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

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4 minutes ago, PNWParksFan said:

Steady burn would just be all 1's. 

I realized that, but I was asking since I don't know where to or how to 'encode' the 11111111111111111111111111111111 in to the sequencer value for GTA V

 

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

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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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40 minutes ago, 0taku said:

I realized that, but I was asking since I don't know where to or how to 'encode' the 11111111111111111111111111111111 in to the sequencer value for GTA V

You can use the calculator provided by Windows. The 1s and 0s are a binary value, the Programmer calculator should convert it to a decimal value.

32 1's would be 4294967295

Customization is key to my gaming experience. I take pictures, do textures and lore-friendly vehicles. 
Recent releases: OracleRadiusPony. See all.
You can see my gallery here

open up OpenIV and disable everything but the sirens (as show by the example earlier in this thread).

under your sirens you will see <item> then a bunch of entries, then </item> followed by another <item>. Each one of those Items is a siren.....example (taken from the first page of this thread)

<sirens>
        <Item>
          <rotation>
            <delta value="0.00000000"/>
            <start value="0.00000000"/>
            <speed value="3.00000000"/>
            <sequencer value="4294967295"/>
            <multiples value="1"/>
            <direction value="false"/>
            <syncToBpm value="true"/>
          </rotation>
          <flashiness>
            <delta value="1.57079600"/>
            <start value="4.71238900"/>
            <speed value="1.00000000"/>
            <sequencer value="1431655765"/>
            <multiples value="2"/>
            <direction value="true"/>
            <syncToBpm value="true"/>
          </flashiness>
          <corona>
            <intensity value="50.00000000"/>
            <size value="1.10000000"/>
            <pull value="0.20000000"/>
            <faceCamera value="false"/>
          </corona>
          <color value="0xFFFF0300"/>
          <intensity value="0.50000000"/>
          <lightGroup value="0"/>
          <rotate value="false"/>
          <scale value="true"/>
          <scaleFactor value="2"/>
          <flash value="true"/>
          <light value="true"/>
          <spotLight value="true"/>
          <castShadows value="false"/>
        </Item>
      </sirens>

 

This is one siren setting....the next <siren>

                                                       <item>

will be the next siren.....Starts with siren1 and the last entry  before the next group will be siren20.

1 hour ago, flwpheonix said:

open up OpenIV and disable everything but the sirens (as show by the example earlier in this thread).

under your sirens you will see <item> then a bunch of entries, then </item> followed by another <item>. Each one of those Items is a siren.....example (taken from the first page of this thread)


<sirens>
        <Item>
          <rotation>
            <delta value="0.00000000"/>
            <start value="0.00000000"/>
            <speed value="3.00000000"/>
            <sequencer value="4294967295"/>
            <multiples value="1"/>
            <direction value="false"/>
            <syncToBpm value="true"/>
          </rotation>
          <flashiness>
            <delta value="1.57079600"/>
            <start value="4.71238900"/>
            <speed value="1.00000000"/>
            <sequencer value="1431655765"/>
            <multiples value="2"/>
            <direction value="true"/>
            <syncToBpm value="true"/>
          </flashiness>
          <corona>
            <intensity value="50.00000000"/>
            <size value="1.10000000"/>
            <pull value="0.20000000"/>
            <faceCamera value="false"/>
          </corona>
          <color value="0xFFFF0300"/>
          <intensity value="0.50000000"/>
          <lightGroup value="0"/>
          <rotate value="false"/>
          <scale value="true"/>
          <scaleFactor value="2"/>
          <flash value="true"/>
          <light value="true"/>
          <spotLight value="true"/>
          <castShadows value="false"/>
        </Item>
      </sirens>

 

This is one siren setting....the next <siren>

                                                       <item>

will be the next siren.....Starts with siren1 and the last entry  before the next group will be siren20.

Thanks for the help bro

42 minutes ago, SgtGoetz said:

http://www.binaryconvert.com/convert_signed_int.html here is a good too that converts binary code and allows you to see what pattern you like. I would recommend using it.

Dude! Wow! This saves me hours of time!!!! How come I didn't find this earlier! LOL!  The way I have been doing it is on notepad with 111000111000111000 and such

7 hours ago, flwpheonix said:

Dude! Wow! This saves me hours of time!!!! How come I didn't find this earlier! LOL!  The way I have been doing it is on notepad with 111000111000111000 and such

Honestly I just randomly came across it lol. I would still use the converter on notepad++ just encase it doesn't come out right however.

Edited by SgtGoetz

  • Author

After testing I've found that flash patterns do not need to be 32 bits. They also do not appear to require being a specific number of bits (I've tried patterns using 42 and 58 bits and both worked fine).

Also, video of the explorer I'm working on (flash patterns have since been updated for both the Integrity and the Dominator):

 

Edited by Captain14

@Captain14 i tried with 58 bits converters and its not working....which converter did you  use for 58 lenght binary codes?

3D Modeler. Contact at rekpandam@gmail.com

  • Author
1 hour ago, rekram said:

@Captain14 i tried with 58 bits converters and its not working....which converter did you  use for 58 lenght binary codes?

Actually on further testing it might be best just to stick with a uniform 32 or 64 bit length as it appears sometimes the additional bits can get cut off. I have yet to try with 64 but I will tonight. I just use the Windows calculator in programmer mode to convert from binary to decimal.

15 minutes ago, Captain14 said:

Actually on further testing it might be best just to stick with a uniform 32 or 64 bit length as it appears sometimes the additional bits can get cut off. I have yet to try with 64 but I will tonight. I just use the Windows calculator in programmer mode to convert from binary to decimal.

okey thanks for the reply. i will test with 64 right now. when i tried with 58 i got the pattern cutted off....like a section of the pattern was not shown.

3D Modeler. Contact at rekpandam@gmail.com

so @Captain14 i tested with 64 bits....and there is a portion of the intended pattern that is not showing....so i think we can only use 32 bits atm :wacko:

3D Modeler. Contact at rekpandam@gmail.com

7 minutes ago, rekram said:

so @Captain14 i tested with 64 bits....and there is a portion of the intended pattern that is not showing....so i think we can only use 32 bits atm :wacko:

Dang. 

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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Also, what do I have to edit to fix the taxi sign brightness?

 

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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