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[Research/WIP] Custom Light Patterns through carcols.ymt

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2 hours ago, PNWParksFan said:

No. The sequencer setting determines when the texture flashes. The multiples setting determines how many times the corona flashes each time the texture flashes. So if you had a setting like 1010 and a multiplier of 2, you'd have the texture turning off/on with the corona flashing twice each time the texture turns on. 

So, would this affect the environmental reflections? Say, you set the corona to flash 5 times, would the reflections also flash 5 times with the corona?

 

Thanks

I am always open for suggestions and if enough resource images can be found, you can very well see it in your game. 

I am always accepting donations of any size. Thanks everyone for your support and suggestions.

FIGHT FOR OPENIV, VIVA LA RESISTAMCE!

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    I've made a carcols a while back that just seems to work really well on pretty much any car you throw it on. Here's a demo of it on my Kansas cars, no edits were done to the cars.  If a

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9 minutes ago, harrison90 said:

So, would this affect the environmental reflections? Say, you set the corona to flash 5 times, would the reflections also flash 5 times with the corona?

 

Thanks

As far as I can tell, the environmental lighting is based on the sequence, not the corona multiplier. 

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@PNWParksFan Thanks. 

Edited by harrison90

I am always open for suggestions and if enough resource images can be found, you can very well see it in your game. 

I am always accepting donations of any size. Thanks everyone for your support and suggestions.

FIGHT FOR OPENIV, VIVA LA RESISTAMCE!

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4 hours ago, Ranger61 said:

@flwpheonix, I meant the sirens aren't numbered in the carols.ymt file. You have to carrying edit the ones you want. I used your patterns on at @LVMPDFAN 2016 Nevada Charger in a custom sirensetting (id 17) and it came out very nice. :thumbsup:

Glad you like it! The car will be updated soon with caronas and better flash patterns!

12 minutes ago, LVMPDFAN said:

Glad you like it! The car will be updated soon with caronas and better flash patterns!

That would be great. Its a very nice model.

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On 8/17/2016 at 0:16 AM, GlitchGamer said:

Delta value #s of where the lighting will fall/dummy is.

DELTA.png

What sucks with this is that it also seems to rotate the actual light textures as well.

I am always open for suggestions and if enough resource images can be found, you can very well see it in your game. 

I am always accepting donations of any size. Thanks everyone for your support and suggestions.

FIGHT FOR OPENIV, VIVA LA RESISTAMCE!

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45 minutes ago, harrison90 said:

What sucks with this is that it also seems to rotate the actual light textures as well.

Indeed. Quite annoying. 

[REL] Coastal Callouts: An action-packed mod with new vehicles, maps, capabilities, and callouts in and around the waters of Los Santos

[REL] Police Tape: Make your scenes more realistic while stopping peds and traffic

[REL] Better EMS: Realistic and dynamic EMS response

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3 minutes ago, flwpheonix said:

I'm wondering...is there a way to add coronas without using Zmodeler?

Not at the moment. With the development of ELS, eventually it may be possible. With the tools currently available, coronas can only be modded by directly editing the vehicle modeler. 

[REL] Coastal Callouts: An action-packed mod with new vehicles, maps, capabilities, and callouts in and around the waters of Los Santos

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[REL] Better EMS: Realistic and dynamic EMS response

Join the Parks Benefactor Program to support my work and get early beta access!

ugghhh...not the answer I wanted to hear.... LOL! The issue I have is on Gump's (I think) new Tahoe. The side lighting there are 4 coronas for it (found under the same siren #) but the enviroment lighting for both sides is showing up on the driver's side...

This is a custom sirensetting I came up with for Black Jesus' BCSO FPIU. This is just a test for those who might be interested in seeing what everyone is talking about. Props to @thegreathah for his custom carols.ymt, which I used as a base, @flwpheonix for providing the pattern code (I still don't understand it), and of course @BlackJesus for the model.

Installation
1. OpenIV and navigate to update > update.rph > x64 > data and backup carols.ymt somewhere on your computer.
2. Open carols.ymt with Notepad++ and scroll down to Sirens <id value "1">. You can use search and find police/sheriff
3. Click and create a space just above (by hitting enter)
    <Item>
      <id value="1"/> or above another <id value>
4. Copy & Paste the custom sirensetting below in space created
5. Save.
6. Drag saved carols.ymt into update > update.rph > x64 > data using OpenIV
7. Go to the carvariation file used for Black Jesus' FPIU and change the Sirensetting to "18"
8. Load Game and spawn car. You should note a change in pattern and speed, which is more realistic IMHO

sirensetting18.txt

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@Ranger61

Here is the easiest way that I found to do the flash patterns. Open up notepad, and start your flash pattern using 1 as on and 0 as off....

Example of a quad flash would be like this: 1010101.

now you want to have a break in there before it flashes again....so you would use 0s so give it that break...the more 0s you have the longer the break will be.

Example would be like this:

10101010001010101000

You take that binary number and plug it into a decimal converter and you get:

697000

That is the number you want to plug into the sequence value.

Now say for example you have a light bar that you want to flash quads opposite of each other....this is where it gets more complicated.....Take your binary that you made and in notepad paste it in a new line. Then underneath you are going to make a mirror of that binary code like so:

10101010001010101000

00010101010001010101

Important is to make sure both have the same amount of numbers. Pop those into your converter and you get

697000

87125

So one siren is going to have 697000 as the sequence value and the another siren is going to have 87125. Now the easiest way I have found to figure out which siren you need to adjust is by going into OPENIV and viewing the model, then hiding everything but the sirens. What I have done in my carcols is to space out the siren entries to make it easier to see which siren is which and for counting.

Hope this helps!

 

 

@flwpheonix   Thanks for that explanation. It was very informative and simple. I was really stuck on how to transfer the binary into appropriate format. Now I know.

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11 hours ago, flwpheonix said:

@Ranger61

Here is the easiest way that I found to do the flash patterns. Open up notepad, and start your flash pattern using 1 as on and 0 as off....

Example of a quad flash would be like this: 1010101.

now you want to have a break in there before it flashes again....so you would use 0s so give it that break...the more 0s you have the longer the break will be.

Example would be like this:

10101010001010101000

You take that binary number and plug it into a decimal converter and you get:

697000

That is the number you want to plug into the sequence value.

Now say for example you have a light bar that you want to flash quads opposite of each other....this is where it gets more complicated.....Take your binary that you made and in notepad paste it in a new line. Then underneath you are going to make a mirror of that binary code like so:

10101010001010101000

00010101010001010101

Important is to make sure both have the same amount of numbers. Pop those into your converter and you get

697000

87125

So one siren is going to have 697000 as the sequence value and the another siren is going to have 87125. Now the easiest way I have found to figure out which siren you need to adjust is by going into OPENIV and viewing the model, then hiding everything but the sirens. What I have done in my carcols is to space out the siren entries to make it easier to see which siren is which and for counting.

Hope this helps!

 

 

Does it work using only 16-bit integers? I have only used 32 bit flash patterns so far.

Hey all...I think I have found a nice setting for the environmental lighting.....What do you all think? Not to overpowering, and gives a nice reflection. Looks awesome on slicktop cars like Bugs'!

<lightFalloffMax value="45.00000000"/>
      <lightFalloffExponent value="15.00000000"/>
      <lightInnerConeAngle value="30.00000000"/>
      <lightOuterConeAngle value="60.00000000"/>

On 23-8-2016 at 9:08 AM, PNWParksFan said:

Has anybody figured out if there's a way to get a single siren to emit light in all directions? 

This boat model only has coronas on the "front" of the lightbar, trying to get the environmental lighting to go all directions. Tried setting lightInnerConeAngle and lightOuterConeAngle to 360, tried setting the delta of one siren to 3.14, but that ended rotating the textures for the siren as well. 

Looks pretty good other than the issue of not having environmental lighting in all directions. 

 

this line will make the corona flash 360 degrees:

            <faceCamera value="true"/> instead of false

and use this line to improve the light size

            <size value="4.10000000"/>

still busy with testing further

 

So guys with strobe lightbars....here is one that I have come up with that will work for you guys...

<sequencer value="2999478460784645"/>
<sequencer value="23995827842711872"/>

using a BPM of 1000 and it looks pretty good...

Wait, so we can use patterns with binary values of more than 32 characters? Can we use less?

Edited by Aquamenti

Customization is key to my gaming experience. I take pictures, do textures and lore-friendly vehicles. 
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17 minutes ago, Aquamenti said:

Wait, so we can use patterns with binary values of more than 32 characters? Can we use less?

i'd assume you can use anything that is a binary integer, for example 2, 4, 8, 16, etc

 

Remember: Always use a mods folder!

Is it possible to fix the police3 handling and weight, though? I've seen some mods that improve handling of many cars, but I haven't really seen anyone fix the damn police3.

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