[How-To] Get the Chameleon paints

Hello, this is a small tutorial on how to stream the Chameleon paints in fivem. I couldn’t find any complete topic on the forum so I’m here :slight_smile: .

You’ll need to know a bit OpenIV (or Codewalker RPF explorer) and fivem resources to follow this tutorial, I won’t got in dept into anything (for example you need to know how to open .rpf files).


Streaming the files

First you’ll have to download the files from gta mods : Chameleon Paint [Add-On] - GTA5-Mods.com
Next you’ll need to open the .rpf file, you’ll find the needed files in dlc.rpf/common/data/ and dlc.rpf/x64/levels/gta5/vehicles.rpf/.
This is how I ordered the files :
image

resourcename
| stream
| | vehicle_paint_ramps.ytd
| carcols_gen9.meta
| carmodcols_gen9.meta
| fxmanifest.lua

So you’ll have to stream the vehicle_paint_ramps.ytd file, and both .meta ( file need to be specified in the fxmanifest.lua as data_file.
(Do not use the carmodcols_gen9.meta file from the root of the zip file)
Here is the content in the fxmanifest.lua I used:

fx_version "cerulean"
game "gta5"

files { "carcols_gen9.meta", "carmodcols_gen9.meta" }
data_file "CARCOLS_GEN9_FILE" "carcols_gen9.meta"
data_file "CARMODCOLS_GEN9_FILE" "carmodcols_gen9.meta"

And it should be it, there is not that much needed to be done.


Use the colors

You’ll find all 62 Rockstar chameleons colors starting from 161 and all of @Wildbrick142’s 20 custom colors will be starting from 223. (Tested on b2699)

161: ANOD_RED
162: ANOD_WINE
163: ANOD_PURPLE
164: ANOD_BLUE
165: ANOD_GREEN
166: ANOD_LIME
167: ANOD_COPPER
168: ANOD_BRONZE
169: ANOD_CHAMPAGNE
170: ANOD_GOLD
171: GREEN_BLUE_FLIP
172: GREEN_RED_FLIP
173: GREEN_BROW_FLIP
174: GREEN_TURQ_FLIP
175: GREEN_PURP_FLIP
176: TEAL_PURP_FLIP
177: TURQ_RED_FLIP
178: TURQ_PURP_FLIP
179: CYAN_PURP_FLIP
180: BLUE_PINK_FLIP
181: BLUE_GREEN_FLIP
182: PURP_RED_FLIP
183: PURP_GREEN_FLIP
184: MAGEN_GREE_FLIP
185: MAGEN_YELL_FLIP
186: BURG_GREEN_FLIP
187: MAGEN_CYAN_FLIP
188: COPPE_PURP_FLIP
189: MAGEN_ORAN_FLIP
190: RED_ORANGE_FLIP
191: ORANG_PURP_FLIP
192: ORANG_BLUE_FLIP
193: WHITE_PURP_FLIP
194: RED_RAINBO_FLIP
195: BLU_RAINBO_FLIP
196: DARKGREENPEARL
197: DARKTEALPEARL
198: DARKBLUEPEARL
199: DARKPURPLEPEARL
200: OIL_SLICK_PEARL
201: LIT_GREEN_PEARL
202: LIT_BLUE_PEARL
203: LIT_PURP_PEARL
204: LIT_PINK_PEARL
205: OFFWHITE_PRISMA
206: PINK_PEARL
207: YELLOW_PEARL
208: GREEN_PEARL
209: BLUE_PEARL
210: CREAM_PEARL
211: WHITE_PRISMA
212: GRAPHITE_PRISMA
213: DARKBLUEPRISMA
214: DARKPURPPRISMA
215: HOT_PINK_PRISMA
216: RED_PRISMA
217: GREEN_PRISMA
218: BLACK_PRISMA
219: OIL_SLIC_PRISMA
220: RAINBOW_PRISMA
221: BLACK_HOLO
222: WHITE_HOLO
223: YKTA_MONOCHROME
236: YKTA_CHROMABERA
240: YKTA_ELECTRO
226: YKTA_SPRUNK_EX
239: YKTA_HSW
224: YKTA_NITE_DAY
233: YKTA_SUNSETS
227: YKTA_VICE_CITY
228: YKTA_SYNTHWAVE
225: YKTA_VERLIERER2
238: YKTA_TEMPERATUR
229: YKTA_FOUR_SEASO
234: YKTA_THE_SEVEN
230: YKTA_M9_THROWBA
231: YKTA_BUBBLEGUM
232: YKTA_FULL_RBOW
235: YKTA_KAMENRIDER
237: YKTA_CHRISTMAS
241: YKTA_MONIKA
242: YKTA_FUBUKI
See old V1.0 informations

Anyway, the color indexes will depend on the build you’re using, on b2612 they start at 223, and should be from 161 on previous build:
(More informations about this here: Chameleon paints doesnt work in 2612 - #2 by Disquse)

223: G9_PAINT01
224: G9_PAINT02
225: G9_PAINT03
226: G9_PAINT04
227: G9_PAINT05
228: G9_PAINT06
229: G9_PAINT07
230: G9_PAINT08
231: G9_PAINT09
232: G9_PAINT10
233: G9_PAINT11
234: G9_PAINT12
235: G9_PAINT13
236: G9_PAINT14
237: G9_PAINT15
238: G9_PAINT16

You can find the corresponding names below.


Test a color

Here is a small command to use on client side to test the colors:

RegisterCommand("testcolor", function(source, args)
    local vehicle = GetVehiclePedIsIn(PlayerPedId(), false)
    SetVehicleModKit(vehicle, 0)
    SetVehicleColours(vehicle, tonumber(args[1]), tonumber(args[1]))
end)

Example of use:
/testcolor 232, you’ll get the color YKTA_FULL_RBOW which is the Fubuki-jo Specials: Full Rainbow.

See old V1.0 informations

/testcolor 232, you’ll get the color G9_PAINT10 which is the Full Rainbow.


Add in your scripts

Well on this part in depends a lot of the script you’re using. You’ll have to implement it yourself in your custom scripts. I won’t assist you on this part.


Color names

These are color names in english taken from the lang files of the rpf file.
You can just copy all of them and wrap each inside of a AddTextEntryByHash - FiveM Natives @ Cfx.re Docs call.

AddTextEntryByHash(0x03235520, "Vice City")
AddTextEntryByHash(0x03B1050B, "Red/Rainbow Flip")
AddTextEntryByHash(0x0451F232, "Magenta/Orange Flip")
AddTextEntryByHash(0x06019DB0, "Kamen Rider")
AddTextEntryByHash(0x0709E6CB, "Blue/Pink Flip")
AddTextEntryByHash(0x0B5C8B4A, "Turquoise/Purple Flip")
AddTextEntryByHash(0x0FAFB10C, "Chromatic Aberration")
AddTextEntryByHash(0x0FD93295, "Anodized Lime Pearl")
AddTextEntryByHash(0x1C0545B9, "Oil Spill Prismatic Pearl")
AddTextEntryByHash(0x1C9FCAEC, "It's Christmas!")
AddTextEntryByHash(0x2A6D23B3, "Maisonette 9 Throwback")
AddTextEntryByHash(0x2BC823E4, "Green/Turquoise Flip")
AddTextEntryByHash(0x2C7D6CAC, "White Prismatic Pearl")
AddTextEntryByHash(0x2E6A54F8, "Magenta/Green Flip")
AddTextEntryByHash(0x2E6BABA4, "Night & Day")
AddTextEntryByHash(0x2E626E71, "Temperature")
AddTextEntryByHash(0x2EB58817, "Black Holographic Pearl")
AddTextEntryByHash(0x3BC1133D, "Fubuki-jo Specials: Temperature")
AddTextEntryByHash(0x3C1EC716, "Bubblegum")
AddTextEntryByHash(0x4BDAE075, "Fubuki-jo Specials: Kamen Rider")
AddTextEntryByHash(0x4D2314AA, "Copper/Purple Flip")
AddTextEntryByHash(0x5DFFC4A0, "Oil Slick Pearl")
AddTextEntryByHash(0x6DA87068, "Blue Prismatic Pearl")
AddTextEntryByHash(0x6E6A15C1, "Fubuki-jo Specials: Synthwave Night")
AddTextEntryByHash(0x7BD85AD1, "Baby Blue Pearl")
AddTextEntryByHash(0x7DC7AE1E, "Anodized Copper Pearl")
AddTextEntryByHash(0x7F2307EC, "Fubuki-jo Specials: HSW Badge")
AddTextEntryByHash(0x7F4189DD, "Green Prismatic Pearl")
AddTextEntryByHash(0x8BDE41CD, "Orange/Purple Flip")
AddTextEntryByHash(0x8F33A80A, "Green/Blue Flip")
AddTextEntryByHash(0x9B263D99, "Green/Brown Flip")
AddTextEntryByHash(0x13BA6BF3, "Anodized Red Pearl")
AddTextEntryByHash(0x17E87317, "Blue/Green Flip")
AddTextEntryByHash(0x23D77E08, "Light Purple Pearl")
AddTextEntryByHash(0x32C535AD, "Anodized Gold Pearl")
AddTextEntryByHash(0x32F288BF, "Purple/Green Flip")
AddTextEntryByHash(0x56B75588, "Burgundy/Green Flip")
AddTextEntryByHash(0x61ED2843, "Blue/Rainbow Flip")
AddTextEntryByHash(0x70CE5288, "Dark Green Pearl")
AddTextEntryByHash(0x72A83420, "Monochrome")
AddTextEntryByHash(0x79F3A406, "White Holographic Pearl")
AddTextEntryByHash(0x96E24FFA, "Dark Blue Pearl")
AddTextEntryByHash(0x118BC585, "Fubuki-jo Specials: Fubuki Castle")
AddTextEntryByHash(0x127E9C05, "Black Prismatic Pearl")
AddTextEntryByHash(0x401A4F01, "The Verlierer")
AddTextEntryByHash(0x443CE6DF, "Orange/Blue Flip")
AddTextEntryByHash(0x454C51AA, "Graphite Prismatic Pearl")
AddTextEntryByHash(0x583D6C3C, "Dark Teal Pearl")
AddTextEntryByHash(0x982FF214, "Cyan/Purple Flip")
AddTextEntryByHash(0x989B28DF, "Fubuki-jo Specials: It's Christmas!")
AddTextEntryByHash(0x2348F313, "Fubuki-jo Specials: Bubblegum")
AddTextEntryByHash(0x3323E41D, "Dark Purple Pearl")
AddTextEntryByHash(0x5368EB75, "Light Pink Pearl")
AddTextEntryByHash(0x5437D164, "Fubuki-jo Specials: Anod. Lightning")
AddTextEntryByHash(0x5984C4B9, "Sunset")
AddTextEntryByHash(0x9711D5D1, "Turquoise/Red Flip")
AddTextEntryByHash(0x45773C51, "Fubuki-jo Specials: Sunset")
AddTextEntryByHash(0x57013C1B, "Purple Prismatic Pearl")
AddTextEntryByHash(0x88547DDC, "Light Green Pearl")
AddTextEntryByHash(0x99526FEF, "Fubuki-jo Specials: The Verlierer")
AddTextEntryByHash(0x636925C1, "Fubuki-jo Specials: Sprunk Extreme")
AddTextEntryByHash(0x3000802B, "Cute Pink Pearl")
AddTextEntryByHash(0x4793312A, "Fubuki-jo Specials: Emeralds")
AddTextEntryByHash(0x8346183B, "The Seven")
AddTextEntryByHash(0x34379647, "Hot Pink Prismatic Pearl")
AddTextEntryByHash(0x48712292, "Full Rainbow")
AddTextEntryByHash(0x79018996, "Purple/Red Flip")
AddTextEntryByHash(0xA00B1BBB, "White/Purple Flip")
AddTextEntryByHash(0xA0C2DC6E, "Light Blue Pearl")
AddTextEntryByHash(0xA4CC12D6, "Rainbow Prismatic Pearl")
AddTextEntryByHash(0xA833DE6E, "Red Prismatic Pearl")
AddTextEntryByHash(0xAAD5FFDD, "Fubuki-jo Specials: M9 Throwback")
AddTextEntryByHash(0xAB87144D, "Magenta/Yellow Flip")
AddTextEntryByHash(0xAC3FB952, "Fubuki-jo Specials: The Seven")
AddTextEntryByHash(0xB0C55438, "Anodized Champagne Pearl")
AddTextEntryByHash(0xB65F5BB6, "Green/Red Flip")
AddTextEntryByHash(0xB113B2B5, "Fubuki-jo Specials: Four Seasons")
AddTextEntryByHash(0xBD891512, "Fubuki-jo Specials: Full Rainbow")
AddTextEntryByHash(0xBE32CB2C, "Synthwave Nights")
AddTextEntryByHash(0xC2F63B4B, "Green/Purple Flip")
AddTextEntryByHash(0xC4777F6C, "Fubuki-jo Specials: Vice City")
AddTextEntryByHash(0xCA6A29F5, "Anodized Green Pearl")
AddTextEntryByHash(0xCE39A022, "Off White Pearl")
AddTextEntryByHash(0xD07D6FC1, "Four Seasons")
AddTextEntryByHash(0xD0B213A3, "Fubuki-jo Specials: Chromatic")
AddTextEntryByHash(0xD32AC8FE, "Teal/Purple Flip")
AddTextEntryByHash(0xD435A690, "Baby Green Pearl")
AddTextEntryByHash(0xD486B901, "Fubuki-jo Specials: Monochrome")
AddTextEntryByHash(0xE63626A2, "Baby Yellow Pearl")
AddTextEntryByHash(0xE683878C, "Anodized Purple Pearl")
AddTextEntryByHash(0xF0E7181A, "Magenta/Cyan Flip")
AddTextEntryByHash(0xF175B1C5, "Sprunk Extreme")
AddTextEntryByHash(0xF2668D56, "Anodized Bronze Pearl")
AddTextEntryByHash(0xF1225475, "Anodized Wine Pearl")
AddTextEntryByHash(0xFC532CC6, "Fubuki-jo Specials: Night & Day")
AddTextEntryByHash(0xFE4F92F5, "Anodized Blue Pearl")
AddTextEntryByHash(0xFF952547, "Cream Pearl")
AddTextEntryByHash(0xFFBA4291, "Red/Orange Flip")

See old V1.0 informations

I kept them in the same order as they are in the files so you should be able to easily take the ones for your language.

AddTextEntry("G9_PAINT05", "Vice City") -- 0x03235520
AddTextEntry("G9_PAINT13", "Kamen Rider") -- 0x06019DB0
AddTextEntry("G9_PAINT14", "Chromatic Aberration") -- 0x0FAFB10C
AddTextEntry("G9_PAINT15", "It's Christmas!") -- 0x1C9FCAEC
AddTextEntry("G9_PAINT08", "Maisonette 9 Throwback") -- 0x2A6D23B3
AddTextEntry("G9_PAINT02", "Night & Day") -- 0x2E6BABA4
AddTextEntry("G9_PAINT16", "Temperature") -- 0x2E626E71
AddTextEntry("G9_PAINT09", "Bubblegum") -- 0x3C1EC716
AddTextEntry("G9_PAINT01", "Monochrome") -- 0x72A83420
AddTextEntry("G9_PAINT03", "The Verlierer") -- 0x401A4F01
AddTextEntry("G9_PAINT11", "Sunset") -- 0x5984C4B9
AddTextEntry("G9_PAINT12", "The Seven") -- 0x8346183B
AddTextEntry("G9_PAINT10", "Full Rainbow") -- 0x48712292
AddTextEntry("G9_PAINT06", "Synthwave Nights") -- 0xBE32CB2C
AddTextEntry("G9_PAINT07", "Four Seasons") -- 0xD07D6FC1
AddTextEntry("G9_PAINT04", "Sprunk Extreme") -- 0xF175B1C5

You can then access the text entry with GetLabelText - FiveM Natives @ Cfx.re Docs .
Example:

GetLabelText("YKTA_FULL_RBOW") -- Fubuki-jo Specials: Full Rainbow
See old V1.0 informations
GetLabelText("G9_PAINT10") -- Full Rainbow

Credits

-@Wildbrick142: Gradient & DLC pack. (I hope that the @ is the right user)
-@Disquse: For figuring out how to get the game to load the gradients.
-Rockstar Games: The game and original shaders.


Disclaimer: I won’t upload the files from @Wildbrick142 here because I don’t want to have the files be uploaded at different places and be having to update my topic any time there is an update on the gta mods release.

19 Likes

Hey, thank you for the guide. I tried setting it up… But failed lol.
Quick question, Do we need to include SetVehicleModKit(vehicle, 0) in the code, Or can we just use SetVehicleColours(vehicle, tonumber(args[1]), tonumber(args[1]))?
That might be where I was messing up. I only tried setting the vehicle colour. Are we meant to also use set vehicle mod kit?
I am also using the game build 2699 - Would the colours start at 223 for this build too?
I have setup vMenu to use the chameleon paints, But was using the IDs that started from 161

1 Like

Hmm, I tried 223+ But they do not work. I am using build 2699. They might be different? :thinking:

Yes you do, see the doc: SetVehicleModKit - FiveM Natives @ Cfx.re Docs

Set modKit to 0 if you plan to call SET_VEHICLE_MOD. That’s what the game does. Most body modifications through SET_VEHICLE_MOD will not take effect until this is set to 0.


Yes, the same as b2612 :slight_smile:

I use the same values on b2699 than b2612 and it works the same for me

Oh? Ok. I must be doing something wrong?
Or would it be a graphics pack issue?

Screenshot 2022-07-30 231417


This should work then? But it doesnt

I just cleared all my server cache, then restarted the server. I will see if it works now?
Edit: Nope… Still doesnt work

Another Edit: I forgot to add the SetVehicleModKit(vehicle, 0) function lol.
I will see if it works now…

– Nope. That didnt work. I am sooo confused.
I dont need to edit the colour meta files for the new IDs correct? It does it all automatically?

Does this command snippet work for you ? Im only helping you to get the colors to work. I won’t assist you in getting them into vMenu or any other menu.

Just tried. The vehicle still just shows with the black paint colour.

Do you mind sending me your chameleon files? I am not sure if I am meant to edit the IDs in the meta’s to match the new IDs

Then you did something wrong :confused:.
I’ll let you follow the tutorial again.

You don’t have to edit anything, just follow the tutorial.

Alright. I will redownload the mod. I am not sure if I copied the correct files.
I already had the dlc mod installed in GTA. I am not sure if I copied the dlc mod, or the actual gta 5 gen9 files. Because I had a 27kb carcols_gen9.meta file. Not the 7kb. I most likely copied the wrong ones.

1 Like

Ah… Omfg :rofl: I guess I copied the gta 5 version of the gen9 files. Not the actual mod gen9 files.
It works now. Sorry for wasting your time!

May i ask how u got it working in vMenu?

2 Likes

Yes.
Pull Request for actual vMenu release:

My Fork of vMenu:

2 Likes

Awesome it works, Only when i switch to game build 2699 sadly. I am not using the new game build yet because it doesnt support my steering wheel, and i’ll wait till the new game build is fully fixed. so i stay on 2545 for a bit.

is there a way to use the colour codes from 161 to 176 with vMenu. or can u actually add a version for that for build 2545.

You can update your client scripts, you just need to download resource hacker, then there’s a forum post here that people use to update Menyoo, simple Trainer, etc etc

Ah ok, If you where to edit my vMenu fork, You would just need to edit the IDs in the VehicleData.cs file from the data folder, then Build it. I might be able to make a build for you, and other people who might be using the same version (or lower).

1 Like