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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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13 hours ago, Macgregor said:

If this is legit, and you could have as many duplicates as possible, you could essentially have a different flash pattern for all 20 sirens, holy shit.

but is it really just as simple as duplicating? Because I've tried previously, and the game will only read one of them

You currently can have 20 different flash patters for the 20 different sirens. All this does is allow more lighting to be applied (for example a push bumper side light and a lightbar light using both siren1 but be able to have enviromental lighting for both) The problem (or not) with this method that I see is both lights would need to be same color....

1 hour ago, flwpheonix said:

You currently can have 20 different flash patters for the 20 different sirens. All this does is allow more lighting to be applied (for example a push bumper side light and a lightbar light using both siren1 but be able to have enviromental lighting for both) The problem (or not) with this method that I see is both lights would need to be same color....

it shouldnt be a problem if this is achieved by duplicating the settings lines from a siren at carcols...you cant just duplicate it with zmodeler cz it will not work...this is already known...there is something we need to configure , maybe, at carcols that will lets us duplicate them....if we can do that by duplicating all the settings lines...then each one can be of a different color...it doesnt need to be the same one...because you can edit each of them separately

 

in addition...if we can duplicate them this means we will be able to place lights easily at certain objects that are opened or moved...like mirrors, doors, boot, etc. In that case that helps a lot

Edited by rekram

3D Modeler. Contact at rekpandam@gmail.com

but seeing as they are not numbered in the carcols, i have a feeling that if you copy say siren18, the siren18 copy will become siren19, and you would then lose siren20 because it is one too many...

14 minutes ago, flwpheonix said:

but seeing as they are not numbered in the carcols, i have a feeling that if you copy say siren18, the siren18 copy will become siren19, and you would then lose siren20 because it is one too many...

yeah i know they arent numbered and thats a good point...but there is something that makes them be read in that order...dunno what...

@F5544 how would you be able to add or duplicate siren nodes after adding them with zm3? carcols? something we need to add?

3D Modeler. Contact at rekpandam@gmail.com

3 hours ago, rekram said:

yeah i know they arent numbered and thats a good point...but there is something that makes them be read in that order...dunno what...

@F5544 how would you be able to add or duplicate siren nodes after adding them with zm3? carcols? something we need to add?

I think it sees the number of entries...

7 minutes ago, F5544 said:

zmodeler accepts duplicate siren nodes.
so you can use siren 1 twice for example. i will test it further and will explain everything since i discovered it yesterday by accident.

have you tested it ingame? if so im assuming it uses the same pattern as its counterpart?

3 minutes ago, F5544 said:

not more than 1 duplicate for now

cool...i wonder how...we 've tried this since the very first moment...but we never managed to make it work...it surprises me you can make it just with zm3 and not using carcols lol

:teehee:

3D Modeler. Contact at rekpandam@gmail.com

I swear I've duplicated objects before and they haven't worked, what's made it change now I wonder.

hm I wonder if it works for other objects too, like having 2 front left doors that open at the same time

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

Have we found a way to merge multiple carcols so that - say - Bxbug's modified carcols don't overridden by another modders' for a separate vehicle? I know using the OpenIV package installer allows the text to be directly inserted into the existing carcols without overriding the other modded information. 

35 minutes ago, Cartres said:

Have we found a way to merge multiple carcols so that - say - Bxbug's modified carcols don't overridden by another modders' for a separate vehicle? I know using the OpenIV package installer allows the text to be directly inserted into the existing carcols without overriding the other modded information. 

it's possible if you choose a high number of the sirenlightsetting for bxbugs car (e.g. 86 or so which possibly haven't been used by other mods) and after that you have to edit carvariations.meta for bugs' car. At the bottom you have to set the same number for the siren as you did before

3 minutes ago, ghost128 said:

it's possible if you choose a high number of the sirenlightsetting for bxbugs car (e.g. 86 or so which possibly haven't been used by other mods) and after that you have to edit carvariations.meta for bugs' car. At the bottom you have to set the same number for the siren as you did before

I appreciate the quick reply, but I want to clarify cause I don't think you understood what I meant - if I have two carcols files, is there any way to...merge them? To not override data, just to add the new data from one?

No...That is not possible. The easiest way would be to do as ghost128 suggested. The method I used is I just copy the entry that the custom carcols that is in a pack (like Captain14's) and insert it into my carcols. I change the item number if I have a duplicate....

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