About to release the Fukuoka Urban Expressway. Need to finalize stuff (I haven't released a mod in so long)
ON3FLY3R
View profile on GTA5-Mods.com »
Posts made by ON3FLY3R
-
RE: [MAP][WIP] Bunch of Assetto Corsa Map Projects (15+)
-
RE: [MAP][WIP] Bunch of Assetto Corsa Map Projects (15+)
@JohnFromGWN at first I cared about finishing them one at a time but not every map is built the same so I switch between projects once I get some skills from doing other maps
-
[MAP][WIP] Bunch of Assetto Corsa Map Projects (15+)
Imma get straight to the point: most of these are pretty much complete or at least halfway finished. Some are my earliest works (Smoltland and Parco Roccio) and others are my latest refined conversions (Lake Louise, El Captian). The release of most of these is uncertain for now. I use Blender 2.9 Sollumz, Zmodeler3, Codewalker, and OpenIV if ur curious. Graphics setup is PRSA ENB, Reshade 4.9.1 and NVR (yes you read that correctly, is still use Natural Vision Remastered). FiveM is my testing grounds
PHOTOS (too many for this topic post): https://imgur.com/a/Emu1VKP
Smoltland Drift (First conversion)
Original LinkDetect Drift (easiest one so far)
Original LinkPikes Peak (started this yesterday)
Original LinkSilverstone (thinking about re-converting)
Original Link: (Comes with Assetto Corsa)Backwoods Freeroam (Probably the most ambitious one yet)
Original LinkCoste Road (thinking about re-converting)
Original LinkDaytona Raceway 2017 (we need a public Nascar track badly)
Original LinkLake Louise 50KM+ Version (biggest but also most complete map so far)
Original LinkSachsenring (Highest quality, personal favorite)
Original LinkSorrow County (Low effort but still nice for top-speed runs)
Original LinkIrohazaka Touge (Honestly obsolete now since AnLan just released their version):
Original LinkTokachi International (Forgot about this one)
Original LinkEl Capitan 2004 (Conversion of a remastered conversion lmao)
Original LinkParco Roccio (2nd ever conversion)
Original LinkFeldbergring (holy sh*t this map is fun to learn)
Original LinkTajo Hillclimb (first version was a disaster, re-converting again soon):
Original LinkThere's some others in-the-works rn but I haven't put them in game yet:
- Fukuoka Expressway (Got pretty far along this one)
- Laguna Seca (early stages in Zmod)
- Kanazawa Iwozen Free Roam (very early stages in Blender)
- Osaka Belt Loop (very early stages in Blender)
- Touge Island (Almost ready for exporting)
- Monte Erice (very early stages in Blender)
- Glen Sheil (Probably never gonna be completed [1000KM+ of road])
- Slea Head (very early stages in Blender)
PLEASE DO NOT DM/PM ME ASKING FOR THESE MAPS, YOU WILL NOT GET ANYTHING. I WILL IGNORE YOUR MESSAGE OUTRIGHT. I will answer messages if you want tips for converting ur own maps but I'm still learning so not everything I tell you will be the best way to do it. I'm not taking requests and will not take payment for any requests. These maps are freeware and they'll stay freeware
-
Question about re-releasing another creator's work
So I have personally fixed (which did involve unlocking the models) all the wheels from this creator to work with FiveM: https://www.gta5-mods.com/users/Bayan Asghar
I know it's not allowed to release altered work from a creator to the public unless I get their permission. However, this creator's last reply was in January of 2018 and I've already messaged him asking if it was okay to re-release the FiveM-ready versions of these wheels. I messaged them a couple months back and nothing from them since. It seems like they have just stopped making content for GTA in general.
I know if I were to re-release it I'd give original credit to the original creator(s) and just give myself credit for making them FiveM ready.I could even re-lock all the models again so people don't just have unlocked models of these wheels.
-
RE: [HELP] Vehicle wheels off-axis after export
@drlq99 I figured out I had to check the Skeletal option for exporting cars and uncheck Skeletal for doing individual wheel models. Small oversight that I figured out
-
RE: Bug reports [website]
@alloc8or Damn, well looks like google/reddit is where I'm searching for stuff now. Thanks for the reply
-
RE: [HELP] Vehicle wheels off-axis after export
@drlq99 "Lock" - off
"Save Thumbnail" - on
No Comments
Skeletal - off
Export LODS - autodetect -
[HELP] Vehicle wheels off-axis after export
Basic run-down: I'm using Zmod3 to fix a car that had a bugged Left-rear wheel (original wheel mesh wouldn't change when putting custom rims on).
(I'm posting this cause I've looked around for solutions but none come up. Also there doesn't seem to be a search feature on the forums so I'm SOL)
I imported the car and saw that wheel_lf did not have brackets around it even though it had a mesh, so I rename it to [wheel_lf]
I do nothing else to the car ; I export it to the name of the original yft in "normal" and "_hi" versions; I replace the original car yft models (the originals are backed up). I go in game to spawn it and the wheels look like this:alternate link if pic doesn't show : https://imgur.com/gallery/JYVke5Y
I look at it in OpenIV and the car looks the EXACT same as the original.
I tested this: importing and exporting the car without changing anything - same result of messed up wheels
I have a feeling I'm supposed to reset something while inside zmod but I'm not sure what to change...
-
RE: Bug reports [website]
I know it's been 12 months since @damian001 said the search feature on the forums was gone but is there any update on when this will be fixed?
I'm using the Opera browser to use the forums btw.
-
RE: QuantV. What happened?
What a shame, it was one of the most simple graphics mods out there. No performance drops either.