Difference between revisions of "SkinID encoding"
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== Official cars == | == Official cars == | ||
| − | Official cars all have a SkinID composed of 3 letters/numbers, such as XRT or FZ5. They are encoded by simply converting each letter to the corresponding ASCII character value: | + | Official [[:Category:Cars|cars]] all have a SkinID composed of 3 letters/numbers, such as XRT or FZ5. They are encoded by simply converting each letter to the corresponding ASCII character value: |
* XRT = X-R-T = 88-82-84-0 | * XRT = X-R-T = 88-82-84-0 | ||
* FZ5 = F-Z-5 = 70-90-53-0 | * FZ5 = F-Z-5 = 70-90-53-0 | ||
Latest revision as of 22:36, 10 February 2026
Skins in the game are prefixed by the car's identifier or SkinID, e.g. UF1. This SkinID is always encoded as 3 bytes, with an additional zero at the end. Mods, however, are identified by a 6-character hexadecimal string, e.g. DBF12E: this string is also encoded as 3 bytes + a zero.
Official cars
Official cars all have a SkinID composed of 3 letters/numbers, such as XRT or FZ5. They are encoded by simply converting each letter to the corresponding ASCII character value:
- XRT = X-R-T = 88-82-84-0
- FZ5 = F-Z-5 = 70-90-53-0
Mods
Mods are a little more involved: the 6-character hexadecimal string represents 3 hexadecimal numbers, where 2 characters fully define a byte. However, those 3 numbers are stored in reversed order:
- DBF12E = DB-F1-2E = 219-241-46, which is encoded as 46-241-219-0
Usage
Several InSim packets contain the SkinID in compressed format, and you can get the corresponding string by converting the values using the opposite of the above examples. Such packets are: