Improving Tire Skid and Mark Representation 0.1
Misc TextureDescription
Improving Tire Skid and Mark Representation
I've decided to tackle the unrealistic skid marks in the game after all these years. Here are the improvements I've made: 1. Adjusted skid mark width for a more realistic contact patch when sliding. 2. Changed the skid texture to resemble actual sliding tires, instead of the default tire tread pattern which is illogical for a slide. 3. The new texture is less pitch black and blends better with existing skid marks on the roads. 4. It's now impossible to leave rubber marks on wet surfaces unless you perform extreme maneuvers like handbrake slides from high speeds or prolonged donuts that heat up the tires. 5. Different surface materials like bricks and metal produce less intense skids compared to tarmac and concrete. 6. Skid marks are now more gradual in appearance. 7. Handbrake slides leave darker marks than drifts, reflecting realistic street racing behavior. I'm still working on making drift marks darken over time with prolonged tire lighting. I've also made some adjustments to gravel and grass tracks, but they're not particularly noteworthy yet (work in progress). This mod works well with Drive V and InversePower.Installation:
Place the fxdecal files in "GTAV/mods/update/update.rpf/x64/textures/fxdecal.ytd" (open and edit using OpenIV). Place the wheelfx.dat file in both of these locations: "GTAV/update/update.rpf/common/data/effects" and/or "GTAV/common.rpf/data/effects" I'm unsure which location takes priority, so replace both files to ensure compatibility.First Upload: November 15, 2024 Last Updated: November 15, 2024
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