==Introduction== The first step to understanding DROT is knowing exactly what it is and what it is not. DROT IS: Emulation of the default ingame rotators that uses the SIRENX meshes from sirensetting 13. DROT eliminates the coronas and uses an emissive mesh (extra_1) to display colored light that the SIRENX meshes rotate around, creating the look of a rotator. DROT/2 IS: The same concept, except flipped around: Instead of using extra_1 as an emissive, it actually hides the emissive bits. DROT2 siren meshes have an emissive bit attached to the SIRENX rotator itself. Extra_1 is always enabled, until Stage 3, where it is disabled, revealing the emissive bits of the rotator. This is done through material hierarchy prioritizing. DROT IS NOT: a custom rotator module. You cannot customize patterns, speeds, modules, or orders of a rotator. It either activates all or none. ==DROT1 setup== Attention: You MUST use DROT1 if you want a rotator to have multiple colors for ANY reason. This means you, Vision SLR users, and multicolor Vision users. You will need: 1.) Detached rotators. These will be named SIREN15 through SIREN20. 2.) Moved coronas. You will position the lightbar where you want it, thence select the rotators, click "move", click "affect axes only", and drag the axes way below the car. Make sure the axes are centered first. 3.) An emissive mesh. You will create a sphere, cylinder, or other emissive bit in the center of the rotator mesh, for the rotator to rotate around. Test your mesh for clipping by selecting it and rotating it around. Do not allow emissive bits to clip through. If it clips, scale it down. 4.) Attach ALL of your emissive bits and name it extra_1. Compound all of your rotators INDIVIDUALLY as siren15 through siren20. That's it. You're done. DROT1 should work. Obviously, fix your materials if they don't. Your siren mesh should be vehicle_mesh and your emissive should, duh, be lightsemissive. ==DROT2 setup== This one is a bit more complicated. Here's how I do it. 1.) Create a copy of the lightbar's glass. You will use this as your extra_1. 2.) Create a new vehglass material. You will set ALL fields to be an invisible texture - yes, ALL fields. Do not leave anything default. Mask, spec, etc is ALL invisible. 3.) CENTER the axes of the glass, and SCALE in NON-PIVOT mode to about 99 or 98%, which ever one goes UNDER the default glass but OVER the rotators. 4.) Detach your rotators in the same manner as DROT1. 5.) Copy the REFLECTOR of your rotator and move it slightly in front of the rotator. 6.) Set that copy as a LIGHTSEMISSIVE and map it to the appropriate color. 7.) Attach your emissives for each rotator back to the parent rotator. 8.) Compound your sirens and everything. Compound extra_1. 9.) Here's where it gets tricky. Open your material editor. Find your lightbar materials. This is the exact hierarchy you need: ))1.)) LIGHTBAR MESHES. (everything NOT emissive, and NOT the lightbar glass.) ))2.)) INVISIBLE VEHGLASS. This is your extra_1. This is important. ))3.)) LIGHTBAR LIGHTSEMISSIVE. This is your emissive texture, duh. ))4.)) LIGHTBAR VEHGLASS. The glass of the lightbar. With this material setup, your MESHES will always show, your GLASS will always show, your EMISSIVE will be hidden by the INVISIBLE VEHGLASS. This is what you want. 10.) MESH HIERARCHY. Set your hierarchy as follows: - Lightbar dummy -- Lightbar Mesh -- Siren15-20 -- NON-ROTATOR Lightbar Extras (t/a, takedown, alley, whatever) -- Invisible Vehglass Mesh (extra_1) -- Lightbar Glass IT MUST BE LIKE THIS. THIS IS IMPORTANT. 11.) Compound everything. Export. Done correctly, you will have a working DROT/2 setup. ==Finish== If it doesn't work, follow the instructions again. It's worked every time for me. If you can't figure it out, you probably haven't grasped the ideas behind GTA modding and the default siren system that well, and probably shouldn't be trying until you do. You MUST USE SIRENSETTING13. THIS MATTERS EVEN IN ELS. -Pricefield (Windows446 Productions)