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 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 properly

If you're going to add cars with Binary

Unzip the Recompiler 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>
The logo files can be extracted from the FRONTEND\MANUFACTURERS\<##>-<MANUFACTURER>.BIN (if it has one) and CARS_REPLACE\<XNAME>\SECONDARYLOGO.BIN with NFS TexEd.

Now proceed to step 2

If you're going to add cars with Ed The Car Dealer (deprecated method)

Download Ed The Car Dealer [download] first

Unzip the Recompiler 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> (i.e.: FORD) and <FRONTEND_NAME> (i.e: MUSTANGGT) 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.


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

Unzip the Recompiler (get the old version first, unzip it and then unzip the new version over the old one) 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
    • Config.ini contents are the following:
      [INFO]
      NewName = <XNAME>
  • <MANUFACTURER> (i.e.: FORD) and <FRONTEND_NAME> (i.e: MUSTANGGT) 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 (such as GIMP [portable]) 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.

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

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.

Now open Binary and click on "Launch Binary for Modders"

Go to Main > New Launcher

Select your game folder with the Select Directory button, specify the usage to Modder and the game to MostWanted. Click on Save to save the launcher script


Open the launcher file (it has an .end extension) with some plaintext editor (like notepad) and add the following highlighted text. Save the file.

(obviously, if your game is in another language, you have to put the name of the the appropiate language file of the LANGUAGES folder)

Back in Binary, open the launcher file by going to Main > Load Files. You will see a few nodes appearing in the left-side panel

Open the GLOBAL\GLOBALB.LZC node and open the CarTypeInfos node. Click on an existing node and click Copy Node to make a new node from an existing one

Enter the XNAME of the new node and press OK. It will be added to the bottom of the list

Go to the newly selected node. The values we're going to be looking for is in the Primary section. Adjust as necessary.

  • DefaultBasePaint [string]: the stock car color. Values are:
    • GLOSS_L1_COLOR## (where ## is any number from 01 to 80 in the color chart below)
    • METAL_L1_COLOR## (where ## is any number from 01 to 80 in the color chart below)


    • PEARL1_PAINT## (where ## is any number from 01 to 20 in the color chart below)
    • CHROME01_PAINT## (where ## is any number from 01 to 10 in the color chart below)
    • MATTE01_PAINT## (where ## is any number from 01 to 10 in the color chart below)
    • TRAFFIC_L1_COLOR01
    • COP_L1_COLOR01
  • IsSkinnable [True/False]: Determines if the car uses paintable car skin material or not (racers use the former, cops/traffic the latter)
  • ManufacturerName [string]: Manufacturer the car is going to use. Refer to the the NFSMWUnlimiterSettings.ini file for a list of manufacturers.
  • MemoryType [Cop/Traffic/Player/Racing/HugeTraffic/BigTraffic]: Determines memory type usage for the car
  • UsageType [Racer/Cop/Traffic/Wheels/Universal]: What kind of mesh the car uses
Now open the Collisions node and copy the node from another one like we did in CarTypeInfos

Open the DBModelParts node and copy another node like we did before

Double-click on the newly created node, this screen will appear

We need to rename all the nodes here to make the add-on model work, to do that in one shot go to Car Parts > Find and Replace, input the XNAME to replace (A4, for this instance), click OK, then input the new XNAME (in this example it would be COROLLA) and hit OK. The next prompt will ask you if you want to make the replace case-sensitive; leave it unchecked and click OK. Now the nodes will have the correct name as shown below

Close the window to go back to the main Binary window

Now open the FRONTEND\FRONTB.LZC node, open the TPKBlocks node and double-click on the FRONTENDTEXTURES (or DEFAULT, if you modified the FrontB with TexEd before) node. The following window will appear.

Go to Texture > Add Texture and open the secondary logo .dds file. In the next prompt input the name of the texture, which in this case would be SECONDARY_LOGO_<XNAME>, like in the example below and click OK:

Do the same for the manufacturer logo if the mod already had one has one, the name for those are CARSELECT_MANUFACTURER_<MANUFACTURER> (i.e. CARSELECT_MANUFACTURER_FERRARI). Close the window to get back to the main window.

Open the LANGUAGES\English.bin (or whatever language file you picked), open the STRBlocks node and double-click on the GLOBAL node, this window will open:

Go to String > Add String. In the following dialog put the car name label name in Label (CARNAME_<MANUFACTURER>_<FRONTENDNAME>) and the label text, as shown in the pic below and click OK

Close the window to go back to the main window

If the mod uses special spoilers, you can set them up by going to GLOBAL\GLOBALB.LZC > SlotOverrides and adding/copy one of the existing nodes to set it.

Once you're done, go to Main > Save Files to save changes


If you're going to add cars with Ed The Car Dealer (deprecated method)

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.


If you're going to add cars with ReCompiler (even more 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]

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).
[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", 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 Cars

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!

172 comments:

  1. 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
  2. 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
    4. Any 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?

      Delete
    5. Bonus cars also count for that total

      Delete
    6. I 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
    7. "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."

      Wait, 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?

      Delete
  3. 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
  4. 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
  5. i 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

    ReplyDelete
    Replies
    1. 1-check if frontend nodes and frontend values in pvehicle node are set correctly
      2-check transmission node of added car

      Delete
  6. 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?

    ReplyDelete
    Replies
    1. delete the pvehicle and frontend nodes of the car alongside the nodes in ecar, engine, induction, transmission, tires and chassis nodes

      Delete
  7. Hey man so I wanna drive a car and when I do the opponents don't move. How can I fix this?

    ReplyDelete
    Replies
    1. check either transmission, engine torque or tire values

      Delete
    2. Can you look at these and tell me what I should change so I can fix it?

      https://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

      Delete
  8. Hello, how are you? I need a little help ..
    I'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 :)

    ReplyDelete
    Replies
    1. that's mostly on the tires, mostly static grip and yaw values

      Delete
  9. Ah, and is possibly convert 515px Vinyls to 1024px ?

    ReplyDelete
    Replies
    1. there's a 1024px vinyl pack you could use as a base: https://nfsmods.xyz/mod/629

      Delete
  10. Thanks for all your support AS Lethal,thanks to you and all other modders to keeping NFS community still live.

    ReplyDelete
  11. Hello! 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!

    ReplyDelete
    Replies
    1. make sure the config.ini of the recompiler is set correctly

      Delete
    2. I hope this helps for me too.............

      Delete
  12. I have a question. How do I change the cop speech in VLT Ed? ( I am new to using it in those purposes )

    ReplyDelete
    Replies
    1. by " 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 "

      Delete
    2. Change 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.

      Delete
    3. is it okay if i took a verbal type from the game ( I converted a bmw )

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

    ReplyDelete
    Replies
    1. what cars were replacing the mods you converted?

      Delete
    2. Sorry! I must have removed that comment cuz I already fixed it by matching the [old_xname]'s _base/_top/ stock nodes. Btw thanks for the reply(even though I forgot to remove) :P

      Delete
    3. And I got another problem here.....I converted a Bentley modloader car to addon and the modscript which I created(copy-pasted from ur template)installed without any errors(imported the 'ATTRIBUTES' and 'FE'(not important though because it contains only the manufacturer and cost of the car)too) and created the Ed files(including logos) and when I apply the changes in Ed and start a game with a new save, I found that everything was applied(car model, textures, secondary logo) but the manufacturer logo was 'TP'! And this one of the things which I hate in the game too! Can u please help me fix this problem?

      Delete
    4. I have created Bentley's frontend nodes as it is from 'EUROPE' region.

      Delete
  14. I 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!

    ReplyDelete
    Replies
    1. This comment has been removed by the author.

      Delete
    2. And its so surprising that the car is appeared as a random opponent 'PERFECTLY'! But can't able to see it in my game!

      Delete
    3. And the car is your Acura NSX NA2 only.

      Delete
    4. make sure the frontend node is configured correctly

      Delete
    5. Um...........idk I have set it as north_america. Is it correct?

      Delete
    6. region doesn't really matter, but make sure these nodes are set like this in the script:

      update_field pvehicle nsxna2 frontend Collection nsxna2
      update_field frontend acura manufacturer 26
      update_field frontend nsxna2 manufacturer 26

      Delete
    7. 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)

      Delete
  15. HI! I got another question. Can I change an engine sound?

    ReplyDelete
    Replies
    1. yeah, just change the engineaudio values in the car's vehicle node

      Delete
  16. And another fix. The tires are visible when the chassis suspenses. How to fix this? (other than increasing ride height)

    ReplyDelete
    Replies
    1. That is the tires are coming UPWARDS(tires come out of the body) when drifting hardly or turning.

      Delete
    2. I am asking this question because ur cars never had this problem, that's why.

      Delete
    3. Reduce BodyRoll values in ecar and rendermotion in chassis

      Delete
  17. I 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?

    ReplyDelete
    Replies
    1. You'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.

      Or just use the nodes of a non-bonus car as a base.

      Delete
    2. I 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

  18. a query, does this work for nfs carbon ?, or, how can it be applied in nfs carbon?

    ReplyDelete
  19. I'm Sorry if this was asked for multiple times but does this tutorial also work for NFS Carbon?

    ReplyDelete
  20. Hey , 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 ?

    ReplyDelete
  21. I have a uto converted by me from a modloader that works well,
    except 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?

    ReplyDelete
    Replies
    1. check FECompression and rideheight values in the car's ecar node

      Delete
  22. Good job & blog, wheels solved ...Thanks!!

    Size of the car body is bad, how can I solve??

    pd: is the Lada Vesta converted from ModLoader (is my first conversion)

    ReplyDelete
    Replies
    1. check if the W value of the WheelOffsets is right; AFAIK there's no value to control the body size in VLT

      Delete
  23. Good Night. There's any tool to convert high poly models?

    ReplyDelete
  24. hello, can you tell me what i did wrong? my addon car shows as a carreragt

    ReplyDelete
    Replies
    1. -check Model values in the car's pvehicle node in VLTEd
      -check CarTypeInfo nodes in Binary

      Delete
  25. 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.

    The message says: Ed was unable to add cars into the game. Make sure you have enough permissions (Try running Ed as administrator).

    ReplyDelete
  26. que buenos tutos amigo, justo necesitaba el de los vinyls, muchas gracias

    ReplyDelete
  27. Hey Aj, could you possibly teach me how to create scripts for added cars with Binary?

    Just like the base they left for added cars with Ed.

    Good night man.

    ReplyDelete
    Replies
    1. there's a script template in the MW general modding section, just look for it under "Parts and Files" section

      Delete
    2. LOL, sry my bad, thank you man.

      Delete
    3. I understand how edit the script man, thank you, but now i have a new little problem.... is with DBModelParts.bin
      Where i extract this file? Is the same as geometry and is just rename it?

      Delete
    4. you should export that file from Binary, you should place it in the _setup folder, as the _files_to_put_here.txt file says

      Delete
    5. Ok thank you, and i just export an existing dbmodelpart, or i have to copy and rename every node first?

      Delete
    6. copy the dbmodelpart, rename it and all the nodes inside it, then export

      Delete
  28. hi, you can re-upload the images of the binary method?

    ReplyDelete
    Replies
    1. images are loading well in my end, try deleting your browser cache or reload with Ctrl+F5

      Delete
  29. Happy new year! Thanks for this, added a very old car mod into my game with Binary... everything works.

    This 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?

    ReplyDelete
    Replies
    1. Yes, it's possible. Just follow the steps for adding the car with Binary.

      Delete
    2. Nice! 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?

      Delete
    3. So 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...

      When 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.

      Delete
    4. 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.

      So 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.

      Delete
  30. 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?

    ReplyDelete
    Replies
    1. as noted in Step 1:

      "The dds files can be extracted from the FRONTEND\MANUFACTURERS\<##>-.BIN (if it has one) and CARS_REPLACE\\SECONDARYLOGO.BIN with NFS TexEd."

      Delete
  31. 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
    Replies
    1. * the added car floats, the others works fine

      Delete
    2. I fixed it ! the attributes file has some wrong numbers

      Delete
  32. Hey, 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.

    ReplyDelete
    Replies
    1. check if the frontend nodes are set up correctly.

      Delete
    2. I 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.
      And 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.

      Delete
    3. did you check if the frontend value in the car's pvehicle node is set correctly?

      Delete
  33. Hi ! 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.

    ReplyDelete
    Replies
    1. have you tried in a fresh save file?

      Delete
    2. Yes, 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 !

      Delete
  34. I 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.

    ReplyDelete
  35. I 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

    ReplyDelete
    Replies
    1. it is possible, just skip the model and texture conversion steps

      Delete
  36. Hello 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/

    ReplyDelete
    Replies
    1. you don't need to add the vinyls to DBModelParts, just make sure the XNAME in the vinyls is correct

      Delete
    2. My bad, so the vinyl itself is only available for Unique vinyl. But why there is only 5 Unique Vinyls show from 16 available

      Delete
    3. some vinyls are only available as marker parts; you can access them with Extra Options with the backroom option

      Delete
  37. Hola 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

    ReplyDelete
    Replies
    1. Es el archivo Config.ini que debe estar en CARS\[XNAME_VIEJO] (en tu caso sería CARS\997S)

      Delete
  38. le quite las comillas, y todavia me sigue tirando error

    https://gyazo.com/7782503b38f7e09d8ee35c9cc05fa585

    ReplyDelete
    Replies
    1. ¿Revisaste si tienes bien la estructura de carpetas del Recompiler? Tiene que ser así
      https://i.imgur.com/HeNzG8T.png

      Delete
  39. Si, a mi parecer está bien todo, no se de verdad que es lo que esta fallando o faltando https://gyazo.com/db18ecb7dfeb1b1d0cacc3df9ee697ca

    tambien cabe resaltar que descomprimi de los archivos base (basic file structurle for compiler) en la misma carpeta que estoy usando de recompiler

    ReplyDelete
    Replies
    1. Borra todo el contenido del config.ini, luego pega el texto siguiente y guardalo

      [INFO]
      NewName = CAMARO73

      Delete
    2. Nada men, me sigue tirando el mismisimo error que no existe el malvado Config.ini https://gyazo.com/489f4e07b6c22514c41a26288135bf3f

      Pareciera que el programa la tiene agarrada conmigo o q xd

      Delete
    3. 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

      Delete
    4. Si, también se puede usar el cartoolkit para renombrar el modelo y las texturas.

      Como 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

      Delete
  40. 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!

    ReplyDelete
    Replies
    1. Me está tirando un error cuando instalo el .nfsms del script: https://gyazo.com/6c9e9990bac6702521899c5b190eba30

      No sé si los x_names estan bien puestos https://gyazo.com/4831d827a85060409f2fec5873543a37

      Delete
    2. 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

      Delete
    3. Listo, aunque me arrojo estos dos errores https://gyazo.com/cf5243c9fd3f73728876313d5d985ed1 no tiene nada de malo verdad?

      En 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

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    4. 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
      2- 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

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    5. Ya ya, en esta linea que dice update_field frontend 997s manufacturer 61 <-- cambio el manufacturer por chevrolet o lo dejo tal cual?

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    6. Cambialo por el numero que corresponde a Chevrolet

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    7. Excelente, el carro funciona de la puta madre. Valio la pena el esfuerzo de verdad
      https://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

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    8. Probablemente tengas que agregar un nodo SlotOverrides en Binary para el auto; puedes sencillamente copiar el del 997S y renombrar la copia

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    9. Volvi, 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

      Me parece que se instala usando binary, pero no se como hacerlo la verdad.

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    10. Es 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

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    11. Puedes seguir el paso 2 para convertir los datos de Ed a Binary

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    12. AJ 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

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    13. Revisa que el valor de MODEL en el nodo pvehicle del auto sea correcto en VLTEd

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    14. Ya lo habia cambiado previamente https://gyazo.com/b9d10a1e7b1e3dcf42f4872c04501f3d, y me sigue todavia pasando lo mismo.. que podria ser? binary?

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    15. -fíjate si el auto tiene sus nodos CarTypeInfo, Collision y DBModelParts en Binary
      -fíjate si el modelo tiene el XNAME correcto en el modelo y texturas

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    16. 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

      Sin 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

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    17. nada más cambia el valor Manufacturer del nodo frontend del Punto de vuelta al original (que debería ser 23)

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  41. hello 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?

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    Replies
    1. check if the xname for your model and textures is correct

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  42. Thanks to AJ_Lethal is that I learned to add cars from "ModLoader" and "ED". Thank you very much man!
    Now the next thing will be to convert from NFS "Carbon" and "World" to NFSMW.

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  43. 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?

    ReplyDelete
    Replies
    1. check in vlted if the collision values in the car's pvehicle node are set correctly

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  44. hello 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?

    ReplyDelete
    Replies
    1. make sure the texture of the headlight is named correctly

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  45. I'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

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    Replies
    1. check if your collision values are set correctly in your car's pvehicle node

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    2. I put PUNTO in Collision and Collision64, but the issue persists

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  46. Awesome post a shame that doesn't work for me... when i going to load file .end after to add the lines
    FrontB.lzc and English.bin
    just prompt me "unable to read beyond the end of stream" :C

    ReplyDelete
    Replies
    1. have you modified your FrontB.lzc with TexEd or something?

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  47. So 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?

    ReplyDelete
    Replies
    1. try renaming the textures with Tex-Ed or Binary

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  48. How 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?

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    Replies
    1. refer to step 3, right after the "import the ATTRIBUTES.MWPS file" part

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