Police Simulator: Patrol Officers

Police Simulator: Patrol Officers

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[ModEditor] Brickston Alley
   
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File Size
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301.813 MB
4 Jun, 2022 @ 1:30pm
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[ModEditor] Brickston Alley

Description
THIS IS NOT A MOD - This is a separate executable for a standalone Mod Editor

BrickstonAlley
Mod Editor Garage for Police Simulator : Patrol Officers

This is a fan creation! All used assets from Police Simulator Patrol Officers were freely distributed by the publisher in the Official Modding Kit.

I recommend reading the Official Modding Guide: How to create ELS mods first.

How To
Start BrickstonAlley
1. SUBSCRIBE this workshop item
2. Navigate to the download location: PATH_TO_YOUR_STEAM/workshop/content/997010/2816922331
3. Start the BrickstonAlley.exe executable

Create ELS Tracks
1. Top-Left: Create a new track - or use the empty track provided when starting the tool
2. Right: Select the lights you want to create a track for (by just clicking the buttons)
3. Center-Right: Change light settings like Color, Brightness, Emission (explained further down..)
4. Top-Center: Press PLAY and either put down keyframes manually by clicking them, or press&hold the REC button to place keyframes for the duration
5. Top-Center: STOP the playback and create more tracks with the PLUS button on the left
6. Create more tracks and repeat for the remaining lights until you are happy
7. Left: If you have more than one track, you can toggle the playback of the other tracks with the PLAY/PAUSE button
8. Bottom: When you are done, EXPORT the sequence to an ElsLightPattern.json file that you can use in your mod pack to upload

Understand UI Elements
Track Controls. Top-Left.
- Reset the selected track by clearing all keyframes
- Create a new track. There is no option to delete tracks for now, you can just leave them be
- Duplicate the current track preserving keyframes but not the targeted lights

Playback Controls. Top-Center.
- Start/Pause or Stop the playback. All tracks are played in parallel unless you pause them individually
- Playback speed can be changed, but this setting does not affect the exported track
- Press&Hold the REC button to set keyframes for the duration of the press. Only works in play mode

Keyframes. Five rows, three columns.
- Each strip of 30 keyframes represents one second of the track (= segment)
- Each segment is repeated three times (as dictated by Police Sim API)
- You can record five segments, resulting in 5 x 3 = 15 seconds to a total of 15 x 30 = 450 keyframes
- Clicking on a keyframe sets the value of the keyframe to the Default Brightness value
- The value of a keyframe can be dragged up (to a max of 100) and down (to a min of 1), representing the Brightness of the light. THIS ONLY AFFECTS THE TURRET LIGHTS! Flasher lights are either on or off, regardless of the Brightness value.
- Clicking on the (colored) bottom part of a keyframe removes it

Track Settings. Center-Right.
- Default Brightness: The Brightness value set for new keyframes. Changing this value only affects new keyframes
- Flasher Emission: Global value for the emission level of the flashers. Changing this affects all flashers and is important for the export. Note that a value above 0.1 will result in a VERY BRIGHT flasher..
- Track Light Color: HEX color value (RGB) of all selected lights in the current track. This setting can be changed per track

Light List
- All moddable lights as defined by the Police Sim API
- Hovering a light button will draw a line to the respective light object in the scene
- Clicking a button, thus selecting a light will assign that light to the current track. EACH LIGHT SHALL ONLY BE ASSIGNED TO ONE TRACK! Putting a light into multiple tracks will result in unwanted behaviour
- Lights whose name starts with "EmergencyLight" are turret lights that actually act as light emitters in-game. The rest are flashers that only represent the texture of the physical car components

Menu
- Reset Camera to the default position, shall you get lost trying to find the hidden easter egg
- Export Tracks to JSON for your mod pack. An exporer window opens automatically selecting the generated file when it is done. If an error occurs, a log file will be generated and opened in a similar fashion

Account for ELS Blip Sequence Time Limit
Note that for Blip sequences, only the first second of the tracks will be loaded into the game!

Debug
When something went wrong, an explorer window should pop up after EXPORT focusing a Logfile that you can open with any text editor.

Contribute
The tool is made with Unreal Engine 5. The project is open source and you can contribute[github.com]!
Popular Discussions View All (2)
1
1 Aug, 2024 @ 5:53am
SPV ELS Assignment
TGravel
0
21 Sep @ 7:09am
Import / Load existing ELS Tracks
Dreak
17 Comments
Dreak 21 Sep @ 7:07am 
Is it possible if yes, how - to import existing ELS Tracks? So I can edit them?
2019LexusIS 6 Jun @ 4:14pm 
idk if its just my computer, but everything was just rainbow?
TGravel 1 Aug, 2024 @ 5:47am 
Amazing tool, really intuitive and great for creating ELS. :2016trophy:
Sebi 11 Jan, 2024 @ 9:41am 
Thank you for the great tool!
But could it be that the numbers are swapped – in the game the “1” is always on the outside of the vehicle and on the inside in BrickstonAlley?
THANKS!
The JFK Experience 28 Dec, 2023 @ 5:28pm 
Is there a way to download this extrenally? The ex doesn't seem to appear in my folder.
Miccolus 5 Aug, 2023 @ 8:48am 
would be nice if we could import the exported json files. So we can tweak our patterns in the future
LaboriousFray 31 Jan, 2023 @ 6:47pm 
Awesome mate, cheers for getting back to us. Is there anything I can do locally to my BA files to fix it in the meantime?
endline  [author] 23 Jan, 2023 @ 4:18am 
@FrenchFriesInGreece uff, then they must've changed something on their end, because I swear they were matching D:
maybe I'll find some time soon to repair it. thanks for reaching out
LaboriousFray 20 Jan, 2023 @ 6:50pm 
Endline man, can you help out with any info on how the car models in the brickston app can be altered so the light positions match their PSPO locations. There's A LOT out of position.
I've opened an issue on the github page, but no reply after 3 days. Cheers mate :steamthumbsup:
it'sDanDan! 25 Dec, 2022 @ 11:13pm 
I noticed that a couple of the lights like "Top_Back_Right_2" show up on the wrong spot on the 3D rendering. It's showing on the bar where Top_Front_Right_1 should be. I think there's 2 or 3 like that that are showing up wrong. I'm hoping this can be fixed.