There is a resource for those that use FiveM called "vehicleDebug". This tool along with this guide is great. This guide gave me guidance on what I needed to look for and vehicleDebug allowed me to test numbers in real time without needing to restart the resource for every tiny change.
Once done, copy my new handling and paste it into the vehicle's handling file.
@M8T If you ever do need transparency, i just tried it with a transparent png and let OpenIV convert it to dds. Worked fine.
In passing, have you figured out how to use different fonts, I mean other than the the limited ones in the enum.
I know there is a file called fontsmap.xml, going to see if I can add additional fonts.
Monospace is interesting, it draws a rectangle on the screen instead of a period.
@JohnFromGWN True...There's this Monstrous car(335 BRM) which I had before, and was running well which used to crash my game, but then I figured out the solution by disabling AutoRepair in Vehicle God Mod Settings.
I first noticed the white stuff while in that car, but the whitishnesh started after the recent update.
It might be the games update, or the uneending Windows update. Let me try the cores.ypt, then try using other weapon's wheel. Let me first confirm if removing the mod really works even though I didn't want to, since there were no issues before.
@M8T You do realize that SHVDN3 is the current version right? Better to switch now rather than later. Up to you.
DN3 version, last 2 parameters (for anyone interested) are shadow and outline for text.
There is also one last element, which i left out, which is wrapwidth.
var pos = new Point(1100, 689);
var testText = new GTA.UI.TextElement("TAKE", pos, 0.4f, Color.White, GTA.UI.Font.ChaletLondon, GTA.UI.Alignment.Center,true,true);
testText.Enabled = true;
If your issue is exactly the same as the op's, he provides a link to the files to fix those exact bushes in the post above yours.
If not, you're better off creating your own thread specific to your issues. It'll be too much work filtering through what does & doesn't apply to you from the previous posts. They are very specific to the op's exact issue
@a63nt-5m1th Good to know. I'm just going to look at some of the larger packages such as nordschleife which is just under 2GB. I'm a control freak about doing things manually, forces me to learn myself rather than have a mod do it for me, unless it involves lots of repetition ofc - then I automate.
P.S. Anyone who watched the video now knows how simple it is to create a dlc.rpf blank container with one right click.
The challenge is what goes inside that rpf.
Quick answer is probably although a replacement vehicle is a lot more than a model with textures. I suggest you search for a tutorial here to understand the files required whether you replace an existing vehicle or create an addon. For example you will need proper handling etc which you can take from vanilla models.
I think what is happening here is that the towtruck (maybe a few other vehicles too) has/have some sort of hidden flag added to it/them to stop the peds getting out of the way of it when their siren is on. If you set up a siren on just about any other vehicle, you will get the same thing, traffic will move out of the way as you get closer to it, but if you use your ford flatbed to replace the towtruck it will work just how you want & peds will ignore you etc.
Rockstar use hidden & uneditable advanced flags to make edits to certain vehicles (the 'fbi' is the only vehicle I've found that can carry 4x dispatch peds for example). The flags are tied to the vehicle name, so the only way to use the characteristics of those flags is to replace the vehicle that has that flag.
So, in this case, I think you are going to have to either:
Use your Ford flatbed model to replace the towtruck (or perhaps towtruck2, if it has the same characteristics),
Find another vehicle that has the same flag applied to it & use that instead of the flatbed.
The 2nd option is probably best, you can likely find an airport vehicle or construction vehicle that you don't care about & replace it with your ford flatbed model to get the results you want.
Basically, take a little drive along the motorway in all the flashing lights vehicles you can find in the game & see if any of them have the characteristics you want & don't force peds to pullover etc.
If you find one, replace it's model with your Ford flatbed model & see if it has suddenly gained the 'no peds pull over' characteristic
yea that makes sence, i might have to try that, I dont want to replace the towtruck one (i have a towtruck mod that i use to go tow cars that need help, so i would like to still use the towtruck as that mod uses the towtruck model and nothing else), but i might try the towtruck 2 lines as that one doesnt get used by any mod i have , and i think stop the ped you can change what towtruck model comes when you call for a flatbed, i guess that will be the better option, thank you
Towtruck2 slot works perfectly, if any mod wants to , they can close this and mark the guy above me as the anwser
not only that, but ive seen a lot of newer models of cars come out that have way too much polygons, ive seen a car on the main page for a while that has over 800k polygons, vehicels with really high polygons kills fps , i try to avoid them, but most newer cars are coming out like that , unoptimized