Posts by Cj24

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    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:
    Modding Forum


    The website will be available at 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.


    I was looking at some pictures of the real car and I noticed it had a different dashboard. Is there some seperate police version with a different dashboard?


    There're also a few other minor things that could be improved, especially the quality and resolution of some of the textures, such as the door panels, the LEDs or the headlights. There also seem to be some compression issues, a few interior parts are slightly red.

    I think with extra part he means for DEV cars. So that you have a templated plate beneath the normal plate, so you just need to delete the normal one in zmod so you can use the templated plate.

    To be honest, I'd expect modders to be able to map their plates to the style they prefer if the model doesn't provide it by default.



    Personally, I prefer default plates. If required, it's possible to customize those a lot (font color, outline, text position, background including a normal map). It's even easier to change it for multiple vehicles, you don't need to replace the texture for every single livery on every single car. You can decide what plate you want to replace, you can add new sets of plates and you can enable them only on specific cars, it's a simple setting in the carvariations.


    The script @GreenAid mentioned above to change the text on plates can be found here, by the way: https://www.gta5-mods.com/scripts/license-plate-changer

    Maybe an idea could be that you use (an) extra(s) for the plates, so if someone wants to use templated plates or default GTA plates, the model would be able to offer both.

    I've thought about that as well, but it has two disadvantages:
    1. AI cars will spawn using both, half of the time it won't have the right plate.
    2. You lose extras you could use for ELS or other parts. If you do it properly, you need one extra for each plate, as they're often connected to moving parts like the the trunk or bumpers that could fall off.

    The Development Parts category of our Filebase has been replaced with new Development Resources categories in the forums.


    We've performed this step to make a clearer division between the Showroom, which is meant to be a place for all kinds of modifications, including development resources, and our filebase, where we provide quality modfications that have been checked to meet our standards.
    It's impossible to define quality standards for development parts, since they're not meant to be finished, but to be edited by other modders. Users are able to post resources without requiring approval.

    This actually looks similar to a problem I had once, when the hi.yft and the normal .yft file came from two different models. Have you exported both of those files in ZModeler (the hi.yft needs to have the L0 only, the normal .yft L1-L4) and added both to the game?

    Evening CJ, I have a little(ahem OCD) glitch in the front driver/passenger door handles that no one has found until my OCD eye saw it.


    Looks like those are Lundy's new door handles, I'm currently still using the low quality default ones. I'll probably create my own, that's a low priority right now, though.




    A few updates: I'm making progress on the steering wheel, thanks to @Ridgerunner, who edited the model. @Kane104 also mapped the taillights to a new texture and the reverse light texture has been replaced.



    I've also finished the reflectors of the lights that are visible when they're broken. Some parts of the taillights are originally from Forza, but were edited and optimized.

    We've just completed the following small changes to our forum layout:

    • We've added a new Our Website category inside the Miscellaneous Discussion section at bottom, which combines our old News & Announcements and Website Feedback & Discussion categories.
    • The game Discussion and support and the modding discussion and support categories were merged to form generic categories for discussion and support.
    • The old 3D Modeling and Graphic Design category has been replaced with a new Modding section. The Graphic Design & Texturing and 3D Modeling categories can be used to discuss tools and techniques regardless of the game.

    Update 2022-06-20

    Version 1.3 including visualsettings for default graphics and VisualVanilla has been released and can now be found here:






    As I've recently started using VisualV, I've edited the visualsettings.dat to get brighter emergency lights (both ELS and non-ELS) and thought I'd share it. I've also edited the brightness of the other car lights, there's now a noticable difference between the brightness of taillights, brakelights and turn signals, which is useful for cars with only one part for all three (such as the Crown Victoria or the Caprice).



    If anybody wants to try the settings for VisualV or NaturalVision, edit update/update.rpf/common/data/visualsettings.dat and replace the following lines:

    I'm finally able to show some progress on the interior. I've finished editing the gauges of the DSF Towncar, they were fitted into the CVPI dashboard and got new custom made textures.




    It seems like less people are interested in the DSF model, as many people are awaiting conversions of the Forza model. I also got asked whether I am still going to work on this conversion even though the DSF model might become obsolete. I'm definitely going to continue to work on it and hope to finish it soon. The Forza model has more than 300,000 polygons, which will likely cause performance issues on weaker PCs or when a lot of cars are spawned.
    This DSF version currently has 35,000 polygons, I feel quite certain that the finished L0 will be below 40k, giving modders enough room to add high quality equipment while still retaining a reasonable poly count.

    I actually did not think of the Forza model at that time, so you did actually help. Unfortunately, the poly count of the whole car is so incredibly huge, there's no point in converting parts of it. However, those panels are probably going to help as some kind of template to model my own.

    After a few months without any news, I've recently started working on the CVPI again. Here're two pictures of the current progress with the body being mostly complete.



    The taillights need a new model underneath the glass, and possibly also a new texture. The wheels will get a back to make sure there're no holes in the mesh visible from the opposite site.


    The most important part that's going to need quite a lot of work is the interior. I'll map the parts to custom textures, including normal and specular maps, similar to what Kane104 did with his Caprice. I also need to replace the door interior parts, as they aren't correct 2011 models. I'll try to find finished models I may use and release, however if that's not possible, I'm going to create my own. I also need to replace the gauges and give them new textures.


    After all that's done, I'll be able to put it in-game finally to work on the spec maps and see if there's any further things to do. Then the next step are the LODs and after that hopefully a first beta version.

    Those of you who use default cars might have noticed that the grill lights of the FIB Buffalo were always on. While the emissive material was barely noticeable in-game by default during day time, you could see it at night. Now with mods like RadianceV, which increase the brightness of all lights, it's very noticeable.


    Surprisingly, it seems like nobody else has yet fixed that, so I decided to quickly do it myself. I also took the opportunity and scaled down the grill lights and edited the textures to replace the original red/blue glass with white glass.



    Credits
    Model made by Rockstar Games, slightly edited by Cj24.


    Installation Instructions
    Use OpenIV to import the fbi.yft, fbi.ytd and fbi_hi.yft files into \x64e.rpf\levels\gta5\vehicles.rpf.

    This site will remain extremely dead with the stringent requirements for downloads.

    To be honest, I doubt that there's any connection between activity and our guidelines. If users wanted to present their mods no matter what, they would've always had the option to post it in the showroom.


    The fact of the matter is that the practicality of a car should be unaffected by minute details such as a single "incorrect" material or LOD error. 99.9% of people simply don't care for such small errors and I think it's just stupid to expect everyone to work on what is practically more strict than even Rockstar Games' own standards for vehicle development.

    I have to agree with you there, most users indeed don't care about a single small errors, but that's not really describing the actual scale of our reviews. So far, there has been no case where a mod wasn't approved because it had a single incorrect material or LOD flaws. Every rejected mod has either had obvious game-affecting issues that will be noticed when using the car (such as wrong collisions, unbreakable glass, faulty dirtmaps or missing LODs), incorrect credits or missing screenshots (or often multiple of those things). Many of that stuff would be easy to fix, though.
    We don't compare cars to their real counterpart, but in the past we've had cases were equipment was obviously out of scale or where specific parts had obviously wrong colors. We do mention this to author, usually however worded as a recommendation, believing that the idea of creating quality work is also in the author's best interest.


    I'd like to thank you for your feedback, I'm hoping I was able to clear up some misunderstandings you and others might have had. Our feedback for a mod will distinguish between necessary fixes and optional recommended changes more clearly in the future. I'll also try to modify our guidelines to give more specific information as to what's considered a bug or a minor inaccuracy.



    We in Accurate Studio want to put quality over quantity, and we don't want to use these guidelines to prevent users from uploading their mods, but to help them improve them. I'm not sure whether some modders don't like receiving a list of flaws or whether they prefer not to continue working on a mod they considered finished. Once more, we always encourage people to post their mods in our showrooms to get feedback, or if you prefer to keep your pre-release versions private, feel free to contact me personally, as long as I have the time I'll be happy to take a look at any mod.
    And of course, I'd be happy to get more feedback on the matter of these guidelines.