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

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@Captain14, check out this video from the RPH devs: 

 

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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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Is there a way to tell which siren goes where with vehicles like Bxbugs? Just clicking them on and off in OpenIV doesn't work.

MSI MPG Z490 GAMING EDGE WIFI, Core™ i7-10700 8-Core 2.9 - 4.8GHz Turbo, MSI GeForce RTX™ 2070 TRI FROZR, 16GB Kit (2 x 8GB) HyperX FURY DDR4 2666MHz, 500GB Black SN750 2280 M.2 SSD, 1TB MX500 7mm, 560 SSD

6 hours ago, Ranger61 said:

Is there a way to tell which siren goes where with vehicles like Bxbugs? Just clicking them on and off in OpenIV doesn't work.

You need to make sure you unselect all the other parts including the siren glass ones and then you can see them toggle on and off, like in the screenshots below. The pushbar lights can be hard to see when this is done but you just need to manipulate the camera view.  The screenshots below are from Bxbugs' recent Argent CVPI.  Hope that makes sense and is helpful.  

siren 2 enabled.png

siren 2 disabled.png

Edited by rms8723

@rms8723 Thank you so much. I see what I need to hide now.

MSI MPG Z490 GAMING EDGE WIFI, Core™ i7-10700 8-Core 2.9 - 4.8GHz Turbo, MSI GeForce RTX™ 2070 TRI FROZR, 16GB Kit (2 x 8GB) HyperX FURY DDR4 2666MHz, 500GB Black SN750 2280 M.2 SSD, 1TB MX500 7mm, 560 SSD

Some patterns I thought about: 

○○○○○○   ○○○○○○   ○○○○○○   ○○○○○○
○○○●○○   ●●●●○○   ●○○○○○   ●●○○○○
○○●○○○   ○○●●●●   ●●○○○○   ○○●●○○
○○○●○○   ●●●●○○   ●●●○○○   ○○○○●●
●●●○○○   ○○●●●●   ●●●●○○   ○○●●○○
○○●○○○                    ●●●●●○   ●●○○○○
○○○●○○                    ●●●●●●   
○○●○○○                    ○●●●●●
○○○●●●                    ○○●●●●
                                  ○○○●●●
                                  ○○○○●●
                                  ○○○○○●
                                  ○○○○●●
                                  ○○○●●●
                                  ○○●●●●
                                  ○●●●●●
                                  ●●●●●●
                                  ●●●●●○
                                  ●●●●○○
                                  ●●●○○○
                                  ●●○○○○
                                  ●○○○○○
                                  

○○○○○○   ○○○○○○   ○○○○○○   ○○○○○○                                

●●●○○○   ○○●●○○   ●○○○○○   ●○●○●○
○●●●○○   ○●●●●○   ○○○○○●   ○●○●○●
○○●●●○   ●●●●●●   ●●○○○○   ●○●●○●
○○○●●●   ●●○○●●   ○○○○●●   ○●○○●○
○○●●●○   ●○○○○●   ●●●○○○   ●○●●○●
○●●●○○   ●●○○●●   ○○○●●●   ●○○●○○
●●●○○○   ●●●●●●   ●●●●●●   ○○●○○●

 

For a nypd hazard screen style with messages it willl be like this

Siren 1      Siren 2      Siren 3 

○○○○○○   ○○○○○○     ○○○○○○

POLICE    ○○○○○○     ○○○○○○

○○○○○○     STAY       ○○○○○○

○○○○○○   ○○○○○○        BACK

○○○○○○   ○○○○○○    ○○○○○○ 

0000 1111 0000 0000 0000 0000 0000

0000 0000 0000 1111 0000 0000 0000

0000 0000 0000 0000 0000 1111 0000

Edited by rekram

3D Modeler. Contact at rekpandam@gmail.com

Could already someone figure out how to define in carcols a double environmental lighting if you already had defined that the according corona flashes also twice at beat?

I just reach one single environmental lighting per beat right now

7 minutes ago, flwpheonix said:

Not quite sure what you mean @ghost128? Do you mean like a strobe effect? If so, try to play with 1010 instead of 11110000

Well the double strobe effect already works for the corona but if I turn the time to night the environment light effect just shows one single strobe on the street or anything..

ok...here is an observation I have found <spotlight value= >...

If true, the enviromental lighting texture is more defined at a distance but also very very defined when the lighting source is near a solid object (like a wall).

If false, the enviromental lighting is very blurred at both distance and when near a solid object.

If using the <speed value= > on rotators, I have noticed that is is possible to recreate intersection sweeps. For some reason it only rotates a certain amount before going back to the start position defined in <start position= >   I need more testing on this, so if anyone is willing to setup a MX7000 with two sirens set as rotators where the intersection sweeps are please help a brother out....

@ghost128 make sure your <multiples value= > is set to 1 instead of 2 or 3. This value tells the game how many times the corona should flash with each 1 value in the binary sequence code. For example if your binary code says 111 and you have the multiples set at 3, the game will flash 3 coronas but only flash the enviromental lighting once. therefor use 10101 and use a multiple of 1 to get the correct enviromental flash.

 

30 minutes ago, flwpheonix said:

If using the <speed value= > on rotators, I have noticed that is is possible to recreate intersection sweeps. For some reason it only rotates a certain amount before going back to the start position defined in <start position= >   I need more testing on this, so if anyone is willing to setup a MX7000 with two sirens set as rotators where the intersection sweeps are please help a brother out....

 

 

If you can figure out how to get the rotators to do full rotations (without  slowing down the bpm) I might look into that

If you don't read my readme files don't inbox me asking for help

@Macgregor, I need to play with it more, but if you change the speed value of the non-rotating lights so that they are unsync'd with the rotators it should work...Let's work on this together....Throw a MX7000 with normal rotators and rotators as intersector sweeps, with a couple of normal type sirens in the lower level, and lets see if we can work this out....

I need a total of 8 sirens to test this theory out...

13 hours ago, ghost128 said:

Well the double strobe effect already works for the corona but if I turn the time to night the environment light effect just shows one single strobe on the street or anything..

If what you are looking for is a more life like strobe effect, a few things must be done I've found. 1) set your <sequencerBpm value="675"/> to something above 600 otherwise it seems to slow for a strobe. 2) Set the <speed value="500.00000000"/> of the siren setting you are changing to between 300 and 500. This is actually how fast the light flashes, seperate from the sequencer value. 3) Set sync to bpm value from true to false <syncToBpm value="false"/>, this allows the siren to use the speed value you set earlier seperate from the BPM. The speed of the pattern is connected to the BPM but the speed value is the quickness of the light on each flash. Should create the strobe effect, if that is what you are looking for. I've found it great for corner strobes on bxbugs cars and captain14 cars. (Models that have coronas in the corners) Also as this allows the light to flash on and off on each 1 in the pattern, ex. 11110000, the enviromental lighting and corona and texture will flash 4 times without staying on.

Hopefully this made sense. Kind of difficult to explain.

 

Cheers

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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Can some make a code for a steady-burn light, or tell me how to encode the 11100xxxx to the xxxxxxxxx value GTA needs 

 

if your replying to me Please @0taku or Quote me so I get a notification 

15 minutes ago, 0taku said:

Can some make a code for a steady-burn light, or tell me how to encode the 11100xxxx to the xxxxxxxxx value GTA needs 

Steady burn would just be all 1's. 

[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

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

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