Advertising
Navigation
Information

GTA 4 Cars

:

GTA V Cars

Dinka Sugoi (+HQ Interior)


Autor: RealZolika1351
Datum: 08.09.2020
Downloads: 3977 | Statistiken
Dateigröße: 10.247 MB

Bewertung:
8.58 bei 12 Bewertungen

The Dinka Sugoi from the Diamond Casino Heist update.
Vehicles.ide:
sugoi, sugoi, car, HABANERO, HABANRO, VEH@STD, NULL, 100, 999, 0.2770, 0.2770, 0, 2, 1.2 ,1, livery

Use https://gtaforums.com/topic/955449-iv-zolikapatch/ to unlock the 4 livery limit

Advertising
Download
Werbung
Melden
Mod Report

Bist du der Autor dieser Modifications? Falls jemand deine Mod geklaut hat, kannst du diesen Mod melden und einen Antrag auf Löschung stellen.

Diese Mod melden

Screenshots
Videos
Ein Youtube Video hinzufügen

10 Kommentare bisher
Dein Name/Nick:


Deine Message:


reload, if the code cannot be seen

Hinweis:
Du musst registriert und eingeloggt sein, um Kommentare zu posten.
unbid
"Vic"
Vic
Comments: 0
Profile
Message
12.09.2020, 15:09

Hey Zolika! I noticed that you have been converting many cars from V to IV. I really like what you are doing, but the problem is, the quality doesn't really match up with the default cars from IV. The reflections are very off (quite muted yet very bright), there are no seams on the doors, hood, and trunk (which is a problem with V cars in general), and the HQ interior is quite unecessary unless you use a first person mod. Also, are you using the L0 or L1 models for your conversion? Since the file size is very huge and it may cause a taxi bug.


RealZolika1351
"Vic"
Vic
Comments: 0
Profile
Message
12.09.2020, 15:15

@unbid I made these for first person use, also you can just use RIL.Budgeted to fix taxi bug
Reflections seem to be an issue with either color3 (which you can just fix by changing carcols) or openformats I/O (which is impossible to fix unless I relearn the entire car porting process on another program and severely limit my productivity as 3ds max has maxscript to make 99% of the tedious part like materials and attaching meshes can be made into a script)


unbid
"Vic"
Vic
Comments: 0
Profile
Message
12.09.2020, 16:11

@RealZolika1351Uuuh... do you use ZMod to convert those V cars to IV?


RealZolika1351
"Vic"
Vic
Comments: 0
Profile
Message
12.09.2020, 16:32

@unbid nope, dk22pac's yft to dff converter and 3ds max


unbid
"Vic"
Vic
Comments: 0
Profile
Message
12.09.2020, 16:40

 Quote: RealZolika1351

@unbid nope, dk22pac's yft to dff converter and 3ds max
Huh, I figured. Maybe try to use ZMod to convert those cars. I'm sure that there are some IV modders that are willing to teach you how.


RealZolika1351
"Vic"
Vic
Comments: 0
Profile
Message
12.09.2020, 16:42

@unbid I could but zmodeler would make me much, much slower as I can't automate the tedious and repetitive parts


unbid
"Vic"
Vic
Comments: 0
Profile
Message
12.09.2020, 17:03

@RealZolika1351true, ZMod can be a pain. However, if you want to improve your converting skills and quality, it's time for you to start learning ZMod. Because at this point you really overshoot on quantity and missed a lot on quality.


RealZolika1351
"Vic"
Vic
Comments: 0
Profile
Message
12.09.2020, 17:31

@unbid It's more likely I'll (or someone else will) attempt to fix the export script so it doesnt mess up normals, that way I can get rid of the issues while not having to switch to zmod


unbid
"Vic"
Vic
Comments: 0
Profile
Message
12.09.2020, 17:34

@RealZolika1351 oh well, good luck then. Although the wonky normal shading is just a fraction of the issues from your mod.


RealZolika1351
"Vic"
Vic
Comments: 0
Profile
Message
12.09.2020, 17:36

@unbid I'm fairly sure that fixed normals would fix reflections also, while seams are an issue with the model itself and I want to keep it as close to the vanilla V model as possible