Before we begin: I cannot stress strongly enough how important it is the make backups.
Trust me on this one. I have ruined several installs because I was too cocky and thought
that I couldn't make a mistake. That kind of hubris is just asking for trouble.
Q: Where can I find the vehicles for modding?
A: In the 'Common.vpp_pc' file located in the Saints Row 2 game directory.
You can unpack it with ThomasJepp Tools. The files use a uniform naming
convention (IE: car_2dr_muscle03 or suv_4dr_fbi01. There are entries for
bike, car, boat, heli, minivan, special, suv, wagon, truck, plane
and van. There are three files needed per vehicle when you mod. the
xtbl file for your vehicle as well as it's _cust and _veh files.
Q: Where Do I Find Information On (...) Topic?
A: Most of what of what you will need can be found in the files that you will be modding.
There is a helpful section at the bottom of most Xtbl files called <Tables> That provides
descriptions of entries and a brief explanation for them
Example: Here is a piece of random code from 'Bike_Chopper01.xtbl
<Element>
<Name>Variant</Name>
<Type>Element</Type>
<Element>
This little entry from the tables section of the file references the line:
<Name>Beater</Name>
And it tells us the the variant has to have a name attached to it. In this case beater.
While looking at any vehicle's xtbl file you can find all of the variant names by searching for
'variant'. In this case there are 4. Beater, Standard, Bling and Gang_Saints.
There are other places within the files to look as well. Like Vehicle_Groups.xtbl where you can find
information on spinners and hubcaps.
Example:
This tells us that The Standard Wheels are Family 001 in the Rim Jobs/Semi Broken Tire Selection menu.
It also tells us that the rims in this set start with the number 000 and that these rims will accept hubcaps
not spinners at Rim Jobs/Semi Broken. In the case of Family004 (Bling) they accepts spinners not hubcaps.
Q: Which variant should I use to make my mod?
A: It depends on what you want to accomplish, but usually I would say either 'Beater' or 'Standard'
The reason I say this is simple. All the variants of the vehicle are capable of accepting the
same components. However, the custom variants are created to look a certain way already, so
there is a chance that some of the options are missing from those builds.
To clarify: Let's say that you want to mod the gang_saints version of the bulldog. Which is custom
colored Purple and Gold. If your vehicle has two slots for rim color and the game only uses 1 color
for both slots but you want to use two different colors then you will have to add a chunk of code to make
that happen, but one of the less customize versions of the vehicle may have both of those slots already
written in their code.
If you are thinking that the bling version looks nicer than the other versions, so you should use that one
that is not necessarily the case. The car may look better in game however you can customize yours to
suit you and when you are through it might just look nicer than the Bling version. Plus while you are
customizing it you probably won't have to add a lot of missing options.
Q: I have modded my car and now I want to change the name, can it be done?
A: Just open the _veh.xtbl and search for: <Display_Name>. You will an entry like this one:
<Display_Name>Sabretooth</Display_Name>
Just change the name between the brackets. Note: This shouldn't affect anything but the name of the vehicle
that shows on the screen when you enter a car. This works for text based car names. If you're vehicle uses a
graphic like the ethel or the Atlasbreaker than it won't work. However if you read the section on changing decals
you will find a way around that. When changing the vehicle name decal remember that it can be transparent
or have a solid background as well.
How to make a noncustomizable vehicle customizable.
In your vehicle's _veh.xtbl file look for: <NoCustVariantsGrid> and if the vehicle is not Customizable
you will find:
Q: How do I add cars to a dealership?
A: Open up car_dealership.xtbl and search for the dealership that you want to list your car under.
For example Foreign Power. Search for foreign and when you find it add an entry for your vehicle
using an existing entry as a template.
NOTE: The vanilla version of car_dealerships and the GOTR version vary in the way they deal with
vehicle entries.
Code: Vanilla version
Code:GOTR version
Q: How do I add my vehicle to the game as a gang car?
A: First you have to make a variant and name it gang_saints
(you have to add one, you cannot just rename another one.
That would cause problems when the game tried to load a
variant that is no longer available.)
Once you have your variant created and named properly
add it to the vehicle's xtbl file, then add an entry for it
in the gang_customization.xtbl. (The gang_customization file
assumes that the vehicle has a variant called gang_saints)
There are three vehicle entries in gang_customization.xtbl
each one corresponds to a vehicle tier unlock. If you
are using GOTR you can also add it to the Stilwater Police
Impound for purchase. See the section on adding cars to
dealership. (This is not available in Vanilla - Sorry.)
When you start modding vehicles always have your vehicle's _cust
file handy. If you ever have to add a component you will need it.
Example: Some cars use the handle 'Body1' for color slots,
some use 'body 1' and some just use 'Body' Your _cust file can
save you a lot of trouble by supplying this information.
Q: How do I add a vehicle to the xtbl?
A: Short answer: Copy the entry for a premade variant
and then change the values to suit you then add it back in the
xtbl..
Long answer: Open your vehicle's xtbl and find a variant. Search <Variant>
and you will find something like this:
This is a variant. Everything between and including the <variant> and </variant>
tags. So highlight the whole variant entry including the tags and copy it
into an empty text document. This document is your work space so keep a clean copy
of it nearby.
In the working copy of your document make any changes to the vehicle that you wish
like color or tire size, etc.. When you are done right before you save your document
change the variant name, (the entry will look similar to this: <Name>Beater</Name>) to whatever
you wish to call it. Remember if you want to use it as a gang car you must call it gang_saints. now
go back to the vehicle's xtbl file and find the </Variants> tag. (notice the / and the s) copy your new
variant and paste it in the xtbl file right above this tag. You will now use the vehicle_cruncher
to crunch your xtbl and it's accompanying _cust file. Once you have created a cvtf file you can drop it
in the GOTR 'modding' folder for compiling. If you have modded the _veh file drop it in the mods folder as well.
Q: How do I add a vehicle to gang_customization.xtbl?
A: As I said, there are three lists of vehicles in the gang_customization file. Each one
represents a car upgrade that is unlocked during the course of story mode. The first
thing that you have to do is decide which list to put your vehicle in. Then you just create
an entry for it. like so:
<Vehicle>
<Vehicle>car_2dr_compact04</Vehicle>
</Vehicle>
Notice that it doesn't ask for a variant name. That it because it automatically
looks for one called 'gang_saints' in the xtbl of the chosen vehicle.
Q: So what tools do I need?
A: Notepad and vehicle_cruncher are all you need but masamaru's
vehicle_cruncher front end is very helpful. You can download both
the cruncher and it's front end from the link below.
Q: How do I use the vehicle_cruncher and tool?
A: There is a readme file with Masamaru's tool.
Observations:
Rim Jobs/Semi Broken is your friend. Creating a car in game gives you an idea of what it will
look like before you attempt to build it. That is common knowledge, but Rim Jobs and Semi Broken
also have another use. They are handy for helping you test your mods. If you are trying to test
out a new decal or try out a new component using a garage can save you a lot of hassle. By trying it out
between every step you can isolate any problems as opposed to doing multiple steps and then having
to ascertain which one caused the issue afterwards.
Q: Why do some vehicles have two names?
A: Vehicles like the Melbourne can assign a name to a particular variant such as the Estrada.
by including a special entry in the vehicle's xtbl file.
Here is the relevant code:
<Variant>
<Name>Police</Name>
<Weight>0</Weight>
<ParkingWeight>0</ParkingWeight>
<Bitmap>l_estrada.tga</Bitmap>
<Siren>1</Siren>
<Display_Name>Estrada</Display_Name>
<Components>
As you can see the code calls a decal (l_estrada.tga) when this particular variant
of the Melbourne is spawned. It also has a particular entry in the code
<Display_Name>Estrada</Display_Name> that tells the game to display this text when
you interact with this particular variant.
Q: What is the difference between color_set and color_pool?
A: Color pool refers to one particular color that should be used while color_set
allows the game to draw from a set of colors defined it the vehicle_cust_color_sets.xtbl.
Q: How do I get Rim Jobs to accept large vehicles?
A: You add a flag to the Rim Jobs entries (You have to add it to every garage individually
in the garage_sr2_city.xtbl. The 'Allow Large Vehicles' flag just needs to be added to
the code. Nclok1405 created a mod that has already done this but if you have
other garage mods then you might want to add the flags yourself
https://www.saintsrowmods.com/forum/threads/allow-large-vehicles-at-rim-jobs.17163/ - Courtesy Nclok1405
Example:
<Garages>
<Name>AR_Mechanic</Name>
<Type>mechanic</Type>
<Outside_Trigger_1>garage_sr2_city_$AR_mech_ext</Outside_Trigger_1>
<Inside_Trigger>garage_sr2_city_$AR_mech_store</Inside_Trigger>
<Foot_Trigger>garage_sr2_city_$AR_mech_foot</Foot_Trigger>
<Garage_Door>garage_sr2_city_AR_mech_door</Garage_Door>
<Garage_Lift_Navpoint>garage_sr2_city_$AR_mech_lift_nav</Garage_Lift_Navpoint>
<Shop>AR Rim Jobs</Shop>
<Flags>
<Flag>allow_large_vehicles</Flag>
</Flags>
<Vehicle_Type>cars</Vehicle_Type>
<_Editor>
<Category>Entries</Category>
</_Editor>
<Garage_Lift>garage_sr2_city_AR_mech_lift</Garage_Lift>
</Garages>
Q: Can I put monster truck wheels on my vehicle?
A: You can play with the wheel size on your car, but be advised that some wheel sizes
can make your vehicle unstable or undriveable. If you do want to experiment
CaboosesayzWTF created a mod to do just that
Q: How can I bhange the decals on my vehicle?
A: There are two ways. The one you choose depends on wether you are building your vehicle at
Rim Jobs / Semi Broken or if you are customizing it via xtbl. If you are using Rim Jobs all you need
to do is open the _cust.xtbl for your vehicle and search for decal. When you find it it will look
something like this:
Under each decal option there is a line that looks similar to this:
<Buyable>no</Buyable>
just change the 'no' to yes then crunch and recompile patch after
adding to Mods folder.
Each decal option will have a 'buyable' entry including the 'none'
option, so if you don't want a vehicle like the FBI / ULTOR interceptor
to have decals make sure the the 'none' option is buyable.
If you are customizing your vehicle via the xtbl file (your vehicle.xtbl)
then just change the decal weights to reflect which ever option you
have chosen. 100 means a 100% percent chance that it will spawn with that
decal and 0 means no chance.
Trust me on this one. I have ruined several installs because I was too cocky and thought
that I couldn't make a mistake. That kind of hubris is just asking for trouble.
Q: Where can I find the vehicles for modding?
A: In the 'Common.vpp_pc' file located in the Saints Row 2 game directory.
You can unpack it with ThomasJepp Tools. The files use a uniform naming
convention (IE: car_2dr_muscle03 or suv_4dr_fbi01. There are entries for
bike, car, boat, heli, minivan, special, suv, wagon, truck, plane
and van. There are three files needed per vehicle when you mod. the
xtbl file for your vehicle as well as it's _cust and _veh files.
Q: Where Do I Find Information On (...) Topic?
A: Most of what of what you will need can be found in the files that you will be modding.
There is a helpful section at the bottom of most Xtbl files called <Tables> That provides
descriptions of entries and a brief explanation for them
Example: Here is a piece of random code from 'Bike_Chopper01.xtbl
<Element>
<Name>Variant</Name>
<Type>Element</Type>
<Element>
This little entry from the tables section of the file references the line:
<Name>Beater</Name>
And it tells us the the variant has to have a name attached to it. In this case beater.
While looking at any vehicle's xtbl file you can find all of the variant names by searching for
'variant'. In this case there are 4. Beater, Standard, Bling and Gang_Saints.
There are other places within the files to look as well. Like Vehicle_Groups.xtbl where you can find
information on spinners and hubcaps.
Example:
Code:
<Wheel_Group>
<Name>Family001</Name>
<_Editor>
<Category>Entries</Category>
</_Editor>
<Rims_Grid>
<Rim_Element>
<Front_Rim>R_100_F</Front_Rim>
<Rear_Rim>R_100_R</Rear_Rim>
<Display_Name>RIM_SET_000</Display_Name>
<Price>100</Price>
</Rim_Element>
...
</Rims_Grid>
<Hubcaps_Spinners_Grid>
<HS_Element>
<Front_Hubcap>H_600_F</Front_Hubcap>
<Display_Name>OPTION_1</Display_Name>
<Rear_Hubcap>H_600_R</Rear_Hubcap>
<Front_Spinner>S_None_F</Front_Spinner>
<Rear_Spinner>S_None_R</Rear_Spinner>
<Price>100</Price>
</HS_Element>
...
</Hubcaps_Spinners_Grid>
<Display_Name>STANDARD</Display_Name>
</Wheel_Group>
This tells us that The Standard Wheels are Family 001 in the Rim Jobs/Semi Broken Tire Selection menu.
It also tells us that the rims in this set start with the number 000 and that these rims will accept hubcaps
not spinners at Rim Jobs/Semi Broken. In the case of Family004 (Bling) they accepts spinners not hubcaps.
Q: Which variant should I use to make my mod?
A: It depends on what you want to accomplish, but usually I would say either 'Beater' or 'Standard'
The reason I say this is simple. All the variants of the vehicle are capable of accepting the
same components. However, the custom variants are created to look a certain way already, so
there is a chance that some of the options are missing from those builds.
To clarify: Let's say that you want to mod the gang_saints version of the bulldog. Which is custom
colored Purple and Gold. If your vehicle has two slots for rim color and the game only uses 1 color
for both slots but you want to use two different colors then you will have to add a chunk of code to make
that happen, but one of the less customize versions of the vehicle may have both of those slots already
written in their code.
If you are thinking that the bling version looks nicer than the other versions, so you should use that one
that is not necessarily the case. The car may look better in game however you can customize yours to
suit you and when you are through it might just look nicer than the Bling version. Plus while you are
customizing it you probably won't have to add a lot of missing options.
Q: I have modded my car and now I want to change the name, can it be done?
A: Just open the _veh.xtbl and search for: <Display_Name>. You will an entry like this one:
<Display_Name>Sabretooth</Display_Name>
Just change the name between the brackets. Note: This shouldn't affect anything but the name of the vehicle
that shows on the screen when you enter a car. This works for text based car names. If you're vehicle uses a
graphic like the ethel or the Atlasbreaker than it won't work. However if you read the section on changing decals
you will find a way around that. When changing the vehicle name decal remember that it can be transparent
or have a solid background as well.
How to make a noncustomizable vehicle customizable.
In your vehicle's _veh.xtbl file look for: <NoCustVariantsGrid> and if the vehicle is not Customizable
you will find:
Code:
<NoCustVariantsGrid>
<NoCustVariantElement>
<Variant>Default</Variant>
</NoCustVariantElement>
</NoCustVariantsGrid>
Delete this chunk of code and then save the file.
Remember that just editing this file won't let you edit the vehicle you
have to recompile the game patch and install it first.
Q: How do I add cars to a dealership?
A: Open up car_dealership.xtbl and search for the dealership that you want to list your car under.
For example Foreign Power. Search for foreign and when you find it add an entry for your vehicle
using an existing entry as a template.
NOTE: The vanilla version of car_dealerships and the GOTR version vary in the way they deal with
vehicle entries.
Code: Vanilla version
Code:
<Element>
<Vehicle>car_2dr_muscle04</Vehicle>
<Variant>Standard</Variant>
<Cost>20000</Cost>
<ColorData>
<Colors>
<Color>
<ColorSlot>Body Color</ColorSlot>
<Type>Color</Type>
<Name>Gloss Paint</Name>
<Index>Gloss Graig Red</Index>
</Color>
<Color>
<ColorSlot>Rim Color</ColorSlot>
<Type>Color</Type>
<Name>Metal</Name>
<Index>Metal Chrome</Index>
</Color>
<Color>
<ColorSlot>Window Tint</ColorSlot>
<Type>Color</Type>
<Name>Glass</Name>
<Index>Glass Tint 60%</Index>
</Color>
</Colors>
</ColorData>
<Type>Sports</Type>
</Element>
Code:GOTR version
Code:
<Element>
<Vehicle>suv_4dr_06</Vehicle>
<Variant>Standard</Variant>
<Cost>30000</Cost>
<Type>Misc</Type>
</Element>
Q: How do I add my vehicle to the game as a gang car?
A: First you have to make a variant and name it gang_saints
(you have to add one, you cannot just rename another one.
That would cause problems when the game tried to load a
variant that is no longer available.)
Once you have your variant created and named properly
add it to the vehicle's xtbl file, then add an entry for it
in the gang_customization.xtbl. (The gang_customization file
assumes that the vehicle has a variant called gang_saints)
There are three vehicle entries in gang_customization.xtbl
each one corresponds to a vehicle tier unlock. If you
are using GOTR you can also add it to the Stilwater Police
Impound for purchase. See the section on adding cars to
dealership. (This is not available in Vanilla - Sorry.)
When you start modding vehicles always have your vehicle's _cust
file handy. If you ever have to add a component you will need it.
Example: Some cars use the handle 'Body1' for color slots,
some use 'body 1' and some just use 'Body' Your _cust file can
save you a lot of trouble by supplying this information.
Q: How do I add a vehicle to the xtbl?
A: Short answer: Copy the entry for a premade variant
and then change the values to suit you then add it back in the
xtbl..
Long answer: Open your vehicle's xtbl and find a variant. Search <Variant>
and you will find something like this:
Code:
<Variant>
<Name>Beater</Name>
<Weight>70</Weight>
<ParkingWeight>70</ParkingWeight>
<Type>poor</Type>
<Siren>0</Siren>
<Components>
<Component_Group>
<Name>Chassis</Name>
<Component_Chances>
<Component_Chance>
<Name>Option 1</Name>
<Weight>100</Weight>
<Components>
<Component_Element>
<Slot>Chassis</Slot>
<Component>Standard</Component>
</Component_Element>
</Components>
</Component_Chance>
</Component_Chances>
</Component_Group>
<Component_Group>
<Name>Hood</Name>
<Component_Chances>
<Component_Chance>
<Name>Option 1</Name>
<Weight>100</Weight>
<Components>
<Component_Element>
<Slot>Hood</Slot>
<Component>Stock</Component>
</Component_Element>
</Components>
</Component_Chance>
<Component_Chance>
<Name>Option 2</Name>
<Weight>0</Weight>
<Components>
<Component_Element>
<Slot>Hood</Slot>
<Component>Muscle</Component>
</Component_Element>
</Components>
</Component_Chance>
<Component_Chance>
<Name>Option 3</Name>
<Weight>0</Weight>
<Components>
<Component_Element>
<Slot>Hood</Slot>
<Component>Sport</Component>
</Component_Element>
</Components>
</Component_Chance>
</Component_Chances>
</Component_Group>
<Component_Group>
<Name>Bumpers</Name>
<Component_Chances>
<Component_Chance>
<Name>Option 1</Name>
<Weight>0</Weight>
<Components>
<Component_Element>
<Slot>Bumpers</Slot>
<Component>Stock 1</Component>
</Component_Element>
<Component_Element>
<Slot>License Plate</Slot>
<Component>Option 10</Component>
</Component_Element>
</Components>
</Component_Chance>
<Component_Chance>
<Name>Option 2</Name>
<Weight>100</Weight>
<Components>
<Component_Element>
<Slot>Bumpers</Slot>
<Component>Stock 2</Component>
</Component_Element>
<Component_Element>
<Slot>License Plate</Slot>
<Component>Option 11</Component>
</Component_Element>
</Components>
</Component_Chance>
<Component_Chance>
<Name>Option 3</Name>
<Weight>0</Weight>
<Components>
<Component_Element>
<Slot>Bumpers</Slot>
<Component>Sport</Component>
</Component_Element>
<Component_Element>
<Slot>License Plate</Slot>
<Component>Option 12</Component>
</Component_Element>
</Components>
</Component_Chance>
<Component_Chance>
<Name>Option 4</Name>
<Weight>0</Weight>
<Components>
<Component_Element>
<Slot>Bumpers</Slot>
<Component>Off Road 1</Component>
</Component_Element>
<Component_Element>
<Slot>License Plate</Slot>
<Component>Option 10</Component>
</Component_Element>
</Components>
</Component_Chance>
<Component_Chance>
<Name>Option 5</Name>
<Weight>0</Weight>
<Components>
<Component_Element>
<Slot>Bumpers</Slot>
<Component>Off Road 2</Component>
</Component_Element>
<Component_Element>
<Slot>License Plate</Slot>
<Component>Option 11</Component>
</Component_Element>
</Components>
</Component_Chance>
</Component_Chances>
</Component_Group>
<Component_Group>
<Name>Exhaust</Name>
<Component_Chances>
<Component_Chance>
<Name>Option 1</Name>
<Weight>0</Weight>
<Components>
<Component_Element>
<Slot>Exhaust Tips</Slot>
<Component>Street 2</Component>
</Component_Element>
</Components>
</Component_Chance>
<Component_Chance>
<Name>Option 2</Name>
<Weight>100</Weight>
<Components>
<Component_Element>
<Slot>Exhaust Tips</Slot>
<Component>Stock Left</Component>
</Component_Element>
</Components>
</Component_Chance>
<Component_Chance>
<Name>Option 3</Name>
<Weight>0</Weight>
<Components>
<Component_Element>
<Slot>Exhaust Tips</Slot>
<Component>Stock Right</Component>
</Component_Element>
</Components>
</Component_Chance>
<Component_Chance>
<Name>Option 4</Name>
<Weight>0</Weight>
<Components>
<Component_Element>
<Slot>Exhaust Tips</Slot>
<Component>Street 1</Component>
</Component_Element>
</Components>
</Component_Chance>
</Component_Chances>
</Component_Group>
<Component_Group>
<Name>Rear Cab</Name>
<Component_Chances>
<Component_Chance>
<Name>Option 1</Name>
<Weight>0</Weight>
<Components>
<Component_Element>
<Slot>Bed Options</Slot>
<Component>Stock 4</Component>
</Component_Element>
</Components>
</Component_Chance>
<Component_Chance>
<Name>Option 2</Name>
<Weight>70</Weight>
<Components>
<Component_Element>
<Slot>Bed Options</Slot>
<Component>Stock 5</Component>
</Component_Element>
</Components>
</Component_Chance>
<Component_Chance>
<Name>Option 3</Name>
<Weight>0</Weight>
<Components>
<Component_Element>
<Slot>Bed Options</Slot>
<Component>Stock 1</Component>
</Component_Element>
</Components>
</Component_Chance>
<Component_Chance>
<Name>Option 4</Name>
<Weight>0</Weight>
<Components>
<Component_Element>
<Slot>Bed Options</Slot>
<Component>Stock 1</Component>
</Component_Element>
</Components>
</Component_Chance>
<Component_Chance>
<Name>Option 5</Name>
<Weight>15</Weight>
<Components>
<Component_Element>
<Slot>Bed Options</Slot>
<Component>Stock 2</Component>
</Component_Element>
</Components>
</Component_Chance>
<Component_Chance>
<Name>Option 6</Name>
<Weight>0</Weight>
<Components>
<Component_Element>
<Slot>Bed Options</Slot>
<Component>Stock 3</Component>
</Component_Element>
</Components>
</Component_Chance>
<Component_Chance>
<Name>Option 7</Name>
<Weight>0</Weight>
<Components>
<Component_Element>
<Slot>Bed Options</Slot>
<Component>Sport 1</Component>
</Component_Element>
</Components>
</Component_Chance>
<Component_Chance>
<Name>Option 8</Name>
<Weight>15</Weight>
<Components>
<Component_Element>
<Slot>Bed Options</Slot>
<Component>Sport 2</Component>
</Component_Element>
</Components>
</Component_Chance>
<Component_Chance>
<Name>Option 9</Name>
<Weight>0</Weight>
<Components>
<Component_Element>
<Slot>Bed Options</Slot>
<Component>Sport 3</Component>
</Component_Element>
</Components>
</Component_Chance>
</Component_Chances>
</Component_Group>
<Component_Group>
<Name>Wheels</Name>
<Component_Chances>
<Component_Chance>
<Name>Standard Wheels</Name>
<Weight>30</Weight>
<Components />
<Externalized_Components>
<Externalized_Component>
<Component>W_000_F_Reg_Profile</Component>
</Externalized_Component>
<Externalized_Component>
<Component>W_000_R_Reg_Profile</Component>
</Externalized_Component>
<Externalized_Component>
<Component>R_229_F</Component>
</Externalized_Component>
<Externalized_Component>
<Component>R_229_R</Component>
</Externalized_Component>
</Externalized_Components>
</Component_Chance>
<Component_Chance>
<Name>Bling Wheel A</Name>
<Weight>0</Weight>
<Components />
<Externalized_Components>
<Externalized_Component>
<Component>W_000_F_High_Profile</Component>
</Externalized_Component>
<Externalized_Component>
<Component>W_000_R_High_Profile</Component>
</Externalized_Component>
<Externalized_Component>
<Component>R_175_F</Component>
</Externalized_Component>
<Externalized_Component>
<Component>R_175_R</Component>
</Externalized_Component>
</Externalized_Components>
</Component_Chance>
<Component_Chance>
<Name>Bling Wheel B</Name>
<Weight>0</Weight>
<Components />
<Externalized_Components>
<Externalized_Component>
<Component>W_000_F_High_Profile</Component>
</Externalized_Component>
<Externalized_Component>
<Component>W_000_R_High_Profile</Component>
</Externalized_Component>
<Externalized_Component>
<Component>R_175_F</Component>
</Externalized_Component>
<Externalized_Component>
<Component>R_175_R</Component>
</Externalized_Component>
</Externalized_Components>
</Component_Chance>
<Component_Chance>
<Name>Jacked Up</Name>
<Weight>70</Weight>
<Components />
<Externalized_Components>
<Externalized_Component>
<Component>W_006_F_Reg_Profile</Component>
</Externalized_Component>
<Externalized_Component>
<Component>W_006_R_Reg_Profile</Component>
</Externalized_Component>
<Externalized_Component>
<Component>R_230_F</Component>
</Externalized_Component>
<Externalized_Component>
<Component>R_230_R</Component>
</Externalized_Component>
</Externalized_Components>
</Component_Chance>
</Component_Chances>
</Component_Group>
<Component_Group>
<Name>Dirt</Name>
<Component_Chances>
<Component_Chance>
<Name>Option 1</Name>
<Weight>40</Weight>
<Components>
<Component_Element>
<Slot>Dirt 1</Slot>
<Component>Option 1</Component>
</Component_Element>
<Component_Element>
<Slot>Dirt 3</Slot>
<Component>none</Component>
</Component_Element>
</Components>
</Component_Chance>
<Component_Chance>
<Name>Option 2</Name>
<Weight>40</Weight>
<Components>
<Component_Element>
<Slot>Dirt 1</Slot>
<Component>Option 2</Component>
</Component_Element>
<Component_Element>
<Slot>Dirt 3</Slot>
<Component>none</Component>
</Component_Element>
</Components>
</Component_Chance>
<Component_Chance>
<Name>Option 3</Name>
<Weight>10</Weight>
<Components>
<Component_Element>
<Slot>Dirt 1</Slot>
<Component>Option 3</Component>
</Component_Element>
<Component_Element>
<Slot>Dirt 3</Slot>
<Component>Option 2</Component>
</Component_Element>
</Components>
</Component_Chance>
<Component_Chance>
<Name>Option 4</Name>
<Weight>10</Weight>
<Components>
<Component_Element>
<Slot>Dirt 1</Slot>
<Component>Option 4</Component>
</Component_Element>
<Component_Element>
<Slot>Dirt 3</Slot>
<Component>Option 2</Component>
</Component_Element>
</Components>
</Component_Chance>
<Component_Chance>
<Name>None</Name>
<Weight>0</Weight>
<Components>
<Component_Element>
<Slot>Dirt 1</Slot>
<Component>none</Component>
</Component_Element>
<Component_Element>
<Slot>Dirt 3</Slot>
<Component>none</Component>
</Component_Element>
</Components>
</Component_Chance>
</Component_Chances>
</Component_Group>
<Component_Group>
<Name>Decal</Name>
<Component_Chances>
<Component_Chance>
<Name>Option 1</Name>
<Weight>100</Weight>
<Components>
<Component_Element>
<Slot>Decal 1</Slot>
<Component>Option 1</Component>
</Component_Element>
</Components>
</Component_Chance>
</Component_Chances>
</Component_Group>
<Component_Group>
<Name>Performance</Name>
<Component_Chances>
<Component_Chance>
<Name>None</Name>
<Weight>100</Weight>
<Components>
<Component_Element>
<Slot>Nitrous</Slot>
<Component>None</Component>
</Component_Element>
<Component_Element>
<Slot>Kneecappers</Slot>
<Component>None</Component>
</Component_Element>
<Component_Element>
<Slot>Torque</Slot>
<Component>None</Component>
</Component_Element>
<Component_Element>
<Slot>Tire Durability</Slot>
<Component>None</Component>
</Component_Element>
<Component_Element>
<Slot>Reinforced Frame</Slot>
<Component>None</Component>
</Component_Element>
<Component_Element>
<Slot>Reinforced Bumper</Slot>
<Component>None</Component>
</Component_Element>
</Components>
</Component_Chance>
</Component_Chances>
</Component_Group>
</Components>
<Colors>
<Color_Group>
<Name>Standard</Name>
<Color_Chances>
<Color_Chance>
<Name>Auto</Name>
<Weight>100</Weight>
<Color_Choices>
<Color_Choice>
<Slot>Body Color2</Slot>
<Component>Paint</Component>
<Color_Slot>Paint</Color_Slot>
<Color>
<Color_Set>Matte Paint</Color_Set>
</Color>
</Color_Choice>
<Color_Choice>
<Slot>Trim Color1</Slot>
<Component>Paint</Component>
<Color_Slot>Trim 2</Color_Slot>
<Color>
<Color_Pool>Matte Deep Gray</Color_Pool>
</Color>
</Color_Choice>
<Color_Choice>
<Slot>Trim Color2</Slot>
<Component>Paint</Component>
<Color_Slot>Trim 3</Color_Slot>
<Color>
<Color_Set>Matte Paint</Color_Set>
</Color>
</Color_Choice>
<Color_Choice>
<Slot>Trim Color</Slot>
<Component>Paint</Component>
<Color_Slot>Trim</Color_Slot>
<Color>
<Color_Pool>Metal Stainless Steel</Color_Pool>
</Color>
</Color_Choice>
<Color_Choice>
<Slot>Body Color1</Slot>
<Component>paint</Component>
<Color_Slot>Bottom trim</Color_Slot>
<Color>
<Color_Pool>Matte Deep Gray</Color_Pool>
</Color>
</Color_Choice>
<Color_Choice>
<Slot>Rim Color</Slot>
<Component>Paint</Component>
<Color_Slot>Rim</Color_Slot>
<Color>
<Color_Pool>Metal Stainless Steel</Color_Pool>
</Color>
</Color_Choice>
<Color_Choice>
<Slot>Misc. Color</Slot>
<Component>Paint</Component>
<Color_Slot>Luggage Trim</Color_Slot>
<Color>
<Color_Pool>Interiors Water Bucket Gray</Color_Pool>
</Color>
</Color_Choice>
<Color_Choice>
<Slot>Window Tint</Slot>
<Component>Window Tint</Component>
<Color_Slot>Tint</Color_Slot>
<Color>
<Color_Pool>Glass Tint 5%</Color_Pool>
</Color>
</Color_Choice>
<Color_Choice>
<Slot>Interior Color</Slot>
<Component>Paint</Component>
<Color_Slot>interior</Color_Slot>
<Color>
<Color_Set>Interior Limited</Color_Set>
</Color>
</Color_Choice>
</Color_Choices>
</Color_Chance>
</Color_Chances>
</Color_Group>
</Colors>
<Wheels>
<Wheel_Group>
<Name>Default</Name>
<Front_Width>2</Front_Width>
<Front_Size>17</Front_Size>
<Rear_Width>2</Rear_Width>
<Rear_Size>17</Rear_Size>
<Weight>100</Weight>
</Wheel_Group>
</Wheels>
</Variant>
This is a variant. Everything between and including the <variant> and </variant>
tags. So highlight the whole variant entry including the tags and copy it
into an empty text document. This document is your work space so keep a clean copy
of it nearby.
In the working copy of your document make any changes to the vehicle that you wish
like color or tire size, etc.. When you are done right before you save your document
change the variant name, (the entry will look similar to this: <Name>Beater</Name>) to whatever
you wish to call it. Remember if you want to use it as a gang car you must call it gang_saints. now
go back to the vehicle's xtbl file and find the </Variants> tag. (notice the / and the s) copy your new
variant and paste it in the xtbl file right above this tag. You will now use the vehicle_cruncher
to crunch your xtbl and it's accompanying _cust file. Once you have created a cvtf file you can drop it
in the GOTR 'modding' folder for compiling. If you have modded the _veh file drop it in the mods folder as well.
Q: How do I add a vehicle to gang_customization.xtbl?
A: As I said, there are three lists of vehicles in the gang_customization file. Each one
represents a car upgrade that is unlocked during the course of story mode. The first
thing that you have to do is decide which list to put your vehicle in. Then you just create
an entry for it. like so:
<Vehicle>
<Vehicle>car_2dr_compact04</Vehicle>
</Vehicle>
Notice that it doesn't ask for a variant name. That it because it automatically
looks for one called 'gang_saints' in the xtbl of the chosen vehicle.
Q: So what tools do I need?
A: Notepad and vehicle_cruncher are all you need but masamaru's
vehicle_cruncher front end is very helpful. You can download both
the cruncher and it's front end from the link below.
Q: How do I use the vehicle_cruncher and tool?
A: There is a readme file with Masamaru's tool.
Saints Row 2 cvtf helper (vehicle customization)
This small tool helps with sr2's vehicle customization. sr2_cvtf_helper.exe have only a function that operates the sr2_vehicle_table_crunch.exe by "drag&drop" style user interface. So, you need to download the sr2_vehicle_table_crunch.exe from "Volition alpha tools" thread. Volition alpha...
www.saintsrowmods.com
Observations:
Rim Jobs/Semi Broken is your friend. Creating a car in game gives you an idea of what it will
look like before you attempt to build it. That is common knowledge, but Rim Jobs and Semi Broken
also have another use. They are handy for helping you test your mods. If you are trying to test
out a new decal or try out a new component using a garage can save you a lot of hassle. By trying it out
between every step you can isolate any problems as opposed to doing multiple steps and then having
to ascertain which one caused the issue afterwards.
Q: Why do some vehicles have two names?
A: Vehicles like the Melbourne can assign a name to a particular variant such as the Estrada.
by including a special entry in the vehicle's xtbl file.
Here is the relevant code:
<Variant>
<Name>Police</Name>
<Weight>0</Weight>
<ParkingWeight>0</ParkingWeight>
<Bitmap>l_estrada.tga</Bitmap>
<Siren>1</Siren>
<Display_Name>Estrada</Display_Name>
<Components>
As you can see the code calls a decal (l_estrada.tga) when this particular variant
of the Melbourne is spawned. It also has a particular entry in the code
<Display_Name>Estrada</Display_Name> that tells the game to display this text when
you interact with this particular variant.
Q: What is the difference between color_set and color_pool?
A: Color pool refers to one particular color that should be used while color_set
allows the game to draw from a set of colors defined it the vehicle_cust_color_sets.xtbl.
Q: How do I get Rim Jobs to accept large vehicles?
A: You add a flag to the Rim Jobs entries (You have to add it to every garage individually
in the garage_sr2_city.xtbl. The 'Allow Large Vehicles' flag just needs to be added to
the code. Nclok1405 created a mod that has already done this but if you have
other garage mods then you might want to add the flags yourself
https://www.saintsrowmods.com/forum/threads/allow-large-vehicles-at-rim-jobs.17163/ - Courtesy Nclok1405
Example:
<Garages>
<Name>AR_Mechanic</Name>
<Type>mechanic</Type>
<Outside_Trigger_1>garage_sr2_city_$AR_mech_ext</Outside_Trigger_1>
<Inside_Trigger>garage_sr2_city_$AR_mech_store</Inside_Trigger>
<Foot_Trigger>garage_sr2_city_$AR_mech_foot</Foot_Trigger>
<Garage_Door>garage_sr2_city_AR_mech_door</Garage_Door>
<Garage_Lift_Navpoint>garage_sr2_city_$AR_mech_lift_nav</Garage_Lift_Navpoint>
<Shop>AR Rim Jobs</Shop>
<Flags>
<Flag>allow_large_vehicles</Flag>
</Flags>
<Vehicle_Type>cars</Vehicle_Type>
<_Editor>
<Category>Entries</Category>
</_Editor>
<Garage_Lift>garage_sr2_city_AR_mech_lift</Garage_Lift>
</Garages>
Q: Can I put monster truck wheels on my vehicle?
A: You can play with the wheel size on your car, but be advised that some wheel sizes
can make your vehicle unstable or undriveable. If you do want to experiment
CaboosesayzWTF created a mod to do just that
Wheel Size Modification
Okay so this mod is just a joke reference to the saints row 3 + 4 community who like to rim/wheel size mod there cars. I was bored so I decided to make it possible for saints row 2. This mod is pointless IMO, but hey it's here for those who want to use it. In the download it has a read me file...
www.saintsrowmods.com
Q: How can I bhange the decals on my vehicle?
A: There are two ways. The one you choose depends on wether you are building your vehicle at
Rim Jobs / Semi Broken or if you are customizing it via xtbl. If you are using Rim Jobs all you need
to do is open the _cust.xtbl for your vehicle and search for decal. When you find it it will look
something like this:
Code:
<Slot>
<Name>Decal 1</Name>
<Camera_Info>JT_3Qtr_LF_High</Camera_Info>
<Components>
<Component>
<Name>FBI</Name>
<DisplayName>COMPONENT_OPTION_1</DisplayName>
<Price>100</Price>
<Buyable>yes</Buyable>
<No_Backseat_Passengers>no</No_Backseat_Passengers>
<Properties>
<Texture_component>
<Material_list>Body_1</Material_list>
<Texture_var_name>Decal_map_2</Texture_var_name>
<Texture_bmp_name>dcl_FBI.tga</Texture_bmp_name>
<Null_Component>no</Null_Component>
</Texture_component>
</Properties>
</Component>
<Component>
<Name>Ultor</Name>
<DisplayName>COMPONENT_OPTION_2</DisplayName>
<Price>100</Price>
<Buyable>yes</Buyable>
<No_Backseat_Passengers>no</No_Backseat_Passengers>
<Properties>
<Texture_component>
<Material_list>Body_1</Material_list>
<Texture_var_name>Decal_Map_2</Texture_var_name>
<Texture_bmp_name>dcl_ultor_logo.tga</Texture_bmp_name>
<Null_Component>no</Null_Component>
</Texture_component>
</Properties>
</Component>
<Component>
<Name>None</Name>
<DisplayName>COMPONENT_NONE</DisplayName>
<Price>0</Price>
<Buyable>yes</Buyable>
<No_Backseat_Passengers>no</No_Backseat_Passengers>
<Properties>
<Texture_component>
<Material_list>Body_1</Material_list>
<Texture_var_name>Decal_map_2</Texture_var_name>
<Texture_bmp_name>Dcl_BLANK.tga</Texture_bmp_name>
<Null_Component>yes</Null_Component>
</Texture_component>
</Properties>
</Component>
</Components>
</Slot>
Under each decal option there is a line that looks similar to this:
<Buyable>no</Buyable>
just change the 'no' to yes then crunch and recompile patch after
adding to Mods folder.
Each decal option will have a 'buyable' entry including the 'none'
option, so if you don't want a vehicle like the FBI / ULTOR interceptor
to have decals make sure the the 'none' option is buyable.
If you are customizing your vehicle via the xtbl file (your vehicle.xtbl)
then just change the decal weights to reflect which ever option you
have chosen. 100 means a 100% percent chance that it will spawn with that
decal and 0 means no chance.
Adding A New Paint Color To The Vehicle
There are two files that have to be edited when adding a new paint color:
vehicle_cust_color_pool.xtbl
vehicle_cust_color_sets.xtbl
vehicle_cust_color_pool.xtbl
============================
First you want to have an idea of the color you wish to add. I am going to use Abyssal Purple
which is also a clothing color in GOTR. It is not available in vanilla, but either way it can
still be added to the vehicle paint. The formula for Abyssal Purple is: Red:29 Green:0 Blue:43
The easiest way to add an entry for a new color is to use the entries from another similar color
in my case I will be using matte Royal Purple.
Here is the original entry:
In this case we are changing the Base_Paint_Color values.
There are a couple of things to remember. First you have to change the paint_type to suit the
type that you want
Here are the paint types:
<Default>Standard</Default> refers to iridescent and pearlescent
<Choice>Opaque</Choice> refers to opaque
<Choice>Matte</Choice> refers to mate
<Choice>Gloss</Choice> refers to gloss and metal
<Choice>Metallic</Choice> refers to Metallic
<Choice>Standard</Choice> refers to candy
<Choice>Not_Carpaint</Choice> refers to glass and interiors
</Element>
Candy paint is listed as standard so that is what we have to change the <Paint_Type>Matte</Paint_Type>
entry to. Also you have to change the name of the paint. You can't just call it Candy Purple the game doesn't
like that (for some reason if you use an entry like that one the game will cut off the first letter of the
color name.) You'll have to give it a specific name. I'll call it Miscreant Abyssal Purple so change the
<Name>Matte Royal Purple</Name> line accordingly. (Note: You can mess with the other values but unless you
know what you are doing your paint dot (in the colors menu will be the wrong color. Note: Although the dot may be the
wrong color the correct color will still apply to the vehicle.)
Next we have to add an entry for our paint in the vehicle_cust_color_sets.xtbl.
When you open the file you will see an entry similar to this one:
You need to find the section for the paint type you are adding: candy, matte, gloss, etc...
then add an entry for your new color under it.
<Color_Element>
<Color>Candy Miscreant Abyssal Purple</Color>
</Color_Element>
Save your file you are done. Once you add your new color to the game you will see
cars on the street using it. You may not see it all the time but it will pop up now and again.
There are two files that have to be edited when adding a new paint color:
vehicle_cust_color_pool.xtbl
vehicle_cust_color_sets.xtbl
vehicle_cust_color_pool.xtbl
============================
First you want to have an idea of the color you wish to add. I am going to use Abyssal Purple
which is also a clothing color in GOTR. It is not available in vanilla, but either way it can
still be added to the vehicle paint. The formula for Abyssal Purple is: Red:29 Green:0 Blue:43
The easiest way to add an entry for a new color is to use the entries from another similar color
in my case I will be using matte Royal Purple.
Here is the original entry:
Code:
<Color>
<Name>Matte Royal Purple</Name>
<Grid>
<Shader_Values>
<Shader_Variable>Base_Paint_Color</Shader_Variable>
<Value>
<Vector_Element>
<Vector>
<X>61.0</X>
<Y>37.0</Y>
<Z>76.0</Z>
</Vector>
</Vector_Element>
</Value>
</Shader_Values>
<Shader_Values>
<Shader_Variable>Specular_Color</Shader_Variable>
<Value>
<Vector_Element>
<Vector>
<X>255.0</X>
<Y>255.0</Y>
<Z>255.0</Z>
</Vector>
</Vector_Element>
</Value>
</Shader_Values>
<Shader_Values>
<Shader_Variable>Specular_Alpha</Shader_Variable>
<Value>
<Float_Element>
<Float>0.135</Float>
</Float_Element>
</Value>
</Shader_Values>
<Shader_Values>
<Shader_Variable>Specular_Power</Shader_Variable>
<Value>
<Float_Element>
<Float>50.0</Float>
</Float_Element>
</Value>
</Shader_Values>
<Shader_Values>
<Shader_Variable>Fresnel_Falloff_Brightness_Amount</Shader_Variable>
<Value>
<Float_Element>
<Float>0.0</Float>
</Float_Element>
</Value>
</Shader_Values>
<Shader_Values>
<Shader_Variable>Fresnel_Falloff_Contrast_Amount</Shader_Variable>
<Value>
<Float_Element>
<Float>0.0</Float>
</Float_Element>
</Value>
</Shader_Values>
<Shader_Values>
<Shader_Variable>Fresnel_Color</Shader_Variable>
<Value>
<Vector_Element>
<Vector>
<X>77.0</X>
<Y>77.0</Y>
<Z>77.0</Z>
</Vector>
</Vector_Element>
</Value>
</Shader_Values>
<Shader_Values>
<Shader_Variable>Reflection_Map_Opacity</Shader_Variable>
<Value>
<Float_Element>
<Float>0.01</Float>
</Float_Element>
</Value>
</Shader_Values>
<Shader_Values>
<Shader_Variable>Reflection_Falloff_Contrast_Amount</Shader_Variable>
<Value>
<Float_Element>
<Float>0.02</Float>
</Float_Element>
</Value>
</Shader_Values>
<Shader_Values>
<Shader_Variable>Reflection_Falloff_Brightness_Amount</Shader_Variable>
<Value>
<Float_Element>
<Float>0.01</Float>
</Float_Element>
</Value>
</Shader_Values>
</Grid>
<_Editor>
<Category>Entries</Category>
</_Editor>
<Paint_Type>Matte</Paint_Type>
</Color>
In this case we are changing the Base_Paint_Color values.
There are a couple of things to remember. First you have to change the paint_type to suit the
type that you want
Here are the paint types:
<Default>Standard</Default> refers to iridescent and pearlescent
<Choice>Opaque</Choice> refers to opaque
<Choice>Matte</Choice> refers to mate
<Choice>Gloss</Choice> refers to gloss and metal
<Choice>Metallic</Choice> refers to Metallic
<Choice>Standard</Choice> refers to candy
<Choice>Not_Carpaint</Choice> refers to glass and interiors
</Element>
Candy paint is listed as standard so that is what we have to change the <Paint_Type>Matte</Paint_Type>
entry to. Also you have to change the name of the paint. You can't just call it Candy Purple the game doesn't
like that (for some reason if you use an entry like that one the game will cut off the first letter of the
color name.) You'll have to give it a specific name. I'll call it Miscreant Abyssal Purple so change the
<Name>Matte Royal Purple</Name> line accordingly. (Note: You can mess with the other values but unless you
know what you are doing your paint dot (in the colors menu will be the wrong color. Note: Although the dot may be the
wrong color the correct color will still apply to the vehicle.)
Next we have to add an entry for our paint in the vehicle_cust_color_sets.xtbl.
When you open the file you will see an entry similar to this one:
Code:
<Color_Set>
<Name>Candy Paint</Name>
<Display_Name>VEHICLE_PAINT_CANDY_PAINT</Display_Name>
<Price>50</Price>
<Color_Grid>
<Color_Element>
<Color>Candy Trumpet Yellow</Color>
</Color_Element>
<Color_Element>
<Color>Candy Deep Bronze Brown</Color>
</Color_Element>
You need to find the section for the paint type you are adding: candy, matte, gloss, etc...
then add an entry for your new color under it.
<Color_Element>
<Color>Candy Miscreant Abyssal Purple</Color>
</Color_Element>
Save your file you are done. Once you add your new color to the game you will see
cars on the street using it. You may not see it all the time but it will pop up now and again.
Changing Decals
First you need SR2PegTool. - Courtesy Masamaru
You might also need:
Mspaint (here is a copy from Xp - courtesy Internet Archive)
or Irfanview (You can grab the plugins as well) - Courtesy Irfanview Website
then you need the peg_pc and g_peg_pc files for your vehicle. Located in pegs,vpp_pc
and textures.vpp_pc respectively. Place both of the files in the same directory and then
open the directory where SR2PegTool is located. (It doesn't have to be in the same directory
as the peg files) highlight the peg_pc file (not the g_peg_pc file) and drag it on top of
SR2PegTool.exe. There will be a directory created in the peg files folder that holds all of the
textures for the vehicle. (Note: Be sure to check the image size that you are replacing and
use the same size to replace it. If you are not sure how to do so then just open the picture
in Irfanview and under the image tab select resize/resample. It will open a box that will give you
the image size.
Once they are extracted find the one that you wish to replace and pay attention to the name
and the extension you will be needing them.
Depending upon whether you wish to create a new decal or copy and paste one the procedure
will change slightly. If creating: Open your graphics program. MsPaint is fine and draw your decal
then save it. If I recall older versions of Paint couldn't save as a png file so if yours can't then save it as
bmp. Now open Irfanview and convert the bmp to a png. make sure to use the keep background
transparency option before you save. Now give the decal the proper name and put in the extracted
folder. In this folder there is a desc file. When you are ready to repack your peg files drag that
desc file on top of the SR2pegtool.exe and it will create the packed files in a new directory within
the extracted files directory. Take the newly created files and drop them in the GOTR modding folder.
recompile them and then add to game. (for cut and paste just open the texture in paint and
paste the new decal over the old one. Then open in Irfanview and check the transparency
option. Now save.
This is also the same way that you can change the on screen name of vehicles like the Ethel
or the Atlasbreaker or any other vehicle with a decal showing it's name.
You can also use the decal method to change your vehicle to a custom paint job. (I know this
works on some vehicles like the tornado or the Nordberg but I haven't tried them all yet.)
Create a custom decal just like above only this time do not use the transparency option in
Irfanview. Your decal will encompass the whole vehicle.
I am including samples of transparent and nontransparent below. (My apologies of they are not aesthetically pleasing - I'm no artist)
Transparency Sample 1
Transparency Sample 2
Nontransparent Decal
First you need SR2PegTool. - Courtesy Masamaru
Saints Row 2 Peg Texture Tool
I made a new texture tool because there was a bug in old PegTool. Have also been added several new features. Please see the user's manual for more information. FileName: SR2PegTool_v128.zip FileSize: 1.23 MB (1,299,734 bytes) ModifiedDate: 2020-11-21T20:33:19+09:00 MD5...
www.saintsrowmods.com
You might also need:
Mspaint (here is a copy from Xp - courtesy Internet Archive)
MS Paint Windows XP Version : Microsoft : Free Download, Borrow, and Streaming : Internet Archive
This is MS Paint, the Windows XP version, in English.I'm not the author of this file, it belongs to Microsoft though now it is abandonware.
archive.org
or Irfanview (You can grab the plugins as well) - Courtesy Irfanview Website
then you need the peg_pc and g_peg_pc files for your vehicle. Located in pegs,vpp_pc
and textures.vpp_pc respectively. Place both of the files in the same directory and then
open the directory where SR2PegTool is located. (It doesn't have to be in the same directory
as the peg files) highlight the peg_pc file (not the g_peg_pc file) and drag it on top of
SR2PegTool.exe. There will be a directory created in the peg files folder that holds all of the
textures for the vehicle. (Note: Be sure to check the image size that you are replacing and
use the same size to replace it. If you are not sure how to do so then just open the picture
in Irfanview and under the image tab select resize/resample. It will open a box that will give you
the image size.
Once they are extracted find the one that you wish to replace and pay attention to the name
and the extension you will be needing them.
Depending upon whether you wish to create a new decal or copy and paste one the procedure
will change slightly. If creating: Open your graphics program. MsPaint is fine and draw your decal
then save it. If I recall older versions of Paint couldn't save as a png file so if yours can't then save it as
bmp. Now open Irfanview and convert the bmp to a png. make sure to use the keep background
transparency option before you save. Now give the decal the proper name and put in the extracted
folder. In this folder there is a desc file. When you are ready to repack your peg files drag that
desc file on top of the SR2pegtool.exe and it will create the packed files in a new directory within
the extracted files directory. Take the newly created files and drop them in the GOTR modding folder.
recompile them and then add to game. (for cut and paste just open the texture in paint and
paste the new decal over the old one. Then open in Irfanview and check the transparency
option. Now save.
This is also the same way that you can change the on screen name of vehicles like the Ethel
or the Atlasbreaker or any other vehicle with a decal showing it's name.
You can also use the decal method to change your vehicle to a custom paint job. (I know this
works on some vehicles like the tornado or the Nordberg but I haven't tried them all yet.)
Create a custom decal just like above only this time do not use the transparency option in
Irfanview. Your decal will encompass the whole vehicle.
I am including samples of transparent and nontransparent below. (My apologies of they are not aesthetically pleasing - I'm no artist)
Transparency Sample 1
Transparency Sample 2
Nontransparent Decal
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