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Posts posted by RoegonTV
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14 hours ago, flwpheonix said:
@RoegonTV look for rotate value and flash value in each section. Turn rotate value to true and flash value to false. Also make sure that the facecamera value is also false.
How do I get my rotators to work slowly with a bpm of say 700 for the LEDs.
I turned off sync, and then they got all glitchy
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53 minutes ago, flwpheonix said:
@RoegonTV look for rotate value and flash value in each section. Turn rotate value to true and flash value to false. Also make sure that the facecamera value is also false.
Okay awesome. If you make those changes does it basically void the flashiness section?
Also have we determined how the delta start and speed work in the rotation section?
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11 minutes ago, straitdill said:
I know it's kinda late, but how do you get your lights to fade in and out like that?
add a step of no lights in-between the red and blue, and it prevents them from blending into purple
We almost need to make a new topic to give a tutorial about this or something.
What exactly makes a siren rotate vs. flash?
For example I am trying to get my mx7000 to work in game and I am just lost. Can anyone help me set up these sirens?
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Can we clear up what lightgroup is for? If somebody already answered it I must have looked over because I read this thread lol
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On 10/7/2016 at 3:20 PM, solo said:
For all they are this not knowing you can use a Extralight 3 and 4. It work same as the Extralight 1 and 2. Here all ID´s for the Lights:
day lights (always on) = 0
left headlight (headlight_l) = 1
right headlight (headlight_r) = 2
left taillight (taillight_l) = 3
right taillight (taillight_r) = 4
front left indicator (indicator_lf) = 5
front right indicator (indicator_rf) = 6
rear left indicator (indicator_lr) = 7
rear right indicator (indicator_rr) = 8
left brakelight (brakelight_l) = 9
right brakelight (brakelight_r) = 10
midle brakelight (brakelight_m) = 11
left reverse light (reversinglight_l) = 12
right reverse light (reversinglight_r) = 13left fog light (extralight_1) = 14
right fog light (extralight_2) = 15left rear fog light (extralight_3) = 16
right rear fog light (extralight_4) = 17Zmodeler is telling me that extralight_3 and 4 are using a random id when I assigned 16 and 17
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So I am going to attempt to completely take apart a siren setting and I need you guys' help.

This is siren 1 of siren setting one (police and sheriff)
If have an idea what some of these do, but I am not sure, so I wont answer. My main concern is I want to know the main steps to differentiate between flashing sirens and rotating sirens. Lets finally get one solid tutorial to siren settings!
First in the rotation tab:
- delta value...?
- start value...?
- speed value...?
- sequencer value...?
- multiples value...?
- direction makes it rotate other direction
- synctobpm...?
Second the Flashiness tab:
- Delta value (in radians) is direction from start the mesh is rotated
- start value is where it starts...
- speed value...?
- sequencer value is decimal equivalent of a 32 bit unsigned integer (binary) flash pattern
- multiples is how many times the corona spaws for each step of the 32 bits
- direction?...
- synctobpm...?
Third the corona tab:
- intensity value is the intensity of the corona
- size value is the size of the corona
- pull value...?
- face camera value...?
Other settings:
- color value... color
- intensity value...?
- light group value...?
- rotate value...?
- scale value...?
- scaleFactor is how much the siren scales down by to hide it
- flash value...?
- light value...?
- spotlight value...?
- cast shadows...?
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11 minutes ago, mursec said:
Hey buddy. Hows the Dev going on the Taurus? I was at my local police station taking some pics of the unmarked white traffic Taurus the other day. Going to head back because the new one was on patrol so they told me to come back to see it another day. Will upload some pics when I can (side note my local police use D&R lights not Whelan).
I haven't been working on it recently. I was working on the SAHP CVPI.
I'll update my WIP thread soon
- Scuderio and OfficerFive0
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Just like it asks, how do you make a siren_glass# disappear with the extra it is inside?
I have looked at a default siren_glass# in zmod, in object, polygon, and vertex mode and haven't found any significant options or properties that seem to make it hide?
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4 hours ago, Macgregor said:
Ok here's a theory I thought of 10 minutes ago, I won't be able to test it for a while but if anyone else wanted to please try it.
What if you had one (or both) lightbars, with the same sirens, on a model set up as carmods, then you only had one lightbar on the model at a time. Would that mean that since the game is only reading one set of sirens at a time, you could be able to have dual lightbars with the same sirens?
No, Zmodeler won't let you export with multiples objects/meshes/dummies (hierarchy elements) of the same name
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2 hours ago, Ranger61 said:
Which settings in the carols do i mess with to get the taillights and headlights to flash?
In the sirensetting for the car you are editing, at the top of its section is a headlightflasher and taillight flasher option, it needs a sequence just like the sirens do
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Here is a siren (siren3 on police1) I am trying to use for a front facing indicator strobe.
https://gyazo.com/bc50e1fad09f72eadbb90d68c5c8d4cd
- The corona is facing backwards for siren 3 and 4 (the two strobes)
- The coronas are successfully white
How do I tell the game to make these coronas face forward?
I'm going to rotate the dummy, and if that works, someone please come just delete my internet from me.
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I want this post to be dedicated to any memes you can find of me out there on the internet, I quite enjoy reading them!
Here is the latest I found: snip
I am in a few of those, some aren't that great, but some are pretty funny!
If you find memes of me, or make some, let me know by posting in here, seriously!
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Whelen Liberty - half led, half halogen takedown and alleys








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Here I am going to post anything I am working on, 3d modeling, or converting or whatever
I'll start with my Vision SLR







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Was messing around in 3DS with getting lights to illuminate or glow:


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Latest Update: Adjusted the areas where hood, grill, and front bumper meet to be much smoother

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I tried to tell myself I couldn't mod because of time constraints, but I just loved it too much.

I have decided to completely reconvert this starting with the 2010 from Forza 4. I have spent the last few days on it, I am mostly just filling polygons and fitting things like the dash (I'll show you that later).
I.e. I still have to make the rear bumper:

- RedBullGermany, Scuderio, Him1250 and 10 others
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If one of these guys pulls you over, you did something wrong, and he can rek your life, just like he did mine.
*P.S. don't go 95 in a 65 like I did*
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WatchGuard is done (finished the screen):

Total is 11,*** for all three. With the screen and ZSL, 9,000. The screen and HD Mini Zoom, 4,000.

.png.fdab16d62ab8306ef34cec59284f4b12.png.9d5e6cf9427ad028178843acb6c725cb.png)




























[Research/WIP] Custom Light Patterns through carcols.ymt
in GTA V Discussion & Media
Posted · Edited by RoegonTV
EDIT: Any plausible solution to get unsynced coronas to work?
EDIT EDIT: I synced the rotators to bpm but I unsynced the led sirens to bpm in an attempt to see if they behave normally and they do not appear to.
I had my bpm at 140 for a good slow rotator, and i set the <flashiness> speed to 500 in an effort to counter the slower bpm but the leds are incredibly incredibly slow