Posts by Cj24

    Now released!

    Cj24
    October 3, 2022 at 10:28 AM
    Cj24
    August 14, 2022 at 8:20 AM


    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



    Original post

    The low quality default license plates have always bothered me and most high quality mods changed the text to California, so I recently started working on my own license plates. They're based more closely on the real California plates and have twice the default resolution. I've also updated the font, unfortunately however it's only possible to add normal maps on the colored letters, while the bump would be on the white metal in real life. It also doesn't seem to be possible to get rid of the aliasing.


    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.

    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.

    Guides

    Our guides aim to help users and developers install and create modifications. They are created by experienced developers and are continuously updated and improved.

    Do you want to contribute?

    To make sure all guides are correct and well written and formatted, all guides will be managed by our staff. Anybody can contribute useful texts, pictures or videos, either to expand existing guides or to create new ones. If you're interested in contributing, simply send me a message or use our contact form to send us your content.

    Do you have ideas for future guides?

    If you have ideas for future guides, feel free to post and discuss them in this thread.

    The website is finally back online! Unfortunately the maintenance took us longer then expected, this was caused by technical difficulties with some changes we performed behind the scenes.

    We're looking forward to any feedback. Feel free to send us any ideas on how we can further improve the website.

    We've completed our software update and the re-branding to Modding Forum.

    The software update included many minor improvements. Apart from the new style, most of them allow us to customize more aspects of the website. Since we wanted to complete the maintenance as quickly as possible, some planned changes have not been introduced yet and will follow in the next weeks.

    If you find any issues, please report them in our Website category.

    More information about the new name can be found here: New name: Modding Forum, scheduled maintenance on May 25th

    On Thursday, May 25th 2017, our website will receive a new name:
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    The website will be available at https://www.modding-forum.com.

    We've decided to perform this step to clarfiy what we want to offer: A modding community with an aspiration to create quality work with people who want to share knowledge and present or find mods.
    The new name will be introduced together with updates to our software and an improved, modern look. All current content will stay available and all old URLs will continue to point to the same resources. The layout of the site will mostly stay the same as it is currently, with a few additions and improvements, such as a new page presenting Accurate Studio and their modifications.

    Starting on Thursday, May 25th 2017, 7:00 a.m. UTC, the website will be unavailable for most likely a few hours while the changes will be implemented.

    Interesting, I've seen pictures of similar but different dashboards. No idea if there're actually different versions or if the pictures just have been labeled incorrectly and actually show other cars.

    I apologize for working so slowly, but unfortunately editing the interior is a very tedious process and I rarely find any motivation to work on it. I have made some progress, for example the steering wheel has been edited and mapped. The mapping of the dashboard and the steering wheel isn't final, I'll work on normal and spec maps later when I can test it in-game. Prior to that however I still need to finish all other dashboard parts and the door panels and make a few other edits.