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

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On 9/13/2016 at 9:40 AM, The Loot said:

Make sure to change syncToBpm to false, or else the steady light will look like it's flickering.

Changing multiples to 0 will also fix this

Customization is key to my gaming experience. I take pictures, do textures and lore-friendly vehicles. 
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  • We've been busy working on patterns per vehicle (no longer limited to per model) as well as giving you the ability to change them at runtime. Soon in RAGE Plugin Hook. Some background info: http://blo

  • testing messages board using 3 siren nodes:  

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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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So I tested a theory... under the heading <textureName> </textureName> I noticed that it was pointing to sirenlight. This texture is located under update.rpf/x64/textures/graphics.ytd . What this texture does is tell the game how the enviromental lighting is thown. To test, I took a car that had lights in the grill and disabled all the sirens but the ones in the grill. Then I drove up to a wall and turned on the sirens. What showed on the wall was the 14 dots that were in the texture vehicle_sirenlight. So what the game does is stretch this texture to where you have the falloff value set. Hence when you drive past walls and such, if you have spotlight value set to true, you see the reflection of the light (the two rows of seven lights)

While the texture is nice for the default style lights, it doesn't really work will with the actual versions of LEDs or Halogens.....So, it got me thinking....is it possible to have it point to a different texture?

So, I was looking thru the default textures, and saw that the texture vehiclelight_misc_roundlight , would actually work pretty well as a Halogen type texture for the enviromental lighting.....So I popped it into photoshop and rotated it 90 degrees, then renamed it vehiclelight_sirenlight2 and reimported it. I changed the texture name in the carcols to point to sirenlight2, and kept my fingers crossed.....well....I think it worked pretty well!

 

What does this mean? It means that we can tell the game that it should use a certain type of texture for a certain car. So now I am working on a Solaris reflection, halogen reflection, TiR reflection, Linear reflection, ETC!

test.jpg

Edited by flwpheonix

On 12.9.2016 at 8:59 AM, Macgregor said:

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

@Macgregor I think I have done it....My lightbar now has 2 separate speeds on the rotators.....outters are slower than the inner rotators!

4 hours ago, flwpheonix said:

@Macgregor I think I have done it....My lightbar now has 2 separate speeds on the rotators.....outters are slower than the inner rotators!

Do they all spin full rotations? And are they not affected by the speed of the bpm

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

@Macgregor Yes and no. 2 of my rotators are linked to the BPM and the other three are not. This is tested on Lundy's latest '99 CVPI. The outer rotators and the center white one are not linked, The two inboard rotators are linked. As far as I can tell though, the ones not linked make full rotations.

I have noticed though that even unlinked they are still somehow basing off the BPM. If I have a BPM of 175 they will spin faster unlinked , than if I use a BPM of 90.

test3.jpg

Edited by flwpheonix

@flwpheonix i dont know how reflection with united states lightbars is ..but that linear thing u described....does it add a more realistic refleciton? if so, i would like t  know how to enable it trough carcols. i edited lots of things in carcols but i dont remember seeing a setting with the linear thing.

3D Modeler. Contact at rekpandam@gmail.com

@rekram Linear refers to the type of optic for the LED. Linear optics are great for viewing at angles, whereas  TiR optics pack a big punch head on but lack greatly from angles. Most lightbars/light pods either use one or both typ of optics. All the texture does is mimic the type of light splash that would be thrown from the different type of lightheads. Read thru my post about the <texturename> and you will see how to enable it.

In the first pic (park ranger pic ) you will see that the stock light splash is made up of 2 rows of 7 dots. They (Rockstar) tried to recreate a TiR style lighthead.

In the next pic (slicktop pic) you will see my attempt at recreating a Linear optic light splash, by pointing that <texturename> to a custom light splash. This means that each siren setting you make, you can determine what type of light splash it should have. So for example if your car has an Arjent bar, you can make the light splash look like it is coming from a Solaris light head.

example.jpg

example.jpg

Edited by flwpheonix

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15 hours ago, flwpheonix said:

Testing a Linear optic...

I have included it, incase someone else would like to try it. Place it in update.rpf/x64/textures/graphics.ytd and make sure your carcols points to vehiclelight_sirenlinear as explained earlier.

test4.jpg

vehiclelight_sirenlinear.dds

Something worth testing is just placing the "sirenlight" texture for your specific vehicle directly into the vehicle's .ytd file. This way, the carcols will not have to have the texture name edited for each individual vehicle. I would guess that the game will load the sirenlight texture from the vehicle .ytd rather than from the graphics.ytd if it is present.

Edited by Captain14

One issue I've encountered is a performance drop with vehicles using the enhanced light patterns in populated areas of the city. Its not a big issue, just a little stuttering, but I noticed it.

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9 hours ago, Captain14 said:

Something worth testing is just placing the "sirenlight" texture for your specific vehicle directly into the vehicle's .ytd file. This way, the carcols will not have to have the texture name edited for each individual vehicle. I would guess that the game will load the sirenlight texture from the vehicle .ytd rather than from the graphics.ytd if it is present.

@GravelRoadCopI don't think so. I believe in order for it to be pulled from the vehicle's .ytd it would have to be modeled in.

37 minutes ago, GravelRoadCop said:

Pardon my ignorance but where did the uniform come from ?

The ped model was made by majorpaine2015 (unreleased). I changed the faces/head, hands and rank patches textures. 

3D Modeler. Contact at rekpandam@gmail.com

did someone also faced the problem that siren15 and siren16 doesn't allow lightsemissive material? I've looked for open sirenslots in my development car and had tried using 15 and 16 for two takedown lights. I haven't changed any materialsettings but ingame they are now not recognized as lightsemissive parts anymore but show their normal material like it would for mesh setting... that is quite confusing

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