Step by step
01How to read the grid
The grid has 32 steps from top to bottom and 32 lights from left to right. A lit cell means that light shines on that step. The game loops through the 32 steps at the speed set by the BPM and the “Time multiplier”.
In game, light 1 sits on the model’s siren1 bone, light 2 on siren2 and so on. Without the SirenSetting Limit Adjuster the game reads only the first 20 lights: columns 21–32 have a dotted header.
The “Flash” layer is the flashing sequence; the “Rotation” layer is the rotator sequence. Clicking a step number stops the preview on exactly that step.
02Start from a pattern
“Pattern for the first 20 lights” has six starting points (alternating, double, triple, quad flash, sweep, odd / even). A pattern changes only the sequences; the colours and light settings stay.
If you already have a carcols.meta, “Import carcols / JSON” opens it with every siren setting inside, in the “Siren settings” list. That is also where you add, duplicate or delete settings: the export writes all of them.
03Draw and use the tools
Click and drag to light cells up or turn them off. Shift and drag selects an area; Ctrl+C and Ctrl+V copy it, and a right click pastes straight onto the target.
Clicking a light number above the grid selects it (Ctrl adds, Shift picks a range). The tools above the grid work on the selection: move the sequence one step earlier or later, invert on / off, reverse it in time or mirror it left–right, clear it. “Quick sequence import” takes one sequence per line, like Live Lights.
04Tune each light
The inspector on the right shows the selected light; a change applies to every selected light. “Type” makes it a flasher, a rotator or a steady light. The colour can be any shade, not only the palette ones.
“Direction” says where it shines: front, side or rear (rear is 180°). In the 3D preview, “From position” points them automatically from where they sit on the car. For flashers you choose flashes per step and whether the light grows when lit; for rotators, speed, direction and BPM sync.
Corona, environment light (spot, shadows, intensity) and the advanced fields are in the sections that open. “Copy from another light” applies the chosen groups to the selection: sequences, directions, flash, rotation, corona, colour.
05See it on a car
The “3D” tab shows the sirens at night on a Karin Sultan with an example lightbar: corona, the light cone and the light pool on the tarmac, rotators, headlights and taillights. Clicking a light in the scene selects it.
“Your vehicle (.yft)” loads your model: each light shows on its sirenN bone, and lights without a bone are listed, because they do not show in game. The preview is approximate; exact timing is checked in game.
06Headlights, taillights and export
“Headlights and taillights” has a 32-step row for each headlight and taillight; “Wig-wag” sets the usual sequences that alternate the headlights.
Give the setting a “Name” and a “Siren settings ID” that no other car on the server uses. The carvariations.meta line copies with one click.
“Export carcols.meta” downloads the file with every setting; “Resource ZIP” builds a FiveM resource ready to start, with a manifest and a README. Each export costs 6 credits. Over an imported carcols.meta only the edited fields change: comments, Kits, Lights and everything else stay exactly as in the file.
Questions
My car still shows the old siren.
In carvariations.meta, sirenSettings still has the old ID. Put the ID exported from BlinkLab and restart the resource.
The rear lights shine forward.
Their direction is still 0°. Select them and pick ↓ (180°) in the inspector, or “From position” in the 3D preview.
Some lights do not turn on.
The model has no bone for them. Load the YFT in the 3D preview: BlinkLab tells you which lights have no bone.
Where are my saved patterns?
In “Saved patterns”, on the same browser. The current project saves itself on the device; download the “JSON project” to keep it safe.
How much does it cost?
Drawing, the 3D preview, saving and the JSON project are free. Each export (carcols.meta or the resource ZIP) costs 6 credits.