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How to edit carvariations- policeold2 to work normal

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5 minutes ago, Reyesinc said:

 

Most cars come with a custim carvarations. Just use that. If it doesn't have one, just use a carvarations that looks most like one of the vanilla polive cars. Sometimes they tell it in the readme.

I'm aware, but because the OP is asking about the lights not aligning I'd assume whatever he downloaded didn't include one. It's usually either 1 or 13 in most cases anyway though.

Edited by MoreTextures

  • Replies 33
  • Views 13.8k
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  • I just recently did this myself. I'm not 100% sure of what exactly I did, but I took a shot at using the carvariations entry from whatever vehicle I was replacing it with and just overwriting the POLI

  • MoreTextures
    MoreTextures

    You need to add a carvariations.meta entry for policeold2 in somewhere like mpluxe2 (Or where the model is if a carvariations.meta exists perhaps) with the lightSettings at 1 and sirenSettings at 13 (

  • Yep, that's exactly it. I added that flag because I wanted to make sure that when the cars spawn randomly in the game, that they include all of the lightbars and push bars and such. Is there a differe

2 hours ago, MoreTextures said:

I'm aware, but because the OP is asking about the lights not aligning I'd assume whatever he downloaded didn't include one. It's usually either 1 or 13 in most cases anyway though.

If he wants to add a replace car he should just use that cars (that it should replace) carvarations and cope paste it and give it the same name as your added vehicles right?

Hi!

9 hours ago, Reyesinc said:

If he wants to add a replace car he should just use that cars (that it should replace) carvarations and cope paste it and give it the same name as your added vehicles right?

In the vast majority of cases, yes, using the would be replaced vehicle's sirenSettings would work fine. 

But sometimes you'll unfortunately get a lazy/negligent author who replaces (For example police) with the sirenSettings of police3 being needed or something else, but the author fails to disclose it and doesn't include a carvariations entry with his mod, then it's time for guess work (However this is fairly rare, and it usually isn't hard to figure out what it's intended to use as not much outside of 1, 2, and 13 are typically seen).

Edited by MoreTextures

  • Author
On 2/28/2016 at 5:45 PM, MoreTextures said:

Sorry if I'm not understanding this correctly, and correct me if I'm wrong.

So, you replaced the Unmarked (police4) and the Sheriff Cruiser (sheriff) with modded cars, and the lights on the modded cars work fine when replacing those 2 vehicles.

But when using the original police4/sheriff the lights do not work properly, and when adding the 2 modded cars as stand alone vehicles the lights don't work properly on them either.

Is that correct?

If so, the carvariations.meta's sirenSettings needs to be changed depending on the vehicle you modded in, so I'd need to know that.

While it's not always the case with modded vehicles, this might help you out with guessing the correct sirenSettings to use

  Reveal hidden contents

<sirenSettings value="1" /> = This siren lights is used by Police Buffalo, Police Riot, Park Ranger SUV and Sheriff Granger.
<sirenSettings value="2" /> = This siren lights is used by Police Interceptor.
<sirenSettings value="4" /> = This siren lights is used by Ambulance. 
<sirenSettings value="5" /> = This siren lights is used by NYSP Police Roadcruiser, NYSP Police Rancher and LSPD Police Transporter.
<sirenSettings value="6" /> = This siren lights is used by Police Bike
<sirenSettings value="7" /> = This siren lights is used by Fire Truck
<sirenSettings value="9" /> = This siren lights is used by Tow Truck and one of Boxville models.
<sirenSettings value="10" /> = This siren lights is used by Lifeguard SUV.
<sirenSettings value="13" /> = This siren lights is used by Stanier Police Cruiser and Sheriff Cruiser.

I believe the default police4 sirenSettings would be the same as the Sheriff Cruiser (13), but I'd have to verify that myself as it may be 1 instead.

There are 4 cars I am speaking of: Unmarked Police and Sheriff Cruiser (default slots, with modded cars) - then two added car slots in the "mpchristmas2" section. After adding the two vehicles, it messed up the alignment of the default cruiser lights for unmarked and sheriff. I reinstalled the two default slots using BxBugs' pack installer, and the problem with the lights reversed. Now making the added cars lights alignment messed up while correcting the default cars lights. 

1 hour ago, echo04 said:

There are 4 cars I am speaking of: Unmarked Police and Sheriff Cruiser (default slots, with modded cars) - then two added car slots in the "mpchristmas2" section. After adding the two vehicles, it messed up the alignment of the default cruiser lights for unmarked and sheriff. I reinstalled the two default slots using BxBugs' pack installer, and the problem with the lights reversed. Now making the added cars lights alignment messed up while correcting the default cars lights. 

I'm assuming you're using BxBugs' CVPIs as 2 of those 4 slots (Which are in the Sheriff/Unmarked slots I'm guessing), His Open IV Installer overwrote your carvariations.meta in mpchristmas2 sadly. You'll need to either remember what you added in the carvariations.meta for those 2 added vehicles, or tell me what 2 added vehicle mods you used.

Or you could also guess as to what they use with this "template" if you can't remember what they used, just copy & paste this into your carvariations.meta of mpchristmas2 and replace addedvehiclename with the model name of the added vehicle, and change the sirenSettings value at the bottom to the most likely thing that it's using, which in most cases is sirenSettings 1, 2, or 13.

Spoiler

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  <modelName>addedvehiclename</modelName>
  <colors>
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        <Item value="false" />
      </liveries>
    </Item>
    <Item>
      <indices content="char_array">
        134
        134
        156
        156
      </indices>
      <liveries>
        <Item value="false" />
        <Item value="false" />
        <Item value="false" />
        <Item value="true" />
        <Item value="false" />
        <Item value="false" />
        <Item value="false" />
        <Item value="false" />
      </liveries>
    </Item>
  </colors>
  <kits>
    <Item>157_massacaro2_modkit</Item>
  </kits>
  <windowsWithExposedEdges />
  <plateProbabilities>
    <Probabilities />
  </plateProbabilities>
  <lightSettings value="1" />
  <sirenSettings value="1" />
</Item>

For reference, BxBugs 2 CVPIs both use sirenSettings 2.

Edited by MoreTextures

  • Author

What you supplied is what I was using for the added cars. I used the "Added car slots 1.6" files. 3/4 Cars lights are now working correctly. The car that is not is an added slicktop (fcv gang unit), the lights are flashing around the seats and hood. Now, for the added cars, I have them both placed in the xmas2 section and are using the same carvariations settings, light settings 1 and siren settings 2. Is that causing the problem?

Edited by echo04

40 minutes ago, echo04 said:

What you supplied is what I was using for the added cars. I used the "Added car slots 1.6" files. 3/4 Cars lights are now working correctly. The car that is not is an added slicktop (fcv gang unit), the lights are flashing around the seats and hood. Now, for the added cars, I have them both placed in the xmas2 section and are using the same carvariations settings, light settings 1 and siren settings 2. Is that causing the problem?

The Gang Unit Crown Vic uses sirenSettings 13 rather than 2, that's why.

Spoiler

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      <modelName>gangunitcrownvic</modelName>
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        <Item>
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            <Item value="false" />
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            <Item value="false" />
            <Item value="false" />
          </liveries>
        </Item>
      </colors>
      <kits>
        <Item>156_jester2_modkit</Item>
      </kits>
      <windowsWithExposedEdges />
      <plateProbabilities>
        <Probabilities />
      </plateProbabilities>
      <lightSettings value="1" />
      <sirenSettings value="13" />
    </Item>

Using the same carvariations.meta entry is perfectly fine for multiple vehicles (It'd be impossible not to), so long as the model name is different obviously.

Edited by MoreTextures

  • Author
4 hours ago, MoreTextures said:

The Gang Unit Crown Vic uses sirenSettings 13 rather than 2, that's why.

  Reveal hidden contents

<Item>
      <modelName>gangunitcrownvic</modelName>
      <colors>
        <Item>
          <indices content="char_array">
            134 
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            <Item value="false" />
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            134
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            <Item value="false" />
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            <Item value="true" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
            <Item value="false" />
          </liveries>
        </Item>
      </colors>
      <kits>
        <Item>156_jester2_modkit</Item>
      </kits>
      <windowsWithExposedEdges />
      <plateProbabilities>
        <Probabilities />
      </plateProbabilities>
      <lightSettings value="1" />
      <sirenSettings value="13" />
    </Item>

Using the same carvariations.meta entry is perfectly fine for multiple vehicles (It'd be impossible not to), so long as the model name is different obviously.

Apparently I need to beat a dead horse..... So I switched the added car's siren setting to "13". Which then messed up the firetruck's lights and only the firetruck, but fixed the added cars lights.... WFT am I doing wrong?! Is each emergency vehicle assigned its own siren setting number?

1 hour ago, echo04 said:

Apparently I need to beat a dead horse..... So I switched the added car's siren setting to "13". Which then messed up the firetruck's lights and only the firetruck, but fixed the added cars lights.... WFT am I doing wrong?! Is each emergency vehicle assigned its own siren setting number?

That's extremely strange, I've never heard of that occuring. No, they do not have individual sirenSetting values, I have at least 10 with value 13 alone in mpchristmas2.

Perhaps try adding a carvariations entry for the firetruck (firetruk) with a sirenSettings value of 7 (Note that is assuming your firetruck isn't modded, otherwise the value may be different obviously) in mpluxe2 or mpluxe (Or perhaps mpchristmas2 in this case...?).

Edited by MoreTextures

  • Author

Ok, I reverted back to the original, default firetruck. I added the new modded firetruck and the carvariation provided messed up my lights in other cruisers as well. It seems to only affect the default rotator lights, i.e transport van, firetruck. Ill try adding a new line. 

Baby Jesus. Firetruck has been fixed but I'm still getting the bubble type things over the lights for the transport van, police1 rotator.

Edited by echo04

1 hour ago, echo04 said:

Ok, I reverted back to the original, default firetruck. I added the new modded firetruck and the carvariation provided messed up my lights in other cruisers as well. It seems to only affect the default rotator lights, i.e transport van, firetruck. Ill try adding a new line. 

Baby Jesus. Firetruck has been fixed but I'm still getting the bubble type things over the lights for the transport van, police1 rotator.

Are you using an OpenIV installer/dragging and dropping the new mod's carvariations.meta? Because it sounds like it's being overwritten.

You'll have to re-add the van entry in that case, likely 13 as usual.

This definitely isn't normal .meta activity.

Perhaps try a new dlc.rpf all together for certain vehicles if needed, I generally keep default car slot carvariations entries in mpluxe2, and additions in mpchristmas2 with their model and vehicles.meta entry (If that isn't what you're already doing that is).

Edited by MoreTextures

3 hours ago, echo04 said:

You're right, I was not drag and dropping. I was replacing... FML... Thanks

Just to avoid confusion here, dragging and dropping a carvariations.meta in will also overwrite it, you need to copy the text from one to the other manually.

All though it was likely just a typo so no worries. Good luck modding!

This is a support topic.
Only reply here to offer help or assistance to echo04. Off-topic or "me too" replies will be removed.

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