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

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<lightFalloffMax value="50.00000000"/>
      <lightFalloffExponent value="50.00000000"/>

 

 

These should not be equal. FalloffExponent should be less than falloffmax

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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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1 hour ago, flwpheonix said:

<lightFalloffMax value="50.00000000"/>
      <lightFalloffExponent value="50.00000000"/>

 

 

These should not be equal. FalloffExponent should be less than falloffmax

I changed the exponent value to 25 and am seeing a difference now when I am changing the inner cone angle now. Thanks

No problem! Here is a little help

 <lightFalloffMax value="10.00000000"/> <!-- This adjusts the overall range of the lights -->
      <lightFalloffExponent value="10.00000000"/> <!-- This adjusts how fast the light falls off to nothing -->
      <lightInnerConeAngle value="2.29061000"/> <!--This is the BRIGHTER portion of the light cone-->
      <lightOuterConeAngle value="70.00000000"/> <--!This is the outter softer edge of the light cone-->
      <lightOffset value="0.00000000"/> <!--This setting is only used when Spotlight=true flag is used. This pulls or pushes the light source further or closer to the siren dummy. Think of this like a projector lens. The larger the number the more focused the image will be further away, and the more negative number the sharper the image will be closer to the siren dummy. Negative  numbers can be used. -->
      <textureName>VehicleLight_sirenlight</textureName> <!--You can create any .dds image you want to use. This will be what the game projects as your siren. All textures need to be in the graphics.ytd in order for it to work. No specific naming is needed. BE AWARE! The Whiter a texture is the brighter it will appear in game. The darker the more subdued it will be -->e= how far away from the light dummy the light texture should start

 

and further down towards the bottom...

<spotLight value="false"/> <!--This is a tricky one...When spotlight=false, a light will be produced in a 180 degree arc from the siren dummy (Useful for when you have a side light for example on an ambulance.) When true, it produces a spotlight type of light. BE AWARE! When using custom textures spotlight=false with flip the texture on the verticle axis, so what you think is up is actually down-->

Awesome! Do you think innerconeangle is measured in radians like I said or do you know how it relates to outerconeangle? Because when I change the outercone angle it affects the bright center of the cone.

I think it is in degrees. Remember though that it work just like a flashlight against a wall would....The more you increase the outter cone, the more the inner cone will also be increased...no matter what. The inner cone angle is only telling the game how much of a inner cone it is going to have.

 

Ok. I've been experimenting and at first I thought it would like scale the texture in the middle while leaving plain light around the edge of the outer cone. But I see now it's just how bright/dark the light is as you get closer to the edge of the outer cone. As far as the numbers themselves, the outer cone is exactly the number of degrees you set it. But the inner cone, in game, is attached to the outer cone. I.E., against a blank wall, increasing the outercone while leaving the innercone, will enlarge the innercone in game.

@willrsExactly. Now a way you can get a more realistic looking light is using a different texture. You can do this by changing <textureName>VehicleLight_sirenlight</textureName> to something else, or by replacing vehiclelight_sirenlight with something else. You will find this texture and may add whatever texture you want into your graphics.ytd. It is a black and white texture. The whiter the texture the more intense the light will  be, and the darker (blacker) the texture is the dimmer and less intense the light will be.  For example, this is a texture I made for LED lighting.

Now be aware, like I mention before if spotlight=true it will flip this texture vertically, so if you are using a specific type of texture you may need to flip vertically, or may need to adjust where the texture is before putting it into graphics.ytd. That being said, there are no restrictions on how many textures you can have, EXCEPT you can only have 1 texture per siren setting....For example, my vanilla cars use the stock texture, my LED cars use ones that are all similar to the photo below, and my halogen cars use a more rounded texture.

enb2019_1_21_17_41_01.jpg

Yeah I know about changing out the graphics.ytd I have a majority of carcols figured out, but do you have an entire siren setting marked up like the segment you sent before?

  • 4 months later...

Just started getting into modding and zmodeler and I'm trying to rotate the side lights on an ambulance. I've done this and managed to get the environment lighting shining in the left direction using the delta values, but the textures seemed to have rotated 90° pointing backwards.

 

Reading other parts of the thread I've tried to rotate them 90° in the opposite direction in ZModeler to try and fix the problem, but the textures seem to rotate in the same 90° position. Anyone know how to fix this?

 

This is my code for one of the lights:

Spoiler

<Item>
          <rotation>
            <delta value="1.57079633"/>
            <start value="1.57079633"/>
            <speed value="1.00000000"/>
            <sequencer value="1431655765"/>
            <multiples value="2"/>
            <direction value="true"/>
            <syncToBpm value="true"/>
          </rotation>
          <flashiness>
            <delta value="1.57079633"/>
            <start value="1.57079633"/>
            <speed value="1.00000000"/>
            <sequencer value="1431655765"/>
            <multiples value="2"/>
            <direction value="true"/>
            <syncToBpm value="true"/>
          </flashiness>
          <corona>
            <intensity value="10.00000000"/>
            <size value="1.50000000"/>
            <pull value="0.10000000"/>
            <faceCamera value="true"/>
          </corona>
          <color value="0xFF9D52FF"/>
          <intensity value="1.00000000"/>
          <lightGroup value="0"/>
          <rotate value="false"/>
          <scale value="true"/>
          <scaleFactor value="2"/>
          <flash value="true"/>
          <light value="true"/>
          <spotLight value="true"/>
          <castShadows value="false"/>
        </Item>

 

 

Edited by SpartanD1994

Maybe new development regarding rotating siren lights.(no els)

I have been testing with the settings shown in this video and got the scale working with the rotating parts. now you can see the rotating reflector is also the same color als the light.

 


 

6 hours ago, F5544 said:

Maybe new development regarding rotating siren lights.(no els)

I have been testing with the settings shown in this video and got the scale working with the rotating parts. now you can see the rotating reflector is also the same color als the light.


-snip-

 


I think i beat you to the punch, lol. You can see that I've accomplished this in my Modern Siren Pack intro video. 
 

 

SmsqmYF.png

 

 

5 hours ago, GravelRoadCop said:


I think i beat you to the punch, lol. You can see that I've accomplished this in my Modern Siren Pack intro video. 
 

 

Haha never a problem. If everybody helps a bit we all achieve the goal. But you got the lights working with scaling the rotary reflector and using the Corona?

  • 7 months later...

Hi guys am like 4 years too late for this topic but i cant find anything else that can help me this topics helped alot but i just wanted to know how do i change the intensity of the headlight wigwags and how do i make them flash for longer without changing bpm sequencer as that doesn’t do it justice

  • 3 months later...

Thank you so much for amazing instructions. May I ask by the way, who did the flashing headlight&taillights?

 

I really want to look at it and add those settings to my addon cars ❤️ 

On 2/13/2020 at 5:08 PM, troJan4j said:

Hi guys am like 4 years too late for this topic but i cant find anything else that can help me this topics helped alot but i just wanted to know how do i change the intensity of the headlight wigwags and how do i make them flash for longer without changing bpm sequencer as that doesn’t do it justice

 

For the intensity

  • I believe you'd have to find the cars headlights in the carcols.ymt and change it there, however that would change the value for the car's headlights as a whole

For the flash pattern

  • Look at the attached picture. At the top of the carcols entry for the vehicle in question, you'll see these sequencer values. For mine, in this pic, they're all at 0 meaning the headlights won't flash at all with the sirens. Simply create a 32 bit integer (i.e. "10101010101010101010101010101010") and convert it to decimal form and replace that number. This site will do it and even gives you a neat visualization of the flashing (everywhere there's a one) http://www.binaryconvert.com/result_signed_int.html?hexadecimal=AAAAAAAA

wigwags.JPG

O8iuz7f.png

Please feel free to PM, or EMail me!

roegontv.weebly.com

  • 2 weeks later...

Can someone help me out with environmentals? I have changed the Delta Value to 3.14159265 which I am fairly sure is the rear, but when applied it messes the lights up and makes them not flash at all. Help?

On 30/05/2020 at 21:49, The Loot said:

Pensei em publicar este útil plugin por @PNWParksFan desde que esse tópico apareceu e ninguém mais o fez, pois tornará a edição das configurações de luz muito mais fácil do que recarregar o jogo constantemente.

 

https://github.com/pnwparksfan/rph-live-lights

I would like to use it, but there is no indication of the installation path, could you tell me? 🙂 

- Reinforcement on way.

 

Tag For Plice Car Gif : Car Gif 2015 Best Auto Reviews. Video Cars ...

1 hour ago, SrLuK said:

I would like to use it, but there is no indication of the installation path, could you tell me? 🙂 

 

mods\update\update.rpf\x64\data

 

You can also use Ctrl+F3 to search for the file you want in OpenIV as well :)

I'm confused, is the installation path for a plug-in indicated as "rph-live-lights" this? As I recall, this is from carcols. 😅

- Reinforcement on way.

 

Tag For Plice Car Gif : Car Gif 2015 Best Auto Reviews. Video Cars ...

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