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

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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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@GravelRoadCop I tested your idea, and it is a no-go. The siren light splashes are pulled from the graphics.ytd file.....so that means that one would have to edit the carcols and put the file into the graphics.ytd.

 

Working on a FedSig Solaris texture....Which brings me to my next point......THE TEXTURES ARE FLIPPED! LOL! Also, the more white you have in the texture the more intense the color will be regardless of the settings in the carcols.

 

test6.jpg

Another observation I just made....not only is the texture flipped vertically (in the above picture the defined line is on top in the texture) but, once flipped vertically,  The light splash can also be height adjusted...meaning that the lower on the texture you go, the higher the light output will be. This is useful so that you don't have light from your car shining up on the roof of a sky scraper! The first pic is after flipping the texture vertically. The second picture is the example of the texture I am using in the graphics.ytd.

test7.jpg

vehiclelight_sirensolaris copy.jpg

On 9/18/2016 at 0:50 PM, flwpheonix said:

Another observation I just made....not only is the texture flipped vertically (in the above picture the defined line is on top in the texture) but, once flipped vertically,  The light splash can also be height adjusted...meaning that the lower on the texture you go, the higher the light output will be. This is useful so that you don't have light from your car shining up on the roof of a sky scraper! The first pic is after flipping the texture vertically. The second picture is the example of the texture I am using in the graphics.ytd.

test7.jpg

vehiclelight_sirensolaris copy.jpg

Where would I go to edit that texture? I have made a texture for myself and I put it in x64a\textures\graphics.ytd, but it doesn't show in game.

Primary Computer Specs: Alienware 17 R4 with 7th Generation Intel® Core™ i7-7700HQ (Quad-Core, 6MB Cache, up to 3.8GHz w/ Turbo Boost), Windows 10 64-bit, NVIDIA® GeForce® GTX 1070 with 8GB GDDR5, 32GB DDR4 at 2400MHz (2x16GB) Ram, Killer 1535 802.11ac 2x2 WiFi and Bluetooth 4.1.

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7 hours ago, straitdill said:

Where would I go to edit that texture? I have made a texture for myself and I put it in x64a\textures\graphics.ytd, but it doesn't show in game.

First, it goes into update/update.rpf/x64/textures/graphics.ytd and not into X64a. Second, make sure your siren item in the carcols matches the filename that you placed. See my instructions earlier in this thread...

could anyone figure out if it's possible to use two separate sequence bpm's like for rotating lights and for els in one sirensetting? Everything what I had tried using unsync to bpm ether for LED or rotation looks like crap.. it would be so cool, if we could just set differnt and independet lightpatternspeeds

On 9/20/2016 at 4:09 PM, ghost128 said:

could anyone figure out if it's possible to use two separate sequence bpm's like for rotating lights and for els in one sirensetting? Everything what I had tried using unsync to bpm ether for LED or rotation looks like crap.. it would be so cool, if we could just set differnt and independet lightpatternspeeds

Same, I was just coming here to ask about that problem. When I slow down the rotating lights it slows down the LED's too, when I try to speed up just the LED's and give them a pattern the rotators go to f*cking light speed. And when I change the " <syncToBpm value="true"/>" to false it just makes it a steadyburn.

 

Edited by straitdill

Primary Computer Specs: Alienware 17 R4 with 7th Generation Intel® Core™ i7-7700HQ (Quad-Core, 6MB Cache, up to 3.8GHz w/ Turbo Boost), Windows 10 64-bit, NVIDIA® GeForce® GTX 1070 with 8GB GDDR5, 32GB DDR4 at 2400MHz (2x16GB) Ram, Killer 1535 802.11ac 2x2 WiFi and Bluetooth 4.1.

Secondary Computer Specs:  Desktop Computer with 5th Generation Intel® Core™ i5-2400 (6M Cache, up to 3.1GHz), Windows 10 64-bit, NVIDIA® GeForce® GTX 480 with 1.5GB GDDR5, 8GB DDR3 at 1333MHz (2x4GB) Ram, and I don't remember the rest. 

Follow me on iFunny: Huell

 

8 hours ago, straitdill said:

Same, I was just coming here to ask about that problem. When I slow down the rotating lights it slows down the LED's too, when I try to speed up just the LED's and give them a pattern the rotators go to f*cking light speed. And when I change the " <syncToBpm value="true"/>" to false it just makes it a steadyburn.

 

Unsynch the LEDs and adjust the speed value under <flashiness>

14 minutes ago, flwpheonix said:

Unsynch the LEDs and adjust the speed value under <flashiness>

is that speed value the same as the bpm? as in, if my BPM was at 920, setting the speed value under flashiness to 920 would make it the same speed?

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

I have to check, but on my policeold setting, I had bpm to 90 and one of my rotators is set to unsynch, and speed was 15 or so, and it made a full rotation...a setting of 1 did not move....but like I said, I have to check.....

Heres my first pattern that I did with a sliktop tahoe that Im working on. I was wondering if anyone knew how to stop the pause in between each phase as well. 

 

Yeah what @The Loot said. The flash pattern has to be 32 steps, so if you pattern isn't long enough, just duplicate it until you reach 32. For example, my standard pattern is only 8 steps, so I copied and pasted it 4 times

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

Has anyone figured out a way to make head/tail lights flash faster?  There seems to be a minimum time that they are illuminated, and it makes it impossible to get a strobe-like effect in the tail lights.  Sure, you can make the coronas flash multiple times while the textures are illuminated, but I'm talking about making the textures themselves flash faster.  It doesn't seem to be affected by the BPM. 

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