Wähle eine der folgenden Kategorien, um die aktuellen GTA 5 PC Mods zu entdecken.
Annis ZR-250 "Savestra" [Add-On | Tuning | Liveries | Sounds]
@ajwon2 chum has a message for you:
chum day in june 25
@pfister troll complete, returning to hq
Wow Man No Lods What A Shit And Terrible Mod My Mom's Core 2 Duo Laptop From 2005 Can't Run This At 11 FPS 0/10 Go Learn Modding Before You Upload Idiot
@OldTimersGaming I'll try to look into this when I have some free time (which at the moment has been a little scarce). The testers had not reported any crashes so far, but I'll have to see for myself.
The cars are left hand drive because it has been a new lore-friendly standard to make them left hand drive as Rockstar has not given us any RHD cars (not even the Elegy Retro). Not to mention LHD is much easier to implement as there are existing layouts and work perfectly with the game as is - RHD layouts tend to cause animation bugs, clipping and in some cases an invincible driver when getting shot.
@xzxVALERAzxz I didn't take any of the edited screenshots, but to my knowledge some of the photographers used software such as Lightroom and Photoshop to achieve these effects. Similar effects are also achievable in paint.net.
alright wow, this one is a mixed bag for sure
first I'll applaud this as your first effort - its way better than the simple zmod shits I've done back when I modded this game, so good job. there's some decent mesh editing and adaptation, and is a somewhat better attempt at a "lore" r34 than whatever the fuck forza port the uzbek man farted out a while back.
however... this is where the positives end. this is one of the most cursed "lore" cars I've ever seen, with the most bizarre execution of editing a model to be lore. the old gta 4 rebadges weren't as bad as this. I say "lore" in quotations because this barely qualifies as lore at this point, it feels more like a random mashup done for a render. I loved the ikusa in burnout, but man, putting forza r34 bumpers and interior on it to adapt it to gta is the most crack idea I've ever seen, no offense. it just doesn't work from a design perspective, the ikusa is a more modern looking, better "flowing" (and somewhat cartoony since burnout design) car than the r34 per se, since the 34 is a bit boxier all around. you've basically taken two completely different designs and mashed them together to create a very strange and disproportionate car. looking at this car hurts my brain because I see the boxy r34 bumpers but then the newer ikusa body - it just doesn't work. ideally what you would have done is use the ikusa as a base, then edit its existing design all around to fit the lore designs by taking design cues from the retro custom and rh8. that would have worked much better since I cannot unsee the ripped r34 bumpers on a burnout car.
now I haven't tested the model in game, but I've checked out the dlc in openiv and seen screenshots of it in game sent by people I know, and there are several issues with the dlc overall. first off, you have an EXTREMELY bloated dlc.rpf file size, sitting at a cool 164mb. I don't know how stew didn't tell you this, but you should always defrag your rpfs once you've finalized the mod. like ffs the vehicles.rpf is 135mb, but its contents actually total ~17mb. this is because the rpf is fragmented from several attempts at testing different versions of the model, defragging fixes this. and the contents of vehicles.rpf being around 17mb is a problem in itself too considering this is a lore mod. this brings us to general mod/model issues. there are two yfts for the car, both weighing ~3.8mb each. if this was an unlore mod, I wouldn't give a single shit, but this is a relatively large size for a lore car. I checked the model and the main culprit seems to be the polycount sitting at ~140k. this is a little high compared to the accepted lore standards of a maximum of ~110k. I imagine this is mainly because of the directly ported forza interior, which doesn't fit lore at all since r* uses their premade sets of interiors for several cars. the body itself also seems a little dense and has some terribly polyflow issues at random spots, with the main culprits being the fenders and trunk - which lead to some bad normals/reflections issues in game. the windows also have absolutely awful wireframes, I don't even wanna imagine wtf happened there. as I was writing this, I just noticed the grille piece thing on the front bumper is EXTREMELY DENSE HOLY FUCK HOW MANY SUBDIV LEVELS IS IT??? GO LOOK AT IT - IT IS NOT OKAY AT ALL MAN WTF?? go fix that asap, holy shit. back to normal critiquing, the engine bay as a whole is not okay and unfitting of lore. some gamemodels rb26 in there with completely unlore engine details. should've just ripped the enginebay from the retro custom and adapted it. speaking of unlore details, you have a 9mb(!!) ytd file due to having the unlore interior, engine, some really weirdly mapped tires and other details such as the calipers. don't get me wrong, these are nice textures for an unlore mod, but none of this stuff is really appropriate for a lore mod, and the bloated texture dictionary just makes it that much worse. next time use common lore 3d assets for all this stuff and use txdrelationships for their textures, only have car specific textures (like the badges and light textures) in the ytd. also idk why this car has its own custom dirtmap - a well made mod should never ever need a dirtmap beyond r*'s.
overall, this is still a very good attempt at a first mod, the execution is somewhat decent and not completely awful, but there are several glaring issues with the design of the car and the way the mod was put together. it falls into a really weird category, its not necessarily an "unlore" mod per se, but its also not lore either, just a really oddball mod that no one really expected. I know I just listed a bunch of issues (and even told you to fix one of them), but imo you probably shouldn't update this mod further and begin a new attempt at a proper lore car, since this is just a lost cause due to its strange execution. join the new vanillaworks server once it opens up so you get feedback as you make stuff rather than going off your own tangent, you'll get much more satisfactory results then.