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[Non-ELS] 2018 Dodge Charger PPV AWD 0.25 Beta

   (0 reviews)

7 Screenshots

About This File

Non-ELS 2018 PPV Dodge Charger AWD

officerpudding78


Do NOT sell provided models.

LOGO.png.1a2fe6383f6e30b06a666cc24d6b481b.png

🌽Made in Indiana🌽

 

DISCORD
https://discord.gg/Dnf8YK6


 

DISCLAIMER
Provided models are not associated with Chevrolet  and real life agencies in any way.

Models provided are nowhere near being perfect.



FEATURES

-Pushbar, wrap, and take-down lights assigned as optional extras.

-Toggling sirens for the wrap and advisory bar.

-Environmental lighting.

 

ABOUT
I know this may not seem like a common vehicle in the field for law enforcement, but I strive for uniqueness in some way
and enjoy trying new things. If you have any issues with the model, feel free to connect with me on Discord with the link
above, or you can provide questions within the commenting section. I hope you enjoy  this model!


CURRENT BUGS

Known issues below will be fixed in the next update! Only comment on issues if they are not noted below, thanks.

-Glass surfaces on light fixtures are complete black when window tint is enabled.

-Wires from the Pips radar are clipping through the trunk.

-Templates not enabled? I will test this as soon as possible.

-Template not included in download file (I will push out the template in the next update.)

-Rear taillight pattern is incorrectly outputting and tends to bug out.
If you experience any further bugs, feel free to let me know!I



CREDITS
You may not upload this source to other sites without permission.

2018 Dodge Charger

- Original vehicle model is 2015 Dodge Charger from Forza, edited into the 2018 Dodge Charger Pursuit by Matt with parts from FH3 and Gamemodels 
- Seats, center mirror, shifter and dash edits modeled and done by Kane104 - commissioned by Ranger Rick
- Major help from EVI for digital dial information and help to get the dials working and his patience to help me
- Rear bumper diffuser modeled by Patrol 31 Normal edits by Steinberg
- AWD/Charger badge modeled by iansonwheels Converted to V by Matt
- AWD Steelies/Hubcap modeled by iansonwheels Converted to V by Matt 
- Big thanks to Cj24 for beta testing the model and help with spec maps and normal maps and his overall knowledge of gta materials 
- Interior dial textures made by NeonLazer
- Interior button textures made by Slendis
- Rims from Gamemodels.ru Centercap edited by Matt
- Dome Light modeled by Matt
- A big thanks to Cj24, Kane104, EVI, Patrol 31, Steinberg , Desmond , NeOnLaZeR, Izick, Rekram, HDgamerzPC, and a big thanks to Ranger Rick who bought 3D parts so that i wouldn't give up on this project and bought me a Zmodeler license so that i can keep working on this project Thank you Rick.
- Thank you to everyone who supported me and the project...
- Another big thanks to iansonwheels who had the time to make the AWD steelies and AWD package stuff.

 

PIPS Radar
-Created by HPdeskjet
Dual Stalker
-Created by HPdeskjet
PB400
-textures by iansonwheels and matt

-uvmapped dirt mapped burn map by matt
Federal Signal Legend
-Created by RoegonTV

Federal Signal XStream

-Created by HPdeskjet

Code 3 Chase

-Created by Krul

Feniex Fusion 100

-Created by Dan With Da Van

-Kurwa created by Krul

PAR46
-Created by HPdeskjet

Console
-Created by HPdeskjet

FS Impaxx
-Created by RoegonTV

Whelen 200 Series TIR6
-Created by five0

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User Feedback

Recommended Comments

1 hour ago, DaveSkinWorks said:

what whaaat? never seen a LiGhTNinG sEtUP like that before lol wraparound lights?!??

Very interesting indeed! Thanks for the share @officerpudding78

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3 hours ago, DaveSkinWorks said:

Yeah I mean definitely great to see something unique 😄

 

3 hours ago, Ray said:

Very interesting indeed! Thanks for the share @officerpudding78

Thanks! I appreciate all input. I do have to say it was a 'spur of the moment' idea and really uncommon with the wrap around lights, but I guess you can put RGB led tape lights on anything these days 😉

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11 hours ago, INSAN1TY said:

Pretty sick lighting setup, very nice job!

Thanks! I appreciate the comment and open to all suggestions:)

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12 minutes ago, officerpudding78 said:

Thanks! I appreciate the comment and open to all suggestions:)

Maybe add some more lights on the back so it's equal (front and rear) and make it a pack and I would be really happy to skin it 🙂

 

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48 minutes ago, DaveSkinWorks said:

Maybe add some more lights on the back so it's equal (front and rear) and make it a pack and I would be really happy to skin it 🙂

 

Any specific locations on the back?

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1 minute ago, officerpudding78 said:

Any specific locations on the back?

the taillights have some red and blues? if they do it's perfect
Other than that maybe 2-2 on the top of the rear window, but that's just my opinion 😉

 

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On 12/2/2019 at 8:14 AM, DaveSkinWorks said:

what whaaat? never seen a LiGhTNinG sEtUP like that before lol wraparound lights?!??

Came here to say this lol; it's refreshing to see something unique like this.

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Really like the idea, car looks really nice. Never seen lights on a wraparound like that done before so props for originality and creativity. 

 

I've just noticed a few things that could be worked on if you plan to update this, ill put them in spolers so that im not clogging up your comments. Otherwise great work, keep it up!

 

1) The YTD file size is massive [29.7MB], the base model ytd is 3.6MB so the extra 26.1MB is from extra textures that you have added. I only point this out as last time I checked GTA had a ytd size limit which is below what you have it at and I know that seeing as its non-els, FiveM has a limit of around 13-16mb [dont remember exact amount off the top of my head]. 

 

Spoiler

To reduce the file size you can do a few things, see if there is any unused textures and get rid of them, combine some of the textures to one image in a photo editing software such as Photoshop and then remap the parts and/or resize the textures. In this case its only 137 textures but there are A LOT of textures that are unnecessarily massive. I resized most of them and got the ytd down to 8.5MB which ill attach here [some of them could still be resized even more] if you want to use it or you can resize the originals yourself. A lot of textures for parts were 2K [2048 x 2048] pr 1024x1024 which is too big for most parts, these can be reduce to 512x512 and some can be reduced even further depending how much detail is on the texture. Obviously the smaller you get the worse the quality gets in game so be mindful not to go too small. To give you an example of the difference reductions make, after reducing all textures the ytd was at 11.1MB, after resizing the main texture from 4K to 2K the file size went down to 8.5MB.

 

2) _hi.yft

 

Spoiler

 

The .yft and _hi.yft are the same size and have same poly/vertex amount in both. Not sure if this is a mistake while exporting or you just made a copy and then renamed one to _hi.yft but I'd recommend creating a proper _hi.yft so the car is better optimized.  When exporting best to have the main name in the hierarchy as "x_hi" eg police2_hi. Then when exporting have 'Export LODs' as Autodetect, then when exporting the _hi L0 it will export  will only export the highest LOD's only aka L0, when you export the normal yft it will export all LOD's except the highest aka will export L1-L4 and not L0.

 

Note: this means you need LOD's done for all your parts, even if you just make copies of the parts and re-compound the parts the file size will still be smaller as the base model is optimized. I would however recommend optimizing your parts properly. 

 

 

3) "Glass surfaces on light fixtures are complete black when window tint is enabled."

 

Spoiler

 

If im understand this correctly, when you turn tint on the glass is being tinted too. If thats the case you should check out this tutorial by Deadspin, hopefully will fix your issue. 

 

 

 

 

4) "Templates not enabled"

 

Spoiler

 

Not sure what you meant by that as your skin fits the vehicle fine as seen below. Think what you might have done is imported the texture you made to zmod and assigned it to the material which means GTA is looking for the texture called "yuh" to assign to the car. So rename the texture "yuh" and it should work or rename the livery whatever you want eg chrg_sign_1 and replace the "yuh" texture in zmod with it.

https://imgur.com/a/g3Nf53o

 

 

5) "-Rear taillight pattern is incorrectly outputting and tends to bug out."

 

Spoiler

 

I havent gotten a chance to test this in game but I believe its an issue in your carcols. Your taillights dont have a proper sequencer value like you do for your headlights.

 

Current Carcols

 

          <leftTailLight>
            <sequencer value="10"/>
          </leftTailLight>
          <rightTailLight>
            <sequencer value="5"/>
          </rightTailLight>

 

I just took these from one of my carcols so not sure what the pattern will be but it should look something like this..

 

          <leftTailLight>
            <sequencer value="2694881440"/>
          </leftTailLight>
          <rightTailLight>
            <sequencer value="168430090"/>
          </rightTailLight>

 

 

I hope this helps, if you are confused by anything or need a hand, feel free to message me either here in the comments, the website or discord MDJDUFFY#0500

Edited by MDJDUFFY
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Thanks I appreciate the help! Most of it I already knew about fixing, I just decided to push the beta out before I got crammed with finals week at the university. The only issue I had with was the rear taillights no sequencing. I inputted a 32-bit sequence and it did not seem to fix. I also tried a 4-bit as show and same issue. not exactly sure why it did not work with the 32 but any help on that is appreciated!

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On 12/6/2019 at 11:02 AM, MDJDUFFY said:

 

2) _hi.yft

 

Not saying there's nothing wrong here, but I export single lod vehicles from time to time and even exporting both a single _hi and a single low YFT still has them come out the same file size. 

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1 hour ago, Deadspin said:

 

Not saying there's nothing wrong here, but I export single lod vehicles from time to time and even exporting both a single _hi and a single low YFT still has them come out the same file size. 

If I’m understanding what you’re saying correctly, then the reason the file size is the same size for the normal yft and the _hi is because it’s a single LOD vehicle so no matter what you export there is only an L0 available to be exported so will be the same size 

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3 hours ago, MDJDUFFY said:

If I’m understanding what you’re saying correctly, then the reason the file size is the same size for the normal yft and the _hi is because it’s a single LOD vehicle so no matter what you export there is only an L0 available to be exported so will be the same size 


If file sizes are within a few dozen kb, in my experience, you're dealing with a single LOD vehicle. Yes. Sometimes the low lod file will have a few more kb and I assume this represents collision data since some of that's only contained in the low lod. 

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On 12/8/2019 at 12:21 AM, Deadspin said:


If file sizes are within a few dozen kb, in my experience, you're dealing with a single LOD vehicle. Yes. Sometimes the low lod file will have a few more kb and I assume this represents collision data since some of that's only contained in the low lod. 

 

On 12/7/2019 at 8:30 PM, MDJDUFFY said:

If I’m understanding what you’re saying correctly, then the reason the file size is the same size for the normal yft and the _hi is because it’s a single LOD vehicle so no matter what you export there is only an L0 available to be exported so will be the same size 

From what I am inferring is that the file size is dependent on the poly count of the lower LOD levels when exporting.

Also @MDJDUFFY, I went through the issues you provided and tried their corresponding fixes. I still have issues with windows not tinting and the taillight sequences. I even used values you provided and thus far no indication of a fix is present. Should I try re-importing models?

Edited by officerpudding78

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