The first trailer has been released early:
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The first trailer has been released early:
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
Rockstar Games has announced that the trailer will be released next Tuesday (5th December) at 9 AM ET: https://www.rockstargames.com/
We have added a SirenSetting Calculator with the following tools:
Here's a short video of some of the new DLSv2 features on the BCSO CVPI:
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.
Here are a few pictures of the Detective CVPI and the Code 3 Warrior. The car has a few different light options, the grill lights 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.
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:
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.
I have finished the LED X mirror lights:
A short video of the full light setup of the slicktop and unmarked cars:
Rockstar Games has announced that the first trailer for GTA 6 will be released in December: https://www.rockstargames.com/newswire/artic…-rockstar-games
Update: The first trailer has been released:
We have added new user profile fields for Discord servers, Paypal Donation links and Patreon pages. These links and the links to your website and YouTube channel will be shown next to your files in our filebase and in your showroom threads.
In addition to the existing fields, we have added new fields for buymeacoffee.com and Ko-fi.
By using the move tool with the "Move Axes only" option enabled or by centering the axis to the object.
Those are the coronas ELS renders to make sure lights are still visible at higher distances. They're automatically placed at the axis of the extra, the color is chosen based on the color set for the extra in the VCF. You should move your axes to the position of the light itself. Note that even with properly placed axes, ELS coronas may be visible through mesh and pointing in the wrong direction, which is simply yet another shortcoming of ELS.
You need to set an existing audioNameHash. The tag may only be empty if the name is identical to the name of the model.
The game will always force 8 characters, the only way to change the format is to use external scripts such as this one: https://www.gta5-mods.com/scripts/license-plate-changer
The color of license plates is set in the carcols for each license plate by the FontColor value. It's a hex code starting with 0x and the opacity, which should be fully opaque (FF) for license plate text.
In the future, as per our forum guidelines, please make sure to choose comprehensible titles for your issues.
Your file list are the default DLCs by the game, this is absolutely correct and intended. Many mod authors set up their addon vehicles to use a DLC, in that case it'll be enough to copy the DLC and its folder to the dlcpacks folder and add its name to the dlclist.xml. Note that the name of the DLC folder has to match the name set in the DLC, which is usually provided by the mod author.