Jump to content
Captain14

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

Recommended Posts

vor 7 Minuten schrieb AchillesDKPoliceMods:

Where in carcols do I change the evironmental lighting to only blue?

When you change the color hash of a specific siren, its coronas and environmental lights should then have your set color.

Share this post


Link to post
Share on other sites
28 minutes ago, AchillesDKPoliceMods said:

Ahh okay, thanks :) So that would be in zmod?

 

Hey Achilles. You should change that on the carcols.ymt file

 

Color value section:

 

ex.JPG

 

This needs to be setted on each siren node. Remember, if you want to make the light show enviromental lighting, to set ''light'' value ''true''

 

If you need any help or dont understand something just contact me through pm

 

 

 

 


3D Modeler. Contact at rekpandam@gmail.com

Share this post


Link to post
Share on other sites
8 minutes ago, RekRam said:

 

Hey Achilles. You should change that on the carcols.ymt file

 

Color value section:

 

ex.JPG

 

This needs to be setted on each siren node. Remember, if you want to make the light show enviromental lighting, to set ''light'' value ''true''

 

If you need any help or dont understand something just contact me through pm

 

 

 

 

Awesome, thank you so much! :D So when changing to that value, the environmental lighting will be only blue? 

Share this post


Link to post
Share on other sites
9 minutes ago, AchillesDKPoliceMods said:

Awesome, thank you so much! :D So when changing to that value, the environmental lighting will be only blue? 

 

yes, depends on the code you put... 0xFF000AFF will make it blue. Also you need to analyze the direction of the light, rotation of the axis to make the environmental lighting face the correct direction according to each light position.


3D Modeler. Contact at rekpandam@gmail.com

Share this post


Link to post
Share on other sites
8 minutes ago, RekRam said:

 

yes, depends on the code you put... 0xFF000AFF will make it blue. Also you need to analyze the direction of the light, rotation of the axis to make the environmental lighting face the correct direction according to each light position.

Makes perfect sence, thank you so much. Have an awesome weekend :D 

Share this post


Link to post
Share on other sites

I've been working on a trying to do a custom flash pattern for a while, when changing the values it never seems to do what i want it to do. not sure if its just because they are unsynced.

plan is for all blues to have the same timing and flash at once then for all the reds to do the same at a seperate timing after the blue lights have finished.

 

Blue

         red

blue

         red

 

Share this post


Link to post
Share on other sites
9 minutes ago, Donnzy said:

I've been working on a trying to do a custom flash pattern for a while, when changing the values it never seems to do what i want it to do. not sure if its just because they are unsynced.

plan is for all blues to have the same timing and flash at once then for all the reds to do the same at a seperate timing after the blue lights have finished.

 

Blue

         red

blue

         red

 

 

siren''X''(Blue)      1111 0000 1111 0000 1010 0000 1010 0000    ---> 4042301600

 

siren''X''(Red)       0000 1111 0000 1111 0000 1010 0000 1010   ---> 252643850

 

siren''X''(Blue2)    1111 0000 1111 0000 1010 0000 1010 0000   ---> 4042301600

 

siren''X''(Red2)    0000 1111 0000 1111 0000 1010 0000 1010    ---> 252643850

 

Is that what you are looking for?


3D Modeler. Contact at rekpandam@gmail.com

Share this post


Link to post
Share on other sites

Here's the values for accurate Whelen red/blue, looks so much better  :

 
WHELEN BLUE : 0000FD
RED : FF0000
 
Here's the values for Whelen's Ping-Pong Pattern :
 
00000000111101010000000011110101  - 16056565
11110101000000001111010100000000  - 4110480640
Edited by GravelRoadCop

Share this post


Link to post
Share on other sites

So I'm working with Lund and Solo's patrol cars from the 70s/80s and I'm trying to figure out how to slow down the rotating parts of the lights so they look more realistic. Do you guys know what I change?


OUhmrRD.jpg

Steam/PSN: MikoFiticus, Origin: Admira1Snackbarr. Feel free to add me, I play lots of games!

Check out my YouTube! My Twitter!

Share this post


Link to post
Share on other sites

I've been working on this as well. From what I've been told you need to search for "police dual" then find "sequencerBPM" and lower it to whatever value you want. I'm still working on finding a value that looks realistic.

Share this post


Link to post
Share on other sites
vor 2 Stunden schrieb Slickybp:

I've been working on this as well. From what I've been told you need to search for "police dual" then find "sequencerBPM" and lower it to whatever value you want. I'm still working on finding a value that looks realistic.

You can also make the value higher, but the rotator lights will most likely not work then. they'll have a steady burn instead. 

Edited by NeulandInternet

Share this post


Link to post
Share on other sites

The <sequencer value="434343434444478"/>

 

This is not binary or maybe.  Simple terms though     siren 4 -siren 3 -siren 4 well anyways you get the picture.

On 12/3/2016 at 4:20 PM, RekRam said:

 

siren''X''(Blue)      1111 0000 1111 0000 1010 0000 1010 0000    ---> 4042301600

 

siren''X''(Red)       0000 1111 0000 1111 0000 1010 0000 1010   ---> 252643850

 

siren''X''(Blue2)    1111 0000 1111 0000 1010 0000 1010 0000   ---> 4042301600

 

siren''X''(Red2)    0000 1111 0000 1111 0000 1010 0000 1010    ---> 252643850

 

Is that what you are looking for?

The <sequencer value="434343434444478"/>

 

This is not binary or maybe.  Simple terms though     siren 4 -siren 3 -siren 4 well anyways you get the picture. Its what siren part on your vehicle.

Share this post


Link to post
Share on other sites
11 hours ago, Ems101 said:

The <sequencer value="434343434444478"/>

 

This is not binary or maybe.  Simple terms though     siren 4 -siren 3 -siren 4 well anyways you get the picture.

The <sequencer value="434343434444478"/>

 

This is not binary or maybe.  Simple terms though     siren 4 -siren 3 -siren 4 well anyways you get the picture. Its what siren part on your vehicle.

 

i dont understand what you meant right there...


3D Modeler. Contact at rekpandam@gmail.com

Share this post


Link to post
Share on other sites
2 hours ago, RekRam said:

 

i dont understand what you meant right there...

Ok lets say the you created a custom made input erased all input for flashes and rotators. The sequence is from 1 to whatever meaning headlights is 1 if you have tail lights that is 2, still researching this, but maybe each headlight represents a single input is 1 and 2 anyways. Its the the pattern what fires off first example     sequence     123456     headlight1  then headlight2 tail light and tail light then siren 1 and siren 2, has been working for me so far. to make off a little change the     <multiples value="4"/>  <multiples value="2"/>

5 and 6 would be siren 1 and siren 2


So easy terms it starts the lights script from 1st input to last

 

I hope this helps!


  

parts.jpg

Share this post


Link to post
Share on other sites

Also made one more discovery, you can completely remove these and it will not break

<sequencer value="9595959"/>
This seems to work too there is 14 sirens however the sequence can only go up to 9 so start at the middle of the inputs and end at 9 makes it flash pretty cool!

 

So police car rotatory completely remove flashiness and if you have a leds only remove rotations from each input makes it cleaner.

to label it make comments  <!--siren1--> like below.

 

 </Item>
<!-- siren1 -->     

<Item>

 <rotation>
            <delta value="-0.01000000"/>
            <start value="0.00000000"/>
            <speed value="3.00000000"/>
            <sequencer value="4294967295"/>
            <multiples value="1"/>
            <direction value="false"/>
            <syncToBpm value="true"/>
          </rotation>

 

or if you just have rotators

 

      <flashiness>
            <delta value="0.00000000"/>
            <start value="0.00000000"/>
            <speed value="0.00000000"/>
            <sequencer value="1431655765"/>
            <multiples value="2"/>
            <direction value="false"/>
            <syncToBpm value="true"/>
          </flashiness>

 

flashiness is for emissive textures, another words its light up textures!

 

This is the glowy dot :) or in game design term the bloom effect!

 

 <corona>
            <intensity value="90.00000000"/>
            <size value="1.10000000"/>
            <pull value="4.15000000"/>
            <faceCamera value="false"/>
          </corona>

Share this post


Link to post
Share on other sites

So no surprises here that this thread has fizzled out since the release of ELS V, however I'm just going to drop one last gem here.

This is a quick trial model I made for my latest and last version of Aussie Flash Patterns, a simple carcols.ymt edit. I created another entirely new flash pattern to it that sets sirens 2-20 as rotators, varying in colour, direction and start position. Siren 1 is to be used as a clear box to put around the rotators, hiding the emissive texture. When turned on, siren 1 expands by x200 (from a low axis point), while the rotators spin. The beauty of it is that it can be used flawlessly with ELS, giving you more rotators and saving you from using up an extra slot.

Release is expected to be shortly...ish

 

 


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

Share this post


Link to post
Share on other sites
13 hours ago, Macgregor said:

So no surprises here that this thread has fizzled out since the release of ELS V, however I'm just going to drop one last gem here.

This is a quick trial model I made for my latest and last version of Aussie Flash Patterns, a simple carcols.ymt edit. I created another entirely new flash pattern to it that sets sirens 2-20 as rotators, varying in colour, direction and start position. Siren 1 is to be used as a clear box to put around the rotators, hiding the emissive texture. When turned on, siren 1 expands by x200 (from a low axis point), while the rotators spin. The beauty of it is that it can be used flawlessly with ELS, giving you more rotators and saving you from using up an extra slot.

Release is expected to be shortly...ish

 

 

Lol imagine driving round in that. "Mobile Christmas light display vehicle" :D

Share this post


Link to post
Share on other sites

Ok all, I have made a breakthru! I have figured out the long lasting question of how to get 2 different speed rotators!

In your siren setting, look for

<multiples value="x"/>

in the rotation section of that siren setting. if you want the rotator to spin 2x as fast set it to 2

 

For example the MX7000 I am working on I have both outter rotators and the center white rotator with the multiple 2 and the two inner rotators with 1...

 

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...