Posts by Cj24

    I have a new video of the (hopefully) final light setup of the unmarked FPIU. ELS is used for the steady burns and the SignalMaster in the rear. All other lights use non-ELS in order to get the most realistic pattern possible and to have proper environmental light reflections.

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    Unfortunately, the CN SignalMaster has to be mounted to the body, the real one is mounted to the trunk. While it would technically be possible for the unmarked FPIU, the marked one has two separate traffic advisors, one in the rear window and one in the lightbar, and the emissives cannot be split up to move with the trunk. I'd rather have a consistent setup than do it properly only for the unmarked one, that's why all versions will have the traffic advisor mounted to the body.

    I've started working on the lights and decided to go with non-ELS lights for the Spectralux and the all the Micropulses in the front to get a more realistic pattern. Here's a short video:

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    I will most likely try to make a non-ELS version, however I will have to omit some lights, as there would be more lights than the game allows me to add. Possible options would be to remove the flashing reverse lights and to use single color mirror lights instead of split lights. I'll look into that after the ELS version is done, the only thing I can say right now is that a fully realistic non-ELS version is impossible.

    yessssssss non els that is good news for me i have been waiting for non ele along time now : ))))

    To clarify, the car will use a mix of ELS and non-ELS, you'd still need ELS, but at stage 3, it uses both ELS and default lights for different lights. However, if all works as expected, there will be a non-ELS version, but it might not be possible due to the number of split lights in so many different positions. I can only guarantee that there will be a version that works with ELS.

    I've recently started working on LSPD 2016 Ford Police Interceptor Utilities with Kane104's base model. I'm working on the marked and the unmarked FPIU, I'll try to make both as close to the real LAPD versions as possible.

    The skin for the marked version should be complete:

    Newer pic of the marked FPIU:


    Currently, I'm working on the unmarked version, here's a first picture:

    I'm working on the emissives right now, the unmarked car will be a hybrid using ELS for most lights in order to get proper light stages and non-ELS for some lights at stage 3. I'll need to use default lights to make the mirror lights work properly, but I generally prefer using ELS for the light stages. I'm not sure if I'll use default lights for the Spectralux interior lightbar, as it allow me to get the pattern closer to the real car, however, I would have to update the Charger and the Caprice as well to have the same setup.

    Not much has happened since my last post, I haven't had a lot of motivation to work on the other cars, but I can give you an update on the Charger. The livery is done, the lightbar and some of the equipment were added, but the pushbar and the interior equipment are still missing. Here are some current screens:

    Update is out now:

    Also made textures and ELS configs for all red and all blue lights.

    Update: Attached an addon version (policeunm2 slot).

    I've been working on an update, adding the equipment I promised previously, spotlights as extra 10 and a partition as extra 12. I've also made some other improvements, such as better hubcap textures, a better interior console model and an added dome light, more realistic wigwags and some adjustments to the ELS coronas and environment lights. Should hopefully be ready in the next few days.

    There has been a slight delay with the release: While testing the car, I noticed that the light pattern was messed for AI cars, the steady burns weren't steady and the flashes weren't in sync. It seems to be an issue with ELS that happens when specific patterns are used together and unfortunately the only way to fix it was to change the pattern again. The good thing about that is that as I've moved the steady burns to the primaries, I was able to use extra 10 for some more equipment, so I've added Kane104's Stalker radar.

    Here are some more screenshots and a video of what's hopefully the final version. I still need to do some more testing to make sure there are no more issues, if anybody is interested in helping me test it, send me a conversation or message me on Discord (Cj24#0013).

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    My apologies for any ignorance. I must have missed where he said he was going to be releasing it, and as Kilroy said above me the vast majority of developers do not believe in quality freeware development parts... Or creating vehicles for that matter. Everyone seems to be taking this from a hobby to a career.

    No worries, it was never even mentioned in this thread, only in the LSFD Ram's. Considering most active modders are trying to make money nowadays, it's sadly a valid question to ask if parts will be sold, no matter how much I'd like to banish every mention of paid mods from this website. It is an incentive for me to release more parts publicly, though.

    I don't have any progress to show right now, I've been experimenting a bit with non-ELS but came to the conclusion that the default lights' disadvantages are more annoying than ELS. Other than that, I'm still working on the gun rack and started working on an interior dome light.

    I've also been thinking about adding some trunk equipment, but I'd like to hear some opinions first. I have been thinking about a trunk tray with a shotgun and (low poly) radio and siren equipment, as well as some kind of storage box or organizer, depending on what would be realistic without needing too many polygons or high resolution textures. However, I'm not sure if the added polygons and textures are worth it, considering at least I personally rarely look in the trunk of modded cars, so it would probably just end up being a fairly useless gimmick that would still take a lot of time to create.

    Looks real good. Do you plan on releasing or selling that light bar as a dev part?

    L1MITED is correct, this is the project I was talking about. The RX2700 and some of the other equipment will be released after some or all of these cars are finished, I have not decided yet. I will never sell parts, and since the issue came up recently with a few people, I'd just like to remind everybody that my parts, including future releases such as the RX2700, may not be used commercially.

    S'il te plaît, poste en anglais. Si tu as besoin d'une traduction, je te recommande http://www.deepl.com.

    Please post in english. If you need help translating, I recommend http://www.deepl.com.


    For peds, the specular textures are in the .ytd file, their name ends with _spec. For multiplayer character clothing, the specular texture is embedded in the .ydd file. Right click on the file, click Export to openFormats (.odd) and choose a location. It creates a folder with an .odr file and another folder with the model and texture files, you can then edit or replace the specular texture. When you're done, in OpenIV, click New > Import openFormats and select the .odr file to import the updated model with your texture.