Posts by Cj24

    I've seen a pic of an unmarked Caprice in an LAPD group on flickr a while ago: https://www.flickr.com/photos/26423305@N00/22634288223/

    There's also a pic of another unmarked Caprice with a Spectralux: https://www.flickr.com/photos/146280704@N07/31996010736/


    I haven't seen any pictures or videos of unmarked LASD cars with a Spectralux, so my best guess is LAPD. It's most likely a 9C3 though, so I'd guess it's used either for detectives or administrative uses. Either way, it's probably rare.

    Update: Now released!




    ___________________


    To complement Kane104's marked LAPD-style LSPD Caprice, I've been working on two more versions: a slicktop and an unmarked 2013 Chevy Caprice PPV 9C1.





    They're based on LAPD's older unmarked and slicktop setups with Federal Signal Cuda TriOptics dash and deck lights. Although the LAPD does seem to actually use unmarked Caprices with the FS Spectralux, this setup is completely fictional.


    Both cars are currently being tested and are hopefully ready for release very soon.

    Looks very good, great work with the updated materials. You probably noticed it already, but it looks like the side of the bumper has a different material than the front. Also, the texture on the top of the trunk lid on the last pic is green and pink, if it's a small texture, you could maybe use a different compression, otherwise you'll probably have to adjust the colors.


    I'm looking forward to the finished car!

    I've recently started using NaturalVision and adapted the visual settings, the emergency lights are brighter and there's a difference between the brightness of the tail light, brake lights and turn signals. The settings can be found in the first post.

    Unfortunately, during certain hours at sunrise and sunset with most weathers, there's no bloom effect at all. This seems to be an issue with NaturalVision's timecycles.


    Now released!




    Additional optional textures


    1984 California plates


    2011+ San Andreas plate with dmv.sa.gov text (based on California)


    Download: BLP - 2011 SA-CA Plate 1.2.zip











    1956 San Andreas Plate (based on California)


    Download: BLP - 1956 SA-CA Plate 1.2.zip

    Requires carcols.ymt edits for black font










    1942 San Andreas Plate (based on California)


    Download: BLP - 1942 SA-CA Plate 1.2.zip

    Requires carcols.ymt edits for yellow font












    This is a 2011 CVPI?

    It is supposed to be a 2011, yes.


    After a lot of trial and error the headlights look more like I originally expected them to. I also improved the normals of many parts, for example the reflection on the hood is a lot better than on the last picture. I'll see if I can manage to improve the normals at the transistions between the doors and the body.

    There's still a lot of work left, as soon as I manage to fix one issue on my list I usually notice new ones, it might take a while until the L0 is finished. There're for example simple fixes like the specular map of the Ford badge, the position of the rear wheels but also more time-consuming issues such as a complete re-work the taillight or the third brakelight, the door handles and the rearview mirror that need to be replaced with higher quality models.





    Finally got it in-game yesterday, I had to spend some time fixing issues, but here's a first picture:




    There is still a lot of work to do before the L0 is done, for example the door panels are still missing, the materials and textures (especially of the headlights and the interior) need some more work and I'm going to rework the taillights again.

    Almost finished, there're just some very minor problems with the mapping of the screws and the directions of the normal map. Here are a few in-game screens:







    The emissives:





    Edit: Quick update, normal map is fixed. Would've probably been better to wait with this post until that was done, but well...

    Unlike I stated previously, I kept my original 512x512 textures. The size difference shouldn't be relevant and scaling it down, if ever necessary, is easier than to add more details.



    Thanks for all the positive feedback, I appreciate it!


    I've tested it earlier in V and modified the textures a little bit, but I believe there's still room for improvement, so it'll take a little bit longer until I can show in-game screenshots. However, the LODs are finished:


    L0: 1082 Polygons

    L1: 506 Polygons

    L2: 110 Polygons

    L3: 102 Polygons

    Edit:

    The model has been released here: Federal Signal Cuda TriOptic


    Two released cars can found here:



    ______________________


    Hey,


    It's been a while since the last time I scratch-modeled anything, so yesterday I decided to start working on an FS Cuda TriOptic and surprisingly, it's already mostly finished today. I'm going to add a mount, a glare visor and LODs before trying it in-game. The current poly count is 600, however it has a diffuse, spec and normal map that are each 256x256px.




    Update: Mount (both facing up and down) and visor done, all together 1000 polygons.

      

    Quick update this time, the radio is done:



    Using normal maps for the back part, I'll probably have to edit it later, depending on what it looks like in V. It's noticeable from the sides that it's actually a flat model, but unless that is too obvious, I won't change it.


    At this moment, the only thing missing for the L0 are the door panels. I also plan on replacing the taillight model again, as it's currently still not correct. If anybody is aware of any available models I could use, please tell me, since it might save me a lot of time.




    However, before I'll work on either of those things, I finally want to get a first look of the car in game. There's still some detail work to do that I can't do without the car actually being in GTA, mostly regarding the specular and normal maps. There'll most likely be a lot more issues (as usual with any mod) that I didn't think about earlier, so it's still going to be quite some work. After the L0 is final, the LODs are most likely still going to take a while, but I'll try to stay motivated and keep working on it to get it done as soon as possible. I'm going to post a few first in-game screens as soon as possible here in this thread, so stay tuned.

    These last few pictures are all looking pretty similar and unfortunately there're indeed no big changes. The climate was finished, the geometry of the dashboard plastic around the climate was made more realistic and Kane104 generated some better looking normals.




    There're a few buttons still missing and the radio obviously. I hope to finish those quickly. I'm most likely going to get it in-game before working on the door panels, which should most likely be soon.

    The corona settings need to be different indeed when VisualV is not installed. The visualsettings.dat that can be found above uses the following values, tested for vanilla:


    Code
    # coronas
    misc.coronas.sizeScaleGlobal                     1.0
    misc.coronas.intensityScaleGlobal                0.75

    We've recently introduced a new guide system. A list of all currently available guides can be found here: Guides

    Previously, guides were simple threads in the discussion categories. Now, the new system allows us to sort guides into categories and gives a better overview of all available guides. We're also able to add multiple authors to a single guide if more than one person contributed to it. It is also possible to add comments.


    We've moved all old guides into the new system, however some of them have been split up. We've also taken the opportunity and added some more guides.