gMotor pitin/out and start glow

Discussion in 'Track Modding' started by roc-craven, Jan 17, 2012.

  1. ethone

    ethone Registered

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    Yep. Name the materials ylolt and yloltglow and set them up properly. I used static-on lights on Fuji but I think having them flash is also possible with a (0,0,1) or (0,1,0) animation sequence settings.
     
  2. wgeuze

    wgeuze Registered

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    Cool Ill try that, thanks :)
     
  3. wgeuze

    wgeuze Registered

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    An additional question, does the instancename for the yellow lights matter as well? They are part of the startlight instance now but don't work as they should. Should they be a seperate one like in your example?
     
  4. ethone

    ethone Registered

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    I'm not sure. I've just always done them this way and it has been the best practice in ISI sims for quite a few years now. So probably yeah, they should be sperate.
     
  5. wgeuze

    wgeuze Registered

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    Great thanks, time to finish these suckers :)
     
  6. wgeuze

    wgeuze Registered

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    Checked this again, with 'NumStartingLights = 7' there are still only 5 horn signals + green and am still one short. Can anyone of ISI verify or comment on this?
     
  7. Satangoss

    Satangoss Registered

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    +1, I'm trying 4 starting lights (3 reds + 1 green) and it refuses to work. All materials and GDB parameters are correctly set but no success at all.
     
  8. Luc Van Camp

    Luc Van Camp Track Team Staff Member

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    For 3 reds and 1 green, set NumStartingLights to 4.
    Materials with anim data (don't forget the brackets):
    Texture name: RDLT.DDS and GRLT.DDS
    Texture frames: 2 (i.e. it will use RD/GRLT00 and RD/GRLT01)
    rdlta: (0,1,1,1,0,0)
    rdltb: (0,0,1,1,0,0)
    rdltc: (0,0,0,1,0,0)
    grltd: (0,0,0,0,1,0)

    That SHOULD work. Can't test it right now though.
    Is that how you set it up?
     
    Last edited by a moderator: Mar 24, 2016
  9. Satangoss

    Satangoss Registered

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    I think that's exactly my setup, I'll give the feedback you as soon as I get back to my computer.

    Thanks in advance.
     
  10. Satangoss

    Satangoss Registered

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    Ok, I figured that the GDB line does nothing currently.

    NumStartingLights=X

    Whatever I type as X, the DevMode considers as being 5. I can't say for now if the main simulator core does the same.

    In addition, brackets or no brackets seems to work at the same way.

    So, I had to force 6 digits in sequence lights even I have 3 reds + 1 green:

    RDLTA = 0,1,1,1,0,0
    RDLTB = 0,0,1,1,0,0
    RDLTC = 0,0,0,1,0,0
    GRLTD = 0,0,0,0,1,1

    All set as "manual", 2 frames. It's working... go figure. I suggest ISI staff have one more look into.

    Thanks Luc,
     
  11. Luc Van Camp

    Luc Van Camp Track Team Staff Member

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    My example above was incorrect and needed an extra 0 at the end; otherwise the green stays on. Just checked the sequences for Joesville (1 red, 1 green):
    Red: (0,1,0,0)
    Grn: (0,0,1,0)
    with NumStartingLights=2. So looks like your sequences are correct (though I would try changing that last 1 to 0) and NumStartingLights=4 ... give it a try next time you create a component. ModDev can be a bit more forgiving in certain cases.
     
  12. Satangoss

    Satangoss Registered

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    Ok Luc,

    Actually is a sort of mystery to me, because either using GRLTD = 0,0,0,0,1,1 or GRLTD = 0,0,0,0,1,0 the last green light eventually turns off after a little while (personally I would prefer it keeps green during whole race time). Pitoutlights and Pitinlights are strange too, both blinking yellow and green at same time.

    Whatever, I'm packing my track this way as 0.9 and study a bit more this subject for final 1.0 version.


     

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