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# Strands IZE LED Black Bullet 850426 — Installation This is a vehicle prefab for Farming Simulator 25. It must be integrated into a vehicle; placing this ZIP in the mods folder does not create a shop item. Author: NorthernLight Modding. Version 1.0.3.0. 1. Back up the vehicle. Extract the package and copy the complete `assets/nlmIZE850426` folder beside the vehicle mod's `modDesc.xml`. Retain the folder structure and every model, texture, script and shared XML. 2. In GIANTS Editor, open the vehicle I3D. Create an empty TransformGroup called `izeMount1` under the cab/roof/body node that should carry the lamp. Use scale 1 1 1. Local +Y is up, +Z points toward the illuminated nose. The origin is the centre of the full-length footprint on the EVA contact plane. The lens overhangs the front of the mounting pad. Align the complete pad to the mounting surface, not just the origin. Bolts and cable extend below the contact plane into the vehicle. 3. Select `izeMount1` and copy its actual Index Path. Replace the illustrative `0>0` in the example with that path. A different vehicle has a different path. The lamp envelope is 426.6 mm long, 93.1 mm wide and 94.1 mm high; mounting centres are 254.5 mm apart. Fine luminous surfaces and fasteners add small clearances. Import a temporary lamp preview if useful, then remove it before saving: the beacon XML loads the complete lamp at runtime. 4. In the vehicle XML, merge the beaconLight line into the existing `vehicle > lights > beaconLights`, and the mapping into the existing `vehicle > i3dMappings`. Create each missing section once. Do not nest a second lights section or overwrite the complete vehicle XML. The wrappers below show where the lines belong.
<vehicle>
    <lights>
        <beaconLights>
            <beaconLight node="izeMount1" filename="assets/nlmIZE850426/shared/ize_white.xml" />
        </beaconLights>
    </lights>
    <i3dMappings>
        <i3dMapping id="izeMount1" node="0>0" />
    </i3dMappings>
</vehicle>
The supplied specialization makes the position light follow the first normal light stage. Merge its declaration into `modDesc.xml > specializations`. Add `<specialization name="nlmIZEPosition" />` to every effective custom vehicle type used by this vehicle, including type changes selected through configurations. Preserve the existing type, parent and all other specializations. The example below is a complete registration example for a vehicle whose original parent is `car`. For this example only, change the vehicle XML opening tag as shown. A tractor or truck with another custom type must retain that type's parent and features. Do not replace the whole modDesc or copy a guessed descVersion. No extraSourceFiles registration is needed.
<modDesc>
    <specializations>
        <specialization name="nlmIZEPosition" className="NLMIZEPosition" filename="assets/nlmIZE850426/scripts/NLMIZEPosition.lua" />
    </specializations>
    <vehicleTypes>
        <type name="izeVehicle" parent="car" className="Vehicle" filename="$dataS/scripts/vehicles/Vehicle.lua">
            <specialization name="nlmIZEPosition" />
        </type>
    </vehicleTypes>
</modDesc>
<vehicle type="izeVehicle">
Controls and variants - First normal light stage (normally F): white position light with `ize_white.xml`, or amber with `ize_amber.xml`. Replace only the filename to choose the other version. Starting the engine alone does not light it. - Beacon control (normally Home): amber native double flash. The steady position light is suppressed while flashing, then returns to the current normal light state. Turning normal lights off while the warning remains active keeps the position light off afterwards. - Enable realistic beacon lights for illumination of nearby surfaces. One mapped native light owns two side-facing child lights. This is a marker/warning lamp, not a driving or work beam. - For several lamps, make a separate empty mounting node and unique mapping ID for each, such as `izeMount2`. Add one beaconLight entry per mount. Keep one copy of the assets and one specialization declaration. Each lamp may use its own white/amber XML. Troubleshooting Missing lamp: check the actual Index Path, paths relative to modDesc.xml, and the game log. Flash works but position does not: check the specialization and every effective vehicle type. Flickering: remove duplicate imported geometry and preserve the supplied second UV set. Constant warning glow after editing: warning UV2 uses integer tile 1 with native mask 8; position uses tile 0. Missing ground light: enable realistic beacon lighting and check for bodywork blocking the beam. The package starts dark. NorthernLight Modding · Strands product design and branding. Independent game recreation; hidden construction and optical layout reconstructed from photographs, not manufacturer CAD. Native double-flash preset; factory pulse timing is not calibrated. Product reference: https://strandseurope.com/sv/product/ize-led-black-bullet-torpedo-light