Posts by Cj24

    I'm currently on a modding hiatus, so there won't be any news in the near and possibly even the far future. I was planning to update the marked CVPI to support 32 sirens (requiring SirenSetting Limit Adjuster) and use the additional sirens to add (optional) mirror lights and lights on the rear deck. This has been on hold due to my hiatus, though all the existing lights have already been converted to separate sirens for SSLA and the new pattern showcased in the video above.


    This 32 siren version of the marked CVPI is in a state that's likely ready for release, but won't be officially released until the additional lights have been added. However, as I have no idea when I find the time and motivation to get back to it, I've decided to release it as a prerelease version. It has the updated patterns and uses more than 20 sirens, therefore requiring SSLA for all lights to work properly, and it is otherwise identical to the last released version.

    With the steadily growing number of development resources posted on Modding Forum, we have decided to make some changes to the labels to allow easier filtering:

    • The "Emergency Vehicle Equipment" label has been replaced with many new labels for specific equipment types.
    • We have added vehicle labels for the most common vehicles.
    • From now on, accessories to specific parts (such as mounts) will be labeled like the original part, for example an emergency light mount will be added to the "Emergency Lights" label.


    Labels of existing threads have been updated. If you notice any threads with incorrect or missing labels, feel free to report them.

    It looks very well made, but I'm not sure I'd agree with calling it optimized. For a part of this size, you could easily get away with a fraction of the poly count, a normal map for the slot, and a much lower texture resolution.

    The guidelines for all showroom categories, including for development resources, have been updated to include the following rule:

    • Showroom threads may not be used for advertising. Links to websites, Discord servers or YouTube channels are only permitted in the respective profile fields, which are automatically shown next to the first post of the thread.


    Advertising commercial Discord servers in showroom threads has always been against our terms of use. However, the distinction between commercial and non-commercial can be difficult, which is why Discord server links have been tolerated in the past. To prevent having to make this distinction and to prevent threads from cluttering up with advertisements and unrelated links, we have decided to add this new rule.


    Instead, we encourage authors to add these links in the respective profile fields, which have been exempt from the commercial advertising rule ever since they were introduced. They will automatically be displayed in the profile and next to showroom threads or files in the filebase, which we believe to be a fair compromise.

    Have you made sure you followed all steps in this guide? Normally, no other steps should be necessary. If other collision types work, but glass doesn't, I could imagine that the crash property wasn't assigned properly either to the collision itself or the right material(s).

    Havis Consoles for 2011-2019 Ford Police Interceptor Utility 1.0

    Havis consoles for the 2011-2019 Ford Police Interceptor Utility. Includes two different versions.


    Credits

    Console modeled and textured by Cj24.


    Notes

    • Optimized for Kane104’s 2016 Ford Police Interceptor Utility.
    • Angle for equipment:
      • Flat: 6.9°­
      • Angled: 12°
    • LOD polygon count:
      • Flat: L0 1298, L1 16
      • Angled: L0 1463, L1 28


    Other versions


    Terms of use

    • You may use and modify this modification and redistribute your work under the condition that complete and correct credits are given, listing all authors and their contributions. Unlocked versions of this modification may only be redistributed if you include these terms of use and a link to the original download.
    • Using this modification commercially is only allowed if credits as described above and a link to the original download are displayed before purchasing and are included with the download.
    • You may not convert or port this modification to other games or platforms without permission.

    The latest DLC causes light setting ID conflicts with some commonly used IDs. It seems like that unlike previously believed, light setting IDs are limited to 255, with higher IDs overflowing. The latest DLC uses IDs above 180, this causes conflicts with IDs around 690-710, which are used for many police car mods.


    The easiest workaround for the issue is to remove the lines for the mpsum2 and mpSum2_G9EC DLCs and newer DLCs from update.rpf/common/data/dlclist.xml.


    Using higher IDs fixes the issue for now, however it is likely that the next DLCs could cause conflicts once again. At this point, the safest option is likely to either use IDs up to 255 (230-250 should be safe at this point) or ones that overflow to that range.

    Update 2.2 has been released:

    • Updated emissive textures for brighter colors and improved edges.
    • Adjusted mapping position and textures of module and lightbar mounts.
    • Remapped sides of takedown and alley module lens.

    The mapping position changes have been made in preparation for future updates, it should therefore not be necessary to update existing mods.


    Please note that the terms of use have been updated.

    Progress on the slicktop/unmarked CVPI is still ongoing, but I haven't had a lot of time for modding recently, so I don't have anything new to show yet.


    However, I started making some adjustments to the patterns of the BCSO cars to make them a little bit more interesting:

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    As per our GTA V Development Resources Guidelines, all released development parts must follow basic quality standards for GTA V. Unfortunately, your model currently isn't a state that allows using it in-game without further edits. I have moved your thread to the 3D Modeling category so you can get additional feedback if necessary.


    As already mentioned above, your model does not have proper normals. In addition, it is incredibly high poly for such a small part.


    Also, unrelated to modeling: Texture resolutions for GTA must be a power of 2 and it is recommended that textures are square (for example 256px * 256px or 1024px * 1024px). Rectangular textures are also possible, as long as both the width and height are a power of 2 (for example 256px * 512px).