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Zpectre
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PostSubject: Issues with lights compatibility   Fri May 29, 2009 12:00 pm

Well I don't know where to put this so it goes on the Help section since I don't want to clutter the mods area. Smile

I've been noticing that some of the new cars have been using KLM instead of HQLM and, well, using KLM in my game is being more trouble than it's worth since most of the older cars have some sort of mapping issue with KLM. Conversely, cars that require KLM look bad with HQLM.

I like KLM, the lights are very pretty and HQ, but I think that changing the arrangement of the textures was a step in the wrong direction since the HQLM standard had already been established for years and everyone had been making cars with HQLM in mind. Cars from CG and KCS are cool but I don't want to use only them in my game. Moreover, KLM conflicts with some very recent mods like XSB's Gallardo LP560/4 and Wired's Audi S5 which I have in my game and don't want to get rid of.

Since SA modding is already in its twilight I guess a "new standard" is rather unwelcome. As soon as we can put models into IV everyone and their dog will migrate to that leaving SA with lots of good mods like Kot's Zonda which can't be used properly because of conflicts between light textures.

This is more a rant than anything...

Well if there was a way to make SA use more than one vehicle.txd, maybe through CLEO, I guess this could be solved and everyone would live happily ever after... Razz

Any thoughts?
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PostSubject: Re: Issues with lights compatibility   Fri May 29, 2009 2:12 pm

I agree, it totally s**ks that everyone took up the crappy HQLM because it says "high quality" when it's anything but- it also s**ks that my light mod is 90% compatible with all light mods, and actually, with the color dots in there, it's about 92% compatible - but most people have used, and continue to use that 8 percent of hqlm for their shitty lookn headlights and weak ass nav screens

I was trying to get as many reputable people on board with me about using it, and most agreed, but as soon as they heard a few opinions such as yours, they chose to show real character and turned they backs to it - but all in all, I pretty much refuse to eat crackers when I have steak and eggs available to me - for example, if I used hqlm on my zonda, or 599 (the ones with glass like lights), I would have to settle for them either being dark blue or sky blue when lit.. and to me that's crap - not to mention the layout is worthless because they didn't effectively utilize that small percentage of space which happens to be where all of the compatibility issues come from

hqlm is SHIT, and if I have to be the minority in saying so, so be it Smile

but just be patient, some1 will turn out a better LP560 and S5 that uses KLM xD

edit- why is "sucks" in the word filter.. yet SHIT is not? urhrhrhr lol
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PostSubject: Re: Issues with lights compatibility   Fri May 29, 2009 3:03 pm

in that case, i will modify my LP560. If any of my other cars conflict with it, just PM me.
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PostSubject: Re: Issues with lights compatibility   Fri May 29, 2009 6:45 pm

i have the same problem,my old cars uses the HQLM2 but when i saw the KLM i modified all of them for the KLM that is surely better

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PostSubject: Re: Issues with lights compatibility   Fri May 29, 2009 6:55 pm

yeah some of the textures from KLM are better tho I'm not gonna use it and having all the cars including mines fked I prefer to use hqlm and live with 3 or 4 cars with KLM with fked lights :nah:

note I have a edited HQLM

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PostSubject: Re: Issues with lights compatibility   Fri May 29, 2009 8:31 pm

well, guess some of us will have to agree to disagree.. otherwise, it'll continue like this

HQ side:
KLM side:


crackers!
...steak!

water!!
...beer!

eunuchs!
..females!!

v6!!!
..v12!!

yugo ftw!!
...ferrari ftw!

susan boyle!
..EWW!!! xD
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PostSubject: Re: Issues with lights compatibility   Fri May 29, 2009 8:45 pm

ohh C'mon Kott not even all your mods are compatible with KLM right ?

btw I would like to see a V6 on a Yugo riding on water Wink

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PostSubject: Re: Issues with lights compatibility   Fri May 29, 2009 9:02 pm

not my old ones, of course not - but I don't even consider my resume starting until the 350z and super snake ..and idk about the Z, but the snake is compatible ..so lol
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PostSubject: Re: Issues with lights compatibility   Fri May 29, 2009 9:27 pm

cant see any problem with klm
my gallardo uses it and all my future cars will use it, the mod is too HQ to replace it with HQLM evn eif i have issues
if ppl want HQ and good looking moods than KLM is the reply to your question, if you want shitty looking lights than HQLM is the reply

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PostSubject: Re: Issues with lights compatibility   Fri May 29, 2009 10:33 pm

I'm planning to make mixture of KLM and HQML2 to atleast reduce the problem. Kotton can I use some of your lights?

This is the one I've made:



Ignore those black lines:P I did that so that no one can use it
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PostSubject: Re: Issues with lights compatibility   Sat May 30, 2009 1:13 am

Kotton wrote:
I agree, it totally s**ks that everyone took up the crappy HQLM because it says "high quality" when it's anything but- it also s**ks that my light mod is 90% compatible with all light mods, and actually, with the color dots in there, it's about 92% compatible - but most people have used, and continue to use that 8 percent of hqlm for their shitty lookn headlights and weak ass nav screens

I was trying to get as many reputable people on board with me about using it, and most agreed, but as soon as they heard a few opinions such as yours, they chose to show real character and turned they backs to it - but all in all, I pretty much refuse to eat crackers when I have steak and eggs available to me - for example, if I used hqlm on my zonda, or 599 (the ones with glass like lights), I would have to settle for them either being dark blue or sky blue when lit.. and to me that's crap - not to mention the layout is worthless because they didn't effectively utilize that small percentage of space which happens to be where all of the compatibility issues come from

hqlm is SHIT, and if I have to be the minority in saying so, so be it Smile

but just be patient, some1 will turn out a better LP560 and S5 that uses KLM xD

edit- why is "sucks" in the word filter.. yet SHIT is not? urhrhrhr lol

Yeah I too agree that the HQLM s**ks, if I recall it's 512^2 texture which is too low IMO and there's a huge part of the white space in the original lights used for a red thing that looks like a brake texture and many people have used it for brakes when they should've used the proper brake texture in the upper right. Razz There's also the angel eyes which NO ONE uses. Confused I never used HQLM apart from my first modding days. Problem is I used only those improved lights like RCF and UHQLM but they also use the HQLM layout which s**ks. RCF has low quality lights despite large size.

I'd remap the cars myself but most DFF are locked and I don't have 3DSMax (only good DFF filter) nor want to ask you guys to unlock the cars for me since there's a very good reason why those files were locked in the first place.

I'm with you on this though, Madonna was good in her time but I wouldn't f**k her if I had Gwen Stefani available... Laughing

And I want your 599!!! Razz Even if I have less than 20 posts at KCS! cheese I need something nice to replace my Cheetah.

XSB wrote:
in that case, i will modify my LP560. If any of my other cars conflict with it, just PM me.

It's hard to see but the front headlight bulb is a little messed up.

In the meantime could you mod your R8 to use higher spoke rims? There's too much rubber in those wheels and I love the rest of your R8. Smile

F.R. wrote:
I'm planning to make mixture of KLM and HQML2 to atleast reduce the problem. Kotton can I use some of your lights?

This is the one I've made:

F.R. please DON'T use Ikey's brakelight texture!!! It's crap. cheese

F.R. wrote:
Ignore those black lines:P I did that so that no one can use it

Laughing
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PostSubject: Re: Issues with lights compatibility   Sat May 30, 2009 1:42 am

F.R. wrote:
I'm planning to make mixture of KLM and HQML2 to atleast reduce the problem. Kotton can I use some of your lights?

This is the one I've made:



Ignore those black lines:P I did that so that no one can use it

not trying to insult you when I say.. that looks like crap- it has low quality textures mixed with high and the placement is elementary - I could understand using HQLM's top right brake texture on mine, but that's about it.. wtf is an image of GWM doing in there??? and why would you get rid of nav and gps screens? that's just lame.. especially considering the red light that covers them is completely unnecessary as Zpectre pointed out - please don't modify my LM, do your own- and that means google for every light like the rest of us that have produced LM's had to - imo, it's no different then taking 1 of my vehicles and modifying it to your liking - I'll say it again, I utilized the white blank space to it's maximum.. and IDGAF if that space is not compatible just because nobody had the intelligence to make and/or use a better LM some years ago - it truly is the past modders own faults for not demanding a better LM from the beginning


Last edited by Kotton on Sat May 30, 2009 2:00 am; edited 1 time in total
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PostSubject: Re: Issues with lights compatibility   Sat May 30, 2009 1:54 am

Kotton wrote:
well, guess some of us will have to agree to disagree.. otherwise, it'll continue like this

HQ side:
KLM side:


crackers!
...steak!

water!!
...beer!

eunuchs!
..females!!

v6!!!
..v12!!

yugo ftw!!
...ferrari ftw!

susan boyle!
..EWW!!! xD


man did you ever drive a yugo?

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PostSubject: Re: Issues with lights compatibility   Sat May 30, 2009 3:01 am

Kotton wrote:
F.R. wrote:
I'm planning to make mixture of KLM and HQML2 to atleast reduce the problem. Kotton can I use some of your lights?

This is the one I've made:



Ignore those black lines:P I did that so that no one can use it

not trying to insult you when I say.. that looks like crap- it has low quality textures mixed with high and the placement is elementary - I could understand using HQLM's top right brake texture on mine, but that's about it.. wtf is an image of GWM doing in there??? and why would you get rid of nav and gps screens? that's just lame.. especially considering the red light that covers them is completely unnecessary as Zpectre pointed out - please don't modify my LM, do your own- and that means google for every light like the rest of us that have produced LM's had to - imo, it's no different then taking 1 of my vehicles and modifying it to your liking - I'll say it again, I utilized the white blank space to it's maximum.. and IDGAF if that space is not compatible just because nobody had the intelligence to make and/or use a better LM some years ago - it truly is the past modders own faults for not demanding a better LM from the beginning

Yea its crap. I already have made another one and it has angel eyes of the BMW and all lights are from google. I just posted this one because maybe some people wouldn't like the new I made Razz .I'm gonna put google map on the navigation. Laughing

Pics tomorrow because I'm sleepy already (4:00AM here)
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PostSubject: Re: Issues with lights compatibility   Sat May 30, 2009 4:52 am

Urko™ wrote:
Kotton wrote:
well, guess some of us will have to agree to disagree.. otherwise, it'll continue like this

HQ side:
KLM side:


crackers!
...steak!

water!!
...beer!

eunuchs!
..females!!

v6!!!
..v12!!

yugo ftw!!
...ferrari ftw!

susan boyle!
..EWW!!! xD


man did you ever drive a yugo?

Anything based on a Fiat 128 is crap. Razz
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PostSubject: Re: Issues with lights compatibility   Sat May 30, 2009 5:37 am

i don't use nothing,what is better because i saw much mods of lights but don't know what is better. Smile
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PostSubject: Re: Issues with lights compatibility   Sat May 30, 2009 9:13 am

Kotton wrote:
not trying to insult you when I say.. that looks like crap- it has low quality textures mixed with high and the placement is elementary - I could understand using HQLM's top right brake texture on mine, but that's about it.. wtf is an image of GWM doing in there??? and why would you get rid of nav and gps screens? that's just lame.. especially considering the red light that covers them is completely unnecessary as Zpectre pointed out - please don't modify my LM, do your own- and that means google for every light like the rest of us that have produced LM's had to - imo, it's no different then taking 1 of my vehicles and modifying it to your liking - I'll say it again, I utilized the white blank space to it's maximum.. and IDGAF if that space is not compatible just because nobody had the intelligence to make and/or use a better LM some years ago - it truly is the past modders own faults for not demanding a better LM from the beginning

Before I forget: is it possible to make the game call another vehicle.txd for certain cars through CLEO? This way it would be possible to use both HQLM and KLM. Smile
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PostSubject: Re: Issues with lights compatibility   Sat May 30, 2009 10:47 am

ah! what an idea mista. Zenius! cheese (oopsh i mean mista. Zpectre)
a cookie for this thought >> 🍪
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PostSubject: Re: Issues with lights compatibility   Sat May 30, 2009 4:41 pm

not possible

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PostSubject: Re: Issues with lights compatibility   Sat May 30, 2009 4:50 pm

u can with Sobeit u can load the vehicle.two pressing and hot key

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PostSubject: Re: Issues with lights compatibility   Sat May 30, 2009 11:38 pm

Neos7 wrote:
u can with Sobeit u can load the vehicle.two pressing and hot key

How can you do this?
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PostSubject: Re: Issues with lights compatibility   Sun May 31, 2009 1:46 am

install sobeit 3.82

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