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GTIMatt's Mods

By GTIMatt · Mar 23, 2009in Hacks/Mods💬 346 posts👁️ 60,843 views
Page 14 of 14
Posted May 28, 2009 · 22:36 UTC#326
And delete or opt them if i dont want? Cause i made a mistake, what happens is the 2D and 3D button and the info button DIMs after a while. and i dont think i want that. i just want them to be on.

 

then just ; the buttons in the scripts

Posted May 28, 2009 · 23:58 UTC#327

I have installed this mod into two units now. When I installed it into my unit, it worked flawlessly and quickly. Everything was very smooth.

 

However, when installing it on the second unit, I've run into some problems. The main screen icons always have the warning message in the background. It's like the screens overlap each other. I can see all my previous screens underneath the current screen...

 

I've factory reset and re-installed this twice. Any suggestions?

Posted May 29, 2009 · 23:46 UTC#328

okay i figured out the dimming problem, I changed them all from 20 to 32... so it wont even dim at all even though it thinks it is...

 

now i jsut gotta fix everything because i may have corrupted the file. being too hasty zipping and rezipping everything.

Posted May 30, 2009 · 00:03 UTC#329
Hey dietrying...

 

I ran into a few problems... when i opt them out.. i get file errors. its not working.

what did opt out, the buttons inside the script or the script itself?

Posted May 30, 2009 · 01:17 UTC#330
Hey dietrying...

 

I ran into a few problems... when i opt them out.. i get file errors. its not working.

what did opt out, the buttons inside the script or the script itself?

 

I did the combination of all of them... so i thought maybe to solve this presistant problem, i allow the scripts to run but changed the alpha values instead. That did the trick.

Posted Jun 07, 2009 · 04:32 UTC#331

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

Posted Jun 07, 2009 · 13:58 UTC#332

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

Posted Jun 07, 2009 · 20:34 UTC#333
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

Posted Jun 07, 2009 · 23:14 UTC#334

Why do I not see the speedlimit sign on my gps. What setting is that set in?

Posted Jun 07, 2009 · 23:34 UTC#335
Why do I not see the speedlimit sign on my gps. What setting is that set in?

play with your settings, not too familiar with gtimatts mod,

Posted Jun 08, 2009 · 00:41 UTC#336

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)

Posted Jun 11, 2009 · 07:35 UTC#337

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!!

Posted Aug 19, 2009 · 17:27 UTC#338

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

Posted Aug 20, 2009 · 14:04 UTC#339

Any pictures as the first post don't work anymore?

Posted Aug 21, 2009 · 20:26 UTC#340
Any pictures as the first post don't work anymore?

 

Pics on first post don't work any more. Probably disappeared after recent forum crash/restore. GTIMatt can you please post new pics for all to see. Thanks.

Posted Sep 01, 2009 · 15:17 UTC#341
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!

Posted Sep 02, 2009 · 19:02 UTC#342
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?

Posted Sep 02, 2009 · 21:38 UTC#343

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.

Posted Sep 02, 2009 · 21:58 UTC#344
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

Posted Apr 12, 2010 · 16:33 UTC#345

I'm going to try your latest release tonight Matt. Thanks for all your hard work; it's appreciated how much time it takes.

Posted Apr 12, 2010 · 18:41 UTC#346

Lol, this is an old post, GTI Matt isn't around anymore. As you can tell, the previous post was almost 8 months ago

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