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Liveries: different methods regarding spawning ambiently in traffic



  • Is there a way to tell which vehicles are liverie enabled? What is the difference between a liverie mod kit (Bennys) or a normal liverie? I have two cars, Windsor and Tornado5, they both spawn with liveries. Then there is the sabregt2 and virgo2. Both of them have liveries just like the Tornado5, except those liveries wont spawn outside of Bennys. I have edited everything I can think of inside the carcols and carvariation but no matter what they won't spawn in traffic with liveries.

    //edit ReN: expanded topic title



  • It's controlled by a flag in vehicles.meta. With vehicles released per DLC, you have to find said vehicles in their respective vehicle.meta files in their DLC folders.


  • MODERATOR

    @InfiniteQuestion

    there's two different methodogies:

    • 'standard' liveries inside modelname.ytd (name_sign_x.dds/png) > possibility to use via regular trainer, can be seen in traffic when FLAG_HAS_LIVERY added in vehicles.meta

    • tuning liveries inside mods.rpf (livery_sign_x.yft) > can only be selected via Benny's part of trainer and only if modkit_ID is valid and lines are present in carcols.meta, can only been spawned in traffic via popgroups when also added in vehiclemodelsets.meta (I think)



  • @ReNNie @eshenk Ya that is exactly what I thought, I have yet to try forcing the liverie through modelsets. What I don't understand is the flags for the virgo2 have been set to have liverie. The carvariations have liveries turned on. The carcols seem to only be used in tuning parts liveries. By all logic, set up the same as Windsor and tornado5 in vehicles.meta and carvariations.meta, it should be spawning the liverie. That is why I'm wondering if I can see the model is itself set up for liveries. Maybe rockstar just included virgo2 to have liveries but only enabled it through tuning parts. Same with the Sabregt2.



  • @InfiniteQuestion
    Try exporting the 'virgo2.yft/_hi.yft' & 'sabregt2.yft/_hi.yft' to XML using Codewalker's 'RPF Explorer' & then change both 'vehicle_paint3' sections from this:

    Sabregt2 Example:

         <Name>vehicle_paint3</Name>
         <FileName>vehicle_paint3.sps</FileName>
         <RenderBucket value="0" />
         <Parameters>
          <Item name="DiffuseSampler" type="Texture">
           <Name>vehicle_generic_smallspecmap</Name>
          </Item>
          <Item name="DamageSampler" type="Texture" />
          <Item name="DiffuseSampler2" type="Texture">
           <Name>blank</Name>
          </Item>
          <Item name="DirtSampler" type="Texture">
           <Name>vehicle_genericmud_car</Name>
          </Item>
          <Item name="SpecSampler" type="Texture">
           <Name>vehicle_generic_smallspecmap</Name>
          </Item>
    

    to this:

         <Name>vehicle_paint3</Name>
         <FileName>vehicle_paint3.sps</FileName>
         <RenderBucket value="0" />
         <Parameters>
          <Item name="DiffuseSampler" type="Texture">
           <Name>vehicle_generic_smallspecmap</Name>
          </Item>
          <Item name="DamageSampler" type="Texture" />
          <Item name="DiffuseSampler2" type="Texture">
           <Name>sabregt2_sign_1</Name> <!-- 'sabregt2_sign_1' added instead of 'blank' -->
          </Item>
          <Item name="DirtSampler" type="Texture">
           <Name>vehicle_genericmud_car</Name>
          </Item>
          <Item name="SpecSampler" type="Texture">
           <Name>vehicle_generic_smallspecmap</Name>
          </Item>
    

    Haven't tested, so no guarantees, but I suspect that might work (at the very least it's likely to be part of the problem) :thumbsup:



  • @a63nt-5m1th very good guess. I didn't think of that method, but after various tests it makes no difference in game. I tried renaming the files, copying values over from the Windsor, nothing would work. Using simple trainer you can select 3 different layers of liveries. I now understand the difference between a regular liverie (Diffuse2) and a Benny's liverie (Diffuse3). But there is no change in game. Makes me think it's the model itself, but I don't have a zmoddler licence. Used the free version and that was a pain to use.



  • @InfiniteQuestion
    Have you tried removing these from 'virgo2's carcols?

        <Item>
          <kitName>119_virgo2_modkit</kitName>
          <id value="119" />
          <kitType>MKT_STANDARD</kitType>
          <visibleMods>
             <Item>
              <modelName>virgo2_sign1</modelName>
    	  <modShopLabel>VGO2_LIV_1</modShopLabel>
              <linkedModels />
              <turnOffBones />
              <type>VMT_LIVERY_MOD</type>
              <bone>chassis</bone>
              <collisionBone>chassis</collisionBone>
              <cameraPos>VMCP_DEFAULT</cameraPos>
              <audioApply value="1.000000" />
              <weight value="20" />
              <turnOffExtra value="false" />
              <disableBonnetCamera value="false" />
              <allowBonnetSlide value="true" />
            </Item>
             <Item>
              <modelName>virgo2_sign2</modelName>
    	  <modShopLabel>VGO2_LIV_2</modShopLabel>
              <linkedModels />
              <turnOffBones />
              <type>VMT_LIVERY_MOD</type>
              <bone>chassis</bone>
              <collisionBone>chassis</collisionBone>
              <cameraPos>VMCP_DEFAULT</cameraPos>
              <audioApply value="1.000000" />
              <weight value="20" />
              <turnOffExtra value="false" />
              <disableBonnetCamera value="false" />
              <allowBonnetSlide value="true" />
            </Item>
             <Item>
              <modelName>virgo2_sign3</modelName>
    	  <modShopLabel>VGO2_LIV_3</modShopLabel>
              <linkedModels />
              <turnOffBones />
              <type>VMT_LIVERY_MOD</type>
              <bone>chassis</bone>
              <collisionBone>chassis</collisionBone>
              <cameraPos>VMCP_DEFAULT</cameraPos>
              <audioApply value="1.000000" />
              <weight value="20" />
              <turnOffExtra value="false" />
              <disableBonnetCamera value="false" />
              <allowBonnetSlide value="true" />
            </Item>
             <Item>
              <modelName>virgo2_sign4</modelName>
    	  <modShopLabel>VGO2_LIV_4</modShopLabel>
              <linkedModels />
              <turnOffBones />
              <type>VMT_LIVERY_MOD</type>
              <bone>chassis</bone>
              <collisionBone>chassis</collisionBone>
              <cameraPos>VMCP_DEFAULT</cameraPos>
              <audioApply value="1.000000" />
              <weight value="20" />
              <turnOffExtra value="false" />
              <disableBonnetCamera value="false" />
              <allowBonnetSlide value="true" />
            </Item>
             <Item>
              <modelName>virgo2_sign5</modelName>
    	  <modShopLabel>VGO2_LIV_5</modShopLabel>
              <linkedModels />
              <turnOffBones />
              <type>VMT_LIVERY_MOD</type>
              <bone>chassis</bone>
              <collisionBone>chassis</collisionBone>
              <cameraPos>VMCP_DEFAULT</cameraPos>
              <audioApply value="1.000000" />
              <weight value="20" />
              <turnOffExtra value="false" />
              <disableBonnetCamera value="false" />
              <allowBonnetSlide value="true" />
            </Item>
             <Item>
              <modelName>virgo2_sign6</modelName>
    	  <modShopLabel>VGO2_LIV_6</modShopLabel>
              <linkedModels />
              <turnOffBones />
              <type>VMT_LIVERY_MOD</type>
              <bone>chassis</bone>
              <collisionBone>chassis</collisionBone>
              <cameraPos>VMCP_DEFAULT</cameraPos>
              <audioApply value="1.000000" />
              <weight value="20" />
              <turnOffExtra value="false" />
              <disableBonnetCamera value="false" />
              <allowBonnetSlide value="true" />
            </Item>
             <Item>
              <modelName>virgo2_sign7</modelName>
    	  <modShopLabel>VGO2_LIV_7</modShopLabel>
              <linkedModels />
              <turnOffBones />
              <type>VMT_LIVERY_MOD</type>
              <bone>chassis</bone>
              <collisionBone>chassis</collisionBone>
              <cameraPos>VMCP_DEFAULT</cameraPos>
              <audioApply value="1.000000" />
              <weight value="20" />
              <turnOffExtra value="false" />
              <disableBonnetCamera value="false" />
              <allowBonnetSlide value="true" />
            </Item>
             <Item>
              <modelName>virgo2_sign8</modelName>
    	  <modShopLabel>VGO2_LIV_8</modShopLabel>
              <linkedModels />
              <turnOffBones />
              <type>VMT_LIVERY_MOD</type>
              <bone>chassis</bone>
              <collisionBone>chassis</collisionBone>
              <cameraPos>VMCP_DEFAULT</cameraPos>
              <audioApply value="1.000000" />
              <weight value="20" />
              <turnOffExtra value="false" />
              <disableBonnetCamera value="false" />
              <allowBonnetSlide value="true" />
            </Item>
             <Item>
              <modelName>virgo2_sign9</modelName>
    	  <modShopLabel>VGO2_LIV_9</modShopLabel>
              <linkedModels />
              <turnOffBones />
              <type>VMT_LIVERY_MOD</type>
              <bone>chassis</bone>
              <collisionBone>chassis</collisionBone>
              <cameraPos>VMCP_DEFAULT</cameraPos>
              <audioApply value="1.000000" />
              <weight value="20" />
              <turnOffExtra value="false" />
              <disableBonnetCamera value="false" />
              <allowBonnetSlide value="true" />
            </Item>
    

    Will all depend on whether the model is also setup to use standard liveries or just the modshop ones.
    GTA V has a good dose of redundancy built into it, so you never know, it might fall back to using standard ones once the modshop ones aren't available etc.
    Adding it to 'vehiclemodelsets.meta' might get the job done, but I'm not to up on how R* might have restricted modshop stuff (lot's of stuff that only works if applied in Benny's etc).



  • @InfiniteQuestion
    Did a little testing & yeah, seems like removing the 'virgo2_sign1>9' sections from 'carcols.meta' combined with adding 'virgo_sign_1' (Note: 'virgo', not 'virgo2' :thumbsup:) to the 'vehicle_paint3' sections in both '.yft.xml's causes it to spawn with a random livery from the '.ytd' :thumbsup: (manual spawning, but figure should be same for ambient)

    virgo2 livery

    Also, I have it's 'carvariations.meta' data set up like this (only edited first 'Item value' to 'true', including info as I didn't check to see if that made any differnce etc) :

    carvariations.meta:

        <Item>
          <modelName>virgo2</modelName>
          <colors>
            <Item>
              <indices content="char_array">
                142
                25
                81
                88 
              </indices>
              <liveries>
                <Item value="true" />
                <Item value="false" />
                <Item value="false" />
                <Item value="false" />
                <Item value="false" />
                <Item value="false" />
                <Item value="false" />
                <Item value="false" />
              </liveries>
            </Item>         
          </colors>
          <kits>
            <Item>119_virgo2_modkit</Item>
          </kits>
          <windowsWithExposedEdges />
          <plateProbabilities>
            <Probabilities>
              <Item>
                <Name>Standard White</Name>
                <Value value="20" />
              </Item>
              <Item>
                <Name>White Plate 2</Name>
                <Value value="20" />
              </Item>
              <Item>
                <Name>Blue Plate</Name>
                <Value value="20" />
              </Item>
              <Item>
                <Name>Yellow Plate</Name>
                <Value value="40" />
              </Item>
            </Probabilities>
          </plateProbabilities>
          <lightSettings value="74" />
          <sirenSettings value="0" />
        </Item>
    


  • @a63nt-5m1th Thank you. Yes I got the liveries to spawn in traffic! Only seen one so far, but seeing the virgo2 and sabregt2 in traffic looks so good. I know the tornado 5 also has 2 liveries set up but only uses one. I have to make some edits to the carvariations but thuis is exactly the info I have been looking for.

    Seriously, I have had 3 problems with this game since I started modding and you have solved all three with very smart solutions. Thank you!!

    YES The tornado5 can be set to spawn two liveries at once. That is a total of 100 different kinds of cars that can be spawned!!!!! 10 liveries for the body plus 10 liveries for the roof!!! I would post a pic, but the forums arent allowing pics right now for some reason? Anyways they look incredible spawning in traffic



  • @a63nt-5m1th

    Heres a video of virgo2, sabregt2, and tornado5 spawning in traffic with all liveries. The liveries need to be changed for different textures between vehicles, and the tornado5 needs a completely different liverie made for it, but it is %100 working now. Thank you very much, i'll be able to update my mod now as soon as i can retexture the liveries.



  • https://www.gta5-mods.com/misc/enhanced-population

    Version 1.4

    • OIV installer included with directories maintained for manual install
    • New liveries for Sabregt2, Virgo2, and Tornado5 that spawn naturally in traffic
    • Sabregt2 has 9 liveries
    • Virgo2 has 9 liveries
    • Tornado5 has 9 X 14 liveries making a possible 126 different combinations

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