Advertisement
Guest User

Untitled

a guest
Feb 6th, 2017
4,502
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 16.30 KB | None | 0 0
  1. Written by: DefendMyCereal
  2. If there is anything I missed or any Unknown definitions that you know of,
  3. or anything I got incorrect please tell me*
  4.  
  5. EXAMPLE carcols section (Not a complete set of carcols.meta data*):
  6.  
  7. <?xml version="1.0" encoding="UTF-8"?>
  8. <CVehicleModelInfoVarGlobal>
  9. <Kits>
  10. <Item>
  11. <kitName>3194_gx81_modkit</kitName> ---- modkit ID and name of modkit
  12. <id value="993" /> ---- Lights ID
  13. <kitType>MKT_SPECIAL</kitType> ---- Type Of Kits
  14. <visibleMods> ---- Marks the start of the visible modifications section
  15. <Item> ---- start of an individual tuning part section
  16. <modelName>gx81_wing_1</modelName> ---- name of model that was exported from Zmod
  17. <modShopLabel>MNU_WING5</modShopLabel> ---- Name of in-game object.
  18. <linkedModels> ---- Defines what other models will activate with this tuning part
  19. </linkedModels> ----
  20. <turnOffBones> ---- defines what bone will be turned off upon activation of tuning part
  21. <Item>extra_2</Item>
  22. </turnOffBones>
  23. <type>VMT_SPOILER</type> ---- defines what category the tuning part will be inside
  24. <bone>boot</bone> ---- set of axes that the tuning part will use
  25. <collisionBone>boot</collisionBone> ---- collision object that the object will use
  26. <cameraPos>VMCP_DEFAULT</cameraPos> ---- Unknown
  27. <audioApply value="1.00000000"/> ---- Unknown
  28. <weight value="0"/> ---- Weight of the part in kilos.
  29. <turnOffExtra value="false"/> ---- Unknown
  30. <disableBonnetCamera value="false"/> ---- Unknown
  31. <allowBonnetSlide value="true"/> ---- Unknown
  32. </Item> ---- ending of an individual tuning part section
  33.  
  34. Additional Infos:
  35.  
  36. kitname - includes modkit ID and name of said modkit. 3194 is the ID itself, but can be
  37. any reasonable number. (Note: the ID defined in the carcols.meta file also has to match up
  38. with the ID defined in the carvariations.meta)
  39.  
  40. weight value - Also depends on the collision bone said part uses.
  41.  
  42. modelname - the modelname has to match the name of the object you want as the tuning part.
  43. For example, in Zmodeler3, the name of the object would be gx81_wing_1, and it would
  44. export as gx81_wing_1.yft. You can ignore the .yft extension and use the main name. If the
  45. name does not match up however, the part will not be used. Even with the absence of the
  46. model itself or the usage of an incorrect name, the carcols entry will remain valid. But
  47. when the part is "activated" in game, nothing will appear.
  48.  
  49. modShopLabel - This is entirely independent from the modelname. This can use any name.
  50. (Further information on usage of custom and preset names can be found below) If the
  51. name is invalid, however, the name will be blank in-game. (But still work)
  52.  
  53. turnOffBones - defines what bones of the base model will be "deactivated" when the tuning
  54. part is apllied. For example, if a full custom bumper needed to replace the existing
  55. base model bumper in game, the turnOffBones section would look like:
  56.  
  57. <turnOffBones>
  58. <Item>bumper_f</Item>
  59. </turnOffBones>
  60.  
  61. This would turn off the bumper_f (front bumper) in game and then activate the new
  62. modified bumper in it's place. This also works with any bone that is contained in the
  63. base model being used.
  64.  
  65. type - this tells the game which category to place the tuning part into. These include
  66. VMT_SPOILER, VMT_EXHAUST, VMT_INTERIOR, and more. Additional documentation for each
  67. category in carcols.meta will be added in the future.
  68.  
  69. ============================================================================================
  70.  
  71. =How the Order of the carcols.meta Sections Work=
  72.  
  73. -The order from the top to bottom of the categories does not really matter (in my experience)
  74. -The order of the tuning parts, however does matter.
  75. -Hard to explain, but: the name has zero impact on the order of tuning parts in-game.
  76. -It works similar to the way hierarchy works in Zmod.
  77. -For example, if I have modelNames gx81_skt_1 above gx81_skt_2, naturally, the tuning part
  78. gx81_skt_1 will show up as the first option in-game.
  79. -However, if I switch the order and have gx81_skt_2 above gx81_skt_1, the tuning part
  80. gx81_skt_2 will actually appear as the first option.
  81. -Please bear this in mind when putting your parts in order.
  82.  
  83. EXAMPLES:
  84.  
  85. <Item>
  86. <modelName>gx81_skt_1</modelName>
  87. <modShopLabel>GX81_SKT1</modShopLabel>
  88. <linkedModels />
  89. <turnOffBones />
  90. <type>VMT_SKIRT</type>
  91. <bone>chassis</bone> *This section will be the first
  92. <collisionBone>chassis</collisionBone> option in-game
  93. <cameraPos>VMCP_DEFAULT</cameraPos>
  94. <audioApply value="1.000000" />
  95. <weight value="1" />
  96. <turnOffExtra value="false" />
  97. <disableBonnetCamera value="false" />
  98. <allowBonnetSlide value="true" />
  99. </Item>
  100. <Item>
  101. <modelName>gx81_skt_2</modelName>
  102. <modShopLabel>GX81_SKT2</modShopLabel>
  103. <linkedModels />
  104. <turnOffBones />
  105. <type>VMT_SKIRT</type>
  106. <bone>chassis</bone> *This section will be the second
  107. <collisionBone>chassis</collisionBone> option in-game
  108. <cameraPos>VMCP_DEFAULT</cameraPos>
  109. <audioApply value="1.000000" />
  110. <weight value="2" />
  111. <turnOffExtra value="false" />
  112. <disableBonnetCamera value="false" />
  113. <allowBonnetSlide value="true" />
  114. </Item>
  115.  
  116. >-------------ORDER REVERSED-------------<
  117.  
  118. <Item>
  119. <modelName>gx81_skt_2</modelName>
  120. <modShopLabel>GX81_SKT2</modShopLabel>
  121. <linkedModels />
  122. <turnOffBones />
  123. <type>VMT_SKIRT</type>
  124. <bone>chassis</bone> *This section will be the first
  125. <collisionBone>chassis</collisionBone> option in-game
  126. <cameraPos>VMCP_DEFAULT</cameraPos>
  127. <audioApply value="1.000000" />
  128. <weight value="2" />
  129. <turnOffExtra value="false" />
  130. <disableBonnetCamera value="false" />
  131. <allowBonnetSlide value="true" />
  132. </Item>
  133. <Item>
  134. <modelName>gx81_skt_1</modelName>
  135. <modShopLabel>GX81_SKT1</modShopLabel>
  136. <linkedModels />
  137. <turnOffBones />
  138. <type>VMT_SKIRT</type>
  139. <bone>chassis</bone> *This section will be the second
  140. <collisionBone>chassis</collisionBone> option in-game
  141. <cameraPos>VMCP_DEFAULT</cameraPos>
  142. <audioApply value="1.000000" />
  143. <weight value="1" />
  144. <turnOffExtra value="false" />
  145. <disableBonnetCamera value="false" />
  146. <allowBonnetSlide value="true" />
  147. </Item>
  148.  
  149. ============================================================================================
  150.  
  151. -modShopLabel definitions for names the begin with the prefix MNU_
  152. By: Unknown Modder (Yes that's his name) These modelnames are usually used by non-dlc cars,
  153. but can also be seen being used by (some) dlc cars as well.
  154.  
  155. MNU_BAR = Custom Handlebars
  156. MNU_BODYC = Carbon Panels
  157. MNU_BONB = Single Intake Bug Catcher
  158. MNU_BONB2 = Triple Intake Bug Catcher
  159. MNU_BONC = Carbon Hood
  160. MNU_BONCI = Cowl Induction Hood
  161. MNU_BONP = Performance Hood
  162. MNU_BONR = Ram Air Hood
  163. MNU_BONSC = Carbon Scooped Hood
  164. MNU_BONSC2 = Scooped Hood
  165. MNU_BONV = Vented Hood
  166. MNU_BONV2 = Double Vented Hood
  167. MNU_BONVC = Carbon Vented Hood
  168. MNU_BULL = Bullbars
  169. MNU_BUMC1 = Custom Chin Spoiler
  170. MNU_BUMC2 = Extended Chin Spoiler
  171. MNU_BUMC3 = Painted & Chin Spoiler
  172. MNU_BUMC4 = Painted & Large Splitter
  173. MNU_BUMF1 = Custom Front Splitter
  174. MNU_BUMF2 = Carbon Front Splitter
  175. MNU_BUMF3 = Splitter With Canards
  176. MNU_BUMF4 = Exposed Intercooler
  177. MNU_BUMF5 = Painted Front Bumper
  178. MNU_BUMF7 = Custom Splitter & Intercooler
  179. MNU_BUMF8 = Extreme Aero Front Bumper
  180. MNU_BUMF9 = Painted Bumper & Splitter
  181. MNU_BUMF10 = Painted & Carbon Splitter
  182. MNU_BUMF11 = Splitter With Twin Canards
  183. MNU_BUMF12 = Painted Front Splitter
  184. MNU_BUMF13 = Carbon Splitter & Canards
  185. MNU_BUMR = Custom Rear Bumper
  186. MNU_BUMR0 = Carbon Rear Bumper
  187. MNU_BUMR1 = Painted Rear Bumper
  188. MNU_BUMR2 = Carbon Rear Diffuser
  189. MNU_BUMR4 = Carbon Diffuser & Tow Hook
  190. MNU_BUMR5 = Painted Diffuser & Tow Hook
  191. MNU_BUMR6 = Painted Rear Bumper
  192. MNU_BUMR7 = Painted Bumper & Diffuser
  193. MNU_BUMR8 = Sports Rear Bumper
  194. MNU_CAGE = Roll Cage and Chassis Upgrade
  195. MNU_EXH1 = Chrome Tip Exhaust
  196. MNU_EXH2 = Big Bore Exhaust
  197. MNU_EXH3 = Dual Exit Exhaust
  198. MNU_EXH4 = Titanium Exhaust
  199. MNU_EXH5 = Titanium Tuner Exhaust
  200. MNU_EXH6 = Race Exhaust
  201. MNU_EXH7 = Shakotan Exhaust
  202. MNU_EXH9 = Side Exit Exhaust
  203. MNU_EXH10 = Snorkel Intake
  204. MNU_EXH11 = Dual Titanium Exhaust
  205. MNU_EXH12 = Oval Exhaust
  206. MNU_EXH13 = Triple Exit Exhaust
  207. MNU_EXHB1 = Side Mounted Carbon Can
  208. MNU_EXHB2 = Stubby Turbo Exhaust
  209. MNU_EXHB3 = Custom Shotgun Exhaust
  210. MNU_EXHB4 = Twin Carbon Can
  211. MNU_EXHB5 = Short Slash Exhaust
  212. MNU_EXHB6 = Long Twin Exhaust
  213. MNU_FORK = Custom Forks
  214. MNU_FRAME1 = Custom Frame
  215. MNU_FRAME2 = Chrome Frame
  216. MNU_GRL = Mesh Grille
  217. MNU_GRL2 = Split Mesh Grille
  218. MNU_GRL3 = Billet Grille
  219. MNU_GRL4 = Custom Chrome Grille
  220. MNU_GRL5 = Lead Sled Grille
  221. MNU_GRL6 = Black Open Grille
  222. MNU_GRL7 = Chrome Open Grille
  223. MNU_GRLB = Black Grille
  224. MNU_GRLC = Chrome Grille
  225. MNU_GRLP = Sports Grille
  226. MNU_INT = Custom Interior
  227. MNU_LOU = Rear Louvers
  228. MNU_MIR = Chrome Mirrors
  229. MNU_MUDCF = Carbon Front Mudguard
  230. MNU_MUDCNO = Remove Front Mudguard
  231. MNU_MUDCR = Carbon Rear Mudguard
  232. MNU_NFAR = Remove Fairing
  233. MNU_NOBAG = Remove Saddle Bags
  234. MNU_NOGRILL = Remove Grille
  235. MNU_PLAT = Remove Plate Holder
  236. MNU_PUSH1 = Enhanced Pushbar
  237. MNU_PUSH2 = Enforcer Pushbar
  238. MNU_ROOFB = Roof Rack
  239. MNU_ROOFC = Carbon Roof
  240. MNU_ROOFC2 = Carbon Roof & Trunk
  241. MNU_ROOFG = Glass Roof
  242. MNU_ROOFP = Painted Roof
  243. MNU_ROOFS = Side Steps & Roof Rack
  244. MNU_SBAGG = Leather Saddle Bags
  245. MNU_SEATR = Rear Seat
  246. MNU_SHADE = Sunshade
  247. MNU_SKIRT = Custom Skirts
  248. MNU_SKIRT1 = Bippu Side Skirts
  249. MNU_SKIRT2 = Carbon Skirts
  250. MNU_SKIRT3 = Low Skirts
  251. MNU_SKIRT4 = Street Skirts
  252. MNU_SKIRT5 = Sport Skirts
  253. MNU_SPARE = Spare Wheel
  254. MNU_SSTEP = Side Steps
  255. MNU_TNK = Fuel Tank 1
  256. MNU_TNK2 = Fuel Tank 2
  257. MNU_VNT2 = Custom Side Vents
  258. MNU_WBAR = Wheelie Bar
  259. MNU_WING1 = GT Wing
  260. MNU_WING2 = Drift Wing
  261. MNU_WING3 = Low Level Spoiler
  262. MNU_WING4 = High Level Spoiler
  263. MNU_WING5 = Ducktail Spoiler
  264. MNU_WING6 = Lip Spoiler
  265. MNU_WING7 = Drag Wing
  266. MNU_WING8 = Carbon Wing
  267. MNU_WING9 = Mid Level Spoiler
  268. MNU_WING10 = Tuner Wing
  269. MNU_WING11 = Stock Car Wing
  270. MNU_WING12 = Carbon Wing Type II
  271. MNU_WING13 = Color Coded Wing
  272.  
  273. ============================================================================================
  274.  
  275. How to make custom names for tuning parts:
  276.  
  277. =Where is it?=
  278. -Language files are found here: mods\update\x64\dlcpacks\DLCNAME\dlc.rpf\x64\data\lang
  279. -In this address are usually files named: americandlc.rpf, chinesedlc.rpf, japanesedlc.rpf,
  280. koreandlc.rpf, etc.
  281.  
  282. =What is it?=
  283. -These are files that allow the game to name the tuning parts correctly rather than leaving
  284. them blank. Theoretically, it reads HEX codes that are linked to text lines. When those
  285. HEX codes are read for tuning, the text lines linked to them are shown. This is not known
  286. for sure.
  287.  
  288. =How Do They Work?=
  289. -Within these .rpf files are "GTA text table" files named global.gtx2. In this state,
  290. these are not editable.
  291. -Using OpenIV, you can right-click it and open a drop down menu
  292. with the option to export it as an openFormat Text File (.oxt).
  293. -This will extract it to anywhere on your computer in a format editable using notepad or
  294. other text editors.
  295. -Once opened, you will either see it blank or something like this format:
  296.  
  297. 0x941298E3 = Toyota
  298.  
  299. 0x0273B386 = Shotgun Exhaust 2
  300.  
  301. 0x033147E5 = Wide Bolt On Rear Fenders
  302.  
  303. 0x03CF0A1F = Custom Front Bumper 4
  304.  
  305. 0x072E0E44 = Kyuka
  306.  
  307. This list may be longer according to the amount of lines defined*
  308.  
  309. -Unlike carcols.meta, the order in which these are listed from top to bottom does not
  310. matter. It only matters if the hex code and text is present.
  311.  
  312. =How To Use Them?=
  313. -Using OpenIV's tool for HEX (this is the icon located just under the view tab towards the
  314. top-left) It's the white paper looking icon*
  315. -When the tool is open, select the Hex option, and in the Input box, input desired text
  316. into there and press Generate.
  317. -This will will generate a Hex code individual to the text input.
  318. -However, you cannot input just any text and expect the right name to show up in-game.
  319. -The text in the Input box HAS to match the the desired tuning part modShopLabel.
  320. -After the desired HEX codes and text lines have been edited in, you can drag and drop
  321.  
  322. For example:
  323.  
  324.  
  325. <Item>
  326. <modelName>jzx90_bumf_6</modelName>
  327. <modShopLabel>JZX90_BUMF6</modShopLabel> ---- This will go into the Input box
  328. <linkedModels> the HEX generator
  329. </linkedModels>
  330. <turnOffBones>
  331. <Item>bumper_f</Item>
  332. </turnOffBones>
  333. <type>VMT_SPOILER</type>
  334. <bone>bumper_f</bone>
  335. <collisionBone>mod_col_3</collisionBone>
  336. <cameraPos>VMCP_DEFAULT</cameraPos>
  337. <audioApply value="1.00000000"/>
  338. <weight value="3"/>
  339. <turnOffExtra value="false"/>
  340. <disableBonnetCamera value="false"/>
  341. <allowBonnetSlide value="true"/>
  342. </Item>
  343.  
  344. -The text in the Input box will be: JZX90_BUMF6 and the HEX code generated will be: 0x8132F227
  345.  
  346. -In the global.oxt file that you exported from OpenIV, you can edit using a text editor
  347. and following the format of the file, add the hex and text line.
  348.  
  349. 0x93BD973C = Vented Front Bumper
  350.  
  351. 0x8132F227 = BN Sports Front Bumper
  352.  
  353. 0x6E8BCCD9 = Missile Front Bumper
  354.  
  355. -0x8132F227 is JZX90_BUMF6 in HEX format.
  356. -BN Sports Front Bumper is the text that will be shown in-game when the carcols section
  357. using JZX90_BUMF6 as it's modShopLabel is applied.
  358.  
  359. -(Notice that the text lines tied with the HEX codes are not the same as the modShopLabel)
  360.  
  361. -Now, the carcols section using JZX90_BUMF6 will be tied to the text line.
  362. -Once you have finished adding all the desired HEX and text lines into the global.oxt
  363. file, you can drag and drop it back into any language.rpf file. (americandlc.rpf, chinesedlc.rpf,
  364. italiandlc.rpf, etc)
  365. -You can drag and drop the same global.oxt file into every language.rpf file and it will
  366. still work. I do believe it will stay in the langauge it was written in. For example, if
  367. I wrote a global.oxt file with tuning names in English, and dragged it into the
  368. frenchdlc.rpf file, it would still be in English.
  369. -If I did not put any file in the language.rpf files, the names will be blank when GTAV is
  370. using that language for it's text.
  371.  
  372. ============================================================================================
  373.  
  374. =linkedModels and linkMods=
  375.  
  376. -linkedModels allow for multiple models to be activated when only one carcols section is
  377. used.
  378.  
  379. <Item>
  380. <modelName>180sx_6cyl</modelName> ---- main tuning part definition
  381. <modShopLabel>180SX_RB26</modShopLabel>
  382. <linkedModels>
  383. <Item>180sx_6cyl1_misc</Item> ---- The secondary tuning part that will be
  384. </linkedModels> activated when the main tuning part is
  385. <turnOffBones> activated
  386. <Item>misc_s</Item>
  387. <Item>misc_t</Item>
  388. <Item>misc_u</Item>
  389. </turnOffBones>
  390. <type>VMT_ENGINEBAY1</type>
  391. <bone>misc_a</bone>
  392. <collisionBone>chassis</collisionBone>
  393. <cameraPos>VMCP_DEFAULT</cameraPos>
  394. <audioApply value="1.000000" />
  395. <weight value="78" />
  396. <turnOffExtra value="false" />
  397. <disableBonnetCamera value="false" />
  398. <allowBonnetSlide value="true" />
  399. </Item>
  400. </visibleMods>
  401. <linkMods>
  402. <Item>
  403. <modelName>180sx_6cyl1_misc</modelName> ---- secondary tuning part definition
  404. <bone>misc_a</bone>
  405. <turnOffExtra value="false" />
  406. </Item>
  407. </linkMods>
  408.  
  409. -The linkMods sections is located just under the visibleMods section.
  410. -linkMods are mainly used when you want a tuning part that consists of multiple axes
  411. that need to move independently from each other but are a part of the
  412. same kit.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement