Do you know the advantages of using C4D over 3D Max, are there any or is it personal preference? I know 3DS Max has a plugin called fumeFX which creates realistic fire, and seems to do a better job than C4D, but I've seen impressive things created with C4D as well, and have noticed people using C4D including yourself more frequently. Any reasons?
Posts made by JZersche
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RE: What is the future of GTA V Modding?posted in General Modding Discussion
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RE: What is the future of GTA V Modding?posted in General Modding Discussion
@AHK1221 I didn't understand exactly what you meant. Alexander Blade (dev of Scripthook) did what? I'm not understanding exactly what you're trying to convey that ASM wouldn't be beneficial for, it didn't make sense to me. Maybe you can rephrase?
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RE: What is the future of GTA V Modding?posted in General Modding Discussion
@Rarefacer In that case, a degree of knowledge in Assembly ASM programming would be extremely beneficial then? Making Modding applications and scripts then isn't as much as a walk in the park as adding in new vehicles and altering metadata. So in that sense, the developers that are actually decrypting the data and getting in to the archives might as well be on a similar level as the game developers themselves if I'm not mistaken? I'd be willing to place a bet that some of the people who design mods here know quite a lot about game development. Which, is of course where my degree of knowledge is headed. For now, I have a decent understanding of CSS, HTML5 and small amount of PHP, LUA and XML, and have only recently began getting in to Javascript and SQL. I have not learned ASM yet. I think I'm heading in the right direction.
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RE: Custom DLC Add-On - Replacing Models overriding metadata from past DLCposted in Installation Help & Troubleshooting
@LeeC2202 said in Custom DLC Add-On - Replacing Models overriding metadata from past DLC:
@Willief23 said in Custom DLC Add-On - Replacing Models overriding metadata from past DLC:
well whoever told you order value of 99 LOL is WRONG. its suppose to be order value of 1 or 2.
Where did you get that information from?
I have 7 addon packs in my dlclist.xml and the order numbers start at 30 to make sure they are dealt with after the Rockstar dlc which runs to 25. If I was to change the order number to a value that clashed with the Rockstar dlc, it would cause problems as the later dlcpacks would supersede the data.
This has already been seen, proved and verified by several people discussing the modkit IDs.
<Item>dlcpacks:\pre1990</Item> <!-- Order 30 -->
<Item>dlcpacks:\post1990</Item> <!-- Order 31 -->
<Item>dlcpacks:\cspeds</Item> <!-- Order 32 -->
<Item>dlcpacks:\peds</Item> <!-- Order 33 -->
<Item>dlcpacks:\airtrike</Item> <!-- Order 34 -->
<Item>dlcpacks:\usaf</Item> <!-- Order 35 -->
<Item>dlcpacks:\offroad</Item> <!-- Order 36 -->That's exactly what I was saying. I figured with an order value of 99, my DLC will be loaded last and will not conflict with other DLC. When you're coding in CSS, when you have one style property, entering the same style afterwards, whatever style is entered last, overrides the previous. That's why I figured it had to be set to 99.. So. I'm not wrong then.
Setting it to 99, supercedes every other DLC. I'm right and you're wrong.
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RE: Custom DLC Add-On - Replacing Models overriding metadata from past DLCposted in Installation Help & Troubleshooting
@Willief23 No-one told me anything about the order value, I had to figure it out myself, and it seems to work at 99.
This is the order in which DLC is loaded right? It would make sense for it to load this one last, replacing the others. If I set it to 1 or 2....
Let's see what happens. Will edit...
Lo and behold.. it still works. I remember I was having problems before when replacing vehicles, and setting that to 99 seemed to work strangely. It works at both 1 and 99 in terms of vehicle model replacement. I haven't tested how it affects metadata from other DLC yet. But setting this to 1 should override metadata as well? Hm, awesome will test it out.
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RE: What is the future of GTA V Modding?posted in General Modding Discussion
@AHK1221 Brilliant!, Thank you.
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Script for dictating Vehicle Spawn Locationsposted in Requests
We have I'm Not Mental's Persistence mod which allows vehicles to be saved and loaded at specific coordinates.
What we do not have is a mod to specify vehicles to spawn in various locations, with more advanced .ini configuration to specify what vehicles spawns where, and to allow settings that would spawn a single vehicle model, with defined Extras, Liveries, and Vehicle Modkits. Imagine you wanted a specific vehicle to spawn at XYZ Coordinates between 12am and 1am, with a chance measured in percentage the likelihood of the vehicle spawning. Then to be able to set more than one vehicle from a range of different vehicles to spawn at random, each vehicle having a different tweakable percentage of spawning.
Example. I could set a Infernus to spawn at XYZ at 12am-1am with the spawn probability of 30%. For that same location another vehicle could be spawned instead of the Infernus with a spawn probability of 70%. There would need to be some scripting involved because you don't want it to spawn an Infernus and then also spawn another vehicle in the same spot. SO there would need to be something that chooses which vehicle to spawn at that location based on their spawn probability/rate but only one vehicle of the two that are in the spawnGroup.
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RE: What is the future of GTA V Modding?posted in General Modding Discussion
Is there a way I could remove a large portion of the map, just so the game loads very fast for testing purposes? Any developers know if it's possible to alter vehicle handling data in-game? There aren't any handling injection mods out there and the only one that I ever found doesn't work. Feel free to use this thread of course for general discussion.
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What is the future of GTA V Modding?posted in General Modding Discussion
We already have a prototype for creating entirely new maps. It's unclear how advanced it is yet, or how advanced it will be.
However. I was thinking. With all the progress that's been made so far.Imagine some time from now we have a way to completely remove the original loading map from GTA V, and instead replace it with our own, importing custom props and 3D Models.
For developers/designers reading this, what is your perspective? Do you think it's possible or will be possible to do such a thing? Remove the map from GTA V, and replace it with ones own?
The game seems very open source with most of the configuration files written in encrypted meta files. I have to wonder how far it can progress. It's almost as if Rockstar intentionally leave their game open and easy to decrypt for the programmers that know how like this because they possibly support the modding community. They may have to act like they don't for legal reasons, like the hot coffee incident several years ago, when Grand Theft Auto San Andreas came out.
Also, if anyone knows. What does the process or actually knowing how to even decrypt the metadata files among the other encrypted formats start with? Where do you even begin to start the process of figuring out exactly how an archive could be opened?
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RE: Marking your favourite modsposted in Site-Related Questions & Feedback
I thought about this the other day. If anything could be changed, there could be a way to prioritize, bookmarked mods, or sort them from the date they were bookmarked/liked. That would of course require additional code, other than that, I feel like it should be labeled Favorites rather than bookmarks.
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Custom DLC Add-On - Replacing Models overriding metadata from past DLCposted in Installation Help & Troubleshooting
I'm trying to replace a model via my own DLC Content, I have this as my setup2.xml, I know that having the content order at 99 puts it above all the other DLC, and it seems to actually work in terms of replacing the model and overriding other occurences everywhere else, but what it doesn't do is update the handling if one exists elsewhere. I did manage to make some progress adding <Item><NameHash>GROUP_UPDATE_DLC_METADATA</NameHash> <ContentChangeSets /></Item> this, but it doesn't seem to be working on the entityxf. It's still using the handling.meta from somewhere else. Any ideas? I have gotten it to work, but removing the entityxf from common.rpf data, and now my dlc metadata seems to work, but yeah. Just wondering if there's some way to completely override any other existing metadata files.
[code]
<?xml version="1.0" encoding="UTF-8"?>
<SSetupData>
<deviceName>dlc_jzersche</deviceName>
<datFile>content.xml</datFile>
<timeStamp>00/00/0000 00:00:00</timeStamp>
<contentChangeSetGroups>
<Item>
<NameHash>GROUP_STARTUP</NameHash>
<ContentChangeSets>
<Item>jzersche_AUTOGEN</Item>
</ContentChangeSets>
</Item>
<Item>
<NameHash>GROUP_TITLEUPDATE_STARTUP</NameHash>
<ContentChangeSets />
</Item>
<Item>
<NameHash>GROUP_POST_DLC_PATCH</NameHash>
<ContentChangeSets />
</Item>
<Item>
<NameHash>GROUP_UPDATE_DLC_PATCH</NameHash>
<ContentChangeSets />
</Item>
<Item>
<NameHash>GROUP_UPDATE_DLC_METADATA</NameHash>
<ContentChangeSets />
</Item>
</contentChangeSetGroups>
<startupScript />
<scriptCallstackSize value="0" />
<type>EXTRACONTENT_LEVEL_PACK</type>
<order value="99" />
<minorOrder value="0" />
<isLevelPack value="true" />
<dependencyPackHash />
<requiredVersion />
<subPackCount value="0" />
</SSetupData>
[/code] -
Unmarked Crown Vic with decent interior and exterior lightsposted in Requests
Couldn't help but notice that the only like a couple decent unmarked crown vics here. The others have either only 80% of the taillight lighting up to make room for the built in blinker, whereas others have just made the entire light illuminate and disregarded the blinkers, but most of the decent ones (imo) have done the entire taillight, the only issue is the 3 darker colored stripes that cover the other parts of the tailight that aren't meant to light up, I wish somebody would make a decent Crown Vic, with decent taillights with no unlit light masks or stripes on the lights.
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RE: Cars Mods not lining upposted in General Modding Discussion
Very carefully examine the carcols file, and take note that if you have a faulty 3D model in there, you won't even see the option to attach the car mod, add each thing one at a time, if you can't figure out how to do it I'll help you.
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RE: Cars Mods not lining upposted in General Modding Discussion
This has to do with the carcols file. Inside that file, where the modkits are configured, they are named based on what type of part they are, BUMR_FRONT_BUMPER or something like that, I can't remember, but the mods have to be specifically for that vehicle. I can help you once I open an old file I had. I added the Ford Raptor as a add-on vehicle, and the mods didn't work with it, so I had to add them in manually.
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RE: Who do you think the best car modelers / modders are?posted in General Modding Discussion
@steinberg
I made this list for my own personal use really. I'm just sharing it. "I feel like this list in only a matter of time will cause more drama, and controversy then there already is."So to fix that, I've removed all ratings and wrote a script where ratings can be calculated.
I'm only doing this for myself as a small project given the amount of criticism on such a thread, so now it's become just a small coding project for myself. Obviously if somebody has released over 50 mods, it might end up taking awhile to count all the numbers and ratings for each mod. So, I might think of some ways to compensate for that. Of course there are more than 12 Emergency Vehicle modders, so like I said, these ratings aren't accurate, and given the amount of criticism on the thread, what if I were to do it another way, and just make a global rating algorithm? Would it be helpful to anyone? I think it would.
The script is here.
http://pastebin.com/CiCEBq1TYou can test it on any site that can run PHP code, just google 'run php online' and paste the code in of course.
Alright, so let's say somebody has 150 Voters total on every mod they've released, let's say they've released 6 Modifications total, and let's calculate and average from the total rating of each one of those mods, and then let's say that the total number of voters is 150, and then divide that by 500 which gives us a overall rating of 5.0266.
GlobalRatingSystem(150, 'Name_1', 6, [4.38, 4.85, 4.65, 4.74, 4.84, 4.90]);
Is that cool? Can we do it that way?
So, If you uploaded 30 mods, and have about 350 voters total all with ratings like
GlobalRatingSystem(350, 'Name_2', 30, [4.88, 4.85, 4.85, 4.94, 4.84, 4.90, 4.75, 4.78, 4.85, 4.94, 4.93, 4.78, 4.74, 4.88, 4.78, 4.78, 4.82, 4.55, 4.95, 4.88, 4.87, 4.42, 4.78, 4.85, 4.96, 4.56, 4.85, 4.74, 4.68, 4.78]);
You're gonna get a rating like:
What do you think?
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RE: Who do you think the best car modelers / modders are?posted in General Modding Discussion
My ratings aren't necessarily accurate, and they're just based on what I've seen so far, without doing any actual testing yet. So they are not complete ratings nor are they agreed upon, yet, as I have mentioned.
quote-unquote LeeC2202
"Imagine you're one of those users who has a problem with one of these 5-star modders' vehicles. Imagine you've posted repeatedly on their page asking for that problem to be fixed and got greeted with a hostile/negative response or simply silence... and trust me, I've experienced two of those myself. That's where threads like this get dangerous, because ignored or rejected users get angry and this kind of thread gives them a place to be vocal. I just leave them to it and don't rate the mod. :"It's going to take me some time to adjust the ratings accurately, so yes they are subject to change. The ratings right now are just based off just what I've seen at first glance.
Featuring [GOC]peng00820's model, last updated 5 months ago, looks absolutely brilliant, it's got a 4.81 / 5 stars (36 votes) rating, along with 5 of his other vehicles with all


Let's say his ratings for each vehicle are 4.82 + 4.81 + 4.96 + 4.63 + 4.84 which gives us an average of 4.81 between a total of 161 voters overall. Which gives him a 4.8 star rating. I'll write a script later to do all this automatically. But yeah, this was my idea for a thread and I think that's fair to start. Now, if you've had a problem with one of these vehicles, and 36 other votes who rated the vehicle 5 stars didn't, and you didn't receive a response, these ratings aren't meant to attribute value towards how responsible the modders are, but I think we're gonna get in to that and that's what I'm gonna use the gold stars for. I'm working on a script right now to do all of this.
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RE: Who do you think the best car modelers / modders are?posted in General Modding Discussion
I just figure, if somebody isn't on my list, they probably don't have a model that I would rate 5 or 4 stars, otherwise I can easily add them. Which I would.
Anyone with 4 stars, or non gold stars, can consider it constructive criticism, that you have room for improvement.
That moment when you realize just how many modders there are.
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RE: Who do you think the best car modelers / modders are?posted in General Modding Discussion
@V4D3R said in Who do you think the best car modelers / modders are?:
I don't think this is going to end well. @rappo is this OK?
You could be right.
@rastakilla said in Who do you think the best car modelers / modders are?:
VIP non public release modelers should be excluded.
They have public mods, and vehicles on here.
@Razed said in Who do you think the best car modelers / modders are?:
Why aren't Vans123, LordNeophyte, Dreamsky and Peng0 on the list?
That's just to name a few...Also what V4D3R said.
@JZersche said in Who do you think the best car modelers / modders are?:
"if you don't see your name here, it's not that I didn't add you, I just perhaps haven't heard of you. "Or didn't get around to adding you, I literally just made this thread.
I know this site has a gold star system, and the moderator is thinking it won't end well, and I can't think of any reasons why it wouldn't end well, if you don't have 5 stars, it just means that I think you have room for improvement, which most developers most likely already know. I mean you can rate mods on their page anyway, this is just a way to have a list of some of the most well known or sometimes lesser known modders, that I think have done a decent job. 4 Stars could sometimes mean that your vehicle is high quality but lacks an interior hence you lose a star. It's not meant to offend or insult any developers, it's meant to encourage developers to be better, possibly update their releases, maybe even push for a 5 star rating. My thread isn't supposed to be a big deal, it's not a big deal, it's just my opinion, which other can collaborate on. Any developer uncomfortable about people discussing why they don't like certain aspects of their developments?
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RE: Who do you think the best car modelers / modders are?posted in General Modding Discussion
Well the ratings are based off not just model quality and functionality, and if you don't see your name here, it's not that I didn't add you, I just perhaps haven't heard of you. If it's within the forums rules, you can post your model here for critic.
The primary purpose of this thread is to encourage modelers to share insight and information, and if you're a modeler who isn't open to constructive criticism, then so be it. All of the modelers up here have at least one good high quality vehicle, I haven't even began to include script modelers, yet.
So, no harm done? But, as Rennie stated, a good modder could be a matter of how user friendliness. I personally like to share what I know, and I like to help people, I encourage open-source software, and I encourage constructive criticism.
If I was a modeler, I wouldn't be having my feelings hurt by having people say my model is lacking.
In order to make this list, you have to have at least one decent car that I've found that I think is good.
5 Stars usually relates to modders who are active and updating their mods frequently.
For example, I think https://www.gta5-mods.com/vehicles/mclaren-650s-coupe-hq [Zen-Imogen] did a great job on this vehicle. He doesn't have many vehicles, and some of them may be lacking in terms of how the interior looks, I personally don't like the interior of his Ferrari F430.
In which case Game68240's looks better in my opinion, but seems to lack interior dashboard lighting for the dials. https://www.gta5-mods.com/vehicles/ferrari-430-scuderia-add-on-replace-tuning-templateYou often find great quality models, but there sometimes is one little flaw that doesn't seem to get fixed, in this case it's the dials not being lit up. If Game68240 ever sees this thread maybe he'll consider fixing the dials. His Porsche 718 Boxster S is absolutely beautiful.
Some of my 5 star ratings and 4.5 star ratings were placed without actually testing the vehicle that encouraged me to give such a rating, so the ratings will change eventually. I want to eventually update this thread with at least 12 of some of the best looking vehicles that could be combined in to a single DLC Pack for personal use.
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Who do you think the best car modelers / modders are?posted in General Modding Discussion
EDIT: So, given the amount of criticism received, and the fact that my ratings aren't really based on anything other than my opinion which is obviously inaccurate, I have decided to code a rating system that will rate based on the number of mods released by that user, the average rating of all the mods, and the number of votes on each mod total, all converted in to a decimal. I'll of course release the script and explain in better detail exactly how the ratings are calculated, so this is now just going to be a fun project for myself, will it be helpful to others? I think so. I've cleared all ratings, and am now working on an algorithm to do the rating for us.
Vehicles:

Rating Pending:
[GOC]pen00820
se7enmoon
GtaSKoRn & Alex9581
saysay & Alex9581
p4elkin & Alex9581
fantazer_md & Alex 9581
ahmeda1999
carface80
DragoN777
tkOwnz
elcreador
Neophyte lndustries
Vans123
VIP GROUP
CSQS74
Zievs
Rmod Customs
ANeRTee
KAMELKFB
[YCA]Aige
esprit
YCA-Nima
ohiocinu
Asern
Zen-Imogen
Dreamsky
KAFAROS
solo
dantsp
Emergency Vehicles:
BxBuggs
ALLENjr12
TacticalPotato
PSource
POLICESCO
PimDSLR
MrPotato
TickleMyElmo
Gump
steinberg4145
Black Jesus
DevinKan
Aircraft & Military:
CANAL EMBRAER GTA
FoxtrotDelta
elcreador
SkylineGTRFreak
Graphic Enhancements & Miscellaneous:
Razed
Vlad(Desmond98)
frazzleeWill add more as I come across them.
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RE: Has anyone thought of maybe extracting plane and especially tank models from the game War Thunder?posted in General Modding Discussion
From what I just read it is possible to get the model out of War Thunder.
"If you have a 32 bit OS you can simply use 3D Ripper DX to capture the models while running the game. It works well for me but getting all the textures is the tricky part. For me the ripper captures the lower resolution textures and doesn't always include all the normal map textures. I use an alternate method to extract the textures manually from the game files and apply them to the model in 3DSMax.
First, you must extract the game archives using the tool found here: http://forum.warthunder.com/index.ph...ewerextractor/
Second, you use the QuickBMS script to convert the .ddsx files to .dds files. The script is found here: http://forum.xentax.com/viewtopic.php?f=18&t=12177" -
Has anyone thought of maybe extracting plane and especially tank models from the game War Thunder?posted in General Modding Discussion
Or is it not possible? They are super high quality, the tanks are.

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