Posts by Cj24

    Code 3 HB6PAK Hide-A-Blast LED - Version 1.0

    A small Code 3 Hide-A-Blast hideaway light to mount in headlights or taillights.



    Credits

    Code 3 HB6PAK modeled and textured by Cj24.


    Notes

    • Accurately scaled to real dimensions.
    • LOD polygon count:
      - L0: 134 (+ 72 for inner part)
      - L1: 28
      - L2: 12


    Terms of use

    • You may use and modify this modification and redistribute your work under the condition that complete and correct credits are given, listing all authors and their contributions. Unlocked versions of this modification may only be redistributed if you include these terms of use and a link to the original download.
    • Using this modification commercially is only allowed if credits as described above and a link to the original download are displayed before purchasing and are included with the download.
    • You may not convert or port this modification to other games or platforms without permission.

    Version 2 has been released!


    External Video www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    You probably have mipmaps enabled for the texture, it needs to be set to 8-bit uncompressed RGBA (A8R8G8B8 in OpenIV) with no mipmaps (mipmap setting 1 in OpenIV). That should fix itself when you remove the texture from the .ytd and use the shared one.


    Shared generic textures are set in the txdRelationships section at the bottom of the vehicles.meta:

    Code
        <txdRelationships>
            <Item>
                <parent>vehicles_poltax_interior</parent>
                <child>your_car</child>
            </Item>
        </txdRelationships>

    The name of the parent object needs to match the name of the exported model, in this picture for example, it is called surge, and the model can then be exported as surge.yft and surge_hi.yft, it works the same way for .ydr files.


    That's an issue with the game, it happens on every car, both default and modded, even without any mods installed. There doesn't seem to be any way to fix it.

    No changes in ZMod are necessary, it just needs to be in the same places as the other .ytd, the game will load the file automatically if it exists.

    Hello,


    the +hi.ytd works differently than the hi.yft. The +hi.ytd is only used by the game if the texture quality in the graphics settings is set to high. It will replace any textures with the same name that are included in the normal .ytd. If the texture quality is lower, the textures included in the +hi.ytd will never be used.


    To prevent the game from rendering high resolution textures at a distance, make sure your textures have mipmaps, the game will then automatically use the most fitting resolution, based on the distance of the model, the size of the texture, and the graphics settings.


    Using multiple 2k textures with additional specular and normal maps shouldn't be an issue, as long as they're compressed properly. Having too many 4k textures or too many large uncompressed textures can cause memory issues (disappearing world textures), but I have never experienced that with properly compressed 2k or 1k resolution textures.

    A first video of the non-ELS light pattern:

    External Video www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    Update 1.1 has been released:

    • Improved emissive model to prevent clipping with non-ELS.
    • New emissive textures and mapping.
    • Improved reflector side mapping.
    • Improved normal map quality.
    • Minor texture improvements.


    Note: The emissive clipping may still appear with specific setups, depending on the rotation of the lightbar. If you experience any clipping, please message me with further info, I will update the model if necessary.

    Update 1.1 has been released:

    • Fixed glass normals.
    • Improved emissive model to prevent clipping with non-ELS.
    • New emissive textures and mapping.
    • Improved reflector side mapping.
    • Improved normal map quality.
    • Minor texture improvements.

    First, a little info about the ELS version: There won't be any further updates to it. I have personally stopped using ELS completely, my future projects will all be non-ELS with DLS support.


    I apologize that this has been taking so long, I haven't been working on mods a lot in the past months, and when I did, I also worked on a few other projects. There have been many fixes and improvements to the Charger base compared to the old ELS version, most of them fairly small, but it still added up.

    However, there are no more known issues and no more planned improvements, I'm therefore hoping to be able to release it in the next few days.



    External Video www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.


    Update 2.0 has been released. The most important changes are:

    • 52 and 58 inch versions have been added.
    • The emissive models have been modified and will not cause clipping when used with non-ELS anymore.
    • The lenses and top covers have been reworked. A number of color options for lights, lenses and top covers, most notably red, blue, amber, as well black and clear top covers are included.

    In addition, there have been many more fixes and improvements. Due to the number of changes, there is no compatibility with version 1.0, to update the lightbar, all textures and model parts have to be replaced with the new version.