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So with the new animation pause thing in the API, would it look janky at all?
Like if you added a gear animation would it like stop playing the synced steering animation (and hold onto the wheel straight/or just be the default unsynced animation), play the animation and then suddenly just snap back to the synced steering animation?
@Naken LSI You can make the gauges work with the actual needle models through VehFuncsV!
@S_K Don’t be a hypocrite lol
@RealZolika1351 Wasn’t there a way to show the vehicle RPM value? I remember using the thing that showed vehicle stats and could find stuff for things like the gas and brake pedals, but I couldn’t see anything for RPM.
@Monkeypolice188 If you take someone's song and remix it without their permission, it's still their song, no matter how much you change.
"DO NOT EDIT WITHOUT OUR PERMISSIONS!"
Or what? It's not like it's yours. It originally came from BeamNG.drive. Do YOU have permission from BeamNG.drive to use their model?
Hey man, wanted to see how you were doing. Surprised to see you return, I figured you retired due to real life stuff.
@-EcLiPsE- Would you mind attempting to make a custom vehicle layout animation? I'd be curious if it works. Vehicle layout animations have different animations for different scenarios (i.e. drive-by, ducking, idling animations when at a complete stop, etc.) but I want to see if you can just make a steering animation, which is just the character going from turning the wheel full lock to the left at the start of the animation timeline and then it scrubs through until the end when the player is turning the wheel full lock to the right.
This is mainly out of curiosity and for testing purposes, because if it's a possibility then this means add-on car mods can start using their own animations instead of the existing ones (meaning we don't have to adjust seat and wheel positions as well as steering wheel size).
So we can do custom animations now?
Does this mean we could make new driving animations? The driving animations, when played back, are just the character going from full-lock to the left to full-lock to the right, and the game just scrubs back and forth on the timeframe for steering.
Man, DiRT 2. Oh, that brings back memories. I recently started playing the original Race Driver GRID and that game's sounds are pretty fucking dope even today.
When you're making a vehicle add-on, IIRC you can basically tell it what layout to use (usually LAYOUT_STD for sedans and LAYOUT_LOW for muscle and sports cars), and you can use custom layouts. And usually you have to edit the car to work with it (such as adjusting the size and position of the steering wheel so the hands line up). But with new animations you can make animations for the car instead of the car for the animations.
But the way layout animations work is that the animation, played normally, is just the character steering all the way to the left at the start of it and then all the way to the right at the end (or the other way around, I don't remember). So the middle of the animation's timeline is where the character is steering to the center (so not steering at all). And obviously when driving a car, depending on your steering the animation is just getting played backwards and forwards accordingly.