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ELS Dot Net (Formerly Illumination 2.0)

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If you ever get the chance try out the illumination mod. It displays lights on the vehicle even when not modeled. So I don't think this mod would have any issues working on any vehicle, els/non-els makes no difference.

Oh really? But wouldn't it be a mix with ELS causing it to crash and causing certain errors?

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  • Just to let everyone know, we will be working on this as a team, all of us, after the release of 0.95, which won't be too far away.

  • The possibilities offered by this are only really restricted in terms of how much I can code in. Basically, you have a system where you are just drawing lights at a position within the game, so the t

  • gtapolicetrucker
    gtapolicetrucker

    really? r u sure of that. have u tested it before because in my mind it seems pretty logical

At this point in time, I'm looking for some ideas from car modders about the best way to design this system. The way I see it, it would have a .ini file where you could add the car model in square brackets, and then you could have a bunch of options under that. Hopefully I can create some way of making and positioning lights ingame, so that when your car is done, you can just create the lights and patterns for it ingame, in a similar fashion to the simple native trainer's object spawning/attaching. This would take a while to do however, and it would probably have to wait until after 0.95.

Should be easy for the modelers to find out where X Y and Z are on the car's parts.. and add this into the Readme that comes with the file.. so that users know how to configure the .INI file..

Just like handling and carcols are written in the Readme, so should this :)

Oh really? But wouldn't it be a mix with ELS causing it to crash and causing certain errors?

With this you dont need the ELS mod.

A "ELS enabled" vehicle is just a vehicle with the textures and parts to work under ELS mod, so even with a High Poly ELS enabled vehicle, and no ELS mod installed it will work :P

Problem as i see it, would be performance.. How many light sources do you need to create a fully functional Whelen light bar?

Like the ones in the screenshots. How many lights are enabled and configured there?

Edited by Firstyminator

 

 

Firstyminator

Should be easy for the modelers to find out where X Y and Z are on the car's parts.. and add this into the Readme that comes with the file.. so that users know how to configure the .INI file..

...

Yes, but how many modelers are going to bother to go through their models and release those configurations? And what about the ones that are no longer around like Lt.Caine?

You are using the WRONG right theme!

[ WIPs | Donate | 🌌 Join Mod Multiverse!]
Flashing LED lightbar in British configuration

Yes, but how many modelers are going to bother to go through their models and release those configurations? And what about the ones that are no longer around like Lt.Caine?

Then we have to sit around a camp fire together, and find the coordinates manually and upload the .INI files :P

Edited by Firstyminator

 

 

Firstyminator

Like Firstyminator said, if people post the coordinates that they've found when ever they find them we could get this to work. The mods could just sticky a topic where people can post their discoveries. Then eventually we could get it for most vehicles.

Also with regards to the positioning, aren't the lightbar positions for various models the same? For example, get 2 CV's both with Whelen Liberties, would the lightbars be in the same spot? Another way to say this is do the X, Y, Z coords change for each model, even if they have the same lightbar?

Also with regards to the positioning, aren't the lightbar positions for various models the same? For example, get 2 CV's both with Whelen Liberties, would the lightbars be in the same spot? Another way to say this is do the X, Y, Z coords change for each model, even if they have the same lightbar?

If GTA checks the position with the dummy position, then yes. If they just check the position like in zmodeler maybe not, as they can be different.

So, let me see if I'm understanding the features of this modificiation - if I, in theory, were to have a formula or parameters, to create an actual, real life LED pattern, or strobes - it will be possible to design such authentic, custom patterns with v.2?

Because if it that is the case - brilliant.

Edited by Drunkpolice

SmsqmYF.png

 

 

  • Author

When will it be released? :D i'm so pumped you have no idea :D

Unfortunately, it won't be very soon. The tentative plan at the moment is to finish off 0.95, and then start work on this.

"You tell me exactly what you want, and I will very carefully explain to you why it cannot be."

Unfortunately, it won't be very soon. The tentative plan at the moment is to finish off 0.95, and then start work on this.

You already cleared this in one of your previous posts.

**My copy of GTA:IV has been reset back to stock.All types of mods have been removed until the release of Illumination 2.0**

In short- I've stopped playing GTA:IV,apparently,until Illumination 2.0 is out.Not supposed to be taken as any kind of pressure on Sam.

i think this is a good idea but i hate the way the stock lighting looks for gta iv, but thats just my opinion on it.

i had an idea that would be nice for els that i sent to Lt Cain but i guess he never got it.

my idea was to use the same things as els but instead of calling them extra's calling them els1_1_L0

the script would look for the call sign els1 and spawn and then despawn it like els. the reason why the doors flash is because when gta iv changes extra's it fixes the car. with this method i pose it would allow the availability of extra's and still allowing the ability of led lighting but also damage at the same time.

it would require all vehicles to be reconfigure to work with this system but it would be nice. when working with gta iv you can add as many bullshit as you want to the heiarchy as long as the main essiential things are working with the model. if you ever worked in zmodeler and fool around with a car model you know that say if you had a computer inside the car. you could call the computer bullshit and the game would just recognize it as another objects thats part of the vehicle. it's a system that i thought of but never could implement seeing as though i not a scripter.

but thats just an idea i had about an alerternate option to els or an update atleast

i think this is a good idea but i hate the way the stock lighting looks for gta iv, but thats just my opinion on it.

i had an idea that would be nice for els that i sent to Lt Cain but i guess he never got it.

my idea was to use the same things as els but instead of calling them extra's calling them els1_1_L0

the script would look for the call sign els1 and spawn and then despawn it like els. the reason why the doors flash is because when gta iv changes extra's it fixes the car. with this method i pose it would allow the availability of extra's and still allowing the ability of led lighting but also damage at the same time.

it would require all vehicles to be reconfigure to work with this system but it would be nice. when working with gta iv you can add as many bullshit as you want to the heiarchy as long as the main essiential things are working with the model. if you ever worked in zmodeler and fool around with a car model you know that say if you had a computer inside the car. you could call the computer bullshit and the game would just recognize it as another objects thats part of the vehicle. it's a system that i thought of but never could implement seeing as though i not a scripter.

but thats just an idea i had about an alerternate option to els or an update atleast

A script isn't able to just spawn things inside a car model except the extras, thats the very reason we are using the extra models anyways.

Due to the graphic nature of this post, reader discretion is advised.
lspdfrsig2njsuy.jpg

*Sigh* This is gonna end bad, I can just tell...

Anyway, just because it seems logical, doesn't mean it will actually work. And I'm not saying that it will or wont, just that it may not.

He means that instead of adding all of the light positions in the .ini that the model has these dummies with a prefix that the mod would recognise and then spawn the lights on top of their position.

It might be possible, I don't know much about the vehicle format, I refuse to pay for that overpriced software, but doesn't the exhaust and engine damage smoke get positioned with dummies?

Indeed.

Something else to think about as a "nice" feature but I just watched the latest SoCal Police Pursuit video and at 3:30 when the CHP officer opens his door, his light bar went solid. This must be a new thing for CHP because I haven't seen this happen before. Maybe in pursuit mode when the siren stops when the door they have it so the light bar can go to a certain pattern. Either way, thought I would pass it along as a nice to have and certainly not on my list (if you cared) as a must have!

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