IVF 211: EML

For Zanoza Modeeler 2 (ZM2)

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    The information to be able to use EML (Emergency Light Mod) of IVF (Improved Vehicle Features) 2.1.0 or 2.1.1, by DK22pac, is incomplete or missing.
    With 3 clarifications, it can understand how to use this feature.

    1) First of all, the emergency light information file is not only one, but a file for each vehicle needs to be done.
    Therefore, it is neither the eml_example.dat file nor the eml.dat file.
    In fact, what's very bizarre, the file will have .eml extension, not .dat...
    I recommend calling the file as the .dff/.txd template.
    For example:
    copcarla.eml

    2) In the emergency lights data, in the .eml file, there is no key element, that is:
    # ID vehicle.ide - # lights (1/16) <<<<<<<<<<<<<<<<
    596 8
    596 is the ID for copcarla it to vehicle.ide, while 8 are the lights that will be used for coping, 4 front and 4 rear, 2 red and 2 blue per part, maybe.
    Data strings:
    # ID_parent ID R G B A light_type corona_size shadow_size flash_inertia num_switches starting_state switching_time
    contain 13 parameters, more or less easy to understand.
    To read them better:
    ID_parent
    ID
    R \
    G \____ RGBA color light, in hexadecimal or decimal (FF -> 255)
    B /
    A /
    light_type (0-front<>4-rear)
    corona_size
    shadow_size
    flash_inertia
    num_switches (0-on/off<>1-off/on)
    starting_state
    switching_time
    it is indispensable that the number of lights strings matches the number of dummies in the .dff template, otherwise there will be a program crash.
    Standard data are:
    1 0 E0 00 00 80 0 0.3 3 15.0 2 1 400 800
    2 0 00 00 E0 80 0 0.3 3 15.0 2 1 400 800
    (The first light is red, the second is blue).
    eml_scheme

    3) The dummies of the lights in the .dff model are from 1 to 16, and are called:
    light_em1 -> light_em16
    Texture management does not use vehiclelights, but generic texture; in fact no texture, because the color of the light will be assigned to the 3d mesh...
    The RGB of the 16 lights are:
    (R) 255 -> 240
    (G) 0
    (B) 0
    ZM2 does not distinguish materials with the same textures but with different RGB.
    It is necessary to use 16 [env:xx], but ZM2 does not even distinguish these in sequence, for example from 8 to 23.
    It can use these env values:
    7-8-9-11-12-14-19-21-22-24-25-26-28-29-31
    (Use env:13 for mirror, without texture).
    !!!In ZM2 we need to expand the Material Editors window to full screen to set all RGB values!!!
    So, table:
    em#:
    1- 2- 3- 4- 5- 6- 7- 8- 9- 10- 11- 12- 13- 14- 15- 16
    env:
    7- 8- 9- 11- 12- 14- 16- 17- 18- 19- 21- 22- 24- 25- 26- 28
    red: (green and blue=0)
    255-254-253-252-251-250-249-248-247-246-245-244-243-242-241-240
    eml_material

    [color=yellow]4) Download example of .eml and .dff files, from my Lampo Cop:
    www.mediafire.com/file/1tbws6qo6qbf1bq/EMLtutorial.rar/file
    lampo_cop

    Edited by Automan. - 25/2/2019, 10:34
     
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0 replies since 6/4/2018, 09:52   507 views
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