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Blip Styles
Browse all 620 blip styles of RDR2's blipdata.ymt: the icon and colour each one ends up with, the styles it inherits from, and the Lua to create a blip with it.
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Blip Styles lists every blip style in RDR2’s blipdata.ymt, 620 of them, with the icon, colour and label each one really ends up with. Click one for its hash, the chain of styles it inherits from, and a line of Lua that creates a blip with it.
What it is for
In RDR2 a blip is created from a style, and the style decides the icon, the colour and the label. Scripts pass styles around as hashes, so a line like BLIP_ADD_FOR_COORDS(1664425300, ...) tells you nothing. Here you can find a style by what it looks like, or look up a hash you found in somebody’s script.
Quick start
- Search for a style name, a texture, a label or a hash, or click a category chip.
- Click a card. Its details open on the right.
- Copy the signed hash, or copy the Lua block.
- Press Place it on the map to start the Blip Placer with this style.
Searching and filtering
| Control | What it does | Default |
|---|---|---|
| Search box | Matches part of the style name, the icon texture or the label. A whole hash matches too: the hex form with its 0x (0x63351D54) or the decimal one, signed or unsigned. |
empty |
| Only styles that draw an icon | Hides the styles that have no icon of their own. | on |
| Category chips | All, plus one chip per category the game gives a style (Mission active, Objective, Pickups, Enemy…) with its count. | All |
Of the 620 styles, 261 draw an icon and 359 do not. The ones without are modifiers and parents (for example BLIP_MODIFIER_SHOP_UNAVAILABLE, which only sets a colour), so they are hidden until you untick the filter. 216 styles carry a category, in 28 categories; the rest have none and only show under All.
The line above the grid says how many styles match, for example 261 of 620 styles. The grid shows 60 at a time, with Show more under it.
The open style is kept in the URL (?id=BLIP_STYLE_PICKUP_WEAPON), so you can link to it.
The style panel
| Field | What it shows |
|---|---|
| Name and label | The style name, and the label it shows on the map (or No label). |
| Hash | The hash in hex, and a button that copies the signed decimal value. |
| Icon | The blip texture the style draws, or none. |
| Colour | The colour name it uses (COLOR_WHITE, COLOR_FRIENDLY…), or none. |
| Category | Its category, or none. |
| Inherits from | The style, its parent, the parent’s parent, and so on. Click one to open it. |
Styles inherit
Every style can name a parent, and takes every setting it does not set itself from it. The icon, colour and label shown on the card and in the panel are what the style ends up with after that chain, and Inherits from lists the chain so you can see where each value comes from. The longest chain is six styles deep.
For example BLIP_STYLE_HONOR_SHOP inherits from BLIP_STYLE_SHOP, which inherits from DEFAULT_COORDS. It changes the icon to blip_shop_honor and the colour to COLOR_RED.
The Lua
Every style comes with the call that creates a blip from it. For BLIP_STYLE_PICKUP_WEAPON:
-- BLIP_ADD_FOR_COORDS (0x554D9D53F696D002): BLIP_STYLE_PICKUP_WEAPON
local blip = Citizen.InvokeNative(0x554D9D53F696D002, 1664425300, x, y, z) -- 0x63351D54x, y, z are yours to fill in. The style hash works the same with the other BLIP_ADD natives. To give the blip a different icon or a name afterwards, see the full script the Blip Placer writes.
Tips
- Looking up a hash from someone else’s script? Paste it in the search box as it is: signed, unsigned, or hex with the
0x. - Pick a style for its colour and its label, then set the icon you want with
SET_BLIP_SPRITE. That is what rsg-shops does with its store blips. - Untick Only styles that draw an icon when you are looking for a modifier or a parent style.
Limitations
- The icon on a card is the texture alone. The colour the game tints it with is listed by name, not drawn.
- Category and colour names are the game’s own internal names. Not every style has a category, a colour or a label.
- The tool does not say what a style does in game beyond its icon, colour, label and category.