Zanoza Modler 3 License Issues
GTA V Base Lists
GTA V Lighting List
How to UV map in ZMod
WildFyr's Carcol Cheat Sheet
How to Make a Vehicle Animation
Adjusting Emissive Brightness
Tinting your Windows
How to create lighting templates
Create "Rainbow" Templates
Forcing Vehicles To Spawn With Specific Extras
GTA V's Character Driving Animation
WildFyr Documentation > Zanoza Modeler 3 Tutorials > Adjusting Emissive Brightness
Adjusting Emissive Brightness
Hey! Turn that light out!
In GTA there are multiple ways to adjust the intensity of your emissives, the common and old method was to make your emissive texture extremely low opacity. However, we have a new superior method I am going to teach you now using Vertex colours.
Setting up your mesh and material
You want to select the mesh in object mode you want to use by holding ALT and clicking on the square in the hierarchy, this will turn it red and select your object. Now head to the Properties tab, and under Mesh>Vertices>Format check "Primary Colour" and then click apply. Your material should also be vehicle_lightsemissive.

Now, with your mesh still selected, we can switch to vertex mode. Using a selection tool, select all the vertexes that your emissive texture relates to.
Head to the Surface tab and the paint settings, set the colour to 25, 25, 25, then Fill Selected. You should see your texture dim.
You may have to fiddle with the fill colour, look at your model in game and adjust as needed.


With that your emissive texture will now show in game, and should not be too bright. If you need it to be brighter, come back and change the colours. I typically go up by intervals of 5, so I would try 30, 30, 30, then 35, 35, 35, etc. until I get my desired effect.
DVI Flash Patterns
You can also use this technique when creating DVI patterns on your emergency lights. To do this duplicate your emissive flash mesh twice, in vertex paint fill one to 51, 51, 51 and another to 130, 130, 130. The final one will stay default. Set up each like normal sirens, meaning each light will take up 3 sirens slots, and your sequencers should look like this:
11111111111111111111111111111111 4294967295 Blue 0xFF0000FF --- Siren #1 - Vertex 51, 51, 51
00111111001111110011111100111111 1061109567 Blue 0xFF0000FF --- Siren #2 - Vertex 130, 130, 130
00001100000011000000110000001100 202116108 Blue 0xFF0000FF --- Siren #3 - No Vertex Paint
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emissive dvi vertex paint brightness