Reputation Activity
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flwpheonix got a reaction from Tactical Possum in What Font Is This ?Here you go....
https://www.fontpalace.com/font-download/Aachen+Bold/
Also for future reference, this is the site I use to identify fonts....
https://www.myfonts.com/WhatTheFont/
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flwpheonix got a reaction from Darkdemon57682 in ZMod3 Export IssueThis error means that one of your parts has the default shader applied. Select all parts, then go to poly mode. Select parts by material and click the default material, then select. Those polys need to be assigned a GTA V shader.
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flwpheonix got a reaction from northcutt615 in How to change light color?Edit the UV for the red light and move it to the blue texture, or delete the red part, copy the blue part and rename it to what the red part was.
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flwpheonix got a reaction from RoegonTV in [Research/WIP] Custom Light Patterns through carcols.ymtNo 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-->
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flwpheonix got a reaction from RoegonTV in [Research/WIP] Custom Light Patterns through carcols.ymt@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.
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flwpheonix got a reaction from KLE0 in [Research/WIP] Custom Light Patterns through carcols.ymtNo 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-->
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flwpheonix got a reaction from KLE0 in ZMod3 Export IssueThis error means that one of your parts has the default shader applied. Select all parts, then go to poly mode. Select parts by material and click the default material, then select. Those polys need to be assigned a GTA V shader.
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flwpheonix got a reaction from KLE0 in At a distance ELS does not emit coronasOtaku, actually ELS does use LOD coronas to supliment when you get further away from the vehicle. They are placed where the axis is located for for the extra. Most people turn the detection distance to 800-900 as using LOD coronas in this manner causes floating coronas if the modeler do not pay attention to where the axis is.
To answer this problem, it is a little more difficult. In the visualsettings.dat there is a way to tweak the distance of the bloom but I am not 100% certain on how it works or how to do it. I personally have not experienced this problem on my system, so I cannot help further. What I would do, is make a backup of your visualsettings.dat file and search for bloom within the file and start tweaking numbers. If something gets screwed up, you always have your backup.
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flwpheonix reacted toDeactivated Memberin RECLUSE's WorkshopReady for lights.
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flwpheonix got a reaction from OfficerFive0 in [Research/WIP] Custom Light Patterns through carcols.ymtNo 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-->
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flwpheonix got a reaction from Reddington in How to change light color?Looks like you have a red texture there too.
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flwpheonix reacted to willrs in How to remove siren coronas completely?I've not tried this myself but I bet going into your carcols and setting each Corona size to 0 would achieve that
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flwpheonix reacted to liverlande in GTA5 screwing customers... AgainYou literally can not blame a company for you no longer having a way to play a disk version of their game. You were provided the game in working order and did not initiate a refund at the time of purchase.
You can buy a DVD reader that works through USB 3.0 on Amazon for less than $30. Or, you can buy the game again for around the same price through Steam.
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flwpheonix got a reaction from OfficerFive0 in At a distance ELS does not emit coronasOtaku, actually ELS does use LOD coronas to supliment when you get further away from the vehicle. They are placed where the axis is located for for the extra. Most people turn the detection distance to 800-900 as using LOD coronas in this manner causes floating coronas if the modeler do not pay attention to where the axis is.
To answer this problem, it is a little more difficult. In the visualsettings.dat there is a way to tweak the distance of the bloom but I am not 100% certain on how it works or how to do it. I personally have not experienced this problem on my system, so I cannot help further. What I would do, is make a backup of your visualsettings.dat file and search for bloom within the file and start tweaking numbers. If something gets screwed up, you always have your backup.