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43.634
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Glowing Brake Discs
We high performance GT cars now.
Installation
You need to have ScriptHookVDotNet v3.0.2 or newer.
Drop the entire GlowingBrakes folder into the scripts folder.
Usage
To customize global defaults, open and edit defaultConfig.xml in the Configs folder.
To customize a specific car model, create a new xml file in the Configs folder. There is an example.xml with comments, that you can use as template.
(Technical) details
By default, all cars have glowing brake discs on all four wheels. Cars can be blacklisted if they should never have glowing brake discs.
For each car, it's possible to:
The script uses data for each individual wheel to determine how much to heat up and cool down. Things that affect this are:
For example, if the car constantly brakes in a left corner, leaning mostly on its front right wheel, that brake disc will glow red hot and the rear wheel(s) may stay dark. Conversely, if the handbrake is yanked very often, the rear brake discs start glowing red, and the fronts will stay cool.
To perfectly align the brake disc effects with the brake disc model, the debug option in settings.xml can be enabled, which makes the brake discs always glow at the max brightness.
Since the script affects all cars in the world and not just the player car, the draw distance can be changed for better performance or for more cars being affected.
Finally, a technical detail, the script tries to find the correct offsets to retrieve the wheel data. If for some reason an update breaks the offset finding, settings.xml can be used to manually specify the correct offsets.
Notes
Only cars with 4 wheels are supported, because I use the wheel_lf/rf/lr/rr bones. If you know a nice scaleable way for the middle wheel bones, feel free to make a PR or explain it to me.
Source code is on GitHub, as usual.
Credits
Changelog
1.1.0
Add override for rear wheels offset and size: Check the Bifta config for setting it up
Add player-only option
Use distance-squared for performance (Thanks LeeC for the tip!)
Update to SHVDN v3 API
1.0.0
First release
We high performance GT cars now.
Installation
You need to have ScriptHookVDotNet v3.0.2 or newer.
Drop the entire GlowingBrakes folder into the scripts folder.
Usage
To customize global defaults, open and edit defaultConfig.xml in the Configs folder.
To customize a specific car model, create a new xml file in the Configs folder. There is an example.xml with comments, that you can use as template.
(Technical) details
By default, all cars have glowing brake discs on all four wheels. Cars can be blacklisted if they should never have glowing brake discs.
For each car, it's possible to:
- specify which wheels can glow and which can not
- correct the rotation, size and position of the effect
- choose between if Particle FX or Marker is used for the effect
- change how fast the brakes heat up and cool down
- balance the heating ratios between front and back
The script uses data for each individual wheel to determine how much to heat up and cool down. Things that affect this are:
- wheel speed
- wheel brake pressure
- deceleration rate
For example, if the car constantly brakes in a left corner, leaning mostly on its front right wheel, that brake disc will glow red hot and the rear wheel(s) may stay dark. Conversely, if the handbrake is yanked very often, the rear brake discs start glowing red, and the fronts will stay cool.
To perfectly align the brake disc effects with the brake disc model, the debug option in settings.xml can be enabled, which makes the brake discs always glow at the max brightness.
Since the script affects all cars in the world and not just the player car, the draw distance can be changed for better performance or for more cars being affected.
Finally, a technical detail, the script tries to find the correct offsets to retrieve the wheel data. If for some reason an update breaks the offset finding, settings.xml can be used to manually specify the correct offsets.
Notes
Only cars with 4 wheels are supported, because I use the wheel_lf/rf/lr/rr bones. If you know a nice scaleable way for the middle wheel bones, feel free to make a PR or explain it to me.
Source code is on GitHub, as usual.
Credits
- LeeC2202's work which got me interested in the first place
- Original request thread on GTAForums
- Northwind_JME for the awesome screenshot
Changelog
1.1.0
Add override for rear wheels offset and size: Check the Bifta config for setting it up
Add player-only option
Use distance-squared for performance (Thanks LeeC for the tip!)
Update to SHVDN v3 API
1.0.0
First release
Tải lên lần đầu: 11 Tháng hai, 2020
Cập nhật lần cuối: 27 Tháng tư, 2020
Last Downloaded: 16 phút trước
171 Bình luận
Glowing Brake Discs
We high performance GT cars now.
Installation
You need to have ScriptHookVDotNet v3.0.2 or newer.
Drop the entire GlowingBrakes folder into the scripts folder.
Usage
To customize global defaults, open and edit defaultConfig.xml in the Configs folder.
To customize a specific car model, create a new xml file in the Configs folder. There is an example.xml with comments, that you can use as template.
(Technical) details
By default, all cars have glowing brake discs on all four wheels. Cars can be blacklisted if they should never have glowing brake discs.
For each car, it's possible to:
The script uses data for each individual wheel to determine how much to heat up and cool down. Things that affect this are:
For example, if the car constantly brakes in a left corner, leaning mostly on its front right wheel, that brake disc will glow red hot and the rear wheel(s) may stay dark. Conversely, if the handbrake is yanked very often, the rear brake discs start glowing red, and the fronts will stay cool.
To perfectly align the brake disc effects with the brake disc model, the debug option in settings.xml can be enabled, which makes the brake discs always glow at the max brightness.
Since the script affects all cars in the world and not just the player car, the draw distance can be changed for better performance or for more cars being affected.
Finally, a technical detail, the script tries to find the correct offsets to retrieve the wheel data. If for some reason an update breaks the offset finding, settings.xml can be used to manually specify the correct offsets.
Notes
Only cars with 4 wheels are supported, because I use the wheel_lf/rf/lr/rr bones. If you know a nice scaleable way for the middle wheel bones, feel free to make a PR or explain it to me.
Source code is on GitHub, as usual.
Credits
Changelog
1.1.0
Add override for rear wheels offset and size: Check the Bifta config for setting it up
Add player-only option
Use distance-squared for performance (Thanks LeeC for the tip!)
Update to SHVDN v3 API
1.0.0
First release
We high performance GT cars now.
Installation
You need to have ScriptHookVDotNet v3.0.2 or newer.
Drop the entire GlowingBrakes folder into the scripts folder.
Usage
To customize global defaults, open and edit defaultConfig.xml in the Configs folder.
To customize a specific car model, create a new xml file in the Configs folder. There is an example.xml with comments, that you can use as template.
(Technical) details
By default, all cars have glowing brake discs on all four wheels. Cars can be blacklisted if they should never have glowing brake discs.
For each car, it's possible to:
- specify which wheels can glow and which can not
- correct the rotation, size and position of the effect
- choose between if Particle FX or Marker is used for the effect
- change how fast the brakes heat up and cool down
- balance the heating ratios between front and back
The script uses data for each individual wheel to determine how much to heat up and cool down. Things that affect this are:
- wheel speed
- wheel brake pressure
- deceleration rate
For example, if the car constantly brakes in a left corner, leaning mostly on its front right wheel, that brake disc will glow red hot and the rear wheel(s) may stay dark. Conversely, if the handbrake is yanked very often, the rear brake discs start glowing red, and the fronts will stay cool.
To perfectly align the brake disc effects with the brake disc model, the debug option in settings.xml can be enabled, which makes the brake discs always glow at the max brightness.
Since the script affects all cars in the world and not just the player car, the draw distance can be changed for better performance or for more cars being affected.
Finally, a technical detail, the script tries to find the correct offsets to retrieve the wheel data. If for some reason an update breaks the offset finding, settings.xml can be used to manually specify the correct offsets.
Notes
Only cars with 4 wheels are supported, because I use the wheel_lf/rf/lr/rr bones. If you know a nice scaleable way for the middle wheel bones, feel free to make a PR or explain it to me.
Source code is on GitHub, as usual.
Credits
- LeeC2202's work which got me interested in the first place
- Original request thread on GTAForums
- Northwind_JME for the awesome screenshot
Changelog
1.1.0
Add override for rear wheels offset and size: Check the Bifta config for setting it up
Add player-only option
Use distance-squared for performance (Thanks LeeC for the tip!)
Update to SHVDN v3 API
1.0.0
First release
Tải lên lần đầu: 11 Tháng hai, 2020
Cập nhật lần cuối: 27 Tháng tư, 2020
Last Downloaded: 16 phút trước
Update: 1.1.0
Add override for rear wheels offset and size: Check the Bifta config for setting it up
Add player-only option (Should help with R* Editor)
Use distance-squared for performance
Update to SHVDN v3 API
Great Mod. Could you clarify which, size setting affects what, in the 'default config'. I've almost got mine sorted but got confused which value was actually affecting changes.
<DrawMode>Ptfx</DrawMode>
<PtfxSize>1.375</PtfxSize>
<MarkerSizeIn>0.22</MarkerSizeIn>
<MarkerSizeOut>0.31</MarkerSizeOut>
lol, I know '5' gives a great effect and a great laugh. Thanks.
there's no configs or scripts folder in my gta v directory I also installed ScriptHookVDotNet and there's still no folder named scripts or configs
Another great mod, works fine, those who can't get it to work choose a car and set the settings to that specific car and change the x value to bring the glowing marker out of the wheels if your issue is improper placement
Just the thing is on rockstar editor, once the brakes are glowing it wont stop glowing untill you pause it and play it again, on continious playing on rockstar editor brakes stay hot even when they have cooled down in the actual game.
Awesome mod! :) One suggestion I would like to make would be to have brake discs cool more quickly when submerged in water (either with or without a little accompanying sizzle sound).
I was driving a tricked-out Sultan and accidentally drove off a pier. The glowing brakes underwater gave me the idea.
Hmm, I seem to be having a problem with this mod. GTAV keeps crashing with "A new guard page for the stack cannot be created" errors. Never had this prior to installing this mod.
Using VER_1_0_1180_2_STEAM of the game, v1.0.2245.0 of ScriptHookV and v3.0.4 of ScriptHookVDotNet (also tried v3.0.1 and v3.1.0 of this).
Still works fine here.
@ikt I'm not having issues with the game itself, but the mod is not working, I've reinstalled the game yesterday. On console are showing the same error as @2xxx has showed. Any ideia?
@Yankshuru
Re-read the installation instructions and try again. It's missing the GlowingBrakes folder inside the scripts folder.
@ikt Nope, the folder is there, I'm using this mod since the release, used to work. I have all requirements updated.
C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto V\scripts\GlowingBrakes
is it correct?
@Yankshuru
Try making the folder not read-only.
@ikt Entire game folder and subfolders/files are not read-only, also I had added "total control" for the user "all"
@ikt i had a crash at the mearryweather heist mission. it worked after i removed your script. might be some of my mods are not compatible with yours i dont know. i can send u the scripthook crashdump if u want
interesting, but why is the glowing part small and not the whole disc glowing?
Thx for your Work!
This mod is throwing an error, and states it's still dependent on an older version of ImNotMental's INMNativeUI.dll 1.8.1019.1.
Really cool little concept, it's not noticeable during the day but U can see the flame effect is too small for the brake rotor and the edges seem totally untouched, could maybe not have the brakes glow so fast possibly eventually add a metal expansion sound to when stopping after they cooked for a while? And another idea down the line maybe some minor smoke and heat effects then it would be a perfect mod.
Mod is great but brakes stay heated too long and heat up too quickly, and adjusting the config doesnt seem to do anything
[13:49:03] [ERROR] Caught fatal unhandled exception:
System.InvalidOperationException: Native.Function.Call can only be called from the main thread.
at GTA.Native.Function.ThrowInvalidOperationExceptionForInvalidNativeCall()
at GTA.Native.Function.ReturnValueFromNativeIfNotNull[T](UInt64* result)
at GTA.Game.get_LastFrameTime()
at GlowingBrakes.GlowVehicle.DrawDisks() in D:\git\GTAVGlowingBrakes\GlowingBrakes\GlowVehicle.cs:line 142
at GlowingBrakes.GlowingBrakesMain.OnTick(Object source, EventArgs e) in D:\git\GTAVGlowingBrakes\GlowingBrakes\GlowingBrakesMain.cs:line 181
at SHVDN.Script.DoTick()
[13:49:03] [ERROR] The exception was thrown while executing the script GlowingBrakes.GlowingBrakesMain.
[13:49:03] [WARNING] Aborted script GlowingBrakes.GlowingBrakesMain.
at System.Threading.Thread.AbortInternal()
at System.Threading.Thread.Abort()
at SHVDN.Script.Abort()
at SHVDN.Script.DoTick()
at SHVDN.Script.MainLoop()
Thank you very much to the author. This mod is very cool. The following is my personal understanding and adjustment of some values
<Model>Model</Model>
<DrawMode>Ptfx</DrawMode>
<PtfxSize>1.375</PtfxSize> Brake disc luminous size,The larger the value, the larger the illuminated size of the brake disc,Recommended value 1.600
<MarkerSizeIn>0.22</MarkerSizeIn> unknown No significant changes observed after adjustment
<MarkerSizeOut>0.31</MarkerSizeOut> unknown No significant changes observed after adjustment
<Offset>
<X>0.06</X> Lateral parameters of brake disc luminous position
<Y>0</Y>
<Z>0</Z>
</Offset>
<Rotation>
<X>0</X>
<Y>0</Y>
<Z>90</Z>
</Rotation>
<HeatRate>0.25</HeatRate> The higher this value, the more likely it is for the brake disc to emit light,On the contrary, the smaller the value, the greater the speed required to stop before it is displayed
<CoolRateMoving>0.2</CoolRateMoving> The higher the value, the easier it is to cool down after starting
<CoolRateStopped>0.05</CoolRateStopped> Similar to the values above, the larger the value, the faster the cooling
<AccelerationMult>0.045</AccelerationMult> This value determines the luminous effect of the front and rear brake discs when the vehicle brakes forward. The larger the value, the easier it is for the front wheels to produce luminous effects. If the value is smaller, it is 0.001, and the luminous effect of the front and rear brake discs appears simultaneously. In the real world, the wheels and front brake discs are more likely to heat up.
<Visible>
Anyone know why <DrawMode>Ptfx</DrawMode> glow effect is flashing/blinking instead of remaining solid like the Marker effect? It's blinking on and off like a strobe light, not radiating like I've seen in some videos of the mod. I have NVE, QuantV, Reshade, and ENB installed if that helps clear things up.