Driver was removed because of licenses expiring, but I think it's actually due to music licensing rather than cars. That stuff tends to expire quicker than car licenses.
Still, how long ago was this Porsche debacle?
Driver was removed because of licenses expiring, but I think it's actually due to music licensing rather than cars. That stuff tends to expire quicker than car licenses.
Still, how long ago was this Porsche debacle?
Wait why tf are Porsche mods taken down?
Been seeing people making pose packs and this got me wondering if it's possible to make layout animations now for vehicles.
Wanted to give this a bump.
Been wondering this for a while. I've seen that a couple people have released little custom animation sets recently. So I'm assuming making custom animations, although I'm assuming limited, is rather possible.
Does this mean that theoretically we can make new vehicle animations? Vehicle animation sets are known as "layouts" internally, and each car uses a different layout depending on what's assigned. A sports car or supercar will usually use "LAYOUT_LOW", which has the driver in the fetal position. Regular cars and sedans will usually use "LAYOUT_STD" with the hands on 10 and 2 on the wheel. Then you've got ones for trucks, SUVs, etc. But cars can have their own layouts assigned (and some add-on cars do, even, but just still use vanilla animations).
So is there a small possibility that new driving animations are possible? Instead of having to reposition the seat, steering wheel, as well as rescale the steering wheel and other things, can we now make driving animations that fit for the car? The Skyline R32 is known for having a large steering wheel. But instead of making the wheel smaller or having the driver's legs up inside the dash and wheel, maybe we can give the car its own layout and adjust the hands and legs positions accordingly?
https://www.gta5-mods.com/vehicles/nissan-skyline-r32
This is a copy of Y97Y's Skyline R32. Not a single thing has been changed in any of the files between the two. Same textures, same texture names, same models, same model names, same LODs, same handling, same vehicle data, etc.
How did this mod get moderator approval?
Once you get up to like 4th gear and higher, I noticed that the car sounds like it's accelerating faster than it really is, and even the tachometer on the dashboard is still climbing, as well as the audio. Internally, however, the RPM is staying roughly the same. This is especially evident if you have a tachometer HUD mod or if you're using a debug HUD that show's the car's current RPM. It goes off of the RPM internally, and it's like the internal RPM is actually tied to your car's speed like it should be, but the perceived RPM shown on the car's dashboard and heard by the engine isn't and continues accelerating.
Anybody know what I'm talking about? Is there perhaps a way that we can bypass this in some manner so that the audio and dashboard use the ACTUAL internal RPM instead of just constantly accelerating?
By the way, you can also tell because if you've got a car with 7 gears (like if you've upgraded a transmission), you'll notice that your top speed is peaking in 6th gear, but the RPM still looks like it's climbing when you look at the tachometer on your car's dashboard or when you listen to the sound, and then it shifts up to 7th even though the speed didn't increase. But again, HUD mods and the like that show the internal RPM will show that the RPM is staying the same.
By "sectioned", I mean about how some dials (like tachometers and speedometers) have portions of them extended or compressed on the gauge cluster. Like how the first 20 KM/H on a speedo are squished down, and then rest is spread out. If the car is using VehFuncs for its dashboard, I find out that you can make VehFuncs work accordingly!
Tutorial video soon.
There's bits of the map where they're high quality in the distance but when I get up close to them the LODs either unload or load a crappier LOD. There's bits of Los Santos where the roads look fine from a distance but suddenly unload and turn invisible as I drive along there. Or there's a bit of the freeway just before the tunnel (where the Candybox billboard is) where when I drive into that area, that part of the freeway loads a lower quality LOD.
It's obviously due to add-ons, but I'm unsure if it's directly due to too many add-ons at once or an add-on or two specifically that's creating issues. The road disappearance issue, for example, arose after I installed the latest Map Fixes (when I update add-ons and DLCs, I delete the folder entirely from the dlcpacks directory and drag the new folder in, so as to prevent conflicts).
Is there a way of bypassing this?