[REL] Cabin Strobe Lights V4.2 [02/10/23]

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Virgile
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Re: Cabin Strobe Lights V2 [7/22]

#31 Post by Virgile » 02 Feb 2020 19:40

Very Nice and work fine in 1.36
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LeafeonGold
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Re: Cabin Strobe Lights V2 [7/22]

#32 Post by LeafeonGold » 31 Mar 2020 19:41

Working on an update now, upgraded model format, and added two new flash patterns that should take away the requirement of using 7 seven lights in one pattern.
(The patterns go a bit faster than how they look in the video, my computer is showing it's age.)

Two things to note when this does release:
  • I am aware that there is a bug with how the lights project onto the ground. I think it's some sort of parsing error, but I can't put my finger on what's causing it. Visually, the lights work fine, but they are all flashing all the patterns at once on the ground. There is one workaround, which would be to separate the models again, however this massively increases the overhead on this mod as it would change it from 3 models to 66 nearly identical models, which balloon the file size.
  • If you use Project 3XX, you're going to have to run this mod above it when it updates, as the two mods share a hookup file. I'll make sure Guidot gets the updated hookup file for the next time the 3XX is updated.
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aneal13
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Re: [REL] Cabin Strobe Lights V2 [7/22/18]

#33 Post by aneal13 » 01 Apr 2020 22:20

nice can you make them also with smoke lens?
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LeafeonGold
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Re: [REL] Cabin Strobe Lights V2 [7/22/18]

#34 Post by LeafeonGold » 05 Apr 2020 05:55

@aneal13 Not immediately. If I can't figure out the parsing error, i'm not going to add anything else to the mod because any change would require it's own model. 66 would turn to 132 if I was to make smoked variants. 264 If I would have made the white strobes like I had planned, and so on.
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aneal13
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Re: [REL] Cabin Strobe Lights V2 [7/22/18]

#35 Post by aneal13 » 08 Apr 2020 17:26

@LeafeonGold ahh i see, its all good. dont quite know the "behind the scene" stuff to make these modes. still enjoying current mod!
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LeafeonGold
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Re: [REL] Cabin Strobe Lights V2 [7/22/18]

#36 Post by LeafeonGold » 13 Apr 2020 20:33

Available later today. I'll try to see if it'll want to upload to the workshop this time.
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Re: [REL] Cabin Strobe Lights V3 [4/13/20]

#37 Post by LeafeonGold » 13 Apr 2020 22:41

First post updated.
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LeafeonGold
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Re: [REL] Cabin Strobe Lights V3 [4/13/20]

#38 Post by LeafeonGold » 27 Oct 2020 19:37

So, can someone who is more skilled at using SCS Blender Tools help me with a hookup issue? I plan on pushing out a small update to fix cabin flares strobing into the interior of some trucks, and change the last pattern I added to the "Action Flash" pattern, but still need to fix the main issue plaguing this mod: All the flash patterns are flashing on the ground at the same time, but not visually. I submitted a bug report back in 1.36 when this started happening, and this still happens today, and in 1.39 too from another modder's video. Opening it in Blender, all the variants are still intact, giving you this massive variant tree:

[ external image ]

But when exported, it doesn't accept any of my hookups, despite pointing to the hookup file in the properties.

[ external image ]

When exported like this, my lights have no flares at all. That's where i've been stuck. I don't want to have to separate this back into 66+ model files just to keep this up to date.

Edit: Added link.
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KrysEmlyn
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Re: [REL] Cabin Strobe Lights V3 [4/13/20]

#39 Post by KrysEmlyn » 28 Oct 2020 04:23

You need to copy the hookup sii file for these flares into the directory that you have Blender pointed to for the various hookups.
If Blender Tools can't find the required hookups, it will generate these warnings and you will have empty hookups in the PMG file.
Judging by the first warning, you don't have Blender Tools configured properly to read the hookups directory in the first place.
The first flare hookup it can't find is one of the game default flares.

Have you run the SCS Extractor tool on the base.scs file to get access to the hookups directory?
If not, you should do that first as it is looking for the following file path to read the hookups: unit/hookup
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LeafeonGold
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Re: [REL] Cabin Strobe Lights V3 [4/13/20]

#40 Post by LeafeonGold » 28 Oct 2020 16:32

I have it pointing to the unit folder in the mod that i'm working in, which contains that file. Do I need to point it to where I have the base extracted? How would I also incorporate my custom hookups into that? It didnt seem clear in the wiki.
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