[ATS/ETS] Hella Rallye 3000 v1.6 (24.10.2021)

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Space_Night
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Re: [ATS/ETS] Hella Rallye 3000 v1.5 (10.04.2021)

#141 Post by Space_Night » 11 Apr 2021 09:49

obelihnio wrote: 11 Apr 2021 05:01 @Space_Night, @NemesysTrans
Yes, by changing headlight definitions of the truck, I would have to edit those individually for every truck out there.
I have no desire to edit those for every single SCS truck, because then I would get spammed with requests to add a bunch of other truck mods to the mix. It would be a never ending job.
let me see if Solutech's lazers are also coloured.

also, what about using the colour values from your boreman lights of the yellow and blue on the H3000s? or does it not work like that?

--
Mafiozos68 wrote: 11 Apr 2021 06:57 It was so expected to update. No we can stop killing grannies at villages anymore :)
Thanks a lot.
oh. :-(
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rzuk89
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Re: [ATS/ETS] Hella Rallye 3000 v1.5 (10.04.2021)

#142 Post by rzuk89 » 11 Apr 2021 10:21

Beautiful mod, thank you so much!
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Ronny530
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Re: [ATS/ETS] Hella Rallye 3000 v1.5 (10.04.2021)

#143 Post by Ronny530 » 11 Apr 2021 11:42

Thank you for the update obelihnio! A must have mod in our truck accessories. Very nice job!
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Loyal4ets2
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Re: [ATS/ETS] Hella Rallye 3000 v1.5 (10.04.2021)

#144 Post by Loyal4ets2 » 11 Apr 2021 15:50

Thank you so much sir ! Looks very good!
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Arnook
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Re: [ATS/ETS] Hella Rallye 3000 v1.5 (10.04.2021)

#145 Post by Arnook » 11 Apr 2021 20:33

@obelihnio Hi mate, I've just found a bug while using your (amazing, even after all these years) Rallyes :

The lights turn orange when using hazards and LEFT blinker (right blinker is OK).
Happened to me on the fully painted double bulb standard ones (haven't checked the other variants)

[ external image ]

But once again, thank you for updating them, I use them all the time !
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mackintosh
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Re: [ATS/ETS] Hella Rallye 3000 v1.5 (10.04.2021)

#146 Post by mackintosh » 11 Apr 2021 21:06

Wait, that's a bug? I thought it was a feature :lol:
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Re: [ATS/ETS] Hella Rallye 3000 v1.5 (10.04.2021)

#147 Post by mgysgtdev » 11 Apr 2021 21:10

I got a question. When it is dark and i turn on my highbeams (i have aux lights turned on) i don't get the feeling that my top aux lights are working. (May be me) but it seems only my highbeam lights turn on. And another question. Which file do i need to edit to change the brightness or lumens?
Proud owner of a homemade DAF XF105 Simpit
[ external image ]
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SanJose [PL]
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Re: [ATS/ETS] Hella Rallye 3000 v1.5 (10.04.2021)

#148 Post by SanJose [PL] » 12 Apr 2021 12:01

obelihnio wrote: 10 Apr 2021 19:03 FYI: The coloured road illumination is currently not working as in previous patches. This is due to SCS changing how lights work, nothing I can do at the moment.
It seems that coloured illumination on road surfaces is possible:
[ external image ] [ external image ]

All you have to do is change light source power which is said in "Candela". I'm wondering why SCS use this instead of "Lumens".
So for H1 bulb which have 55 Watt power Candela power is 37565 in .sui file:

Code: Select all

	diffuse_color: (500, 44, 100) ## hsv brightnes, hue,saturation
	specular_color: (500, 44, 100)
Change first parameter to

Code: Select all

	diffuse_color: (37565, 44, 100) ## hsv brightnes, hue,saturation
	specular_color: (37565, 44, 100)
I know that the light spot is narrow, but it can be tweaked I think to cover more area in front of truck ;).
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paul_aydol
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Re: [ATS/ETS] Hella Rallye 3000 v1.5 (10.04.2021)

#149 Post by paul_aydol » 12 Apr 2021 14:56

@SanJose [PL] it seems to work with blue lights as well. Although I only tweaked the high beam lights. Is 2000 good for low beam lights?
Trying to be unique.
[ external image ]
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obelihnio
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Re: [ATS/ETS] Hella Rallye 3000 v1.5 (12.04.2021)

#150 Post by obelihnio » 12 Apr 2021 15:20

Mod updated with fixed light-mask and added stronger flare effect - test values now.

@Arnook I guess something else is changed with lamp masks because I had to move alpha to the blue channel to fix it in-game. In blender everything worked fine. :?

@SanJose [PL]Tried it, thanks. Still had to lower them since that value overpowered everything in close range, especially on the blue lamp. :lol: Also the effect is so much stronger than even my previous version. I'll use a "modest" 3000 value for now and toy with it in spare time.
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