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Zmodeler3/GTAV Vehicle Light IDs

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Is that list the only IDs that can be used, or are there IDs for a ot more things for the Car. for example is there a way to stop the game from tinting the Windscreen. I can't seem to find anything about it in ZModeler version 3.1.2.
Is there anything possible in the Up To Date version?

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  • For all they are this not knowing you can use a Extralight 3 and 4. It work same as the Extralight 1 and 2. Here all ID´s for the Lights:   day lights (always on) = 0 left headlight (he

  • You can not use more as 2. I have test it. But you can give the ID to other Lights. But the Problem is this Lights are activated with the extra Lights.

  • AllenKennedy
    AllenKennedy

    Alright so I hate bumping old threads, but I have a bit information to contribute, mainly with regards to environmental lighting and coronas. All 4 extra lights can work, but in order to have

  • 5 months later...
  • 3 weeks later...
On 10/7/2016 at 1:11 PM, Aquamenti said:

The emissive material on a vehicle's generic lights (headlights, indicators, etc) have a unique numerical value depending on the function of the light. This makes it possible for the game to recognize which materials should light up when the corresponding lights are turned on/off. The value can be added or changed in the properties tab in vertex mode. 

 

On 2/1/2021 at 6:14 AM, Bruce Harris said:

All my lights are always on. No problem with the name. What should I do? Ask for help

Hi, I didn't understand this at first but then i found someone who actaully helped. To make the lights work properly you need to use Vertex mode to select all of the parts of the lights you want to work for each light individually and then go into properties and change the ID from 0 to the corresponding ID provided in this list:

Model ID List for lights:
left headlight (headlight_l) = 1
right headlight (headlight_r) = 2
left taillight (taillight_l) = 3
right taillight (taillight_l) = 4
front left indicator (indicator_lf) = 5
front right indicator (indicator_lr) = 6
rear left indicator (indicator_lr) = 7
rear right indicator (indicator_rr) = 8
left brakelight (brakelight_l) = 9
right brakelight (brakelight_r) = 10
middle brakelight (brakelight_m) = 11
left reverse light (reversinglight_l) = 12
right reverse light (reversinglight_r) = 13
extra light 1 (extralight_1) = 14
extra light 2 (extralight_2) = 15
extra light 3 (extralight_3) = 16
extra light 4 (extralight_4) = 17

  • 3 months later...
On 8/10/2020 at 2:39 AM, Fletcher325 said:

Anyone know how to do running lights, like chargers have? I’m confused on how to add running lights 

 

The material used on the mesh needs to be emissive and its vertex ID set to 0 so that it lights up whenever the car is on.

 

On 8/8/2020 at 6:09 PM, Kiddabob said:

Is that list the only IDs that can be used, or are there IDs for a ot more things for the Car. for example is there a way to stop the game from tinting the Windscreen. I can't seem to find anything about it in ZModeler version 3.1.2.
Is there anything possible in the Up To Date version?

 

I've never seen anything further than ID 17 for Extralight 4. - To stop a window or piece of glass from tinting, select the object in question in Vertex mode, select all vertices, go to surface paint and on the A channel paint all vertices black. 

 

On 2/1/2021 at 1:14 AM, Bruce Harris said:

All my lights are always on. No problem with the name. What should I do? Ask for help

 

Which lights?

We came to war and garrison broke out.

ok i understand the ids stuff. but i am confused as to the sirens section and adding in deltas and the sequencers and then the rest is scaling and rotating and i think the lod section could some one explain that part to me please?

 

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