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- Written by: DefendMyCereal
- If there is anything I missed or any Unknown definitions that you know of,
- or anything I got incorrect please tell me*
- EXAMPLE carcols section (Not a complete set of carcols.meta data*):
- <?xml version="1.0" encoding="UTF-8"?>
- <CVehicleModelInfoVarGlobal>
- <Kits>
- <Item>
- <kitName>3194_gx81_modkit</kitName> ---- modkit ID and name of modkit
- <id value="993" /> ---- Lights ID
- <kitType>MKT_SPECIAL</kitType> ---- Type Of Kits
- <visibleMods> ---- Marks the start of the visible modifications section
- <Item> ---- start of an individual tuning part section
- <modelName>gx81_wing_1</modelName> ---- name of model that was exported from Zmod
- <modShopLabel>MNU_WING5</modShopLabel> ---- Name of in-game object.
- <linkedModels> ---- Defines what other models will activate with this tuning part
- </linkedModels> ----
- <turnOffBones> ---- defines what bone will be turned off upon activation of tuning part
- <Item>extra_2</Item>
- </turnOffBones>
- <type>VMT_SPOILER</type> ---- defines what category the tuning part will be inside
- <bone>boot</bone> ---- set of axes that the tuning part will use
- <collisionBone>boot</collisionBone> ---- collision object that the object will use
- <cameraPos>VMCP_DEFAULT</cameraPos> ---- Unknown
- <audioApply value="1.00000000"/> ---- Unknown
- <weight value="0"/> ---- Weight of the part in kilos.
- <turnOffExtra value="false"/> ---- Unknown
- <disableBonnetCamera value="false"/> ---- Unknown
- <allowBonnetSlide value="true"/> ---- Unknown
- </Item> ---- ending of an individual tuning part section
- Additional Infos:
- kitname - includes modkit ID and name of said modkit. 3194 is the ID itself, but can be
- any reasonable number. (Note: the ID defined in the carcols.meta file also has to match up
- with the ID defined in the carvariations.meta)
- weight value - Also depends on the collision bone said part uses.
- modelname - the modelname has to match the name of the object you want as the tuning part.
- For example, in Zmodeler3, the name of the object would be gx81_wing_1, and it would
- export as gx81_wing_1.yft. You can ignore the .yft extension and use the main name. If the
- name does not match up however, the part will not be used. Even with the absence of the
- model itself or the usage of an incorrect name, the carcols entry will remain valid. But
- when the part is "activated" in game, nothing will appear.
- modShopLabel - This is entirely independent from the modelname. This can use any name.
- (Further information on usage of custom and preset names can be found below) If the
- name is invalid, however, the name will be blank in-game. (But still work)
- turnOffBones - defines what bones of the base model will be "deactivated" when the tuning
- part is apllied. For example, if a full custom bumper needed to replace the existing
- base model bumper in game, the turnOffBones section would look like:
- <turnOffBones>
- <Item>bumper_f</Item>
- </turnOffBones>
- This would turn off the bumper_f (front bumper) in game and then activate the new
- modified bumper in it's place. This also works with any bone that is contained in the
- base model being used.
- type - this tells the game which category to place the tuning part into. These include
- VMT_SPOILER, VMT_EXHAUST, VMT_INTERIOR, and more. Additional documentation for each
- category in carcols.meta will be added in the future.
- ============================================================================================
- =How the Order of the carcols.meta Sections Work=
- -The order from the top to bottom of the categories does not really matter (in my experience)
- -The order of the tuning parts, however does matter.
- -Hard to explain, but: the name has zero impact on the order of tuning parts in-game.
- -It works similar to the way hierarchy works in Zmod.
- -For example, if I have modelNames gx81_skt_1 above gx81_skt_2, naturally, the tuning part
- gx81_skt_1 will show up as the first option in-game.
- -However, if I switch the order and have gx81_skt_2 above gx81_skt_1, the tuning part
- gx81_skt_2 will actually appear as the first option.
- -Please bear this in mind when putting your parts in order.
- EXAMPLES:
- <Item>
- <modelName>gx81_skt_1</modelName>
- <modShopLabel>GX81_SKT1</modShopLabel>
- <linkedModels />
- <turnOffBones />
- <type>VMT_SKIRT</type>
- <bone>chassis</bone> *This section will be the first
- <collisionBone>chassis</collisionBone> option in-game
- <cameraPos>VMCP_DEFAULT</cameraPos>
- <audioApply value="1.000000" />
- <weight value="1" />
- <turnOffExtra value="false" />
- <disableBonnetCamera value="false" />
- <allowBonnetSlide value="true" />
- </Item>
- <Item>
- <modelName>gx81_skt_2</modelName>
- <modShopLabel>GX81_SKT2</modShopLabel>
- <linkedModels />
- <turnOffBones />
- <type>VMT_SKIRT</type>
- <bone>chassis</bone> *This section will be the second
- <collisionBone>chassis</collisionBone> option in-game
- <cameraPos>VMCP_DEFAULT</cameraPos>
- <audioApply value="1.000000" />
- <weight value="2" />
- <turnOffExtra value="false" />
- <disableBonnetCamera value="false" />
- <allowBonnetSlide value="true" />
- </Item>
- >-------------ORDER REVERSED-------------<
- <Item>
- <modelName>gx81_skt_2</modelName>
- <modShopLabel>GX81_SKT2</modShopLabel>
- <linkedModels />
- <turnOffBones />
- <type>VMT_SKIRT</type>
- <bone>chassis</bone> *This section will be the first
- <collisionBone>chassis</collisionBone> option in-game
- <cameraPos>VMCP_DEFAULT</cameraPos>
- <audioApply value="1.000000" />
- <weight value="2" />
- <turnOffExtra value="false" />
- <disableBonnetCamera value="false" />
- <allowBonnetSlide value="true" />
- </Item>
- <Item>
- <modelName>gx81_skt_1</modelName>
- <modShopLabel>GX81_SKT1</modShopLabel>
- <linkedModels />
- <turnOffBones />
- <type>VMT_SKIRT</type>
- <bone>chassis</bone> *This section will be the second
- <collisionBone>chassis</collisionBone> option in-game
- <cameraPos>VMCP_DEFAULT</cameraPos>
- <audioApply value="1.000000" />
- <weight value="1" />
- <turnOffExtra value="false" />
- <disableBonnetCamera value="false" />
- <allowBonnetSlide value="true" />
- </Item>
- ============================================================================================
- -modShopLabel definitions for names the begin with the prefix MNU_
- By: Unknown Modder (Yes that's his name) These modelnames are usually used by non-dlc cars,
- but can also be seen being used by (some) dlc cars as well.
- MNU_BAR = Custom Handlebars
- MNU_BODYC = Carbon Panels
- MNU_BONB = Single Intake Bug Catcher
- MNU_BONB2 = Triple Intake Bug Catcher
- MNU_BONC = Carbon Hood
- MNU_BONCI = Cowl Induction Hood
- MNU_BONP = Performance Hood
- MNU_BONR = Ram Air Hood
- MNU_BONSC = Carbon Scooped Hood
- MNU_BONSC2 = Scooped Hood
- MNU_BONV = Vented Hood
- MNU_BONV2 = Double Vented Hood
- MNU_BONVC = Carbon Vented Hood
- MNU_BULL = Bullbars
- MNU_BUMC1 = Custom Chin Spoiler
- MNU_BUMC2 = Extended Chin Spoiler
- MNU_BUMC3 = Painted & Chin Spoiler
- MNU_BUMC4 = Painted & Large Splitter
- MNU_BUMF1 = Custom Front Splitter
- MNU_BUMF2 = Carbon Front Splitter
- MNU_BUMF3 = Splitter With Canards
- MNU_BUMF4 = Exposed Intercooler
- MNU_BUMF5 = Painted Front Bumper
- MNU_BUMF7 = Custom Splitter & Intercooler
- MNU_BUMF8 = Extreme Aero Front Bumper
- MNU_BUMF9 = Painted Bumper & Splitter
- MNU_BUMF10 = Painted & Carbon Splitter
- MNU_BUMF11 = Splitter With Twin Canards
- MNU_BUMF12 = Painted Front Splitter
- MNU_BUMF13 = Carbon Splitter & Canards
- MNU_BUMR = Custom Rear Bumper
- MNU_BUMR0 = Carbon Rear Bumper
- MNU_BUMR1 = Painted Rear Bumper
- MNU_BUMR2 = Carbon Rear Diffuser
- MNU_BUMR4 = Carbon Diffuser & Tow Hook
- MNU_BUMR5 = Painted Diffuser & Tow Hook
- MNU_BUMR6 = Painted Rear Bumper
- MNU_BUMR7 = Painted Bumper & Diffuser
- MNU_BUMR8 = Sports Rear Bumper
- MNU_CAGE = Roll Cage and Chassis Upgrade
- MNU_EXH1 = Chrome Tip Exhaust
- MNU_EXH2 = Big Bore Exhaust
- MNU_EXH3 = Dual Exit Exhaust
- MNU_EXH4 = Titanium Exhaust
- MNU_EXH5 = Titanium Tuner Exhaust
- MNU_EXH6 = Race Exhaust
- MNU_EXH7 = Shakotan Exhaust
- MNU_EXH9 = Side Exit Exhaust
- MNU_EXH10 = Snorkel Intake
- MNU_EXH11 = Dual Titanium Exhaust
- MNU_EXH12 = Oval Exhaust
- MNU_EXH13 = Triple Exit Exhaust
- MNU_EXHB1 = Side Mounted Carbon Can
- MNU_EXHB2 = Stubby Turbo Exhaust
- MNU_EXHB3 = Custom Shotgun Exhaust
- MNU_EXHB4 = Twin Carbon Can
- MNU_EXHB5 = Short Slash Exhaust
- MNU_EXHB6 = Long Twin Exhaust
- MNU_FORK = Custom Forks
- MNU_FRAME1 = Custom Frame
- MNU_FRAME2 = Chrome Frame
- MNU_GRL = Mesh Grille
- MNU_GRL2 = Split Mesh Grille
- MNU_GRL3 = Billet Grille
- MNU_GRL4 = Custom Chrome Grille
- MNU_GRL5 = Lead Sled Grille
- MNU_GRL6 = Black Open Grille
- MNU_GRL7 = Chrome Open Grille
- MNU_GRLB = Black Grille
- MNU_GRLC = Chrome Grille
- MNU_GRLP = Sports Grille
- MNU_INT = Custom Interior
- MNU_LOU = Rear Louvers
- MNU_MIR = Chrome Mirrors
- MNU_MUDCF = Carbon Front Mudguard
- MNU_MUDCNO = Remove Front Mudguard
- MNU_MUDCR = Carbon Rear Mudguard
- MNU_NFAR = Remove Fairing
- MNU_NOBAG = Remove Saddle Bags
- MNU_NOGRILL = Remove Grille
- MNU_PLAT = Remove Plate Holder
- MNU_PUSH1 = Enhanced Pushbar
- MNU_PUSH2 = Enforcer Pushbar
- MNU_ROOFB = Roof Rack
- MNU_ROOFC = Carbon Roof
- MNU_ROOFC2 = Carbon Roof & Trunk
- MNU_ROOFG = Glass Roof
- MNU_ROOFP = Painted Roof
- MNU_ROOFS = Side Steps & Roof Rack
- MNU_SBAGG = Leather Saddle Bags
- MNU_SEATR = Rear Seat
- MNU_SHADE = Sunshade
- MNU_SKIRT = Custom Skirts
- MNU_SKIRT1 = Bippu Side Skirts
- MNU_SKIRT2 = Carbon Skirts
- MNU_SKIRT3 = Low Skirts
- MNU_SKIRT4 = Street Skirts
- MNU_SKIRT5 = Sport Skirts
- MNU_SPARE = Spare Wheel
- MNU_SSTEP = Side Steps
- MNU_TNK = Fuel Tank 1
- MNU_TNK2 = Fuel Tank 2
- MNU_VNT2 = Custom Side Vents
- MNU_WBAR = Wheelie Bar
- MNU_WING1 = GT Wing
- MNU_WING2 = Drift Wing
- MNU_WING3 = Low Level Spoiler
- MNU_WING4 = High Level Spoiler
- MNU_WING5 = Ducktail Spoiler
- MNU_WING6 = Lip Spoiler
- MNU_WING7 = Drag Wing
- MNU_WING8 = Carbon Wing
- MNU_WING9 = Mid Level Spoiler
- MNU_WING10 = Tuner Wing
- MNU_WING11 = Stock Car Wing
- MNU_WING12 = Carbon Wing Type II
- MNU_WING13 = Color Coded Wing
- ============================================================================================
- How to make custom names for tuning parts:
- =Where is it?=
- -Language files are found here: mods\update\x64\dlcpacks\DLCNAME\dlc.rpf\x64\data\lang
- -In this address are usually files named: americandlc.rpf, chinesedlc.rpf, japanesedlc.rpf,
- koreandlc.rpf, etc.
- =What is it?=
- -These are files that allow the game to name the tuning parts correctly rather than leaving
- them blank. Theoretically, it reads HEX codes that are linked to text lines. When those
- HEX codes are read for tuning, the text lines linked to them are shown. This is not known
- for sure.
- =How Do They Work?=
- -Within these .rpf files are "GTA text table" files named global.gtx2. In this state,
- these are not editable.
- -Using OpenIV, you can right-click it and open a drop down menu
- with the option to export it as an openFormat Text File (.oxt).
- -This will extract it to anywhere on your computer in a format editable using notepad or
- other text editors.
- -Once opened, you will either see it blank or something like this format:
- 0x941298E3 = Toyota
- 0x0273B386 = Shotgun Exhaust 2
- 0x033147E5 = Wide Bolt On Rear Fenders
- 0x03CF0A1F = Custom Front Bumper 4
- 0x072E0E44 = Kyuka
- This list may be longer according to the amount of lines defined*
- -Unlike carcols.meta, the order in which these are listed from top to bottom does not
- matter. It only matters if the hex code and text is present.
- =How To Use Them?=
- -Using OpenIV's tool for HEX (this is the icon located just under the view tab towards the
- top-left) It's the white paper looking icon*
- -When the tool is open, select the Hex option, and in the Input box, input desired text
- into there and press Generate.
- -This will will generate a Hex code individual to the text input.
- -However, you cannot input just any text and expect the right name to show up in-game.
- -The text in the Input box HAS to match the the desired tuning part modShopLabel.
- -After the desired HEX codes and text lines have been edited in, you can drag and drop
- For example:
- <Item>
- <modelName>jzx90_bumf_6</modelName>
- <modShopLabel>JZX90_BUMF6</modShopLabel> ---- This will go into the Input box
- <linkedModels> the HEX generator
- </linkedModels>
- <turnOffBones>
- <Item>bumper_f</Item>
- </turnOffBones>
- <type>VMT_SPOILER</type>
- <bone>bumper_f</bone>
- <collisionBone>mod_col_3</collisionBone>
- <cameraPos>VMCP_DEFAULT</cameraPos>
- <audioApply value="1.00000000"/>
- <weight value="3"/>
- <turnOffExtra value="false"/>
- <disableBonnetCamera value="false"/>
- <allowBonnetSlide value="true"/>
- </Item>
- -The text in the Input box will be: JZX90_BUMF6 and the HEX code generated will be: 0x8132F227
- -In the global.oxt file that you exported from OpenIV, you can edit using a text editor
- and following the format of the file, add the hex and text line.
- 0x93BD973C = Vented Front Bumper
- 0x8132F227 = BN Sports Front Bumper
- 0x6E8BCCD9 = Missile Front Bumper
- -0x8132F227 is JZX90_BUMF6 in HEX format.
- -BN Sports Front Bumper is the text that will be shown in-game when the carcols section
- using JZX90_BUMF6 as it's modShopLabel is applied.
- -(Notice that the text lines tied with the HEX codes are not the same as the modShopLabel)
- -Now, the carcols section using JZX90_BUMF6 will be tied to the text line.
- -Once you have finished adding all the desired HEX and text lines into the global.oxt
- file, you can drag and drop it back into any language.rpf file. (americandlc.rpf, chinesedlc.rpf,
- italiandlc.rpf, etc)
- -You can drag and drop the same global.oxt file into every language.rpf file and it will
- still work. I do believe it will stay in the langauge it was written in. For example, if
- I wrote a global.oxt file with tuning names in English, and dragged it into the
- frenchdlc.rpf file, it would still be in English.
- -If I did not put any file in the language.rpf files, the names will be blank when GTAV is
- using that language for it's text.
- ============================================================================================
- =linkedModels and linkMods=
- -linkedModels allow for multiple models to be activated when only one carcols section is
- used.
- <Item>
- <modelName>180sx_6cyl</modelName> ---- main tuning part definition
- <modShopLabel>180SX_RB26</modShopLabel>
- <linkedModels>
- <Item>180sx_6cyl1_misc</Item> ---- The secondary tuning part that will be
- </linkedModels> activated when the main tuning part is
- <turnOffBones> activated
- <Item>misc_s</Item>
- <Item>misc_t</Item>
- <Item>misc_u</Item>
- </turnOffBones>
- <type>VMT_ENGINEBAY1</type>
- <bone>misc_a</bone>
- <collisionBone>chassis</collisionBone>
- <cameraPos>VMCP_DEFAULT</cameraPos>
- <audioApply value="1.000000" />
- <weight value="78" />
- <turnOffExtra value="false" />
- <disableBonnetCamera value="false" />
- <allowBonnetSlide value="true" />
- </Item>
- </visibleMods>
- <linkMods>
- <Item>
- <modelName>180sx_6cyl1_misc</modelName> ---- secondary tuning part definition
- <bone>misc_a</bone>
- <turnOffExtra value="false" />
- </Item>
- </linkMods>
- -The linkMods sections is located just under the visibleMods section.
- -linkMods are mainly used when you want a tuning part that consists of multiple axes
- that need to move independently from each other but are a part of the
- same kit.
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