Difference between revisions of "Carcols.dat"

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m (GTA3)
(Structure)
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= Structure =
 
= Structure =
  
The carcols.dat file is split up into two or three sections named "col", "car" and "car4" (car4 being only used in gta-sa). Each section starts with a section identifier and ends with the keyword "end", both in a single line.
+
The carcols.dat file is split up into two or three sections named "col", "car" and "car4" (car4 being only used in GTASA). Each section starts with a section identifier and ends with the keyword "end", both in a single line.
  
 
Comments in this file are done by using the numbersign "#" symbol at the start of the line.
 
Comments in this file are done by using the numbersign "#" symbol at the start of the line.
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==COL==
 
==COL==
  
Col section contain colour palette, the data is made of text lines, every line contains 3 numbers seperated with a comma ',' sign. The 3 numbers in a line specifify the Red, Green and Blue component of that line's colour. With all three values, a colour is formed, and applied to a car. Each value is between 0 and 255, thus 256 options per value; a total of 16,777,216 different colour combinations possible.
+
Col section contain colour palette, the data is made of text lines, every line contains 3 numbers seperated with a comma ',' sign. The 3 numbers in a line specify the Red, Green and Blue component of that line's colour. With all three values, a colour is formed, and applied to a car. Each value is between 0 and 255, thus 256 options per value; a total of 16,777,216 different colour combinations possible.
  
 
Below are the colours available in an unedited carcols.dat file, numbered according to their respective lines.
 
Below are the colours available in an unedited carcols.dat file, numbered according to their respective lines.
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==CAR==
 
==CAR==
  
CAR section asociate specific colors from color palette with cars, data in a line is separated same as in COL section (with a comma ','). Every line contains car's model name, and numbers which specify car's color pairs (2 colors per color pair - primary and secondary). For example, on a police car, the primary colour is black, and the secondary is white. Make the police car's numbers 2,0 and you'll have a blue and white police car.
+
The CAR section associates specific colours from the colour palette with cars. Data in a line is separated same as in COL section (with a comma ','). Every car has a line dedicated to it, followed by numbers which specify the car's colour pairs (2 colors per color pair - primary and secondary). For example, on a police car, the primary colour is black, and the secondary is white. Make the police car's numbers 2,0 and you'll have a blue and white police car.
  
 
Here is an example:
 
Here is an example:
  
  thiscar, 1,3, 4,8
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  kuruma, 18,57, 5,6
  
 
The game will interpret the data like this:
 
The game will interpret the data like this:
* the color pair data belongs to car 'thiscar'
+
* the colour pair data belongs to car 'kuruma'
* numbers '1' and '3' are first color pair. 1 is the primary colour, 3 is the secondary.
+
* numbers '18' and '57' are the first colour pair. 18 is the primary colour, 57 is the secondary. Let's say this is the Kuruma from GTA3, so we match these colours up to the GTA3 palettes above. The primary colour will be <font color="#9E2F2B">'''this red colour'''</font>, and the secondary <font color="#3D67AB">'''this blue colour'''</font>.
* numbers '4' and '8' are second color pair. 4 is the primary colour, 8 is the secondary.
+
* numbers '5' and '6' are second colour pair. <font color="#86446E">'''5 is the primary colour'''</font>, <font color="#F3ED47">'''6 is the secondary'''</font>.
  
The game will randomly spawn cars with either data pair, but never mix pairs together. You can have a lot more than two pairs for one car - the more pairs, the more variety in colour the car will have.
+
The game will randomly spawn cars with either data pair, but will never mix pairs together. You can have a lot more than two pairs for one car - the more pairs, the more variety of colours the car will have each time it spawns.
  
 
==CAR4==
 
==CAR4==
  
San andreas only, contains same data as CAR section but specifies 4 colors for specific cars, that is instead of two colors in a color pair there are four.
+
Included in GTASA only, contains same data as CAR section but has colours in sets of 4 instead of 2. These cars will need to have not only primary and secondary materials assigned within the dff, but also tertiary and quaternary materials. By default, only the Campervan, Cement Mixer and Squalo boat use 4 colours in the game.
  
 
= Adding new colours =
 
= Adding new colours =

Revision as of 11:14, 6 March 2006

Introduction

Car Colours file (carcols.dat) contains a colour palette and numbers to associate them with specific cars. Cars may or may not have a colour palette.

Structure

The carcols.dat file is split up into two or three sections named "col", "car" and "car4" (car4 being only used in GTASA). Each section starts with a section identifier and ends with the keyword "end", both in a single line.

Comments in this file are done by using the numbersign "#" symbol at the start of the line.

Example:

# a comment!

COL
...
end

CAR
...
end

CAR4
...
end

COL

Col section contain colour palette, the data is made of text lines, every line contains 3 numbers seperated with a comma ',' sign. The 3 numbers in a line specify the Red, Green and Blue component of that line's colour. With all three values, a colour is formed, and applied to a car. Each value is between 0 and 255, thus 256 options per value; a total of 16,777,216 different colour combinations possible.

Below are the colours available in an unedited carcols.dat file, numbered according to their respective lines.

GTA3

0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39
40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59
60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79
80 81 82 83 84 85 86 87 88 89 90 91 92 93 94

GTAVC

0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39
40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59
60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79
80 81 82 83 84 85 86 87 88 89 90 91 92 93 94

GTASA

0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39
40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59
60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79
80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99
100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119
120 121 122 123 124 125 126

CAR

The CAR section associates specific colours from the colour palette with cars. Data in a line is separated same as in COL section (with a comma ','). Every car has a line dedicated to it, followed by numbers which specify the car's colour pairs (2 colors per color pair - primary and secondary). For example, on a police car, the primary colour is black, and the secondary is white. Make the police car's numbers 2,0 and you'll have a blue and white police car.

Here is an example:

kuruma, 18,57, 5,6

The game will interpret the data like this:

  • the colour pair data belongs to car 'kuruma'
  • numbers '18' and '57' are the first colour pair. 18 is the primary colour, 57 is the secondary. Let's say this is the Kuruma from GTA3, so we match these colours up to the GTA3 palettes above. The primary colour will be this red colour, and the secondary this blue colour.
  • numbers '5' and '6' are second colour pair. 5 is the primary colour, 6 is the secondary.

The game will randomly spawn cars with either data pair, but will never mix pairs together. You can have a lot more than two pairs for one car - the more pairs, the more variety of colours the car will have each time it spawns.

CAR4

Included in GTASA only, contains same data as CAR section but has colours in sets of 4 instead of 2. These cars will need to have not only primary and secondary materials assigned within the dff, but also tertiary and quaternary materials. By default, only the Campervan, Cement Mixer and Squalo boat use 4 colours in the game.

Adding new colours

This is incredibly simple. To begin with, you must come up with an RGB code that matches the colour you want a car to spawn as. As explained earlier, choose any number between 0 and 255 for each 3 values. Now in the COL section, add a new line at the bottom, and give it a # number that follows on from the very last colour. Make sure your new line does not have the same # number as any other line. Once you have your new line ready, you can add a name for it on the right, similar to the other lines, but this is not necessary. You have finished with the COL section.

Now we move onto the CAR and CAR4 sections. Find the vehicle you want your new colour(s) to apply to. This vehicle should already have one or more pairs assigned to it. You can either remove these, or add your new pair to the end. Whichever you choose will make no difference, but don't forget the last number in the entire line does not require a comma on it.

A pair can also have the same colour in it twice, all this will do is match the primary and secondary colours together.