GR Mod - Object recolour and modification

Miscellaneous worthy stuff, which will make your GR experience even more special.
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Crowella
GeneRally Trackmaster
Posts: 502
Joined: Sun Jan 03, 2010 1:03 pm
Location: Sydney, NSW, Australia

GR Mod - Object recolour and modification

Post by Crowella »

Alright, so this is something I've been working on for a while and I think it can be due for some testing, ideas.

GR Mod - WIP/Alpha

What is it?
This is a mod for GR 1.20 that enables tracks to have use of all available LMap colours in game and allows for recoloring of *most* objects and resizing of some objects

How to install and run
Simply copy contents into a clean install of GeneRally. Run GR Mod.exe.

-------------------------------------------
Mods currently working

Additional colours in game
When opened, change palette to gr_mod.pal for optimised palette. This allows for additional colours by doing the following
- Replacing the boat colour with concrete/custom recolour
- Yellow pit crew/object colours now use the yellow line colour
- Soft walls now use the red colour

The modified/added colours include pink, purple and orange. Thanks to Kikwik for allowing me to use some of his palettes as a base for those colours. Any object can be modified to use any colour in the palette (even menu colours!)

Custom LMap
If a .grbmp is used on a track, it allows for every surface type to be used. Within GR, there are 48 colours used in LMap's, which is a big increase from the 13 used in the editor. Additional colours include
- All skid/tarmac's
- Additional grass colours
- Shades of dirt, sand, mud
- Faded yellow/white/red lines

Object recolouring
*almost* every object can now be recoloured with the .grmod file (sorry moveable cone, soon). An editor will be released at some point. For now, the only track available is USA from the World Tour. I will try to get all the original game tracks modified as a base, but this does take time whilst I don't have an easy way to edit them (that's coming soon)

Object resizing
Limited at this stage, but objects can also be resized. Currently concrete walls work (as long as they aren't super wide) with hitboxes whilst other objects don't have functioning hit boxes working fully. Some like the gate can now have the posts hidden so you can have floating objects. :shock:

How do I edit content with it
This ranges from simple to technical, sorry, it's a WIP.

For landmaps - Copy the USA bitmap file (.grbmp) and edit that in photoshop/GIMP. It's an indexed file. This can work with any track, so if you want to modify another track, just copy, rename to trackname.grbmp and you can add that to any track.

For objects - if you're handy with a hex editor, you can start by modifying the mod file (USA.grmod) and see what that does. I will eventually get around to a track editor to work around this, but for now each object is 32 bytes and is matched one for one with each object that's read from the original track.
https://docs.google.com/spreadsheets/d/ ... sp=sharing

Download
Current version. 0.1.1 Alpha
Version 0.1.1
- Added header to .grmod files for future compatibility
- Fixed .grbmp files to have colours for all gravel possibilities
- Added original sample track for more proof of concept (Richmond)
- Improved performance with tracks with lots of "gates"
Attachments
GRMod 0.1.1 Alpha.zip
(269.31 KiB) Downloaded 278 times
Last edited by Crowella on Wed Sep 03, 2025 1:50 am, edited 2 times in total.
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Crowella
GeneRally Trackmaster
Posts: 502
Joined: Sun Jan 03, 2010 1:03 pm
Location: Sydney, NSW, Australia

Re: GR Mod - Object recolour and modification

Post by Crowella »

Sample screenshots as well as palette options available.
Attachments
gr_mod_default_pallette.png
gr_mod_default_pallette.png (4.35 KiB) Viewed 14982 times
usa_old.jpg
usa_new.jpg
View my archived circuits/cars here
User avatar
Crowella
GeneRally Trackmaster
Posts: 502
Joined: Sun Jan 03, 2010 1:03 pm
Location: Sydney, NSW, Australia

Re: GR Mod - Object recolour and modification

Post by Crowella »

Bump, but wanted to list known bugs and future fixes:

- Lots of gates causes slow down due to hitbox updating.
- Crowd blood doesn't use changed red colour.
- Issues with office block hitboxes
- Possibly incorrect dynamics with concrete wall hitboxes if wall is much thicker.
- Concrete walls may be *tiny bit too tall*, only noticeable in very rare situations
- Dithering appears to render on top of the .grbmp file if the original track has sand/gravel
View my archived circuits/cars here
User avatar
Crowella
GeneRally Trackmaster
Posts: 502
Joined: Sun Jan 03, 2010 1:03 pm
Location: Sydney, NSW, Australia

Re: GR Mod - Object recolour and modification

Post by Crowella »

Updated to Version 0.1.1 Alpha.
- Added header to .grmod files for future compatibility
- Fixed .grbmp files to have colours for all gravel possibilities
- Added original sample track for more proof of concept (Richmond)
- Improved performance with tracks with lots of "gates"

Known bugs:
- Concrete walls hit boxes are slightly too tall after mod, affecting some tracks (Oran Park as example)
View my archived circuits/cars here
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