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Vills SkyTerror

I was hoping to replace some customs RGB colours into carcols.dat but noticed that there are total of 126 ID entries and only 64 colours are used in modshops.

So wondering which one of those are under use? :lol: list maybe

 

Also what does below mean?:

#1-10    service colours  - careful with these#126    hot pink   - do not use#street, 9,73
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Color 65 is one of the used Transfender colors. It's a horrible dark yellow-ish color which I replaced myself with a nice looking light yellow. If you wanna try it out, the RGB is 202,160,74

 

Screenshot

Edited by B Dawg
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the colors seems to be the first 64 colors

 

 

 

 


0,0,0				# 0 black				black245,245,245			# 1 white				white42,119,161			# 2 police car blue			blue132,4,16			# 3 cherry red				red38,55,57			# 4 midnight blue			dark blue134,68,110			# 5 temple curtain purple		purple215,142,16			# 6 taxi yellow				yellow76,117,183			# 7 striking blue			bright blue189,190,198			# 8 light blue grey			light blue grey94,112,114			# 9 hoods				light# maibatsu70,89,122			# 10 saxony blue poly			blue101,106,121			# 11 concord blue poly			grey93,126,141			# 12 jasper green poly			blue88,89,90			# 13 pewter gray poly			grey214,218,214			# 14 frost white			light156,161,163			# 15 silver stone poly			grey51,95,63			# 16 rio red				green115,14,26			# 17 torino red pearl			red123,10,42			# 18 formula red			red159,157,148			# 19 honey beige poly			light# sh*tsu and nioka59,78,120			# 20 mariner blue			blue115,46,62			# 21 blaze red				red105,30,59			# 22 classic red			red150,145,140			# 23 winning silver poly		grey81,84,89			# 24 steel gray poly			grey63,62,69			# 25 shadow silver poly			dark165,169,167			# 26 silver stone poly			grey99,92,90			# 27 warm grey mica			grey61,74,104			# 28 harbor blue poly			blue151,149,146			# 29 porcelain silver poly		grey66,31,33			# 30 mellow burgundy			dark95,39,43			# 31 graceful red mica			red132,148,171			# 32 currant blue poly			blue# kunst118,123,124			# 33 gray poly				grey100,100,100			# 34 arctic white			light90,87,82			# 35 anthracite gray poly		grey37,37,39			# 36 black poly				dark45,58,53			# 37 dark green poly			green147,163,150			# 38 seafoam poly			light109,122,136			# 39 diamond blue poly			blue34,25,24			# 40 biston brown poly			dark111,103,95			# 41 desert taupe poly			dark124,28,42			# 42 garnet red poly			red95,10,21			# 43 desert red				red25,56,38			# 44 green				green93,27,32			# 45 cabernet red poly			red157,152,114			# 46 light ivory			light122,117,96			# 47 pueblo beige			green152,149,134			# 48 smoke silver poly			light173,176,176			# 49 astra silver poly			grey132,137,136			# 50 ascot gray				grey48,79,69			# 51 agate green			green77,98,104			# 52 petrol blue green poly		green22,34,72			# 53 surf blue				blue39,47,75			# 54 nautical blue poly			blue# stuff125,98,86			# 55 woodrose poly			dark158,164,171			# 56 crystal blue poly			blue156,141,113			# 57 bisque frost poly			light109,24,34			# 58 currant red solid			red78,104,129			# 59 lt.crystal blue poly		blue156,156,152			# 60 lt.titanium poly			light145,115,71			# 61 race yellow solid			yellow102,28,38			# 62 brt.currant red poly		red148,157,159			# 63 clear crystal blue frost poly	grey

 

first row in panel is

black, white, police car blue, cherry red, midnight blue, temple curtain purple, taxi yellow, striking blue

second row:

light blue grey, hoods, saxony blue poly, concord blue poly, jasper green poly, pewter gray poly, frost white, silver stone poly

 

but something is wrong, i changed 15 silver stone poly(8. of second row), but ingame 14 frost white was changed (7. of second row)

 

find it out by yourself, use the script below

get in a car then press "YES" key to show color panel

use up, down, left, right to move to color squares and change color

press enter to quit

 

{$CLEO .cs}
:Menue_COLOR_HighLevel
03A4: name_thread 'MENUCOL'

const  
L_PANEL_VAR = 0@
L_ACTIVE_ROW_VAR = 1@
L_PANEL_IS_SHOWN_VAR = 2@
end

while true
wait 0
    if
        0256:   player $PLAYER_CHAR defined
    then
            if
                L_PANEL_IS_SHOWN_VAR  == 0
            then    
                    if  and
                        00E1:   key_pressed  0  11//--- key = YES
                        00DF:   actor $PLAYER_ACTOR driving 
                    then                        
                        gosub @MENU_1
                    end
            else// if menue is shown, if L_PANEL_IS_SHOWN_VAR  == 1
                    if  or
                        00E1:   key_pressed  0  0//--- key = left/right
                        00E1:   key_pressed  0  1//--- key = forward/backward
                    then
                        gosub @Selection_1
                    end
                    if
                        00E1:   key_pressed  0  15//--- key = Enter/Exit
                    then                                                
                        gosub @Remove_panel
                    end
            end
    else//if player dies or gets arrested
            if
                L_PANEL_IS_SHOWN_VAR  == 1
            then
                gosub @Remove_panel//if player dies or gets arrested while meue is shown
            end    
    end
end

:MENU_1
03C0: 13@ = actor $PLAYER_ACTOR car
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0826: toggle_hud  0
0964: create_square_color_panel 'CARM1' position 400.0  20.0  width 25.7 columns 8 interactive 1 background 1 alignment 1 panelID L_PANEL_VAR  // Colors
L_PANEL_IS_SHOWN_VAR = 1
return

:Remove_panel
08DA: remove_panel L_PANEL_VAR
L_PANEL_IS_SHOWN_VAR = 0
0826: toggle_hud  1
wait 500
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)   
return


:Selection_1
08D7: L_ACTIVE_ROW_VAR = panel L_PANEL_VAR active_row
0A22: set_car_color_to_panel_color_panelID L_PANEL_VAR car 13@ colorslot 1 active_row L_ACTIVE_ROW_VAR
return

 

Edited by ZAZ
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Vills SkyTerror

Did some digging and experiments and this is my find.. :D:D

 

2usu1c4.jpg <<<image credits to Midnightz from documenting gtasa memory addresses forum/pg.43

 

It can be seen that top two rows are in sequence 0-7 (top row) and 8-15 (2nd row) of #entries ,remaining 6 rows are a mess (some are skipped and some are not in ascending order)

 

first row in panel is
black, white, police car blue, cherry red, midnight blue, temple curtain purple, taxi yellow, striking blue
second row:
light blue grey, hoods, saxony blue poly, concord blue poly, jasper green poly, pewter gray poly, frost white, silver stone poly

but something is wrong, i changed 15 silver stone poly(8. of second row), but ingame 14 frost white was changed (7. of second row)

 

I tried doing the same with same entry 15, but replaced with more noticeable color (orangered rgb 255,69,0) and it actually changed correctly #15 only; not #14.

 

Also found that

#1-10    service colours  - careful with these

are common service vehicle colors which have only one color scheme everywhere; like #6 is for taxi, #0 & #1 are police, #1 is firetruck, etc.

Messing with them will make them all change into weird schemes

#126    hot pink   - do not use

Above is Venturas GF's car color. :panic::panic::panic: don't know why warn not to use...

 

Finally,

#street, 9,73

still no idea what this is and where its used. No vehicle use it.

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Did some digging and experiments and this is my find.. :D:D

 

2usu1c4.jpg <<<image credits to Midnightz from documenting gtasa memory addresses forum/pg.43

 

 

I tried doing the same with same entry 15, but replaced with more noticeable color (orangered rgb 255,69,0) and it actually changed correctly #15 only; not #14.

11 is missing in your grafic, 15 should be 16,

but i think you mean 11 is missing in the game color panel, so 15 goes to slot 14, right?

 

#126    hot pink   - do not use
Above is Venturas GF's car color. :panic::panic::panic: don't know why warn not to use...

 

i also see no problem with 126

works for me

{$CLEO .cs}thread 'cleo4text'while true    wait 0    if    0256:   player $PLAYER_CHAR defined    then        if  and            00DF:   actor $PLAYER_ACTOR driving            0AB0:   key_pressed 8// backspace        then            03C0: 0@ = actor $PLAYER_ACTOR car            0229: set_car 0@ primary_color_to 126 secondary_color_to 3            00BA: text_styled 'fem_ok'  1000 ms  4//ok            wait 2000        end    endend

 

Finally,

#street, 9,73
still no idea what this is and where its used. No vehicle use it.

looks invalid, i think, RGB requires 3 values

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Vills SkyTerror

 

11 is missing in your grafic, 15 should be 16,

but i think you mean 11 is missing in the game color panel, so 15 goes to slot 14, right?

 

My bad didn't notice 2nd row skips 11.

 

And yes #15 goes to #14 slot.

 

Also seems like all my queries have been cleared :lol: thank you!

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i tried all and everything experimentally and i wud like to tell u that those numbers dont work

what i mean is i took a wierd unique color of mine and replaced its rgb value entry with each line from start to end serially and tried to checked for what entry number the colors are shown in the color pallet

i found that for many entries my color appeared on the same position in pallet

i.e. For just an example if u put rgb entry of your color in 13th, 15th and 19th place it appeared on same square.......

So i took my 64 colors which i wanted in pallet and put them serially from beginning of file to see what happens and voila ! I got all those colors serially in pallet now.....

The old colors are still there but shifted forward by 64 colors.....

Just the problem now is that all vehicles have their colors messed up as i put my entry in their color's place.....

Adding 64 to original number for car color entry can solve this easy.....

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