a) 3. 2 Setting up Wigwag DRL's
Step-by-step By Terry Sloman
Wigwagging DRL's have been most commonly found on the 2015+ model Dodge Charger. Many Departments opt for this as it adds an extra layer of flashing lighting to their vehicle. This layering theory has proven to be more effective in making emergency vehicles more visible. The Dodge Charger isn't the only vehicle capable of this as the new-ish 2020 Ford Police Interceptor Utility is also capable of this - this is done using the whole headlight module opposed to the amber DRL.
Step 1 - Setting up the Mesh (Choose to follow either method 1.1 or 1.2)
1.0) Create a mesh that covers the part of the DRL you wish to have wigwag - this is typically the whole DRL. This can be done many ways, two of which I will describe here.
1.1) The first method is to duplicate the DRL mesh and adjust it in a way that it doesn't clip with the original DRL mesh whilst ensuring that the new mesh covers all of the old mesh.
1.2) The second method takes a little more time however it has guaranteed results and is a little less finicky. Export the DRL mesh in .obj format and Import it into a programme such as Blender, 3DS etc. Create a mesh that fully surrounds the DRL mesh - kind of like a sleeve - , this can be done by creating a cube and using the extrude function to form the mesh around the DRL.
Step 2 - Material Setup
2.0) Create a new material and assign it a shader that allows transparency, for example vehicle_badges/vehglass.
2.1) Assign a completely transparent texture to the material you created in 2.0).
2.2) Assign the mesh created in 1.1) or 1.2) to this material.
2.3) Place this material above the existing DRL emissive material.
Step 3 - Off State DRL This was suggested by @Cj24 so full credit goes to him for this idea
3.0) Duplicate the DRL emissive material and place it above the material created in Step 2.
3.1) Create another copy of the original DRL mesh and assign it to the duplicate material from 3.0).
3.2) Select the mesh created in 3.1) and enter vertex mode. Select all vertices and go to the vertex paint section on the UI - this is under the Surface tab -.
3.3) Set the colour to black and click fill selected. This removes the emissive effect from the mesh
3.4) Attach both new meshes and set up as a normal non-els or els light.
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