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I love what you did, but I need the clock bigger. I have successfully modified the time font many times, but everytime I do it on your GTIMatt file, My system does not boot, it cycles.

 

I would also prefer NOT to have a compass as my truck has a factory one. Is it possible to remove it? maybe move the push functions to an other icon????

 

Help would be appreciated greatly

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After a few requests I have posted my data.zip file for anyone who wants to try it out. I've put a couple of screenshots below to show how it looks when a route is present and when it's not.   [atta

MAtt, I Would like to try your mod, but I have already installed cmh928's mod.

Do I need toreset to OEM, or can I just copy over his?

 

 

Thanks, the mod looks great in pics. I am looking forward to trying it.

 

Rick

 

no need to use the reset to OEM, just copy over

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It has to do with the maps. Not all roads have their speed limits marked in the maps. Thus if its not on the map, it wont show up on the GPS. Their are very few roads around me that have speed limits in the maps. Pretty much just highways show their speed limit. 8)

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I Am using CMH_928's latest and greatest mod which incorporates alot of Matt's mods now and maybe someone here can help me with a small tweak to it. I have been trying and I cannot seem to get the code quite right. I was using GTI Matt's track recording function with the color-changing clock and now it will not work with this version. I have tried numerous times to rearrange the code in the current version but I cannot get it to work possibly because of the new clock functions with his mod. What I would like to do is have the speedo clickable and color changing when recording like Matt's clock version but I am not quite sure how to get there. Can any one help??

Thanx again for the wonderful mods guys!!

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  • 2 months later...

Hi, first of all Matt your mod is the nuts and thanks for that!

 

I'm trying to change my road colour from green to something darker purple maybe, I have gone through and changed some settings like in the posts but still remains green. Can anyone help?

 

I changed the following files in the DATA.ZIP and copied over.

day2dcolor.ini (file pasted below)

day3dcolor.ini

 

I would also like to change the route arrow (top left) from green to black as I find this difficult to see in the day. I saw in this post you can change these files but the link to the software to uncompress the bitmaps isn't working, can someone post a link to software to allow me to edit these? And confirm these are the ones to change.

 

info_bg.bmp - Route Info Box

746_32K_OM-003_32.bmp - Next Instruction box

746_32K_OM-005_32.bmp - 2nd Instruction box

746_32K_OM-007_32.bmp - Next street box

746_32K_OM-001_32b.bmp - Street Box

 

 

day2dcolor.ini

 

; TA FRC_A mapping

;FRC -> class

;1 -> 0 autopalya

;2 -> 1 autout (M0)

;3 -> 2 elso rendu (egyszamjegyu)

;4 -> 4 ketszamjegyu

;5.1 -> 8 telepulesen beluli legmagasabb (bajcsy)

;5.2 -> 9 telepulesen beluli osszekoto (podmaniczki)

;6 -> 10 gyujto ut (eg. pannonia)

;7 -> 12 sima utca

;8 -> 13 minden mas alt nem jarhato

 

 

0 = "ground", 215, 230, 205,1

 

a = "0_int", 255, 128, 0 ;class 0 external color

A = "0_ext", 255, 0, 0 ;class 0 external color

 

b = "1_int",255, 200, 0 ;class 1 internal color

B = "1_ext",128, 100, 0 ;class 1 external color

 

c = "2_int", 255,230, 0

C = "2_ext", 128, 0, 0

 

d = "4_int", 255,230,0

D = "4_ext", 180,180,0

 

e = "9_int",255,255,128

E = "9_ext",128,128,50

 

f = "8_int",255,255,128

F = "8_ext",128,128,50

 

g = "10_int",255,255,100

G = "10_ext",128,128,50

 

h = "12_int",255,255,255

H = "12_ext",128,128,128

 

i = "13_int",255,255,255

I = "13_ext",200,200,200

 

j = "lowdetail_low_junc_int",255,255,255

J = "lowdetail_low_junc_ext",128,128,128

 

k = "lowdetail_hi_junc_int",0,255,255

K = "lowdetail_hi_junc_ext",0,255,255

 

l = "4w",255,255,0 ; 2_int far view

L = "4w",255,150,0 ; 2_ext far view

 

m = "8w",255,255,100 ; 9_int far view

M = "8w",255,255,100 ; 9_ext far view

 

n = "9w",255,255,128

N = "9w",128,128,50

 

o = "10w",170,170,170

O = "10w",120,120,120

 

p = "12w",170,170,170

P = "12w",120,120,120

 

Q = "13w",170,170,170

q = "13w",120,120,120

 

1 = "orszaghatar szine", 200,200,200

2 = "megyehatarok szine", 180,180,180

3 = "kulterulethatarok szine", 100,100,100

4 = "nagyvaros kerulethatarok szine", 100,100,100

5 = "viz szine", 0,0,220

 

R = "fable", 255, 0, 0

r = "fable", 127, 0, 0

 

s = "freeway_int", 255, 200, 0

S = "freeway_ext", 255, 100, 0

 

Y = "fable", 255, 255, 0

y = "fable", 127, 127, 0

 

u = "unpaved", 121, 78, 0

U = "unpaved_ext",74,74,74

 

v = "poor", 215, 209, 160

V = "poor_ext",74,74,74

 

z = "ped", 255,255,128

Z = "ped_ext",222,222,222

 

x = "ferry", 114, 114, 177

X = "ferry_ext",0,0,114

w = "train_ferry", 140, 87, 35

W = "train_ferry_ext",100,62,25

 

t = "1w",255,230,0

T = "1w",255,127,0

;=====================================

; Shape colors

;

; color_name = ,,,

;

;=====================================

 

space = 0, 0, 0, 50

stars=0,200,200,200

 

;=====================================

;Built Up Areas

;=====================================

Partition_area = 9, 200, 200, 200, 1 ;ua kene mint a "ground"

built_up = 8, 200, 200, 200, 0

built_up_border = 1, 100, 100, 100

;District =

 

;=====================================

;Water elements

;=====================================

 

sweet_water = 6, 129,169,222,2

salt_water = 6, 129,169,222,2

intermittent_water = 6, 129,169,222,2

;salt_water = 6, 166,202,240

;intermittent_water = 6, 166,202,240

 

;=====================================

;Land Use / Land Cover

;=====================================

;-------------------------------------

;Beach/Dune/Sand Area

;-------------------------------------

;sand_area =

 

;-------------------------------------

;Glacier: Big hunk of ice

;-------------------------------------

;glacier =

 

;-------------------------------------

;Orchard: Orchard or plantation area

;-------------------------------------

;orchard =

 

;-------------------------------------

;Scrub: Scrub brush area

;-------------------------------------

;scrub =

 

;-------------------------------------

;Tundra: Area of nearly always freezing soil

;-------------------------------------

;tundra =

 

;-------------------------------------

;Wetland: Wetland or swamp area

;-------------------------------------

wetland = 6, 176,255,176

 

;-------------------------------------

;Park

;-------------------------------------

city_park = 4, 166,203,148,1

state_forest = 3, 147,191,125,1

National_Park = 3, 189,216,176,1

;National_Park_border = 1, 89, 185, 86

 

;-------------------------------------

;Forest

;-------------------------------------

city_forest = 1, 255,0,255,1

;nem other_forest = 1, 000,255,000

 

;-------------------------------------

;Artificial Surface

;-------------------------------------

airport_ground = 4, 204,204,204

airport_runway = 2, 240,240,240,2

;Amusement_Park_Ground =

;building = 0, 209,143,128

building = 0, 198,125,115,2

cemetery_ground = 5, 146,224,139

;Company_Ground =

;Golf_Course_Ground =

;Hospital_Ground =

industrial_area = 2, 190,190,190

 

Railway_area = 7, 190,190,190

 

;Industrial_Harbour_Area =

;Institution =

;Marina_Area =

;Military_Territory =

;Open_Parking_Area =

;Parking_Garage_Ground =

;Shopping_Center_Ground =

;Stadium_Ground =

;University_or_College_Ground =

;Other_Land_Use =

 

;=====================================

;Line shapes

;=====================================

railway = 2, 0,0,0, 255,255,255

 

;international_border = -1, 240,220,200

international_border = -1, 0,0,0

region_border = -1, 241,186,153

political_border = -1, 20,200,60

 

;Pipeline =

;Powerline =

;Shoreline =

 

;=====================================

;User shapes, can be of line or polygon type

; if used, the layer name must be defined

; at conversion time

;=====================================

 

 

area_a = 4, 176,176,176

area_b = 3, 204,204,204

area_c = 2, 240,240,240

;user2 =

;user3 =

;user4 =

;user5 =

;user6 =

;user7 =

;user8 =

 

;=====================================

;User shapes, can be of line or polygon type

; if used, the layer name must be defined

; at conversion time

;=====================================

black = -1, 0,0,0

white = -1, 255,255,255

red = -1, 255,0,0

lightred= -1, 255,128,128

green = -1, 0,255,0

blue = -1, 0,0,255

lightblue=-1, 128,128,255

yellow = -1, 255,255,0

puple = -1, 255,0,255

cyan = -1, 0,255,255

peach = -1, 255,188,155

orange = -1, 255,128,64

marsh = 13, 150,200,200

user_b = 14, 130,180,180

;sand_area fent

;city_park fent

 

CM_city_block_yellow = -1, 255,255,173

CM_city_block_blue = -1, 170,200,255

CM_city_block_green = -1, 170,255,170

CM_city_block_peach = -1, 255,242,211

CM_city_block_orange = -1, 255,200,128

CM_city_block_puple = -1, 255,200,255

 

 

 

CM_bank_area = -1, 192,148,80

CM_Hospital_ground = 11, 255, 200, 200

CM_Hospital = -1, 238,118,118

industrial_area = 2, 96,86,87

CM_paved_area = 14, 200,222,190

CM_medium_strip = 10, 128,140,120

CM_planted_area = 15, 160,255,100

CM_garden_path = -1, 54,179,29

 

CM_House = -1, 252,173,138

;CM_House_border = 1, 230, 170, 130 ;nem annyira ok a sok felvágott poligon miatt

CM_School_ground = -1, 190,255,255

CM_School = -1, 198,162,201

CM_Commercial_establishment = -1, 131,179,247

 

CM_place_of_worship = -1, 238,80,80

CM_Hotel = -1, 249,78,73

;=====================================

; Label Colors

;=====================================

 

label_road = "", 0,0,0

label_roadlt = "", 90,90,90

label_settlements = "", 0,0,0

label_poi = "",0,127,0

 

road_shield = "", 250, 250, 250

road_box = "", 250, 250, 0

shield_fill = "", 0, 50, 200

shield_border = "", 255, 255, 255

box_fill = "", 114, 114, 177

light_shield = "", 0, 135, 50

light_shield_ext = "", 114, 114, 114

roadlabel_fill = "", 255,255,255

roadlabel_frame = "", 255,0,0

roadlabel_stick = "", 0,0,0

 

oneway_arrow = "",112,112,204

oneway_arrow_ext = "",0,0,0

 

planned_road = "",255,0,255 <-- changed this line only

planned_road_ext = "",255,255,255

 

planned_road_visited = "",200,72,26

planned_road_visited_ext = "",100,36,13

 

planned_road_future = "",208,64,9

planned_road_future_ext = "",120,45,16

 

planned_road_prohibited = "",128,0,128

planned_road_prohibited_ext = "",64,0,64

 

planned_road_inactive = "",164,164,164

planned_road_inactive_ext = "",92,92,92

 

 

 

blocked_road = "", 32,32,240

blocked_road_ext = "", 32,32,240

 

;planned_road_future = "",0,255,255

;planned_road_future_ext = "",0,165,224

 

district.1 = 8, 255,186,136

district.2 = 8, 255,206,136

district.3 = 8, 255,186,156

district.4 = 8, 235,206,156

district.5 = 8, 235,206,136

district.6 = 8, 235,186,156

 

;=====================================

; System colors

;=====================================

 

hazecolor = 0,0,0,247

zoomcolor1 = 0, 95,142,223

zoomcolor2 = 0, 255,255,255

zoomcolorfont = 0,0,60,0

zoomcolorglow = 0,255,255,255

carcolorint = 0,0,64,255

;carcolorext = 0,0,0,0

carcolorext = 0,255,255,255

carcolorghostint = 0, 150, 150, 150

carcolorghostext = 0, 50, 50, 50

nextarrowcolor = 0,70,70,70

 

;=====================================

; 3D colors

;=====================================

 

3d_sky = 0,100,130,252

3d_grass = 0,0,199,0

3d_faded_building_body = 0,0,150,0

;3d_faded_building_wireframe = 0,80,150,80

; If 3d_building_color is not specified, buildings are textured

3d_building_color = 0,150,250,150

3d_building_roof = 0,96,96,96

 

 

tahoma="tahoma"

tahomabd="tahomabd"

 

[icon]

 

poi="gfx/day/poi6x6.spr"

poi2="gfx/day/poi26x26.spr"

poi2tc="gfx/poi26x26tc.spr"

settlements="gfx/telepules.spr"

trackinglist="ui_pioneer/common/trackinglist.spr"

 

flags="ui_pioneer/common/small_flags.spr"

pins="ui_pioneer/common/pins.spr"

gpspos="ui_pioneer/common/carpos.spr"

cursor="ui_pioneer/common/cursor.spr"

cursor_places="ui_pioneer/common/cursor_places.spr"

car="ui_pioneer/common/daycar.spr"

carghost="ui_pioneer/common/daycarghost.spr"

guidancearrow="ui_pioneer/common/daycarghost.spr"

 

[other]

texture="gfx/day/texture.spr"

sun="gfx/day/sun.spr"

sky="gfx/day/sky.spr"

heightcolormap="ui_pioneer/common/dayheightcolormap.bmp"

 

 

[userpoi]

font="tahoma"

fontsize=10

color=0,0,0

 

[track]

; params: x =

; x: 1-n (0 is reserved for the not visible track type)

1 = 200,0,0,255,255,255

 

2 = 255,85,0,235,65,0

3 = 0,255,128,0,235,108

4 = 255,0,0,235,0,0

5 = 0,213,255,0,193,235

6 = 0,0,255,0,0,235

7 = 128,0,255,108,0,235

8 = 0,255,0,0,235,0

9 = 255,255,128,235,235,108

10 = 255,198,0,235,168,0

 

 

Many thanks

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  • 2 weeks later...
Looks nice superman. How's the visiblity of the bmp's at night?

 

Its very visible, and sinces its red... there is really no glare or nothing to your eyes. I kepted ALL the alpha channels, and i even made the speed camera warning alpha channeled (it wasnt before).

 

I do have to admit though... the red is a little too red (blood red) and i kind of want to tune the red down a little. but thats a lot of work

 

but lonestar seems to be a fan of my red theme LOL, Lone, i dunno if you done any changed to your DATA.zip but i can either give you the DATA.zip (if no changes are made) or i can give you the bmp pictures to inject into your DATA.ZIP

 

Superman, this is exactly what I'm looking for. I want all the boxes used in the navigation screen in red but without any functional mods. The data.zip posted contains the original boxes I believe so could someone be kind enough to post the bmp pictures so I can throw these into my data.zip ?

 

Thanks!

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Looks nice superman. How's the visiblity of the bmp's at night?

 

Its very visible, and sinces its red... there is really no glare or nothing to your eyes. I kepted ALL the alpha channels, and i even made the speed camera warning alpha channeled (it wasnt before).

 

I do have to admit though... the red is a little too red (blood red) and i kind of want to tune the red down a little. but thats a lot of work

 

but lonestar seems to be a fan of my red theme LOL, Lone, i dunno if you done any changed to your DATA.zip but i can either give you the DATA.zip (if no changes are made) or i can give you the bmp pictures to inject into your DATA.ZIP

 

Superman, this is exactly what I'm looking for. I want all the boxes used in the navigation screen in red but without any functional mods. The data.zip posted contains the original boxes I believe so could someone be kind enough to post the bmp pictures so I can throw these into my data.zip ?

 

Thanks!

 

Nobody?

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All the bmps are in GTIMatt's datazip. Just download that and take them out the zip file, modify and put them in yours. easy.

 

The modify part is easier said than done. I''m not really good at such things, and since plenty of people have the red theme already installed I thought it would be possible to simpy post the 3 or 4 images on here so I can put them in my data.zip

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  • 7 months later...

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