@hc57171 WOW THANKS, I've been going through the object and vehicle lists to no avail. Thanks for taking the time!
Posts made by BannedBliss
RE: GTA Online Cayo Perico Update Weapons (3) in SP?
GTA Online Cayo Perico Update Weapons (3) in SP?
I got banned from GTAO after spending money dropped on me by modders while the Cayo Perico heist was already released earlier this year and I remembered that they added new weapons including an assault rifle which was a very nice addition. Does anyone know if these weapons are obtainable in Single Player via trainer? I remember scrolling down the objects list and didn't find them listed, possibly due to the list being outdated. They are within the installation after all so, if anyone has any clue regarding a method of obtaining them, I'd be much obliged.
The weapon I am most interested in is the Military Rifle (bullpuprifleh4). The update includes the Combat Shotgun & the Perico Pistol.
The location of these weapons' models:
I hope someone knows how to make this SP available as I didn't have the time to utilize it due to the abrupt ban.
Thanks in advance.
Some Menyoo DLC vehicles do not have available modifications apart from colours even in the shop.
I spawned the Gauntlet Hellfire and when I tried to edit it, I noticed it only had colour and a few other insignificant secondary options to change. Suspension, engine, splitters, spoilers etc where not displayed on the mod menu or LS Customs. I tried another (Krieger) and the same thing happened. However it didn't happen to the Pariah (on which it happened months before and went away on its own). What could have messed with the car modification files?
RE: [Help] Editing Car RPMs?
@ikt It seems this is partly responsible however, some cars have innate lower rev speeds in idle. Its like they have a delay, in the form of a hard coded, soft, linear acceleration input that takes effect regardless of how you fast the player hits the gas from keyboard/controller buttons, effectively limiting the speed of the revs as seen through the rev needle.
This is my assumption after half a day of experimenting since I can't seem to get some cars' revs to rise aggressively. Maybe I should use more restarts between changes because I'm changing values in realtime and some might not always take effect without a restart (respawn not enough?). What a coincidence, I'm using your handling editor! So, are you certain this is the only value affecting engine revs? Or could there be something else, outside handling.meta?
</UnkVecData> in .rel files is responsible for min/max engine sound pitch?
While editing .awc files to change vehicle sounds I ended up using Codewalker to find and edit .rel files as part of my attempt to create a realistic V10 sound. These files found in x64/audio of many dlc.rpf seem to be responsible for how the sound ends up being streamed in the game. Regardless of how much you edit an EXHAUST_ACCEL or anything, the sound you hear in-game is defined by the values found underneath </UnkVecData>. I was wondering if there was a way to get them out of the equation in an effort to make the .wav file sound exactly as it was edited without further pitch interference by the game. Has anyone found a way to edit these files successfully and get expected results? These two numbers could change many things in the audio editing department and there is little info about them available on the net. All I know is they are responsible for min/max pitch. Are there default values? Thank you for reading, I hope some information is shared here, otherwise I'll have to test changes to them until something makes sense and I understand their effects.
Toyota Corolla EE90 XL Liftback 1.3-1.6 (1989-1991) Request
This is quite an old car but it's style is unique. It is not the classic Corolla with the squared out rear. Weighing 945kg it was a light and fast FWD vehicle in its time with a high revving 2E engine. The chassis was also used on the 1990 AE92 CS-X Seca and presents curved architecture on the rear with angled lights.
I've been trying to make the car myself starting on blender but after days spent looking for references I could not find anything on the web for the specific edition regardless of how widely it sold. I tried using a different but similar model but to no avail as my blender skills are a long way from adequate and I can't accurately sculpt the car's curves, especially when challenged with implementing them on a different reference model. I found a different model from GTA SA which is the AE92 Levine, a 3-door. I imported it to blender, edited its colours and removed its dummies and am currently processing it on a trial zmodeler3, lagging on every step. With time not on my side I am not likely to manage exporting it for GTA V before the trial is over (11 days). I can send the GTA SA Levine car to whomever is able to bring it to GTA V if making the EE90 is out of the question. I exported it through a blender plugin named DragonFF to be able to import the car on Zmodeler3 following instructions to convert SA addons to GTA V ones.
I really want to see this car in the game and it's become an obsession to me for the last 2-3 weeks. If anyone else wishes to see this car let me know so we can join our efforts.
Thank you in advance.