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F5544

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  1. Like
    F5544 got a reaction from Lozano71 in Exploring custom lightbar GTAV Siren Lights(ELS).   
    Update.
    HI,
    As many of the modders are making cars for the game, i am focusing on the ELS siren lights of gtaV
    It is not easy to understand the logic that rockstar has made for the siren lights.
    As far as i know for now is:
    -The lights are bounded to the mesh pivot.(and not the dummy)
    -the lights has a preset direction (no omni/360 degrees)
    -the ELS mesh is moving from direction when the light is flickering on that moment.
    -the ELS mesh Scale is bigger when the light is flickering.
    -the emissive material setting for the lights is not yet known.(and for the first tries i couldn't reproduce this)
    If you have information please share it on this topic
    Update:
    -The mesh scale distance(small off light mesh to rezised bigger on light mesh) is related to the distance between the siren dummy and the mesh. 
    if the siren dummy is at the same distance as the mesh, the mesh only resize to its bigger enabled form. but get no position change.
    disadvantage of this, the mesh in siren off will be visible.
    -The mesh scales with 50% bigger when sirens enabled.(so making the emissive siren mesh 50% smaller then the original, it will be resized to it's original form.)
    Update 2/3:
    -Siren dummy and pivot points need to be at the same place.
    siren 1 =left red cannot rotate light(always the left direction)  Rotate mesh 90 degrees clockwise
    siren 2 =front red(light can be rotated. to do this rotate pivot and siren dummy axe)
    siren 3 =back red(light can be rotated. to do this rotate pivot and siren dummy axe)
    siren 4 =back blue(light can be rotated. to do this rotate pivot and siren dummy axe)
    siren 5 =front blue(light can be rotated. to do this rotate pivot and siren dummy axe)
    siren 6 =right blue cannot rotate light(always the right direction)  Rotate mesh 90 degrees against clockwise
    siren 7 =front red(light can be rotated. to do this rotate pivot and siren dummy axe)
    siren 8 =front blue(light can be rotated. to do this rotate pivot and siren dummy axe)
    siren 9 =front red(light can be rotated. to do this rotate pivot and siren dummy axe)
    siren 10 =front blue(light can be rotated. to do this rotate pivot and siren dummy axe)
    siren 11 =back red(light can be rotated. to do this rotate pivot and siren dummy axe)
    siren 12 =back red(light can be rotated. to do this rotate pivot and siren dummy axe)
    siren 13 =back blue(light can be rotated. to do this rotate pivot and siren dummy axe)
    siren 14 =back blue(light can be rotated. to do this rotate pivot and siren dummy axe)
    siren 15=back red rotate mesh180 degrees
    siren 16=back blue rotate mesh180 degrees
    siren 17=front red(light can be rotated. to do this rotate pivot and siren dummy axe)
    siren 18=front blue(light can be rotated. to do this rotate pivot and siren dummy axe)
    siren 19=front red(light can be rotated. to do this rotate pivot and siren dummy axe)
    siren 20=front blue(light can be rotated. to do this rotate pivot and siren dummy axe)

    so the best position to have the lightbar mesh is between sirenmesh(no flash) and siren mesh (flash)
  2. Like
    F5544 got a reaction from Mr.JonnhyCZG in Carmodders, importance of Lods.   
    Hi, 
    I made an topic for every gta v car modder and hoping they will learn or use this.
    This is very important against bugs.
    You have some lods.
    you have a normal.yft and a high.yft.
    When you are sitting in the car the game uses high.yft. that's the one with the most details.
    then you have normal.yft with and L0, L1,L2,L3.
    How further you stand from the car how less detailed it is. that is for the efficiency for the game engine. then it doesn't load the whole model. and giving the vid mem more space for other things.

    what some people do, (let say the cvpi what is current.) they use one detailed version for all L0,L1,L2.
    eventually the game will crash or you get texture popins because of the use of that vid mem in the distant.
    That's why i am making a version that meets the game standards.
    I hope that car modders will use this for his own convert. That will make the game more stable.
    Regards,
    F5544
  3. Like
    F5544 got a reaction from Mr.JonnhyCZG in Carmodders, importance of Lods.   
    Hi, 
    I made an topic for every gta v car modder and hoping they will learn or use this.
    This is very important against bugs.
    You have some lods.
    you have a normal.yft and a high.yft.
    When you are sitting in the car the game uses high.yft. that's the one with the most details.
    then you have normal.yft with and L0, L1,L2,L3.
    How further you stand from the car how less detailed it is. that is for the efficiency for the game engine. then it doesn't load the whole model. and giving the vid mem more space for other things.

    what some people do, (let say the cvpi what is current.) they use one detailed version for all L0,L1,L2.
    eventually the game will crash or you get texture popins because of the use of that vid mem in the distant.
    That's why i am making a version that meets the game standards.
    I hope that car modders will use this for his own convert. That will make the game more stable.
    Regards,
    F5544
  4. Like
    F5544 got a reaction from Effegi88 in Los Santos Real TV Videos   
    Nice video,😉
  5. Like
    F5544 got a reaction from Ranger61 in [Research/WIP] Custom Light Patterns through carcols.ymt   
    I tested the multiple lights but I think it was just a glitch.  I am sorry. Was to exited with reporting before testing.  If you have for example 2 siren1 dummies.  The game only uses one of the 2. If we just can select which dummy. Then you can use it in rph. One as direction bar and one as siren lights. 
  6. Like
    F5544 got a reaction from Jakeus in [Research/WIP] Custom Light Patterns through carcols.ymt   
    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.
  7. Like
    F5544 got a reaction from ReKraM in [Research/WIP] Custom Light Patterns through carcols.ymt   
    now you can duplicate objects without zmod error. before you export was impossible.
  8. Like
    F5544 got a reaction from Jakeus in [Research/WIP] Custom Light Patterns through carcols.ymt   
    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.
  9. Like
    F5544 got a reaction from OfficerFive0 in [Research/WIP] Custom Light Patterns through carcols.ymt   
    yes tested it, and it uses the same properties as the original sirenlight.
  10. Like
    F5544 got a reaction from OfficerFive0 in [Research/WIP] Custom Light Patterns through carcols.ymt   
    not more than 1 duplicate for now
  11. Like
    F5544 got a reaction from OfficerFive0 in [Research/WIP] Custom Light Patterns through carcols.ymt   
    not more than 1 duplicate for now
  12. Like
    F5544 got a reaction from OfficerFive0 in [Research/WIP] Custom Light Patterns through carcols.ymt   
    yes tested it, and it uses the same properties as the original sirenlight.
  13. Like
    F5544 got a reaction from Jakeus in [Research/WIP] Custom Light Patterns through carcols.ymt   
    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.
  14. Like
    F5544 got a reaction from ReKraM in [Research/WIP] Custom Light Patterns through carcols.ymt   
    it is now possible to make extra sirenlights in zmod. you can now duplicate siren1 till siren 20 in zmod.
    these work under the same siren carcols setting as the original.
     

     
    time to make more lights on the cars:D
  15. Like
    F5544 got a reaction from ReKraM in [Research/WIP] Custom Light Patterns through carcols.ymt   
    it is now possible to make extra sirenlights in zmod. you can now duplicate siren1 till siren 20 in zmod.
    these work under the same siren carcols setting as the original.
     

     
    time to make more lights on the cars:D
  16. Like
    F5544 got a reaction from ReKraM in [Research/WIP] Custom Light Patterns through carcols.ymt   
    it is now possible to make extra sirenlights in zmod. you can now duplicate siren1 till siren 20 in zmod.
    these work under the same siren carcols setting as the original.
     

     
    time to make more lights on the cars:D
  17. Like
    F5544 got a reaction from Captain14 in [Research/WIP] Custom Light Patterns through carcols.ymt   
    this line will make the corona flash 360 degrees:
                <faceCamera value="true"/> instead of false
    and use this line to improve the light size
                <size value="4.10000000"/>
    still busy with testing further
     
  18. Like
    F5544 got a reaction from Captain14 in [Research/WIP] Custom Light Patterns through carcols.ymt   
    this line will make the corona flash 360 degrees:
                <faceCamera value="true"/> instead of false
    and use this line to improve the light size
                <size value="4.10000000"/>
    still busy with testing further
     
  19. Like
    F5544 got a reaction from sloosecannon in [Research/WIP] Custom Light Patterns through carcols.ymt   
    That's one of my concerns we need to make a vehicle standard for the lights.
    so every siren applies to one sirensetting.
    than every vehicle modder can use the same settings.
  20. Like
    F5544 got a reaction from FRGamer in [Research/WIP] Custom Light Patterns through carcols.ymt   
    nice work, this has oleg from zmod told me:
    Re: exploring siren lights carcols.ymt
    Sent: Wed Aug 17, 2016 11:44 am
    by Oleg
    Hi.

    siren21 should be Ok (no space before "21"). However, siren_glass21 will not work.

    I don't have a code that generates part ID given its name, so you can code a game script to deal with part named "siren 21 or anything", and the game will deal with a part by its hash/ID value (game will compute it at script compilation time). However, I can't compute this hash/ID as I don't know how the game does this. The filter/exporter collects name <-> hash pairs during loading of files, so it can use name <-> hash pairs later on export. It can't generate proper IDs for parts that you wish to have some specific task in game.

    I suspect guys at OpenIV probably know the hash code, as they can dig in application's assembly, and this name<->hash was first found by them in Max Payne 3 probably. But I can't be quite sure on this, and not sure how this could be solved to the moment.   exploring siren lights carcols.ymt
    Sent: Tue Aug 16, 2016 5:31 am
    by f5544
    Hi Oleg,

    I want to test for adding more police lights. I want to add for example siren 21. in carcols.ymt i made siren 21.
    But zmodeler is saying "Using random ID: it might not work correctly in game script"
    do you know where the game scripts are. so that i can add siren 21 to the car and it enables siren 21.

    Regards,
    Frank
  21. Like
    F5544 got a reaction from FRGamer in [Research/WIP] Custom Light Patterns through carcols.ymt   
    nice work, this has oleg from zmod told me:
    Re: exploring siren lights carcols.ymt
    Sent: Wed Aug 17, 2016 11:44 am
    by Oleg
    Hi.

    siren21 should be Ok (no space before "21"). However, siren_glass21 will not work.

    I don't have a code that generates part ID given its name, so you can code a game script to deal with part named "siren 21 or anything", and the game will deal with a part by its hash/ID value (game will compute it at script compilation time). However, I can't compute this hash/ID as I don't know how the game does this. The filter/exporter collects name <-> hash pairs during loading of files, so it can use name <-> hash pairs later on export. It can't generate proper IDs for parts that you wish to have some specific task in game.

    I suspect guys at OpenIV probably know the hash code, as they can dig in application's assembly, and this name<->hash was first found by them in Max Payne 3 probably. But I can't be quite sure on this, and not sure how this could be solved to the moment.   exploring siren lights carcols.ymt
    Sent: Tue Aug 16, 2016 5:31 am
    by f5544
    Hi Oleg,

    I want to test for adding more police lights. I want to add for example siren 21. in carcols.ymt i made siren 21.
    But zmodeler is saying "Using random ID: it might not work correctly in game script"
    do you know where the game scripts are. so that i can add siren 21 to the car and it enables siren 21.

    Regards,
    Frank
  22. Like
    F5544 reacted to LMS in [Research/WIP] Custom Light Patterns through carcols.ymt   
    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://blog.lms-dev.com/reverse-engineering/v-dynamically-adding-carcols/

  23. Like
    F5544 got a reaction from Aquamenti in [Research/WIP] Custom Light Patterns through carcols.ymt   
    currently investigating the option to add more siren lights to the setup.
    if that is possible we can use more than 20 siren lights. and the possibilities are incredible.
    made contact with oleg(zmodeler) asking for the id scripts of the siren lights
  24. Like
    F5544 got a reaction from OfficerUnderwood in [Research/WIP] Custom Light Patterns through carcols.ymt   
    it depends, this is what oleg told us: each siren part is assigned an id, and the game configuration files will assign the animation. so maybe there is another file who assigns the vehicle part ids and decides which part id does what.
    download gta_parts.xml and open it. there are 29 siren id's
    http://forum.zmodeler3.com/viewtopic.php?f=31&t=7343
     
  25. Like
    F5544 got a reaction from OfficerUnderwood in [Research/WIP] Custom Light Patterns through carcols.ymt   
    it depends, this is what oleg told us: each siren part is assigned an id, and the game configuration files will assign the animation. so maybe there is another file who assigns the vehicle part ids and decides which part id does what.
    download gta_parts.xml and open it. there are 29 siren id's
    http://forum.zmodeler3.com/viewtopic.php?f=31&t=7343
     
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