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

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On 7/13/2018 at 7:18 AM, 14ktred said:

So i'm fixing to undergo another project. Trying to make a true MX7000 with working sweeps and all. Does anyone know the value that could make the heads on the sweeps rotate 45 degree? This is what i currently have, yes i know the carona color is a bit off but that will change later on.

https://gyazo.com/51769c09f80dc5569d0c575cbbb71406

Looks good, but the only problem will be that the sweeps make a full rotation, therefore you will have light shining where it is not supposed to be...

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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:  

  • Deactivated Member
    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

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23 hours ago, flwpheonix said:

Looks good, but the only problem will be that the sweeps make a full rotation, therefore you will have light shining where it is not supposed to be...

I know it, i'm mostly worried about the heads making correct rotations right now then i'll work with lighting.

  • 1 month later...

so if i have a vehicle that has working takedowns but they do not flash with the lightbar is there a way to custom those lights in the carcol files to flash aswell? 

  • 3 weeks later...

Hi all,

 

I have a question regarding creating a custom sirensetting. I copied over one of the LED lightbars from the vanilla police models and pasted it onto a sadler to create a utility truck, and so far I've edited a sirensetting to make all the lights amber but for the first 8 sirens, they rotate in game, rather than flash like they did originally. I did also change the texture in zmodeler to amber, (much like the Security Pack) but the amber flash texture doesn't appear at all like it should. All my rotate values are set to false and my flash values are true, but still, while in game they rotate instead. Further, only 1 of the 8 siren items actually emits light. The other 7 are just coronas and can only be seen from afar.

 

Any ideas/tips on how to go about this?

Firefighter - Hilltop Hose Co. #3 - Allegheny County Sta. 168 - Natrona Heights, PA

First of all, make sure that your newly created siren id number is unique in the carcols, meaning that no other siren id is using the same number. Then do the same with the siren name.  Then make sure your carvariations.meta reflects that unique siren number.

I had it as a unique id and name, but was still giving me issues. I tried various other ids until I gave up and added the to an existed carcols file located under mods/update/update.rpf/x64/data. I was originally trying to add them to a brand new carcols file in my modding dlcpack. When in the modding dlcpack, nothing would happen. The siren would sound but no lights would flash at all. But, as soon as I copied them into that other location, they worked perfectly, including the rotators being normal leds.

 

My issue now is that the lightbar texture doesn't appear when the siren is on, but that's irrelevant to this topic.

Firefighter - Hilltop Hose Co. #3 - Allegheny County Sta. 168 - Natrona Heights, PA

Anyone know how to identify which siren setting will affect what area on the vehicle? Also any tips on making the patterns?

Edited by spiegeljoshua

- MamaPrince

6 hours ago, spiegeljoshua said:

Anyone know how to identify which siren setting will affect what area on the vehicle? Also any tips on making the patterns?

there is only 1 sirensetting per vehicle, it doesn't have multiple

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

  • 1 month later...

I should have asked here, didn't saw that topic before

i'm looking to do what have asked CiscoSystems about the strobe on headlights, but for a car i'm making (not a police one at all, no sirens)

I saw that line on the quote of the first messsage : 

<id value="1"/>

Does that mean that for any car, i just have to specify the id of the light (for example i'll make two items : one for the headlight_l and one for the headlight_r) and then make something like that?

 

<item>
   <id value="1"/>
      <name> car_name </name>
      ...
</item>
<item>
   <id value="2"/>
      <name> car_name </name>
      ...
</item>

and so on?

 

Edited by Klaceyes

  • 3 weeks later...
On 10/29/2018 at 1:10 PM, Klaceyes said:

I should have asked here, didn't saw that topic before

i'm looking to do what have asked CiscoSystems about the strobe on headlights, but for a car i'm making (not a police one at all, no sirens)

I saw that line on the quote of the first messsage : 


<id value="1"/>

Does that mean that for any car, i just have to specify the id of the light (for example i'll make two items : one for the headlight_l and one for the headlight_r) and then make something like that?

 


<item>
   <id value="1"/>
      <name> car_name </name>
      ...
</item>
<item>
   <id value="2"/>
      <name> car_name </name>
      ...
</item>

and so on?

 

I think that I understand what you are trying to say and no, the ID specifics the sirensetting you would use for the carvariations. If you are wanting the headlights to flash you would do something like this.
 

<Item>
  <id value="1"/>
  <name>Name</name>
  <timeMultiplier value="1.00000000"/>
  <lightFalloffMax value="200.00000000"/>
  <lightFalloffExponent value="200.00000000"/>
  <lightInnerConeAngle value="2.29061000"/>
  <lightOuterConeAngle value="70.00000000"/>
  <lightOffset value="0.00000000"/>
  <textureName>VehicleLight_sirenlight</textureName>
  <sequencerBpm value="200"/>
  <leftHeadLight>
    <sequencer value="0"/><!--change this to your sequence-->
  </leftHeadLight>
  <rightHeadLight>
    <sequencer value="0"/><!--change this to your sequence-->
  </rightHeadLight>
  <leftTailLight>
    <sequencer value="0"/>
  </leftTailLight>
  <rightTailLight>
    <sequencer value="0"/>
  </rightTailLight>
  <leftHeadLightMultiples value="1"/>
  <rightHeadLightMultiples value="1"/>
  <leftTailLightMultiples value="1"/>
  <rightTailLightMultiples value="1"/>
  <useRealLights value="true"/>
  <sirens>
    ...
  </sirens>
</Item>

Hope this helps.

Modding Noobie

On 11/17/2018 at 6:02 AM, Sethy1124 said:

 


<Item>
  <id value="1"/>
  ...
  <leftHeadLight>
    <sequencer value="0"/><!--change this to your sequence-->
  </leftHeadLight>
  <rightHeadLight>
    <sequencer value="0"/><!--change this to your sequence-->
  </rightHeadLight>
  <leftTailLight>
    <sequencer value="0"/>
  </leftTailLight>
  <rightTailLight>
    <sequencer value="0"/>
  </rightTailLight>
  
    ...
  </sirens>
</Item>

 


I got help from a friend who tried to lead me to the way of how to do it, i think i'm progressing but i have two main problems

1 - the lights are just lighting with the texture, not the emissive of whatever it is called
2 - i don't know how to make it blinking, having that sequence is good but how do i know what i do will do what?

I mean, i tried to think logically, having a 0 would be that the light won't do anything and a 1 that it will work, but if i just do 10101001 for left and 01010110 for right, it will just make the light working on some places and the other side not

What would be good is that i found an explanation about that sequence, and how to make a light lighting fully and not only making the texture more clear

On 11/23/2018 at 1:58 PM, Klaceyes said:


I got help from a friend who tried to lead me to the way of how to do it, i think i'm progressing but i have two main problems

1 - the lights are just lighting with the texture, not the emissive of whatever it is called
2 - i don't know how to make it blinking, having that sequence is good but how do i know what i do will do what?

I mean, i tried to think logically, having a 0 would be that the light won't do anything and a 1 that it will work, but if i just do 10101001 for left and 01010110 for right, it will just make the light working on some places and the other side not

What would be good is that i found an explanation about that sequence, and how to make a light lighting fully and not only making the texture more clear

Sequencers are just an Unsigned Int, here is a converter http://www.binaryconvert.com/convert_unsigned_int.html

Modding Noobie

Yeah i tried that, but it's only making the sequence i wanted to edit going on full 1 for all octets...

Anyway, i think i'll keep the one i have now it's pretty good :)
I'm trying to make the siren lighting with the corona (making the headlight blinking wasn't looking that good), someone told me it's about the flags but i don't see how this is made (i'm using custom sirens with a custon texture on my ytd

  • 5 weeks later...

Hello folks. Having an issue that is pissing me off. 

 

I use a custom carcols, in which my scalefactor is set to 10. Therefore, when I scale down lights in Zmod I scale down on all axes 0.10 

 

I made custom dummy for both sirens. Then, I put the light mesh under the dummy and clicked only on the mesh "reset to parent"

 

Then, I scaled it down by 0.10. In my game however, the lights scale UP. Larger than even the regular lights should. I'm confused. Suggestions on hot to fix? 

 

HIERARCHY: e884d988bef9b87f9f4e5be5fb9c44a0.png
https://gyazo.com/e884d988bef9b87f9f4e5be5fb9c44a0

 

 

Could it be my dummy placement? 

 

 

Please look at this ingame GIF: https://gyazo.com/bed0bfd2c5148230a29f7efe076afb40

 

https://gyazo.com/93b73b77ea0446bf4287825bcf7c7d23

 

 

Edited by fancycopman
Text link

FancyCop,

Colonel of the Washington Highway Patrol

President of Southern Breed Modifications

NOTE: ALL Vehicles Displayed are my own creations

2rfshl4.jpg

  • 1 month later...

I don't think this has been posted before (haven't read through this whole topic, but searched for keywords through the topic), but the lightouterconeangle setting controls how wide a light will throw environmental light (in degrees). I haven't figured out what the innerconeangle setting does. Whatever it does, I think it's measured in radians not degrees. Anyone know?

13 hours ago, flwpheonix said:

@willrs What I have found is that outtercone is the softer light, and inner cone is the brighter light. I have also found that these settings only work when spotlight=true.

Hm. That's what I was thinking, and that's what makes sense but I was giving innerconeangle all kinds of crazy values, between 0 and several hundred, and never saw a difference.

45 minutes ago, willrs said:

Hm. That's what I was thinking, and that's what makes sense but I was giving innerconeangle all kinds of crazy values, between 0 and several hundred, and never saw a difference.

It could be that your falloff and falloffexponent numbers are too high, therefore not being able to correctly use the cone angles as intended. Post your entry here and I will take a look at it.

Edited by flwpheonix

<Item>
      <id value="16"/>
      <name>Light Test</name>
      <timeMultiplier value="1.00000000"/>
      <lightFalloffMax value="50.00000000"/>
      <lightFalloffExponent value="50.00000000"/>
      <lightInnerConeAngle value="2.29061000"/>
      <lightOuterConeAngle value="35.00000000"/>

      <lightOffset value="0.00000000"/>

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