@fathervergil Important thing is that you got it fixed. I'm sure the generator mod is fine but I don't install any mods other than entities and a trainer. This minimizes potential mod conflicts and instability but most importantly I prefer to learn how to do something rather than have one do it for me. I'm pretty much done with peds, nothing new has come out in the longest time, so I'm just adding vehicles for now and working on my own menus using LemonUI. Cheers.
If so, then the issue will be in 'update.rpf' &/or 'x64w.rpf' &/or 'dlcpacks' most likely.
Don't worry about what might be the cause, just move the files in & out of the 'mods' folder & let them tell you where the issue exists. Once you know that, should be easy to figure out what mod caused it, & how to fix etc.
@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;
@JohnFromGWN Thanks, I'll have to redownload GTA5 and all my mods before I can do that though. I don't know why R* forces GTA Online updates on you, just seems petty. If you lose access to your internet and a new update comes out then after a few days you can't even play GTA anymore.
Rockstar has a mechanism in place to update their GTA V game, not just for the Online part of it.
On that note, I'm going to go ahead and lock this thread. While I am quite sympathetic to the issues people are describing here, the gta5-mods forum is not the place to discuss ways to crack/circumvent Rockstar's measures.
@alpah-phantom You use codewalker to place the gate/door, make complete map mods, and many other things. Placing doors with Menyoo has never worked properly. Codewalker also has an rpf explorer so you could also do the ymt and meta edits with it, I just used OpenIV to edit the doortuning meta and ymt though. Find the files by using the search function in either OpenIV or Codewalker.
Don't worry much about the customizing of the garage door behavior yet.
Fyi, using props to make a house is a bad way of doing it, should learn about making a MLO if you want to make interiors like a house. But that is indeed a very steep learning curve since it involves using 3ds Max and a lot of other steps.
@sparrowco So whenever its the texture script_rt_dials_speedo.dds
with the material name [PAINT:4] as an example it goes bright blue
With script_rt_dials_race.dds it turns bright green as shown in the gif.
When i remove the PAINT tag it will set the color to the desired one but white and greys dont work
the car parts are placed on the texture with UV Mapper.
My goal is to make free animated cars and publish them actually i might also make a tutorial
how to make animated lights because people beeing people always wanna make alot of money
out of everything and simple things.
@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.
@a63nt-5m1th Good catch and great advice. I haven't installed Liberty City, not even sure of all the different versions, rewind, remixed, moved. I can share what I did with Vice City however. When I unzipped the OIV i was really disappointed, but not surprised, that the creator would allow many files including dlclist.xml and gameconfig.xml to be overwritten.
This is what I did instead, will do the same when i do a manual install of Liberty City.
Renamed my Mods folder.
Created a new Mods folder just for Vice City
Created X64 and Dlcpacks folder (both empty)
Copied my update.rpf which obviously includes my dlclist and my current gameconfig to the new Mods folder.
Created Vicecity subfolder of dlcpacks
Copied x64a.rpf to new mods folder
Installed all the files manually (don't do this is if you're feeling sleepy or ready to pass out). Actually, if you have done the first 6 steps and ensured yourself by looking at the assembly file that all changes are restricted to the paths above, then you can use the OIV although as @a63nt-5m1th wrote, it could be a bad OIV.
Created a windows batch file allowing me to select old mods or vice city mods (by renaming).
Great thing is i know my game is stable because it's the same gameconfig and also having the same dlclist.xml allows me to dump my addonpeds (ReNNie version) or any dlcpacks and they will get loaded.
All that to say that OIVs are scary. When you think of it, it's not just OIVs. A script with bad or even malicious c# code will easily pass through any virus scanner and could do some nice damage to your PC.
Cool bud, just take your time with it, one tree/bush at a time. You may find ones you don't need to edit, so make a list first. If you want to know what tree is what, there is a guide with pics on this page . Looking at the '.ydr's in OpenIV should help identify them too (there's no GTA V bushes in that link, just trees).
Back everything up before you edit it, so you can revert if need be. If you have a vegetation mod installed, the textures may be in it's add-on instead of the default locations. If so, you would edit those textures instead.
You'll pretty much just be editing the diffuse/coloured textures (the ones that look pretty much how they do in-game), but just so you know, the purple looking textures, with their name ending '_n' are normal/bump map textures (used to fake the lighting of bumps and dents/roughness). You shouldn't need to edit them. The black & white ones ending in '_s' are specular textures, ie how shiny or reflective a texture appears. White = very shiny, Black = dull/un-shiny. You probably don't need to edit them either, but if parts look too shiny, darkening them too can help.
If you have any issues/questions, just hit us up in his thread.