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SummerFreeze

Best mod for custom colors?

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SummerFreeze

What is the best mod / trainer for creating custom colors?

 

Right now I'm using Simple Trainer; it accepts RGB values in one prompt, which I like. I've also tried Menyoo.

 

Preferably I'd like to use a HSL or HSV color picker. Does something like this exist?

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LeeC22
Posted (edited)
3 hours ago, SummerFreeze said:

What is the best mod / trainer for creating custom colors?

 

Right now I'm using Simple Trainer; it accepts RGB values in one prompt, which I like. I've also tried Menyoo.

 

Preferably I'd like to use a HSL or HSV color picker. Does something like this exist?

I don't think I've ever seen anything with a HSL or HSV picker, or even an RGB picker saying that. The reason might be that using the mouse on screen isn't the easiest of methods to work with, which is why all the mouse-enabled UI aspects are scaleforms in the game itself.

 

Because you can't sample the colours from any point you click on the screen, you'd have to create a LUT based on screen coordinates, which could be imprecise at different resolutions. You could probably do it with a set of sliders easier but people will tend to pick RGB inputs because it's very direct to work with... RGB is a very linear colour system, whereas HSL is quite a complex hexagonal system.

 

I know the Rampage Trainer has a set of 3 menu items for R, G & B, which are just items you press left or right to increase, or decrease the value. If you're looking for more direct visual feedback, that might be worth checking out.

 

I'll see if I can think of ways it could be done while I am working on my other mod. My artist side likes this kind of thing, my programmer side tends to run and hide because there's going to be lots of maths involved. If I have any ideas, I'll post back in this thread... unless someone else comes up with something first. Given how inactive this section is though, that might not happen.... it's a lonely place in the modding section of this site.

Edited by LeeC22
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LeeC22

Okay... this might be easier to create than I thought and I think I can create it with a kind-of hack as well.

 

But first a challenge... here are two pickers, one of them is a genuine Photoshop picker image, the other is created with the hack method I think I can get away with... can you tell the difference and if so, would you think that seeing it, would be enough to make using it feel wrong?

 

Only the gradient display to the left is the bit I am concerned about, the hue picker seems like it would be no problem.

 

It's basically a case of how precise do you feel a typical HSL picker is? I find them a bit unreliable, simply because trying to hit a particular pixel at high-resolutions is almost impossible, so you tend to just fumble round the area until you hit something that feels right.

 

pickers.jpg

 

 

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SummerFreeze
Posted (edited)

@LeeC22, first off thanks for the replies. It's cool that you are already working on this.

 

I don't really see a difference between the two images. I have experience with several graphical image processing programs, so I'm used to different color pickers. To me personally it wouldn't matter how much it reflected the one in photoshop. But maybe it's the one most people know.

 

It would already be a big help if I could change HSL values in the game --like on the right side of the image-- and quickly apply them to a car. Right now with Simple Trainer I'm using an external tool to convert RGB to HSL, adjust the color, then convert back to RGB and enter the code into the custom color dialogue.

 

One issue I see with a color picker is that the colors are a lot brighter in GTA, so maybe the colors in the picker have to be pre-converted to reflect that. Else one would always have to pick a color that is much darker than the desired one. A fellow GTA forums member has calculated an approximation to the shader used in GTA: https://gtaforums.com/topic/933928-how-to-compute-your-crew-color-by-algorithm/#comments

Edited by SummerFreeze
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LeeC22

@SummerFreezeThe other option is something like Forza uses, which is basically 3 sliders to choose the HSL values. But if just being able to enter HSL values would help, then I already have some conversion classes I downloaded yesterday, so converting the values is no problem.

 

I haven't done anything with custom RGB values with cars in-game, so I'd need to look into that. I'll build a small test mod later (hopefully) that takes some inputs, does some conversions and then applies the colours. Once I can see how the values you input relate to what happens in-game, I will have a better understanding of what's going on.

 

I'll also have a read of that thread you linked to. I did read through it once but I have never done anything with crew colours, so didn't take much notice of what was said in it. Now it might be relevant, so I'll read it again.

 

I can't make any promises with this, it's going to be a "Maybe" kind of thing. As you've probably seen from my comments in the online section, I swing from mental highs to lows in an instant, so a lot of enthusiasm one day, might be total hatred of all things development related the next. It's an interesting idea, it's ticking over in my head but if things go quiet, don't take that as me quitting on the idea... it might just have been mentally pushed aside out of necessity for a short while.

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LeeC22
Posted (edited)

@SummerFreezeSo... I was thinking of trying something a little, unconventional for this, to make it a bit different. This is the rough concept idea I have come up with.

 

hsl-picker-concept.jpg

 

The interface pops up from the bottom of the screen when you press a certain control when you are in a vehicle.

 

The default selection would be the outer Hue wheel, which instead of moving a cursor round the wheel, the wheel rotates with the top centre being the selected colour. The dial on the left would represent Saturation and the dial on the right would represent Luminance. Both of these would rotate through a fixed range when they are selected, like a volume control.

 

There are three buttons in the centre for H, S & L respectively, for if you wanted to enter the values directly. I would also add another button, possibly to one side of the main display, that clears the custom colour.

 

I think this would be an unintrusive way of choosing the colour, done in a way that hasn't been done before. All controls would update the central colour panel in real-time, as well as the colour on the car.

 

Any thoughts?

 

The image is 1280x800 as I typically work at the native resolution of the SHVDN UI, which is 1280x720, so close enough.

Edited by LeeC22
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SummerFreeze

@LeeC22, this looks great!

 

The "Kustom crew color requests" thread in the Vehicles section you probably know is always active, so I can imagine quite a few people would find such a tool very helpful.

 

But I don't know what color model other people are used to the most. HSL is the case for me; yet HSV/HSB are also fairly common. HSL is the closer approximation to human perception out of the two though. (CIE-LCH is even closer, but because GTA crew colors are RGB anyway, I don't think it would make sense to use that one.)

 

That aside, It would probably be good if the color picker also displayed RGB hex codes. One reason is that I'm sure some people are used to those, but also that's the code one has to enter for the crew color. (Again though, this code is much darker than the color displayed in the game.) So maybe a switch that toggles the numerical inputs between HSL and RGB (hex or decimal?), or a button that generates the RGB hex code would be useful.

 

Maybe @JoonasPRKL could give some feedback, as he is probably the person most experienced with custom colors in GTA.

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SummerFreeze

I forgot to add: I'm happy to help with testing if needed.

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LeeC22
Posted (edited)

@SummerFreezeAs I sit here looking at this, more and more things keep adding to the must-have list. I was just building the skeleton classes and wrapping the custom colour natives when I realised there was no option to switch between primary and secondary custom colours. I've also just been thinking about how the pearlescent colours work with these custom colours.

 

I've just added concept placements for the primary and secondary colour switches (top-left and top-right), plus a clear button (bottom right). I've also removed the centres of the dials, so that they can update with a visual representation of the value as you change them. One of the reasons I could never get my head around shaders, is because they lack a visual element... I can't relate to formulas and algorithms producing visual effects, I need to see it and it's the same with colours... so this has to feel right first and foremost. The colours inside the dials in this image don't reflect the position of the dials, I just threw something behind them so I could see how it looked.

 

hsl-picker-concept3.jpg

 

In the Forza games, they use 3 sliders for Hue, Saturation and Brightness, which seems to work well enough. I think it's a good idea to follow a convention of a popular vehicle related franchise, so using those three components seems a good way to go. I personally tend to set colours by feel, so having a real-time update and quickly accessible controls is the most important factor, rather than which colour system to use to generate them... people soon adapt. I am considering having the central section be able to switch between HSL and RGB if required though, or maybe have three outer RGB rings for that mode.

 

I can easily make the mod dump a text file with various values related to the colours, RGB, Hex codes etc... so you won't have to write values down to remember them.

 

I tend to have lots of ideas about things and it's only when they actually work in game, that I get a better idea of how well it all fits together. Good ideas can often turn out to be not so good when you get hands-on with them, so it's all try it and see. It'll all come together quickly if I have a good day... getting a good day is like the GTA Online lucky wheel though, so it's not a given.

 

This whole system is about something I don't use in the game though, so I'll probably throw many ideas into this thread and rely on people more familiar with the custom stuff to give feedback about what might be useful, or not so useful as they see it. Once I get something up and running, having someone to test will be very useful, so I'll be sure to send something your way.

Edited by LeeC22
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SummerFreeze

@LeeC22, this looks very promising so far, and what you write makes a lot of sense to me as well. I agree that if the picker is intuitive, it doesn't really matter what color model it is built on.

 

A couple of things about crew colors that might be worth considering: In vanilla GTA Online, a car can only have one crew color. So if for example, you have a primary crew color and want to apply a different crew color to the secondary, it changes the primary to that one as well. But you can apply a different crew color to each of your cars. Pearls you can change to the ones available at the mod shop or keep the one that was applied through the previous color, for example Metallic Sunrise Orange comes with Worn Shadow Silver pearl. Still, the choice in pearls is limited. Since this is a mod though, I guess it would be nice to have custom primary and secondary colors, as well as pearl if that is possible.

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LeeC22

@SummerFreezeFirst proof-of-concept video. Hue is chosen by the position of the hue wheel, saturation is set to 1 and luminance is set to .5. There are no additional controls or any of the buttons on the GUI yet, this video was purely to test the HSL to RGB conversion code, plus the realtime updating of the colour panel and the car.

 

 

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SummerFreeze

Awesome!

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LeeC22
Posted (edited)

@SummerFreezeSecond progress video uploaded.

 

GUI now goes through proper eased showing/hiding phases as it should. GUI is shown/hidden by pressing Gamepad A when you are in a vehicle, all controls are disabled apart from the camera controls when the GUI is being shown.

 

Hue, Saturation and Luminance are now under control in this current version. Hue is changed with Accelerate & Brake, Saturation with Move Up & Down, Luminance with Move Left & Right. There's a minor deadzone implemented to stop rogue inputs on the move controls (to filter out left/right when you're pushing up/down etc...) but the inputs are scaled so it still feels like a smooth transition from no input to some input.

 

Some buttons are also located in their correct position and are synced with the GUI motion, the yellow button shows a "Selected" state. No visible controls are in place in the central panel yet.

 

Been an on and off day with me getting p*ss*d off at the council failing to empty bins and rolling out the Corona excuse... but fairly promising progress on the whole. The vodka's about to get poured, so this might be the last progress for today.

 

 

 

Edited by LeeC22
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LeeC22

I am sat here playing with some different styles for dials for the centre panel and you know what, I think adding them would be a backward step. I don't think they contribute anything to the functionality compared to how the 3-inputs system works right now. Being able to change all 3 aspects at the same time, makes it feel much quicker to choose a colour. You don't even have to change to different sliders like you do in Forza.

 

Maybe that centre panel area can be used for something more important,

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LeeC22

It seems today is that day... the day that you realise you spent far too short planning this idea and far too long getting it to work. So now it's time to properly think about what this needs to do and make it do it.

 

  1. Being able to switch between Primary, Secondary and Pearl colours in a better way.
  2. Being able to Link Primary and Secondary colours if you want them both the same.
  3. Storing any default colours (that are already on the car) when you open the GUI and having the option to revert any changes
  4. Making the upper colour panel work better for Primary and Secondary colours, by splitting the panel into two and then instead of having that reflection effect, having a sprite that represents the Pearl colour.
  5. Having the option to store colours as presets and then be able to choose one of those presets to apply to the current vehicle.
  6. Having a list of the default game colours and have them accessible to store on the current vehicle.
  7. Displaying various output information... somewhere.

 

The problem with number 7 is that you can't display text above sprites. That means you have to cut holes in the display area where you want to draw text and then draw rectangles behind it to block out the world. Trying to position text inside holes is a messy pain, so that's going to be problematic to say the least.

 

Unless I have missed the way to do this... I have tried setting the UI layer to a number higher than the last sprite layer (with the _SET_UI_LAYER native 0x61BB1D9B3A95D802) but the text still appears underneath the sprites. It could be that SHVDN just goes "Meh... we'll draw all the text first and then draw all the sprites regardless of any layer values" because that's the kind of thing I'd expect SHVDN to do, but I don't know for sure. The game just might not allow text above sprites, although that would be an odd decision... but this is Rockstar we're talking about, so...

 

If anyone has any thoughts about functionality I might have missed, now's the time to speak up. Making fundamental changes after a day's work isn't a problem... making them after I have added all the changes I need to do, is guaranteed to be a problem. I am showing videos so people can get ideas and make suggestions based on what they see.

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LeeC22

Small changes so far today but ones that I think make a huge difference to changing the colours on your car.

 

When you open the GUI, the current colours are stored, whether that be standard paint colours or custom colours. If you have custom colours, the picker settings are set to match those colours, so that when the GUI appears, you are starting from your car's current colour. This means slight tweaks are easy to do.

 

If you open the GUI with a standard colour, that colour is converted to HSL/RGB and those settings are applied to the GUI. So you are again starting with a colour that matches what you came in with, even though it was a standard colour. This makes converting from a standard base colour to a custom colour as simple as opening and closing the GUI.

 

If you press B to close the GUI, the original paint values are restored to the vehicle. If the original paint was a standard colour, then the custom colours are cleared and the standard colour restored. You can change as much as you like, with the safe knowledge that you can simply quit back to your original state if you wish. It's a non-destructive process, meaning looking at colour options doesn't leave you trying to remember what the colours used to be.

 

And hey... the thumbnail doesn't have a pink car in it... so that's a thing... right? :)

 

 

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SummerFreeze

@LeeC22, you're making progress faster than I can comment on. 😉

 

I will try to offer some thoughts on your last comments, but correct me if I misunderstood anything, as I may struggle visualizing how your color picker works.

 

- Inputs: Controlling the HSL changes with 6 buttons/keys is a great idea, because turning a digital dial with the mouse would probably be quite fiddly. If I understand correctly, you are able to make small changes with single inputs and faster/smooth changes when holding the button? That would be ideal. I wonder though what the smallest change would be... maybe one that corresponds to an actual change in the underlying RGB code? Or are individual changes smaller/smoother than that, and once the user has settled on a color, the next closest RGB code is calculated?

 

I don't really understand what you mean by the following... I assume it's because I don't play with a controller.

19 hours ago, LeeC22 said:

Some buttons are also located in their correct position and are synced with the GUI motion, the yellow button shows a "Selected" state.

 

- Primary, Secondary, and Pearl: First off, I agree that being able to save, load, and reset colors would be useful, as well as being able to choose from a list of colors that are already in the game. Displaying the Pearl in the GUI is tricky indeed... maybe the central color could split into three areas like this:

+---------+---+
|         |   |
|   Pri   | p |
|         | e |
+---------+ a |
|         | r |
|   Sec   | l |
|         |   |
+---------+---+

As the Pearl affects Primary and Secondary alike. Maybe there could be a gradient going from left to right, too.

 

- Displaying text: If it's not possible to integrate text into the sprites, then I think the numerical HSL or RGB values could always be shown on the side. That's more technical information anyway, and doesn't need to be in central view. If it's possible to make small changes with the buttons, then there isn't a need to adjust the numbers directly either. However, I think it would be good to still have a prompt to enter a RGB code, as the user may want to switch to a certain color as a starting point, similar to the other options you mention in your last comment, loading a saved color or a default color into the GUI.

 

- - -

 

That's all I can think of right now. As mentioned, an important feature to me would be the ability to make small individual inputs when trying to recreate an IRL color. Seeing the resulting numerical values would also be good to have as a reference. But if it's possible to make precise inputs with the buttons/keys, I don't think there's a need for the user to access and change the HSL/RGB values themselves.

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LeeC22
20 minutes ago, SummerFreeze said:

I assume it's because I don't play with a controller.

Ah... now there's an issue. With a controller, you have analogue inputs, which means the further you push the control, the higher the value you get from it.

 

So on the left thumb-stick for example, up and down gives a range of 0 at the centre, to 1 or -1 when the controller is pushed fully in a direction and .5 in the middle. That gives you a lot of precision when it comes to setting values at different speeds. With keys, it's either on or off, meaning you have to define that level of precision. How much does a single press equate to, when you are dealing with a range of 0.0 to 1.0? If you say "Well .01 is good because that's 1/100th of the total range" but in reality, is 1/100th small enough to make minor variations when compared with the 255 levels present in RGB?

 

You can make the level of input scale over time, so the longer you press, the more it changes by but you have to beware the consequences of pressing just too long, at just the wrong time, sending the value way past what you wanted, leaving you to go back to small changes again to correct it. It's not a problem implementing that type of system, it's just unfortunate that it ultimately turns a smooth and fluid system into something clunky and potentially frustrating. You'll probably find yourself begging for the ability to input values and at that point, the GUI becomes non-functional as you're entering text.

 

But that left stick also acts as 4 inputs, so it's one thumb against several fingers. I'll put the keyboard options in later rather than sooner, just so I can keep the functional code clean without the duplication  of some sections that multiple input methods require.

 

The bit about the buttons being in place and syncing with the motion is just saying that although they're drawn separately from the gui, they don't lag behind or anything when the GUI moves. I say technical things sometimes that seem relevant but they're probably not. Me + Progress pages = lots of rambling. My 5Mods development threads use to go on for pages on some mods.

 

As for the Primary, Secondary and Pearl colours, this is my current idea.

 

three-paint-sections.jpg

 

The pearl is a translucent section that covers both sides of the panel so you get an idea of how it affects both colours.

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LeeC22
Posted (edited)

@SummerFreezeOkay, I need your input on something if you don't mind, I have just discovered a slight problem.

 

With a controller:

Left Stick Up/Down = Move Forward/Backward = Saturation

Left Stick Left/Right = Move Sideways = Luminance

Right Trigger = Accelerate = Hue+

Left Trigger = Brake = Hue-

 

With Keyboard

A & D = Left/Right = Luminance

W = Accelerate = Hue+

S = Brake = Hue-

 

You can see the slight problem there?

 

So my thoughts are.

Q & E  = Saturation

 

Any thoughts on that? All controls are disabled, so they won't activate anything.

 

I also have Vehicle Next Weapon = Change Colour mode Primary -> Secondary -> Linked, which all works now.

 

I don't know what those controls do on keyboard, so I don't know if they're good or bad choices. WASD map automatically.

 

Edit: CRAP! W + S act as both controls, so they change Hue and Saturation. :( But that could be because the keyboard/mouse code isn't in properly yet.

Edited by LeeC22
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LeeC22

Okay... I seem to have this working now, do you want to try it at some point, see how it all feels so far?

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SummerFreeze
Posted (edited)

@LeeC22, I figured that the difference between controller and keyboard could be an issue... it's why I asked about the minimum change with one key stroke. Maybe it would make sense to set it to something like a 0.5 change to the HSL values, and when pressing it together with Shift or Ctrl use 5.0 instead. Or maybe these numerical changes to HSL values when using keyboard could be set by the user.

 

From my experience creating custom colors, a 0.5 change to the HSL values often isn't enough to actually convert to a different RGB code due to rounding. Does your approach take HSL values from the controls and calculate the RGB colors in close to real time? Or does it work another way?

 

For the controls I think it would be a good idea to use WASD and numpad, which are the aircraft controls. My first inclination would be to use the left hand for hue, i.e. W/S, and the right hand for Saturation and Lightness, i.e. Num-4/Num-6 and Num-8/Num-2 respectively, because S and L are more related to each other than to H. But I guess it could also make sense to use the two pairs of up/down keys for S and L, i.e. W/S and Num-8/Num-2.

 

Another thing I just remembered is that colors have different textures. Classic and Metallic are one (and the same), but then there are also Matte, Worn, Util, Brushed, Pure Gold, Chrome, etc. On PC you can apply a crew color to an existing paint job and it will keep the texture. On console I believe crew colors always set the texture to Util, and the only way to get other textures is through glitches.

 

Personally I use Classic/Metallic almost exclusively, but Worn colors are quite popular among the community because they are considered rare.

 

25 minutes ago, LeeC22 said:

Okay... I seem to have this working now, do you want to try it at some point, see how it all feels so far?

Yes, I'd be happy to.

 

Do I need anything other than Script Hook and ASI Loader? (I also have Simple Trainer as mentioned above.)

Edited by SummerFreeze

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LeeC22
Posted (edited)
9 minutes ago, SummerFreeze said:

Do I need anything other than Script Hook and ASI Loader?

You also need any version of ScriptHookVDotNet above 2.10.7 and a scripts folder.

 

The keys this version uses are W & S for Hue, A & D for Luminance and Q & E for Saturation. Tab changes between colour modes (no pearl mode yet), X opens the GUI and Backspace closes it and cancels any changes made. All of this kind of stuff could be configured via an ini file but there's no point in dealing with all the ini stuff at this point in time.

 

I don't know anything about the paint textures so I am not sure how to handle those. I also don't know how to tell if a vehicle only has a primary colour you can change but maybe that's not a real issue.

 

I'll send a link via PM, just unzip the contents into your scripts folder and then press X when you're in a vehicle.

 

Edit: There may be issues with the size and position of the graphics, I run 1920x1200 and haven't tried it at other resolutions, so there could well be issues with that.

Edited by LeeC22
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SummerFreeze
Just now, LeeC22 said:

I don't know anything about the paint textures so I am not sure how to handle those. I also don't know how to tell if a vehicle only has a primary colour you can change but maybe that's not a real issue.

Do you use Simple Trainer? It seemed so from the videos. In there you can use the color menu to set a default color and if you then enter a custom color it will keep the texture of the previously selected default color.

 

For example, Pure Gold texture under Metals is quite unique. If you set that one and pearl to one of the Silvers, and then enter a custom gray like RGB(20,20,20) it will create a very shiny, silver-metallic color.

 

If your approach works in a similar way then I think that would be fine. As mentioned, the textures work like this in vanilla GTA Online, too. Being able to change the texture while keeping the custom color would be nice, but I don't think that has a high priority.

 

I have downloaded the zip, but I won't be able to test it today. Definitely tomorrow though. Thanks!

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LeeC22
Posted (edited)

Hmmm, I'll have a look at those textures through Simple Trainer then, see what happens with them... thanks for that info.

 

The graphics are out of place and my first attempted fix failed. If I get it sorted, I'll upload a new version and that same link will get any new versions automatically.

 

Edit: Okay, I know what the problem is and the fix is simple enough... you just need to buy a 16:10 monitor and it'll all look fine. ;) That's what Rockstar would say anyway.

 

But in all seriousness, the fault is because I always play at 16:10, the sprite sizes get aspect-ratio corrected but I always set the positions at 16:10 instead of 16:9, which is wrong. So when I try to correct them, I can't. So I will have to switch resolutions tomorrow/later whichever comes first and then reset the positions to values I can apply correction to.

 

It normally doesn't matter because I never release mods to anyone else.

Edited by LeeC22
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Posted (edited)

@SummerFreezeNew version that should sort the position problem, on that same link.

 

I realised a problem today with my colour selection method, if you change the secondary colour, you can't get back to edit the primary colour again without going through the Link option, thereby removing the colour set as the secondary. I could keep the toggle key press to switch between Primary and Secondary and then Hold that key to turn on Link mode.

 

I was also thinking about this texture thing. What if I had the textures as a selectable option and as you switched textures, it applied a black version of that and then re-applied the current colour back onto it?

 

So say you had Classic Red selected... if you chose Matte Texture, it would save the red HSL value, apply the standard Matte Black paint, then reapply the custom red to turn it back into a custom colour but keeping the matte texture. That way you could switch textures and retain the current colour as well.

 

Edit: Colour switch mode fixed in the version uploaded at 11:07am.

Paint Mode Key Press toggles between Primary and Secondary

Paint Mode Key Hold for 1/2 Second = Link Mode

Paint Mode Key Press to exit Link Mode and go back to Primary mode.

Edited by LeeC22
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Clear Button has now been removed and replaced by a Pearl Button. Clear button had no real purpose with the Link mode and cancel ability.

Single-Press colour mode control now toggles between 3 states, Primary, Secondary & Pearl.

Pearl Highlight is now in place over the centre panel but currently has no way to change it.

 

Fixed a bug where the colour mode was being set to Primary every time you opened the GUI.

Fixed some erroneous transparency in the overlay layer on the GUI.

 

Considering letting the paint texture type determine the transparency of the pearl highlight, so that it will not appear on paint types where it isn't used. Or I could have multiple highlight types.

Current Texture Types in the dictionary: Classic, Metallic, Matte, Util, Worn, Brushed and Chrome.

 

Still need to decide the best way to display and select the preset colour/texture types.

 

No new version yet...

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SummerFreeze
Posted (edited)
39 minutes ago, LeeC22 said:

Considering letting the paint texture type determine the transparency of the pearl highlight, so that it will not appear on paint types where it isn't used. Or I could have multiple highlight types.

Current Texture Types in the dictionary: Classic, Metallic, Matte, Util, Worn, Brushed and Chrome.

Some more info on the textures:

 

  • Every texture can have a pearl, even though in LSC they can only be added to Metallic and Metals paint. But there is a very common glitch to get around this restriction.
  • "No pearl" is technically (classic) Black pearl or #080808. A real "no pearl" would have to be #000000. This isn't possible to obtain in vanilla GTAO on PC, but it is on console. Here's a list of RGB codes for each color: https://docs.google.com/spreadsheets/d/11ikZaC0_B7BUPDpZYzBZ5oj57Ba1uh54E8gQ0yCzG0g/pubhtml
  • Classic and Metallic textures are the same. The only difference is when buying them at LSC, almost all of the Classic colors come with Black pearl (except Dark Steel, Silver, Bluish Silver, Gold, Bronze), while almost all Metallic colors come with a specific non-Black pearl (except Frost White, Ice White). Here is the list of pearls that are applied when a color is purchased: https://docs.google.com/spreadsheets/d/124-Cy5YPYGAnjEijD-8SG9gMUb67W26a4w8iQOvbiGY/pubhtml#
  • The only cases where the Classic and Metallic versions are not the same color are Gold and Midnight Purple. But they still have the same texture. Classic Gold is Straw Brown with Straw Brown pearl. Metallic Gold, classic Midnight Purple, and metallic Midnight Purple are their own colors.
  • Pure Gold and Epsilon Blue have their own textures. I believe all the textures in the game are: Classic-Metallic, Matte, Worn, Brushed, Utility, Pure Gold, Epsilon Blue, and Chrome.

 

I will try your current version in a few hours. 👍

Edited by SummerFreeze
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Hmmm, it's actually quite complex all this paint stuff. I was looking at those sheets last night strangely enough after reading a thread on here about worn paint colours.

 

One thing I would like to have, is a mode where the game's restrictions are applied fully, because I personally find the free-reign given by Simple Trainer can be quite frustrating. I have bought a few cars online and I always try mods and colours offline first, to see if there are combinations I like. But I have done that, gone online and then found that combination isn't available.

 

Although saying that, I am pretty much done with online anyway now, so maybe that's not a real issue. After seeing these custom colours in action, I can't see any reason to use the preset colours offline now. I'll need to add some code to my persistent car mod to handle these custom colours though, I didn't realise how they worked before doing this.

 

I have uploaded the current version on that link with the changes in the last post I made. I'm going to eat, drink and then try and solve the preset displaying/choosing conundrum.

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SummerFreeze

@LeeC22 Yeah, it's the other way around for me because I've exhausted pretty much all restrictions in vanilla GTA before trying mods. That's why I know all this stuff about colors, textures, etc. 😉

 

The restrictions in the game are really quite arbitrary though. Worn pearls for example look really nice, so why shouldn't we able to choose between all of them, instead of the few that are only available by buying Metallic colors.

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SummerFreeze
Posted (edited)

@LeeC22 I've tried your color picker and even the test version is already so much better than changing colors manually! 👍

 

You didn't include the keys for saturation change yet, did you? I thought about the controls some more and I believe my first inclination to change Lightness with Num-8/Num-2 and Saturation with Num-4/Num-6 would be the most convenient.

 

Also what I've noticed with medium-to-dark colors is that the change with one key press is too big. As the GTA shader makes the RGB codes much brighter, this pushes the medium/dark colors into a smaller area and a single press of the key turns into a more noticeable change of color. So a way to make smaller changes would be good, for example by pressing Shift.

 

Is it possible to print the HSL and RGB values to the screen even if it's just text? That would be good for testing.

 

I had the same issue as you with the resolution because I usually don't play in 6:9 either.

 

Another minor issue is that quite a few vehicle functions are bound to X by default.

Edited by SummerFreeze

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