Tado Hamann Posted August 12, 2012 Share Posted August 12, 2012 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. Link to comment Share on other sites More sharing options...
aStiffSausage Posted August 12, 2012 Share Posted August 12, 2012 Well, you should be able to find everything in official topic @Vol-gta. Link to comment Share on other sites More sharing options...
Tado Hamann Posted August 13, 2012 Author Share Posted August 13, 2012 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. Link to comment Share on other sites More sharing options...
aStiffSausage Posted August 13, 2012 Share Posted August 13, 2012 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. Link to comment Share on other sites More sharing options...
Tado Hamann Posted August 13, 2012 Author Share Posted August 13, 2012 yay, select: for example : rear_taillight, create material with name "vehiclelights" and select a orange color of it? Link to comment Share on other sites More sharing options...
Afterburningwheels Posted August 13, 2012 Share Posted August 13, 2012 I can help you with it. Which 3D program are you using? Link to comment Share on other sites More sharing options...
Tado Hamann Posted August 15, 2012 Author Share Posted August 15, 2012 ZModeler 2.2.6 (992), please let me contact you through email. PM me. Link to comment Share on other sites More sharing options...
Afterburningwheels Posted August 15, 2012 Share Posted August 15, 2012 (edited) 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. Edited August 15, 2012 by Afterburningwheels Link to comment Share on other sites More sharing options...
Tado Hamann Posted August 15, 2012 Author Share Posted August 15, 2012 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 ? Link to comment Share on other sites More sharing options...
Afterburningwheels Posted August 15, 2012 Share Posted August 15, 2012 Yes, you need to apply which you want they act like indicator_left, then use the color which is the left indicator. Link to comment Share on other sites More sharing options...
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