by jalsina » Thu Dec 12, 2024 9:35 pm
300 meters is usually a very high value to use for headlight activation.
Anyway, if you know how to deal with TS-Tools and load (and edit) a bin, what you have to do is search into the "Lights" folder of the engine you need to mod, a bin that controls the headlight (whatever the name).
You open it with TSTools and search for a parameter named FadeStartDistance and increase the value you have there. You may need to alter the size of the light (usually with the parameters FlareSize and FlareStartSize) which may influence the visibility of the headlight. This also works for every ditch or rear lights or numberboards (this last only when there is a light source on the boards). These parameters are usually included in the HeadLightFlareComponent part of the blueprint.
Older DLC´s light source xlm´s don´t usually have any "distance" parameter, so probably they are controlled by the core.
But you can call a modern mod like those from Searchlight Simulations or some latest DLC´s.
I usually make modifications using enhancement lights from Searchlight Simulations (MLWAUDIO) which usually have these distance parameters.
You usually call these light control files from child objects related with lights.
Any mod has to be located in the right path outside the .AP file.
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