San Andreas / Mody / Mody
PigIlFigo32's Extensive carcols.dat fix
- PigIlFigo32 | dodane przez PigIlFigo32
- 05/28/2026
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The Extensive carcols.dat fix fixes typing errors and bugs in the file, as well as adjusting many vehicles' color lines which were lazily recycled from Vice City and/or used odd and often invisible secondary and primary colors, adjusting them to the game's standard of having invisible secondary colors in combinations either match the visible primary color, or be set to a default #1 white, and vehicles using set textures having their only combination be set to 1,1. Most changes are invisible, and those that are visible are very subtle or can only be viewed through a mod garage or the vehicle's crash particles, therefore they don't alter the game's vanilla look that much.
col section
Fixed color #98 malachite poly, which had a "." instead of a "," in its RGB value. This is the famous Big Smoke's Glendale fix, which will now spawn in its intended light grey primary color rather than it being pulled from a traffic combination.
car section
Fixed the Army vehicles' (Barracks OL, Hunter, Patriot and Rhino) color lines, which were all set to 43,0, a line recycled from Vice City where color #43 appeared as green instead of the red it was changed to in San Andreas. They have all been changed to 37,0, as #37 dark green poly is the same color the Army's Mesas spawn in in the mission "Robbing Uncle Sam".
Fixed the Alpha's color line to have uniform #1 White secondary colors as it was recycled from the Phoenix (which has two combinations with #77 sandalwood frost poly and #45 cabernet red poly as secondary colors), despite the Alpha's secondary color being completely invisible.
Fixed the Baggage handler's color line to have a uniform #1 white secondary color. Its old line was recycled from Vice City, where it used 73, 74, 75, 76, 77, 78 and 79, all progressively lighter shades of grey, for its secondary colors applied to the bumpers. In San Andreas (where the Baggage handler's secondary color is now invisible), those colors appeared as random colors such as blue, tan or red.
Changed the Bandito's color line to "bandito 1,1", to match it with many other vehicles in the game which, like the Bandito, have a set texture instead of their color depending on the carcols.dat file. Its old color line was also recycled from the Vice City Sabre.
Fixed the BMX's color line to have the last half of the secondary colors match their primary like the first half of the combinations, when before they had seemingly random (invisible either way) secondary colors.
Fixed the Bravura's color line, which was missing a space between two color combinations (87,87 and 91,91) causing the game to skip the latter entirely when spawning the car in traffic or when the player resprays it at a Pay'n Spray.
Fixed the Buccaneer, Fortune, Sabre and Sultan's color lines, which all used the same color line recycled from the Vice City Sabre (with the exception of the Sultan having the first color set to #52 petrol blue green poly instead of #2 police car blue), which had some odd (invisible in either game) secondary colors such as 29 (orange in Vice City and tan in San Andreas) or 39 (lime green in Vice City and light blue in San Andreas). Their secondary colors have all been changed to #1 white.
Fixed the Cabbie's color line (6,76), as it was recycled from Vice City, where its secondary color, 76, appeared as light grey and now appears as light tan in San Andreas (where it is also now invisible). It has been changed to its closest chromatical match in San Andreas' col section, #15 silver stone poly.
Fixed the Cheetah's color line, which was missing a "," at the end of one of the combinations (40,1) causing the game to skip the next one (62,1) entirely when spawning the car in traffic or when the player resprays it at a Pay'n Spray.
Changed the Dodo's color line to "dodo 1,1", to match it with many other vehicles in the game which like the Dodo have a set texture instead of their color depending on the carcols.dat file. Its old color line was also recycled from the Vice City Oceanic.
Fixed the Esperanto's color line to have uniform #1 white secondary colors. Its old line was recycled from Vice City where it used 75 and 76 (two shades of light grey) as its secondary colors applied to the bumpers. In San Andreas (where the Esperanto's secondary color is now invisible), those colors appeared as dark blue and tan respectively.
Fixed the Flatbed''s color line to have the secondary colors match their primary instead of being mixed and matched with the latter despite being completely invisible, as follows in the new color line: "84,84, 32,32, 43,43, 1,1, 77,77". Its old color line was recycled from Vice City, which had its secondary color applied to the tarpaulin covers on one of the possible bed extras, but is now completely invisible in San Andreas. Two #84 med.woodrose poly and one #32 currant blue poly combinations have also been removed as they were identical to already listed combinations except for the invisible secondary color.
Fixed the Glendale and Glenshit's color lines to have uniform #14 frost white secondary colors, as it is the same secondary color Big Smoke's glendale spawns in in his missions, even before fixing color #93 malachite poly in the col section. Their old color lines were recycled from the Vice City Glendale, which had all secondary colors set to 76 except one combination set to 88, another shade of light grey in Vice City, but now red in San Andreas, making one combination of the car in San Andreas appear red with an odd red roof.
Changed the Hotknife's color line to "hotknife 1,1", to match it with many other vehicles in the game which, like the Hotknife, have a set texture instead of their color depending on the carcols.dat file.
Fixed the Hustler's color line to have uniform #1 white secondary colors. Half of them were set to #96 silver poly instead, despite being completely invisible.
Fixed the Intruder's color line to have the secondary colors match their primary instead of being mixed and matched with the latter despite being completely invisible, as follows in the new color line: "62,62, 78,78, 2,2, 3,3, 113,113, 119,119, 7,7". One #2 police car blue combination has been removed as it was identical to the first one except for the invisible secondary color.
Fixed the Jester's color line to have uniform #1 white secondary colors. Half of them were set to #8 light blue grey instead, despite being completely invisible. Its old color line was also recycled from the Vice City Oceanic.
Fixed the Kart and Tractor's color lines to have the secondary colors match their primary instead of being mixed and matched with the latter despite being completely invisible, as follows in the new color line: "2,2, 36,36, 51,51, 91,91, 11,11, 40,40".
Fixed the Moonbeam's color line, which had an obvious typo as the combination 117,227 used a color (#227) not listed in the col section. Since all other color combinations for the Moonbeam have uniform primary and secondary colors, it has been changed to 117,117.
Fixed the Picador, Sadler and Sadlshit's color lines to have their secondary colors match their primary instead of being mixed and matched with the latter despite being completely invisible. Their old color lines were also recycled from the Vice City Bobcat with the exception of the first color being #81 med.sandalwood poly for the Picador, #76 titanium frost poly for the Sadler and #61 race yellow solid for the Sadlshit instead of #5 temple curtain purple.
Fixed the Previon's color line to have uniform #1 white secondary colors. One combination was set to #45 cabernet red poly instead, despite being completely invisible.
Fixed the RC Baron's color line ("rcbaron 14,75"), which was recycled from Vice City where it appeared as bright red and light grey, and now appears as white and dark blue in San Andreas. The colors in the line have been changed to their respective closest chromatical match in San Andreas' col section, #3 cherry red instead of 14 and #50 ascot gray instead of 75.
Changed the RC Raider and RC Goblin's color lines to "rcraider 1,1" and "rcgoblin 1,1" respectively, to match them with many other vehicles in the game which, like the RC Raider and RC Goblin, have a set texture instead of their color depending from the carcols.dat file. Their old color lines were also recycled from the Vice City RC Baron.
Removed a duplicate color combination from the Savanna's color line (97,96 was listed twice in the color line).
Fixed the Seasparrow's color line ("seaspar 75,2"), which was recycled from Vice City where it appeared as light grey and cyan, and now appears as dark blue and cyan in San Andreas. The primary color has been changed to its closest chromatical match in San Andreas' col section, #50 ascot gray.
Changed the Securicar's color line to "securica 75,75". Its old color line was recycled from Vice City, where it appeared as dark green and light grey, and now appears as dark green and dark blue in San Andreas. The primary color has been changed to #75 twilight blue poly to match its cutscene look in "Breaking the bank at Caligula's" where it is shown with a full dark blue color scheme.
Fixed the Slamvan's color line, which was missing a "," at the end of one of the combinations (66,1) causing the game to skip the next one (97,1) entirely when spawning the car in traffic or when the player resprays it at a Pay'n Spray.
Fixed the Stallion and Stratum's color lines, which used the same color line recycled from the Vice City Stallion, which had its secondary color applied to the soft top, and since none of those two cars have a visible secondary color in SA, their secondary colors have all been changed to #1 white.
Fixed the Tahoma's color line to have uniform #1 white secondary colors. Half of them were set to #8 light blue grey instead, despite being completely invisible.
Fixed the Voodoo's color line to have uniform #1 white secondary colors. Half of them were set to #8 light blue grey instead, despite being completely invisible.
Removed a duplicate color combination from the Camper's color line. The combination 1,31,1,0 was listed twice at the beginning of the color line. This was most definitely done by the developers to make the Truth's Mothership's paintjob appear as intended in missions, since when removing one of the 1,31,1,0 combinations from the Camper's color line, the Mothership would appear with a stripe in which the paintjob's colors appeared dark red, due to its tertiary color (#3 cherry red) being pulled by the game from the very next traffic combination (1,20,3,0). This happened because paintjobs on all cars will warp their colors when you change the color underneath them to anything that's not #1 White. It has been fixed by simply moving the last color combination (17,0,120,0) in the first position right before the 1,31,1,0 combination, which not only now makes the Mothership appear with its intended neutral white color underneath the paintjob, but also maintains the original order in which the Pay'n Spray applied colors to the vehicle when respraying it. Note that if you simply reload the game after starting one of the missions in which the Mothership appears, then start it again, it will most likely spawn with other traffic tertiary colors, because the mission scripts only force the primary and secondary colors to be #1 White, leaving the tertiary and quaternary colors to be pulled from the next available traffic combination.
col section
Fixed color #98 malachite poly, which had a "." instead of a "," in its RGB value. This is the famous Big Smoke's Glendale fix, which will now spawn in its intended light grey primary color rather than it being pulled from a traffic combination.
car section
Fixed the Army vehicles' (Barracks OL, Hunter, Patriot and Rhino) color lines, which were all set to 43,0, a line recycled from Vice City where color #43 appeared as green instead of the red it was changed to in San Andreas. They have all been changed to 37,0, as #37 dark green poly is the same color the Army's Mesas spawn in in the mission "Robbing Uncle Sam".
Fixed the Alpha's color line to have uniform #1 White secondary colors as it was recycled from the Phoenix (which has two combinations with #77 sandalwood frost poly and #45 cabernet red poly as secondary colors), despite the Alpha's secondary color being completely invisible.
Fixed the Baggage handler's color line to have a uniform #1 white secondary color. Its old line was recycled from Vice City, where it used 73, 74, 75, 76, 77, 78 and 79, all progressively lighter shades of grey, for its secondary colors applied to the bumpers. In San Andreas (where the Baggage handler's secondary color is now invisible), those colors appeared as random colors such as blue, tan or red.
Changed the Bandito's color line to "bandito 1,1", to match it with many other vehicles in the game which, like the Bandito, have a set texture instead of their color depending on the carcols.dat file. Its old color line was also recycled from the Vice City Sabre.
Fixed the BMX's color line to have the last half of the secondary colors match their primary like the first half of the combinations, when before they had seemingly random (invisible either way) secondary colors.
Fixed the Bravura's color line, which was missing a space between two color combinations (87,87 and 91,91) causing the game to skip the latter entirely when spawning the car in traffic or when the player resprays it at a Pay'n Spray.
Fixed the Buccaneer, Fortune, Sabre and Sultan's color lines, which all used the same color line recycled from the Vice City Sabre (with the exception of the Sultan having the first color set to #52 petrol blue green poly instead of #2 police car blue), which had some odd (invisible in either game) secondary colors such as 29 (orange in Vice City and tan in San Andreas) or 39 (lime green in Vice City and light blue in San Andreas). Their secondary colors have all been changed to #1 white.
Fixed the Cabbie's color line (6,76), as it was recycled from Vice City, where its secondary color, 76, appeared as light grey and now appears as light tan in San Andreas (where it is also now invisible). It has been changed to its closest chromatical match in San Andreas' col section, #15 silver stone poly.
Fixed the Cheetah's color line, which was missing a "," at the end of one of the combinations (40,1) causing the game to skip the next one (62,1) entirely when spawning the car in traffic or when the player resprays it at a Pay'n Spray.
Changed the Dodo's color line to "dodo 1,1", to match it with many other vehicles in the game which like the Dodo have a set texture instead of their color depending on the carcols.dat file. Its old color line was also recycled from the Vice City Oceanic.
Fixed the Esperanto's color line to have uniform #1 white secondary colors. Its old line was recycled from Vice City where it used 75 and 76 (two shades of light grey) as its secondary colors applied to the bumpers. In San Andreas (where the Esperanto's secondary color is now invisible), those colors appeared as dark blue and tan respectively.
Fixed the Flatbed''s color line to have the secondary colors match their primary instead of being mixed and matched with the latter despite being completely invisible, as follows in the new color line: "84,84, 32,32, 43,43, 1,1, 77,77". Its old color line was recycled from Vice City, which had its secondary color applied to the tarpaulin covers on one of the possible bed extras, but is now completely invisible in San Andreas. Two #84 med.woodrose poly and one #32 currant blue poly combinations have also been removed as they were identical to already listed combinations except for the invisible secondary color.
Fixed the Glendale and Glenshit's color lines to have uniform #14 frost white secondary colors, as it is the same secondary color Big Smoke's glendale spawns in in his missions, even before fixing color #93 malachite poly in the col section. Their old color lines were recycled from the Vice City Glendale, which had all secondary colors set to 76 except one combination set to 88, another shade of light grey in Vice City, but now red in San Andreas, making one combination of the car in San Andreas appear red with an odd red roof.
Changed the Hotknife's color line to "hotknife 1,1", to match it with many other vehicles in the game which, like the Hotknife, have a set texture instead of their color depending on the carcols.dat file.
Fixed the Hustler's color line to have uniform #1 white secondary colors. Half of them were set to #96 silver poly instead, despite being completely invisible.
Fixed the Intruder's color line to have the secondary colors match their primary instead of being mixed and matched with the latter despite being completely invisible, as follows in the new color line: "62,62, 78,78, 2,2, 3,3, 113,113, 119,119, 7,7". One #2 police car blue combination has been removed as it was identical to the first one except for the invisible secondary color.
Fixed the Jester's color line to have uniform #1 white secondary colors. Half of them were set to #8 light blue grey instead, despite being completely invisible. Its old color line was also recycled from the Vice City Oceanic.
Fixed the Kart and Tractor's color lines to have the secondary colors match their primary instead of being mixed and matched with the latter despite being completely invisible, as follows in the new color line: "2,2, 36,36, 51,51, 91,91, 11,11, 40,40".
Fixed the Moonbeam's color line, which had an obvious typo as the combination 117,227 used a color (#227) not listed in the col section. Since all other color combinations for the Moonbeam have uniform primary and secondary colors, it has been changed to 117,117.
Fixed the Picador, Sadler and Sadlshit's color lines to have their secondary colors match their primary instead of being mixed and matched with the latter despite being completely invisible. Their old color lines were also recycled from the Vice City Bobcat with the exception of the first color being #81 med.sandalwood poly for the Picador, #76 titanium frost poly for the Sadler and #61 race yellow solid for the Sadlshit instead of #5 temple curtain purple.
Fixed the Previon's color line to have uniform #1 white secondary colors. One combination was set to #45 cabernet red poly instead, despite being completely invisible.
Fixed the RC Baron's color line ("rcbaron 14,75"), which was recycled from Vice City where it appeared as bright red and light grey, and now appears as white and dark blue in San Andreas. The colors in the line have been changed to their respective closest chromatical match in San Andreas' col section, #3 cherry red instead of 14 and #50 ascot gray instead of 75.
Changed the RC Raider and RC Goblin's color lines to "rcraider 1,1" and "rcgoblin 1,1" respectively, to match them with many other vehicles in the game which, like the RC Raider and RC Goblin, have a set texture instead of their color depending from the carcols.dat file. Their old color lines were also recycled from the Vice City RC Baron.
Removed a duplicate color combination from the Savanna's color line (97,96 was listed twice in the color line).
Fixed the Seasparrow's color line ("seaspar 75,2"), which was recycled from Vice City where it appeared as light grey and cyan, and now appears as dark blue and cyan in San Andreas. The primary color has been changed to its closest chromatical match in San Andreas' col section, #50 ascot gray.
Changed the Securicar's color line to "securica 75,75". Its old color line was recycled from Vice City, where it appeared as dark green and light grey, and now appears as dark green and dark blue in San Andreas. The primary color has been changed to #75 twilight blue poly to match its cutscene look in "Breaking the bank at Caligula's" where it is shown with a full dark blue color scheme.
Fixed the Slamvan's color line, which was missing a "," at the end of one of the combinations (66,1) causing the game to skip the next one (97,1) entirely when spawning the car in traffic or when the player resprays it at a Pay'n Spray.
Fixed the Stallion and Stratum's color lines, which used the same color line recycled from the Vice City Stallion, which had its secondary color applied to the soft top, and since none of those two cars have a visible secondary color in SA, their secondary colors have all been changed to #1 white.
Fixed the Tahoma's color line to have uniform #1 white secondary colors. Half of them were set to #8 light blue grey instead, despite being completely invisible.
Fixed the Voodoo's color line to have uniform #1 white secondary colors. Half of them were set to #8 light blue grey instead, despite being completely invisible.
Removed a duplicate color combination from the Camper's color line. The combination 1,31,1,0 was listed twice at the beginning of the color line. This was most definitely done by the developers to make the Truth's Mothership's paintjob appear as intended in missions, since when removing one of the 1,31,1,0 combinations from the Camper's color line, the Mothership would appear with a stripe in which the paintjob's colors appeared dark red, due to its tertiary color (#3 cherry red) being pulled by the game from the very next traffic combination (1,20,3,0). This happened because paintjobs on all cars will warp their colors when you change the color underneath them to anything that's not #1 White. It has been fixed by simply moving the last color combination (17,0,120,0) in the first position right before the 1,31,1,0 combination, which not only now makes the Mothership appear with its intended neutral white color underneath the paintjob, but also maintains the original order in which the Pay'n Spray applied colors to the vehicle when respraying it. Note that if you simply reload the game after starting one of the missions in which the Mothership appears, then start it again, it will most likely spawn with other traffic tertiary colors, because the mission scripts only force the primary and secondary colors to be #1 White, leaving the tertiary and quaternary colors to be pulled from the next available traffic combination.
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