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Indicator lights

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I have been wanting to replicate the parking lights on the CVPI as they are on the real car at night. Came across the Indicator Script and it's great, works very well. 

 

However, I noticed that now the indicator lights are always on, the amber reflection on the ground is also present. I want to get rid of just the reflection of the indicator lights on the road or ground, but not affect any of the other brake light or head light reflections. Any ideas?

I think,

car.indicator.intensity	20
# car.indicator.color	1 0 0
car.indicator.color.red	1
car.indicator.color.green	0.5
car.indicator.color.blue	0
car.indicator.falloffMax	2.5
car.indicator.innerConeAngle	30
car.indicator.outerConeAngle	80
car.indicator.emissive.on	20
car.indicator.emissive.off	0.05

You need to play around with these, like the angles/intensity (but maybe this last one affects just the luminosity of the light itself) or maybe set the colour to black? (0 all 3 colours).

 

Anyway this will disable also the normal tun signals from lighting.

If you want my attention, quote me.

 

dae1089b7c4b80df4e988fc8d8c6841b.png

  • Author

Done. Finished product...

 

Normal CVPI on right, modified headlights on the left

ixxk.png
 
Normal CVPI with Indicator Script on right, modified headlights on left

d6c9.png
 
Normal CVPI with Indicator script on left, modified on right (notice the tail lights aren't affected by the headlight modification)

8jh5.png
 
Modified CVPI on left, notice the corner strobes still work perfectly

a7qv.png
 
 
All I did was use Zmodeler, attach the "indicator" to the "headlight", then moved the modified headlights back to the proper section. However, you still have the keep the parent "indicator" checkbox in the proper hierarchy, if you remove the indicators completely it will cause the game to RC20. Keep in mind, the indicator lights will not turn on or off now, so if you wanted to have the parking lights on and headlights off, you won't be able to. The parking lamps and headlights turn on and off together. If the headlights are off, the front indicators will not light up if the Script is used, because that particular layer was removed due to both the headlight layer and indicator layers conflicting with each other, but the tail lights will still work as indicators.
 
Sorry for the confusing explanation. In my opinion it looks that much more realistic than just headlights being on, as we are all accustomed to in this game. If anyone wants me to do a more in-depth tutorial on how to do this, just let me know.

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