Carcols.ymt

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carcols.meta / carcols.#mt
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



Contents

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.

FallOffAngle.jpeg

falloffExponent

<falloffExponent value="8.00000000"/> Simular setting. Take a look

FalloffExponent.jpg

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:


Lighttexture.jpg

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: Coronaintensity.png

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:

Green light example.png

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.

Numberofcoronas.png

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.