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Game modifications (MODS) : reminder

Gandalf · 7657

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Offline Alsatian

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Reply #15 on: June 26, 2012, 03:49:44 am
So... if I have car mods, I must delete them?

The mods I have are:

LSPD to Crown Vic
SFPD to Chevy Caprice
LVPD to 2008 Dodge Charger
Police Rancher to Ford Explorer
Police Bike to Harley Davidson
Police Heli to new heli
FBI Rancher to Undercover Chevy Suburban
Caddy to Smart Car
and ELM

Do I have to remove those? because if I have to, it will look ugly...

No, you don't have to remove them. Visual modifications are fine.

GOOD THING NO ONE HAS EVER USED CAR MODS EVER.

just because your pc can't handle them

enb 10fps

xDDDDD



Offline Leon.

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Reply #16 on: June 26, 2012, 05:40:13 am
So for those who are tl;dr:
Thanks, man. :lol:



Offline JayL

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Reply #17 on: June 27, 2012, 12:09:47 am
No, you don't have to remove them. Visual modifications are fine.

Editing .dff will already change more than just visual aspect, unless you do what SafetyMoose described. Though I'm not sure if keeping the same dimensions will get rid of all the risks.

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Offline SugarD

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Reply #18 on: June 27, 2012, 01:29:42 am
Editing .dff will already change more than just visual aspect, unless you do what SafetyMoose described. Though I'm not sure if keeping the same dimensions will get rid of all the risks.
If the models are fairly close in shape and size, usually it won't make a difference since small forms of desync move the placement of vehicles slightly on other people's screens anyway, which makes up for the few millimeter differences between most mods. Some mods also account for these changes by making their textures overlap onto a non-solid area of the model so that the size is the same as the game's original vehicle model it's meant to replace.

As long as you aren't doing something drastic, like replacing a bicycle model with a bus' model, then you should be fine in most cases.



Offline Pandalink

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Reply #19 on: June 27, 2012, 07:01:29 am
Another thing to consider with car mods is wheel positioning. I'm pretty sure that this affects actual handling, although I'm not 100% sure.

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Offline GandalfTopic starter

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Reply #20 on: June 27, 2012, 09:36:30 am
Posting this here because I never got an answer from you on the other thread.


As a mod dev, I have some solutions for the issues you brought up above regarding vehicle mods.

Only solution to this is not to use high poly mods if your PC is not very high spec. I try not to make mods that are very detailed but I don't sacrifice details either just because some people don't have a decent PC. This is up to the users not the developers.

Easy solution for this I have actually done before. All that would need to be done is to make solid part of the car mod the same dimensions as the original car.



Here is a diagram of what im talking about, the part in red other players will just drive through like a ghost, but the blue is the solid part that they can hit which is the same size as the default PD car, meaning that if a player hits the front of the mod which is longer then the default car, they simply drive through it like a ghost.

I have never done this on a mod but it is possible. Most of my car mods actually give players a disadvantage because the windows are bigger then the default car, meaning they can get hit by bullets easier XD





Would like to see your thoughts on this Gandalf. Would suck if all the stuff I make can't be used here...
I would have to check and test if this works as you think it does.
Even if you use a solid model, people on your screen will be 'driving in to your car' as server is placing them according to their game. The determining factor is collision detection. If there is no collision detected until the 'solid' part is hit, then it is a possible solution, but we would have to test and approve every model that people wish to use spearetely.

Regarding ELM: As ELM is a pure visual mod, it is allowed. However please be extremely careful installing, as the CLEO needed for ELM sometimes comes with scripts that can cause unwanted side effects. Do not take downloads from 'friends', only go to the original downloads and ensure that there are absolutely no other scripts running in CLEO.

Do not roleplay a veteran on discord, be a veteran in game.


Offline SafetyMoose

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Reply #21 on: June 27, 2012, 10:03:43 am
I would have to check and test if this works as you think it does.
Even if you use a solid model, people on your screen will be 'driving in to your car' as server is placing them according to their game. The determining factor is collision detection. If there is no collision detected until the 'solid' part is hit, then it is a possible solution, but we would have to test and approve every model that people wish to use spearetely.

Regarding ELM: As ELM is a pure visual mod, it is allowed. However please be extremely careful installing, as the CLEO needed for ELM sometimes comes with scripts that can cause unwanted side effects. Do not take downloads from 'friends', only go to the original downloads and ensure that there are absolutely no other scripts running in CLEO.

I have gone about editing my Crown Victoria model to fit the diagram and it seems to work fine. The size of the default care was actually very close to that of the mod, so I did not have to change very much from the front and back. The only issue I can see is that my mods have bigger front windows, meaning you can get shot easier then the default car... although that is a disadvantage really :P



Offline SugarD

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Reply #22 on: June 27, 2012, 07:43:28 pm
I would have to check and test if this works as you think it does.
Even if you use a solid model, people on your screen will be 'driving in to your car' as server is placing them according to their game. The determining factor is collision detection. If there is no collision detected until the 'solid' part is hit, then it is a possible solution, but we would have to test and approve every model that people wish to use separately.
It's not very common, but some mods I have ran across were purposely made this way due to the modding communities having heavy interaction with MP communities over the years, so many modders have accommodated for such issues.

I can think of at least one FD vehicle mod I used awhile back on the Boxville in SA:MP which had non-solid areas in the front and back since the new texture was physically larger than the original model, just as Safetymoose's example describes. I've also seen many PD car mods which have had small areas in the front and back that were non-solid to deal with the mod being just scale-inches longer than the original vehicle, but that is less common.

Another thing to consider with car mods is wheel positioning. I'm pretty sure that this affects actual handling, although I'm not 100% sure.
This can if it is a change that is quite different than the original vehicle, but it is actually caused by the model's interaction with the environment, and most commonly, the ground below it's frame. Just like how vehicles in GTA IV can tilt their bodies towards the ground and scrape, vehicle models in GTA:SA can too, although whether they are supposed to or not depends entirely on their original model's design, which mods should match to avoid such an issue.



Offline Karmps.

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Reply #23 on: June 28, 2012, 03:50:29 am
I've never used mods in my life, and look at all the places I've gone in this server.
Mods are useless and do not add to RP.
Actually, you've been missing alot of fun.Like Argonath PD car mods for example.



Offline SafetyMoose

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Reply #24 on: June 28, 2012, 04:27:13 pm
I've never used mods in my life, and look at all the places I've gone in this server.
Mods are useless and do not add to RP.

If you have never used them how can you give a credible comment about them  :roll:



Offline YS_JAPAN

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Reply #25 on: July 04, 2012, 12:32:46 am
Gandalf, I would like to ask question about "skin mods".
I made default cars with modified skin, but Model(DFF) edit was needed in order to adapt custom textures.
Is it allowed for use ingame?

Note: Only texture mapping on model was changed, not physical model(shape etc) or collision files.

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Offline TheRock

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Reply #26 on: July 04, 2012, 02:56:55 am
Gandalf, I would like to ask question about "skin mods".
I made default cars with modified skin, but Model(DFF) edit was needed in order to adapt custom textures.
Is it allowed for use ingame?

Note: Only texture mapping on model was changed, not physical model(shape etc) or collision files.
If you actually didn't tl;dr you'd understand that changing only dff (image file) is actually allowed, since it's purely visual change, no change in shape or size of the car = no lag caused. I certainly believe that if people on server would NOT use any mod at all, the side-ways lag and many more would also dissapear..

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Offline SafetyMoose

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Reply #27 on: July 04, 2012, 03:35:04 am
If you actually didn't tl;dr you'd understand that changing only dff (image file) is actually allowed,

The DFF is the Model, i think you mean the .txd file ;)



Offline Squeak

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Reply #28 on: July 04, 2012, 05:15:43 am
Gandalf, I would like to ask question about "skin mods".
I made default cars with modified skin, but Model(DFF) edit was needed in order to adapt custom textures.
Is it allowed for use ingame?

Note: Only texture mapping on model was changed, not physical model(shape etc) or collision files.
let me go to main admins and cry and ask for permission on every farting shit i take... have any fucking brains? figure it out...


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Offline SugarD

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Reply #29 on: July 04, 2012, 05:31:47 am
let me go to main admins and cry and ask for permission on every farting shit i take... have any f**king brains? figure it out...
I suggest you go read the rules then my friend.



 


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