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Carvariations, telling the game to not use a livery seems to get ignored.



  • It has always been my understanding that the part of carvariations that controls the livery use, is the <liveries></liveries> section.

    I have a car that has 3 liveries, one blank and two that are actual designs. I want the two designs to only be displayed with certain colours. So in my carvariations, I have three initial sections, in each section there is the part that defines the colours and then the part that I believed controls the liveries, like this:

    <liveries>
    	<Item value="true" />
    	<Item value="false" />
    	<Item value="false" />
    </liveries>
    

    Now to me, that says, use the first livery, which is in fact blank. Then I have one that says:

    <liveries>
    	<Item value="false" />
    	<Item value="true" />
    	<Item value="false" />
    </liveries>
    

    Which to me says, use the second livery. Then I have another where the third value is set to true.

    The problem is, that's not working and any of the following four entries, that shouldn't use a livery, get spawned with one anyway. I thought it might have been my car spawner but Simple Trainer spawns them the same way.

    I have tried setting all livery values to false, setting the first value to true and even emptying the liveries section completely but they still spawn with them.

    Am I missing something else that controls how cars spawn, or are these values for controlling another aspect of the spawn process that is different to when we manually spawn vehicles by script?

    Here's a more visual representation of the problem.

    alt text



  • Correct. V is full of suprises ain't it :P

    Might be this methodology only works when the game spawns the cars over popgroups.ymt and not via a trainer?



  • @ReNNie said in Carvariations, telling the game to not use a livery seems to get ignored.:

    Might be this methodology only works when the game spawns the cars over popgroups.ymt and not via a trainer?

    That could very well be correct. I don't think I have seen a car with liveries spawn in the game naturally, so I don't really know how that works.

    There is another section in carcols.meta that deal with liveries but I only have two vehicles that use that section and one of them seems wrong anyway. That would also mean that only a car with a modkit can have the liveries controlled, if that section was relevant.

    I just spent some time last night refining some colours on an old Honda S800 and it was enjoyable, so thought I would investigate taking more control over the appearance of spawned cars. I should have known better than to expect an easy ride. :D



  • Meanwhile I'm still creating entries in the lower section in vehicles.meta. Also unnecessary I believe.

    I've just added that little script that was uploaded yesterday to quickly change a livery via the NUMLOCK + key. Easier than via Sjaaks Trainer to check stuff.



  • @ReNNie vehicles.meta? Is there something in there as well?

    I noticed that script, seems like a good idea.

    I mean I could start adding restrictions like this to PYR and maybe after I finish the car tunables class I am writing I might consider it. But it's all just more data duplication to achieve something I thought the game would do... it's just annoying. It's bad enough editing all the existing files, without adding more to the pile for spawning purposes. :(



  • No, I meant more how redundant some entries seem to be, at least in dlcpacks.
    The dashboard entries in vehicles.meta also aren't necessary to have working dials :smirk_cat:



  • Ah, I see what you mean. :slight_smile:



  • @ReNNie Are you talking about txdRelationships? If so then indeed there's no need for them if the dials texture is already included in the car .ytd


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