Reputation Activity
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Masterschwag got a reaction from BeastyBill88 in [Research/WIP] Custom Light Patterns through carcols.ymtI converted all the stock siren sequence's to binary so u can see the patterns...
0 = OFF 1 = ON
1431655765 - 01010101 01010101 01010101 01010101
2863311530 - 10101010 10101010 10101010 10101010
4294967295 - 11111111 11111111 11111111 11111111
1432005205 - 10101010 10110101 01010100 10101010
4204112788 - 11111010 10010101 10101011 10010100
4205467528 - 11111010 10011100 10011010 11011010
2863311541 - 10101010 10101010 10101010 10110101
1431666005 - 10101010 10101010 11111010 1010101
2863332682 - 10101010 10101010 11111101 01001010
1428880053 - 10101010 01010101 11110101 0110101
2866117290 - 10101010 11010101 01111010 10101010
4117408705 - 11110101 01101010 10101011 11000001
4116010914 - 11110101 01010101 01010111 10100010
2852170368 - 10101010 00000000 10101010 10000000
1431655754 - 10101010 10101010 10101010 1001010
2858068308 - 10101010 01011010 10101001 01010100
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Masterschwag reacted toDeactivated Memberin "Missing shader configuration for shader" HELP!A default setup for a material is as follows:
Say for Eg. you have a glass material for your windows, the first thing you do is give it a name such as:
"Windows" (without inverted commas) [There can be no spaces in your name]
Next you need to consider which shader to use, in this case I will use "vehglass", so then you make a space after your material name as we already have followed by a space and the shader name:
"Windows vehglass"
Now your material name is valid.
Next you need to setup your textures, the basic layout is as follows:
1. yourtexturename - UV1 Modulate
2. dirtmap - UV2 Multiply Add
3. specularmap - UV1 Specular & Multiply Add
Now you're done, if you had a metal material then the layout would differ, a good example would be:
"vehiclemetal mesh" (mesh is used for metal shading and in most cases requires a bump map (The purple 3d textures).)
Your layout:
1. yourtexturename - UV1 Modulate
2. dirtmap - UV2 Multiply Add
3. bumpmap texture - UV1 bump map
4. specularmap - UV1 Specular & Multiply Add
There is a photoshop filter available for bump maps if required or you can simply use a small purple texture.
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Masterschwag got a reaction from drsn0w in [Research/WIP] Custom Light Patterns through carcols.ymtI made one for policeb. Cant figure out the sirens in front of bike but Im gonna assume its left handlebar is siren7 and right handlebar is siren8. Left side front fender is siren9, and right side front fender is siren10
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Masterschwag got a reaction from flwpheonix in [Research/WIP] Custom Light Patterns through carcols.ymtI made one for policeb. Cant figure out the sirens in front of bike but Im gonna assume its left handlebar is siren7 and right handlebar is siren8. Left side front fender is siren9, and right side front fender is siren10
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Masterschwag got a reaction from GravelRoadCop in [Research/WIP] Custom Light Patterns through carcols.ymtI made one for policeb. Cant figure out the sirens in front of bike but Im gonna assume its left handlebar is siren7 and right handlebar is siren8. Left side front fender is siren9, and right side front fender is siren10
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Masterschwag got a reaction from sloosecannon in [Research/WIP] Custom Light Patterns through carcols.ymtI made a template for how siren1 (police/sheriff) is setup. This is how the sirens are setup in zmodeler so you can easily identify which sirens to change the sequences to get your desired patterns! I use it as a reference when Im making new patterns so maybe this will help others!
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Masterschwag got a reaction from Officer27 in [Research/WIP] Custom Light Patterns through carcols.ymtI made a template for how siren1 (police/sheriff) is setup. This is how the sirens are setup in zmodeler so you can easily identify which sirens to change the sequences to get your desired patterns! I use it as a reference when Im making new patterns so maybe this will help others!
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Masterschwag got a reaction from otatoprm in 2015 Challenger Hellcatif u need help with textures u can PM me and I will help u as much as possible, Im pretty well versed in assigning materials and textures to models!
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Masterschwag got a reaction from flwpheonix in [Research/WIP] Custom Light Patterns through carcols.ymtI made a template for how siren1 (police/sheriff) is setup. This is how the sirens are setup in zmodeler so you can easily identify which sirens to change the sequences to get your desired patterns! I use it as a reference when Im making new patterns so maybe this will help others!
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Masterschwag got a reaction from CG Blaze in [Research/WIP] Custom Light Patterns through carcols.ymtI made a template for how siren1 (police/sheriff) is setup. This is how the sirens are setup in zmodeler so you can easily identify which sirens to change the sequences to get your desired patterns! I use it as a reference when Im making new patterns so maybe this will help others!
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Masterschwag got a reaction from GravelRoadCop in [Research/WIP] Custom Light Patterns through carcols.ymtI made a template for how siren1 (police/sheriff) is setup. This is how the sirens are setup in zmodeler so you can easily identify which sirens to change the sequences to get your desired patterns! I use it as a reference when Im making new patterns so maybe this will help others!
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Masterschwag got a reaction from densup in [Research/WIP] Custom Light Patterns through carcols.ymtI made a template for how siren1 (police/sheriff) is setup. This is how the sirens are setup in zmodeler so you can easily identify which sirens to change the sequences to get your desired patterns! I use it as a reference when Im making new patterns so maybe this will help others!
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Masterschwag reacted to otatoprm in 2015 Challenger HellcatStill a work in progress!
It will be release as a public model!
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I'm not intimately familiar with how extras and sirens relate... but as far as I know, any siren can be put inside an extra to make it possible to toggle off, right?
Given that, it should be possible to make a proper traffic advisor! The following flash pattern sequences would give right-to-left, warning/in-out, and left-to-right:
[light1][light2][light3] left-to-right light 1: 0111 light 2: 0011 light 3: 0001 [ | | ] [xx| | ] [xx|xx| ] [xx|xx|xx] light 1: 0001 light 2: 0011 light 3: 0111 [ | | ] [ | |xx] [ |xx|xx] [xx|xx|xx] center light 1: 1100 light 2: 0011 light 3: 1100 [xx| |xx] [xx| |xx] [ |xx| ] [ |xx| ] Now, as we can see, there are four different variations here: 0111, 0011, 0001, and 1100. That means at most a fully functional traffic advisor would only require 4 sirens. By putting each section of lights into an extra, one could toggle the traffic advisor mode by enabling/disabling extras. Or do all sirens of the same siren number have to be in the same extra? In that case it would require more sirens I suppose. The middle module is always 0011, so that could be a part of the vehicle and not inside of any extra.
Unfortunately I'm traveling this week so I don't have access to my PC to test this out, but could somebody experiment with this and report back? @Captain14 maybe you can include this in your new Tahoe. I could put together a little script to toggle the traffic advisor mode by switching the appropriate extras.
EDIT: Another theoretical pattern set for the left and right, in which the bar would fill up and empty gradually, vs. filling gradually and then turning off:
light 1: 0111 1000 light 2: 0011 1100 light 3: 0001 1110 [ | | ] [xx| | ] [xx|xx| ] [xx|xx|xx] [xx|xx|xx] [ |xx|xx] [ | |xx] [ | | ] right-to-left-to-right light 1: 0001 1110 light 2: 0011 1100 light 3: 0111 1000 [ | | ] [ | |xx] [ |xx|xx] [xx|xx|xx] [xx|xx|xx] [xx|xx| ] [xx| | ] [ | | ]
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Masterschwag got a reaction from PhillBellic in [Research/WIP] Custom Light Patterns through carcols.ymtI converted all the stock siren sequence's to binary so u can see the patterns...
0 = OFF 1 = ON
1431655765 - 01010101 01010101 01010101 01010101
2863311530 - 10101010 10101010 10101010 10101010
4294967295 - 11111111 11111111 11111111 11111111
1432005205 - 10101010 10110101 01010100 10101010
4204112788 - 11111010 10010101 10101011 10010100
4205467528 - 11111010 10011100 10011010 11011010
2863311541 - 10101010 10101010 10101010 10110101
1431666005 - 10101010 10101010 11111010 1010101
2863332682 - 10101010 10101010 11111101 01001010
1428880053 - 10101010 01010101 11110101 0110101
2866117290 - 10101010 11010101 01111010 10101010
4117408705 - 11110101 01101010 10101011 11000001
4116010914 - 11110101 01010101 01010111 10100010
2852170368 - 10101010 00000000 10101010 10000000
1431655754 - 10101010 10101010 10101010 1001010
2858068308 - 10101010 01011010 10101001 01010100
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Masterschwag got a reaction from rukrim in [Research/WIP] Custom Light Patterns through carcols.ymtI converted all the stock siren sequence's to binary so u can see the patterns...
0 = OFF 1 = ON
1431655765 - 01010101 01010101 01010101 01010101
2863311530 - 10101010 10101010 10101010 10101010
4294967295 - 11111111 11111111 11111111 11111111
1432005205 - 10101010 10110101 01010100 10101010
4204112788 - 11111010 10010101 10101011 10010100
4205467528 - 11111010 10011100 10011010 11011010
2863311541 - 10101010 10101010 10101010 10110101
1431666005 - 10101010 10101010 11111010 1010101
2863332682 - 10101010 10101010 11111101 01001010
1428880053 - 10101010 01010101 11110101 0110101
2866117290 - 10101010 11010101 01111010 10101010
4117408705 - 11110101 01101010 10101011 11000001
4116010914 - 11110101 01010101 01010111 10100010
2852170368 - 10101010 00000000 10101010 10000000
1431655754 - 10101010 10101010 10101010 1001010
2858068308 - 10101010 01011010 10101001 01010100
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Masterschwag got a reaction from Jakeus in [Research/WIP] Custom Light Patterns through carcols.ymtI converted all the stock siren sequence's to binary so u can see the patterns...
0 = OFF 1 = ON
1431655765 - 01010101 01010101 01010101 01010101
2863311530 - 10101010 10101010 10101010 10101010
4294967295 - 11111111 11111111 11111111 11111111
1432005205 - 10101010 10110101 01010100 10101010
4204112788 - 11111010 10010101 10101011 10010100
4205467528 - 11111010 10011100 10011010 11011010
2863311541 - 10101010 10101010 10101010 10110101
1431666005 - 10101010 10101010 11111010 1010101
2863332682 - 10101010 10101010 11111101 01001010
1428880053 - 10101010 01010101 11110101 0110101
2866117290 - 10101010 11010101 01111010 10101010
4117408705 - 11110101 01101010 10101011 11000001
4116010914 - 11110101 01010101 01010111 10100010
2852170368 - 10101010 00000000 10101010 10000000
1431655754 - 10101010 10101010 10101010 1001010
2858068308 - 10101010 01011010 10101001 01010100
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Masterschwag got a reaction from Officer27 in [Research/WIP] Custom Light Patterns through carcols.ymtI converted all the stock siren sequence's to binary so u can see the patterns...
0 = OFF 1 = ON
1431655765 - 01010101 01010101 01010101 01010101
2863311530 - 10101010 10101010 10101010 10101010
4294967295 - 11111111 11111111 11111111 11111111
1432005205 - 10101010 10110101 01010100 10101010
4204112788 - 11111010 10010101 10101011 10010100
4205467528 - 11111010 10011100 10011010 11011010
2863311541 - 10101010 10101010 10101010 10110101
1431666005 - 10101010 10101010 11111010 1010101
2863332682 - 10101010 10101010 11111101 01001010
1428880053 - 10101010 01010101 11110101 0110101
2866117290 - 10101010 11010101 01111010 10101010
4117408705 - 11110101 01101010 10101011 11000001
4116010914 - 11110101 01010101 01010111 10100010
2852170368 - 10101010 00000000 10101010 10000000
1431655754 - 10101010 10101010 10101010 1001010
2858068308 - 10101010 01011010 10101001 01010100
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Masterschwag got a reaction from thegreathah in [Research/WIP] Custom Light Patterns through carcols.ymtI converted all the stock siren sequence's to binary so u can see the patterns...
0 = OFF 1 = ON
1431655765 - 01010101 01010101 01010101 01010101
2863311530 - 10101010 10101010 10101010 10101010
4294967295 - 11111111 11111111 11111111 11111111
1432005205 - 10101010 10110101 01010100 10101010
4204112788 - 11111010 10010101 10101011 10010100
4205467528 - 11111010 10011100 10011010 11011010
2863311541 - 10101010 10101010 10101010 10110101
1431666005 - 10101010 10101010 11111010 1010101
2863332682 - 10101010 10101010 11111101 01001010
1428880053 - 10101010 01010101 11110101 0110101
2866117290 - 10101010 11010101 01111010 10101010
4117408705 - 11110101 01101010 10101011 11000001
4116010914 - 11110101 01010101 01010111 10100010
2852170368 - 10101010 00000000 10101010 10000000
1431655754 - 10101010 10101010 10101010 1001010
2858068308 - 10101010 01011010 10101001 01010100
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How to add vehicles in game with working engine sounds and correct vehicle colors
Hello guys, I am glad to announce you all on the forums that we can add any vehicles on the game with working engine sounds and correct colors for each vehicle, It is possible too to add boats and helicopters on the game without any limitations unlike other GTA games, Also this is more surprising that we can also add emergency vehicles on the game with working siren lights and it's siren sounds properly, No extra script to do so.
So before we can start, You should read the notes first.
1,) You cannot add the new added vehicles on specified section of dispatch.meta
Alright this is most annoying thing on adding new emergency vehicles as If you add a Police SUV and put the name on SWAT_SUV section, It will spawns empty, No cops drive it, It just wandering around like a normal car, I don't know if this is hardcored or it still can be edited on a file or native script.
This also does not work on new added Fire truck too, They're still spawns with driver and passengers but it does not responds to fire, I don't know why but I'd recommend not to add the new vehicles to those sections of dispatch.meta
2.) I am not responsible for breaking your game as if your game were broken because of this, Until you have a specified problem about siren lights or vehicle colors, You're welcome to ask.
Alright, If you read the notes, Let's get started.
First, You should add the models first to x64e/levels/gta5/vehicles.rpf
Then, You should add your own lines to vehicles.meta, Either from update.rpf or mpchristmas2.rpf or mpheist.rpf
There are the example of the lines from vehicles.meta, You should use notepad or similar program to edit vehicles.meta
Example:
Then, You should add this lines on vehicles.meta too:
<Item> <parent>vehicles_poltax_interior</parent> <child>model_name</child> </Item>It will have interior textures on the new added vehicle.
You should add vehicle audio hash on vehicles.meta too or it will not have any vehicle sound:
<audioNameHash>9F</audioNameHash>
Example: You should use existing internal name from vehicles.meta like Stanier police cruiser is "police" or Interceptor cruiser is "police3", So the sound will work on the new added vehicle.
After you added your own lines, Please save your notepad or similar programs.
Then, This is about it's vehicle colors, lights, siren lights and it's liveries, It is located carvariations.meta unfortunately the original one is compiled as .ymt file but there are another way to add vehicle colors which is located from mpchristmas2 or mpheist dlc files.
You should add this lines to the end of carvariations.meta
About liveries, You can add the liveries as long the vehicle models have liveries placed on it's models.
Liveries:
<Item> <indices content="char_array"> 134 134 0 156 </indices> <liveries> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> </liveries> </Item>If you set one of them to "true", The new added vehicle will have liveries attached to the vehicle, Do not set the item value "true" one the same line, It will glitch out the liveries unless, If you wanna add the new liveries, You should add this lines.
<Item> <indices content="char_array"> 134 134 0 156 </indices> <liveries> <Item value="true" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> </liveries> </Item> <Item> <indices content="char_array"> 134 134 0 156 </indices> <liveries> <Item value="false" /> <Item value="true" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> <Item value="false" /> </liveries> </Item>
About siren lights, There are varies of siren lights from several emergency vehicles that can be used, But be careful, Wrong siren lights will glitch out the siren bar on desired added vehicle, So I listed several working siren lights that you should use.
<sirenSettings value="1" /> = This siren lights is used by Police Buffalo, Police Riot, Park Ranger SUV and Sheriff Granger. <sirenSettings value="2" /> = This siren lights is used by Police Interceptor. <sirenSettings value="4" /> = This siren lights is used by Ambulance. <sirenSettings value="5" /> = This siren lights is used by NYSP Police Roadcruiser, NYSP Police Rancher and LSPD Police Transporter. <sirenSettings value="6" /> = This siren lights is used by Police Bike <sirenSettings value="7" /> = This siren lights is used by Fire Truck <sirenSettings value="9" /> = This siren lights is used by Tow Truck and one of Boxville models. <sirenSettings value="10" /> = This siren lights is used by Lifeguard SUV. <sirenSettings value="13" /> = This siren lights is used by Stanier Police Cruiser and Sheriff Cruiser. Then you're done with adding the new vehicle, You can test it in game by trainer or RAGE Hook, or for emergency vehicles, You can use dispatch.meta to spawn the new vehicle on wanted level as long it does not belong to "SWAT_SUV" and "FIRE_TRUCK" section of dispatch.meta.
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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)
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Hey all,
Recently the OpenIV team has made the carcols.ymt file available as an XML file which allows editing. Big thanks to them for that as this is what makes this project possible. You can find the carcols.xml here: https://www.gta5-mods.com/tools/carcols-ymt-converted-into-xml-format
Anyways on to the meat of it. The carcols is where all vehicle sirensettings are configured. Vehicle developers are probably familiar with this and most, but not all, vehicles currently released have been configured to work with sirensettings 1. Looking in the carcols we can see exactly where siren setting 1 is configured and learn about the structure of sirens. This is a shortened portion of the configuration for siren setting 1:
The full xml contains definitions for all 20 siren elements in order, but I have removed sirens 2-20 for the sake of making it easier to read. So far, here is what I have learned:
The game engine caps the maximum number of sirens at 20 per sirensetting. Custom sirensettings can be added to the file and used. Corona colors and intensity can be edited for each individual siren (format for color: AARRGGBB). They can also be removed completely. Each individual siren can have it's own individual flash pattern (and these can be user created, not just selected from a list) Headlight and taillight flashing can be configured with custom flash patterns - one user has already released a modification that enables headlight flashing. You can set the number of "beats" per minute that the lights will flash using sequencerBPM value. This value will apply to all of the sirens for that specific sirensetting. You can set individual sirens to be rotating or non-rotating and configure their speeds.
So far I have not done any work with rotating lights. For non-rotating lights, the flash pattern can be custom configured by editing the sequencer value under "flashiness" for each siren. In the snippet of code posted above, the siren uses the following configuration:
<sequencer value="1431655765"/> At first glance it looks to be just a random number. This is actually a 32-bit integer, and when you view it in binary, the flash pattern becomes clear:
01010101010101010101010101010101 So this siren uses a simple alternating flash pattern - off, on, off, on, off, on, etc. These can be configured to create new and far more complex flash patterns than are currently in the game. Along with increasing the sequencer beats per minute you can create some neat stuff.
Here is a (very quickly) thrown together demo to showcase possible patterns. This vehicle uses 6 sirens: two for all the red and blue lights, two for the traffic advisor (which is an extra), and two for the headlight strobes. The headlight strobe coronas have been modified to be white and the vehicle uses a completely custom sirensetting. The pattern for the red and blue lights has been customized for alternating speeds.
Again, this is just rough stages of research so far, but I wanted to share what I had found with the community. Hopefully this will be useful for vehicle developers in designing cars which are non-ELS but offer similar levels of functionality. I will be updating this thread with further research as I discover new things.
Thanks for reading and happy modding!
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Masterschwag reacted to 0taku in Attaching extra_4 to boot?Move the Extra_4 dummy (or Compound if its GTA V) to inside the boot dummy (or Compound).
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Masterschwag got a reaction from Bjh1986Ohio in anpr hitPress 9 when u see evidence and it will put green blips where the items where thrown out!