@Reyser Okay, thanks. I'll do that.
jWILL253
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Posts made by jWILL253
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RE: [Tutorial] How to do: Add-On / Replace (Vehicles & Weapons)
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RE: [Tutorial] How to do: Add-On / Replace (Vehicles & Weapons)
@Reyser Okay, that's what I had thought. I wish there was a decent tutorial online for editing it. Would you be able to provide some insight on that?
PS, I got my 2nd addon dlc working. I think the id codes were conflicting, but I fixed them.
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RE: [Tutorial] How to do: Add-On / Replace (Vehicles & Weapons)
@Reyser Ok, I think I'm gonna restart it from scratch then.
Quick question, what meta file controls vehicle entry animations? I'm guessing it's vehiclelayouts.meta, but I wanted to edit the enter/exit animations for all the gullwing & suicide door vehicles in my working dlc.
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RE: [Tutorial] How to do: Add-On / Replace (Vehicles & Weapons)
@Reyser Yes I did. Is there a way I could share the dlc.rpf with you and you could test it out?
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RE: [Tutorial] How to do: Add-On / Replace (Vehicles & Weapons)
I'm having trouble with my second addon folder. I set it up exactly the same as the first one, just with a different name, so I don't run into the rpf file size error. The cars spawn, but none of the modkits work. And that was after I made id changes in carcols & carvariations. All the metas look good, too. Idk what I'm missing here. Any help?
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A request for a breakdown of Handling.meta, and how to convert real life handling data for real cars into the game.
So, I've been using Killatomate's Realistic Driving V to make handling.meta values for all the real cars I have installed. Problem is, his values weren't meant for the body shapes and proportions of real cars, even if the vanilla cars have similar real life counterparts. It can sometimes leave a lot to be desired, especially in terms of suspension values.
So, I would like to learn to create my own handling values for real car mods. Could you guys provide some insight on how handling.meta works, and how/where I can find real life data on cars, and how I can convert the data into the game?
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RE: What is really going on with mod kits and lights not working with add ons (with no ID conflicts) explained
The upgraded ID's seem to have fixed my tuning issues for now.
Still a shame we can't edit carcols.ymt without corrupting it now.
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RE: [Tutorial] How to do: Add-On / Replace (Vehicles & Weapons)
Anyone know if F7YO's latest gameconfig still works with the new update or not?
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RE: [Tutorial] How to do: Add-On / Replace (Vehicles & Weapons)
@meimeiriver Rockstar gotta be the only game dev that actively changes how their games operate out of sheer spite.
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RE: [Tutorial] How to do: Add-On / Replace (Vehicles & Weapons)
@Reyser Speaking of the ID's, some tuning kits still don't work even when I give them unique ID's. I normally would edit carcols.ymt to fix that problem, but something went haywire with OpenIV's file decryption, so any time the file gets decrypted, it becomes corrupt.