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SummerFreeze

Best mod for custom colors?

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LeeC22

@SummerFreezeSaturation is on Q & E, which should be Radio Wheel and Horn respectively.

 

At the moment, the Hue change is .5, the Saturation and Luminance change is .005 but whilst both input methods have different input handling, they share the same values, so maybe it needs those splitting as well, which isn't a problem.

 

This is the code I use for Saturation, so you can see it halves the value, which is in the range of 0 to 1, then divides that by 100. So the highest it should be able to get is 1 / 2 = .5 / 100 = .005

newSat += ((satChange / 2f) / 100);

Are you using a high refresh-rate monitor by any chance?

 

I will add a text display on screen that shows the current values. I'll place one on each side of the GUI when it's visible, HSL to the left and RGB to the right. I'll eventually put them in that centre panel but this is the quickest solution for now.

 

The resolution should work fine now at 16:10 and 16:9. I have switched resolution several times and it updates to the correct values straight away. The mod uses the SHVDN UI system, which is always 1280x720, no matter what game resolution you're playing at.

 

The Vehicle functions shouldn't be a problem because I disable all controls apart from the camera and then test for the specific disabled control being pressed. The biggest issue I have with that control is on the Gamepad, because it maps to A, which is also the accept button. So if I have Simple Trainer open and try to select an option, the GUI opens.

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SummerFreeze

@LeeC22

 

I usually play in 4:3 window mode and the GUI looked weird. But it's no problem for me to change to 6:9.

 

I'm not using a high refresh-rate monitor.

 

Q and E didn't work for me... I downloaded the files again just before testing. I can try again later.

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

I usually play in 4:3 window mode and the GUI looked weird. But it's no problem for me to change to 6:9.

I have no idea what SHVDN will do with that resolution (or aspect ratio I should say) to be honest, everything thinks people play on 1920x1080p monitors, which drives me mad with 1920x1200 as it usually stretches everything.

 

Have you remapped the controls for Radio Wheel and Horn at all? If so, then it would be whatever they are remapped to. All mine are default, so Q & E are what are used. I will try and get the ini file added, so you can set them to whatever you prefer.

 

Hmmm, adding these values has just made me realise something, have I got the Hue wheel the wrong way round? Those values I thought should be max .005 are way higher as well, so I need to check what values the keyboard is sending back.

 

Just uploaded a new version with those values being displayed.

 

Edit: Ahhhhhhh... I see where the problem is now. The values it's getting back are actually correct but because you're using windowed mode, there is no vsync, meaning a higher number of frames can pass through. I am testing in 1920x1080 borderless window at the moment and am getting the same thing. That means I need to add a proper time-based calculation in there, which I usually do. It's just that with gamepads, you can input a much smaller amount, so I didn't notice it.

Edited by LeeC22
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LeeC22
Posted (edited)

New version uploaded with changed input code.

 

Gamepad and Keyboard are now handled separately, both are frame-time based, so work fine in windowed modes.

Keyboard has a smaller value with a normal press, if you're holding the Vehicle Lean/Tilt Forward control, which is Left-Shift on my controls, you get a faster change rate.

 

Edit: I think I am done for the day now as well.

Edited by LeeC22
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SummerFreeze
Posted (edited)

@LeeC22 OK, so I actually moved radio control to another key, and the two cars I tested had a 100% saturated color each. 🤦‍♂️ So yeah, changing saturation works fine.

 

The modified input rate doesn't seem to work for me though, unless I'm doing something wrong there as well. I don't really notice a different rate when holding Shift. (The key is bound to the same action for me.) Also now with the numerical values visible, I can see that a single press of the Saturation/Lightness keys can change a RGB value by of up to 5. Ideally it would only change by 1 at most.

 

Apart from that it's already a great tool though. It's so much more than I expected when starting this thread! 🙂

 

Edit: One more thing I just noticed regarding the GUI. I started the game in 4:3 resolution again and it's only the ring of colors that is stretched a bit.

Edited by SummerFreeze

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LeeC22
Posted (edited)

@SummerFreezeI have just uploaded a version that displays the state of the Shift Control and I have just tested it in windows mode, which you can see here. So if this doesn't work, then it sounds like you have something that is setting the shift constantly. As you can see from this video, a single press without Shift sets a very small value.

 

 

That's odd about the Hue wheel, it's drawn the exact same way as the chrome rings, they're both the exact same size.

Late Edit: Unless it's something to do with the sprite scaling when it's rotated... I don't know, this paint thing is grinding me down today, I can't think straight.

 

I had an idea about the centre panel when I woke up this morning. I am going to split the Pearl colours into categories based on their texture type. On the central panel there will be two items, one that contains the texture type and one that contains the names of the paints in that category. So you will be able to select a category and then scroll through the paints that are in that category. Changing the category will do the Save HSL value > Apply Standard Paint to set the texture > Restore HSL process I mentioned previously.

 

I keep thinking about this ability to set controls in the ini and it's going to be a real problem to do.... not for me, for you. Each key can have multiple controls and they have to be written in exactly the right way, or the translation from ini to Control will fail. I have uploaded a text file with the controls list here, so you can see how many there are and how they are named https://drive.google.com/open?id=1TnZWeryPSFYaBPfehomkn0LoV7yHc_Wt

 

I also have a script that will display every control you press if you want to see what you're dealing with, let me know and I'll upload that as well.

 

Edit: Just looking at that RGB sheet you linked to... I don't know where the names he uses have come from, I pulled the values straight from Carcols.ymt and the names are different. Like I have 141,Mettalic Black Blue,0,1,8 and that sheet just says Midnight Blue. In my list, I have Midnight Blue as a Metallic (61), Utility (76) and Matte (84) colours but not on its own.

 

I need some way of getting a reliable, definitive list of category and paint colour for my idea to work... or another idea of how to do it.

Edited by LeeC22
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SummerFreeze
Posted (edited)

@LeeC22, remember how I said that Classic Midnight Purple and Metallic Midnight Purple are different colors? The latter is actually a very dark blue, but still somewhat lighter than Midnight Blue. These are the names in LSC.

 

Simple Trainer lists the numbers, so I checked and Midnight Blue (LSC) has number 141 so that should be Metallic Black Blue in the Carcols.ymt file. Classic Midnight Purple has number 142, and Metallic Midnight Purple 146. Classic/Metallic Galaxy Blue (LSC) is 61 and Matte Midnight Blue is 84.

 

I could map the names for you, if you send me Carcols.ymt, or tell where I can find the file if it's installed with GTA.

 

- - -

 

The ring of colors is only oblique when turning it, yes. There is one position where it is a circle.

 

By the way, if I exit GTA with the color picker open, the Rockstar Launcher sends me an error that the game exited "unexpectedly". That's probably a minor issue though.

 

- - -

 

I just downloaded the new version and the Shift key works now. Maybe I just had an old version? The changes with one key press are also smaller now, but with Hue and Lightness it still changes the RGB values by 2 usually and 3 occasionally. So for me personally, I'd still want that rate to be lower. Would it be possible to set the rate with an .ini file also?

 

Regarding the key bindings, it wouldn't be a problem for me if they have to be written exactly as in the file you provided.

Edited by SummerFreeze

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LeeC22
Posted (edited)

@SummerFreezeI sat in LSC this afternoon with a mod showing me the colour numbers. I recorded a video of me going through every single colour in there, one category at a time. Then I watched the video back and built an Excel spreadsheet... and realised you don't get all the colours in LSC. I just don't know how best to do the Pearl option in the picker, I don't want a single massive list of 160 colours that you have to scroll through, I hate that in Simple Trainer.

 

This is a link to the current txt file I have in my project, would you mind checking through that and seeing what I am missing. https://drive.google.com/open?id=1-BduU9uwwowe3BkUzrkfeX_sB2CQwB8w

 

Some lines have a number, then a texture, then a name. Some don't have the texture because there isn't one shown in carcols.ymt (which is in update.rpf\x64\data). I presume the ones without a defined texture are the normal/classic colours... maybe.

----

That ring issue means it might be the sprite size function, I didn't write that code so I might have a problem there.

 

Edit: It was that function but this is fixed now through a value it gets elsewhere.

---

Not sure how I can test that Launcher problem because I use the launcher bypass and the game exits with no errors like that. It also gets hidden (the Picker) due to the scripts not running when the Pause menu is opened, so that is confusing.

---

Lightness and Saturation use the exact same code, so setting them to different values will just mean it will be completely wrong in a situation where they are working correctly. If that's not a problem for you, then I will get the values into an ini for you to set. This is the code for both values:

newSat += ((satChange / (isShiftPressed ? 1f : 10f)) * Game.LastFrameTime);

newLum += ((lumChange / (isShiftPressed ? 1f : 10f)) * Game.LastFrameTime);

Hue is a different range, it's 0 - 360, not 0 - 1, so that will change by larger numbers. But those values mean Sat and Lum are getting changed by just .0016 each frame when shift isn't pressed.

 

It would help if you also tried the game in fullscreen mode, to see if these problems are still there, because I have a feeling they won't be. Windowed mode is the most unreliable mode you can run a game in, borderless mode is better but I don't know if you can drag a borderless window.

---

I'll get it creating and reading an ini file later and upload a new version.

Edited by LeeC22
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LeeC22

@SummerFreezeNew version has been uploaded, aspect ratio should be fixed and the settings for value changes are now in the ini file.

 

The HUE values are multipliers, so the higher the value, the faster the value will change.

 

The SAT and LUM values are dividers, so the higher the value, the slower the value will change.

 

When you run the mod, the ini file will get created, after than you can just change the values in there.

 

I'm done for the night again, I've been making a fool of myself in one thread and am now getting annoyed in another... I can't cope with the stress of it now, so the vodka is coming out again. I'll check back later for any replies but nothing much is going to be done code-wise.

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SummerFreeze
Posted (edited)

@LeeC22

 

I switched to fullscreen and the results when pressing the change buttons once are pretty much the same.

 

Maybe it's different for you because we are testing different colors. If Saturation is 1.0 then a change in Hue or Lightness make a bigger change to the RGB. If Saturation is 0 then changing Hue has no effect at all, and the Lightness buttons (for me) consistently change all RGB values by 1 for every key press.

 

A change in Lightness generally has a bigger effect on the RGB than a change in Saturation. This may be because of GTA's shader, which makes the RGB colors much lighter. So if you imagine a color map with fixed Hue, and Y-axis = Saturation, X-axis =Lightness, then it's supposed to be a square, but in the game it may be actually be a rectangle that is more wide than high. *IF* this is the case, then Saturation and Lightness should have different change rates.

 

I will check your file with the colors now.

 

 

By the way, I just exited GTA with the color picker open again and this time I didn't get the "unexpected error" message, so it must be because of something else. But it doesn't really bother me anyway.

 

23 minutes ago, LeeC22 said:

@SummerFreezeNew version has been uploaded, aspect ratio should be fixed and the settings for value changes are now in the ini file.

 

The HUE values are multipliers, so the higher the value, the faster the value will change.

 

The SAT and LUM values are dividers, so the higher the value, the slower the value will change.

 

When you run the mod, the ini file will get created, after than you can just change the values in there.

 

I'm done for the night again, I've been making a fool of myself in one thread and am now getting annoyed in another... I can't cope with the stress of it now, so the vodka is coming out again. I'll check back later for any replies but nothing much is going to be done code-wise.

Don't worry about it... If I can adjust the change rates, then your color picker is already perfect for my purposes. 👍

Edited by SummerFreeze

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LeeC22

@SummerFreezeThe latest version crashes and I don't know why. I haven't changed anything in the section causing a crash. If you haven't got the new version yet, don't get it. Sorry, it's not been a good day, so this just about puts the icing on the cake... sorry. :(

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LeeC22

Sh*t!!! It crashes when you get into a vehicle that hasn't got a custom colour. I was partway through changing that colour text file I sent you, so I removed the code that read it in. Turns out it needs that code when you get into a car with a standard colour, so it can convert it to a custom colour.

 

I'll have to put a bogus texture type on those values that don't have one, just to get it working again. F*CK!!!

 

It'll take me about 10 minutes or so.

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SummerFreeze
1 minute ago, LeeC22 said:

Sh*t!!! It crashes when you get into a vehicle that hasn't got a custom colour. I was partway through changing that colour text file I sent you, so I removed the code that read it in. Turns out it needs that code when you get into a car with a standard colour, so it can convert it to a custom colour.

 

I'll have to put a bogus texture type on those values that don't have one, just to get it working again. F*CK!!!

 

It'll take me about 10 minutes or so.

No need to rush; I won't have the time to test the new version until tomorrow evening.

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LeeC22
8 minutes ago, SummerFreeze said:

No need to rush; I won't have the time to test the new version until tomorrow evening.

I have to do it straight away or I forget to do it... there was also another bug when you cancelled any changes made on a standard colour car.

 

There's a new version ready for you anyway.

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SummerFreeze
Posted (edited)

I extracted carcols.ymt and it seems that color texture is <metallicID>.

 

There are 10 of these:

EVehicleModelColorMetallic_normal = Classic-Metallic ?

EVehicleModelColorMetallic_1 =      Classic-Metallic ?

EVehicleModelColorMetallic_2 = "Epsilon Blue", "Metallic White", "Metallic Diamond Blue"

EVehicleModelColorMetallic_3 = Matte

EVehicleModelColorMetallic_4 = Utility

EVehicleModelColorMetallic_5 = Worn

EVehicleModelColorMetallic_6 = Brushed

EVehicleModelColorMetallic_7 = "Chrome"

EVehicleModelColorMetallic_8 = "MP100 GOLD", "MP100 GOLD SPEC"

EVehicleModelColorMetallic_9 = "MP100 GOLD SATIN"

(" " means the ID is only used for those specific colors.)

 

<metallicSettings> has 10 sets of values so I assume these respond to the textures.

 

The first three sets are similar numbers, but different nevertheless:

Int Falloff Fresnel (assumed reference)

0.8   510   0.96    [normal]

0.5   500   0.96    [1]          

1.0   510   0.95    [2]

 

So it's possible that not all colors with "Metallic" in their <colorName> actually have the exact same texture. (This is quite the revelation!) Some of these names have spelling errors ("Metaillic"), so they might not be referenced anywhere outside this file and only serve as descriptions. I will do some testing and try to find more info on this.

 

What is also noteworthy is that most <color> values begin with 0xFF... and a few with 0x00...

This could be meaningless though as it appears to be quite random.

 

EDIT: I noticed some errors in the audio references and tested one of them... matte purple cars will be referred to by the police as "dark green". 😂

Edited by SummerFreeze
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LeeC22

That's awesome, you've spotted things in there I never noticed. I stopped at the main set of definitions and presumed that was the important bit but there's obviously more relevant info in there as well. The Int, Falloff and Fresnel will probably be shader parameters, as they are connected to how light reacts with a surface. I'll have to have another look at that file at some point.

 

You have to laugh at the spelling errors in the files, it's shocking. Jimmy and Tracy DeSanta's model files are called ig_jimmydisanto and ig_tracydisanto, they can't even get the character names right.

 

It finally dawned on me tonight, while I am sat here with my head banging with a headache, I haven't put any de-bounce code into the key-press checking. You always have to put a delay between each key being registered, or you just get swamped with key-presses. With Windows, the first press has a large pause after it, then smaller ones between each held-key being registered. That's what I need to add, not small values. A delay between each key-press will get things under control.

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

That's awesome, you've spotted things in there I never noticed. I stopped at the main set of definitions and presumed that was the important bit but there's obviously more relevant info in there as well. The Int, Falloff and Fresnel will probably be shader parameters, as they are connected to how light reacts with a surface. I'll have to have another look at that file at some point.

I will do some testing regarding these parameters. It's funny because I always thought Ice White "glows" a little more than Frost White, regardless of the difference in RGB code. Also the Airport LSC has a window and when the sun shines through, it leaves a different sized spot on Anthracite Black than with the other Blacks. But I always discarded those impressions thinking all the Classic-Metallic colors must have the same texture. So it turns out they don't... I guess I should have been more skeptical/inquisitive. 😂

 

It's gonna be a few hours before I can do more testing though.

Edited by SummerFreeze

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SummerFreeze

@LeeC22

 

I will edit your colors file now to include "MetallicID" and the name of the color in LSC, if it can be purchased there.

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LeeC22
1 hour ago, SummerFreeze said:

@LeeC22

 

I will edit your colors file now to include "MetallicID" and the name of the color in LSC, if it can be purchased there.

Cool, thank you.

 

I have now got some code that will identify the current paint texture type based on the categories defined in that colour text file. I have also got it switching texture types in the picker and still keeping the same colour, which is pretty neat. It's the first time I have ever seen the real differences between them shown with the same colour.

 

I thought I was trying to be clever by limiting the Pearl options by texture type but that's not how it works, so that was a bad idea. I think the Pearl option has to contain all the paint colours if it's possible to have things like Matte Pearls. I can't say I like the idea of having 160 paints to scroll through but unless I can narrow down the amount, there's not another option.

 

Found another interesting file today, carmodcols.ymt, which gave me some strings to pull some proper paint names from the gxt2 files but not all of them.

 

Still not got the debounce code in yet but hopefully, all the main paint functionality should be done today, so that should't take long to add after that.

 

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SummerFreeze
1 minute ago, LeeC22 said:

I thought I was trying to be clever by limiting the Pearl options by texture type but that's not how it works, so that was a bad idea. I think the Pearl option has to contain all the paint colours if it's possible to have things like Matte Pearls. I can't say I like the idea of having 160 paints to scroll through but unless I can narrow down the amount, there's not another option.

Did you intend to make the Pearl free to choose from the color picker like Primary/Secondary?

 

If so then I think an additional list would only need to contain the pearls that can be obtained through LSC. That should be around 70-80. The other pearl combinations can't be recreated in vanilla GTA, so it would be kind of pointless to include those in the list  if the user could instead choose any pearl color from the picker. But that's just my opinion.

  

1 minute ago, LeeC22 said:

Found another interesting file today, carmodcols.ymt, which gave me some strings to pull some proper paint names from the gxt2 files but not all of them.

OK, I will check this file as well and see if I can find references. My original idea was to apply the colors with Simple Trainer and then drive into LSC. 😂

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LeeC22
2 minutes ago, SummerFreeze said:

Did you intend to make the Pearl free to choose from the color picker like Primary/Secondary?

 

If so then I think an additional list would only need to contain the pearls that can be obtained through LSC. That should be around 70-80. The other pearl combinations can't be recreated in vanilla GTA, so it would be kind of pointless to include those in the list  if the user could instead choose any pearl color from the picker. But that's just my opinion.

Yeah, I have almost got that part working now. You don't pick Hue, Sat & Lum, you just scroll through a list of colour names.

 

If you think it only needs the ones that can be used in LSC, that makes things much easier. Simple trainer lets you set any colour you like, so I presumed that's how many colours you could use. I have the list of colours that LSC allows you to use, so I will use that for now. If you think it needs more adding after you try it, then I can do that no problem.

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SummerFreeze
1 minute ago, LeeC22 said:

Yeah, I have almost got that part working now. You don't pick Hue, Sat & Lum, you just scroll through a list of colour names.

 

If you think it only needs the ones that can be used in LSC, that makes things much easier. Simple trainer lets you set any colour you like, so I presumed that's how many colours you could use. I have the list of colours that LSC allows you to use, so I will use that for now. If you think it needs more adding after you try it, then I can do that no problem.

Hmm... I rarely use pearls on my cars, but I think it would be interesting to pick a completely custom pearl as well. If that's too complicated then I think it should have the full list of color.

 

For the reduced list, there are the pearls that can be bought at LSC, and a few additional ones that are applied along with a Metallic color:

Special Pearl			added with Metallic...
- Matte Yellow			Lava Red
- Worn Shadow Silver		Sunrise Orange
- Worn Blue Silver		Garnet Red
- Worn Golden Red 		Sunset Red / Cabernet Red
- Worn Baby Blue		Saxon Blue / Mariner Blue
- Worn Sea Wash 		Harbor Blue / Gasoline Green
- Worn Green 			Olive Green / Bright Green

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LeeC22

Yeah, I think I am going to go with the full list. If there are cases where it can use Worn and Matte, then I might as well just use everything. I like Pearls, I use them on pretty much every car I paint... probably a growing up in the 70's thing. :D

 

So that part is working now as well then, which means all aspects of the colour and texture can now be set.

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SummerFreeze
Posted (edited)

@LeeC22

 

So in carmodcols.ymt the <col> value refers to the color ID in carcols.ymt.

 

<spec> as well, but it is the Pearl that is applied with the selection.

 

For example, <metallic> "BLACK" is <col> 0 = "Metallic Black", along with <spec> 10 = "Metallic Gun Metal", which is Cast Iron Silver in LSC.

If you buy Metallic Black at LSC, you get classic Black with Cast Iron Silver pearl.

 

The order of entries in that file probably correspond to the lists in LSC, so there shouldn't be a need to look up the display names in the files.

 

- - -

 

I will include the LSC names into your colors file that I'm currently editing.

Edited by SummerFreeze
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LeeC22
Posted (edited)

@SummerFreezeNew version uploaded with the working Pearl section... but it comes with some negative aspects for you I am afraid. I have tried my best to make the text readable but at that resolution, it's not great. I have even created custom sizes and positions to try and improve it and that's about the best I can do. I have plans for the rest of the panel, plus the font scale is dictated by the maximum length of any text that might get displayed in the box, so it can't go any bigger. The annoying white lines on the edge of the text boxes is caused by ScriptHookV's texture scaling, any scaled edges always show as white, which is really annoying.

 

Controls, when the Pearl option is selected, are Move Up/Down to switch between the two items (same as Hue) and Move Left/Right to change the value, same as Luminance.

 

There are new graphics in the graphics folder, that have the cutouts to show the text through. So make sure everything from the zip goes in the relevant folders.

 

I still haven't got the proper keyboard stuff in there yet and I have some more ideas about the pearl overlay. I think it needs to be more visible with lighter colours behind it, so I am going to try using the Luminance value to change the transparency, along with a less transparent overlay.

 

Edit: Damn, one thing I forgot to mention... and you're going to hate this. The code for the pearl section was done last night when I had my headache and I was having all sorts of problems reading the control inputs for some reason. So I had decided to use the IsControlJustPressed() method, which I finally got working today but you can't hold the key to change through values with that, you have to keep pressing it.

 

All this kind of thing will get sorted out later, but my artist side demands that it sees pretty things happening on screen and my programmer side has to comply and then sort things out later. Being an artist/designer/programmer has its benefits but the 3 aspects do clash and cause problems a lot of the time. :blush:

 

Oh and there's one other thing I am really starting to hate... cars that spawn with those sh*tty Rockstar liveries. I spawn the Enus Windsor for testing and it always spawns with a crappy livery I have to remove before I can do anything with it.

Edited by LeeC22
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SummerFreeze
Posted (edited)

@LeeC22

 

So I got the colors list done except for the LSC colors, which I will add now.

 

I copied the names from carcols.ymt without changing them, but I wonder if I should.

 

For one, I actually found two colors that have a texture different from their name:

(45) "Util Garnet Red" has texture "normal", not utility.

(133) "Worn Olive Army Green" has texture 3=Matte, not 5=worn.

 

Also my first idea was to add LSC colors as a separate column, but I could also change the name column to LSC color in capitalized form and the other colors in all lower case, then add a binary column in the end saying whether this color is available for purchase at LSC.

 

What do you think?

Edited by SummerFreeze
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LeeC22

This is one of those situations where the person who understands the information, has to control the information. I have zero knowledge on this apart from what I read in the game files and in those cases, I look for better information provided by knowledgeable people. If you create this information in a way that makes sense to you, then it is more likely to make sense to me. As long as I understand what logic is behind the format, it's not a problem.

 

If there is anything that does generally concern me, it's different cases meaning different things. I'm a bit OCD with text case when it comes to information, and unless it's meant to be displayed as Proper Names, I'll convert everything to one case or the other. So the danger of making one set of items upper and another lower, could fall apart if I forget why it's there.

 

Things also have to be a single case when you're checking  if "this" == "this", or you have to start converting cases while you're checking, which just costs processing time. So different columns is better than different cases for me, it makes the information more usable.

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SummerFreeze
3 minutes ago, LeeC22 said:

This is one of those situations where the person who understands the information, has to control the information. I have zero knowledge on this apart from what I read in the game files and in those cases, I look for better information provided by knowledgeable people. If you create this information in a way that makes sense to you, then it is more likely to make sense to me. As long as I understand what logic is behind the format, it's not a problem.

 

If there is anything that does generally concern me, it's different cases meaning different things. I'm a bit OCD with text case when it comes to information, and unless it's meant to be displayed as Proper Names, I'll convert everything to one case or the other. So the danger of making one set of items upper and another lower, could fall apart if I forget why it's there.

 

Things also have to be a single case when you're checking  if "this" == "this", or you have to start converting cases while you're checking, which just costs processing time. So different columns is better than different cases for me, it makes the information more usable.

OK, that's no problem.

 

I think I will copy the name from the LSC column to the name column though, just to avoid confusion. And I will fix the few mistakes that are in there. Names that don't fit their texture I will test first, however.

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Posted (edited)

@LeeC22

 

So here is the new list 👇 ... if you can't copy it from there, I'll try to upload it somewhere.

 

Spoiler
Col_ID	Met_ID	Name				RGB_hex		RGB_dec		LSC
0,	1,	"Black",			"0xFF080808",	8,8,8,		"Classic/Metallic Black (0)"
1,	1,	"Graphite",			"0xFF0F0F0F",	15,15,15,	"Classic/Metallic Graphite (2)"
2,	0,	"Black Steel",			"0xFF1C1E21",	28,30,33,	"Classic/Metallic Black Steel (4)"
3,	0,	"Dark Steel",			"0xFF292C2E",	41,44,46,	"Classic/Metallic Dark Steel (5)"
4,	0,	"Silver",			"0xFF5A5E66",	90,94,102,	"Classic/Metallic Silver (6)"
5,	0,	"Bluish Silver",		"0xFF777C87",	119,124,135,	"Classic/Metallic Bluish Silver (7)"
6,	0,	"Rolled Steel",			"0xFF515459",	81,84,89,	"Classic/Metallic Rolled Steel (8)"
7,	0,	"Shadow Silver",		"0xFF323B47",	50,59,71,	"Classic/Metallic Shadow Silver (9)"
8,	0,	"Stone Silver",			"0xFF333333",	51,51,51,	"Classic/Metallic Stone Silver (10)"
9,	0,	"Midnight Silver",		"0xFF1F2226",	31,34,38,	"Classic/Metallic Midnight Silver (11)"
10,	0,	"Cast Iron Silver",		"0xFF23292E",	35,41,46,	"Classic/Metallic Cast Iron Silver (12)"
11,	0,	"Anthracite Black",		"0xFF121110",	18,17,16,	"Classic/Metallic Anthracite Black (3)"
12,	3,	"Matte Black",			"0xFF050505",	5,5,5,		"Matte Black (0)"
13,	3,	"Matte Gray",			"0xFF121212",	18,18,18,	"Matte Gray (1)"
14,	3,	"Matte Light Gray",		"0xFF2F3233",	47,50,51,	"Matte Light Gray (2)"
15,	4,	"Util Black",			"0xFF080808",	8,8,8,		""
16,	4,	"Util Black Poly",		"0xFF121212",	18,18,18,	""
17,	4,	"Util Dark Silver",		"0xFF202224",	32,34,36,	""
18,	4,	"Util Silver",			"0xFF575961",	87,89,97,	""
19,	4,	"Util Gun Metal",		"0xFF23292E",	35,41,46,	""
20,	4,	"Util Shadow Silver",		"0xFF323B47",	50,59,71,	""
21,	5,	"Worn Black",			"0xFF0F1012",	15,16,18,	""
22,	5,	"Worn Graphite,			"0xFF212121",	33,33,33,	""
23,	5,	"Worn Silver Gray,		"0xFF5B5D5E",	91,93,94,	""
24,	5,	"Worn Silver,			"0xFF888A99",	136,138,153,	""
25,	5,	"Worn Blue Silver,		"0xFF697187",	105,113,135,	""
26,	5,	"Worn Shadow Silver,		"0xFF3B4654",	59,70,84,	""
27,	0,	"Red",				"0xFF690000",	105,0,0,	"Classic/Metallic Red (13)"
28,	0,	"Torino Red",			"0xFF8A0B00",	138,11,0,	"Classic/Metallic Torino Red (14)"
29,	0,	"Formula Red",			"0xFF6B0000",	107,0,0,	"Classic/Metallic Formula Red (15)"
30,	0,	"Blaze Red",			"0xFF611009",	97,16,9,	"Classic/Metallic Blaze Red (17)"
31,	0,	"Grace Red",			"0xFF4A0A0A",	74,10,10,	"Classic/Metallic Grace Red (18)"
32,	0,	"Garnet Red",			"0xFF470E0E",	71,14,14,	"Classic/Metallic Garnet Red (19)"
33,	0,	"Sunset Red",			"0xFF380C00",	56,12,0,	"Classic/Metallic Sunset Red (20)"
34,	0,	"Cabernet Red",			"0xFF26030B",	38,3,11,	"Classic/Metallic Cabernet Red (21)"
35,	0,	"Candy Red",			"0xFF630012",	99,0,18,	"Classic/Metallic Candy Red (23)"
36,	0,	"Sunrise Orange",		"0xFF802800",	128,40,0,	"Classic/Metallic Sunrise Orange (27)"
37,	0,	"Metallic Gold",		"0xFF6E4F2D",	110,79,45,	"Metallic Gold (30)"
38,	0,	"Orange",			"0xFFBD4800",	189,72,0,	"Classic/Metallic Orange (28)"
39,	3,	"Matte Red",			"0xFF780000",	120,0,0,	"Matte Red (9)"
40,	3,	"Matte Dark Red",		"0xFF360000",	54,0,0,		"Matte Dark Red (10)"
41,	3,	"Matte Orange",			"0xFFAB3F00",	171,63,0,	"Matte Orange (11)"
42,	3,	"Matte Yellow",			"0xFFDE7E00",	222,126,0,	"Matte Yellow (12)"
43,	4,	"Util Red",			"0xFF520000",	82,0,0,		""
44,	4,	"Util Bright Red",		"0xFF8C0404",	140,4,4,	""
45,	0,	"Garnet Red 2",			"0xFF4A1000",	74,16,0,	""
46,	5,	"Worn Red",			"0xFF592525",	89,37,37,	""
47,	5,	"Worn Golden Red",		"0xFF754231",	117,66,49,	""
48,	5,	"Worn Dark Red",		"0xFF210804",	33,8,4,		""
49,	0,	"Dark Green",			"0xFF001207",	0,18,7,		"Classic/Metallic Dark Green (35)"
50,	0,	"Racing Green",			"0xFF001A0B",	0,26,11,	"Classic/Metallic Racing Green (36)"
51,	0,	"Sea Green",			"0xFF00211E",	0,33,30,	"Classic/Metallic Sea Green (37)"
52,	0,	"Olive Green",			"0xFF1F261E",	31,38,30,	"Classic/Metallic Olive Green (38)"
53,	0,	"Bright Green",			"0xFF003805",	0,56,5,		"Classic/Metallic Bright Green (39)"
54,	0,	"Gasoline Green",		"0xFF0B4145",	11,65,69,	"Classic/Metallic Gasoline Green (40)"
55,	3,	"Matte Lime Green",		"0xFF418503",	65,133,3,	"Matte Lime Green (13)"
56,	4,	"Util Dark Green",		"0xFF0F1F15",	15,31,21,	""
57,	4,	"Util Green",			"0xFF023613",	2,54,19,	""
58,	5,	"Worn Dark Green",		"0xFF162419",	22,36,25,	""
59,	5,	"Worn Green",			"0xFF2A3625",	42,54,37,	""
60,	5,	"Worn Sea Wash",		"0xFF455C56",	69,92,86,	""
61,	0,	"Galaxy Blue",			"0xFF000D14",	0,13,20,	"Classic/Metallic Galaxy Blue" (43)"
62,	0,	"Dark Blue",			"0xFF001029",	0,16,41,	"Classic/Metallic Dark Blue" (44)"
63,	0,	"Saxon Blue",			"0xFF1C2F4F",	28,47,79,	"Classic/Metallic Saxon Blue (45)"
64,	0,	"Blue",				"0xFF001B57",	0,27,87,	"Classic/Metallic Blue (46)"
65,	0,	"Mariner Blue",			"0xFF3B4E78",	59,78,120,	"Classic/Metallic Mariner Blue (47)"
66,	0,	"Harbor Blue",			"0xFF272D3B",	39,45,59,	"Classic/Metallic Harbor Blue (48)"
67,	2,	"Diamond Blue",			"0xFF95B2DB",	149,178,219,	"Classic/Metallic Diamond Blue (49)"
68,	0,	"Surf Blue",			"0xFF3E627A",	62,98,122,	"Classic/Metallic Surf Blue (50)"
69,	0,	"Nautical Blue",		"0xFF1C3140",	28,49,64,	"Classic/Metallic Nautical Blue (51)"
70,	0,	"Ultra Blue",			"0xFF0055C4",	0,85,196,	"Classic/Metallic Ultra Blue (53)"
71,	0,	"Schafter Purple",		"0xFF1A182E",	26,24,46,	"Classic/Metallic Schafter Purple (68)"
72,	0,	"Spinnaker Purple",		"0xFF161629",	22,22,41,	"Classic/Metallic Spinnaker Purple (69)"
73,	0,	"Racing Blue",			"0xFF0E316D",	14,49,109,	"Classic/Metallic Racing Blue (52)"
74,	0,	"Light Blue",			"0xFF395A83",	57,90,131,	"Classic/Metallic Light Blue (54)"
75,	4,	"Util Dark Blue"		"0xFF09142E",	9,20,46,	""
76,	4,	"Util Midnight Blue",		"0xFF0F1021",	15,16,33,	""
77,	4,	"Util Blue",			"0xFF152A52",	21,42,82,	""
78,	4,	"Util Sea Foam Blue",		"0xFF324654",	50,70,84,	""
79,	4,	"Uil Lightning Blue",		"0xFF152563",	21,37,99,	""
80,	4,	"Util Maui Blue Poly",		"0xFF223BA1",	34,59,161,	""
81,	4,	"Util Bright Blue",		"0xFF1F1FA1",	31,31,161,	""
82,	3,	"Matte Dark Blue",		"0xFF030E2E",	3,14,46,	"Matte Dark Blue (5)"
83,	3,	"Matte Blue",			"0xFF0F1E73",	15,30,115,	"Matte Blue (4)"
84,	3,	"Matte Midnight Blue",		"0xFF001C32",	0,28,50,	"Matte Midnight Blue (6)"
85,	5,	"Worn Dark Blue",		"0xFF2A3754",	42,55,84,	""
86,	5,	"Worn Blue",			"0xA0303C5E",	48,60,94,	""
87,	5,	"Worn Light Blue"		"0xFF3B6796",	59,103,150,	""
88,	0,	"Yellow",			"0xFFF5890F",	245,137,15,	"Classic/Metallic Yellow (32)"
89,	0,	"Race Yellow",			"0xFFD9A600",	217,166,0,	"Classic/Metallic Race Yellow (33)"
90,	0,	"Bronze",			"0xFF4A341B",	74,52,27,	"Classic/Metallic Bronze (31)"
91,	0,	"Dew Yellow",			"0xFFA2A827",	162,168,39,	"Classic/Metallic Dew Yellow (34)"
92,	0,	"Lime Green",			"0xFF568F00",	86,143,0,	"Classic/Metallic Lime Green (41)"
93,	0,	"Champagne",			"0xFF57514B",	87,81,75,	""
94,	0,	"Feltzer Brown",		"0xFF291B06",	41,27,6,	"Classic/Metallic Feltzer Brown (58)"
95,	0,	"Creek Brown",			"0xFF262117",	38,33,23,	"Classic/Metallic Creek Brown (57)"
96,	0,	"Chocolate Brown",		"0xFF120D07",	18,13,7,	"Classic/Metallic Chocolate Brown (55)"
97,	0,	"Maple Brown",			"0xFF332111",	51,33,17,	"Classic/Metallic Maple Brown (59)"
98,	0,	"Saddle Brown",			"0xFF3D3023",	61,48,35,	"Classic/Metallic Saddle Brown (62)"
99,	0,	"Straw Brown"			"0xFF5E5343",	94,83,67,	"Classic/Metallic Straw Brown (65), Classic Gold (30)"
100,	0,	"Moss Brown",			"0xFF37382B",	55,56,43,	"Classic/Metallic Moss Brown (63)"
101,	0,	"Bison Brown",			"0xFF221918",	34,25,24,	"Classic/Metallic Bison Brown (56)"
102,	0,	"Woodbeech Brown",		"0xFF575036",	87,80,54,	"Classic/Metallic Woodbeech Brown (64)"
103,	0,	"Beechwood Brown",		"0xFF241309",	36,19,9,	"Classic/Metallic Beechwood Brown (60)"
104,	0,	"Sienna Brown",			"0xFF3B1700",	59,23,0,	"Classic/Metallic Sienna Brown (61)"
105,	0,	"Sandy Brown",			"0xFF6E6246",	110,98,70,	"Classic/Metallic Sandy Brown (66)"
106,	0,	"Bleached Brown",		"0xFB998D73",	153,141,115,	"Classic/Metallic Bleached Brown (67)"
107,	0,	"Cream",			"0xFFCFC0A5",	207,192,165,	"Classic/Metallic Cream (72)"
108,	4,	"Util Brown",			"0xFF1F1709",	31,23,9,	""
109,	4,	"Util Medium Brown",		"0xFB3D311D",	61,49,29,	""
110,	4,	"Util Light Brown",		"0xFF665847",	102,88,71,	""
111,	2,	"Ice White",			"0xFFF0F0F0",	240,240,240,	"Classic/Metallic Ice White (73)"
112,	0,	"Frost White",			"0xFFB3B9C9",	179,185,201, 	"Classic/Metallic Frost White (74)"
113,	5,	"Worn Honey Beige",		"0xFF615F55",	97,95,85,	""
114,	5,	"Worn Brown",			"0xFF241E1A",	36,30,26,	""
115,	5,	"Worn Dark Brown",		"0xFF171413",	23,20,19,	""
116,	5,	"Worn Straw Beige",		"0xFF3B372F",	59,55,47,	""
117,	6,	"Brushed Steel",		"0xFF3B4045",	59,64,69,	"Metals Brushed Steel (0)"
118,	6,	"Brushed Black Steel",		"0xFF1A1E21",	26,30,33,	"Metals Brushed Black Steel (1)"
119,	6,	"Brushed Aluminum",		"0xFF5E646B",	94,100,107,	"Metals Brushed Aluminum (2)"
120,	7,	"Chrome",			"0xFF000000",	0,0,0,		"Chrome"
121,	5,	"Worn Off White",		"0xFFB0B0B0",	176,176,176,	""
122,	4,	"Util Off White",		"0xFF999999",	153,153,153,	""
123,	5,	"Worn Orange",			"0xFFB56519",	181,101,25,	""
124,	5,	"Worn Light Orange",		"0xFFC45C33",	196,92,51,	""
125,	0,	"Securicor Green",		"0xFF47783C",	71,120,60,	""
126,	5,	"Worn Taxi Yellow",		"0xFFBA8425",	186,132,37,	""
127,	0,	"Police Car Blue",		"0xFF2A77A1",	42,119,161,	""
128,	3,	"Matte Green",			"0xFF243022",	36,48,34,	"Matte Green (14)"
129,	3,	"Matte Brown",			"0xFF6B5F54",	107,95,84,	""
130,	5,	"Worn Orange 2",		"0xFFC96E34",	201,110,52,	""
131,	3,	"Matte Ice White",		"0xFFD9D9D9",	217,217,217,	"Matte Ice White (3)"
132,	5,	"Worn White",			"0xFFF0F0F0",	240,240,240,	""
133,	3,	"Matte Olive Army Green",	"0xFF3F4228",	63,66,40,	""
134,	0,	"Pure White",			"0xFFFFFFFF",	255,255,255,	""
135,	0,	"Hot Pink",			"0xFFB01259",	176,18,89,	"Classic/Metallic Hot Pink (24)"
136,	0,	"Salmon Pink",			"0x00F69799",	246,151,153,	"Classic/Metallic Salmon Pink (26)"
137,	0,	"Pfister Pink",			"0xFF8F2F55",	143,47,85,	"Classic/Metallic Pfister Pink (25)"
138,	0,	"Bright Orange",		"0x00C26610",	194,102,16,	"Classic/Metallic Bright Orange (29)"
139,	0,	"Green",			"0x0069BD45",	105,189,69,	""
140,	0,	"Blue 2",			"0x0000AEEF",	0,174,239,	""
141,	1,	"Midnight Blue",		"0xFF000108",	0,1,8,		"Classic/Metallic Midnight Blue (42)"
142,	1,	"Classic Midnight Purple",	"0xFF050008",	5,0,8,		"Classic Midnight Purple (70)"
143,	1,	"Wine Red",			"0xFF080000",	8,0,0,		"Classic/Metallic Wine Red (22)"
144,	0,	"Hunter Green",			"0x00565751",	86,87,81,	""
145,	0,	"Bright Purple",		"0x00320642",	50,6,66,	"Classic/Metallic Bright Purple (71)"
146,	0,	"Metallic Midnight Purple",	"0xFF00080F",	0,8,15,		"Metallic Midnight Purple (70)"
147,	1,	"Carbon Black",			"0xFF080808",	8,8,8,		"Classic/Metallic Carbon Black (1)"
148,	3,	"Matte Schafter Purple",	"0x00320642",	50,6,66,	"Matte Schafter Purple (8)"
149,	3,	"Matte Midnight Purple",	"0xFF050008",	5,0,8,		"Matte Midnight Purple (7)"
150,	0,	"Lava Red",			"0xFF6B0B00",	107,11,0,	"Classic/Metallic Lava Red (16)"
151,	3,	"Matte Forest Green",		"0xFF121710",	18,23,16,	"Matte Forest Green (15)"
152,	3,	"Matte Olive Drab",		"0xFF323325",	50,51,37,	"Matte Olive Drab (17)"
153,	3,	"Matte Dark Earth",		"0xFF3B352D",	59,53,45,	"Matte Dark Earth (18)"
154,	3,	"Matte Desert Tan",		"0xFF706656",	112,102,86,	"Matte Desert Tan" (19)"
155,	3,	"Matte Foliage Green",		"0xFF2B302B",	43,48,43,	"Matte Foliage Green (16)"
156,	1,	"Default Alloy Color",		"0xFF414347",	65,67,71,	""
157,	2,	"Epsilon Blue",			"0xFF6690B5",	102,144,181,	""
158,	8,	"Pure Gold",			"0xFF47391B",	71,57,27,	"Metals Pure Gold (3)"
159,	9,	"Brushed Gold",			"0xFF47391B",	71,57,27,	"Metals Brushed Gold (4)"
160,	8,	"MP100 P/B Gold Pearl",		"0xFFFFD859",	255,216,89,	""

 

 

I added tabs for readability. If you auto-replace them with nothing, it should turn into a CSV file.

 

The second column references <metallicID> these are:

0 = "normal"
1 = Black, Carbon Black, Graphite, Midnight Purple, Midnight Blue, Wine Red, Default Alloy Color
2 = Epsilon Blue, Diamond Blue, Ice White
3 = Matte
4 = Utility
5 = Worn
6 = Brushed Steel, Brushed Black Steel, Brushed Aluminum
7 = Chrome
8 = Pure Gold
9 = Brushed Gold

The names match the texture for Matte, Util, and Worn colors.

Note that Brushed Gold has a different texture from the other 3 Brushed colors.

 

I included the RGB hex codes just because they don't all start with 0xFF -- maybe that actually has an effect.

 

The RGB decimal values I copied from your file.

 

The LSC names start with the category, then the name, and then the index in the list (beginning with 0). The latter I originally included only for myself, but maybe you find them useful as well. If not, I can remove them.

As mentioned, I copied the LSC names into the Name column for the colors available there.

 

Color 160 is the pearl that gets added when buying Pure Gold or Brushed Gold.

"Worn" Olive Army Green is matte, and "Util" Garnet Red is "normal". I tested them.

Edited by SummerFreeze
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LeeC22

@SummerFreezeThat's excellent, thank you so much for taking the time to do that. I have copied that into a text file and put it into my Mod Reference folder, just so I know I have it safe. Having all that info in the LSC names is great to have, I can split that section with a bit of code and extract all that info out of it if required... you can never have too much useful info.

 

I'm currently stressing over displaying info in this mod. The text is that big, that the Paint name with the texture type in front doesn't fit. But that means that a colour with different types, just shows as a repeat name, with no indication of what it actually is. I can't make the text smaller, I can't make the box bigger, so I don't know how best to deal with it.

 

Also trying to get this keyboard stuff in and despite me having done this before, I can't think of the way to do it. Sadly, my failing mental state means that things from the past get forgotten and then I get frustrated trying to recreate them... and usually fail.

 

This is about the time I call it quits for the night, which is annoying in itself because you still don't have a mod that handles your input properly and this mod is for you. :(

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