Tire Skids and Marks rework1.0
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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.
47 Comments
More mods by skramarks:
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.