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Ekalb

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Everything posted by Ekalb

  1. In ZModeler just go Modify -> Mirror and click on the object in a left or right side view window and it should flip across. You may need to use the 'flip' tool or surface -> normals -> calculate if the textures look like they're inside out.
  2. I have some, hopefully I can get onto it at some point, but there are too many distractions, such as this...
  3. Unlocked models for most of this stuff?! You just gave the modding community a real jolt of life my friend. Unmarked Vapid Interceptor time!
  4. Yeah you're right, fbi slot will only activate siren1-siren4. You could try using EVCS to solve that problem though. Also the Police Maverick is out http://www.gta4-mods.com/vehicles/gta-v-police-maverick-f25649 And it sounds like Skyline is copping a lot of nagging about requests so maybe we'll ease off on him.
  5. Mate I'm happy to give it a go, just like I said I've never done a proper conversion before so no 100% guarantees I'll finish it :P That said though, if you're happy to do the converting stage I'm just as happy to come in a bit later and do template-mapping and make custom versions.
  6. Gotta convert it though first man, haven't done this kinda thing properly before.
  7. I wish I could get my hands on some of these models!
  8. Now that we're seeing some player models I'd love to see a few of the really cool ped models in gtav, particularly the female cops (considering there's no 100% great female cop ped model out for iv yet). Also on my wishlist are the swat peds, the plain clothed fib peds (with the little side holster on the waist) and Franklins Buffalo.
  9. Hi, I've brought this up a couple of times but never really in it's own thread. Basically I'd like a way to be able to specify what position I want arrested peds to go to by default when placed by AI into prisoner transport vehicles. I use my hilux with varley pod mod (and so do a few others.. i think) and I've had it set so that the seat position inside the prisoner pod is pside_r, and that worked great during 0.95. However, it appears that in 1.0 AI has a preference to put them into dside_r instead. Would it be possible to rectify this without having to change my models?
  10. Maybe it can just be toggle-able in the configuration file. I also seem to have the camera lock in place sometimes after accessing the MDT and I think it's related to the event-focus function.
  11. Not sure what you mean but I'll explain some things Flash patterns, although they aren't really that varied between the default vehicles, are hardcoded to each vehicle slot. Since you're using policeb, look at how the poliice motorbike's lights work by default - there's a rotator that sits on the back of the biken and the rest are just normal lights. In Zmodeler you can seperate siren_1_l0 (the physical parts to the siren objects) and attach them to your chassis_l0, so then they won't rotate when the siren is activated.
  12. Cool video! Quick, great editing and entertaining. Definitely do more like it!
  13. Ooh it's released already! Awsome! I look forward to seeing a range of GTAV's cars in IV very soon. Particularly the police interceptor and the Buffalo2 as I mentioned.
  14. It sounds like you maybe deleted your weaponinfo.xml without restoring the backup
  15. Well I guess I don't have to worry about the Vapid from IV I was remodelling. Now someone give me Franklins Buffalo in gtaiv!
  16. Modded cars don't change the position of the dash camera view. They stay the same as the original car that you installed them on top of.
  17. If you were really set on removing the earpiece from the ped entirely, you could use openIV to export the model to open formats, delete that part of the model and any references to it, and then re-build it without it. There's a tutorial for altering ped components somewhere in the forums.
  18. I think you're a bit too optimistic about what is possible with script mods. See some of the lighting work done by Mulledk19 on youtube to see what he has managed to do with indicator flashing, but he is perhaps one of the most knowledgable mod developers out there. Kit, who made the strobes mod, had tried to alternate sides but could never work out a way to do it. It's definitely not a novel idea and is something that most people will think of when playing with lightsemissive objects (indicators, breaklights, headlights etc.) on modded cars. Currently though our problems are, as i said: 1 - If you were to assign different sets of lights to indicator_lf, indicator_rf, indicator_rr and indicator_lr, then you potentially have four different combinations of lights. However, currently there aren't any available scripts to control each of them separately. 2 - Using the indicators for your emergency lights obviously takes them away from being used as regular indicators. Really you could have your indicators serving both purposes but then you'd have your indicators doing funny things. Furthermore, whenever AI are driving the vehicle and indicate to turn they would activate part of their emergency lights, and I don't think this is just something that a script could easily disable. 3 - The orange glow around each dummy. This could be hidden or used effectively, but I don't think it could be removed altogether. Really, the fact that there are four different sets of indicators means you could have a primary lightbar as functional as one you would have in ELS. Then you'd just need to add an environmental lighting effect as you see in els now. However, the mod support in terms of being able to control each of them separately is not available. As I mentioned, some headway has been made by mulledk19 but I'm not sure what the extent of his abilities are in that arena.
  19. On the subject of tweaks, I'd love to see prisoner transports use the same seat position as they used to for the sake of some car mods.
  20. So in this version there are obviously no separate keys for regular backup and pursuit backup. Is that because pretty much everything is a pursuit? In other words, if I call for noose backup while i'm in a shootout with a suspect, they should come to the area, get out of their vehicles and start shooting, right? But, if I call for noose backup while i'm chasing someone in a vehicle pursuit, will they still keep driving and chasing after the suspect? e: and if you do manage to read this Sam, is there any chance you can allow us to specify the ideal seat position for an arrested suspect? By default ai seem to put them in the back driver side seat, which is opposite to how it was in prior versions and now they don't use the modded prisoner transport vehicle I have properly anymore :(
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