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Using multiple liveries from the same vehiclemodelsets entry?



  • I'm trying to make AI modified vehicles in vehiclemodelsets but I would like one vehicle (the Hotring Sabre in particular) to spawn in multiple liveries from only one entry as I don't want the entire category to be Hotring Sabres. Is this possible?



  • no, the modelset very explicitly defines which tuning parts are used, and cannot be randomly assigned. The only way you could do it is by converting the car to use YTD sign_x liveries instead, which the game will naturally cycle through randomly.



  • @ItsJustCurtis Dang that's a bummer. Does the same apply with making the colors that it spawns in -1 or does making the color id -1 make it pick a color that the vehicle normally can spawn in?

    Also, how do I pick a wheel ID for the AI modified vehicle as I have yet to find out what wheel ID goes for what wheel.



  • @Ethical
    You can balance out the spawn chance of any vehicles in any 'vehiclemodelsets.meta' section by increasing the number of entries for all vehicles in that section. So, if you increase the amount of Hotring Sabre's by x5, do the same for any other vehicles in that section & the random spawn chance won't be affected noticably (ie you won't see Hotring Sabre's always spawn instead of other vehicles etc, but a nice balanced chance of all vehicle's in that section appearing).

    Not sure/can't remember about colours :thinking:, but for the Wheel IDs, they are in the same order as they appear in a trainer, but offset by one (or the same value if you don't count the standard/default/first set of wheels). Here's some info on it (& 'vehiclemodelsets.meta' in general) in this post.



  • @a63nt-5m1th Thank you, is there any way to see what wheel number goes to what wheel without using a trainer? Like a website or some way to find it out in OpenIV?



  • @Ethical
    It all depends on what wheels you have installed & where etc. Different for everyone unless just vanilla wheels used.
    If you only have vanilla wheels installed, maybe this thread might help (as long as it's still correct/up-to-date etc). Try that or search internet for similar threads, or alternatively, load up the game with a trainer installed & make a note of the category (Hi End, Muscle etc) & the number value of the wheels you want to use (you'll have to count manually through the trainer list to find the 'vehiclemodelsets' value to use, it isn't displayed or anything).



  • @a63nt-5m1th Thanks for the link, would using TrainerV also work to find what ID the wheel is?



  • @Ethical
    Yeah, I think the first (leftmost) value shown in the wheel selection menu is the ID.

    Simple Trainer Wheel ID

    It should count up from '0' (when showing the standard/default wheels) & maintain the same wheel order as other trainers as you go higher. Try the value/s in vehiclemodelsets on a test vehicle & see, should work, will be nice & easy to pick wheels if it does :thumbsup:

    Let me know if it is the correct ID value/s displayed, as telling people to use Simple Trainer for the value is a lot easier than explaining the number offset/count from zero thing :thumbsup:



  • @a63nt-5m1th There are four Peyote types from what I've seen that are made by Rockstar and are pre-modified and they all use the wheel ID of 3 in the vehiclemodelsets yet they use Big Worm lowrider wheels and not Blade wheels.



  • @Ethical
    Each wheel category (HiEnd, Lowrider, Muscle, Offroad, Sport, SUV, Tuner etc) counts from zero, change the category to Low Rider to find the Big Worm wheels:

    Wheel Category

    Also, for me anyway, Big Worm appear to use 4 in Simple Trainer:

    Big Worm

    I have lots of replacement & custom wheels, so my values may not apply to you. Simple Trainer value might be offset by one from vehiclemodelsets value if you also have Big Worm = Simple Trainer = 4, vehiclemodelsets = 3? The offset, if it exists, won't change, it will always be -1 etc. So, just take 1 off the Simple trainer value & put that into vehiclemodelsets if that's the case. :thumbsup:



  • @a63nt-5m1th So would that make a wheel value of 3 with a muscle car use the Blade wheels?

    What would the Duke muscle wheels ID be on vehiclemodelsets for a Mamba?



  • @Ethical said in Using multiple liveries from the same vehiclemodelsets entry?:

    What would the Duke muscle wheels ID be on vehiclemodelsets for a Mamba?

    Not sure of exact value offhand, but the value will be the same no matter what vehicle you use the wheels on.

    Not at home atm, so can't load the game & check (also, my values may not apply to your game as I have removed/replaced/moved wheels around a lot).

    Ultimately, when editing 'vehiclemodelsets.meta', what you want to do, is backup your 'vehiclemodelsets.meta' & then edit the 'LS_CUSTOMS_MODDED_SP' 'CAmbientModelSet' within 'vehiclemodelsets.meta' to contain just the vehicle you are editing (just one vehicle, on it's own).

    It will then appear pretty quickly & easy to find at LS Customs in Burton:

    LS Customs Burton

    Just drive around the block & through LS Customs car park a few times & your vehicle will appear here (it's spawn is random, but usually appears within a minute or so of driving around the block & through the LSC's car park area):

    LS Customs Burton Car Park

    You can then edit 'vehiclemodelsets.meta' values & reload the game to see the changes firsthand & once you're happy with the values/look you can enter them into your original 'vehiclemodelsets.meta' in whatever 'CAmbientModelSet' you want it to appear.

    Once you figure out the relationship/offset etc between the Simple Trainer & 'vehiclemodelsets.meta' values, you can make blind edits to other 'vehiclemodelsets.meta' vehicles without having to check the vehicle visually at Burton LS Customs, but if you want to confirm everything is appearing as you want, use the method outlined here to check them. That's the quickest way I've found anyway :thumbsup:



  • @a63nt-5m1th Thank you.


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