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Color copying as it's done in MWM is accomplished by requesting the part's paintable texture to be copied, which is simple to do, but it also make a mess of things if the copied "color" has any scratches/decals on it.
Sadly, this isn't because of laziness, but because the JVM simply isn't powerful enough to directly read color data from textures, so it can't give you an RGB/HSV readout without the help of external tools, sorry :(
Fortunately for you, you can get the RGB/HSV values of your special color manually!
The textures of painted/scratched parts are stored as .jpg images in the same directory as where the car is saved (\save\cars\ or \save\career\(Career name)-(Club#)\, for example);
[END OF PART 1, Steam has a character limit! :D)
The more painted/scratched and/or deformed parts your car has, the more files it'll come with;
For example, you'll only see a "PlayerCar0" at first, but as you paint/damage it, the amount of files created upon saving it will grow, with increasing number values as "extensions";
You can rename the texture files from (for example) "PlayerCar0.9" to "PlayerCar09.jpg" to allow you to open the file in an image editor, so you can get the color values!
In the mix, there are also mesh files, used to store deformation (.scx), which usually have a smaller file size than the textures (but it could still take some tries to find a valid .jpg file among them)
Some people directly edit these .jpg files instead of using the in-game painter to create impressive liveries!