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Missing or incomplete vehicle names

ikt edited this page Aug 16, 2024 · 1 revision

Vehicle names

Often, add-on vehicles have missing or faulty vehicle names. Here's a quick overview of what files do what, and what you need to change to get things looking nice again.

This guide assumes you've opened the dlc.rpf of the vehicle that you want to fix, using OpenIV. The paths are relative to the rpf file when you open it.

In data/vehicles.meta, look for these two lines:

      <gameName>{car model}</gameName>
      <vehicleMakeName>{car brand}</vehicleMakeName>

These are just names the game uses internally to look things up. These do not need to look fancy. Make sure both are less than 10 characters and don't contain spaces, keep it simple. An example for an Alfa Romeo Giulia Quadrifoglio:

      <gameName>giuliaq</gameName>
      <vehicleMakeName>alfaromeo</vehicleMakeName>

In x64/data/lang/{language}.rpf there is one global.gxt2. If not, we're going to create one. If it's there, right-click it and select Export to openFormat Text File (.oxt).

Open the global.oxt. It should look something like this:

Version 2 30
{
	// here be content
}

Some add-on car makers dump a lot of stuff in here. You can either add to it, or just add the one name that the dlc.rpf file actually contains.

Fill it in like so:

Version 2 30
{
	alfaromeo = Alfa Romeo
	giuliaq = Giulia Quadrifoglio
}

Save the file, and drag it back into the {language}.rpf file. OpenIV should put it back as global.gxt2.

If you play in English, americandlc.rpf is the file you want to edit. For other languages, change the appropriate {language}.rpf.

Now open the game - when entering the car or spawning the car, it should be represented with the correct full name.


No existing language files

Sometimes, a dlc.rpf may not come with language files at all. These can be added, but require a bit more work.

For reference, open a dlc.rpf that you know works, and compare/copy over the dlctext.meta-related entries:

  • In content.xml specify that dlctext.meta exists within dataFiles and filesToEnable
  • Then copy a dlctext.meta to the folder (in data/ probably). Make sure <hasGlobalTextFile value="true"/> is in there.
  • Create the folder structure (at x64/data/lang/) with the {language}.rpf files.

It should work then, but I haven't attempted this myself yet, some more actions may be needed.


Hashes

Note that when opening an existing language file, OpenIV may not know what's left of the = sign and show it as a "hash", like 0x61FF5B8B. This hash is what the game uses to look things up. In this case, "hashing" the string "alfaromeo" results in 0x61FF5B8B. The line alfaromeo = Alfa Romeo is exactly the same as 0x61FF5B8B = Alfa Romeo.

Left of = means the internal name or hash.

Right of = is the actual name how it's displayed in the game.

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