Difference between revisions of "Carcols.ymt"
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− | {{ | + | {{Metafile|name = carcols.meta / carcols.#mt|struct = CVehicleModelInfoVarGlobal|filetype = CARCOLS_FILE}}'''Carcols''' controls vehicle colors, license plates, mod kits, wheels, and lights. This file isn't for assigning these things to particular vehicles, for that see [[carvariations.ymt]]. |
− | Carcols controls vehicle colors | + | |
− | {{TocRight}} | + | =VehiclePlates= |
+ | {{Metafilestruct|struct = CVehicleModelInfoPlates}}<br><br>{{TocRight}} | ||
+ | Vehicle License Plates cannot be added via DLC packs, and must be added to the main carcols.ymt file. | ||
+ | ===Textures=== | ||
+ | ====TextureSetName==== | ||
+ | Name of the plate. Used in carvariations. | ||
+ | ====DiffuseMapName==== | ||
+ | Name of the plate texture. | ||
+ | ====NormalMapName==== | ||
+ | Name of the plate texture bump map. | ||
+ | ====FontExtents==== | ||
+ | How far the font extends from the left, right, top, and bottom of the plate. Used for resizing and moving the font. | ||
+ | ====MaxLettersOnPlate==== | ||
+ | Always set to x="7.00000000" y="1.00000000" | ||
+ | ====FontColor==== | ||
+ | Hexadecimal of the plate font color. The format is ARGB. | ||
+ | ====FontOutlineColor==== | ||
+ | Hexadecimal of the plate font outline color. The format is ARGB. It doesn't seem to have an effect in-game. | ||
+ | ====IsFontOutlineEnabled==== | ||
+ | :'''Value:''' true or false. Whether or not the the plate font outline is enabled. It doesn't seem to have an effect in-game. | ||
+ | ====FontOutlineMinMaxDepth==== | ||
+ | Min-max depth of the plate font outline. It doesn't seem to have an effect in-game. | ||
+ | |||
+ | |||
+ | ===DefaultTexureIndex=== | ||
+ | Global setting affecting all license plates. 4 is the default. | ||
+ | ===NumericOffset=== | ||
+ | Global setting affecting all license plates. The character on the vehicle_generic_plate_font texture where the number starts. 0 is the default. Changing it to 10, for example, will make the numbers 0-9 be mapped to characters A-J | ||
+ | ===AlphabeticOffset=== | ||
+ | Global setting affecting all license plates. The character on the vehicle_generic_plate_font texture where the letters start. 10 is the default. Changing it to 11, for example, will make the letter A be mapped to letter B. | ||
+ | ===SpaceOffset=== | ||
+ | Global setting affecting all license plates. The character on the vehicle_generic_plate_font texture where the space/blank character starts. 63 is the default. Changing it to other values will make other characters appear in place of the space. | ||
+ | ===RandomCharOffset=== | ||
+ | Global setting affecting all license plates. The character on the vehicle_generic_plate_font texture where random characters start. 36 is the default. | ||
+ | ===NumRandomChar=== | ||
+ | Global setting affecting all license plates. Controls the amount of random characters intended to be present on the vehicle_generic_plate_font texture. 4 is the default. | ||
+ | |||
+ | =Colors= | ||
+ | {{Metafilestruct|struct = CVehicleModelColor}}<br><br> | ||
+ | Colors cannot be added via DLC packs, and must be added to the main carcols.ymt file. | ||
+ | ===color=== | ||
+ | Hexadecimal of the color. The format is ARGB. | ||
+ | ===metallicID=== | ||
+ | Metallic ID of the color. Affects the shinyness of the paint. Only the names listed in the EVehicleModelColorMetallicID enum will work, otherwise it will default to "none". Names are case-sensitive. | ||
+ | -1: none | ||
+ | 0: EVehicleModelColorMetallic_normal | ||
+ | 1: EVehicleModelColorMetallic_1 | ||
+ | 2: EVehicleModelColorMetallic_2 | ||
+ | 3: EVehicleModelColorMetallic_3 | ||
+ | 4: EVehicleModelColorMetallic_4 | ||
+ | 5: EVehicleModelColorMetallic_5 | ||
+ | 6: EVehicleModelColorMetallic_6 | ||
+ | 7: EVehicleModelColorMetallic_7 | ||
+ | 8: EVehicleModelColorMetallic_8 | ||
+ | 9: EVehicleModelColorMetallic_9 | ||
+ | ===audioColor=== | ||
+ | Audio to be used when describing the color on the police scanner. Only the names listed in the EVehicleModelAudioColor enum will work, otherwise it will default to "POLICE_SCANNER_COLOUR_black". Names are case-sensitive. | ||
+ | 0: POLICE_SCANNER_COLOUR_black | ||
+ | 1: POLICE_SCANNER_COLOUR_blue | ||
+ | 2: POLICE_SCANNER_COLOUR_brown | ||
+ | 3: POLICE_SCANNER_COLOUR_beige | ||
+ | 4: POLICE_SCANNER_COLOUR_graphite | ||
+ | 5: POLICE_SCANNER_COLOUR_green | ||
+ | 6: POLICE_SCANNER_COLOUR_grey | ||
+ | 7: POLICE_SCANNER_COLOUR_orange | ||
+ | 8: POLICE_SCANNER_COLOUR_pink | ||
+ | 9: POLICE_SCANNER_COLOUR_red | ||
+ | 10: POLICE_SCANNER_COLOUR_silver | ||
+ | 11: POLICE_SCANNER_COLOUR_white | ||
+ | 12: POLICE_SCANNER_COLOUR_yellow | ||
+ | ===audioPrefix=== | ||
+ | Audio to be used when describing the color's prefix (eg. light, dark) on the police scanner. Only the names listed in the EVehicleModelAudioPrefix enum will work, otherwise it will default to "none". Names are case-sensitive. | ||
+ | 0: none | ||
+ | 1: POLICE_SCANNER_PREFIX_bright | ||
+ | 2: POLICE_SCANNER_PREFIX_light | ||
+ | 3: POLICE_SCANNER_PREFIX_dark | ||
+ | ===audioColorHash=== | ||
+ | uint32 hash of the audioColor name. The hash is converted from a non-case-sensitive string. For convenience sake, the hashes are listed below. | ||
+ | POLICE_SCANNER_COLOUR_black = 3850041493 | ||
+ | POLICE_SCANNER_COLOUR_blue = 3826758445 | ||
+ | POLICE_SCANNER_COLOUR_brown = 2201497177 | ||
+ | POLICE_SCANNER_COLOUR_beige = 1325014621 | ||
+ | POLICE_SCANNER_COLOUR_graphite = 1345033317 | ||
+ | POLICE_SCANNER_COLOUR_green = 306110198 | ||
+ | POLICE_SCANNER_COLOUR_grey = 807368168 | ||
+ | POLICE_SCANNER_COLOUR_orange = 2639756769 | ||
+ | POLICE_SCANNER_COLOUR_pink = 2019367074 | ||
+ | POLICE_SCANNER_COLOUR_red = 1585269136 | ||
+ | POLICE_SCANNER_COLOUR_silver = 607306136 | ||
+ | POLICE_SCANNER_COLOUR_white = 4066575219 | ||
+ | POLICE_SCANNER_COLOUR_yellow = 3440150791 | ||
+ | ===audioPrefixHash=== | ||
+ | uint32 hash of the audioPrefix name. The hash is converted from a non-case-sensitive string. For convenience sake, the hashes are listed below. | ||
+ | none = 0 | ||
+ | POLICE_SCANNER_PREFIX_bright = 1815504495 | ||
+ | POLICE_SCANNER_PREFIX_light = 3089268592 | ||
+ | POLICE_SCANNER_PREFIX_dark = 1169689894 | ||
+ | ===colorName=== | ||
+ | Name of the color. | ||
+ | |||
+ | =MetallicSettings= | ||
+ | {{Metafilestruct|struct = CVehicleMetallicSetting}}<br><br> | ||
+ | This allows to edit the intensity and "shinyness" of the metallic ID's. The data is in the same order as defined in the EVehicleModelColorMetallicID enum. This does not mean that one can add entirely new metallic settings. Any additional data will be ignored as it's not defined. Metallic ID "none" is not present and cannot be edited. Metallic Settings cannot be edited or overridden via DLC packs, and must be edited in the main carcols.ymt file. | ||
+ | ===specInt=== | ||
+ | Specular intensity. | ||
+ | ===specFalloff=== | ||
+ | Specular falloff. | ||
+ | ===specFresnel=== | ||
+ | Specular fresnel. | ||
+ | |||
+ | =WindowColors= | ||
+ | {{Metafilestruct|struct = CVehicleWindowColor}}<br><br> | ||
+ | Data for the window tints. Window Colors cannot be added via DLC packs, and must be added to the main carcols.ymt file. | ||
+ | ===color=== | ||
+ | Hexadecimal of the color. The format is ARGB. | ||
+ | ===name=== | ||
+ | Name of the color. | ||
− | |||
=Kits= | =Kits= | ||
+ | {{Metafilestruct|struct = CVehicleKit}}<br><br> | ||
==kitName== | ==kitName== | ||
The mod kits name. Used for [[carvariations.ymt]] | The mod kits name. Used for [[carvariations.ymt]] | ||
==id== | ==id== | ||
− | Number value the kit will be assigned to. | + | Number value the kit will be assigned to. Valid ID's are 0-1023. Values higher than 1023 will overflow. Similarly, using an ID that's already taken will cause the two modkits to overlap. |
+ | |||
==kitType== | ==kitType== | ||
==visibleMods== | ==visibleMods== | ||
Line 15: | Line 132: | ||
Model name from the vehiclemods .rpfs. | Model name from the vehiclemods .rpfs. | ||
===modShopLabel=== | ===modShopLabel=== | ||
+ | Name corresponding to its GXT2 entry. | ||
===linkedModels=== | ===linkedModels=== | ||
+ | Models which should be included in the tuning part (e.g. a hood option that includes a blower). Defined in the linkMods section. | ||
+ | |||
===turnOffBones=== | ===turnOffBones=== | ||
+ | Sections of the model which will be removed when the part is installed (e.g. a hood option, a spoiler option for a vehicle with a stock spoiler) | ||
+ | |||
===type=== | ===type=== | ||
+ | The tuning shop category of the mod. | ||
+ | |||
*VMT_BONNET | *VMT_BONNET | ||
+ | *VMT_BUMPER_F | ||
+ | *VMT_BUMPER_R | ||
+ | *VMT_CHASSIS (chassis) | ||
+ | *VMT_CHASSIS2 (arch covers) | ||
+ | *VMT_CHASSIS3 (aerials) | ||
+ | *VMT_CHASSIS4 (trim) | ||
+ | *VMT_CHASSIS5 (tank) | ||
+ | *VMT_DOOR_L (doors) | ||
+ | *VMT_ENGINEBAY1 (engine block) | ||
+ | *VMT_ENGINEBAY2 (air filters) | ||
+ | *VMT_ENGINEBAY3 (fittings) | ||
+ | *VMT_EXHAUST (also has a slight effect on engine sound) | ||
*VMT_GRILL | *VMT_GRILL | ||
+ | *VMT_HYDRO | ||
+ | *VMT_ICE | ||
+ | *VMT_INTERIOR1 | ||
+ | *VMT_INTERIOR2 (ornaments) | ||
+ | *VMT_INTERIOR3 (dash) | ||
+ | *VMT_INTERIOR4 (dials) | ||
+ | *VMT_INTERIOR5 | ||
+ | *VMT_KNOB | ||
+ | *VMT_LIVERY_MOD | ||
+ | *VMT_PLAQUE | ||
+ | *VMT_PLTHOLDER | ||
+ | *VMT_PLTVANITY | ||
*VMT_ROOF | *VMT_ROOF | ||
− | * | + | *VMT_SEATS |
− | * | + | *VMT_SKIRT |
− | *VMT_SPOILER | + | *VMT_SPOILER (also affects stats via Traction) |
− | * | + | *VMT_STEERING |
+ | *VMT_TRUNK | ||
+ | *VMT_WING_L | ||
+ | *VMT_WING_R | ||
+ | |||
===bone=== | ===bone=== | ||
− | * | + | The part of the vehicle the mod attaches to. |
+ | |||
+ | *bobble_base | ||
+ | *bobble_head | ||
+ | *bonnet | ||
+ | *boot | ||
*bumper_f | *bumper_f | ||
*bumper_r | *bumper_r | ||
+ | *chassis | ||
+ | *door_dside_f | ||
+ | *door_pside_f | ||
+ | *misc_l | ||
+ | *steeringwheel | ||
+ | *window_lf | ||
+ | *window_rf | ||
+ | *wing_lf | ||
+ | *wing_rf | ||
===collisionBone=== | ===collisionBone=== | ||
*chassis | *chassis | ||
Line 41: | Line 207: | ||
:'''Value:''' true or false. | :'''Value:''' true or false. | ||
===disableBonnetCamera=== | ===disableBonnetCamera=== | ||
− | :'''Value:''' true or false. | + | :'''Value:''' true or false. Whether or not the mod disables the bonnet camera view. |
===allowBonnetSlide=== | ===allowBonnetSlide=== | ||
+ | :'''Value:''' true or false. Whether or not the mod removes the character's ability to slide over the vehicle's bonnet. | ||
+ | ===weaponSlot=== | ||
+ | The index of the weapon, as defined in the vehicle's handling.meta. If defined, it will enabled with that mod part. | ||
+ | ===weaponSlotSecondary=== | ||
+ | The index of the weapon, as defined in the vehicle's handling.meta. If defined, it will enabled with that mod part. Used as an addition to weaponSlot. | ||
+ | ===disableProjectileDriveby=== | ||
+ | :'''Value:''' true or false. Whether or not the mod disables projectile weapons in drive-by. | ||
+ | ===disableDriveby=== | ||
+ | :'''Value:''' true or false. Whether or not the mod disables drive-by. Does not affect vehicle weapons. | ||
+ | ===disableDrivebySeat=== | ||
+ | The index of the vehicle seat that drive-by is to be disabled on. | ||
+ | ===disableDrivebySeatSecondary=== | ||
+ | The index of the vehicle seat that drive-by is to be disabled on. Used as an addition to disableDrivebySeat. | ||
+ | |||
+ | ==linkMods== | ||
+ | ===modelName=== | ||
+ | Model name from the vehiclemods .rpfs. | ||
+ | ===bone=== | ||
+ | The part of the vehicle the mod attaches to. | ||
+ | ===turnOffExtra=== | ||
:'''Value:''' true or false. | :'''Value:''' true or false. | ||
− | + | ||
==statMods== | ==statMods== | ||
Mods that change stats. | Mods that change stats. | ||
===identifier=== | ===identifier=== | ||
===modifier=== | ===modifier=== | ||
+ | ''<modifier value='''"100"''' />'' Value of how much a mod adds to a stat, in %. (for VMT_ENGINE, modifier value="100" adds 20% of the initialDriveForce value found in handling.meta) | ||
===audioApply=== | ===audioApply=== | ||
===weight=== | ===weight=== | ||
Amount of weight, in kilograms, that the mod adds. | Amount of weight, in kilograms, that the mod adds. | ||
===type=== | ===type=== | ||
+ | The tuning shop category of the mod. | ||
+ | |||
+ | *VMT_ARMOUR | ||
+ | *VMT_BRAKES | ||
*VMT_ENGINE | *VMT_ENGINE | ||
− | |||
*VMT_GEARBOX | *VMT_GEARBOX | ||
− | |||
− | |||
*VMT_SUSPENSION | *VMT_SUSPENSION | ||
+ | |||
==slotNames== | ==slotNames== | ||
+ | Used to rename part categories in Los Santos Customs. | ||
+ | ===slot=== | ||
+ | Name of the modshop category (VMT_*, as listed above) | ||
+ | ===name=== | ||
+ | Name corresponding to its GXT2 entry. | ||
+ | |||
==liveryNames== | ==liveryNames== | ||
+ | Used to name liveries in Los Santos Customs. This ONLY applies to liveries embedded in the vehicle's texture dictionary, and is NOT to be used for liveries as part of VMT_LIVERY_MOD category. | ||
+ | This section is just items with the GXT2 text label names. | ||
+ | |||
+ | ==livery2Names== | ||
+ | It functions the same as the above liveryNames, except this is to be used for livery2 liveries. Those are special liveries that exist alongside embedded liveries and the mod part liveries, currently only used on the roof of the Tornado Custom. However this section is currently unused. | ||
+ | |||
+ | |||
+ | =Wheels= | ||
+ | {{Metafilestruct|struct = CVehicleWheel}}<br><br> | ||
+ | Wheels are grouped in the following categories. | ||
+ | VWT_SPORT (Sport Wheels) | ||
+ | VWT_MUSCLE (Muscle Wheels) | ||
+ | VWT_LOWRIDER (Lowrider Wheels) | ||
+ | VWT_SUV (SUV Wheels) | ||
+ | VWT_OFFROAD (Off-Road Wheels) | ||
+ | VWT_TUNER (Tuner Wheels) | ||
+ | VWT_BIKE (Bike Wheels, front and rear) | ||
+ | VWT_HIEND (High End Wheels) | ||
+ | VWT_SUPERMOD1 (Benny's Originals) | ||
+ | VWT_SUPERMOD2 (Benny's Bespoke) | ||
+ | VWT_SUPERMOD3 (Open Wheel) | ||
+ | VWT_SUPERMOD4 (Street Wheels) | ||
+ | VWT_SUPERMOD5 (unused) | ||
+ | ===wheelName=== | ||
+ | Name of the wheel drawable. | ||
+ | ===wheelVariation=== | ||
+ | Name of the wheel variation drawable. Used for "Custom Tires" option in Los Santos Customs. | ||
+ | ===modShopLabel=== | ||
+ | Name corresponding to its GXT2 entry. | ||
+ | ===rimRadius=== | ||
+ | The radius of the rim. Determines how much of the drawable is culled when the tire burts. | ||
+ | ===rear=== | ||
+ | :'''Value:''' true or false. Whether or not the wheel is a rear motorcycle wheel. | ||
+ | |||
=Lights= | =Lights= | ||
+ | {{Metafilestruct|struct = vehicleLightSettings}}<br><br> | ||
Here begins the optional section for a custom light settings '''ID''' | Here begins the optional section for a custom light settings '''ID''' | ||
Why optional? Because we can keep this section closed. We can apply light settings IDs to our vehicles that was already made. We set the existing setting on our '''carvariations.meta''' or [https://www.gtamodding.com/wiki/Carvariations.ymt carvariations.ymt] | Why optional? Because we can keep this section closed. We can apply light settings IDs to our vehicles that was already made. We set the existing setting on our '''carvariations.meta''' or [https://www.gtamodding.com/wiki/Carvariations.ymt carvariations.ymt] | ||
Line 68: | Line 298: | ||
Like on modkit IDs, we got an new ID we need to set for our light setting. This ID can be used later on other vehicles without needing to create a new light settings ID | Like on modkit IDs, we got an new ID we need to set for our light setting. This ID can be used later on other vehicles without needing to create a new light settings ID | ||
For ex. | For ex. | ||
− | <id value="'' | + | ''<id value="'''''YourLightSettingIDNumber'''''"/>'' |
+ | |||
==indicator== | ==indicator== | ||
Here start the main settings for your '''indicators'''. Its basicly the type of light cones and textures that get drawn on the ground. | Here start the main settings for your '''indicators'''. Its basicly the type of light cones and textures that get drawn on the ground. | ||
Line 129: | Line 360: | ||
− | '''<textureName>'''VehicleLight_car_LED1'''</textureName>''' | + | *'''<textureName>'''VehicleLight_car_LED1'''</textureName>''' |
+ | |||
+ | *'''<textureName>'''VehicleLight_car_LED2'''</textureName>''' | ||
+ | |||
+ | *'''<textureName>'''VehicleLight_car_standardmodern'''</textureName>''' | ||
− | '''<textureName>''' | + | *'''<textureName>'''VehicleLight_car_oldsquare'''</textureName>''' |
− | '''<textureName>''' | + | *'''<textureName>'''VehicleLight_car_antique'''</textureName>''' |
− | |||
− | |||
− | ''' | + | *'''<textureName>'''VehicleLight_car_standard70s'''</textureName>''' |
− | |||
− | <textureName>'''VehicleLight_car_standard70s'''</textureName>''' | ||
− | '''<textureName>'''VehicleLight_car_utility | + | *'''<textureName>'''VehicleLight_car_utility'''</textureName>''' |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | '''<textureName>''' | + | *'''<textureName>'''VehicleLight_bike_sport'''</textureName>''' |
− | '''<textureName>''' | + | *'''<textureName>'''VehicleLight_bike_sport'''</textureName>''' |
− | '''<textureName>'''VehicleLight_misc_searchlight'''</textureName>''' | + | *'''<textureName>'''VehicleLight_bike_round'''</textureName>''' |
+ | |||
+ | *'''<textureName>'''VehicleLight_bicycle'''</textureName>''' | ||
+ | |||
+ | *'''<textureName>'''VehicleLight_misc_squarelight'''</textureName>''' | ||
+ | |||
+ | *'''<textureName>'''VehicleLight_misc_searchlight'''</textureName>''' | ||
Line 188: | Line 419: | ||
====color==== | ====color==== | ||
− | <color value="0x00000000"/> | + | ''<color value="'''0x00000000'''"/>'' |
This set the color of the coronas like on light cones. If you are was reading the cone color section, then you would know about my green color example. | This set the color of the coronas like on light cones. If you are was reading the cone color section, then you would know about my green color example. | ||
The same color goes here then. | The same color goes here then. | ||
Line 197: | Line 428: | ||
====numCoronas==== | ====numCoronas==== | ||
− | <numCoronas value="1"/> = Number of coronas | + | ''<numCoronas value="'''1'''"/>'' = Number of coronas. |
This will set how many coronas the rear indicators have. It will start multiplie them from the left and right side down from the pivot position of your vehicles light dummy. | This will set how many coronas the rear indicators have. It will start multiplie them from the left and right side down from the pivot position of your vehicles light dummy. | ||
− | Here is an example of a simple stripe using 20 single coronas and low distance between coronas + high intensity. | + | ''Here is an example of a simple stripe using '''20''' single coronas and low distance between coronas + high intensity.'' |
[[File:Numberofcoronas.png|600px]] | [[File:Numberofcoronas.png|600px]] | ||
====distBetweenCoronas==== | ====distBetweenCoronas==== | ||
− | <distBetweenCoronas value="128"/> | + | ''<distBetweenCoronas value="'''128'''"/>'' |
− | This will change the distance between all coronas of the rear indicatos. | + | This will change the distance between all single coronas of the rear indicatos. So decrease it if you want to have a LED stripe of coronas. |
====distBetweenCoronas_Far==== | ====distBetweenCoronas_Far==== | ||
− | <distBetweenCoronas_far value="255"/> | + | ''<distBetweenCoronas_far value="'''255'''"/>'' |
This will change the distance between all coronas of the rear indicatos when you see the vehicle far away from you. | This will change the distance between all coronas of the rear indicatos when you see the vehicle far away from you. | ||
It makes sense to use always a 2x higher value of your main setting. For ex. 128 x 2 = 256. Just make a straight number out of it. So it is 255 instead of 256. | It makes sense to use always a 2x higher value of your main setting. For ex. 128 x 2 = 256. Just make a straight number out of it. So it is 255 instead of 256. | ||
====xRotation==== | ====xRotation==== | ||
− | < | + | ''<'''x'''Rotation value="'''0.00000000'''"/>'' |
This set the rotation of the corona on the X axis. It will heavily affect if you have multi coronas. | This set the rotation of the corona on the X axis. It will heavily affect if you have multi coronas. | ||
Its useful if you want to set coronas at diffent places. | Its useful if you want to set coronas at diffent places. | ||
====yRotation==== | ====yRotation==== | ||
− | < | + | ''<'''y'''Rotation value="'''0.00000000'''"/>'' |
− | This set the rotation of the corona on the Y axis. It will heavily affect if you have multi coronas | + | This set the rotation of the corona on the Y axis. Means, up and down rotation direction. It will heavily affect if you have multi coronas |
====zRotation==== | ====zRotation==== | ||
− | < | + | ''<'''z'''Rotation value="'''0.00000000'''"/>'' |
− | This set the rotation of the corona on the Z axis. It will heavily affect if you have multi coronas | + | This set the rotation of the corona on the Z axis. Means, rotates to the front/back side direction of the vehicle It will heavily affect if you have multi coronas |
====zBias==== | ====zBias==== | ||
− | < | + | ''<'''z'''Bias value="'''0.25000000'''"/>'' |
− | This set the bias of the distBetweenCoronas positioning. Changing this | + | This set the bias of the distBetweenCoronas positioning. Changing this for fine tuning. |
====pullCoronaIn==== | ====pullCoronaIn==== | ||
− | <pullCoronaIn value="false"/> | + | ''<pullCoronaIn value="'''false'''"/>'' |
− | It pull the corona inside the vehicle light object. You don't want to see the coronas directly? Just use | + | It pull the corona inside the vehicle light object. You don't want to see the coronas directly? Just use set it to '''true'''. |
==frontIndicatorCorona== | ==frontIndicatorCorona== | ||
Line 254: | Line 485: | ||
For ex. | For ex. | ||
'''<name>'''ferrarienzo'''</name>''' | '''<name>'''ferrarienzo'''</name>''' | ||
+ | |||
+ | =Sirens= | ||
+ | {{Metafilestruct|struct = sirenSettings}}<br><br> | ||
+ | This setting is optional and only works on emergency vehicles. | ||
+ | |||
+ | ==id== | ||
+ | Like on light IDs, we got an new ID we need to set for our siren setting. This ID can be used later on other vehicles without needing to create a new siren settings ID For ex. <id value="YourLightSettingIDNumber"/> | ||
+ | |||
+ | ==name== | ||
+ | Here you can name the siren | ||
More questions? Ask here: | More questions? Ask here: | ||
http://gtaforums.com/topic/857958-vehicles-light-and-siren-setting-ids-explained/ | http://gtaforums.com/topic/857958-vehicles-light-and-siren-setting-ids-explained/ | ||
− | Here is a simple carcols file without any tuning setting. You can test it on your Add-On vehicle. | + | '''Here is a simple carcols file without any tuning setting. You can test it on your Add-On vehicle. |
− | [https://gist.github.com/MrGTAmodsgerman/ | + | [https://gist.github.com/MrGTAmodsgerman/24b69599bf6ecfeaa2eb59c8b86a892d carcols.ymt example]''' |
+ | |||
+ | =GlobalVariationData= | ||
+ | {{Metafilestruct|struct = CVehicleVariationGlobalData}}<br><br> | ||
+ | Setting for the default Xenon Lights. These settings cannot be edited or overridden via DLC packs, and must be edited in the main carcols.ymt file. | ||
+ | ===xenonLightColor=== | ||
+ | Hexadecimal of the light color. The format is ARGB. | ||
+ | ===xenonCoronaColor=== | ||
+ | Hexadecimal of the light corona color. The format is ARGB. | ||
+ | ===xenonLightIntensityModifier=== | ||
+ | Light intensity. | ||
+ | ===xenonCoronaIntensityModifier=== | ||
+ | Intensity of the light corona. | ||
+ | |||
+ | =XenonLightColors= | ||
+ | {{Metafilestruct|struct = CVehicleXenonLightColor}}<br><br> | ||
+ | Settings for the custom Xenon Lights added in b1604. These settings cannot be edited or overridden via DLC packs, and must be edited in the main carcols.ymt file. | ||
+ | ===lightColor=== | ||
+ | Hexadecimal of the light color. The format is ARGB. | ||
+ | ===coronaColor=== | ||
+ | Hexadecimal of the light corona color. The format is ARGB. | ||
+ | ===lightIntensityModifier=== | ||
+ | Light intensity. | ||
+ | ===coronaIntensityModifier=== | ||
+ | Intensity of the light corona. | ||
+ | <br> | ||
+ | ---- | ||
{{GTA5-navi}} | {{GTA5-navi}} |
Latest revision as of 22:08, 30 August 2023
Struct: | CVehicleModelInfoVarGlobal |
---|---|
File Type: | CARCOLS_FILE |
Carcols controls vehicle colors, license plates, mod kits, wheels, and lights. This file isn't for assigning these things to particular vehicles, for that see carvariations.ymt.
VehiclePlates
Struct: | CVehicleModelInfoPlates |
---|
Vehicle License Plates cannot be added via DLC packs, and must be added to the main carcols.ymt file.
Textures
TextureSetName
Name of the plate. Used in carvariations.
DiffuseMapName
Name of the plate texture.
NormalMapName
Name of the plate texture bump map.
FontExtents
How far the font extends from the left, right, top, and bottom of the plate. Used for resizing and moving the font.
MaxLettersOnPlate
Always set to x="7.00000000" y="1.00000000"
FontColor
Hexadecimal of the plate font color. The format is ARGB.
FontOutlineColor
Hexadecimal of the plate font outline color. The format is ARGB. It doesn't seem to have an effect in-game.
IsFontOutlineEnabled
- Value: true or false. Whether or not the the plate font outline is enabled. It doesn't seem to have an effect in-game.
FontOutlineMinMaxDepth
Min-max depth of the plate font outline. It doesn't seem to have an effect in-game.
DefaultTexureIndex
Global setting affecting all license plates. 4 is the default.
NumericOffset
Global setting affecting all license plates. The character on the vehicle_generic_plate_font texture where the number starts. 0 is the default. Changing it to 10, for example, will make the numbers 0-9 be mapped to characters A-J
AlphabeticOffset
Global setting affecting all license plates. The character on the vehicle_generic_plate_font texture where the letters start. 10 is the default. Changing it to 11, for example, will make the letter A be mapped to letter B.
SpaceOffset
Global setting affecting all license plates. The character on the vehicle_generic_plate_font texture where the space/blank character starts. 63 is the default. Changing it to other values will make other characters appear in place of the space.
RandomCharOffset
Global setting affecting all license plates. The character on the vehicle_generic_plate_font texture where random characters start. 36 is the default.
NumRandomChar
Global setting affecting all license plates. Controls the amount of random characters intended to be present on the vehicle_generic_plate_font texture. 4 is the default.
Colors
Struct: | CVehicleModelColor |
---|
Colors cannot be added via DLC packs, and must be added to the main carcols.ymt file.
color
Hexadecimal of the color. The format is ARGB.
metallicID
Metallic ID of the color. Affects the shinyness of the paint. Only the names listed in the EVehicleModelColorMetallicID enum will work, otherwise it will default to "none". Names are case-sensitive.
-1: none 0: EVehicleModelColorMetallic_normal 1: EVehicleModelColorMetallic_1 2: EVehicleModelColorMetallic_2 3: EVehicleModelColorMetallic_3 4: EVehicleModelColorMetallic_4 5: EVehicleModelColorMetallic_5 6: EVehicleModelColorMetallic_6 7: EVehicleModelColorMetallic_7 8: EVehicleModelColorMetallic_8 9: EVehicleModelColorMetallic_9
audioColor
Audio to be used when describing the color on the police scanner. Only the names listed in the EVehicleModelAudioColor enum will work, otherwise it will default to "POLICE_SCANNER_COLOUR_black". Names are case-sensitive.
0: POLICE_SCANNER_COLOUR_black 1: POLICE_SCANNER_COLOUR_blue 2: POLICE_SCANNER_COLOUR_brown 3: POLICE_SCANNER_COLOUR_beige 4: POLICE_SCANNER_COLOUR_graphite 5: POLICE_SCANNER_COLOUR_green 6: POLICE_SCANNER_COLOUR_grey 7: POLICE_SCANNER_COLOUR_orange 8: POLICE_SCANNER_COLOUR_pink 9: POLICE_SCANNER_COLOUR_red 10: POLICE_SCANNER_COLOUR_silver 11: POLICE_SCANNER_COLOUR_white 12: POLICE_SCANNER_COLOUR_yellow
audioPrefix
Audio to be used when describing the color's prefix (eg. light, dark) on the police scanner. Only the names listed in the EVehicleModelAudioPrefix enum will work, otherwise it will default to "none". Names are case-sensitive.
0: none 1: POLICE_SCANNER_PREFIX_bright 2: POLICE_SCANNER_PREFIX_light 3: POLICE_SCANNER_PREFIX_dark
audioColorHash
uint32 hash of the audioColor name. The hash is converted from a non-case-sensitive string. For convenience sake, the hashes are listed below.
POLICE_SCANNER_COLOUR_black = 3850041493 POLICE_SCANNER_COLOUR_blue = 3826758445 POLICE_SCANNER_COLOUR_brown = 2201497177 POLICE_SCANNER_COLOUR_beige = 1325014621 POLICE_SCANNER_COLOUR_graphite = 1345033317 POLICE_SCANNER_COLOUR_green = 306110198 POLICE_SCANNER_COLOUR_grey = 807368168 POLICE_SCANNER_COLOUR_orange = 2639756769 POLICE_SCANNER_COLOUR_pink = 2019367074 POLICE_SCANNER_COLOUR_red = 1585269136 POLICE_SCANNER_COLOUR_silver = 607306136 POLICE_SCANNER_COLOUR_white = 4066575219 POLICE_SCANNER_COLOUR_yellow = 3440150791
audioPrefixHash
uint32 hash of the audioPrefix name. The hash is converted from a non-case-sensitive string. For convenience sake, the hashes are listed below.
none = 0 POLICE_SCANNER_PREFIX_bright = 1815504495 POLICE_SCANNER_PREFIX_light = 3089268592 POLICE_SCANNER_PREFIX_dark = 1169689894
colorName
Name of the color.
MetallicSettings
Struct: | CVehicleMetallicSetting |
---|
This allows to edit the intensity and "shinyness" of the metallic ID's. The data is in the same order as defined in the EVehicleModelColorMetallicID enum. This does not mean that one can add entirely new metallic settings. Any additional data will be ignored as it's not defined. Metallic ID "none" is not present and cannot be edited. Metallic Settings cannot be edited or overridden via DLC packs, and must be edited in the main carcols.ymt file.
specInt
Specular intensity.
specFalloff
Specular falloff.
specFresnel
Specular fresnel.
WindowColors
Struct: | CVehicleWindowColor |
---|
Data for the window tints. Window Colors cannot be added via DLC packs, and must be added to the main carcols.ymt file.
color
Hexadecimal of the color. The format is ARGB.
name
Name of the color.
Kits
Struct: | CVehicleKit |
---|
kitName
The mod kits name. Used for carvariations.ymt
id
Number value the kit will be assigned to. Valid ID's are 0-1023. Values higher than 1023 will overflow. Similarly, using an ID that's already taken will cause the two modkits to overlap.
kitType
visibleMods
Vehicle mods that change or add a model/texture.
modelName
Model name from the vehiclemods .rpfs.
modShopLabel
Name corresponding to its GXT2 entry.
linkedModels
Models which should be included in the tuning part (e.g. a hood option that includes a blower). Defined in the linkMods section.
turnOffBones
Sections of the model which will be removed when the part is installed (e.g. a hood option, a spoiler option for a vehicle with a stock spoiler)
type
The tuning shop category of the mod.
- VMT_BONNET
- VMT_BUMPER_F
- VMT_BUMPER_R
- VMT_CHASSIS (chassis)
- VMT_CHASSIS2 (arch covers)
- VMT_CHASSIS3 (aerials)
- VMT_CHASSIS4 (trim)
- VMT_CHASSIS5 (tank)
- VMT_DOOR_L (doors)
- VMT_ENGINEBAY1 (engine block)
- VMT_ENGINEBAY2 (air filters)
- VMT_ENGINEBAY3 (fittings)
- VMT_EXHAUST (also has a slight effect on engine sound)
- VMT_GRILL
- VMT_HYDRO
- VMT_ICE
- VMT_INTERIOR1
- VMT_INTERIOR2 (ornaments)
- VMT_INTERIOR3 (dash)
- VMT_INTERIOR4 (dials)
- VMT_INTERIOR5
- VMT_KNOB
- VMT_LIVERY_MOD
- VMT_PLAQUE
- VMT_PLTHOLDER
- VMT_PLTVANITY
- VMT_ROOF
- VMT_SEATS
- VMT_SKIRT
- VMT_SPOILER (also affects stats via Traction)
- VMT_STEERING
- VMT_TRUNK
- VMT_WING_L
- VMT_WING_R
bone
The part of the vehicle the mod attaches to.
- bobble_base
- bobble_head
- bonnet
- boot
- bumper_f
- bumper_r
- chassis
- door_dside_f
- door_pside_f
- misc_l
- steeringwheel
- window_lf
- window_rf
- wing_lf
- wing_rf
collisionBone
- chassis
- mod_col_1
- mod_col_2
cameraPos
- VMCP_DEFAULT
audioApply
weight
Amount of weight, in kilograms, that the mod adds.
turnOffExtra
- Value: true or false.
disableBonnetCamera
- Value: true or false. Whether or not the mod disables the bonnet camera view.
allowBonnetSlide
- Value: true or false. Whether or not the mod removes the character's ability to slide over the vehicle's bonnet.
weaponSlot
The index of the weapon, as defined in the vehicle's handling.meta. If defined, it will enabled with that mod part.
weaponSlotSecondary
The index of the weapon, as defined in the vehicle's handling.meta. If defined, it will enabled with that mod part. Used as an addition to weaponSlot.
disableProjectileDriveby
- Value: true or false. Whether or not the mod disables projectile weapons in drive-by.
disableDriveby
- Value: true or false. Whether or not the mod disables drive-by. Does not affect vehicle weapons.
disableDrivebySeat
The index of the vehicle seat that drive-by is to be disabled on.
disableDrivebySeatSecondary
The index of the vehicle seat that drive-by is to be disabled on. Used as an addition to disableDrivebySeat.
linkMods
modelName
Model name from the vehiclemods .rpfs.
bone
The part of the vehicle the mod attaches to.
turnOffExtra
- Value: true or false.
statMods
Mods that change stats.
identifier
modifier
<modifier value="100" /> Value of how much a mod adds to a stat, in %. (for VMT_ENGINE, modifier value="100" adds 20% of the initialDriveForce value found in handling.meta)
audioApply
weight
Amount of weight, in kilograms, that the mod adds.
type
The tuning shop category of the mod.
- VMT_ARMOUR
- VMT_BRAKES
- VMT_ENGINE
- VMT_GEARBOX
- VMT_SUSPENSION
slotNames
Used to rename part categories in Los Santos Customs.
slot
Name of the modshop category (VMT_*, as listed above)
name
Name corresponding to its GXT2 entry.
liveryNames
Used to name liveries in Los Santos Customs. This ONLY applies to liveries embedded in the vehicle's texture dictionary, and is NOT to be used for liveries as part of VMT_LIVERY_MOD category. This section is just items with the GXT2 text label names.
livery2Names
It functions the same as the above liveryNames, except this is to be used for livery2 liveries. Those are special liveries that exist alongside embedded liveries and the mod part liveries, currently only used on the roof of the Tornado Custom. However this section is currently unused.
Wheels
Struct: | CVehicleWheel |
---|
Wheels are grouped in the following categories.
VWT_SPORT (Sport Wheels) VWT_MUSCLE (Muscle Wheels) VWT_LOWRIDER (Lowrider Wheels) VWT_SUV (SUV Wheels) VWT_OFFROAD (Off-Road Wheels) VWT_TUNER (Tuner Wheels) VWT_BIKE (Bike Wheels, front and rear) VWT_HIEND (High End Wheels) VWT_SUPERMOD1 (Benny's Originals) VWT_SUPERMOD2 (Benny's Bespoke) VWT_SUPERMOD3 (Open Wheel) VWT_SUPERMOD4 (Street Wheels) VWT_SUPERMOD5 (unused)
wheelName
Name of the wheel drawable.
wheelVariation
Name of the wheel variation drawable. Used for "Custom Tires" option in Los Santos Customs.
modShopLabel
Name corresponding to its GXT2 entry.
rimRadius
The radius of the rim. Determines how much of the drawable is culled when the tire burts.
rear
- Value: true or false. Whether or not the wheel is a rear motorcycle wheel.
Lights
Struct: | vehicleLightSettings |
---|
Here begins the optional section for a custom light settings ID Why optional? Because we can keep this section closed. We can apply light settings IDs to our vehicles that was already made. We set the existing setting on our carvariations.meta or carvariations.ymt
id
Like on modkit IDs, we got an new ID we need to set for our light setting. This ID can be used later on other vehicles without needing to create a new light settings ID For ex. <id value="YourLightSettingIDNumber"/>
indicator
Here start the main settings for your indicators. Its basicly the type of light cones and textures that get drawn on the ground. The section continues with the following settings:
intensity
<intensity value="0.37500000"/> Itensity change, how bright, and strong the light will be.
falloffMax
<falloffMax value="2.50000000"/> Test it yourself, its hard to explain. It will change smooth the lights goes in each directions. The following picture can help you to understand the whole section more.
falloffExponent
<falloffExponent value="8.00000000"/> Simular setting. Take a look
innerConeAngle
<innerConeAngle value="45.00000000"/> The light thats going to be drawn on the ground, got a inner cone and a outer cone
outerConeAngle
<outerConeAngle value="90.00000000"/> The outher cone will change how far the light will fall from the light pivot position to all sides. Lowering will make it more like a laser light. Its useful to increase when you want to light up a small room with one single light. It goes more to all side then pointing like a spot light.
emissiveBoost
<emmissiveBoost value="false"/> It will affect the brightness multiplier, color and intensity of the light cones and coronas. Its like EmissiveMultiplier. Set it to true if you want it.
color
<color value="0xFFFF8000"/> It changes the light color of your indicators cones (NOT CORONAS) Some light textures just block the change of that color. You need to set the right light texture first. The color is written in HEX, just use https://www.webpagefx.com/web-design/color-picker to get the HEX color. Make sure to paste it after 0xFF...
Simple example: I just want to have a green light cones and coronas on my vehicle. I use the side and pick a green color. The site show only #1EFF00 as color. In the carcols file it will be formated as: 0xFF1EFF00
textureName
<textureName/> Texture names are important for color changing. It also set the outfit of our light cones. It can look very different. You can keep it closed if you want.
To understand what that is, look at the following picture:
GTA V uses a bunch of different light textures they all act different.
Here are some texture names:
- <textureName>VehicleLight_car_LED1</textureName>
- <textureName>VehicleLight_car_LED2</textureName>
- <textureName>VehicleLight_car_standardmodern</textureName>
- <textureName>VehicleLight_car_oldsquare</textureName>
- <textureName>VehicleLight_car_antique</textureName>
- <textureName>VehicleLight_car_standard70s</textureName>
- <textureName>VehicleLight_car_utility</textureName>
- <textureName>VehicleLight_bike_sport</textureName>
- <textureName>VehicleLight_bike_sport</textureName>
- <textureName>VehicleLight_bike_round</textureName>
- <textureName>VehicleLight_bicycle</textureName>
- <textureName>VehicleLight_misc_squarelight</textureName>
- <textureName>VehicleLight_misc_searchlight</textureName>
Thats all i found so far.
mirrorTexture
<mirrorTexture value="true"/> This mirror the texture we set on the light. For example, you want to have the light cone of your headlights pointing to the other direction. Set it to false if you don't want that.
The whole section end with:
</indicator>
rearIndicatorCorona
Now we have the main indicator setting. But we need our single corona settings. It starts with this:
size
<size value="0.70000000"/> This will set the size of your corona when you are near the vehicle
size_far
<size_far value="7.00000000"/> This will set the size of your corona when you look far away to the vehicle. It makes sense to always choose an higher value then the simple size value.
intensity
<intensity value="2.00000000"/> This will change the corona itensity. Self explanatory, isn't it? I made an example how the light can look when i increase the intensity of the corona of my taillights very high:
intensity_far
<intensity_far value="9.00000000"/> This will change the corona intensity when you are far away from the vehicle. Its like a LOD version for coronas.
color
<color value="0x00000000"/> This set the color of the coronas like on light cones. If you are was reading the cone color section, then you would know about my green color example. The same color goes here then.
Here is a pic of my green color setting:
numCoronas
<numCoronas value="1"/> = Number of coronas. This will set how many coronas the rear indicators have. It will start multiplie them from the left and right side down from the pivot position of your vehicles light dummy.
Here is an example of a simple stripe using 20 single coronas and low distance between coronas + high intensity.
distBetweenCoronas
<distBetweenCoronas value="128"/> This will change the distance between all single coronas of the rear indicatos. So decrease it if you want to have a LED stripe of coronas.
distBetweenCoronas_Far
<distBetweenCoronas_far value="255"/> This will change the distance between all coronas of the rear indicatos when you see the vehicle far away from you. It makes sense to use always a 2x higher value of your main setting. For ex. 128 x 2 = 256. Just make a straight number out of it. So it is 255 instead of 256.
xRotation
<xRotation value="0.00000000"/> This set the rotation of the corona on the X axis. It will heavily affect if you have multi coronas. Its useful if you want to set coronas at diffent places.
yRotation
<yRotation value="0.00000000"/> This set the rotation of the corona on the Y axis. Means, up and down rotation direction. It will heavily affect if you have multi coronas
zRotation
<zRotation value="0.00000000"/> This set the rotation of the corona on the Z axis. Means, rotates to the front/back side direction of the vehicle It will heavily affect if you have multi coronas
zBias
<zBias value="0.25000000"/> This set the bias of the distBetweenCoronas positioning. Changing this for fine tuning.
pullCoronaIn
<pullCoronaIn value="false"/> It pull the corona inside the vehicle light object. You don't want to see the coronas directly? Just use set it to true.
frontIndicatorCorona
The same goes for this section.
tailLight
This section too
tailLightCorona
yep, its pretty the same
tailLightMiddleCorona
This section have the same values, but it basicly creates coronas at the position between the taillight coronas you already set up.
headLight
The same settings. Headlights always use a custom light texture.
headLightCorona
It makes it very cool to increase the intensity for headlight coronas.
reversingLight
Nothing more to explain.
reversingLightCorona
Reversing lights also use coronas.
name
Your setting already have a custom ID. But you also need a name for it. For ex. <name>ferrarienzo</name>
Sirens
Struct: | sirenSettings |
---|
This setting is optional and only works on emergency vehicles.
id
Like on light IDs, we got an new ID we need to set for our siren setting. This ID can be used later on other vehicles without needing to create a new siren settings ID For ex. <id value="YourLightSettingIDNumber"/>
name
Here you can name the siren
More questions? Ask here: http://gtaforums.com/topic/857958-vehicles-light-and-siren-setting-ids-explained/
Here is a simple carcols file without any tuning setting. You can test it on your Add-On vehicle. carcols.ymt example
GlobalVariationData
Struct: | CVehicleVariationGlobalData |
---|
Setting for the default Xenon Lights. These settings cannot be edited or overridden via DLC packs, and must be edited in the main carcols.ymt file.
xenonLightColor
Hexadecimal of the light color. The format is ARGB.
xenonCoronaColor
Hexadecimal of the light corona color. The format is ARGB.
xenonLightIntensityModifier
Light intensity.
xenonCoronaIntensityModifier
Intensity of the light corona.
XenonLightColors
Struct: | CVehicleXenonLightColor |
---|
Settings for the custom Xenon Lights added in b1604. These settings cannot be edited or overridden via DLC packs, and must be edited in the main carcols.ymt file.
lightColor
Hexadecimal of the light color. The format is ARGB.
coronaColor
Hexadecimal of the light corona color. The format is ARGB.
lightIntensityModifier
Light intensity.
coronaIntensityModifier
Intensity of the light corona.
Grand Theft Auto V | |
---|---|
File Formats | .awc • .dat • .gfx • .gxt2 • .ide • .meta/.ymt/.xml • .mrf • .patch • .rpf • .ybn/.ybd • .ycd • .ydd • .ydr • .yed • .yfd • .yft • .yld • .ymap • .ymf • .ynd • .ynv • .ypdb • .ysc • .ytd • .ytyp • .yvr |
Documentation | Bink Video • Native functions • Weather types |
Tools | OpenIV • GIMS Evo • CodeWalker |
Multiplayer | GTAForums: GTA Online |
Useful links | Community portal • Discussion forums • GTA V Modding Forum • GTA5-Mods • Native Functions Database (alloc8or) |