Vehicle FX Question

Hey, I was curious about information on how SR2 and/or SR3 handled it's vehicle fx, such as headlights, police lights, spotlights on helicopters, etc. and if we would possibly be able to edit these scripts in the future with the tools or if they're hardcoded values?

An example of what I'd like to try and accomplish would be changing the flash patterns on police lights.
 
Oh yes this is interesting. I'd also like to know. I always felt the rear lights are too dark. I'd like to make them brighter, like break lights.
 
The police light pattern at least is hard-coded.

I worked on vehicle lights on RFG, but these are quite different, so I'll need to do a little investigation when I get the chance. There may be another way to approach it.
 
There is some control the artist has over the vehicle lights (specifically the brightness), but these are set in the materials, which I think are crunched and inaccessible without a re-export of the vehicle, which requires the original setup file. Unfortunately even then we don't have control of the brightness of the tail lights (I believe it's either half or 75% the full brightness of the brake light, and hard coded as such), or the speed of flashing for emergency lights, turn signals and the like. The glares that go along with those lights are created by the effects department, but I think they are locked into the same flashing pattern as we are for the sake of consistency (if not then it may also be hard baked into the effect data rather than a table).

We had potential control over all those elements through tables in RFA, but there was never any call for that level of control on SR so the system never made the jump (as Rob notes, RF lights and SR lights work very differently, so they weren't inherently compatible).
 
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