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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:

ElementPurposeRange
idUnique color identifier0-255
nameDisplay nameText string
rRed component0-255
gGreen component0-255
bBlue component0-255

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

  1. Use unique IDs - Don't duplicate color IDs
  2. Describe colors clearly - Use meaningful names
  3. Test in-game - RGB values may look different
  4. Create color sets - Group related colors together
  5. Keep backups - Save original carcols before editing

Color Picker Tip

Use an online RGB color picker tool to find exact values for custom colors:

  1. Find your desired color
  2. Note the RGB values
  3. Add to carcols.xml with a unique ID
  4. 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

ElementPurposeExample
<Kits>Container for all modification kit definitionsParent element
<kitName>Unique identifier for the mod kit2998_07gal_modkit
<id>Numeric kit ID used for references2998
<kitType>Kit classification typeMKT_SPECIAL

Visible Modifications (Visual Parts)

ElementPurposeNotes
<visibleMods>Container for all visible mod optionsParent element
<modelName>3D model file for this mod variant07gal_spoiler1
<modShopLabel>Display name in mod shop UI07gal_spoiler1
<type>Modification type category (VMT_)VMT_SPOILER, VMT_EXHAUST, etc.
<bone>Model bone where part attachesUsually chassis
<collisionBone>Collision detection boneUsually chassis
<weight>Part weight impact on vehicleFloat value in KG
<audioApply>Audio intensity multiplierFloat (0.0-1.0)
<turnOffExtra>Disable vehicle extra when installedBoolean
<disableBonnetCamera>Disable bonnet cam with this partBoolean

Linked Modifications

ElementPurposeExample
<linkedModels>Parts that install together with this modChild model names
<linkMods>Define mod dependenciesConnections between mods

Turn Off Bones

ElementPurposeNotes
<turnOffBones>Bones to hide when this mod installsHide conflicting parts
<Item>Individual bone name to disablemisc_a, exhaust, etc.

Breakdown: Complete carcols.meta File Structure

Kit Configuration

PropertyPurpose
<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)

PropertyPurpose
<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

PropertyPurpose
<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

PropertyPurpose
<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)

ElementPurposeExample
<intensity>Brightness of light0.37500000 (0.0-1.0)
<falloffMax>Maximum light spread distance2.50000000
<falloffExponent>Light fade curve8.00000000
<innerConeAngle>Inner cone angle for spotlights20.00000000
<outerConeAngle>Outer cone angle for spotlights50.00000000
<emmissiveBoost>Extra brightness/emissionfalse or true
<color>Light color in hex ARGB format0xFFFF7300
<textureName>Texture file for light projectionOptional
<mirrorTexture>Mirror texture horizontallyBoolean

Corona Properties (Light Glow)

ElementPurposeExample
<size>Near-distance corona sizeFloat (0.0-5.0)
<size_far>Far-distance corona sizeFloat
<intensity>Corona brightnessFloat
<intensity_far>Far-distance intensityFloat
<color>Corona color in hex0xFFFF0F05
<numCoronas>Number of corona spritesInteger

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>
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