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Can't change Franklin's Car Gauges & Radio?



  • I've just replaced Franklin's car with MMTGarage's great Buffalo Hellfire mod, everything is working fine except from the gauges and radio interface, it seems to still be using VDT_GENTAXI in the Vehicle.meta despite me changing it to VDT_RACE in the modpack (with high priority), and even in the original game files, but it never seems to change.

    Can anyone point me in the right direction?

    example here



  • @BurgessGaming
    This might work. Not sure, can be a bit funky sometimes/not sure if needle colour can be edited in all vehicles, but probably worth a shot etc. :thumbsup:

    CodeWalker - Export to XML:

    Try exporting the '.yft' files to XML using CodeWalker & edit the 'DiffuseSampler' &/or the 'matDiffuseColor' entries before reimporting:

    Note: Always get CW from it's discord link. v.29 on gta5-mods is years out of date.

    Example (vanilla 'buffalo2_hi.yft.xml' > 'vehicle_dash_emissive'):

        <Item>
         <Name>vehicle_dash_emissive</Name>
         <FileName>vehicle_dash_emissive.sps</FileName>
         <RenderBucket value="1" />
         <Parameters>
          <Item name="DiffuseSampler" type="Texture">
           <Name>script_rt_dials_gen_taxi</Name> <!-- edit this line -->
          </Item>
          <Item name="DamageSampler" type="Texture" />
          <Item name="SpecSampler" type="Texture">
           <Name>vehicle_generic_smallspecmap</Name>
          </Item>
          <Item name="envEffTexTileUV" type="Vector" x="8" y="0" z="0" w="0" />
          <Item name="envEffScale" type="Vector" x="1" y="0.001" z="0" w="0" />
          <Item name="envEffThickness" type="Vector" x="25" y="0" z="0" w="0" />
          <Item name="reflectivePower" type="Vector" x="0.45" y="0" z="0" w="0" />
          <Item name="specMapIntMask" type="Vector" x="1" y="0" z="0" w="0" />
          <Item name="dimmerSetPacked" type="Array">
           <Value x="0" y="0" z="0" w="0" />
           <Value x="0" y="0" z="0" w="0" />
           <Value x="0" y="0" z="0" w="0" />
           <Value x="0" y="0" z="0" w="0" />
           <Value x="0" y="0" z="0" w="0" />
          </Item>
          <Item name="matDiffuseColor" type="Vector" x="2" y="5" z="5" w="0" /> <!-- also, play with these values to edit colour/brightness (if required etc) -->
          <Item name="DamagedWheelOffsets" type="Array">
           <Value x="0" y="0" z="0" w="0" />
           <Value x="0" y="0" z="0" w="0" />
          </Item>
          <Item name="DamageTextureOffset" type="Vector" x="0" y="0" z="0" w="0" />
          <Item name="DamageMultiplier" type="Vector" x="0" y="0" z="0" w="0" />
          <Item name="BoundRadius" type="Vector" x="0" y="0" z="0" w="0" />
         </Parameters>
        </Item>
    

    Colour:

    matDiffuseColor:

    • x=Red
    • y=Green
    • z=Blue
    • w= Not sure (didn't seem to do much when tested)

    Generally, the colours work like that^, although equal values don't always result in white (some exact colours can be hard to achieve, just play with the values to see what's possible for each vehicle etc). The higher the value/s, the brighter the resultant colour will be, but some colours can be funny at higher values.

    Textures:

    If you can't quite get to a colour you want, maybe try editing the colours in any diffuse textures you can find also (they will likely influence the resultant colour etc).

    Tip:
    If you place any textures used by a vehicle into that vehicle's '.ytd', that vehicle will use them instead of the same named texture in 'vehshare.ytd' &/or other '.ytd's. After doing that, it means you can edit that texture just for that vehicle alone without affecting other vehicles that use the same one. Could be useful etc.

    Emissive:

    Also, it's likely possible to increase (or decrease) the brightness of the dash features by adding an 'emissiveMultiplier' line (ie maybe it's useful to achieve a colour you want etc. Lower xyz 'matDiffuseColor' values tend to be more reliable, but might be a bit too dim etc. You could potentially brighten them this way, although exact results may vary between vehicles):

    Example (vanilla 'buffalo2_hi.yft.xml' > 'vehicle_dash_emissive' > 'emissiveMultiplier' line added):

        <Item>
         <Name>vehicle_dash_emissive</Name>
         <FileName>vehicle_dash_emissive.sps</FileName>
         <RenderBucket value="1" />
         <Parameters>
          <Item name="DiffuseSampler" type="Texture">
           <Name>script_rt_dials_gen_taxi</Name>
          </Item>
          <Item name="DamageSampler" type="Texture" />
          <Item name="SpecSampler" type="Texture">
           <Name>vehicle_generic_smallspecmap</Name>
          </Item>
          <Item name="envEffTexTileUV" type="Vector" x="8" y="0" z="0" w="0" />
          <Item name="envEffScale" type="Vector" x="1" y="0.001" z="0" w="0" />
          <Item name="envEffThickness" type="Vector" x="25" y="0" z="0" w="0" />
          <Item name="reflectivePower" type="Vector" x="0.45" y="0" z="0" w="0" />
          <Item name="specMapIntMask" type="Vector" x="1" y="0" z="0" w="0" />
          <Item name="dimmerSetPacked" type="Array">
           <Value x="0" y="0" z="0" w="0" />
           <Value x="0" y="0" z="0" w="0" />
           <Value x="0" y="0" z="0" w="0" />
           <Value x="0" y="0" z="0" w="0" />
           <Value x="0" y="0" z="0" w="0" />
          </Item>
          <Item name="emissiveMultiplier" type="Vector" x="3.5" y="0" z="0" w="0" />   <!-- x value higher = more emissive -->
          <Item name="matDiffuseColor" type="Vector" x="2" y="5" z="5" w="0" /> 
          <Item name="DamagedWheelOffsets" type="Array">
           <Value x="0" y="0" z="0" w="0" />
           <Value x="0" y="0" z="0" w="0" />
          </Item>
          <Item name="DamageTextureOffset" type="Vector" x="0" y="0" z="0" w="0" />
          <Item name="DamageMultiplier" type="Vector" x="0" y="0" z="0" w="0" />
          <Item name="BoundRadius" type="Vector" x="0" y="0" z="0" w="0" />
         </Parameters>
        </Item>
    

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