Make sure the parent object in the hierarchy has the same name as the file name, so if you export as v_res_son_desk.ydr, the object needs to be named v_res_son_desk.
Posts by Cj24
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Hello, please don't use images to post your descriptions, as they will be illegible on small screens and they will not work with the dark mode.
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If I remember correctly, the game uses the L1 models for broken glass, so it's most likely that those aren't in the same position.
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That's an issue with the game, it happens on every car, both default and modded, even without any mods installed. There doesn't seem to be any way to fix it.
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No changes in ZMod are necessary, it just needs to be in the same places as the other .ytd, the game will load the file automatically if it exists.
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Hello,
the +hi.ytd works differently than the hi.yft. The +hi.ytd is only used by the game if the texture quality in the graphics settings is set to high. It will replace any textures with the same name that are included in the normal .ytd. If the texture quality is lower, the textures included in the +hi.ytd will never be used.
To prevent the game from rendering high resolution textures at a distance, make sure your textures have mipmaps, the game will then automatically use the most fitting resolution, based on the distance of the model, the size of the texture, and the graphics settings.
Using multiple 2k textures with additional specular and normal maps shouldn't be an issue, as long as they're compressed properly. Having too many 4k textures or too many large uncompressed textures can cause memory issues (disappearing world textures), but I have never experienced that with properly compressed 2k or 1k resolution textures.
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You can report any of your content that you want to be deleted.
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A first video of the non-ELS light pattern:
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First, a little info about the ELS version: There won't be any further updates to it. I have personally stopped using ELS completely, my future projects will all be non-ELS with DLS support.
I apologize that this has been taking so long, I haven't been working on mods a lot in the past months, and when I did, I also worked on a few other projects. There have been many fixes and improvements to the Charger base compared to the old ELS version, most of them fairly small, but it still added up.
However, there are no more known issues and no more planned improvements, I'm therefore hoping to be able to release it in the next few days.
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Make sure to assign the correct ID for the collision in polygon mode, usually 120 for weak glass, 121 for medium glass or 122 for strong glass. The ID can be set in the object's properties in General > External state, alternatively you can also use the GTA V > Options menu to select the collision type and the flags.
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The duration of the flash for the headlight and taillights seems to depend on the BPM and the time multiplier, if it's too slow or steady with high BPM values, lower the BPM and increase the time multiplier. However, I personally find it easier to just use sirens for flashing headlights or taillights.
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The extralights and highbeams always turn on whenever the headlight flashers are on. The only way I know to prevent that from happening is to disable the headlight flashers and use sirens for the wigwags.
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What about back rack?
It's being considered for a future update, but it's not a priority. The next update with the conversion to non-ELS/DLS and the updated RX2700 will most likely not include the back rack.
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Merged with your existing thread.
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Almost ready for release now, there are still a few minor issues that I need to fix, but here are pictures and a video of what's most likely the final version:
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The showroom categories now display a preview image of the thread instead of the author's avatar. It automatically uses the first attached image of the first post. You can change the order of attached images via drag and drop in the attachments tab to select a different image as the preview image.
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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.
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The update of the bot and the channel structure has been successful.
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