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@JediKarumaas Vice Cry's mod has everything fixed from what you listed.
Pretty good, not a fan of the stripe on the pants though,
@HunterReece Just change the texture files
Thank you so much for this. Lifesaver.
@someweridguy Do not move collision files for interiors. The coordinates for all collision interiors are set to 0,0,0. They only get moved in the ymap. I think Vice Cry uses 5 interiors (Malibu, Mall, Hotel, Bank, Strip Club)
@Smallo Does this tool support moving the distantlights.YMAP files? For me, only the lines with the prefixes "streamingExtents and entitiesExtents" changed values. All the XYZ values stayed in the same for my distantlights.YMAP files.
Is this because they're coded differently than normal YMAPS that use the prefix "position x..y..z..?"
@Scran You can just go YouTube a video on how to make traffic paths. It's fairly easy. A lot of it is just holding down the Shift button to create a new path linking from the previous one. But if you're having trouble figuring what x, y, and z means with the offsets, then I suggest trying again after you've taken an Algebra I or Geometry class in school. You're only 13 so its not like you're entirely familiar with this stuff yet. The simplest way I can explain to you is: imagine a huge graph that goes East to West (x) and North to South (Y). The X & Y coordinates in the YMAP file tells where the object will be. The Z coordinate tells the height, 0 is sea level. So with the offsets, you're moving every object in the YMAP file "N amount of spaces to the east/west (X), N amount of spaces north/south (Y), and being raised/lowered N amount of spaces (Z)"
@Vitor_MD11 Don't insert commas to the offset....
Love the concept but some of the poles easily fall down when driving next to them. I don't even hit them with my car, but the poles still come crashing down.
License plate looks very bad, the car seems a bit large, and the filesize is large too without making the car look great.