Saturday, December 1, 2018

How to convert a NFSMW modloader car to add-on car

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.

Things you will need:

  • NFSMW Unlimiter [download] - needed to make add-on cars work properly
  • MWInside's ReCompiler [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 Ed The Car Dealer)
    • Base files for ReCompiler by nlgzrgn [download] - basic file structure for recompiler
  • Ed The Car Dealer [download] - adds car entries to globalb.bun/lzc
  • VLTEd [download] - edits VLT database
  • NFSTexEd 1.1 [download] - import/extract textures from .bin/.bun/.lzc files
  • An image edting program that can open/save dds files (I reccomend GIMP [portable] with the dds plug-in)

Optional:

  • NFSU2 Texture Compiler modified by ASC [download] - to make a new vinyls.bin file
    • 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

Step 1: File Structure

Make sure to install you have installed the NFSMW Unlimiter first or the add-on cars won't work properly

If you're going to add cars with ReCompiler (deprecated method)

Unzip the Recompiler (get the old version first and then overwrite the files with the new version files) and recompiler base files in a folder. There are also a few files and folders that should be created or added as shown here:




  • <OLD_XNAME> is the original car's xname -duh- (ie: PUNTO)
    • Config.ini contents are the following

      [INFO]
      NewName = <XNAME>

  • <MANUFACTURER> and <FRONTEND_NAME> refer to the manufacturer and frontend nodes of the car in VLT, it's recommended to leave the frontend name the same as the xname to avoid confusion
    • The dds files can be extracted from the FRONTEND\MANUFACTURERS\<##>-<MANUFACTURER>.BIN (if it has one) and CARS_REPLACE\<XNAME>\SECONDARYLOGO.BIN with NFS TexEd. However they can't be used as-is; open them up in a image editor and save them as DXT3 with no mipmaps.
  • <XNAME>.ini contents are the following

    [INFO]
    Manufacturer = <MANUFACTURER>
    Class = Racers / Cops / Traffic
    Color = <color hash (w/o spaces)>
    • Color hashes are the following:

      GLOSS PAINT :

      COLORS 1-20 (FIRST ROW):

      E2 BD BC B8 1/80
      E3 BD BC B8 2/80
      E4 BD BC B8 3/80
      E5 BD BC B8 4/80
      E6 BD BC B8 5/80
      E7 BD BC B8 6/80
      E8 BD BC B8 7/80
      E9 BD BC B8 8/80
      EA BD BC B8 9/80
      02 BE BC B8 10/80
      03 BE BC B8 11/80
      04 BE BC B8 12/80
      05 BE BC B8 13/80
      06 BE BC B8 14/80
      07 BE BC B8 15/80
      08 BE BC B8 16/80
      09 BE BC B8 17/80
      0A BE BC B8 18/80
      0B BE BC B8 19/80
      23 BE BC B8 20/80

      COLORS 21-40 (SECOND ROW):

      24 BE BC B8 21/80
      25 BE BC B8 22/80
      26 BE BC B8 23/80
      27 BE BC B8 24/80
      28 BE BC B8 25/80
      29 BE BC B8 26/80
      2A BE BC B8 27/80
      2B BE BC B8 28/80
      2C BE BC B8 29/80
      44 BE BC B8 30/80
      45 BE BC B8 31/80
      46 BE BC B8 32/80
      47 BE BC B8 33/80
      48 BE BC B8 34/80
      49 BE BC B8 35/80
      4A BE BC B8 36/80
      4B BE BC B8 37/80
      4C BE BC B8 38/80
      4D BE BC B8 39/80
      65 BE BC B8 40/80

      COLORS 41-60 (THIRD ROW):

      66 BE BC B8 41/80
      67 BE BC B8 42/80
      68 BE BC B8 43/80
      69 BE BC B8 44/80
      6A BE BC B8 45/80
      6B BE BC B8 46/80
      6C BE BC B8 47/80
      6D BE BC B8 48/80
      6E BE BC B8 49/80
      86 BE BC B8 50/80
      87 BE BC B8 51/80
      88 BE BC B8 52/80
      89 BE BC B8 53/80
      8A BE BC B8 54/80
      8B BE BC B8 55/80
      8C BE BC B8 56/80
      8D BE BC B8 57/80
      8E BE BC B8 58/80
      8F BE BC B8 59/80
      A7 BE BC B8 60/80

      COLORS 61-80 (FOURTH ROW):

      A8 BE BC B8 61/80
      A9 BE BC B8 62/80
      AA BE BC B8 63/80
      AB BE BC B8 64/80
      AC BE BC B8 65/80
      AD BE BC B8 66/80
      AE BE BC B8 67/80
      AF BE BC B8 68/80
      B0 BE BC B8 69/80
      C8 BE BC B8 70/80
      C9 BE BC B8 71/80
      CA BE BC B8 72/80
      CB BE BC B8 73/80
      CC BE BC B8 74/80
      CD BE BC B8 75/80
      CE BE BC B8 76/80
      CF BE BC B8 77/80
      D0 BE BC B8 78/80
      D1 BE BC B8 79/80
      E9 BE BC B8 80/80

      METALLIC PAINT :

      COLORS 1-20 (FIRST ROW):

      4D 88 F2 C7 1/80
      4E 88 F2 C7 2/80
      4F 88 F2 C7 3/80
      50 88 F2 C7 4/80
      51 88 F2 C7 5/80
      52 88 F2 C7 6/80
      53 88 F2 C7 7/80
      54 88 F2 C7 8/80
      55 88 F2 C7 9/80
      6D 88 F2 C7 10/80
      6E 88 F2 C7 11/80
      6F 88 F2 C7 12/80
      70 88 F2 C7 13/80
      71 88 F2 C7 14/80
      72 88 F2 C7 15/80
      73 88 F2 C7 16/80
      74 88 F2 C7 17/80
      75 88 F2 C7 18/80
      76 88 F2 C7 19/80
      8E 88 F2 C7 20/80

      COLORS 21-40 (SECOND ROW):

      8F 88 F2 C7 21/80
      90 88 F2 C7 22/80
      91 88 F2 C7 23/80
      92 88 F2 C7 24/80
      93 88 F2 C7 25/80
      94 88 F2 C7 26/80
      95 88 F2 C7 27/80
      96 88 F2 C7 28/80
      97 88 F2 C7 29/80
      AF 88 F2 CF 30/80
      B0 88 F2 C7 31/80
      B1 88 F2 C7 32/80
      B2 88 F2 C7 33/80
      B3 88 F2 C7 34/80
      B4 88 F2 C7 35/80
      B5 88 F2 C7 36/80
      B6 88 F2 C7 37/80
      B7 88 F2 C7 38/80
      B8 88 F2 C7 39/80
      D0 88 F2 C7 40/80

      COLORS 41-60 (THIRD ROW):

      D1 88 F2 C7 41/80
      D2 88 F2 C7 42/80
      D3 88 F2 C7 43/80
      D4 88 F2 C7 44/80
      D5 88 F2 C7 45/80
      D6 88 F2 C7 46/80
      D7 88 F2 C7 47/80
      D8 88 F2 C7 48/80
      D9 88 F2 C7 49/80
      F1 88 F2 C7 50/80
      F2 88 F2 C7 51/80
      F3 88 F2 C7 52/80
      F4 88 F2 C7 53/80
      F5 88 F2 C7 54/80
      F6 88 F2 C7 55/80
      F7 88 F2 C7 56/80
      F8 88 F2 C7 57/80
      F9 88 F2 C7 58/80
      FA 88 F2 C7 59/80
      12 89 F2 C7 60/80

      COLORS 61-80 (FOURTH ROW):

      13 89 F2 C7 61/80
      14 89 F2 C7 62/80
      15 89 F2 C7 63/80
      16 89 F2 C7 64/80
      17 89 F2 C7 65/80
      18 89 F2 C7 66/80
      19 89 F2 C7 67/80
      1A 89 F2 C7 68/80
      1B 89 F2 C7 69/80
      33 89 F2 C7 70/80
      34 89 F2 C7 71/80
      35 89 F2 C7 72/80
      36 89 F2 C7 73/80
      37 89 F2 C7 74/80
      38 89 F2 C7 75/80
      39 89 F2 C7 76/80
      3A 89 F2 C7 77/80
      3B 89 F2 C7 78/80
      3C 89 F2 C7 79/80
      54 89 F2 C7 80/80



      CUSTOM PAINT codes:

      PEARL PAINT
      COLORS 1-20 (FIRST ROW)

      5F 80 0D 08 1/40
      20 BD 07 55 2/40
      E1 F9 01 A2 3/40
      A2 36 FC EE 4/40
      63 73 F6 3B 5/40
      24 B0 F0 88 6/40
      E5 EC EA D5 7/40
      A6 29 E5 22 8/40
      67 66 DF 6F 9/40
      0F BD D4 0B 10/40
      D0 F9 CE 58 11/40
      91 36 C9 A5 12/40
      52 73 C3 F2 13/40
      13 B0 BD 3F 14/40
      D4 EC B7 8C 15/40
      95 29 B2 D9 16/40
      56 66 AC 26 17/40
      17 A3 A6 73 18/40
      D8 DF A0 C0 19/40
      F0 91 16 F8 20/40

      CHROME PAINT
      COLORS 21-30 (SECOND ROW)

      B9 74 2E 8F 21/40
      7A B1 28 DC 22/40
      3B EE 22 29 23/40
      FC 2A 1D 76 24/40
      BD 67 17 C3 25/40
      7E A4 11 10 26/40
      3F E1 0B 5D 27/40
      00 1E 06 AA 28/40
      C1 5A 00 F7 29/40
      D9 0C 76 2E 30/40

      MATTE PAINT
      COLORS 31-40 (SECOND ROW)

      F6 11 32 79 31/40
      B7 4E 2C C6 32/40
      78 8B 26 13 33/40
      39 C8 20 60 34/40
      FA 04 1B AD 35/40
      BB 41 15 FA 36/40
      7C 7E 0F 47 37/40
      3D BB 09 94 38/40
      FE F7 03 E1 39/40
      16 AA 79 18 40/40



  • Contents of CARNAME_<MANUFACTURER>_<FRONTEND_NAME>.ini are the following:

    [INFO]
    Name = <new car name>
    • Delete all language files except for the one that corresponds to your game's language before compiling, otherwise your carname won't appear.

If you're going to add cars with Ed The Car Dealer

Unzip the Recompiler (get the old version first and then overwrite the files with the new version files) and recompiler base files in a folder. There are also a few files and folders that should be created or added as shown here:



  • <OLD_XNAME> is the original car's xname -duh- (ie: PUNTO)
    • Config.ini contents are the following

      [INFO]
      NewName = <XNAME>
Unzip the Ed files into another folder. There's a lot of files and folders for Ed, but these are the ones we need:



  • <XNAME>.ini contents are the following (taken directly from the example file):
    // Rename the file as CARNAME.ini, CARNAME being the folder name (XName) you use for your add-on car.

    [INFO]
    Manufacturer = FORD // Type your manufacturer name here. (15 characters max.)
    //Class = Racing // (Added for ReCompiler intercompatibility. You can either use this or the 2 values below.) Racing, Racers, Player, Cop, Cops, Traffic, BigTraffic, HugeTraffic
    UsageType = 0 // 0 = Racer, 1 = Cop, 2 = Traffic, 3 = Wheels, 4 = Universal
    CarMemType = Racing // Racing, Player, Cop, Traffic, BigTraffic, HugeTraffic
    Skinnable = 1 // 0 = Uses own skin (CARNAME_SKIN1), 1 = Supports Paint & Vinyls.
    DefaultBasePaint = GLOSS_L1_COLOR17 // GLOSS_L1_COLOR01 (01-80) / METAL_L1_COLOR01 (01-80) / PEARL1_PAINT (1-20) / CHROME01_PAINT (01-10) / MATTE01_PAINT (01-10) / TRAFFIC_L1_COLOR01 / COP_L1_COLOR01

    [SPOILER]
    SpoilerSet = SPOILER // SPOILER, SPOILER_CARRERA, SPOILER_HATCH, SPOILER_PORSCHES
    AutosculptSpoilerSet = SPOILER_AS2 // SPOILER_AS2, SPOILER_CARRERA_AS2, SPOILER_HATCH_AS2, SPOILER_PORSCHES_AS2 (not used in MW)

    [COLLISION]
    CopyFrom = MUSTANGGT // Select any collision data to copy. Use any sentinel value to ignore copying.

    [RESOURCES]
    Description = Write your description here. // This will appear in Ed.
    Label = CARNAME_MANUFACTURER_MODEL // String label for your new car. Replace MANUFACTURER and MODEL according to your FrontEnd VLT entry.
    Name = Car Name // This will be your car's name.


    Color charts for reference:


  • <MANUFACTURER> and <FRONTEND_NAME> refer to the manufacturer and frontend nodes of the car in VLT, it's recommended to leave the frontend name the same as the xname to avoid confusion
    • The dds files can be extracted from the FRONTEND\MANUFACTURERS\<##>-<MANUFACTURER>.BIN (if it has one) and CARS_REPLACE\<XNAME>\SECONDARYLOGO.BIN with NFS TexEd.
Once you have all the files setted up, proceed to the next step

Step 2: (Re)Compiling

If you're going to add cars with ReCompiler (deprecated method)

Open the NfSMW - ReCompiler program. This window will show up.



Now proceed to run the following options:
  • FRONTEND > FRONTEND
  • GLOBAL > GLOBALB
  • LANGUAGE
  • CARS > [OLD_XNAME]
You will hear a confirmation sound every time an operation has been successful

With TexEd, open the TEXTURES.BIN file that has been generated and save it to compress it.

Now put the files in their corresponding game folders (don't forget to make backups first!)
  • GLOBALB.BUN/.LZC > GLOBAL
  • FRONTA.BUN > FRONTEND
  • <LANGUAGE>.BIN > LANGUAGES
  • GEOMETRY.BIN, TEXTURES.BIN > CARS\[XNAME]

If you're going to add cars with Ed The Car Dealer

Open the NfSMW - ReCompiler program. This window will show up.



Run the CARS > [OLD_XNAME] option. If it goes well you will hear a confirmation sound.

With TexEd, open the TEXTURES.BIN file that has been generated and save it to compress it.

Then put the newly generated GEOMETRY and TEXTURES file in the CARS\[XNAME] folder of NFSMW.

Next, open Ed, select Main > Open and open your NFSMW folder. You should see the .ini file corresponding to your car. To add it, just click on the "Add Cars" button and you're done.

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 <ADDED_XNAME (IN ALL CAPS)>
update_field pvehicle <added_xname> MODEL Collision <XNAME (IN ALL CAPS)>
update_field pvehicle <added_xname> MODEL Collision64 <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
** If you're adding the car GLOBALB entry with 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 and save it as <addon_car>.nfsms.

Back to VLTEd, import the .nfsms file with File>Import>ModScript. Click "Install" in the following dialog. You will see now the lower right pane has now the contents of the script; that's the script editor pane.

Export the script (File > Export > ModScript), overwriting the old one. Now go to File > Reload to undo the changes and go to Script Editor > Clear to clear the script window.

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 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 all and they have to be changed manually.

Click OK and copy the contents of the script editor and paste them into a text editor. Replace the xname of the orignal 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).
[Manufacturers]
1 = BMW
2 = FORD
3 = SUBARU
4 = PORSCHE
5 = AUDI
6 = MAZDA
7 = GENERAL_MOTORS
8 = DODGE
9 = TOYOTA
10 = MITSUBISHI
11 = MCLAREN
12 = MERCEDES
13 = NISSAN
14 = LOTUS
15 = LAMBORGHINI
16 = RENAULT
17 = LEXUS
18 = PONTIAC
19 = CHEVROLET
20 = VAUXHALL
21 = ASTONMARTIN
22 = VOLKSWAGEN
23 = FIAT
24 = CADILLAC
25 = CORVETTE
26 = ACURA
27 = ALFAROMEO
28 = BENTLEY
29 = BUGATTI
30 = CATERHAM
31 = CHRYSLER
32 = FERRARI
33 = FORDSHELBY
34 = HONDA
35 = HUMMER
36 = INFINITI
37 = JAGUAR
38 = JEEP
39 = KOENIGSEGG
40 = LANCIA
41 = MARUSSIA
42 = MASERATI
43 = MINI
44 = NFS
45 = OLDDODGE
46 = PAGANI
47 = PLYMOUTH
48 = SCION
49 = SEAT
50 = SHELBY
51 = SRT
52 = TERLINGUA
53 = RENAULT_SPORT
54 = FORD_UK
55 = ARIEL
56 = HOLDEN
100 = PALMONTPD
101 = ROCKPORTPD
102 = TRUCK
103 = FIRETRUCK
104 = VAN
105 = COPTER
106 = TRAFFIC


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" and add the actions as depicted here (in this example PUNTO vinyls are converted to SENTRAB13)



Click Go and check if all the files were renamed correctly, correct if neccessary.

Now open the nfsu2tc_argb_dxt5 program, click "Compile", browse for the folder containing the vinyls and select it; it will take a while compiling since it's a lot of texture, mind you. Once it's done, just rename the generated textures.bin to vinyls.bin and copy it to your added car folder.

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.

Unzip the Save Patcher to a folder. The folder structure should be like this



And the contents of the <XNAME>.ini are the following:

[MAIN]
frontend = <hashed frontend name>
pvehicle = <hashed xname>


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.

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!

157 comments:

  1. Umm I have errors with Modscript from lines 5,6,7,10,11

    ReplyDelete
  2. https://gyazo.com/1db82d9fab952a9c68a257e7baf096da

    ReplyDelete
    Replies
    1. line 5: that was my bad, it should have been "ecar", not "exname"
      line 6-7: original manufacturer node name is wrong; it's "aston_martin". Always take a look at the original nodes first
      line 10: remember; some induction nodes have "_base" attached to it, that's for cars that don't come with turbo/supercharger. if your car has a turbo/sc, you can copy the induction node from other car that has one
      line 11:error derived from the error in line 10

      also, all node names are in lower case

      Delete
    2. actually i found out there's a base to it but i can't get the "top" part to go with the "base"

      Delete
    3. if you're copying form a "_base" induction node, remember you have to append the "_base" to their corresponding nodes, like this

      copy_node induction [original_xname]_base default [added_xname]_base
      copy_node induction [original_xname]_top [added_xname]_base [added_xname]_top

      Delete
    4. Help!!! My Model is not showing up! Idk why!

      Delete
    5. https://gyazo.com/32b1b0308e7bc4d7afb3662c4c5363b9

      Delete
    6. Great, now I fixed it but the wheels are out of order

      Delete
    7. How do I change the manufacturer to an existing manufacturer? For example toyota becomes lexus?

      Delete
    8. It says a child node already exists for line 6

      Delete
    9. make sure the car's frontend node is under the desired manufacturer node. otherwise copy the car's node into another manufacturer and delete the old one.

      Delete
    10. i'm having troubles with the patching saves because it appears to be a 911 turbo s with temp350. I don't how to find the frontend name tho. For my bugatti, the Xname is Veyron and the Manufacturer is just Bugatti.

      Delete
    11. If i enter the xname vlt file on the frontend. The model remains the same and the logo too

      Delete
    12. Also you know how some modloader cars use different engines. Such as the stock gta spano that replaces the cobalt but doesn't the same engine/sound as the cobalt but it's the monaro engine I think? But when it's upgraded, it sounds like the driveable Rhino/Caravan. I don't know how to explain this any better.

      Delete
    13. make sure the xname and frontend names are all in lowercase ("veyron"), except for the model values in pvehicle, which should be in all caps ("VEYRON")

      Delete
    14. to change engine sounds you have to change the engineaudio values in pvehicle, check the engineaudio nodes to see the available engine sounds

      Delete
    15. I have a problem with my models! They are started to all disappear once I add a new car to it. Is this is a memory problem?

      Delete
    16. If you mean customized cars in career or "my cars", yes, they tend to bug out when a new car is added. either try to customize them or delete them.

      Delete
    17. yeah it was fixed when i re added them. Is there a fix? Does expanding the memory pools help because my veyron keeps bugging out in a race but looks normal in my cars

      Delete
  3. Hi, AJ. My game crashes when I try to load the car I just made. Done all the steps required. (recompiling model, making modscript, applying car using Ed) and my game still crashes. If I don't use recompiled model files, I just end up with an invisible car.

    ReplyDelete
    Replies
    1. Do you have the recompiler files in order? Remember you should first unzip the old version, then overwrite it with the new version.

      Delete
    2. I have overwritten the old files with the new files, and now my car appears like this.

      https://imgur.com/DarqQqg

      Delete
    3. Would you mind to show me the contents of the NFSMW_Car_Textures.txt, textures.bin and the config.ini files?

      Delete
    4. Sure.

      Contents of NFSMW_Car_Textures.txt
      _BADGING
      _BADGING_EU
      _BADGING_N
      _DOOR_HANDLE
      _DRIVER
      _ENGINE
      _ENGINE_N
      _INTERIOR
      _INTERIOR_N
      _KIT00_BRAKELIGHT_OFF
      _KIT00_BRAKELIGHT_ON
      _KIT00_BRAKELIGHT_GLASS_OFF
      _KIT00_BRAKELIGHT_GLASS_ON
      _KIT00_BRAKELIGHT_DAMAGE0
      _KIT00_BRAKELIGHT_GLASS_DAMAGE0
      _KIT00_HEADLIGHT_OFF
      _KIT00_HEADLIGHT_ON
      _KIT00_HEADLIGHT_GLASS_OFF
      _KIT00_HEADLIGHT_GLASS_ON
      _KIT00_HEADLIGHT_DAMAGE0
      _KIT00_HEADLIGHT_GLASS_DAMAGE0
      _LICENSE_PLATE
      _LOGO
      _MISC
      _MISC_N
      _NEON
      _RIM
      _RIM_BLUR
      _SHADOWFE
      _SHADOWIG
      _SIDELIGHT
      _SKIN1
      _SKIN1B
      _SKIN2
      _SKIN3
      _SKIN4
      _TIRE
      _TIRE_N
      _TREAD
      _TREAD_N

      I have just discarded the Charger mod I was working on, but this also happened to the P1 I'm working on now.
      Contents of Config.ini
      [INFO]
      NewName = MCLARENP1

      as for the textures.bin, I could take photos of its contents one by one?
      I have only made 2 complete mods so far, corvettez06's Merc 190E and FR's Lexus LFA.

      Delete
    5. I have fixed the missing texture problem, I have been placing the geometry and texture files in the wrong folder. (viper gts mod that replaces sl500 placed in viper folder instead of sl500 folder)

      Noob mistake, I guess.
      Thank you very much for this tutorial, AJ.

      Delete
    6. Hey, AJ. I just converted a Peugeot 106, and the model is complete and functional. However, when I try to race using the newly-converted Peugeot, I spawn in the void and cant drive the car. Do you have any clue what might be causing this problem? This is the first time that this has happened to me.

      Delete
  4. umm... my game doesnt even start
    HELP PLS

    ReplyDelete
    Replies
    1. restore backups in vlt and start over. you might have done something wrong along the way.

      Delete
    2. What do I do with the geometry.bin, texture.bin and vinyls.bin?

      Delete
    3. I guess I figured out my error 😂
      I jumped the ReCompiler part

      Delete
    4. no still nothing...
      i`ve (re)done it a couple of times...
      i`ve reinstalled the game and made it again...
      but still nothing...

      Delete
    5. im starting to lose hope that this will ever work

      Delete
    6. Forget what I said before!
      Now the car, that was supposed to be a Pagani is a simple GTO (that is the car that he would replace if I had modloader)

      Delete
    7. I fixed my error 😂...
      I was trying to install an add-on car when I had the addon car pack from Eclipse72rus, and it was that what was causing the problem

      Delete
  5. and i dont find the class and the collection fields

    ReplyDelete
  6. How can I add more than one car?
    I've tried it but the second car that I added appeared exactly the same as the first one!
    P.S. - I used (Re)Compiler to add cars because Ed The Car Dealer wasn't working.
    Thx in advance!!

    ReplyDelete
    Replies
    1. you basically have to repeat the whole process for each car.

      Delete
    2. Can you be more specific please?

      Delete
    3. 1 - What do I do with the files that I used for the other car?
      2 - Do I have to copy FrontA.BUN, GlobalB.BUN, etc from the game directory to the respective (Re)Compiler folders?
      3 - My game crashes when I enter a race with the recently added car, how can I fix it?

      Delete
    4. 1-You can keep the files other car's files just fine
      2-No
      3-Make sure you are using existing collision entries in the pvehicle node if you're using ReCompiler, as I explained in the tutorial.

      Delete
    5. Now its working, thx
      I already added an Pagani Tricolore, an Aston Martin DB11 and an Koenigsegg Regera!
      THX!!!

      Delete
    6. This is for people who don't have the time and patience:

      copy_node brakes default
      copy_node brakes _top _top
      copy_node chassis default
      copy_node chassis _top _top
      copy_node ecar racers
      copy_node frontend
      copy_node frontend
      copy_node engine default
      copy_node engine _top _top
      copy_node induction default
      copy_node induction _top _top
      copy_node pvehicle racers
      copy_node tires default
      copy_node tires _top _top
      copy_node transmission default
      copy_node transmission _top _top
      copy_node camerainfo _hood hood _hood
      update_field pvehicle brakes[0] Collection
      update_field pvehicle brakes[1] Collection _top
      update_field pvehicle chassis[0] Collection
      update_field pvehicle chassis[1] Collection _top
      update_field pvehicle engine[0] Collection
      update_field pvehicle engine[1] Collection _top
      update_field pvehicle frontend Collection
      update_field pvehicle induction[0] Collection
      update_field pvehicle induction[1] Collection _top
      update_field pvehicle tires[0] Collection
      update_field pvehicle tires[1] Collection _top
      update_field pvehicle transmission[0] Collection
      update_field pvehicle transmission[1] Collection _top

      I hope AJ_Lethal doesn't mind about this...

      Delete
    7. Correction :
      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 brakes[0] Collection added_xname
      update_field pvehicle added_xname brakes[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 engine[0] Collection added_xname
      update_field pvehicle added_xname engine[1] Collection added_xname_top
      update_field pvehicle added_xname frontend Collection added_xname
      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 tires[0] Collection added_xname
      update_field pvehicle added_xname tires[1] Collection added_xname_top
      update_field pvehicle added_xname transmission[0] Collection added_xname
      update_field pvehicle added_xname transmission[1] Collection added_xname_top

      I wrote it wrong
      My apologies

      Delete
  7. AJ_LethaL! can you help me with this?
    https://i.imgur.com/6B4oY7B.png

    ReplyDelete
    Replies
    1. Make sure you got your recompiler files right, as stated here:
      "Unzip the Recompiler (get the old version first and then overwrite the files with the new version files) and recompiler base files in a folder."

      Delete
    2. No, it still wont work, i tried extracting all of the recompiler files before, i i exextraed it from the date, except the example and the vynil, but it's not the one

      Delete
    3. And the car files is pure from the rar file, i just added config.ini, it's in the rx8 folder

      Delete
    4. Wait, so how do you add your body kit? I mean your addon cars has atleast 1, and the modloader car already has kits, so is adding them possible?

      Delete
    5. silly me, i named the config.ini Dodge Charger SRT-8 instead of the folder name XD
      https://i.imgur.com/2bbEiax.png and the bodykit works now, thanks XD

      Delete
    6. now, what happened here? https://i.imgur.com/ehfLPX3.png

      Delete
    7. tireoffsets values in ecar node of car appear to be broken, you gotta correct them

      Delete
    8. Yeah, it's only on the 135i, when i change the visual of other cars, it's fine. It's only broken on the 135i's visual. And how can i fix that?

      Delete
    9. modify the values of tireoffsets in the 135i's ecar in vlted

      Delete
    10. i changed everything to 0 and nothing happened, and this values look fine if compared to the other cars https://i.imgur.com/wGSR1tO.png

      Delete
    11. Pass me the script file, I will check it out to see what's going on

      Delete
    12. This comment has been removed by the author.

      Delete
    13. cancel that, it was the model broken, i deleted it, changed to another mod, the 128i, pretty close to the 135i, and it's gold

      Delete
    14. help, my game crashed when opening a vynil on my addon cars now, all of them addon cars, but the original cars is fine

      Delete
    15. make sure you aren't mixing 1024px vinyls with 512px ones

      Delete
    16. So, do you mean like i need to install the 512x recompiler version? Because i didn't do any modifications to the addon car's vinyl

      Delete
    17. And i already installed 1024x vinyls recompiler

      Delete
    18. You must have either
      -all vinyl files in 1024px

      or

      -all vinyls files in 512px

      Otherwise the game will glitch or crash

      Delete
    19. thank you, now it worked, but somehow this car has different resolutions https://i.imgur.com/96jPp2X.png how can i fix this?

      Delete
    20. and how can i fix copspeech audio? the cops said my charger is a mustang

      Delete
    21. i tried deleting the 1024x textures by size, and it works

      Delete
    22. i got another one for you! https://i.imgur.com/2qPKXDJ.png

      Delete
    23. can you help me with this car? it's broken i think https://drive.google.com/open?id=13XbTBTYVN8mptLWYK5L5P1w51QbMBYxy
      here's the original car file http://www.nfscars.net/need-for-speed-most-wanted/7/files/view/7030/
      here's the problem
      https://i.imgur.com/kjKg2UQ.png

      Delete
    24. Textures got corrupted. Open TexEd, export the the textures from the original textures.bin and import them into the recompiled textures.bin

      Delete
    25. Well, that's the problem, when i open it, it got weird and glitchy, the misc somehow turn into the brakelight on, and then the textures got weird like only a solid color of red or green,but somehow, using modloader works fine

      Delete
    26. thanks, it worked, sorry for late reply, because i got bored and left the project for weeks

      Delete
    27. m8, i still dont know till now, how do i change my car's copspeech?

      Delete
    28. change value of VerbalType in the car's pvehicle node; there is a list of copspeech values in the MWPS templates by FOX (check the main general MW modding page to download them)

      Delete
    29. wait, so does unused verbaltype can be customized or the cops will just say idk what it is?

      Delete
    30. How can i make 1024x vinyls for my car? I want to make it work with recompiled 1024x,bc 512x is ugly

      Delete
  8. Does the NFS Unlimiter causes any problem when used together with the Extra Options?

    ReplyDelete
  9. When I change the collision and collision64 of the car my game starts crashing when I enter a race.
    Any solution for this?
    (I've already redone the steps more than once)
    Thanks in advance!

    ReplyDelete
    Replies
    1. Are you adding the GlobalB entries with recompiler or Ed?

      Delete
    2. This comment has been removed by the author.

      Delete
    3. You should use an existing collision in the Collision fields if you're adding the globalb entry with recompiler

      Delete
    4. Ok that worked. Now, how can I put the car on the floor?(cuz it's floating basically)

      Delete
    5. Gotta try every single collision value until you find the one that works best

      Delete
  10. Hi I have something really weird ...
    when in game, the car has front wheels inside the body !?
    please anyone knows how to fix it ?
    cheers A.

    ReplyDelete
    Replies
    1. check the wheelposition values in the car's ecar node

      Delete
  11. Man, 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???

    ReplyDelete
    Replies
    1. yes, as long as you give them different xnames

      Delete
  12. Game crashes when I use that GEOMETRY.BIN and TEXTURES.BIN which ReCompiler creates.

    ReplyDelete
    Replies
    1. make sure you have recompiler setup properly

      "Unzip the Recompiler (get the old version first and then overwrite the files with the new version files) and recompiler base files in a folder."

      Delete
    2. Yeah, I've just fixed that, it works now. But where and how to fix wheel position?
      https://imgur.com/a/Ch4QULN

      Delete
    3. edit the wheelposition values in the car's ecar node in vlted

      Delete
  13. Hey! 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
    stopped adding new car logos, apparently I exceeded some limit (https://imgur.com/a/A3w1iJw)

    ReplyDelete
    Replies
    1. I corrected the error with Ed - The Car Dealer, but error with the total number of cars still remained

      Delete
    2. 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.


      Delete
    3. Is there any way around this limit?

      Delete
  14. 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?

    ReplyDelete
    Replies
    1. also when i upgrade the performance it degrades the car instead of upgrading it for some reason

      Delete
    2. on this cadillac it make the top speed and acceleration worse but not the handling
      https://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

      Delete
    3. can you link me the mods to check their ATTRIBUTES files? they are probably configured incorrectly.

      also, 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.

      Delete
    4. sure, here you go
      https://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

      Delete
    5. all of my car mods are from this guy and most of them work fine so i'm not sure what is the problem

      Delete
    6. yeah, some of his cars have busted performance when upgraded; for example his XLR-V torque values are like this: https://imgur.com/Qgm5qUi

      Delete
    7. is this possible to fix somehow or i just delete the cars?

      Delete
    8. also, 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

      Delete
    9. Yeah, 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

      Delete
    10. i 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?

      Delete
    11. yes, 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

      Delete
  15. sure, here you go
    https://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

    ReplyDelete
  16. What should I do in these cases?
    1)https://youtu.be/HFTjm469eJg
    2)https://youtu.be/sAoTi5PYsXk

    ReplyDelete
  17. Thanks for this tutorial! Very easy to understand.

    But is possible do that in Carbon? Which tools i need to convert a replace car to a Add-on?

    ReplyDelete
  18. How To Put Names To Addon Cars In Language Files?

    ReplyDelete
  19. At first, I have to say: the tutorial is great!. I' ve already converted about ten cars and everything works well. But, when I choose one car (Honda Prelude by AJ_Lethal) and then I want to go a race, the opponents don't go and stay at the start line. This is happend only when I choose that Honda. Other cars works fine. Has somebody got an idea what caused the problem?

    ReplyDelete
    Replies
    1. probably something to do with the transmission or torque curve values

      Delete
  20. Hi, thanks for this tutorial, it's been a huge hand, but I have a problem I was wondering if you knew anything about

    When 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?

    ReplyDelete
    Replies
    1. hmm, that's the first time I heard about that

      Delete
    2. Out 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

      Delete
    3. Okay, I think I'll try on a Windows 10 PC at some point and see if the issue persists. Thanks

      Delete
  21. Any help? I recompiled a mod, but when i ran without admin, it shows Carrera GT.

    ReplyDelete
  22. Replies
    1. manufacturer region (europe, north_america, japan)

      Delete
  23. Hi, when importing ModScript with all the attributes of a new car, a line with a change in the sound of the engine and turbocharger is not imported. I tried to import ModScript using NFS VltEd 4.6 and NFS VltEd 4.5, but this line was not imported anyway. What i should do?

    ReplyDelete
  24. how to fix the transmission node?
    i still don't know how to fix it

    ReplyDelete
  25. My secondary logo won’t come up I just get temp350 pls help

    ReplyDelete
    Replies
    1. make sure the frontend value of pvehicle node is set up correctly and the secondary logo texture is named correctly (SECONDARY_LOGO_[frontend_name])

      Delete
    2. Ok but when I install the modscript my nodes in the right won't appear in vlted

      Delete
  26. Everytime I go to cars folder it keeps saying it don't exist

    ReplyDelete
    Replies
    1. Plus I did all of the steps as I was trying to add on the cc8s http://nfsnews.ru/faily/nfs-most-wanted/563-koenigsegg-cc8s-2002-dlya-nfs-most-wanted.html

      Delete