Quantcast
Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. Los Santos Summer Special
      2. The Diamond Casino Heist
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Red Dead Online

      1. Frontier Pursuits
      2. Find Lobbies & Outlaws
      3. Help & Support
    3. Crews

    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. Grand Theft Auto Series

    2. GTA VI

      1. St. Andrews Cathedral
    3. GTA V

      1. Guides & Strategies
      2. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA San Andreas

      1. Guides & Strategies
      2. Help & Support
    6. GTA Vice City

      1. Guides & Strategies
      2. Help & Support
    7. GTA III

      1. Guides & Strategies
      2. Help & Support
    8. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    9. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    3. Gangs

    1. Announcements

    2. Support

    3. Suggestions

SummerFreeze

Best mod for custom colors?

Recommended Posts

LeeC22
5 minutes ago, SummerFreeze said:

I like this change. 👍

 

I will convert the files I created to this format.

I think there is a bigger problem... there was a launcher update earlier, none of my modded game versions will run... at all.

  • Like 1

Share this post


Link to post
Share on other sites
SummerFreeze
1 minute ago, LeeC22 said:

I think there is a bigger problem... there was a launcher update earlier, none of my modded game versions will run... at all.

I didn't get that one yet. So I'll try to circumvent it. Online has a massive bug going on right now anyway.

Share this post


Link to post
Share on other sites
LeeC22
Just now, SummerFreeze said:

I didn't get that one yet. So I'll try to circumvent it. Online has a massive bug going on right now anyway.

It's a Launcher and Social club update, it's going to be hard to avoid it.

  • Like 1

Share this post


Link to post
Share on other sites
SummerFreeze
Posted (edited)
16 minutes ago, LeeC22 said:

It's a Launcher and Social club update, it's going to be hard to avoid it.

I just downloaded this https://www.gta5-mods.com/tools/gtavlauncherbypass and it works.

Edited by SummerFreeze

Share this post


Link to post
Share on other sites
LeeC22
3 minutes ago, SummerFreeze said:

I just downloaded this https://www.gta5-mods.com/tools/gtavlauncherbypass and it works.

That's what I am using but I run 6 (legit) versions, 5 of which rely on that mod and they all crash on startup. :( I typically mod in an older version, because it's more stable but even my modded 1868 version now crashes.

Share this post


Link to post
Share on other sites
SummerFreeze
1 minute ago, LeeC22 said:

That's what I am using but I run 6 (legit) versions, 5 of which rely on that mod and they all crash on startup. :( I typically mod in an older version, because it's more stable but even my modded 1868 version now crashes.

Well that sucks. All I did was place the files in the game folder and run GTA5.exe as admin. (Wouldn't work as regular user.) Before that I opened the Launcher just to see if there is an update but then cut my internet connection to stop it. I can't imagine that did anything.

 

You don't have a new version I could try, do you?

Share this post


Link to post
Share on other sites
LeeC22

I was partway through adding all the control stuff from the ini, so I don't currently have a version that will run and use controls properly. :(

  • Like 1

Share this post


Link to post
Share on other sites
SummerFreeze
1 minute ago, LeeC22 said:

I was partway through adding all the control stuff from the ini, so I don't currently have a version that will run and use controls properly. :(

Is it possible to create a version without that? I could go without changing control but would like to test reading the colors from a file.

 

But if not that's no problem either. I still got an old version of your mod working and will try some more stuff with it.

Share this post


Link to post
Share on other sites
LeeC22

It looks like the only version of the game I can now run, is the absolute latest version, no other version will run.

 

It's going to be tomorrow now before I can even try to get a version of the mod running properly... unless... I did upload a version earlier that I was going to tell you about but it won't work properly on the controls. Changing paint texture and colour uses the same controls as Hue but it should work with the custom definition file.

 

Try the version on that link, it may or may not work. Be aware of the stuff I posted about using Space + Horn to open the GUI and that the vehicle has to be stopped.

  • Like 1

Share this post


Link to post
Share on other sites
LeeC22
Posted (edited)

Well this is complete bullsh*t. I can't create a folder called scripts to run the mod in, because there's already a file called scripts. You can't have a folder and file with the same name, so I can't run any mods...

 

I guess Rockstar have finally made the move against modding and I don't see any way round this one.

 

Edit: Posted an issue on SHVDN GitHub page and someone suggested just removing the scripts file and creating the folder. I didn't think for one minute that was going to work but it does. Probably won't be a permanent fix when they notice their file has gone missing but I'll take it for now at least.

 

I am more surprised (and disappointed) that I seemingly no longer have the common sense to have tried that in the first place. :(

Edited by LeeC22
  • Like 1

Share this post


Link to post
Share on other sites
LeeC22
Posted (edited)

New version uploaded, all control configuration via the ini now works.

 

Edit: Meant to add, Texture and Paint are the default Up, Down, Left and Right keys, which are the cursor keys.

Edited by LeeC22
  • Like 1

Share this post


Link to post
Share on other sites
SummerFreeze
56 minutes ago, LeeC22 said:

Well this is complete bullsh*t. I can't create a folder called scripts to run the mod in, because there's already a file called scripts. You can't have a folder and file with the same name, so I can't run any mods...

 

I guess Rockstar have finally made the move against modding and I don't see any way round this one.

I'd be surprised because whatever mod refers to the scripts folder could just rename that one, I guess.

 

I think it's more likely Rockstar is actually using that scripts file for something and didn't consider that there would be an issue with mods.

Share this post


Link to post
Share on other sites
LeeC22
Posted (edited)
2 minutes ago, SummerFreeze said:

I'd be surprised because whatever mod refers to the scripts folder could just rename that one, I guess.

 

I think it's more likely Rockstar is actually using that scripts file for something and didn't consider that there would be an issue with mods.

All scripthookdotnet mods use that folder, it's where all scripts run from... that's what makes me think it was deliberate, Rockstar knows how modding works.

 

Also meant to add to the last post, make sure to delete your existing ini file as I forgot to include one with all the key stuff in it. :blush:

Edited by LeeC22
  • Like 1

Share this post


Link to post
Share on other sites
SummerFreeze
Just now, LeeC22 said:

All scripthookdotnet mods use that folder, it's where all scripts run from... that's what makes me think it was deliberate, Rockstar knows how modding works.

But wouldn't a new version of scripthookdotnet simply use a different folder? It's annoying, but that can't be a serious attempt by Rockstar to stop modding.

Share this post


Link to post
Share on other sites
LeeC22
Posted (edited)
4 minutes ago, SummerFreeze said:

But wouldn't a new version of scripthookdotnet simply use a different folder? It's annoying, but that can't be a serious attempt by Rockstar to stop modding.

It could use a different folder but it's the thousands of modders who don't read instructions going "Hey!!! All my scripts don't work, I followed this YouTube video exactly and now my mods don't work. HELP!!!" that are the problem. :)

 

All Rockstar has to do, is make the game not work if that file is missing and it's a quick and easy deterrent. They might not be able to stop it with it but they can sure p*ss a lot of people off with it and that's something they're pretty good at. :D

 

The fact that all older versions seem to have stopped working is a pretty drastic move though.

Edited by LeeC22
  • Like 1

Share this post


Link to post
Share on other sites
SummerFreeze

New version is perfect. I don't know what to say... I never would have thought this was possible when I started using crew colors.

 

I've changed the controls in the .ini file, and will also add a color file based on the one I already created. I'll comment again when that is done.

  • Like 1

Share this post


Link to post
Share on other sites
LeeC22
17 minutes ago, SummerFreeze said:

New version is perfect. I don't know what to say... I never would have thought this was possible when I started using crew colors.

 

I've changed the controls in the .ini file, and will also add a color file based on the one I already created. I'll comment again when that is done.

Cool... that's good to hear.

 

I know I probably sounded a bit dismissive in the last week or so with some ideas but as you can see, the ideas don't actually get dismissed. I'm just not very good at the whole user-modder interaction thing anymore, my natural response is defensive... hope I wasn't too bad, sorry if I was.

  • Like 1

Share this post


Link to post
Share on other sites
SummerFreeze
Just now, LeeC22 said:

Cool... that's good to hear.

 

I know I probably sounded a bit dismissive in the last week or so with some ideas but as you can see, the ideas don't actually get dismissed. I'm just not very good at the whole user-modder interaction thing anymore, my natural response is defensive... hope I wasn't too bad, sorry if I was.

Nah, I didn't feel like you were dismissive at all. I actually thought you were way too critical of yourself when some of the things didn't go as planned. The GUI worked very well from the beginning and you considered deleting it at one point. 😱

 

To me I just wanted the color information exactly like it is in the game; I'm probably too pedantic about that. So your addition of reading color information from a file solves that nicely. 😉

  • Like 1

Share this post


Link to post
Share on other sites
SummerFreeze
Posted (edited)

I've tried to use a small file as a test:

#KEY Dark Metallic,0
#KEY Metallic,2

0,Dark Metallic,Black,8,8,8
1,Dark Metallic,Graphite,15,15,15
2,Metallic,Black Steel,28,30,33

Saved as CustomHSLColors.txt in the same folder as CustomHSLSetter.ini.

 

Changes in the .ini file:

[SETTINGS]
USE CUSTOM COLOURS = True
CUSTOM COLOUR FILE = CustomHSLColors.txt

But it doesn't seem to work...

Edited by SummerFreeze

Share this post


Link to post
Share on other sites
LeeC22
Posted (edited)
1 hour ago, SummerFreeze said:

I've tried to use a small file as a test:

#KEY Dark Metallic,0
#KEY Metallic,2

0,Dark Metallic,Black,8,8,8
1,Dark Metallic,Graphite,15,15,15
2,Metallic,Black Steel,28,30,33

Saved as CustomHSLColors.txt in the same folder as CustomHSLSetter.ini.

 

Changes in the .ini file:

[SETTINGS]
USE CUSTOM COLOURS = True
CUSTOM COLOUR FILE = CustomHSLColors.txt

But it doesn't seem to work...

If you have that blank line after the #KEYs, that will be the problem... I have forgot to add a check for empty lines. Try removing that blank line.

 

Edit: I'm adding the check now.

Edited by LeeC22
  • Like 1

Share this post


Link to post
Share on other sites
SummerFreeze
2 minutes ago, LeeC22 said:

If you have that blank line after the #KEYs, that will be the problem... I have forgot to add a check for empty lines. Try removing that blank line.

 

Edit: I'm adding the check now.

I've already tried that. It did not make a difference.

Share this post


Link to post
Share on other sites
LeeC22
1 minute ago, SummerFreeze said:

I've already tried that. It did not make a difference.

Hmmm, I tried it with a custom file yesterday and it was okay... I'll check it now.

  • Like 1

Share this post


Link to post
Share on other sites
LeeC22
Posted (edited)

Ahhh.... of course it will fail. If you try to open the GUI and the car you are in has a colour that doesn't exist in the file, it will crash. It has to be able to find a matching colour to one the game already has. I don't mean RGB wise, I mean as a 0 to 160 vehicle colour.

 

So at the very least, you must have a full range of 0 - 160 that it can reference to find the possible textures from. Or at least I think that's the problem anyway. If I dump my colour file out as a custom file, it still works. If I remove some of the entries, it doesn't.

 

Edit: Hmmm, actually, that has also exposed another problem that I need to solve.

 

The idea I had behind the custom colour file, was that you could specify multiple collections that the same colour could exist in. So you might have colours 1 to 20 in the Metallic collection, but that range might also exist in an LSC collection or something.

 

But that would require multiple definitions of the same colour number, which would be a problem... I think I need to revisit that to get that part working properly. It's still going to need a full 0 - 160 range though, there's no getting round that part, it has to have a reference value to get information from.

Edited by LeeC22
  • Like 1

Share this post


Link to post
Share on other sites
LeeC22

Hmmm, I have something working but I can quite get my head to be satisfied that it isn't going to cause more problems. This is the idea I had behind the custom colours, this is the top of the colour file:

#KEY Classic,0
#KEY Metallic,0
#KEY Utility,15
#KEY Worn,21
#KEY Matte,12
#KEY Brushed Metals,117
#KEY Chrome,120
#KEY Epsilon,157
#KEY Pure Gold,158
#KEY LSC Metallic,0
#KEY LSC Matte,12
#KEY LSC Utility,15
0,Metallic,Black,8,8,8
1,Metallic,Graphite,15,15,15

You can see the 3 additional colour categories in there. This is the bottom of the file:

158,Pure Gold,Pure Gold,71,57,27
159,Pure Gold,Gold,71,57,27
160,Pure Gold,Gold Spec,255,216,89
#CUSTOM
6,LSC Metallic,Rolled Steel,81,84,89
7,LSC Metallic,Shadow Silver,50,59,71
8,LSC Metallic,Stone Silver,51,51,51
9,LSC Metallic,Midnight Silver,31,34,38
10,LSC Metallic,Cast Iron Silver,35,41,46
11,LSC Metallic,Anthracite Black,18,17,16
12,LSC Matte,Black,5,5,5
13,LSC Matte,Gray,18,18,18
14,LSC Matte,Light Gray,47,50,51
15,LSC Utility,Black,8,8,8
16,LSC Utility,Black Poly,18,18,18
17,LSC Utility,Dark silver,32,34,36
18,LSC Utility,Silver,87,89,97
19,LSC Utility,Gun Metal,35,41,46
20,LSC Utility,Shadow Silver,50,59,71

You can see the end of the default range and then the #CUSTOM tag. That tag tells the programme that everything that comes after, belongs in the custom categories sections. Below that are small ranges that add to these collections.

 

This seems to work fine but when it identifies the existing colour, it will only work on the default colours, so it won't know the colours belong to the custom set, because they have to have the same 0 - 160 ID value. This is the bit I am not convinced about, I can envision all sorts of things going wrong with it. I could possibly add additional RGB checks in but what would happen if the custom colour file went missing, or the colour was changed with another mod?

 

I'm not sure on this one... I kinda like the idea but I haven't sold myself on it yet.

  • Like 1

Share this post


Link to post
Share on other sites
SummerFreeze
Posted (edited)

The color file needing 161 entries makes sense. Creating the full file is going to take some time, so I figured I'd test it with a short version first.

 

I thought about custom colors, too, in response to your previous comment. It should be good enough if a custom color can be added to the display (and file), even if your program isn't able to identify the color when it already exists on a vehicle.

 

Can you say how the custom color is saved in the game? Is it a function of Simple Trainer or does the game itself provide it? And is the underlying color saved anywhere? Vanilla GTAO and Simple Trainer makes that distinction between custom color and underlying color as I described here. If your mod passes the custom color information on to Simple Trainer, then a truly custom color could at least be saved by saving the entire car.

 

Maybe you could also add another column to the file, determining how a category is sorted in the display. Of course a downside would be that the column always has to be filled out even if the display order is supposed to be the in-game color ID. Or maybe this column could be at the end of a line and if it doesn't exist, your program could use the color ID instead and/or add it after any colors that might have an entry in this column.

 

With this additional column it should then also be possible to include a color in multiple categories simply by adding multiple lines for it under the custom section.

 

I've also previously commented about giving the Pearl selection a different categorization. Maybe this could be done by specifying a complete second but optional list. Although that would make the whole thing even more complicated.

Edited by SummerFreeze

Share this post


Link to post
Share on other sites
LeeC22
Posted (edited)

Custom and standard colours are stored on the car itself, so once you set one with this mod, any other mod will pick that information up, as will the game itself. I change the texture by applying a standard colour and then a custom colour as well, so both sets of information exist on the car at the same time. I still plan to have Load and Save options at some point.

 

I was going to say that the categories are sorted by the order they are listed as the #KEY entries, but that's not true,  Actually, it might be true, I will have to test it to know for sure. The colours have to be listed in the correct 0 - 160 order though, that can't change. Well it probably could but it opens the door for errors... it's easier to spot a missing or wrong value in a sequence, than it is when those numbers are spread across a file.

 

Edit: Just changed my #KEY order to this and all seems fine.

#KEY Classic,0
#KEY Metallic,0
#KEY LSC Metallic,0
#KEY Utility,15
#KEY LSC Utility,15
#KEY Worn,21
#KEY Matte,12
#KEY LSC Matte,12
#KEY Brushed Metals,117
#KEY Chrome,120
#KEY Epsilon,157
#KEY Pure Gold,158

 

The extract from my current custom file I posted above allows you to add the same colour to multiple categories. I can scroll through the normal list, then through the LSC sections and find the same colours, that part works fine. So I guess that should mean that any colours added in the custom sections, will simply be identified as their default equivalent.

 

I like to try and make this kind of thing intelligent, I have a Ped spawner that will identify your outfit and match it with a stored preset and I have a car spawner that does the same... it;s just a small thing I like to add. But Textures, standard colours and RGB colours make it quite a bit more complicated in this.

 

I need to assess the risks and downsides to my custom list idea before anything else, if it works it can stay in, so that's my plan for tonight. I don't know how much work is going to get done tonight though, the issues in other sections of this forum have set the red flags waving today and that usually has consequences. I try to stay out of things but some things just push the wrong buttons and I end up getting involved. If I get anything done, I'll let you know.

Edited by LeeC22
  • Like 1

Share this post


Link to post
Share on other sites
LeeC22
Posted (edited)

New version uploaded with a maybe interesting and helpful addition.

 

There are two new settings in the ini file:

[SETTINGS]
COLOUR SAMPLE IMAGE = sample.jpg

This is a 64x64 image of a sample colour you want to try and match to. There is already an image in the HSL_Picker_Graphics folder, so you can see where it needs to be. It always gets drawn as a 64x64 image, so putting a bigger image in won't do anything other that use more memory.

 

In the controls section:

[GP CONTROLS]
GUI SHOW SAMPLE = VehicleExit

[KB CONTROLS]
GUI SHOW SAMPLE = VehicleExit

These are the controls that toggle the sample image on and off. The image is drawn at the top (and behind) the main GUI image, putting it in a position where you can slightly overlay the car with it. This lets you adjust the colour controls and have a visual comparison between your sample image and the car colour. It's not drawn with any fancy border or anything, I did that deliberately so you could get a direct match between car and image.

 

I chose VehicleExit because it's the top Y button on the Gamepad and the image appears at the top of the GUI... made sense in my head.

 

Because of how UI.Drawtexture works, if you want to change the image, you have to reset the scripts after doing so, so that the new texture can be loaded into memory by ScriptHookV.

 

Interesting discovery with the #CUSTOM settings. I set a car with a colour from a custom key, hit insert to reset the scripts, opened the GUI and it matched the colour with the Custom entry, which I wasn't expecting. My CustomHSLColors.txt is in the zip as well, I thought it might have been useful to leave all this stuff in the ini etc... just so you had full samples of how things worked. I would recommend unzipping to somewhere other than the scripts folder so it doesn't overwrite any control settings you have set up.

 

I haven't done any real testing with the #CUSTOM stuff other than the brief test this morning. I did absolutely nothing last night, I just couldn't motivate myself to even try.

 

Not sure if anything else is going to happen with it today, I just had this sample idea as soon as I woke up, so thought I would add it before I forgot it.

 

Edit: Just put another new version up, slight change to sprite size and position code and have enabled Next Camera control and Pause when the GUI is open.

Edited by LeeC22
  • Like 1

Share this post


Link to post
Share on other sites
SummerFreeze

That's a very interesting addition. Although for me since I play in windowed mode I can put an image of a car I want to recreate side-by-side to the game. But it's probably very useful for people who play in full screen and I will test it for sure.

 

An unrelated question though: Do upgrades only mess with ScriptHook if GTA5.exe changes? I.e. if I keep a second folder with the old executable, can I start the update on the original folder and still use mods from the other folder?

Share this post


Link to post
Share on other sites
LeeC22
1 minute ago, SummerFreeze said:

An unrelated question though: Do upgrades only mess with ScriptHook if GTA5.exe changes? I.e. if I keep a second folder with the old executable, can I start the update on the original folder and still use mods from the other folder?

Yeah, that's exactly why I run multiple versions of the game, so that when the game updates, I can carry on modding.

 

The simplest way is to duplicate the Grand Theft Auto V folder inside the Rockstar Games folder and then just make sure whichever version you want to run, is called Grand Theft Auto V. The game can only run from one location unless you edit the registry, so only one version can have the correct name at a time. There are more complicated way to get things running but that's the most common way.

  • Like 1

Share this post


Link to post
Share on other sites
LeeC22
Posted (edited)

Was just reading something in that crew colour thread and noticed the one with the picture of the orange merc and it suddenly dawned on me, I didn't have the RGB Hex code in the info being displayed... I do now, latest version that is on that link has it at the bottom of the RGB info display. Don't know how that escaped for so long.

 

Spent the afternoon trying to get a modded version of the game running. I have a streamed ped addon folder that has worked in every version from 1032 up to now... it causes the current version to crash. So I am going to have to rebuild it ped by ped to see which one is causing the problem. F*ck R* and their useless updates!

Edited by LeeC22
  • Like 1

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.