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Posts by Cj24
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You probably have mipmaps enabled for the texture, it needs to be set to 8-bit uncompressed RGBA (A8R8G8B8 in OpenIV) with no mipmaps (mipmap setting 1 in OpenIV). That should fix itself when you remove the texture from the .ytd and use the shared one.
Shared generic textures are set in the txdRelationships section at the bottom of the vehicles.meta:
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RIP car, I hate the people that publish a soo good car and they lost the interest or they forget, for that do not post anything.
Nothing has changed since the last time you asked, it's still on hold while I'm working on a few older projects. As soon as I have anything new to show, I will.
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Make sure the parent object in the hierarchy has the same name as the file name, so if you export as v_res_son_desk.ydr, the object needs to be named v_res_son_desk.
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Hello, please don't use images to post your descriptions, as they will be illegible on small screens and they will not work with the dark mode.
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Everything has been explained, this discussion ends now. We will not tolerate any personal attacks, if you have any personal issues with each other that you want to discuss, discuss them in private.
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If I remember correctly, the game uses the L1 models for broken glass, so it's most likely that those aren't in the same position.
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That's an issue with the game, it happens on every car, both default and modded, even without any mods installed. There doesn't seem to be any way to fix it.
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No changes in ZMod are necessary, it just needs to be in the same places as the other .ytd, the game will load the file automatically if it exists.
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Hello,
the +hi.ytd works differently than the hi.yft. The +hi.ytd is only used by the game if the texture quality in the graphics settings is set to high. It will replace any textures with the same name that are included in the normal .ytd. If the texture quality is lower, the textures included in the +hi.ytd will never be used.
To prevent the game from rendering high resolution textures at a distance, make sure your textures have mipmaps, the game will then automatically use the most fitting resolution, based on the distance of the model, the size of the texture, and the graphics settings.
Using multiple 2k textures with additional specular and normal maps shouldn't be an issue, as long as they're compressed properly. Having too many 4k textures or too many large uncompressed textures can cause memory issues (disappearing world textures), but I have never experienced that with properly compressed 2k or 1k resolution textures.
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A first video of the non-ELS light pattern:
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Update 1.1 has been released:
- Improved emissive model to prevent clipping with non-ELS.
- New emissive textures and mapping.
- Improved reflector side mapping.
- Improved normal map quality.
- Minor texture improvements.
Note: The emissive clipping may still appear with specific setups, depending on the rotation of the lightbar. If you experience any clipping, please message me with further info, I will update the model if necessary.
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Update 1.1 has been released:
- Fixed glass normals.
- Improved emissive model to prevent clipping with non-ELS.
- New emissive textures and mapping.
- Improved reflector side mapping.
- Improved normal map quality.
- Minor texture improvements.
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First, a little info about the ELS version: There won't be any further updates to it. I have personally stopped using ELS completely, my future projects will all be non-ELS with DLS support.
I apologize that this has been taking so long, I haven't been working on mods a lot in the past months, and when I did, I also worked on a few other projects. There have been many fixes and improvements to the Charger base compared to the old ELS version, most of them fairly small, but it still added up.
However, there are no more known issues and no more planned improvements, I'm therefore hoping to be able to release it in the next few days.
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Update 2.0 has been released. The most important changes are:
- 52 and 58 inch versions have been added.
- The emissive models have been modified and will not cause clipping when used with non-ELS anymore.
- The lenses and top covers have been reworked. A number of color options for lights, lenses and top covers, most notably red, blue, amber, as well black and clear top covers are included.
In addition, there have been many more fixes and improvements. Due to the number of changes, there is no compatibility with version 1.0, to update the lightbar, all textures and model parts have to be replaced with the new version.
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Make sure to assign the correct ID for the collision in polygon mode, usually 120 for weak glass, 121 for medium glass or 122 for strong glass. The ID can be set in the object's properties in General > External state, alternatively you can also use the GTA V > Options menu to select the collision type and the flags.
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The duration of the flash for the headlight and taillights seems to depend on the BPM and the time multiplier, if it's too slow or steady with high BPM values, lower the BPM and increase the time multiplier. However, I personally find it easier to just use sirens for flashing headlights or taillights.
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The extralights and highbeams always turn on whenever the headlight flashers are on. The only way I know to prevent that from happening is to disable the headlight flashers and use sirens for the wigwags.