-- 20/07/2025 -- v1.3c Hotfix!
- Another small compatibility fix for VCParticles by Artem_kostromi.
- Fixed lots of problems/crashes related to tuning parts.
- Fixed lots of problems/crashes related to tuning parts.
  -- 17/07/2025 -- v1.3b Hotfix!
- Full compatibility with VCParticles by Artem_kostromi.
- Full compatibility with GTA IV HUD by _AG.
- RC Baron is now default disabled in the ignore list.
- Physical proofs like collision, bullet, explosion, etc... are also used as conditions to deform something.
- VDCOL now switches all deformations instead of just collision deformation.
- ID Ignore list can now go up to 50 entries instead of just 25.
 - Full compatibility with GTA IV HUD by _AG.
- RC Baron is now default disabled in the ignore list.
- Physical proofs like collision, bullet, explosion, etc... are also used as conditions to deform something.
- VDCOL now switches all deformations instead of just collision deformation.
- ID Ignore list can now go up to 50 entries instead of just 25.
Hello everyone, HUGE update for today, lots of improvements, bug fixes and
    additions!
 
  Lets begin with the hood bend:
After so many people asking for something like that in YouTube i decided to try it out, all vehicles will dynamically bend their hoods based on the impact, the way it works isn't that complex but it works pretty well :D
After so many people asking for something like that in YouTube i decided to try it out, all vehicles will dynamically bend their hoods based on the impact, the way it works isn't that complex but it works pretty well :D
And also on low poly vehicles:
  The vertices displacement/deformation had a massive overhaul, as you guys
    have probably seen medium to big impacts leaves a huge sphere looking
    deformation, very ugly tbh, after a bunch of tests and experimentation i
    have achieved a very neat new deformation system.
  Now all cars have a "center resistance" meaning that it is way harder for
    impacts to damage the cabin location kinda, because of that the whole look
    of dents will be different from the v1.2b.
  Pretty sure there will be people who prefers the old system, to restore it or
    have a similar look to the v1.2b just put "centerResistance = 0.0" in the
    .ini file.
  You can now kill your vehicle engine if it gets too damaged, it uses the
    vehicle engine dummy offset to calculate everything so if the engine is
    located on the back of the car front impacts won't cause much problems to
    you.
  You can disable that feature on the .ini file, just put
    "minForceToKill_Engine = -1.0" and cars now have an ultra flexible engine
    body who never breaks.
  There is now 2 cheats to help you in specifics cases, they are editable in
    the ini file btw:
   VDRES = Forces your current vehicle to reset all visual deformation
    to the original mesh, this is for cases that for some reason your car
    doesn't get reseted on fixing events, useful in SAMP i guess.
  VDCOL = Are you having a difficult time in a specific mission because the
    deformations keep obliterating the car or killing the driver? Use this cheat
    to temporally disable all deformations to beat the mission and
    re-enable it back :)
  Any way, missions that uses playback cars are now undeformable, like
    Tenpenny's fire truck on last mission.
  And now a list with more miscellaneous updates:
- 
  - LOTS of crash fixes, there was a bunch of vehicles who weren't compatible
    with my mod because of a multitude of reasons, they are now all compatible
    :) 
 
- - You can now edit the minimum force to kill NPC, Script and Player peds separately, so you can disable the player from dying on impacts but still possible to kill peds on the traffic.
- - Possibility to disable GTA SA vehicle damaged parts for all vehicles, so the only visible thing is the base model with the deformations.
- - Wheel calipers/hubs from ImVehFt will also be hidden if the wheel is popped out.
- - VCParticles compatibility!
- - The default configuration is now way more polished to suit more realistic dents.
- - And some more small things...
  And that is all, hope you guys like it :D
  Big thanks again to SimBoRRis for testing all my broken experimentations
    xd.
  ! Download is at the bottom of the page ! 
23/06/2025 - v1.2b - Info
      ----- HOTFIX! v1.2b -----
    
    
       - Fixed a bunch of small/big crashes, please update it xD 
    
  Hello guys, it is me again :D
  
    As promised here is the VehDeform to the public, thanks again to all my
    supporters you guys have no idea how much i'm thankful for all of you people
    <3 
  
  
     This v1.2 version brings a bunch of optimizations, fixes and
    additions:
  
  
    - Boats are now deformable as well!
- VehFuncs vehicles with wheel variations now correctly works, the wheels won't be deformed.
  - VehFuncs vehicles with wheel variations now correctly works, the wheels won't be deformed.
- Optimization options for low spec PCs.
  
    - HUGE optimizations for High-Poly vehicles.
  
  - More options in the .ini file.
  
    - Peds inside the vehicle can now die depending on the impact.
  
  
    - Vehicle ID ignore list, vehicles in that list will not be deformed no
    matter what.
  
  - Fixed added weapon crashing the game.
  
    - Player can now get out of the car even if have no wheels, so no car
    soft-locking anymore :D
  
  
    - And a bunch more small improvements... 
  
   And i think that is it.
  
    If you guys haven't watched i have also made another video for VehDeform but
    i forgot to put here on the post xD That is the one: 
  
  The download is at the end of the post.
  Have fun :D 
11/06/2025 - v1.0 - Release Post
    Hello everyone, long time no see, huh :)
  
  
    Vehicle Deformation is finally here, take a look at the new cool trailer:
  
  
    (went full on board on the touhou references this time xd)
  
  Well, after the first video trailer that mod got way too much attention that i really wasn't expecting it to get, lol. At the moment i've done that video the mod was absurdly early on, in all honestly it was really bad, by accident the video shots made the mod look way better than it actually was lololol, because of that i was kinda forced to put all my efforts in its development.
    All that thing just started as an experiment for PumaStudio, Alyy阿丽 has
    requested to me long time ago to make a function that can change objects
    textures while in-game and to make such thing you have to go quite deep into
    the model structure, as i keep digging into the model structure i stumbled
    at the RpMorphTarget struct which contains all the vertices data, and at
    that moment i instantly though "why not try to move those verts on impact?"
    and here we are :D
  
  
    As you guys have read, to change a vertice position it isn't really that
    difficult after you know the right path, the real problem stands at how gta
    sa uses that data along all cars in scene, you guys probably already knows
    it but in summary is that: every vehicle shares the same geometry data, so
    if you have to Elegys in you screen and you change a vertice all Elegys will
    have that same modified vertice, for performance needs this is actually
    really good and it also saves a lot of memory back then but it makes it
    impossible to make a deformable thing on them.
  
  
    To solve that every vehicle needs to have their own set of vertices so each
    Elegy can have a unique geometry data to be modified, and that is it, every
    time a vehicle is spawned it copies the set of cached un-deformed vertices
    to it :)
  
  
  
    Inside the mod there is the  "VehDeform_CFG.ini" file which contains a
    bunch of values to configure, the most important one by far is the
    "impactMult" as it is the main one that controls the impact deformation.
Also, it is important to note that what makes a vehicle more rigid than others is the handling vehicle mass value, so, high mass values means strong car body, and small values means paper car.
  Also, it is important to note that what makes a vehicle more rigid than others is the handling vehicle mass value, so, high mass values means strong car body, and small values means paper car.
The script allows weapons to deform as well, as you guys know weapon.dat file contains all the individual weapon damage and it is those values that determines how much it will a vehicle body, the only exceptions are melee and explosion damages, they have hardcoded value, you can adjust it as well in the .ini file if you want.
     - Mod Incompatibilities? -
Very important topic, i don't use much mods in my game so i can't perfectly say stuff here so:
  
  Very important topic, i don't use much mods in my game so i can't perfectly say stuff here so:
    - ENB:               Works
  
  
    - ImVehFt:         Works
  
  
    - SAMP:
               Works
- SkyGfx: Works
- VehFuncs: Works
  - SkyGfx: Works
- VehFuncs: Works
    - PumaStudio:    Works :)
  
  - Does it work with custom vehicles? -
  
    Yes, works with any vehicle, it doesn't need any adaptation, but, if the
    vehicle is well converted to SA containing all the dummy bumps, doors,
    windscreen, etc... VehDeform also have a unique component popping mechanic
    that will pop the component by how much the vertices have been displaced in
    total.
  
  
    NOTE: there is some custom vehicles that simply doesn't work, i have no idea
    why, it is quite rare to find one though, so no worries.
  
  
     It also works with vehicles aside of cars, like bikes, planes and
    helis, doesn't work that well but hey, it works :)
(if you don't like them you can also disable it in the .ini file)
  (if you don't like them you can also disable it in the .ini file)
    In case you haven't noticed yet, this is not a shader and it also deforms
    the collision of the vehicles meaning that will change quite a lot your
    gameplay in certain situations, if you don't like that you can disable
    collision deforming in the .ini file basically making the mod just a visual
    thing.
    
  
  
    While in-game type "VDBG" to enable debug mode and using the arrow keys you
    can then edit most mod values like impactMult, gunMult etc... but you can't
    save them save them.
  
  
    The mod also contains a little custom FX system to make impacts a lil more
    impactful.
  
  - IMPORTANT-
  
    All that thing is very FAR from perfect, it is NOT stable, there is still
    some random crashes that i couldn't track down, and there is some custom
    cars that takes an eternity to be cached i have no idea why, for some reason
    those custom rebuild their atomic list multiple times meaning multiple
    caches and ultimately a lag spike :(
  
  
     One last thing, i have no idea how compatible it is with story
    missions, been a decade i guess that i haven't played a single mission xD
  
  
    And i guess that is it, enough with the yappering :D
  
  
   IT DOES NOT WORK NOR HAVE A MOBILE VERSION, DO NOT ASK!
    - DOWNLOAD -
  
| 20/07/2025 | v1.3c --- Newest | DOWNLOAD | 
| 17/07/2025 | v1.3b | DOWNLOAD | 
| 15/07/2025 | v1.3 | DOWNLOAD | 
| 23/06/2025 | v1.2b | DOWNLOAD | 
| 22/06/2025 | v1.2 | DOWNLOAD | 
| 16/06/2025 | v1.1 | DOWNLOAD | 
| 11/06/2025 | v1.0 | DOWNLOAD | 
    Credits:
  
  
    All Plugin-SDK Contributors
  
  
      Special Thanks:
    
    
      SimBoRRis - Debug Testing
    
      










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