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 [Q] Improved Vehicle Lights Mod

 
Tado Hamann  
Posted: Sunday, Aug 12 2012, 13:24
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Hello!
Can anyone tell me how to map ImVehLM for my cars? I have dummies set, ingame working, but I want map indicators a reserve lights with blinking texture. Thanks.
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oksa8  
Posted: Sunday, Aug 12 2012, 20:08
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Well, you should be able to find everything in official topic @Vol-gta.
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Tado Hamann  
Posted: Monday, Aug 13 2012, 08:09
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Thank you, bud I don't know speak Russian. I know mapping, but how it knows what is reserve light and indicator if I follow tutorial by DK22Pac.
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oksa8  
Posted: Monday, Aug 13 2012, 11:05
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QUOTE (Tado Hamann @ Monday, Aug 13 2012, 11:09)
Thank you, bud I don't know speak Russian. I know mapping, but how it knows what is reserve light and indicator if I follow tutorial by DK22Pac.

It's the RGB-coloring you use for those lights. Try a car which is made for ImVehLights mod but don't use the script and you'll notice the lights are mostly blue/orange.
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Tado Hamann  
Posted: Monday, Aug 13 2012, 12:49
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yay, select: for example : rear_taillight, create material with name "vehiclelights" and select a orange color of it?
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Afterburningwheels  
Posted: Monday, Aug 13 2012, 20:04
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I can help you with it. Which 3D program are you using?
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Tado Hamann  
Posted: Wednesday, Aug 15 2012, 07:38
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ZModeler 2.2.6 (992), please let me contact you through email. PM me.
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Afterburningwheels  
Posted: Wednesday, Aug 15 2012, 12:04
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Ok, Zmodeler2 is the right program.

You need to apply these:

SCRIPT NAME / MATERIAL COLOR / DUMMY NAME
FOG LEFT #FFAE00 foglight_l
FOG RIGHT #00FFC7 foglight_r
REV LEFT #FFAD00 reversinglight_l
REV RIGHT #00FFC6 reversinglight_r
BREAK LEFT #B8FF00 breaklight_l
BREAK RIGHT #FF3B00 breaklight_r
TURN LEFT FRONT #B7FF00 indicator_lf
TURN LEFT MIDDLE #B6FF00 indicator_lm
TURN LEFT REAR #B5FF00 indicator_lr
TURN RIGHT FRONT #FF3A00 indicator_rf
TURN RIGHT MIDDLE #FF3900 indicator_rm
TURN RIGHT REAR #FF3800 indicator_rr

http://vol-gta.com/forum/46-1719-186186-16-1330804058

You need to have Photoshop to know which RGB numbers they have and apply them in your new created material in Zmodeler2.

This post has been edited by Afterburningwheels on Wednesday, Aug 15 2012, 12:07
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Tado Hamann  
Posted: Wednesday, Aug 15 2012, 18:37
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Ok thanks, now let me tell you, how I understand it.

Select indicator polygons, create new material, load "vehiclelights" texture, and use color #B7FF00 ? It will works ?
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Afterburningwheels  
Posted: Wednesday, Aug 15 2012, 21:28
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Yes, you need to apply which you want they act like indicator_left, then use
the color which is the left indicator.
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