1965 Chevrolet C-10 Stepside [Add-On | LODs] 1.0
4 892
167
4 892
167
Chevrolet C-10 Stepside '65 1.0
Original model from Driver:SF
Converted by Mr.Poher for GTA:IV
Converted to GTA:V by GreenAid with edits and parts from GTA:SA model
wheel model by carface80 with textures redone by GreenAid
Features:
- midpoly
- LODs 0,1,2
- dirtmap (texture edited by ReNNie)
- CLR:1 & 2 paints
CLR:4 wheels
- breakable windows
- steering wheel
- more realistic handling (please don't complain about it having "no brakes" or "no grip", that's how cars are irl.... if you want an arcade handling just copy the Bobcat's one or something..)
- 2 sets of grilles
Screenshots by ReNNie, thanks!
CHANGELOG:
-1.0: first release
Bugs:
- none for now
Tell me if you find any
Model is unlocked, but respect the credits!
Installation inside readme.
Enjoy!
Original model from Driver:SF
Converted by Mr.Poher for GTA:IV
Converted to GTA:V by GreenAid with edits and parts from GTA:SA model
wheel model by carface80 with textures redone by GreenAid
Features:
- midpoly
- LODs 0,1,2
- dirtmap (texture edited by ReNNie)
- CLR:1 & 2 paints
CLR:4 wheels
- breakable windows
- steering wheel
- more realistic handling (please don't complain about it having "no brakes" or "no grip", that's how cars are irl.... if you want an arcade handling just copy the Bobcat's one or something..)
- 2 sets of grilles
Screenshots by ReNNie, thanks!
CHANGELOG:
-1.0: first release
Bugs:
- none for now
Tell me if you find any
Model is unlocked, but respect the credits!
Installation inside readme.
Enjoy!
Dodano: październik 23, 2017
Ostatnia aktualizacja: październik 23, 2017
Last Downloaded: 5 dni temu
58 Komentarzy
Chevrolet C-10 Stepside '65 1.0
Original model from Driver:SF
Converted by Mr.Poher for GTA:IV
Converted to GTA:V by GreenAid with edits and parts from GTA:SA model
wheel model by carface80 with textures redone by GreenAid
Features:
- midpoly
- LODs 0,1,2
- dirtmap (texture edited by ReNNie)
- CLR:1 & 2 paints
CLR:4 wheels
- breakable windows
- steering wheel
- more realistic handling (please don't complain about it having "no brakes" or "no grip", that's how cars are irl.... if you want an arcade handling just copy the Bobcat's one or something..)
- 2 sets of grilles
Screenshots by ReNNie, thanks!
CHANGELOG:
-1.0: first release
Bugs:
- none for now
Tell me if you find any
Model is unlocked, but respect the credits!
Installation inside readme.
Enjoy!
Original model from Driver:SF
Converted by Mr.Poher for GTA:IV
Converted to GTA:V by GreenAid with edits and parts from GTA:SA model
wheel model by carface80 with textures redone by GreenAid
Features:
- midpoly
- LODs 0,1,2
- dirtmap (texture edited by ReNNie)
- CLR:1 & 2 paints
CLR:4 wheels
- breakable windows
- steering wheel
- more realistic handling (please don't complain about it having "no brakes" or "no grip", that's how cars are irl.... if you want an arcade handling just copy the Bobcat's one or something..)
- 2 sets of grilles
Screenshots by ReNNie, thanks!
CHANGELOG:
-1.0: first release
Bugs:
- none for now
Tell me if you find any
Model is unlocked, but respect the credits!
Installation inside readme.
Enjoy!
Dodano: październik 23, 2017
Ostatnia aktualizacja: październik 23, 2017
Last Downloaded: 5 dni temu
@Q_hulyo I told you, only deleting it from the model. Extras are meant to spawn :)
@GreenAid ok, thank you very much!
since jan2019 this one is crash.
figured all other 6 Chevrolet C-10 out .... everyone alone .... and then try other dlc other dlc ...
at least now are the other 5 c-10 flatbed, stepside custom, stepside, tiffany shop ... etc. in my add on list.
nothing against this mod, i still can see in the folders that this is a really nice car, but makes my game crash. (just crashtodesktop without any reason)
got it:
had 479 add-on vehicles on the streat and my mb file maximum for the game was reached ^^
so i just could do for your big one at least 2-3 more small mb vehicles inside but after i did 2-3 more new vehicles to 483-484 it crashed :D
need to change adjuster, gameconfig etc ... for get the bigger mb limit :D
lets see when i am reaching the dlc limit so i have to bundle some dlcs then :D :D
Very cool model, i love your mods. fuck yeah...
very easy for install
Love this mod. thank you
@Q_hulyo don't know are you still interested but there is a way to do it without removing it from model using zmodeler.
https://forums.gta5-mods.com/topic/30287/tutorial-how-to-disable-remove-specific-extras-from-vehicles-vehicle-spawns
There are some vehicles I couldn't get it working properly but 90% of them worked.
@Aurora11 Thanks, I'll check it out!
@Q_hulyo Pleasure fren <3
@GreenAid I actually found the handling very good and agreeable for an old "lead sled" like this. It fits really well. Don't mind the haters who want every vehicle to be an indestructible Pegassi Infernus. :)
I can tell a lot of good texture work was done here, as I was optimizing the texture dictionary to get it equal or less than ~2.5mb for replacement spawning, there wasn't much for me to do. It's already pretty well optimized and I was just able to shrink a few things and get rid of about half the mip maps and the final product still looks good, but this is definitely a well done piece of work, so bravo to you and anyone else who worked on it.
@lufusol By removing the mip maps it's as if you removed lods. It makes it worse for performance. And you can just add it to traffic rather than replace, much easier.
@GreenAid I understand what you are saying but 5 mipmaps for exterior items and 3-4 for interior items (depending on their size) is plenty for the following goals. My computer is plenty beefy, that's not the limitation. Remember this came out almost 10 years ago. It was designed with some limitations that weren't meant to be overcome almost 10 years later. Even with a customizable heap adjuster, you can't do more than about 2000mb of heap without the game crashing on startup (if you know otherwise, please correct me). So there's a hard limit there. Once the game loads too many large-textured assets, areas of the world (roads, buildings, etc) start to load late or disappear entirely. That's not very immersive. So, as I replace vehicle models with "real" ones because I don't want to see their fake GTA counterparts anymore and I don't want those counterparts taking up the limited texture space, I also optimize the texture dictionaries.
If I were taking pics or videos, trying to show off a vehicle, saving a personal vehicle in my garage, or just wanting to add a handful of nice vehicles to the game, I would stick with the full quality add-ons. But I'm at 115 vehicles replaced, I'm still going, and my world isn't bugging out. It was bugging out at around 90 before I started making decisions to change models and shrink the ones I want to keep. I wanted to keep yours so I shrunk it. Take it as a compliment.
If you make smart choices, you can easily replaced over 200 vehicles without issues. It just takes a lot of time.
@lufusol I use exclusively add-on cars in traffic. And btw trust me, that's not how mip maps works, having less means the game has to use higher res versions of the texture when it would use lower res ones, be it at a sharp angle or distance.
@GreenAid I came to compliment you on your work amidst all these people complaining and you are giving me a hard time for the way I choose to optimize my game. Not a good look for you. Try being a little less defensive. I have plenty of performance to spare, the limitation is in the game design so I'm trading a few mip maps (which has literally no performance impact on my 2020 hardware) so the total texture allocation doesn't get outta hand. It works just fine for me and I'm not lacking in FPS or anything like that. As far as I know, even if I use a mod to spawn addons in traffic the game is still going to load the textures for the base vehicles I don't want into the software-limited heap and it's still going to cause glitches in the world if it's trying to load dozens of cars with 30mb texture dictionaries all at once. If you want to give a helpful response why don't you inform me how to get around that instead of jumping to the conclusion that I don't know how mip maps work.
Have a nice day
@lufusol I'm not being defensive, I'm just trying to say how stuff is ':D
I use F7YO's gameconfing, the heap adjusters, that stuff.
I have a hi-end laptop (lower performance than respective desktop parts) and have never experienced texture loss. As I have said I only use mine and a few other friends' mods in traffic (currently working on 40-50s pack), which are optimized with low lods and ytd's possibly of 5mb or less, and comply to my standards ahaha.
As for graphics, I use VisualVanilla as I like a clean, pleasant look without altering the game's looks too much. That mod is also not performance hungry unlike some others (NVE, Quant...) which can cause texture loss and the likes, with their addons and stuff.
Anyway, back to the mod itself, this is one of my first works so it's really poor by my current standards, handling included since I followed killatomate's method (that's how I first learned) and his cars have low bodyroll and low steering/no oversteer, higher grip, etc. I would kindly ask you to try one of the newer ones and see how you like those. Cheers
P.S, feel free to join my discord server to chat with all of us and/or see what goes on and gets made
@GreenAid You did everything right with your mod, I wasn't complaining about your texture sizes, I just try to get them under 3mb dictionaries because my goal is hundreds of cars replaced, the native way rather than using an addon spawner. It's a lot of tedious work but that's a personal choice based on my own insane standards and not a criticism of your work. I think this is great. I understand that mipmaps are to textures what LODs are to models, and I don't mean to brag or anything but I've got a current gen RTX card and a decent CPU, so it's really just the game design's hard limits that I am catering to. I was impressed with your texture dictionary when I was looking at it. You are very thorough, like I said, there was very little I could do (without a noticable loss in quality). I appreciate your hard work and your invite. Cheers
Dude you are really good with mods can you do a 1976 version of the C10
perfect
what if any map mods did you use for the pictures
Nice one!