In this case, they are responsible for displaying names instead of hashes/slot names.
For example if you have a Police BMW M5 onpolice5slot, you can make a gxt2 file for it so it will display "BMW M5 Police", instead ofpolice5.
The same applies forvehicleMakeNamein vehicles.meta. Lang files are for pretty much everything in the game.
First you need to make a
dlctext.metafile, and then reference it in content.xml of your RPF file. Here's how you do it.
Then you need a folder to keep RPF files that contain theglobal.gxt2files. Recommended path is<RPF>/x64/data/lang
Now the longest part (technically), making the RPF and gxt2 files.
Make a global.oxt file, yes an .oxt, not .gxt2. You can do it normally, just like making a .txt file Open it with Notepad++/VS Code/Any text editor other than Notepad.
Use this template:
Version 2 30
{
0xC52827A7 = Name One
0x9D8AD861 = Name Two
}
On the left side you put Hash generated using Hash Generator in OpenIV using Default Algorithm and Hex format. On the right side you put the name, that should be visible to the user.
That's all for this step.
You do it the same way as other RPF files, right click with Edit Mode enabled and select .rpf file. Here's the list of names (languages) you can use:
americandlc.rpfchinesedlc.rpffrenchdlc.rpfgermandlc.rpfitaliandlc.rpfjapanesedlc.rpfkoreandlc.rpfmexicandlc.rpfpolishdlc.rpfportuguesedlc.rpfrussiandlc.rpfspanishdlc.rpf
gxt2 file. How to import it? Inside the RPF, right click on the empty space and choose "Import openFormats" and select the global.oxt file.
vehicleMakeName set to "Opel"
gameName set to "InsigniaVMS"

BMW if you wish to use it.