First of all:
This tutorial is intended only for mods you created or personal use. Do not attempt to upload cars converted from other authors as yours without prior permission since we can tell whether a car is stolen by just looking at file size of geometry.bin and the part names in BINViewer/a hex editor. You have been warned.
Note: the bracketed (< >) terms are meant to be substitued without brackets (duh) and respecting their own capitalization. So for example <MANUFACTURER> is substituted for HONDA and <color> gets substituted by green
If you're going to add cars with Ed The Car Dealer (deprecated method)
Once you have all the files set up, proceed to the next step
You will need to create new nodes for the addon car, but it's better to copy an existing one since creating a new one is rather buggy. And since we're dealing with a car from modloader, it's better to copy them from the original car it's replacing. Normally that would be a tedious process, but I prepared a script that will cut some work here:
copy_node brakes <original_xname> default <added_xname>
copy_node brakes <original_xname>_top <added_xname> <added_xname>_top
copy_node chassis <original_xname> default <added_xname>
copy_node chassis <original_xname>_top <added_xname> <added_xname>_top
copy_node ecar <original_xname> racers <added_xname>
copy_node frontend <original_manufacturer> <region> <added_manufacturer>
copy_node frontend <original_xname> <manufacturer> <added_xname>
copy_node engine <original_xname> default <added_xname>
copy_node engine <original_xname>_top <added_xname> <added_xname>_top
copy_node induction <original_xname> default <added_xname>
copy_node induction <original_xname>_top <added_xname> <added_xname>_top
copy_node pvehicle <original_xname> racers <added_xname>
copy_node tires <original_xname> default <added_xname>
copy_node tires <original_xname>_top <added_xname> <added_xname>_top
copy_node transmission <original_xname> default <added_xname>
copy_node transmission <original_xname>_top <added_xname> <added_xname>_top
copy_node camerainfo <original_xname>_hood hood <added_xname>_hood
update_field pvehicle <added_xname> MODEL Visual <MODEL_XNAME (IN ALL CAPS)>
update_field pvehicle <added_xname> MODEL Collision <MODEL_XNAME (IN ALL CAPS)>
update_field pvehicle <added_xname> MODEL Collision64 <MODEL_XNAME (IN ALL CAPS))>
update_field pvehicle <added_xname> transmission[0] Collection <added_xname>
update_field pvehicle <added_xname> transmission[1] Collection <added_xname>_top
update_field pvehicle <added_xname> tires[0] Collection <added_xname>
update_field pvehicle <added_xname> tires[1] Collection <added_xname>_top
update_field pvehicle <added_xname> induction[0] Collection <added_xname>
update_field pvehicle <added_xname> induction[1] Collection <added_xname>_top
update_field pvehicle <added_xname> frontend Collection <added_xname>
update_field pvehicle <added_xname> engine[0] Collection <added_xname>
update_field pvehicle <added_xname> engine[1] Collection <added_xname>_top
update_field pvehicle <added_xname> chassis[0] Collection <added_xname>
update_field pvehicle <added_xname> chassis[1] Collection <added_xname>_top
update_field pvehicle <added_xname> brakes[0] Collection <added_xname>
update_field pvehicle <added_xname> brakes[1] Collection <added_xname>_top
* some induction nodes have _base attached to it, that's for cars that don't come with turbo/supercharger, in that case the nodes related to induction will be the following:
copy_node induction <original_xname>_base default <added_xname>_base
copy_node induction <original_xname>_top <added_xname>_base <added_xname>_top
update_field pvehicle <added_xname> induction[1] Collection <added_xname>_base
update_field pvehicle <added_xname> induction[2] Collection <added_xname>_top
**some induction nodes have only the _top node, mostly for high-tier cars, in that case the nodes related to induction will be the following:
copy_node induction <original_xname>_top default <added_xname>_top
update_field pvehicle <added_xname> induction[1] Collection <added_xname>_top
*** If you're adding the car GLOBALB entry with Binary or Ed, set the <XNAME> in the Collision and Collision64 lines as the XNAME of the added car. If you're adding the car GLOBALB entry with ReCompiler, you have to change the Collision and Collsion64 lines to another original car XNAME; your car might float above/sinking on the ground so it might take a few tries to get it right.
Copy and paste this into a text editor (Notepad will do), replace the bracketed names as suggested (for example, <added_xname> to mustanggt and so on) and save it as <addon_car>.nfsms.
Back to VLTEd, import the .nfsms file with File>Import>ModScript. Click "Install" in the following dialog.
Next, import the the FE.MWPS file of the modloader car with File > Import > MWPS. Click "Import", then OK. You will see the script editor pane (lower right quadrant) now has some commands, but we need to make a slight change: delete the line that contains "manufacturer" since that has to be taken care later. (if there is any)
Now import the ATTRIBUTES.MWPS file. However MWPS import is not perfect and you will notice there might be some errors as noted in the import results window; scroll down to check what those might be.
For example, here it says "No value has been found at offset"; in this case it refers to the gear count value in the transmission node, which can be fixed by right-clicking on the car's transmission node, selecting "edit fields" and changing the GEAR_RATIO count to the desired value. Also some values like the copspeech and engine/turbo sounds might not be imported at first; you could either check if those have any other type than dword next to patch in their lines in the MWPS file in Notepad and try importing it again or change them manually in VLTEd
Click OK, then copy the contents of the script editor and paste them into a text editor. Replace the xname of the original car for the addon car, copy the whole thing; open the .nfsms file with the text editor and paste the copied script at the bottom of script file, save the script.
Back to VLTEd, reload the file to undo changes and import the script again. Now, change the missing values (engine/turbo sounds, copspeech, etc.) if any and then go to the frontend node of the added car (and added manufacturer, if there is any). Set the manufacturer number according to the Unlimiter list in the .ini (you can add manufacturers to the ini file and use them as well).
Once when you're done, save, export the script (overwrite the old one) and clear the script editor window. Now try out your new add-on car by creating a new save! (or by patching an existing save -see below-)
First export the vinyls with TexEd to a folder. Then open AntRenamer and add the folder containing the exported vinyls.
Then click on "Actions", go to "String replacement", in "Search for" put (in this example PUNTO vinyls are converted to SENTRAB13)
Click Go and check if all the files were renamed correctly, correct if neccessary.
Download this vinyls_base file, rename it to vinyls.bin and open it with Tex-Ed. Go to "Texture" > "Add from folder", select the folder containing the vinyls and click OK. Save the file (it might take a couple of minutes) to finish.
Unzip the Save Patcher to a folder. The folder structure should be like this
And the contents of the <XNAME>.ini are the following:
Now run the NfSMW - SavePatcher program, open Patch Save and click on the save you want to patch. You will hear a confirmation sound if done correctly.
Finally, open the NFSMW Save Editor, open the patched save and save it to make it work. You're done!
Hope you found this tutorial useful, cya!
This tutorial is intended only for mods you created or personal use. Do not attempt to upload cars converted from other authors as yours without prior permission since we can tell whether a car is stolen by just looking at file size of geometry.bin and the part names in BINViewer/a hex editor. You have been warned.
Things you will need:
- NFSMW Unlimiter [download] - needed to make add-on cars work properly
- MWInside's ReCompiler v190609 [download] - recompiles models and textures, adds cars to globalb.bun/lzc, logos to fronta.bun, strings to language files. (however, for adding cars it's being deprecated in favor of Binary)
- Base files for ReCompiler by nlgzrgn [download] - basic file structure for recompiler
- Binary [download] - edits GlobalB.lzc, FrontB.lzc, language files and others
- VLTEd [download] - edits VLT database
- NFSTexEd 1.7 [download] - import/extract textures from .bin/.bun/.lzc files
Optional:
- AntRenamer [download | portable] - a little useful program for renaming multiple files
- Save Patcher by MWInside [download] - to patch existing saves with addon cars
- NFS-Hasher [download] - to calculate the hashes needed for the ini file
Note: the bracketed (< >) terms are meant to be substitued without brackets (duh) and respecting their own capitalization. So for example <MANUFACTURER> is substituted for HONDA and <color> gets substituted by green
Step 1: File Structure
Make sure to install you have installed the NFSMW Unlimiter first or the add-on cars won't work properlyIf you're going to add cars with Binary
If you're going to add cars with Ed The Car Dealer (deprecated method)
If you're going to add cars with ReCompiler (even more deprecated method)
Once you have all the files set up, proceed to the next step
Step 2: (Re)Compiling Geometry/Textures and adding the GlobalB/Frontend/Language data
If you're going to add cars with Binary
If you're going to add cars with Ed The Car Dealer (deprecated method)
If you're going to add cars with ReCompiler (even more deprecated method)
Step 3: VLT Editing
Open VLTEd and go to File > Open; select your NFSMW folder. You will see the VLT nodes like this:You will need to create new nodes for the addon car, but it's better to copy an existing one since creating a new one is rather buggy. And since we're dealing with a car from modloader, it's better to copy them from the original car it's replacing. Normally that would be a tedious process, but I prepared a script that will cut some work here:
copy_node brakes <original_xname> default <added_xname>
copy_node brakes <original_xname>_top <added_xname> <added_xname>_top
copy_node chassis <original_xname> default <added_xname>
copy_node chassis <original_xname>_top <added_xname> <added_xname>_top
copy_node ecar <original_xname> racers <added_xname>
copy_node frontend <original_manufacturer> <region> <added_manufacturer>
copy_node frontend <original_xname> <manufacturer> <added_xname>
copy_node engine <original_xname> default <added_xname>
copy_node engine <original_xname>_top <added_xname> <added_xname>_top
copy_node induction <original_xname> default <added_xname>
copy_node induction <original_xname>_top <added_xname> <added_xname>_top
copy_node pvehicle <original_xname> racers <added_xname>
copy_node tires <original_xname> default <added_xname>
copy_node tires <original_xname>_top <added_xname> <added_xname>_top
copy_node transmission <original_xname> default <added_xname>
copy_node transmission <original_xname>_top <added_xname> <added_xname>_top
copy_node camerainfo <original_xname>_hood hood <added_xname>_hood
update_field pvehicle <added_xname> MODEL Visual <MODEL_XNAME (IN ALL CAPS)>
update_field pvehicle <added_xname> MODEL Collision <MODEL_XNAME (IN ALL CAPS)>
update_field pvehicle <added_xname> MODEL Collision64 <MODEL_XNAME (IN ALL CAPS))>
update_field pvehicle <added_xname> transmission[0] Collection <added_xname>
update_field pvehicle <added_xname> transmission[1] Collection <added_xname>_top
update_field pvehicle <added_xname> tires[0] Collection <added_xname>
update_field pvehicle <added_xname> tires[1] Collection <added_xname>_top
update_field pvehicle <added_xname> induction[0] Collection <added_xname>
update_field pvehicle <added_xname> induction[1] Collection <added_xname>_top
update_field pvehicle <added_xname> frontend Collection <added_xname>
update_field pvehicle <added_xname> engine[0] Collection <added_xname>
update_field pvehicle <added_xname> engine[1] Collection <added_xname>_top
update_field pvehicle <added_xname> chassis[0] Collection <added_xname>
update_field pvehicle <added_xname> chassis[1] Collection <added_xname>_top
update_field pvehicle <added_xname> brakes[0] Collection <added_xname>
update_field pvehicle <added_xname> brakes[1] Collection <added_xname>_top
* some induction nodes have _base attached to it, that's for cars that don't come with turbo/supercharger, in that case the nodes related to induction will be the following:
copy_node induction <original_xname>_base default <added_xname>_base
copy_node induction <original_xname>_top <added_xname>_base <added_xname>_top
update_field pvehicle <added_xname> induction[1] Collection <added_xname>_base
update_field pvehicle <added_xname> induction[2] Collection <added_xname>_top
**some induction nodes have only the _top node, mostly for high-tier cars, in that case the nodes related to induction will be the following:
copy_node induction <original_xname>_top default <added_xname>_top
update_field pvehicle <added_xname> induction[1] Collection <added_xname>_top
*** If you're adding the car GLOBALB entry with Binary or Ed, set the <XNAME> in the Collision and Collision64 lines as the XNAME of the added car. If you're adding the car GLOBALB entry with ReCompiler, you have to change the Collision and Collsion64 lines to another original car XNAME; your car might float above/sinking on the ground so it might take a few tries to get it right.
Copy and paste this into a text editor (Notepad will do), replace the bracketed names as suggested (for example, <added_xname> to mustanggt and so on) and save it as <addon_car>.nfsms.
Back to VLTEd, import the .nfsms file with File>Import>ModScript. Click "Install" in the following dialog.
Next, import the the FE.MWPS file of the modloader car with File > Import > MWPS. Click "Import", then OK. You will see the script editor pane (lower right quadrant) now has some commands, but we need to make a slight change: delete the line that contains "manufacturer" since that has to be taken care later. (if there is any)
Now import the ATTRIBUTES.MWPS file. However MWPS import is not perfect and you will notice there might be some errors as noted in the import results window; scroll down to check what those might be.
For example, here it says "No value has been found at offset"; in this case it refers to the gear count value in the transmission node, which can be fixed by right-clicking on the car's transmission node, selecting "edit fields" and changing the GEAR_RATIO count to the desired value. Also some values like the copspeech and engine/turbo sounds might not be imported at first; you could either check if those have any other type than dword next to patch in their lines in the MWPS file in Notepad and try importing it again or change them manually in VLTEd
Click OK, then copy the contents of the script editor and paste them into a text editor. Replace the xname of the original car for the addon car, copy the whole thing; open the .nfsms file with the text editor and paste the copied script at the bottom of script file, save the script.
Back to VLTEd, reload the file to undo changes and import the script again. Now, change the missing values (engine/turbo sounds, copspeech, etc.) if any and then go to the frontend node of the added car (and added manufacturer, if there is any). Set the manufacturer number according to the Unlimiter list in the .ini (you can add manufacturers to the ini file and use them as well).
Once when you're done, save, export the script (overwrite the old one) and clear the script editor window. Now try out your new add-on car by creating a new save! (or by patching an existing save -see below-)
Optional step 1: Vinyls
If the car came with vinyls, you can convert those for addon use.First export the vinyls with TexEd to a folder. Then open AntRenamer and add the folder containing the exported vinyls.
Then click on "Actions", go to "String replacement", in "Search for" put (in this example PUNTO vinyls are converted to SENTRAB13)
Click Go and check if all the files were renamed correctly, correct if neccessary.
Download this vinyls_base file, rename it to vinyls.bin and open it with Tex-Ed. Go to "Texture" > "Add from folder", select the folder containing the vinyls and click OK. Save the file (it might take a couple of minutes) to finish.
Optional step 2: Patching save to use add-on cars
In case you're not in the mood to make a new save every time you add a new car, you can patch an existing save file. Keep on mind to make a backup of the original save because you cannot remove cars from save files. Also, it will break existing cars in My Cars, Career Garage and Bonus CarsUnzip the Save Patcher to a folder. The folder structure should be like this
And the contents of the <XNAME>.ini are the following:
You will need NFS-Hasher to hash the frontend and xnames. Open it up and in the "Input Text" field type the frontend name, then click the "Copy" button next to "VLT File". Paste the hashed name in the frontend and remove the "0x" in front of it. Do the same for the xname/pvehicle line and save.[MAIN] frontend = <hashed frontend name> pvehicle = <hashed xname>
Now run the NfSMW - SavePatcher program, open Patch Save and click on the save you want to patch. You will hear a confirmation sound if done correctly.
Finally, open the NFSMW Save Editor, open the patched save and save it to make it work. You're done!
Hope you found this tutorial useful, cya!
Amazing tutorial, thanks for this!
ReplyDeleteMan, i don't know if i will be responded, but can i have two convert cars of same prevelly one? For example: two moddloader cars who have Audi TT as ex-cars???
ReplyDeleteyes, as long as you give them different xnames
DeleteHey! What to do in this case (https://imgur.com/a/Ix3UJcu)? This happened after the total number of my cars exceeded 169+. I decided to check the number of cars in my career, but they were still 169, not 170 (https://imgur.com/a/GRfWOLX). Also, Ed - The Car Dealer
ReplyDeletestopped adding new car logos, apparently I exceeded some limit (https://imgur.com/a/A3w1iJw)
I corrected the error with Ed - The Car Dealer, but error with the total number of cars still remained
DeleteNFSMW has a limit of 255 cars per savefile, encompassing car lot, career garage and My Cars; when you hit that limit you can't add any further cars in My Cars or career garage.
DeleteIs there any way around this limit?
Deleteno atm
DeleteAny idea why I hit that limit sooner? I have 149 cars and now I can only keep 6 cars in my garage so it means that it would completely break at 155 cars. I had some traffic cars installed from some addon cars pack but I uninstalled them. Also, I unlocked some bonus cars like Porsche GT2, Camaro and so on. But they were already in the game so it shouldn't count as new cars, right?
DeleteBonus cars also count for that total
DeleteI tried blocking them again but I'm still stuck at 6 cars in the garage. I can't completely delete them since they're part of the vanilla cars, so what else can I do? I almost installed all of the cars I wanted but being stuck at 6 car garage sucks
Delete"NFSMW has a limit of 255 cars per savefile, encompassing car lot, career garage and My Cars; when you hit that limit you can't add any further cars in My Cars or career garage."
DeleteWait, does that mean that we are unable to buy 255 cars per savefile, BUT we are still able to add infinite amount of cars to the game? So that for example the Quick Race random select option can grab those cars above 255?
so i added vinyls.bin that came with my car but all of the vinyls are in the wrong position on the car, how do i fix it?
ReplyDeletealso when i upgrade the performance it degrades the car instead of upgrading it for some reason
Deletewhat car is it?
Deleteon this cadillac it make the top speed and acceleration worse but not the handling
Deletehttps://imgur.com/FtHlNpb
on these 3 cars it degrades only the top speed slightly ( its hard to see but its there)
https://imgur.com/1QQE5gf https://imgur.com/w4A78Jf https://imgur.com/7eEV7E5
and here is the vinyl problem https://imgur.com/wOsDlZs i didn't bother installing vinyls for the other cars because i suspected that it would do the same thing
can you link me the mods to check their ATTRIBUTES files? they are probably configured incorrectly.
Deletealso, the vinyl problem is likely from the fact the modder haven't properly mapped the car body; in that case you can't do a thing.
sure, here you go
Deletehttps://www.nfsaddons.com/downloads/nfsmw/cars/lamborghini/4387/lamborghini-2012-lamborghini-aventador-j.html
https://www.nfsaddons.com/downloads/nfsmw/cars/mclaren/4389/mclaren-2011-mclaren-mp4-12c.html
https://www.nfsaddons.com/downloads/nfsmw/cars/ferrari/4409/ferrari-1999-ferrari-360-modena.html
https://www.nfsaddons.com/downloads/nfsmw/cars/cadillac/4402/cadillac-2009-cadillac-xlr-v.html
all of my car mods are from this guy and most of them work fine so i'm not sure what is the problem
Deleteyeah, some of his cars have busted performance when upgraded; for example his XLR-V torque values are like this: https://imgur.com/Qgm5qUi
Deleteis this possible to fix somehow or i just delete the cars?
Deletealso, when i enter a race with a modded car sometimes one of the AI cars bugs out and goes through the ground. he eventually returns back to the road but it takes a while
DeleteYeah, it's possible: look for the torque curve of the car online and edit the torque values of the car's engine node in vlted. For the upgraded values, you can multiply the stock curve values by 1.45 - 1.55
Deletei found this https://imgur.com/KZZDjo6 do i just take the first number for every 1000 RPM and change it in the car's node and multiply it by 1.45 for _top node?
Deleteyes, for example for the stock engine torque at 1000 rpm would be 196 (torque units are lb-ft), for 2000 rpm would be 342 and so on
DeleteHi, thanks for this tutorial, it's been a huge hand, but I have a problem I was wondering if you knew anything about
ReplyDeleteWhen I use the MWPS converter it all works fine, except the values get converted to just ""
for example,
patch float bin:0x30f88 1615
becomes
update_field pvehicle supra MASS ""
when the "" should be 1615. I actually didn't realise this wasn't the way it was meant to be until I found this tutorial, I was filling in the values myself manually. I know VltEd isn't your software but you seem knowledgeable about it (and MW modding in general) and I haven't gotten a response from nfsu360 since I asked about it about a month ago so, if you know any fix for this can you help me please?
hmm, that's the first time I heard about that
DeleteOut of curiosity, what version of Windows do you run? Trying on my PC and my laptop gave me the same result but they also both run Windows 7. I know 7 can have some other issues with some of nfsu360's software so I'm wondering if that is it
DeleteWindows 10 1903
DeleteOkay, I think I'll try on a Windows 10 PC at some point and see if the issue persists. Thanks
Deletei have stupid issue, everything works great except manufacture and model graphics in menu but its only a detail. bigger issue is with enemy cars during the race, they just dont move when the race begins, it happens only when i try to use patched car, help pls
ReplyDelete1-check if frontend nodes and frontend values in pvehicle node are set correctly
Delete2-check transmission node of added car
Hi, i made a mistake on one of my mods and does not have engine and other nodes that i already state in the install script, anyway.. now i want to unninstall it, i guess maybe an unnintall script or something, is there any advice for that?
ReplyDeletedelete the pvehicle and frontend nodes of the car alongside the nodes in ecar, engine, induction, transmission, tires and chassis nodes
DeleteHey man so I wanna drive a car and when I do the opponents don't move. How can I fix this?
ReplyDeletecheck either transmission, engine torque or tire values
DeleteCan you look at these and tell me what I should change so I can fix it?
Deletehttps://drive.google.com/file/d/11W85srOzqPbEp5kUVvQnecPtgAg-mEq6/view?usp=sharing, https://drive.google.com/file/d/1ZMZkNAruG1jhJhOErA5a77UKd_10yJqn/view?usp=sharing, https://drive.google.com/file/d/1pSU9OXpDnQe122gVWsTchnHZZCW5A46R/view?usp=sharing
Hello, how are you? I need a little help ..
ReplyDeleteI'm learning to edit car performance, and I found the editor ... but unfortunately it's very difficult for me x.x
What I would like to know is, why does the car slide around every corner? What should I do? Lack of grip? Or is it something more complex on the chassis?
Thanks in advance :)
that's mostly on the tires, mostly static grip and yaw values
DeleteAh, and is possibly convert 515px Vinyls to 1024px ?
ReplyDeletethere's a 1024px vinyl pack you could use as a base: https://nfsmods.xyz/mod/629
DeleteThanks for all your support AS Lethal,thanks to you and all other modders to keeping NFS community still live.
ReplyDeleteHello! I have a very strange problem. I've been foloowing your tutorial and everything works except one little, but important things... The cars are invisible. I have no idea why... Please, help!
ReplyDeletemake sure the config.ini of the recompiler is set correctly
DeleteI hope this helps for me too.............
DeleteI have a question. How do I change the cop speech in VLT Ed? ( I am new to using it in those purposes )
ReplyDeleteby " in those purposes" i wanted to say "Convert the car from Modloader to addon " instead of " install from google an addon car and just import the nfsms file "
DeleteChange VerbalType value in the car's pvehicle node. FOX's MWPS templates (which you can get in the general NFSMW section) have a list of VerbalType values you can use.
Deleteis it okay if i took a verbal type from the game ( I converted a bmw )
Deletethx it worked =)
DeleteI have a very strange problem right here again. I have converted another modloader car. The script installed correctly(there were some errors of camera_hood)and when I create a new save, the car is invisible(I.E the count is still 32 cars! It must have been 33 if I add another car). Please help me here!
ReplyDeleteThis comment has been removed by the author.
DeleteAnd its so surprising that the car is appeared as a random opponent 'PERFECTLY'! But can't able to see it in my game!
DeleteAnd the car is your Acura NSX NA2 only.
Deletemake sure the frontend node is configured correctly
DeleteUm...........idk I have set it as north_america. Is it correct?
Deleteregion doesn't really matter, but make sure these nodes are set like this in the script:
Deleteupdate_field pvehicle nsxna2 frontend Collection nsxna2
update_field frontend acura manufacturer 26
update_field frontend nsxna2 manufacturer 26
Um............I have already set these nodes correctly(I have checked with ur posted nodes) and that does not seem to fix......any other fixes? And FYI, I have 32 cars with 2 addons installed(in case you wanna know that I haven't crossed any limits of the savegame :P)
DeleteHI! I got another question. Can I change an engine sound?
ReplyDeleteyeah, just change the engineaudio values in the car's vehicle node
DeleteThanks AJ!
ReplyDeleteAnd another fix. The tires are visible when the chassis suspenses. How to fix this? (other than increasing ride height)
ReplyDeletewhat do you mean?
DeleteThat is the tires are coming UPWARDS(tires come out of the body) when drifting hardly or turning.
DeleteI am asking this question because ur cars never had this problem, that's why.
DeleteReduce BodyRoll values in ecar and rendermotion in chassis
DeleteI got another doubt. For example if I convert a car mod which replaces a bonus car in the game, generally the mod also will come as an non-upgradeable car except nos upgrades. But if I wanna add some performance upgrades means, what should I do?
ReplyDeleteYou'll have to set the IsCustomizable value in the car's frontend node to True, add the corresponding upgraded nodes and setting them up in the pvehicle node of the car.
DeleteOr just use the nodes of a non-bonus car as a base.
THANKS! :) I'll try.
DeleteI got a problem here. When I open VINYLS.BIN of the modloader's car via TexEd, it says 'ERROR'. Are there any alternatives of TexEd or is there a fix? (And I use the latest version of TexEd (1.7))
Delete
ReplyDeletea query, does this work for nfs carbon ?, or, how can it be applied in nfs carbon?
not exactly
DeleteI'm Sorry if this was asked for multiple times but does this tutorial also work for NFS Carbon?
ReplyDeletenot exactly
Deletebit curious, so how to convert the replace car to addon in carbon?
DeleteHey , I have a weird problem. I can't extract MWInside's Recompiler. The .exe deletes itself everytime I extract it. Are there any ways to fix this or other programs I can use ?
ReplyDeletecheck if your AV program is deleting it
DeleteI have a uto converted by me from a modloader that works well,
ReplyDeleteexcept the size of the car, it is extremely small and is sunk in the ground up to the middle of the wheels.
How can I solve these two problems in vlted?
check FECompression and rideheight values in the car's ecar node
DeleteGood job & blog, wheels solved ...Thanks!!
ReplyDeleteSize of the car body is bad, how can I solve??
pd: is the Lada Vesta converted from ModLoader (is my first conversion)
check if the W value of the WheelOffsets is right; AFAIK there's no value to control the body size in VLT
DeleteGood Night. There's any tool to convert high poly models?
ReplyDeleteNo as far as I know
Deletehello, can you tell me what i did wrong? my addon car shows as a carreragt
ReplyDelete-check Model values in the car's pvehicle node in VLTEd
Delete-check CarTypeInfo nodes in Binary
Hi, I did everything but once I try to apply the cars to the game on Ed, I keep getting an error message & I don't understand why.
ReplyDeleteThe message says: Ed was unable to add cars into the game. Make sure you have enough permissions (Try running Ed as administrator).
run Ed as Admin
Deleteque buenos tutos amigo, justo necesitaba el de los vinyls, muchas gracias
ReplyDeleteHey Aj, could you possibly teach me how to create scripts for added cars with Binary?
ReplyDeleteJust like the base they left for added cars with Ed.
Good night man.
there's a script template in the MW general modding section, just look for it under "Parts and Files" section
DeleteLOL, sry my bad, thank you man.
DeleteI understand how edit the script man, thank you, but now i have a new little problem.... is with DBModelParts.bin
DeleteWhere i extract this file? Is the same as geometry and is just rename it?
you should export that file from Binary, you should place it in the _setup folder, as the _files_to_put_here.txt file says
DeleteOk thank you, and i just export an existing dbmodelpart, or i have to copy and rename every node first?
Deletecopy the dbmodelpart, rename it and all the nodes inside it, then export
Deletehi, you can re-upload the images of the binary method?
ReplyDeleteimages are loading well in my end, try deleting your browser cache or reload with Ctrl+F5
DeleteHappy new year! Thanks for this, added a very old car mod into my game with Binary... everything works.
ReplyDeleteThis converts from Addon mods, but is there a way to ad car that comes with Ed files to Binary too? Ed to Binary instead of Addon to Binary conversion. Possible?
Yes, it's possible. Just follow the steps for adding the car with Binary.
DeleteNice! Another question, if I have a car already installed in a mod, for example Diablo in Hot Pursuit Challenges, is it possible to export the values with Binary and VltEd and copy into another game installation, or it's better just to try and find the mods separately and convert them yourself?
Deletetechnically possible, yeah
DeleteSo I had converted a bunch of cars using your tutorial, but one of them copied values from Cayman S, which I already installed the extra customization version on top...
DeleteWhen installing it, the car just disappears when selected. Model loads in car lot, but is invisible after I choose or add it... But I have a fresh install of a backed-up game and it works normally there. SO I exported the .bin files from working installation, so can plug them into another one with binary, but have no idea how to transfer the VltEd values properly...
What's the best way to move a car's values from one game installation to another? Outside of opening two windows and manually comparing and editing every single one.
Actually figured out the problem, it wasn't any specific cars, just have too many added, I didn't notice cause there's only 130 in my game's roster BUT the DBModelParts has index approaching 195, apparently all these mods extending customizations added too much entries there.
DeleteSo any cars added after a certain point work fine in quick race, but disappear if I add them in the main menu's lot to customize. I looked up in Binary's Modder mode and cars that have index of 193 in DbBodyParts don't have wheels showing up, and any car later is invisible when added to menu.
Confirmed by reordering DBModelParts by exporting nodes and then importing them in different order (is there a faster way?) changed which cars disappear. Will putting some car parts with no customization at 200 or so work or it will make the game go haywire in career?
Like putting traffic car parts or non-customizable ones all the way down so they can be still used by AI and in quick races, or better just to not add anything below this point? Cause I still have slots for CarTypeInfos below 200.
There are many old modloader cars that have secondary logos saved as .bin files. I haven't found a way to convert these .bin files to .dds successfully, any suggestions?
ReplyDeleteas noted in Step 1:
Delete"The dds files can be extracted from the FRONTEND\MANUFACTURERS\<##>-.BIN (if it has one) and CARS_REPLACE\\SECONDARYLOGO.BIN with NFS TexEd."
Hi ! good tutorial, i installed a car everything goes fine but, when i start a race, the cars floats in the air and then falls through the map. Any clue of the issue ? thanks !!
ReplyDelete* the added car floats, the others works fine
DeleteI fixed it ! the attributes file has some wrong numbers
DeleteHey, your tutorial is so helpful! Thank you. I have a problem though, I am using Redux2.3 Mod which does not support mod loader or addon. But I just replace the geomety, texture and vinyls .bin files and import attributes and fe for the car using VltEd. But the manufacturer logo is wrong and secondary logo is not showing up. Can you help me please? Thank you.
ReplyDeletecheck if the frontend nodes are set up correctly.
DeleteI checked the frontend nodes. They seem to be set up correctly. And I even changed the secondary logo of the car I replaced from the frontb.lzc file using TexEd but the secondary logo of the new car doesn't show up.
DeleteAnd for some cars , rival / opponent cars don't move or move very (very) slowly. I set the transmission, tires, engine values to that of an existing car but still they don't move. I don't know why. (one case is : I replaced the Monaro with McLaren Ultimate Vision Gran Turismo, for which the secondary logo doesn't show up and opponent cars don't move). Please help.
did you check if the frontend value in the car's pvehicle node is set correctly?
DeleteHi ! I'm having weird issue, i installed Cars and everything was right, now i add one car and looks good at stock, but if i go to My Cars yo customize it the car disappears ! With another Cars previuously installed its working right, also disappears if i try to see ir from de debug menu. I tried installing other Cars and all had the same issue now.
ReplyDeletehave you tried in a fresh save file?
DeleteYes, i was trying without a profile, the issue was i have too much cars added, so the game starts to fail loading carparts. to fix it i export some car nodes from DBModelParts (traffic cars, bonus cars, etc). I Remove those nodes and re imported it using syncronize, in that way that cars goes to de bottom of the list and the game can render de new ones, obviously some of that cars isn't render properly. but all traffic cars renders good in gameplay so no problem to me !
DeleteI did everything, renamed the car to its new XNAME but on mycars, it appears as a ghost car, I mean, you can only see its lights and license plate, but nothing else.
ReplyDeletecheck if the textures were renamed correctly
DeleteI see that it is the only place where someone takes the time to explain well how to make a conversion. But I have a question: Is it possible to convert an ED car to Vlt / Binary ? ...If possible, could you tell me how to do it? Thx
ReplyDeleteit is possible, just skip the model and texture conversion steps
DeleteHello AJ, i did everything in the tutorial, and I made it. The car is working fine but the VINYLS won't show up. am I need to add vinyl to DBModelparts? I use Redux V3 an the car is Silvia Spec R https://www.nfscars.net/need-for-speed-most-wanted/7/files/view/17324/
ReplyDeleteyou don't need to add the vinyls to DBModelParts, just make sure the XNAME in the vinyls is correct
DeleteMy bad, so the vinyl itself is only available for Unique vinyl. But why there is only 5 Unique Vinyls show from 16 available
Deletesome vinyls are only available as marker parts; you can access them with Extra Options with the backroom option
DeleteHola que tal, que es lo que hay hacer especificamente en el paso 1? (yo estoy usando el método de añadiendo coches con Binary), pero estoy confundido que carpeta o que archivo hay que escribir en detalle. el MWRecompiler cuando abro el OLD_997S me dice que no detecta un archivo .ini. Gracias
ReplyDeleteEs el archivo Config.ini que debe estar en CARS\[XNAME_VIEJO] (en tu caso sería CARS\997S)
Deletele quite las comillas, y todavia me sigue tirando error
ReplyDeletehttps://gyazo.com/7782503b38f7e09d8ee35c9cc05fa585
¿Revisaste si tienes bien la estructura de carpetas del Recompiler? Tiene que ser así
Deletehttps://i.imgur.com/HeNzG8T.png
Si, a mi parecer está bien todo, no se de verdad que es lo que esta fallando o faltando https://gyazo.com/db18ecb7dfeb1b1d0cacc3df9ee697ca
ReplyDeletetambien cabe resaltar que descomprimi de los archivos base (basic file structurle for compiler) en la misma carpeta que estoy usando de recompiler
Borra todo el contenido del config.ini, luego pega el texto siguiente y guardalo
Delete[INFO]
NewName = CAMARO73
Nada men, me sigue tirando el mismisimo error que no existe el malvado Config.ini https://gyazo.com/489f4e07b6c22514c41a26288135bf3f
DeletePareciera que el programa la tiene agarrada conmigo o q xd
La verdad es necesario usar el recompiler para instalar este modloader como add-on? Creo que vi en un video de alguien que usaba cartoolkit para esta cuestion de generar la geometria del carro de nuevo, etc
DeleteSi, también se puede usar el cartoolkit para renombrar el modelo y las texturas.
DeleteComo ultimo recurso con el recompiler, prueba moviendo la carpeta del recompiler a otra ubicación (por ejemplo C:\Juegos) para ver si no es un problema con la ruta del archivo
XD Al fin me funciono su ptm. Lo que hize fue descomprimir de nuevo el programa ("reinstalar") lo movi a un nuevo sitio y guarde el config.ini como tipo de documento: "todos los archivos" y aparte use la carpeta entera del carro modloader. Vere cuanto llego instalando el coche, muchas gracias AJ!
ReplyDeleteMe está tirando un error cuando instalo el .nfsms del script: https://gyazo.com/6c9e9990bac6702521899c5b190eba30
DeleteNo sé si los x_names estan bien puestos https://gyazo.com/4831d827a85060409f2fec5873543a37
los nombres están mal puestos, [xname] es el xname del auto que estás copiando del vlted y [added_xname] es el xname del auto que quieres agregar; los xnames del vlt se escriben en minusculas, con excepción de los que son del campo MODEL y Collision/Collision64
DeleteListo, aunque me arrojo estos dos errores https://gyazo.com/cf5243c9fd3f73728876313d5d985ed1 no tiene nada de malo verdad?
DeleteEn la parte donde explicas: "Click OK and copy the contents of the script editor and paste them into a text editor. Replace the xname of the original car for the addon car, copy the whole thing; open the .nfsms file with the text editor and paste the copied script at the bottom of script file, save the script." Tengo que copiar esto https://gyazo.com/545f7b49fea2d81d65e1d8cf2f55b7b5 y pegarlo a un editor de texto (bloc de notas?) para hacer un .nfsms? Me confundi elevado al cubo
1- esos errores son porque no encontró los nodos de inducción especificados a copiar; si el auto original no tiene turbo/supercargador tienes que usar las lineas de inducción correspondientes en su lugar, las cuales se detallan más abajo del script
Delete2- tienes que copiar los contenidos del cuadro de comandos a un bloc de notas nuevo, reemplazar el xname del auto original, luego copiar lo del bloc de notas nuevo al final del script .nfsms que hiciste previamente
Ya ya, en esta linea que dice update_field frontend 997s manufacturer 61 <-- cambio el manufacturer por chevrolet o lo dejo tal cual?
DeleteCambialo por el numero que corresponde a Chevrolet
DeleteExcelente, el carro funciona de la puta madre. Valio la pena el esfuerzo de verdad
Deletehttps://gyazo.com/be42994c81ed75f6b73f2ebd74e5a641
https://gyazo.com/4ebd6ce5383db05b90a3be5d68eb6542
La cuestion es que el juego se me crashea a veces y me tira este error https://gyazo.com/c5b394fd3d52bfa04ba4e77230c16bee
Y los spoilers se ven como que "bugueados"
https://gyazo.com/c328f724ebb239fdccbba348195caf58
https://gyazo.com/bb824bb0ab7723476d48ca19d45c2079
https://gyazo.com/efc4b673a67aef825fcc85280a95acf4
Pareciese como si ese trozo de spoiler eran spoilers del modloader o algo asi, hay algún modo de arreglar eso
Probablemente tengas que agregar un nodo SlotOverrides en Binary para el auto; puedes sencillamente copiar el del 997S y renombrar la copia
DeleteVolvi, me funciono con lo de slotoverrides, gracias un montón AJ. Tenia una duda aparte, queria saber como instalo este archivo de un carro de este formato https://gyazo.com/4eb2d060f42cee49c0577c3bb21b5d66 https://gyazo.com/eb939d5e7e1decc2e6db79f13a0fbb24
DeleteMe parece que se instala usando binary, pero no se como hacerlo la verdad.
¿Cual auto es?
DeleteEs un Opel Astra OPC Xtreme https://nfsmods.xyz/mod/1803 , este carro se añade con ed pero use un metodo para añadirlo con binary , vi un tutorial donde el pana exportaba los nodos del carro (ya cambiados y todo ese proceso) para hacerlo instalable y te queda en ese formato .bin pero el nunca explico como hacerlo y tampoco me respondió xd. Por eso pregunto si sabes algo :p
DeletePuedes seguir el paso 2 para convertir los datos de Ed a Binary
DeleteAJ acaba de instalar un Toyota Celica GT-S (ya hice todos los pasos/procedimiento) pero me aparece un porsche carrera gt en su lugar. Recuerdo que esto me paso cuando instale un carro con Ed, pero hay algo que me abre saltado o digite mal? https://gyazo.com/c66068ac219fa43a43fa88b856f198de
DeleteRevisa que el valor de MODEL en el nodo pvehicle del auto sea correcto en VLTEd
DeleteYa lo habia cambiado previamente https://gyazo.com/b9d10a1e7b1e3dcf42f4872c04501f3d, y me sigue todavia pasando lo mismo.. que podria ser? binary?
Delete-fíjate si el auto tiene sus nodos CarTypeInfo, Collision y DBModelParts en Binary
Delete-fíjate si el modelo tiene el XNAME correcto en el modelo y texturas
No sé que fue que hice que salio mal, asi que volvi hacer todo el procedimiento de nuevo y me funciono finalmente https://gyazo.com/b982bf851e14aadffb91fcea949b604b
DeleteSin embargo, el Fiat punto salió afectado manoseando VtlED y ahora se la da de Toyota por alguna razón xD ¿como hago para cambiarlo a Fiat? https://gyazo.com/a8b58ccdc9b5eaaaec2832879323cb89 Toyota Punto, suena hasta gracioso XD
nada más cambia el valor Manufacturer del nodo frontend del Punto de vuelta al original (que debería ser 23)
Deletehello hey i have a problem. I tried to convert a saleen with your tutorial but the car is invisible and I have not exceeded the limit. any solution?
ReplyDeletecheck if the xname for your model and textures is correct
DeleteThanks to AJ_Lethal is that I learned to add cars from "ModLoader" and "ED". Thank you very much man!
ReplyDeleteNow the next thing will be to convert from NFS "Carbon" and "World" to NFSMW.
Hi AJ_Lethal. Thank you for this fantastic tutorial. Your English is very good, and the instructions are very descriptive. I was able to convert many Ed addons to Binary using your guide. However, when I attempted to convert an old Modloader mod, the game would hang then crash on the loading screen when I would try to select the car. The car is rendered correctly, with its correct logo, but it hangs and crashes as soon as I select it for a race. What do I need to do to fix it?
ReplyDeletecheck in vlted if the collision values in the car's pvehicle node are set correctly
Deletehello I've been successfully convert old modloader cars from 2014 to addon with binary but there is a one problem. The headlight of the car wont turned on while the brakelight works just fine. Is that because the model itself or anything else?
ReplyDeletemake sure the texture of the headlight is named correctly
DeleteI've converted a car using this tutorial (Peugeot 106 by BadHairDay). It looks fine Frontend-wise, but when I enter the race, the car appears to be floating above the ground in NIS and then the camera teleports and starts sinking. How do I fix this? I added the car with Binary
ReplyDeletecheck if your collision values are set correctly in your car's pvehicle node
DeleteI put PUNTO in Collision and Collision64, but the issue persists
DeleteAwesome post a shame that doesn't work for me... when i going to load file .end after to add the lines
ReplyDeleteFrontB.lzc and English.bin
just prompt me "unable to read beyond the end of stream" :C
have you modified your FrontB.lzc with TexEd or something?
DeleteSo I tried to convert modloader to Binary.. for adding a Civic Type R Mugen RR with Cadillac CTS as the ones that should get replaced.. I keep having this error on recompiler step "Textures in TEXTURES.BIN have not supported format!". How to fix this?
ReplyDeletetry renaming the textures with Tex-Ed or Binary
DeleteHow do I change the number of gears of a car? i installed a car that has already been converted to binary but when I get it as an opponent it runs very very slowly, how do I fix this?
ReplyDeleterefer to step 3, right after the "import the ATTRIBUTES.MWPS file" part
DeleteWhat nodes do i need to add in vlted for a modloader cop car converted to an addon car that just drives the police?
ReplyDeleteswitch "racers" to "cops" in the pvehicle lines in the vlt script
Delete