Professional Vehicle Spawner - The Ultimate for Customization 6
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Version 6 Change Log
- Adjustments for different screen resolutions
- Fixed sprite displayed when menu was closed
Who is this for and why is it superior to the other spawner mods
This is the only Vehicle mode that is highly customizable. It is targeted at serious car enthusiasts who want control over:
- what cars to include (or exclude) in the menu for spawning
- what pictures to display (from any source, from the built-in capture, from Google images)
- a menu that auto populates (dynamically), tailored to your exact specs
- infinite number of categories, all user defined, no restrictions
- now supports subfolders and sub categories for absolute customization
- customization. script offers a super quick/efficient way to customize a vehicle without a trainer including Extras and simple way to manage modkits.
- persistence
- ability to spawn in car, or spawn multiple cars when player is out of vehicle
- stability. Script manages memory and has been tested with over 2000 vehicles (addons, replace, and vanilla) without a single crash
- the name that appears in the menu: accurate brand and model names.
For example the 458it (spawn name) can be displayed as Ferrari 458 Italia (or whatever you want). This is done in seconds without the need for Open 4 and without having to edit meta data files. Everything is done in one line in the VSpawnerVehicles.txt file.
RAISON D'ÊTRE That's french for "Bruh, why this script mod". While this is only the first pass, this mod is highly customizable. It's a surgical approach, not a shotgun one size fits all. Current mods often display a Ferrari as a Ford or Vanilla Brand because the vehicle author didn't edit the name properly. Sure you can fix those manually in Open 4 but you would need hours and hours to do this - that's the extent of incorrectly named mods. I have over 700 vehicles and close to 30% have invalid names. Manually? Not gonna happ'in. Instead, you put the name you want to display in the text file called VSpawnerVehicles.txt. And, yes, work is required. If you're not serious, there are dozens of older shotgun approach scripts out there.
Screen Capture
Spawn a car with the script from the menu, in or out of the vehicle, using the L key. This will create a screenshot named with the current vehicle that you spawned. The image will be resized to 4:3 aspect ratio. This image will display when the menu is opened/closed (i.e. refreshed) without the need to restart/reload the script itself.
Note: You can use any image you want, your own, from Google, from wallpapers, just make sure the picture name is the spawn name. Extension can be png, jpg, jpeg, or bmp if you were born in the 1960s.
Persistence
If player is in vehicle, next vehicle will delete current one. If you want to keep a vehicle, just step out of the vehicle before spawning a new one - it will be persistent for the current session.
Installation
Requires SHVDN and LemonUI and a Scripts Folder
1. VSpawnerConfig.ini, VSpawnerVehicles.txt, and the VehicleSpawner2025.dll go in your Scripts folder (as usual)
2. Create a folder called Images as a subfolder of your Scripts folder. Or use the Sample one included.
3. You can create subfolders by class, category, brand, country, engine, favs, etc.You have complete artistic control over your categories.
4. You select which cars you want to include or exclude. Don't want vanilla in the menu? Just don't include them.
Use - Defaults
In the ImageConfig you will see:
OpenMenuKey=F3 - opens the menu
ImageFolder=scripts/images
You can can images from the mod called Vehicles Preview - About 2500 Cars [MEGA PACK]. They are not distributed with this download. The download page can be found below, but remember you can only spawn an addon vehicle from the image if you have that addon installed. If you don't you'll get a friendly message without crashing the script. You can also use your own images at your own dimensions (jpg, png, jpeg, bmp).
https://www.gta5-mods.com/misc/pack-1-vehicles-previews-for-menyoo-and-add-on-vehicle-spawner
- Adjustments for different screen resolutions
- Fixed sprite displayed when menu was closed
Who is this for and why is it superior to the other spawner mods
This is the only Vehicle mode that is highly customizable. It is targeted at serious car enthusiasts who want control over:
- what cars to include (or exclude) in the menu for spawning
- what pictures to display (from any source, from the built-in capture, from Google images)
- a menu that auto populates (dynamically), tailored to your exact specs
- infinite number of categories, all user defined, no restrictions
- now supports subfolders and sub categories for absolute customization
- customization. script offers a super quick/efficient way to customize a vehicle without a trainer including Extras and simple way to manage modkits.
- persistence
- ability to spawn in car, or spawn multiple cars when player is out of vehicle
- stability. Script manages memory and has been tested with over 2000 vehicles (addons, replace, and vanilla) without a single crash
- the name that appears in the menu: accurate brand and model names.
For example the 458it (spawn name) can be displayed as Ferrari 458 Italia (or whatever you want). This is done in seconds without the need for Open 4 and without having to edit meta data files. Everything is done in one line in the VSpawnerVehicles.txt file.
RAISON D'ÊTRE That's french for "Bruh, why this script mod". While this is only the first pass, this mod is highly customizable. It's a surgical approach, not a shotgun one size fits all. Current mods often display a Ferrari as a Ford or Vanilla Brand because the vehicle author didn't edit the name properly. Sure you can fix those manually in Open 4 but you would need hours and hours to do this - that's the extent of incorrectly named mods. I have over 700 vehicles and close to 30% have invalid names. Manually? Not gonna happ'in. Instead, you put the name you want to display in the text file called VSpawnerVehicles.txt. And, yes, work is required. If you're not serious, there are dozens of older shotgun approach scripts out there.
Screen Capture
Spawn a car with the script from the menu, in or out of the vehicle, using the L key. This will create a screenshot named with the current vehicle that you spawned. The image will be resized to 4:3 aspect ratio. This image will display when the menu is opened/closed (i.e. refreshed) without the need to restart/reload the script itself.
Note: You can use any image you want, your own, from Google, from wallpapers, just make sure the picture name is the spawn name. Extension can be png, jpg, jpeg, or bmp if you were born in the 1960s.
Persistence
If player is in vehicle, next vehicle will delete current one. If you want to keep a vehicle, just step out of the vehicle before spawning a new one - it will be persistent for the current session.
Installation
Requires SHVDN and LemonUI and a Scripts Folder
1. VSpawnerConfig.ini, VSpawnerVehicles.txt, and the VehicleSpawner2025.dll go in your Scripts folder (as usual)
2. Create a folder called Images as a subfolder of your Scripts folder. Or use the Sample one included.
3. You can create subfolders by class, category, brand, country, engine, favs, etc.You have complete artistic control over your categories.
4. You select which cars you want to include or exclude. Don't want vanilla in the menu? Just don't include them.
Use - Defaults
In the ImageConfig you will see:
OpenMenuKey=F3 - opens the menu
ImageFolder=scripts/images
You can can images from the mod called Vehicles Preview - About 2500 Cars [MEGA PACK]. They are not distributed with this download. The download page can be found below, but remember you can only spawn an addon vehicle from the image if you have that addon installed. If you don't you'll get a friendly message without crashing the script. You can also use your own images at your own dimensions (jpg, png, jpeg, bmp).
https://www.gta5-mods.com/misc/pack-1-vehicles-previews-for-menyoo-and-add-on-vehicle-spawner
Primeiro envio: 21 de Março de 2025
Último envio: há 1 dia atrás
Último download: há 2 minutos atrás
59 Comentários
Version 6 Change Log
- Adjustments for different screen resolutions
- Fixed sprite displayed when menu was closed
Who is this for and why is it superior to the other spawner mods
This is the only Vehicle mode that is highly customizable. It is targeted at serious car enthusiasts who want control over:
- what cars to include (or exclude) in the menu for spawning
- what pictures to display (from any source, from the built-in capture, from Google images)
- a menu that auto populates (dynamically), tailored to your exact specs
- infinite number of categories, all user defined, no restrictions
- now supports subfolders and sub categories for absolute customization
- customization. script offers a super quick/efficient way to customize a vehicle without a trainer including Extras and simple way to manage modkits.
- persistence
- ability to spawn in car, or spawn multiple cars when player is out of vehicle
- stability. Script manages memory and has been tested with over 2000 vehicles (addons, replace, and vanilla) without a single crash
- the name that appears in the menu: accurate brand and model names.
For example the 458it (spawn name) can be displayed as Ferrari 458 Italia (or whatever you want). This is done in seconds without the need for Open 4 and without having to edit meta data files. Everything is done in one line in the VSpawnerVehicles.txt file.
RAISON D'ÊTRE That's french for "Bruh, why this script mod". While this is only the first pass, this mod is highly customizable. It's a surgical approach, not a shotgun one size fits all. Current mods often display a Ferrari as a Ford or Vanilla Brand because the vehicle author didn't edit the name properly. Sure you can fix those manually in Open 4 but you would need hours and hours to do this - that's the extent of incorrectly named mods. I have over 700 vehicles and close to 30% have invalid names. Manually? Not gonna happ'in. Instead, you put the name you want to display in the text file called VSpawnerVehicles.txt. And, yes, work is required. If you're not serious, there are dozens of older shotgun approach scripts out there.
Screen Capture
Spawn a car with the script from the menu, in or out of the vehicle, using the L key. This will create a screenshot named with the current vehicle that you spawned. The image will be resized to 4:3 aspect ratio. This image will display when the menu is opened/closed (i.e. refreshed) without the need to restart/reload the script itself.
Note: You can use any image you want, your own, from Google, from wallpapers, just make sure the picture name is the spawn name. Extension can be png, jpg, jpeg, or bmp if you were born in the 1960s.
Persistence
If player is in vehicle, next vehicle will delete current one. If you want to keep a vehicle, just step out of the vehicle before spawning a new one - it will be persistent for the current session.
Installation
Requires SHVDN and LemonUI and a Scripts Folder
1. VSpawnerConfig.ini, VSpawnerVehicles.txt, and the VehicleSpawner2025.dll go in your Scripts folder (as usual)
2. Create a folder called Images as a subfolder of your Scripts folder. Or use the Sample one included.
3. You can create subfolders by class, category, brand, country, engine, favs, etc.You have complete artistic control over your categories.
4. You select which cars you want to include or exclude. Don't want vanilla in the menu? Just don't include them.
Use - Defaults
In the ImageConfig you will see:
OpenMenuKey=F3 - opens the menu
ImageFolder=scripts/images
You can can images from the mod called Vehicles Preview - About 2500 Cars [MEGA PACK]. They are not distributed with this download. The download page can be found below, but remember you can only spawn an addon vehicle from the image if you have that addon installed. If you don't you'll get a friendly message without crashing the script. You can also use your own images at your own dimensions (jpg, png, jpeg, bmp).
https://www.gta5-mods.com/misc/pack-1-vehicles-previews-for-menyoo-and-add-on-vehicle-spawner
- Adjustments for different screen resolutions
- Fixed sprite displayed when menu was closed
Who is this for and why is it superior to the other spawner mods
This is the only Vehicle mode that is highly customizable. It is targeted at serious car enthusiasts who want control over:
- what cars to include (or exclude) in the menu for spawning
- what pictures to display (from any source, from the built-in capture, from Google images)
- a menu that auto populates (dynamically), tailored to your exact specs
- infinite number of categories, all user defined, no restrictions
- now supports subfolders and sub categories for absolute customization
- customization. script offers a super quick/efficient way to customize a vehicle without a trainer including Extras and simple way to manage modkits.
- persistence
- ability to spawn in car, or spawn multiple cars when player is out of vehicle
- stability. Script manages memory and has been tested with over 2000 vehicles (addons, replace, and vanilla) without a single crash
- the name that appears in the menu: accurate brand and model names.
For example the 458it (spawn name) can be displayed as Ferrari 458 Italia (or whatever you want). This is done in seconds without the need for Open 4 and without having to edit meta data files. Everything is done in one line in the VSpawnerVehicles.txt file.
RAISON D'ÊTRE That's french for "Bruh, why this script mod". While this is only the first pass, this mod is highly customizable. It's a surgical approach, not a shotgun one size fits all. Current mods often display a Ferrari as a Ford or Vanilla Brand because the vehicle author didn't edit the name properly. Sure you can fix those manually in Open 4 but you would need hours and hours to do this - that's the extent of incorrectly named mods. I have over 700 vehicles and close to 30% have invalid names. Manually? Not gonna happ'in. Instead, you put the name you want to display in the text file called VSpawnerVehicles.txt. And, yes, work is required. If you're not serious, there are dozens of older shotgun approach scripts out there.
Screen Capture
Spawn a car with the script from the menu, in or out of the vehicle, using the L key. This will create a screenshot named with the current vehicle that you spawned. The image will be resized to 4:3 aspect ratio. This image will display when the menu is opened/closed (i.e. refreshed) without the need to restart/reload the script itself.
Note: You can use any image you want, your own, from Google, from wallpapers, just make sure the picture name is the spawn name. Extension can be png, jpg, jpeg, or bmp if you were born in the 1960s.
Persistence
If player is in vehicle, next vehicle will delete current one. If you want to keep a vehicle, just step out of the vehicle before spawning a new one - it will be persistent for the current session.
Installation
Requires SHVDN and LemonUI and a Scripts Folder
1. VSpawnerConfig.ini, VSpawnerVehicles.txt, and the VehicleSpawner2025.dll go in your Scripts folder (as usual)
2. Create a folder called Images as a subfolder of your Scripts folder. Or use the Sample one included.
3. You can create subfolders by class, category, brand, country, engine, favs, etc.You have complete artistic control over your categories.
4. You select which cars you want to include or exclude. Don't want vanilla in the menu? Just don't include them.
Use - Defaults
In the ImageConfig you will see:
OpenMenuKey=F3 - opens the menu
ImageFolder=scripts/images
You can can images from the mod called Vehicles Preview - About 2500 Cars [MEGA PACK]. They are not distributed with this download. The download page can be found below, but remember you can only spawn an addon vehicle from the image if you have that addon installed. If you don't you'll get a friendly message without crashing the script. You can also use your own images at your own dimensions (jpg, png, jpeg, bmp).
https://www.gta5-mods.com/misc/pack-1-vehicles-previews-for-menyoo-and-add-on-vehicle-spawner
Primeiro envio: 21 de Março de 2025
Último envio: há 1 dia atrás
Último download: há 2 minutos atrás
There is a PowerPoint presentation, just a few slides, in the video, which I'm sure is a first in GTA V scripting history.
With respect to the built-in screen capture code: the screen capture in the video was quick and dirty to demo the functionality. This was done simply using the mouse and then hitting the L key to take the screenshot.
For the best results you can use a camera script or, for devs, write your own. Either way select a nice background without distractions. Screen capture is fast but obviously you can use any Google Image for your personal use. Remember that your screenshots will appear instantly in the menu without having to reload the script.
@JohnFromGWN yes of course, one last thing we forget the fiveM mod, can you refer to the krlos mod to create this menu (look to the picture) ?, he applies it in his mod.
https://imgur.com/a/rUEjDML
@Anas0133 There's really nothing there, all he is doing is drawing sprites on the screen.
Is that support on GTA V Enhanced Edition?
@shawon24 I've written guides on Enhanced but honestly it's really a dumb idea to build tools when Enhanced is still going thru an early phase with regular patches. Once it is relatively stable would be the best time to start thinking of conversions. To answer your question, no, to the best of my knowledge no dot net scripts are compatible with Enhanced today. In fact very few mods are compatible.
Is it possible to add a horizontal arrangement, which can be switched to the current whole picture to fill the screen, or horizontally? That is, all the pictures are arranged in order on the screen: 4 sheets per row, for a total of 4 lines, so that you can use the mouse to click on the pictures to generate vehicles. In this way, you don't have to switch the previews one by one, and you can directly see most of the vehicle images
@JoyLucien Probably. You might need some kind of overlay. Depends if you want to do this with mouse clicks or just simulate it.
There are two problems that need to be fixed. I don't know if it is related to the computer resolution. The displayed picture is not in the middle of your video presentation, but the upper left corner and the menu overlap 90%. See if you can add a setting coordinate function to the picture display by yourself, and you can set the position of the displayed picture by yourself. The second problem is that if you exit the menu when previewing the picture, the picture will still be displayed. You may forget to add the logic of hiding the picture when the menu disappears.
@JoyLucien Thanks for your feedback. Testing was done at 2560 x 1440 and 1920 x 1080. The issue is the draw method required for external folders, rather than libraries, is not based on 0 to 1 coordinates. I need to normalize it, just never got around to do it. Will take a look and fix it so it handles different resolutions based on the 0 to 1 system. Using external images in LemonUI menus is not documented properly anywhere, I've never seen it done before, so what i"m doing is very much by experimentation.
With respect to the preview image staying on screen, that got screwed-up I guess when I added a static menu. This is a real technical challenge - having a static and dynamic menus play well together without huge hits on performance. Anyway, fixing the image preview should be easy.
@JohnFromGWN The preview image is left on the screen.. Logically, the image display is removed when the menu is closed. Just like your menu removes the image display when generating the vehicle
@JoyLucien Yes, I saw that. Just fixed it. Logic was just for closing menu or backspace. Needed Escape key as well.
else if (e.KeyCode == Keys.Back || e.KeyCode == Keys.Escape)
will work on screen now.
@JoyLucien I looked at having many images displayed on screen, as a menu UI, but the problem is that the mouse cursor goes under the image - meaning you can't see what you're hovering on. Don't know the solution.
@JohnFromGWN Master Jedi has a mod draws pictures on the screen, you can try checking that one, but not sure is the code peekable 🥺🥺
https://www.gta5-mods.com/scripts/custom-reticle
@MissySnowie Hi there. No, the discussion was not about drawing. This mod does just that. It draws customsprites from external images rather than internal libraries. The issue was using images as menus. Imagine having 10 cars or 10 peds or 10 MLOs on your screen, as a menu, and you click on one and it spawns or teleports. That's what @JoyLucien was requesting. Well the problem is, and I wrote the code earlier, is that when you draw images they move to the foreground and the mouse moves to the background. So you can't see what you're clicking on. Is there a workaround? Don't know, I never played with this before.
@MissySnowie Thank you for the stars.
@JohnFromGWN Just like your previous travel teleportation mod, show a menu button under each image, or wrap each image in a menu UI
@JoyLucien Yes I thought of that, but do you realize how many menus it would take if you want to have many rows?
i think the best bet, if it's doable, is to use mouse clicks
float cursorX = Function.Call<float>(Hash.GET_CONTROL_NORMAL, 0, (int)Control.CursorX);
float cursorY = Function.Call<float>(Hash.GET_CONTROL_NORMAL, 0, (int)Control.CursorY);
// Check if cursor is in the expanded area
bool inArea = (cursorX >= areaX) && (cursorX <= areaX + areaWidth) &&
(cursorY >= areaY) && (cursorY <= areaY + areaHeight);
@JohnFromGWN can have a try, some asi modifiers have such a function, don't know how to implement it
@JoyLucien I just tried something and it works perfectly. Will post a video soon.
So this is the proof of concept. A full version would have as many images necessary for a menu.
https://www.youtube.com/watch?v=kK3WzMd066c