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[Mod Idea] Red Hot Brake Discs


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So I've looked all over the place and I can't seem to find a mod that "heats up" brake discs when you're braking at high speed (Say over 100 mph). I think it would make a great mod, just something to add a touch of realism.

Here's a picture if you don't know what I mean: 

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ferrari_glowing_vehicles_brake-55c4e5113


If someone has the modding skills to do something like this, that would be really cool! :D

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The problem with this is that as far as the wheel hierarchy is concerned, brake discs are not a defined element. That means you have no idea where they are relative to the wheel mesh.

 

The Dominator for instance has them centred on the wheel origin and they extend about 2cm forward. Whereas the RapidGT3 has them slightly behind the origin. So you could do something based on the wheel position + .03f and get lucky. But there could just as easily be a vehicle where they are in front of the origin, which would hide everything... and that's without considering if all vehicles actually had brake discs or not... I suspect they don't. So then you'd need to create a LUT of compatible vehicles and offsets, which would be bad enough for vanilla vehicles but even worse for the addons.

 

It's something that would be very easy to get working, in a very unreliable state, with no way of checking if it worked or not. That's probably why it hasn't been done, because it could easily fail 80% of the time. I agree it could look good but it could also look bad if the effect started poking through the wheel mesh, or things just got hidden behind parts of the wheel.

Well i'm no expert in modding but the brake discs have textures themselves. wouldn't it be easier to (At a certain braking point as mentioned above) to replace the texture with the heated ones? Wouldn't that fix the issue of the wheel origin? And to create the effect that they're "heating up", you could add a smooth transition between the 2 textures, then when the cars has slowed down enough, transition the texture again.

Edited by CmdData

Which would be a good way to do it, if you could do all that with textures but sadly, you can't.

 

A model has a set of materials applied that contain texture definitions. Once in the game, you can't redefine what those materials are, which means you can't do anything with the textures. That means that any type of effect has to be effectively, a post-processing effect and that's where the problem lies. If Rockstar were to do this, it would be easy because they could do it like the dirt map but I can't see it being something they would do, unless they thought they could make money from it.

 

However, I have got something working on a couple of test models but even between two models, there are issues. One is the Dominator and the other is a Bentley. You can see how it looks here on the Dominator.

 

 

With the values I have, the effect is positioned just behind the front of the caliper but using the same position on the Bentley, puts it in front of the caliper. That's using the wheel bones as the origin for the effect. I did try on the hub bone but that seemed worse.

 

I will do some more testing on it when I get chance, My life is in crisis at the moment, so nothing is guaranteed.

 

The video is only about a minute long and the best shots of the discs are at the end.

Edited by Guest

Have sent you a PM with the link.

 

Please be aware, this effect only works on the vehicle you are in and as it is a script, it will not work in the Rockstar Editor. The video shown above is in my own custom replay system that supports all scripted mods. You might find that whilst this achieves the effect, its use is extremely limited... such is the nature of scripted mods.

  • 2 weeks later...

Actually there is many different ways to manipulate textures while in game. Depending on what program you use to Mod. That's one of the functions of the alpha channel; To be able to make something emit light by the press of a button. And, If I'm not mistaken I ran into a shader with this capability. I could be wrong, but I was also told that you couldn't have analog and digital dials on a single vehicle. If I am successful I will post how to do it. 

4 hours ago, locotomb said:

Actually there is many different ways to manipulate textures while in game. Depending on what program you use to Mod. That's one of the functions of the alpha channel; To be able to make something emit light by the press of a button. And, If I'm not mistaken I ran into a shader with this capability. I could be wrong, but I was also told that you couldn't have analog and digital dials on a single vehicle. If I am successful I will post how to do it. 

It's interesting that you say that because I don't think I have ever seen a mod manipulate in-game textures under direct control (other than setting the entity alpha levels), so this would be interesting info to know about.

 

I know alpha channel manipulation is the way to normally do things but I understood that digital dials relied on using different points of the specified texture to provide the colour changes, rather than directly manipulating the single texture used. I'm not a vehicle modder though, so that was just based on a single video I watched... assuming I am remembering it correctly.

 

Someone on my YT channel posted about using emissive textures, which got me thinking about a simple prop with an emissive ring texture, that could be manipulated on the Alpha level, but that would require realtime manipulation of the entity matrix to allow for scaling as I did with this effect. I created a brief test mod yesterday for accessing the matrix but something isn't working right with it. Reading it seems to end up with the values being set to zero. Sadly, I can't get help from anyone due to issues caused by my mental health problems, so I have to do things on my own, which takes time.

 

If you can provide further info about the ideas you have in mind, I for one would appreciate it.

  • 1 year later...

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