There are no official mobile versions of GTA 5, any files that are available are either scams, viruses, or pirated and therefore may not be discussed here.
Posts by Cj24
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Please refer to the following thread: Another licence plate question
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The slicktop and unmarked as well as the detective CVPI has been released and the marked CVPI has been updated:
File2010 Ford Crown Victoria Police Interceptor - Blaine County Sheriff's Office (BCSO) - Slicktop and UnmarkedA fictional, California-inspired non-ELS slicktop BCSO Ford Crown Victoria Police Interceptor with Code 3 Supervisor and Wingman interior lights. Includes a marked slicktop and an unmarked version.As previously stated, these versions do not include DLS support yet. Configurations for DLS v2 will be added once it has been released.
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Like this, yes.
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But somehow it needs to work, because in my exhample multiple different cars use the "vehicles_muscle_n_w_interior.ytd". Otherwise creating shared textures doesn´t make any sense.
You can assign multiple cars to the vehicles_muscle_n_w_interior texture, you just cannot assign multiple cars to the polshare texture and assign this polshare texture to multiple interiors as well. Multiple children can have the same parent, but a child can only have one parent.
Also, regarding the ytd size: It is not a useful metric for memory usage, as ytds are compressed similarly to zip archives to decrease disc space, the size of the dds textures themselves is what matters. Because of the ytd compression, it is possible that smaller textures with more varying content can result in a higher ytd size than larger but more repetitive textures, even though the smaller textures require less memory.
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As each child can only have a single parent, I don't see how it would be possible to include different interior textures for different cars. Depending on how many shared interior texture each car uses and how many textures your polshare texture includes, it may still be advantageous to use the polshare while simply including the interior textures directly in the vehicles' ytd.
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As far as I know, that's not possible, considering the polshare texture can only have a single interior texture as a parent.
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It is not possible to overwrite the relationships for existing textures, in this case vehicles_muscle_n_w_interior. If you instead assign polshare to the vehicle and the interior textures polshare, it should work:
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The first trailer has been released early:
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Sounds like an improper hierarchy with either too many objects or with object ID conflicts caused by unrecognized object names. I recommend taking a look at the Hierarchy section in our ZModeler guide: https://www.modding-forum.com/guide/12-zmodeler-3-and-vehicle-mods/#b53384c6-hierachy
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Rockstar Games has announced that the trailer will be released next Tuesday (5th December) at 9 AM ET: https://www.rockstargames.com/
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We have added a SirenSetting Calculator with the following tools:
- Convert delta and start values from degrees to radians and vice versa
- Convert sequencers from binary to decimal and vice versa
- Calculate the optimal speed values for wigwags, halogen lights and strobe lights
- Calculate the optimal start values for flashing and steady coronas while syncToBpm is set to false
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Here's a short video of some of the new DLSv2 features on the BCSO CVPI:
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I have finished all the remaining equipment on the Detective CVPI:
Further bug fixes and small improvements are still necessary for all of the CVPIs, so please don't expect a public release in the very near future. These vehicles will all support DLS v2, which is currently in development. Since DLS v2 uses different configuration files and as it could still take some time until it's ready, the first release of the CVPIs may not include DLS vehicle configuration files yet.
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Here are a few pictures of the Detective CVPI and the Code 3 Warrior. The car has a few different light options, the pushbars are optional, the headlight corner strobes can be changed from white to red and blue and the Warrior can either be steady red or split blue and steady red.
Based on the feedback I've gotten here and on Discord, I'll make the Havis console that's mounted underneath the dash with the same radio and the Mastercom controller I've used for the other cars.
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In addition to the marked and slicktop CVPIs, I've also started working on a 2008 Street Appearance Package CVPI, intended as a detective or administrative car. It will have fewer lights, most likely a similar hideaway/grill light setup like the other CVPIs with a steady red or split red/blue Code 3 Warrior in the front and a short amber/blue Code 3 Wingman in the back.
I'm unsure about the interior equipment and I'm hoping for some feedback:
- Option 1: Use the standard CVPI seats rather than the civilian seat option and use the same console setup as for the other CVPIs, except without the ArrowStik controller.
- Option 2: Remove the default radio from the dash and mount a Motorola radio and a small light and siren controller such as the Code 3 Undercover Siren 3050 instead.
- Option 3: Model a console that's placed underneath the dash with the Motorola radio and a light/siren controller.
- Option 4: Like option 3, except that the default A/C and radio are moved from the dash down to the console, making it possible to mount the light/siren controller and radio in the dash instead.
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I have added the mirror lights and a short version of the Wingman to the marked CVPI. These lights are set up as optional extras, whether the car spawns with or without either of them by default can be set in the vehicles.meta.
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I have finished the LED X mirror lights:
A short video of the full light setup of the slicktop and unmarked cars:
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Rockstar Games has announced that the first trailer for GTA 6 will be released in December: https://www.rockstargames.com/…ssage-from-rockstar-games
Update: The first trailer has been released:
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