I used to spend time modding a lot of cars back when I was most active in IS, but now I spend a lot of time modding one car IRL.
Just letting you guys know I still pop in here every now and then.
Very cool RC. I like the picture. Good back drop. I agree with mista, we would love Stratos brake lights...heck, now I recall me asking you via PM a couple years back. Your answer was to compare files from other cars and see if I can do the old switcheroo!
I don't have any of the tools available to me anymore, but I still know exactly how it would need to be done.
If you open up a Stratos model in 3DSMAX, select the polygons for the face of the taillights and detach them. Edit the vertices so that the polygons only cover the red half of the taillights. DO NOT make changes to the forward/backward positioning of the polygons as all this has already been compensated for in the taillight object coding. Delete the rest of the Stratos as it's no longer necessary, attach both taillight pieces together as a single defined object, and export SM. The appearance of the texture is not important. The next paragraph will explain.
Pop open any map that I've done where cars have active taillights, and copy the RS settings from any car's taillights model into the RS for the SM file that you have just created. You may need to pull the taillight texture out from the map as well, depending on whether or not you plan on using it. The texture is a generic solid red fill that is set to be independent from any environmental lighting, so it maintains a constant brightness, hence why it appears bright like taillights. If you wish to do the taillights mod to vehicles that require higher levels of detail, you can modify the UVmapping to retain the shape of the original texture and modify the texture itself to appear brighter and more vivid in order to create the effect of taillights for the object.
After getting your object exported and setting your RS settings accordingly, all that's left to do is simply copy/paste the taillight object bundles from the source vehicle's CON files and rename accordingly. None of the position values need to be modified. Just add the taillight objectTemplate into the vehicle's main bundle via addTemplate with the corresponding position values of the source vehicle, set your Geometry.con paths accordingly, and you'll be good to go.
Because all the mods I've done have been map-specific, the coding has been set up to reflect this. The coding can easily be adapted for use in the main mod files, as the only effect that map-based modding had on the coding was that all the rotational X values had to be inverted for some inexplicable reason in order to work properly, so your rotational code would need to be modified to reflect that change if you were to adapt it for main-mod use (although, I don't believe the taillight mod uses any rotational X values, so that should be inapplicable, anyway). __________________