Tire Skids and Marks rework 0.1
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I am TIRED of the vanilla skid marks after all these years, so I am now a modder.
1. Adjusted skid mark width to account for a realistic contact patch when sliding.
2. Changed the skid texture to ACTUALLY SLIDING TIRES instead of the vanilla tire tread texture which makes ZERO SENSE if you're you're sliding.
3. New texture is less pitch black and blends in with ambient skid marks you find on the streets.
3. It is now impossible to leave rubber on the ground in wet conditions, unless you handbrake slide from 200 to 0 or do donuts for long enough to heat the tires up.
4. Different, less abrasive materials like bricks and metal have less skid intensity than tarmac and conk creet.
5. More gradual skids.
6. Handbrake leaves darker marks than drifting, which is realistic for just racing about in the street, but I can't figure out how to make drift marks darker after a longer while of lighting the tires up.
7. Some adjustments to gravel and grass tracks, but nothing interesting, WIP
Works great with Drive V and InversePower.
Installation:
fxdecal files go to "GTAV/mods/update/update.rpf/x64/textures/fxdecal.ytd (open and edit with OpenIV)
wheelfx.dat goes to "GTAV/update/update.rpf/common/data/effects"
and/or "GTAV/common.rpf/data/effects"
I'm not sure which one takes priority, just replace both and you'll be fine.
1. Adjusted skid mark width to account for a realistic contact patch when sliding.
2. Changed the skid texture to ACTUALLY SLIDING TIRES instead of the vanilla tire tread texture which makes ZERO SENSE if you're you're sliding.
3. New texture is less pitch black and blends in with ambient skid marks you find on the streets.
3. It is now impossible to leave rubber on the ground in wet conditions, unless you handbrake slide from 200 to 0 or do donuts for long enough to heat the tires up.
4. Different, less abrasive materials like bricks and metal have less skid intensity than tarmac and conk creet.
5. More gradual skids.
6. Handbrake leaves darker marks than drifting, which is realistic for just racing about in the street, but I can't figure out how to make drift marks darker after a longer while of lighting the tires up.
7. Some adjustments to gravel and grass tracks, but nothing interesting, WIP
Works great with Drive V and InversePower.
Installation:
fxdecal files go to "GTAV/mods/update/update.rpf/x64/textures/fxdecal.ytd (open and edit with OpenIV)
wheelfx.dat goes to "GTAV/update/update.rpf/common/data/effects"
and/or "GTAV/common.rpf/data/effects"
I'm not sure which one takes priority, just replace both and you'll be fine.
Zuerst hochgeladen: 9. Februar 2024
Letztes Update: 9. Februar 2024
Last Downloaded: vor einem Tag
9 Kommentare
I am TIRED of the vanilla skid marks after all these years, so I am now a modder.
1. Adjusted skid mark width to account for a realistic contact patch when sliding.
2. Changed the skid texture to ACTUALLY SLIDING TIRES instead of the vanilla tire tread texture which makes ZERO SENSE if you're you're sliding.
3. New texture is less pitch black and blends in with ambient skid marks you find on the streets.
3. It is now impossible to leave rubber on the ground in wet conditions, unless you handbrake slide from 200 to 0 or do donuts for long enough to heat the tires up.
4. Different, less abrasive materials like bricks and metal have less skid intensity than tarmac and conk creet.
5. More gradual skids.
6. Handbrake leaves darker marks than drifting, which is realistic for just racing about in the street, but I can't figure out how to make drift marks darker after a longer while of lighting the tires up.
7. Some adjustments to gravel and grass tracks, but nothing interesting, WIP
Works great with Drive V and InversePower.
Installation:
fxdecal files go to "GTAV/mods/update/update.rpf/x64/textures/fxdecal.ytd (open and edit with OpenIV)
wheelfx.dat goes to "GTAV/update/update.rpf/common/data/effects"
and/or "GTAV/common.rpf/data/effects"
I'm not sure which one takes priority, just replace both and you'll be fine.
1. Adjusted skid mark width to account for a realistic contact patch when sliding.
2. Changed the skid texture to ACTUALLY SLIDING TIRES instead of the vanilla tire tread texture which makes ZERO SENSE if you're you're sliding.
3. New texture is less pitch black and blends in with ambient skid marks you find on the streets.
3. It is now impossible to leave rubber on the ground in wet conditions, unless you handbrake slide from 200 to 0 or do donuts for long enough to heat the tires up.
4. Different, less abrasive materials like bricks and metal have less skid intensity than tarmac and conk creet.
5. More gradual skids.
6. Handbrake leaves darker marks than drifting, which is realistic for just racing about in the street, but I can't figure out how to make drift marks darker after a longer while of lighting the tires up.
7. Some adjustments to gravel and grass tracks, but nothing interesting, WIP
Works great with Drive V and InversePower.
Installation:
fxdecal files go to "GTAV/mods/update/update.rpf/x64/textures/fxdecal.ytd (open and edit with OpenIV)
wheelfx.dat goes to "GTAV/update/update.rpf/common/data/effects"
and/or "GTAV/common.rpf/data/effects"
I'm not sure which one takes priority, just replace both and you'll be fine.
Zuerst hochgeladen: 9. Februar 2024
Letztes Update: 9. Februar 2024
Last Downloaded: vor einem Tag
DAS CONK CREET BAYBEE
you can also easily use IV tire tracks for this with minor editing, nicely done sir
This is great
@skramarks "so I am now a modder". My favorite modder you are, enjoy your well deserved 5 stars 🌟🌟🌟🌟🌟
Works to perfection 🤩✨🌠🧁
Author, your mod is good. Especially if you use only texture. Because if we take your settings, then in rainy weather or off-road the tracks are not displayed. Apparently this is due to the fact that you made sure that the marks on the asphalt would not appear in the rain.
sorry for my English
@iSakume Thanks for the feedback, can you tell me where did you have wet offroad tracks not appear? I can't replicate that on my game, and it shouldn't really happen since I only edited the hard surfaces for now. Loose ground is being worked on
I love the mod, but how do i go about making this work for FiveM?
@Smugy i tried to get this working too, i think maybe can only be used as a client mod :(
@skramarks We are already looking forward to the new version!