a graphics card by itself). I'd check out the link that Harper suggested, and see what happens. If you've already got the computer, and are set on getting GTA V I can't see any harm in trying it.
  19. It all depends on what your priorities are. If you're wanting a smoother experience, I'd go for increasing your memory size. If you're wanting a more beautiful experience, you're better off with a graphics upgrade. Either way you go, be careful of the limitations of your processor and power supply! Best of luck!
  20. Thank you very much, this solved the issue!
  21. Maybe it's because I don't know what the line is? Why don't you tell him?
  22. Is the material for siren_glass1 set to vehicle_vehglass?
  23. Before you start doing anything, and just have the template file open, you want to increase the size of the image to 4096x4096. If you're using Photoshop, you can go to Image > Image Size (Or press Alt + Ctrl + I) and make sure the units in the "Width" and "Height" drop downs are set to pixels. If you try to do this with things already drawn on the livery (i.e. shapes, logos etc), it will stretch and resize them and cause a low quality output, so always make sure you've set the image size before you begin. If you want to create a 2k variant (default) of the livery, make it all in 4k first, then change the image size to 2048x2048 after. Don't save the PSD/PDN after doing this, otherwise you'll lose your higher definition work.

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