carcols.xml
The carcols.xml file defines all vehicle paint colors and color combinations available in your server.
File Structure
<?xml version="1.0" encoding="UTF-8"?>
<colors>
<colour id="0">
<name>Black</name>
<r>15</r>
<g>15</g>
<b>15</b>
</colour>
<colour id="1">
<name>Metal Exotic Pearl</name>
<r>200</r>
<g>171</g>
<b>167</b>
</colour>
<!-- More colors... -->
</colors>
Color Properties
Each color entry contains:
| Element | Purpose | Range |
|---|---|---|
| id | Unique color identifier | 0-255 |
| name | Display name | Text string |
| r | Red component | 0-255 |
| g | Green component | 0-255 |
| b | Blue component | 0-255 |
Standard Colors
Basic Colors
- 0 - Black
- 1 - White
- 2 - Red
- 3 - Green
- 4 - Blue
- 5 - Yellow
- 6 - Purple
- 7 - Orange
- 8 - Gray
Metal Finishes
- 27 - Metal Exotic Pearl
- 28 - Metal Frost White
- 29 - Metal Champagne
- 30 - Metal Graphite
- 31 - Metal Midnight Silve
Matte Finishes
- 12 - Matte Black
- 13 - Matte White
- 14 - Matte Red
- 15 - Matte Blue
RGB Color Values
Colors use RGB (Red, Green, Blue) values from 0-255:
Pure Red: r=255, g=0, b=0
Pure Green: r=0, g=255, b=0
Pure Blue: r=0, g=0, b=255
Black: r=0, g=0, b=0
White: r=255, g=255, b=255
Adding Custom Colors
<colour id="256">
<name>Custom Neon Pink</name>
<r>255</r>
<g>16</g>
<b>240</b>
</colour>
<colour id="257">
<name>Custom Neon Green</name>
<r>39</r>
<g>255</g>
<b>0</b>
</colour>
<colour id="258">
<name>Custom Neon Blue</name>
<r>0</r>
<g>255</g>
<b>255</b>
</colour>
Color Categories
Racing Colors
High visibility colors for racing vehicles:
- Bright reds, yellows, blues
- High contrast values
- Used for sports cars
Gangster Colors
Team-affiliated colors:
- Hood green, purple, orange
- Specific RGB combinations for each gang
- Balanced saturation
Metallic Colors
Realistic metal finishes:
- Silver, gold, bronze
- Higher RGB values overall
- Uniform color distribution
Matte Colors
Flat, non-reflective finishes:
- Darker overall values
- Used for tactical/military vehicles
- Professional appearance
Vehicle Color Application
Colors are applied to vehicles through carvariations.xml:
<carVariation>
<primaryColour>0</primaryColour> <!-- References color id="0" (Black) -->
<secondaryColour>1</secondaryColour> <!-- References color id="1" (White) -->
</carVariation>
Best Practices
- Use unique IDs - Don't duplicate color IDs
- Describe colors clearly - Use meaningful names
- Test in-game - RGB values may look different
- Create color sets - Group related colors together
- Keep backups - Save original carcols before editing
Color Picker Tip
Use an online RGB color picker tool to find exact values for custom colors:
- Find your desired color
- Note the RGB values
- Add to carcols.xml with a unique ID
- Reference in carvariations.xml
Example: Full Custom Color Set
<?xml version="1.0" encoding="UTF-8"?>
<colors>
<colour id="0">
<name>Deep Black</name>
<r>10</r>
<g>10</g>
<b>10</b>
</colour>
<colour id="1">
<name>Pure White</name>
<r>255</r>
<g>255</g>
<b>255</b>
</colour>
<colour id="128">
<name>Custom Sunset Orange</name>
<r>255</r>
<g>140</g>
<b>0</b>
</colour>
<colour id="129">
<name>Custom Sky Blue</name>
<r>135</r>
<g>206</g>
<b>235</b>
</colour>
</colors>
Common Issues
- Colors not appearing - Check IDs match in carvariations.xml
- Wrong color in-game - Test RGB values, may need adjustment
- Texture issues - Ensure color references valid texture slots
- Duplication - Don't use same ID twice
carcols.meta Breakdown
This section details the XML structure for modification kits and lighting configurations in carcols.meta:
Kit Configuration Elements
| Element | Purpose | Example |
|---|---|---|
<Kits> | Container for all modification kit definitions | Parent element |
<kitName> | Unique identifier for the mod kit | 2998_07gal_modkit |
<id> | Numeric kit ID used for references | 2998 |
<kitType> | Kit classification type | MKT_SPECIAL |
Visible Modifications (Visual Parts)
| Element | Purpose | Notes |
|---|---|---|
<visibleMods> | Container for all visible mod options | Parent element |
<modelName> | 3D model file for this mod variant | 07gal_spoiler1 |
<modShopLabel> | Display name in mod shop UI | 07gal_spoiler1 |
<type> | Modification type category (VMT_) | VMT_SPOILER, VMT_EXHAUST, etc. |
<bone> | Model bone where part attaches | Usually chassis |
<collisionBone> | Collision detection bone | Usually chassis |
<weight> | Part weight impact on vehicle | Float value in KG |
<audioApply> | Audio intensity multiplier | Float (0.0-1.0) |
<turnOffExtra> | Disable vehicle extra when installed | Boolean |
<disableBonnetCamera> | Disable bonnet cam with this part | Boolean |
Linked Modifications
| Element | Purpose | Example |
|---|---|---|
<linkedModels> | Parts that install together with this mod | Child model names |
<linkMods> | Define mod dependencies | Connections between mods |
Turn Off Bones
| Element | Purpose | Notes |
|---|---|---|
<turnOffBones> | Bones to hide when this mod installs | Hide conflicting parts |
<Item> | Individual bone name to disable | misc_a, exhaust, etc. |
Breakdown: Complete carcols.meta File Structure
Kit Configuration
| Property | Purpose |
|---|---|
<kitName> | Unique identifier for the mod kit - used in carvariations.meta references (e.g., 2998_07gal_modkit) |
<id> | Numeric kit ID paired with kitName - must match references (e.g., 2998) |
<kitType> | Kit classification determining how mods appear in menu (e.g., MKT_SPECIAL) |
Visible Modifications (Visual Parts)
| Property | Purpose |
|---|---|
<modelName> | The internal name of the mod part (e.g., 07gal_roof2) - references the 3D model file |
<modShopLabel> | The display name shown in the mod shop UI to players (e.g., Roof Option 2) |
<linkedModels> | Other mod parts that must be installed together with this one (empty = standalone) |
<turnOffBones> | Bones to disable/hide when this mod is applied (empty = nothing hidden) |
<type> | The mod category (e.g., VMT_ROOF = roof modification, VMT_SPOILER = spoiler) |
<bone> | The vehicle skeleton bone this mod attaches to (e.g., chassis) |
<collisionBone> | Which bone's collision is used for this part (usually chassis) |
<cameraPos> | Camera position preset for the mod shop preview (e.g., VMCP_DEFAULT = standard view) |
<audioApply> | Audio modification intensity (e.g., 1.0 = full effect; used for engine/exhaust audio changes) |
<weight> | How much weight this mod adds to the vehicle in KG (e.g., 20 units) |
<turnOffExtra> | Whether this mod disables extra vehicle extras when applied (Boolean: true/false) |
<disableBonnetCamera> | If true, disables the hood/bonnet camera angle when viewing this mod |
<allowBonnetSlide> | If true, allows the bonnet/hood to open and close for this specific mod |
Performance/Stat Modifications
| Property | Purpose |
|---|---|
<identifier> | Optional mod identifier string (e.g., HORN_TRUCK) - usually empty |
<modifier> | Performance value change amount (e.g., 25, 50, 75, 150 - higher = better) |
<type> | Modification type category (e.g., VMT_ENGINE = engine upgrade, VMT_BRAKES = brake upgrade) |
<weight> | Weight impact of this performance upgrade in KG (Float value) |
<audioApply> | Audio effect multiplier for engine/performance sounds (Float 0.0-1.0) |
Lighting Configuration
| Property | Purpose |
|---|---|
<lightSettings id=""> | Unique lighting configuration ID (e.g., 902) - referenced by carvariations.meta |
<intensity> | Light brightness/intensity level (Float value, e.g., 1.0 = normal brightness) |
<falloffMax> | Maximum distance light spreads before fading (Float units, e.g., 20.0) |
<color> | Light color configuration (RGB reference or preset) |
<coronas> | Visual lens flare or glow effect (Container for multiple corona elements) |
<coronaIntensity> | Brightness of the lens flare/corona effect (Float value) |
<direction> | Light direction vector (X, Y, Z coordinates for directional lights) |
<position> | Light position offset on vehicle (X, Y, Z coordinates relative to bone) |
<bone> | Vehicle bone where light is mounted (e.g., headlight_l, taillight_r) |
<castShadows> | Whether this light casts shadows on environment (Boolean: true/false) |
<id> | Unique light configuration ID |
<name> | Display name for light config |
Light Properties (Indicator, Tail, Head, Reverse)
| Element | Purpose | Example |
|---|---|---|
<intensity> | Brightness of light | 0.37500000 (0.0-1.0) |
<falloffMax> | Maximum light spread distance | 2.50000000 |
<falloffExponent> | Light fade curve | 8.00000000 |
<innerConeAngle> | Inner cone angle for spotlights | 20.00000000 |
<outerConeAngle> | Outer cone angle for spotlights | 50.00000000 |
<emmissiveBoost> | Extra brightness/emission | false or true |
<color> | Light color in hex ARGB format | 0xFFFF7300 |
<textureName> | Texture file for light projection | Optional |
<mirrorTexture> | Mirror texture horizontally | Boolean |
Corona Properties (Light Glow)
| Element | Purpose | Example |
|---|---|---|
<size> | Near-distance corona size | Float (0.0-5.0) |
<size_far> | Far-distance corona size | Float |
<intensity> | Corona brightness | Float |
<intensity_far> | Far-distance intensity | Float |
<color> | Corona color in hex | 0xFFFF0F05 |
<numCoronas> | Number of corona sprites | Integer |
Example Complete Kit Configuration
<Item>
<kitName>2998_07gal_modkit</kitName>
<id value="2998" />
<kitType>MKT_SPECIAL</kitType>
<visibleMods>
<Item>
<modelName>07gal_spoiler1</modelName>
<modShopLabel>07gal_spoiler1</modShopLabel>
<linkedModels />
<turnOffBones>
<Item>misc_a</Item>
</turnOffBones>
<type>VMT_SPOILER</type>
<bone>chassis</bone>
<collisionBone>chassis</collisionBone>
<cameraPos>VMCP_DEFAULT</cameraPos>
<audioApply value="1.0" />
<weight value="20" />
<turnOffExtra value="false" />
<disableBonnetCamera value="false" />
<allowBonnetSlide value="true" />
</Item>
</visibleMods>
<statMods>
<Item>
<identifier />
<modifier value="25" />
<audioApply value="1.000000" />
<weight value="20" />
<type>VMT_ENGINE</type>
</Item>
</statMods>
</Item>