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

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what's the go with this new RPH update and emergency lights? I've only been in game once with it but I can't figure out how this mysterious thing of being able to change lighting systems works. Anyone had any luck? Or am I being daft and it's not a real thing

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

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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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    Deactivated Member

    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

Posted Images

5 hours ago, Macgregor said:

what's the go with this new RPH update and emergency lights? I've only been in game once with it but I can't figure out how this mysterious thing of being able to change lighting systems works. Anyone had any luck? Or am I being daft and it's not a real thing

It's a developer asset, apparently they've left creating a working plugin to use the function to someone else.

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

6 hours ago, Aquamenti said:

It's a developer asset, apparently they've left creating a working plugin to use the function to someone else.

I was thinking it could be that. Let's hope albo adds it to his sirenmastery or something

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

On ‎9‎/‎27‎/‎2016 at 4:51 AM, flwpheonix said:

Ok...will play with it..Gotta give me 24 hours though as I am on shift...

Hey. Have you got the chance to figure out how to achieve the sweeping effect ?

SmsqmYF.png

 

 

4 hours ago, GravelRoadCop said:

Hey. Have you got the chance to figure out how to achieve the sweeping effect ?

No...not yet....still playing with it though...I don't give up that easily.

ok....so here is what I have.....this is with the stock BPM of 220. I am going to play with @GravelRoadCop's carcol and see if it makes a difference...

<Item>
          <rotation>
            <delta value="0.00000000"/>
            <start value="2.35619449"/>
            <speed value="9.50000000"/>
            <sequencer value="4294967295"/>
            <multiples value="1"/>
            <direction value="true"/>
            <syncToBpm value="false"/>
          </rotation>
          <flashiness>
            <delta value="0.00000000"/>
            <start value="0.00000000"/>
            <speed value="0.00000000"/>
            <sequencer value="4294967295"/>
            <multiples value="1"/>
            <direction value="false"/>
            <syncToBpm value="true"/>
          </flashiness>
          <corona>
            <intensity value="50.00000000"/>
            <size value="1.50000000"/>
            <pull value="0.18000000"/>
            <faceCamera value="false"/>
          </corona>
          <color value="0xFFFFFFFF"/>
          <intensity value="1.00000000"/>
          <lightGroup value="0"/>
          <rotate value="true"/>
          <scale value="false"/>
          <scaleFactor value="0"/>
          <flash value="false"/>
          <light value="true"/>
          <spotLight value="true"/>
          <castShadows value="true"/>
        </Item>

 

This is just for one side. What I have found, is that if I turn off <flash value>, then I do not have the annoying flashing of the corona, and it stays lit. The only problem I am running into, is that I cannot seem to get the other side to rotate the opposite way. I am wondering if it could be possible to flip that axis in Zmodeler so that the reflector stays in the same position, but the game thinks its flipped....I do not have Zmodeler, so I cannot try it myself.

Edited by flwpheonix

53 minutes ago, Macgregor said:

I believe directions value changes the rotation direction

Directions value only forces the siren to face the direction that is pointed in delta value.

Having a hard time getting Gravelroadcop's bpm of 1300 to work with this....

10 hours ago, flwpheonix said:

Directions value only forces the siren to face the direction that is pointed in delta value.

Having a hard time getting Gravelroadcop's bpm of 1300 to work with this....

Em...you can change the bpm from each siren node.....check speed value under flashiness section at each siren node section. And you need to set false on "sync to bpm"

3D Modeler. Contact at rekpandam@gmail.com

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13 hours ago, Macgregor said:

I believe directions value changes the rotation direction

 

13 hours ago, flwpheonix said:

ok....so here is what I have.....this is with the stock BPM of 220. I am going to play with @GravelRoadCop's carcol and see if it makes a difference...

<Item>
          <rotation>
            <delta value="0.00000000"/>
            <start value="2.35619449"/>
            <speed value="9.50000000"/>
            <sequencer value="4294967295"/>
            <multiples value="1"/>
            <direction value="true"/>
            <syncToBpm value="false"/>
          </rotation>
          <flashiness>
            <delta value="0.00000000"/>
            <start value="0.00000000"/>
            <speed value="0.00000000"/>
            <sequencer value="4294967295"/>
            <multiples value="1"/>
            <direction value="false"/>
            <syncToBpm value="true"/>
          </flashiness>
          <corona>
            <intensity value="50.00000000"/>
            <size value="1.50000000"/>
            <pull value="0.18000000"/>
            <faceCamera value="false"/>
          </corona>
          <color value="0xFFFFFFFF"/>
          <intensity value="1.00000000"/>
          <lightGroup value="0"/>
          <rotate value="true"/>
          <scale value="false"/>
          <scaleFactor value="0"/>
          <flash value="false"/>
          <light value="true"/>
          <spotLight value="true"/>
          <castShadows value="true"/>
        </Item>

 

This is just for one side. What I have found, is that if I turn off <flash value>, then I do not have the annoying flashing of the corona, and it stays lit. The only problem I am running into, is that I cannot seem to get the other side to rotate the opposite way. I am wondering if it could be possible to flip that axis in Zmodeler so that the reflector stays in the same position, but the game thinks its flipped....I do not have Zmodeler, so I cannot try it myself.

Delta value is what controls the rotation direction. A value of pi (3.14159300) will rotate it 180 degrees.

33 minutes ago, GravelRoadCop said:

I've been playing around in Carcol with my Whelen patterns, trying to get it to look like this :

<snip>

I think I'm almost getting it right.

Holy hell dude. That looks PERFECT! I need it.

45 minutes ago, GravelRoadCop said:

I've been playing around in Carcol with my Whelen patterns, trying to get it to look like this 

snip

snip

I think I'm almost getting it right.

How did you get working unsynched patterns? I've been trying to avoid having a seperate sirensetting just for rotating lights in an upcoming mod of mine.

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. 

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15 minutes ago, straitdill said:

How did you get working unsynched patterns? I've been trying to avoid having a seperate sirensetting just for rotating lights in an upcoming mod of mine.

Rotators still do my head in

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

I GOT IT!!!! It is possible to have intersection sweeps! Thanks for that tip @GravelRoadCop ! Now keep in mind, I am using a bpm of ~250. If you want to have a faster bpm, and are doing a rotator/halo/led bar, I would suggest setting the sync to bpm as false on the leds.

 

with the bpm ~250

driver's side

 <delta value="0.00000000"/>
            <start value="2.35619449"/>
            <speed value="9.50000000"/>

 

passengers side

<delta value="3.14159300"/>
            <start value="2.35619449"/>
            <speed value="9.50000000"/>

Edited by flwpheonix

7 hours ago, flwpheonix said:

I GOT IT!!!! It is possible to have intersection sweeps! Thanks for that tip @GravelRoadCop ! Now keep in mind, I am using a bpm of ~250. If you want to have a faster bpm, and are doing a rotator/halo/led bar, I would suggest setting the sync to bpm as false on the leds.

 

with the bpm ~250

driver's side

 <delta value="0.00000000"/>
            <start value="2.35619449"/>
            <speed value="9.50000000"/>

 

passengers side

<delta value="3.14159300"/>
            <start value="2.35619449"/>
            <speed value="9.50000000"/>

Please provide a video of this in action. 

 

As for my "unsynchronized" lights, I haven't paid much attention to rotary lights as LED sequencing is easier to do. I will release my carcol sometimes this week for those who wants to have whelen patterns. I still have more working to it and I have ideas flowing to my head as I am typing this. I want to offer this community accurate,  real world patterns,  and it all starts now. So keep an eye on me and I will see if I can bring more patterns to the table. Simple ones first,  then complicated patterns last. 

To clarify something here,  this isn't actually a break through in achieving unsynchronized patterns - I still don't have a full understanding on pattern sync/unsynchronized BPM speed. But what I did here is still remarkable in contrast. Very exciting days ahead of us. 

Edited by GravelRoadCop

SmsqmYF.png

 

 

I don't have anything to make a video with, but if you would like....

 

Spoiler

<Item>
      <id value="7"/>
      <name>firetruck</name>
      <timeMultiplier value="1.00000000"/>
       <lightFalloffMax value="80.00000000"/>
      <lightFalloffExponent value="20.00000000"/>
      <lightInnerConeAngle value="20.00000000"/>
      <lightOuterConeAngle value="20.43495000"/>
      <lightOffset value="2.00000000"/>
      <textureName>vehiclelight_sirenlight</textureName>
      <sequencerBpm value="250"/>
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      <leftTailLightMultiples value="0"/>
      <rightTailLightMultiples value="0"/>
      <useRealLights value="true"/>
      <sirens>
       
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          <light value="true"/>
          <spotLight value="true"/>
          <castShadows value="true"/>
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          <scale value="true"/>
          <scaleFactor value="4"/>
         <flash value="true"/>
          <light value="true"/>
          <spotLight value="true"/>
          <castShadows value="true"/>
        </Item>
        
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          <light value="true"/>
          <spotLight value="true"/>
          <castShadows value="true"/>
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          <castShadows value="true"/>
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Edited by flwpheonix

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