American Truck Simulator

American Truck Simulator

Real Good Headlights for Modded Trucks
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Update: 11 May @ 2:54pm

V3.8 - A little touch up here and there

For the reflected light that shines to the sides near the front of the truck, I reduced the brightness slightly and also narrowed it slightly. I also reduced the brightness slightly on the residual light that forms a halo over the low beams. I then added just a slight more width to the beams about 75-100 feet in front of the truck. This will help when approaching a turn at a dark entryway or a dark intersection. You will see these same changes when switching on the high beams since the low beams are also on at the same time.

For the high beams, I increased the brightness a little bit. I didn't feel there was enough difference in brightness between the low beams and high beams. Now, the high beams look better and I was able to do this without making them shine any wider or farther.

Adjusted the headlamp projection points on all 3 GTM trucks and the Pete 362

Update: 3 May @ 8:55am

V3.7 - I never seem to be happy

It seems that as I drive around doing deliveries, I always find something that needs adjusting or tweaking on the headlights. No matter how much testing I do prior to releasing an update, I always manage to find something I don't like later on during normal use. I've been doing an update almost every week since I first released my headlight mod to the public. Eventually, I hope to be fully satisfied with these headlights and will only need to do an update if a new truck needs to be added or if SCS makes a change in how the lighting works in the game.

I fine tuned the low beams a little more in this update by focusing the light more on the road and a little bit less to the sides further down the road. And whenever I make a change to the low beams, the high beams almost always need some changing as well. So, with this update, I'm trying to find a good balance between the low beams and high beams. I think it turned out quite well. Remember, these aren't "wider and brighter" headlights like so many other headlight mods. These headlights aim to provide good visibility while making you feel like you are driving in real life.

Added one new truck:

Kenworth K100 by Deboss Garage

Update: 25 Apr @ 2:07pm

V3.6 - Adjusting the high beams

This is once again a headlight only mod. I have removed the mirror fixes that fixed the mirrors on the GTM trucks, the Diamond Reo, and the Dodge CNT. To get these fixes, you must download and install my "Truck Fixes" mod which also fixes additional things on the GTM trucks such as the reflection issue on the interior glass, the bad audio reverberation inside the cab, and adds support for the interior shadows option. This also fixes the tint on the glass of a few other trucks. Click on Discussions above to read more about the Truck Fixes mod and to get the download link.

There is no change to the low beams other than making the halo of residual light slightly smaller. You can read about the residual light in the V3.5 changelog. For the high beams, I removed the halo of light since it was larger than the halo on the low beams and is not really needed because when the high beams are switched on, the low beams are also still on. The residual light from the low beams does what I need it to do. I also adjusted the high beams slightly by tipping them up a little bit. This helps to light up the road ahead when the truck dips down over a hill and also helps to light up objects that you are approaching.

Update: 20 Apr @ 2:27pm

V3.5 - Working on the back roads

I'm becoming quite pleased with the headlights on normal roads and highways. But, for those twisty, hilly, gravel roads that lead back to a logging or mining site, or for those tight, twisty roads that are cut through a mountain with rocky walls on both sides, I'm not happy at all. In both cases, we see almost total darkness surrounding us. This update aims to fix those situations without hurting how the headlights look on a normal highway. I managed to achieve it by creating some residual light that reflects off the main headlight beams in the form of a faint halo that starts part way down the beam and progresses forward over the end of the beam. In normal driving, you can't see this halo of light. But in the above scenarios, it will cast a faint amount of light to help make the surrounding area in front of us light up just a small amount. You can see this halo if you pull up behind another truck or as you pass by any large object if you are close enough. It's not very bright, so it is not disturbing. The idea is not to shine a lot of light on the surrounding area, but only to remove the feeling of darkness.

Update: 11 Apr @ 8:30pm

V3.4.1

Added one new truck:

Kenworth T700 by SgtRox

Update: 11 Apr @ 2:27pm

V3.4 - Focusing on the road ahead

Overall blending and smoothing of the headlight beams
Cleaned up and smoothed the outer edges of the headlight beams
Adjusted the color temperatures for Halogen and LED lights.
More light shines on the pavement during the transition periods as the sun comes up and goes down.

Adjusted the headlight projection points on the following trucks:

GTM Kenworth T-800
GTM Kenworth W900B

Added the mp_mod_optional flag

Update: 3 Apr @ 1:52pm

V3.3 - Aiming for perfection, getting closer and closer.

Every update so far has been a "starting over from scratch" affair. However, this update is a continuation of the previous update. The previous update provided a good foundation to work with. So, with a little trimming, fine tuning, various modifications, and a lot of testing, we have V3.3

The high beams were a little too aggressive and they projected too much light, too far. So, I fixed this by making them fade quicker. They still project just as far, but the light gets much dimmer the farther out they go. The low beams weren't as bad, but I still did the same with them, but not as drastic. This makes them look much more realistic. And they still provide light to the sides near the front of the truck. There are quite a few good headlights in real life that are designed to do this, so this feature does not make them unrealistic.
I also narrowed up the high beams a little bit further down the road, but left enough width so that when driving down a dark highway, they will still provide some light to the inside of a curve.

And then, about 50-75 feet out in front of the truck and on both sides, I have always battled an issue with having a dark area there. I'm always fighting the game code on this one. For some strange reason, the game code tears the light beams outward and then curls them. I have to design my code to combat this and always end up with a dark area on both sides. I've finally come up with a way to beat this and now the outer edges of the beams are much straighter. Having light in this area makes it easier to see your upcoming turn as you approach a dark intersection or dark entryway.

The headlight brightness was increased a little bit for trucks that use LED or Xenon lights.

GTM 567, KSW Diamond Reo, Haterbilt, and KSW Dodge CNT950:
Fixed the headlight projection points.

Added one new truck:
Dodge DN800/D500 by Myoko, Zamir

Update: 23 Mar @ 8:23pm

V3.2 - Still working on achieving the most natural look

Experimenting with new custom light masks that are 25 percent the size of the
stock SCS light masks. With 75 percent fewer pixels to process, this should mean
that the headlights have less of a chance at hurting the frame rate.

With the new masks, the headlight beams have yet another change in appearance.
Each release is an attempt at making them look better and perform better.

Added a fix for the hood mirrors on the GTM trucks.

I had planned to include a fix for the reflection issue on the interior glass
of the GTM trucks, but it is not yet ready to go.

Update: 23 Mar @ 7:22pm

V3.2 - Still working on achieving the most natural look

Experimenting with new custom light masks that are 25 percent the size of the
stock SCS light masks. With 75 percent fewer pixels to process, this should mean
that the headlights have less of a chance at hurting the frame rate.

With the new masks, the headlight beams have yet another change in appearance.
Each release is an attempt at making them look better and perform better.

Added a fix for the hood mirrors on the GTM trucks.

Added a fix for the reflection issues on the interior glass of the GTM trucks.

Added a fix for the windshield and door glass on the Outlaw 359 and Doms 379.
This fix removes the excessive tint from the interior view which vastly
improves night time visibility and eliminates the need for extra bright
headlights. The exterior view of the glass is not affected.

Update: 15 Mar @ 5:20pm

V3.1 - More realism while maintaining good visibility

- Better light distribution down the road ahead. There is more light output in
front of the truck with a nice gradual fade.
- Adapts well to various types of road surfaces. Projects nearly equal amounts
of light no matter what color the pavement is.
- Most all of the light is focused on the road and the immediate sides. Hardly any
light is reflected off into the countryside.
- It is less disturbing when driving next to white guard rails or white concrete
retaining walls.

- Added a fix for the third set of mirrors on the GTM T-800

- Added a fix for the mirrors on the Dodge CNT 950 and the Diamond Reo Giant.