![]() Through the Social Club crew color, you can apply (almost) any hex/RGB to your vehicle. There are various ways to get around the restricted associations of the Rockstar-designated list: ![]() Pearlescent (a lighting depended additional transitional color layer chosen from the list of 161)Īs far as I know, all Rockstar created vehicles - for races, missions, freemode events, the car meet, podium, etc - use one of the Rockstar-designated paints for every primary, secondary, pearlescent, interior, trim, accent, or rim paint. Texture (this defines how objects, lighting, etc is reflected in your paint: there's less than a dozen of these, e.g. RGB/hex color (there's 161 of these, e.g. So, "Naturally" applied primary/secondary paints consist of 3 layers:ġ. Furthermore a second color from the list of 161 can be applied as a pearlescent. So for most colors, like Util Black or Matte Red, the color has the texture in its name. When applied as a primary or secondary paint, a Rockstar-designated texture also shows in-game for these colors. These can be applied as a primary, secondary, pearlescent, interior, trim, accent, or rim color. There are 161(?) Rockstar-designated hex/RGB paints in the game. Do R* not have that level of control? How can a colour hex/RGB be tied to a texture? With save editor, or race glitches, you could apply any colour in any texture, with any pearl. ![]() I've never quite understood how textures are applied "naturally" in the game. ![]() I can copy-and-paste the game files later today if I don't forget. Texture is ignored for pearl as well, which is why the only way to have truly no pearl would be to use Chrome, which is pure black RGB (0,0,0 or #000000) but with the unique chrome texture. One inconsistency there is that ID=0 Black and ID=147 Carbon Black are exactly the same (RGB and texture) my guess is Carbon Black was supposed to have the standard texture. Some color IDs have the same RGB but different textures. Then each has a different pearl assigned. And Classic Midnight Purple is ID=142 ("Midnight Purple"), while Metallic Midnight Purple is ID=146 ("Very Dark Blue"). The only inconsistencies in the classic/metallic body colors available at LSC are that Classic Gold is ID=99 ("Straw Brown"), while Metallic Gold is ID=37 ("Gold"). For example the wheel color "Dark Brown" is ID=155 ("Worn Dark Brown") and only the RGB information is used to color the wheels, while the worn texture is ignored. So for the wheel colors, they can have different names as well, but always link to one ID. A lot of them have typos, too, but that doesn't matter because the colors are only ever addressed by ID. In the game files the name is actually meaningless. The first link "GTAV_Color_ID" lists all in-game colors. The middle link "LSCColorsPearlescents" has the info about the wheel colors and which actual color they represent. I haven't actually looked at that chart yet, but yeah the info appears to be correct. There’s just so much inconsistency in what Rockstar did with the colors in this game that it’s difficult to present the info in an easy-to-understand way I also want to include information on whether or not each color is available as a body, pearlescent, and wheel color, which gets complicated by the fact that some color names are present in both body and wheel colors while having different RGBs (midnight blue wheel color isn’t the same as midnight blue body color, for example), and there are also examples of the same RGB being called by different names, such as dew yellow body color and yellow bird wheel color, which are the same RGB. I just need to figure out how to format it so it makes sense and is easy to use. However, I agree it’s not necessarily super intuitive, and this particular chart is one of the things I was looking at trying to find a way to improve. If you scroll down to worn olive army green, note it says “matte” in that column. In the “Color Information” section there’s a link for “Color availability chart by metoxys”, and on that chart there’s a column called “texture”. The worn olive army green being matte, not worn, is actually covered in the info there. Anything you have on newer liveries, I’d be happy to work in. I might just add it as another section at the bottom. I just haven’t figured out how to work it in exactly since I’m not using the same starting page he was using. I do have the livery stuff that he had on his website. For example "Worn Olive Army Green" is actually matte, and "Utility Garnet Red" has the same texture as classic/metallic Garnet Red (but different RGB). I'd could also have the texture information for the colors. Not sure if I wanted to add all of them, but I can provide the files, and if some other people were willing to to go through the liveries, it could be a collective effort. Did you plan on bringing back the matching livery colors? I've looked up some of the Tuners colors myself.
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