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non-ELS emergency lights modeling

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First of all thanks to the whole LCPD:FR community for making it possible to me to learn how to model a car in a few hours of research and work.

 

I managed to use the Sultan vanilla car as policeb slot, for having a "real" undercover cop car.

Of course there is no emergency light assigned so, modeling with zmodeler, I stole siren 1, 2, 3 & 4 from an FIB vanilla model.

It works, but only sirens 3 & 4 works as LED (or halogen, I don't know): unfortunately sirens 1 & 2 flash as "rotary" lights.

 

I've studied other different cop models (such as vanilla ones or the Ekalb's enhanched ones) to understand how lights work, but with no luck.

 

What I suppose is that every police slot (police 1, 2, etc) has a different light assignment... Is it true? In that case, is there a list of lights for every slot?

 

Thanks in advance!

 

 

p.s.

Unfortunately I've only found topics and tutorials about ELS lights modeling, which I'm not interested in: I prefer to preserve the game as vanilla as possible.

  • Author

These are the results of many tests for the policeb lights' slots:

  • siren 1 & 2 - rotary (red & blue)
  • siren 3 & 4 - not alternated leds (red & blue)
  • siren 5 & 6 - alternated leds (red & blue)
  • siren 7 & 8 - no light

 

If anyone is interested in this simple Undercover Sultan vanilla model, just ask =)

Edited by Nikopol

Not sure what you mean but I'll explain some things

 

Flash patterns, although they aren't really that varied between the default vehicles, are hardcoded to each vehicle slot. 

Since you're using policeb, look at how the poliice motorbike's lights work by default - there's a rotator that sits on the back of the biken and the rest are just normal lights. In Zmodeler you can seperate siren_1_l0 (the physical parts to the siren objects) and attach them to your chassis_l0, so then they won't rotate when the siren is activated. 

  • Author

Not sure what you mean but I'll explain some things

 

Flash patterns, although they aren't really that varied between the default vehicles, are hardcoded to each vehicle slot. 

Since you're using policeb, look at how the poliice motorbike's lights work by default - there's a rotator that sits on the back of the biken and the rest are just normal lights. In Zmodeler you can seperate siren_1_l0 (the physical parts to the siren objects) and attach them to your chassis_l0, so then they won't rotate when the siren is activated. 

 

 Thank you very much for the answer, Ekalb!

 

Unfortunately I can't look at police's motorbike, because I'm not using EFLC dlc but main GTA IV. So I'm using a blank policeb slot, not replacing anything.

 

I've attached an image with the interface I'm working on. Sirens 3 & 4 are the selected ones, placed on the back of the car. They're 2D objects stolen from the FIB vanilla model and moved to the desired position - same for sirens 5 & 6 (front of the car), which in the FIB model were named 1 & 2.

 

Now, that's interesting: attaching sirenX_L0 to the chassis_L0 will "block" their default rotary status...

(with "rotary" I mean: in policeb slot, sirens 1 & 2, as isolated objects, rotate on themselves' pivot when in.game activated)

 

The question is: what do you mean by "attaching"?

Sorry, maybe it is a stupid question, but I'm not used to work with this kind of 3D models (as I usually design with 3D nurbs models with Rhino, meshes are just for exporting & rendering purposes). What I understand is something like a "boolean" between 2 objects. Ora maybe something more simple like just moving layers between the "hierarchy tree"?

 

That was a stupid question, sorry. I've found the "attach" command and used to link siren 2D model to the chassis_L0. It seems to work just as a boolean operation, great.

Is it necessary to attach also L1 & L2 sub.levels/objects to the chassis? How will the in.game render understand where & what is a light if everything becomes part of the chassis? (I'm asking because I've seen that L0 are high poly objects for near in.game rendering, while L1 & L2 are low poly objects for distant rendering)

Edited by Nikopol

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