Friday, February 19, 2021

NFSMW Car VLT Values Documentation

This document is based on the MWPS templates by FOX (a.k.a Lexal), with some changes and additions. It might not be 100% accurate as well.

Node: frontend/vehicles/<region>/<brand>/<model>

Cost: car's in-game cost in Career Mode

IsCustomizable: determines whether the car can be added to Career garage/My Cars; if set to false, it will appear in Bonus category only.

manufacturer: sets the manufacturer logo, check list of manufacturers in NFSMW Unlimiter's UnlimiterData\_CarManufacturers ini file.

region: car's region
values: 0=north_america; 1=japan; 2=europe

UnlockedAt: determines at what BL position of player in career mode the car gets unlocked.


Node: pvehicle/default/<class>/<section>/<name>

To change the amount of stuff like TurboSND, brake_updates, etc., right click on the pvehicle node of the car, select Edit Fields and change the array size of the element you want.

TurboSND: sound used for the turbo/supercharger

VerbalType: copspeech related: code determines what cops will call your car

MASS: self-explanatory: mass of car expressed in kilograms

MODEL: sets up the collision (Collision64/Collision) from GLOBALB and the model (Visual)

engineaudio: sound used for the engine

TENSOR_SCALE: seems to be overall handling speed scale balancing
the bigger 2nd value is the slower the car will respond to steering input
countered by increasing of 1st and 3rd value

HandlingRating: used to set min and max handling bars length: doesn't take effect from base or end grip values but its increase is dependent on chassis and tires values
values range from 37-98 for 1st set and 90-100 for 2nd set

brakes: sets up brake nodes to use

chassis: sets up chassis nodes to use

engine: sets up engine nodes to use

tires: sets up tires nodes to use

transmission: sets up transmission nodes to use

induction: sets up induction nodes to use

brakes_upgrades: amount of brake upgrades the car has.

induction_upgrades: amount of turbo/supercharger upgrades the car has.

tires_upgrades: amount of tires upgrades the car has.

engine_upgrades: amount of tire upgrades the car has.

transmission_upgrades: amount of transmission upgrades the car has.

nos_upgrades: amount of nitrous upgrades the car has.

chassis_upgrades: amount of chassis upgrades the car has.



Node: ecar/default/<class>/<name>

BodyDive: maximum vector-based movement of front of car body
1st value - Degrees/G
2nd value - Max G
3rd value - Degrees/sec

RideHeight: (in-race only) visible body height

TireOffsets
in format x, y, z, w
x axis: car front = +, car rear = -
y axis: left side = +, right = -
z axis: up = +, down = - note: will move WHEELS [up or down] regarding CAR BODY, during race body will be on normal level
unlike wheels that might be BELOW ground
w - wheel diameter scaling: measured in (overall wheel size in mm/2)/1000; you can measure overall tire size in https://tiresize.com/calculator/ or you can calculate the game wheel diameter directly using this formula: (((tire width in mm*sidewall number divided by 100)*2+rim size in mm)/1000)/2
NOTE: CAR BODY height will be changed to match wheel size
all axles have point 0 in center of line between front left and rear right wheel or between front right and rear left

BodySquat: maximum vector-based movement of rear of car body
1st value - Degrees/G
2nd value - Max G
3rd value - Degrees/sec

CamberRear: angle between the vertical axis of the wheel and the vertical axis of the vehicle
positive values for bottom of wheel being further out than top, negative for opposite effect
common value is 0.18

CamberFront: angle between the vertical axis of the wheel and the vertical axis of the vehicle
positive values for bottom of wheel being further out than top, negative for opposite effect
common value is 0.22

FECompressions: used to adjust height of car body regarding wheels in frontend menus
common value range is 2x0.10-2x0.20

TireSkidWidth: aka tire width
values are 2x0.(tire width in mm)

TireSkidWidthKitScale: tire width per kit
default values are 2x1; values are a multiplier of TireSkidWidth

WheelSpokeCount: number of spokes in rims
common value range N/A since it differs per car

KitWheelOffsetRear: used to move wheels along axis Y when bodykits are used
values range from 0 to 128: applies to REAR axle

KitWheelOffsetFront: used to move wheels along axis Y when bodykits are used
values range from 0 to 128: applies to FRONT axle

ReflectionOffset: distance of floor reflection from car model in frontend.
values range from -0.15 to 0.05

BodyRoll: maximum vector-based movement of entire car body towards left or right
simply put - car body leaning sideways
1st value - Degrees/G
2nd value - Max G
3rd value - Degrees/sec


Node: brakes/default/<name>

BRAKES: overall braking power per axle
common value range is 300/400-650/700: mass dependent

EBRAKE: handbrake power: should be larger than BRAKES value by at least 10% and larger than overall car horsepower
common value range is 400-800: mass dependent

BRAKE_LOCK: BRAKES field values multiplier and braking force distribution ratio
common value range is 1.00 for front axle and 3.20-3.60 for rear axle


Node: chassis/default/<name>

WHEEL_BASE: distance between the centers of the front and rear wheels
common value range N/A since it differs per car

DRAG_COEFFICIENT: air resistance of object travelling in a non-vacuum environment such as air
common value range is 0.25-0.42

SHOCK_VALVING: shock absorber oil flow restriction
common value range is 2x15-2x24

RIDE_HEIGHT: aka ground clearance
common value range is 2x6-2x9

SHOCK_STIFFNESS: minimum pressure inside shock absorber in pounds per square inch
common value range is 2x30-2x80: acceleration and mass-dependent

SHOCK_BLOWOUT: maximum size by which a dampener can compress in inches: stock same as upgraded
common value range is 5-8

SHOCK_EXT_STIFFNESS: maximum shock absorber rebound force
common value range is 2x40-2x80: acceleration-, downforce- and mass-dependent

SWAYBAR_STIFFNESS: self-explanatory: probably expressed in pounds per square inch
common value range is 2x200-2x450: acceleration and mass dependent

ROLL_CENTER: vertical center of gravity [probably in inches]
common value range is 8-10

TRAVEL: maximum length by which a shock can be extended if car wheels don't have contact with road surface: stock commonly higher than upgraded
common value range is 2x6-2x8: acceleration and mass dependent

SPRING_STIFFNESS: overall coilover pressure in pounds square inch
common value range is 2x400-2x700

AERO_CG: overall distribution of aerodynamic force on the car body: values between 0 and 100: 0 for max in rear, 100 for max in front
common value range is 47-51

SPRING_PROGRESSION: maximum compression speed/rate for spring to achieve maximum stiffness: stock smaller than upgraded higher values will make springs stiffer faster so car won't shove ground on slopes but will also increase bouncing on curbs
common value range is 2x5-2x8

TRACK_WIDTH: axle length: distance between wheels on a single axle: measured in metres
common value range N/A since it differs per car

SHOCK_DIGRESSION: digressive shocks provide smoother ride at higher speeds and absorb body roll also improving cornering: smaller value for smoother ride
common value range is 2x0.1-2x0.5

RENDER_MOTION: dependent on ecar node settings in body roll, dive and squat: used as a multiplier of the mentioned values to calculate car body movement
common value range is 0.50-1.00

AERO_COEFFICIENT: used to define car aerodynamics factor and overall downforce: value too small will make it slow and too high will push it down to ground too hard making it difficult to drive and car will be constantly hitting road due to excessive amount of downforce
common value range is 0.15-0.30

FRONT_AXLE: front axle diameter in inches
common value range is 1.2-1.5

FRONT_WEIGHT_BIAS: overall mass distribution: values from 0 to 100: 0 for max rear bias: 100 for max front bias
common value range is 51-55


Node: engine/default/<name>

ENGINE_BRAKING: multiplies maximum torque at current gear and uses it to calculate speed loss with no throttle used
common value range is 0.70-0.90

IDLE: minimum operating speed of engine necessary to sustain its work but not enough to move drivetrain components
common value range is 800-950

TORQUE: self-explanatory: up to 15 torque values can be used but element count needs to be declared first
common value range N/A since it differs per car

MAX_RPM: maximum operating speed of engine before its destruction [drag racing only]
common value range N/A since it differs per car

FLYWHEEL_MASS: the higher the mass, the higher the maximum inertia moment and therefore larger amounts of kinetic energy can be stored also the lower the mass, the faster the top speed can be achieved and maintained
common value range is 9-15

RED_LINE: maximum safe operating speed of engine
common value range N/A since it differs per car


Node: induction/default/<name>_base/<name>_top | induction/default/<name>/<name>_top

AIR_PRESSURE*: commonly 0.25

HIGH_BOOST

LOW_BOOST

PSI_ARROW_MOVE_SPEED*: always higher value for stock

PSI: maximum pressure of air taken into the turbine
common value range is 12-15

SPOOL: turbine lag: 0 for 'supercharger': anything higher will give 'turbo' upgrade
common value range is 0.00-0.20

BOOST_VARIANCE*: pressure drop/rise in chamber


Node: tires/default/<name>

SECTION_WIDTH: self-explanatory: measured in milimetres
common value range N/A since it differs per car

YAW_CONTROL: equivalent of section-based traction and stability control system: values 1 and 2 for front: values 3 and 4 for rear
effect similar to dynamic mass bias shifting: highly dependent on WEIGHT_BIAS, AERO_CG, TORQUE_SPLIT and DYNAMIC/STATIC_GRIP values
common value range N/A since it differs per car: mass and acceleration dependent

DYNAMIC_GRIP: amount of friction the tires produce when traction is broken, ie when the car is sliding or in a burnout
common value range N/A since it differs per car: mass and acceleration dependent

RIM_SIZE: self-explanatory: measured in inches
common value range is 2x16-2x19

YAW_SPEED: self-explanatory: rate at which car enters yaw state
common value range is 0.30-0.70

ASPECT_RATIO: self-explanatory: ratio of section height to section width
common value range is 2x30-2x55

STATIC_GRIP: static grip is the amount of friction the tires are able to produce when they are not spinning, though they can be rolling
common value range N/A since it differs per car: mass and acceleration dependent

GRIP_SCALE: tire grip scaling per axle
common value range is 2x1.00-2x1.10

STEERING: steering ratio: value of 1.00 means that turning steering wheel by 360 degrees will turn wheels by 36 degrees
common value range is 0.90-1.10


Node: transmission/default/<name>

To change the amount of gears, right click on the transmission node of the car, select Edit Fields and change the array size of GEAR_RATIO (amount of forward gears+neutral+reverse; 9 gears maximum)

GEAR_RATIO: drivetrain power transfer ratios
common value range N/A since it differs per car

DIFFERENTIAL: self-explanatory: differential bias: 0.00 for rear, 0.50 for mid and 1.00 for front
setting towards front will lock the front wheels more, causing the car to be prone to oversteer: inverse effect if bias set towards rear
common value range is 2x0.60-2x0.80: 3x0.60-3x0.80 if car is AWD

GEAR_EFFICIENCY: overall power multiplier on current gear and rpm used to quickly change speed at each gear without any major reconfigurations
common value set is 9x1.00

TORQUE_CONVERTER: percentage ratio of torque converter efficiency with automatic transmission usage
common value range is 0.20-0.80

TORQUE_SPLIT: torque-to-axle transfer ratio: 0 for RWD, 0.5 for AWD and 1 for FWD
common value range N/A since it differs per car

CLUTCH_SLIP: self-explanatory: manual gearbox efficiency ratio
common value range is 0.70-0.90

SHIFT_SPEED: shifting interval: stock [should be] higher than upgraded
common value range is 0.10-0.25

FINAL_GEAR: final gear ratio determining top speed
common value range N/A since it differs per car

Wednesday, February 17, 2021

NFSMW General Modding Information (old version archive)

General Information

Car Modding

Tools you need:

  • NFSMW Mod Tools by Arushan [NFSCars] - tools required to compile geometry and textures, includes .mwr export plugin for ZModeler 1
    • Recommended:
      • VLTEdit 1.2 by MWisBest [download] since it has more hashes than Aru's release
      • nlgzrgn's mwgc fork [download], which improves on the original by adding automatic mountpoint rotation and possibility to attach mountpoints to bodykits
      • My improved batch files for mwgc [download]: no more opening up and editing batch files: just run, follow some prompts and that's it! Best used with nlgzrgn's mwgc.
    • You can also use the NFSU2 texture compiler included in the NFSU2 ModTools [nfsu360]
  • ZModeler 1.07b [download] (modelling program)
  • Some image editing program able to open/save .dds files (like DXTBmp or GIMP with the DDS plug-in)
  • Notepad or similar (for .MWPS editing)

Optional tools:

  • BINViewer and MTGUI [download] - tool used for editing mountpoints (best used with this hash values file) and graphical interface for modtools, respectively.
  • MWPS Templates by FOX [download] - ready-made .MWPS templates



How do NFSMW (mod) cars work

NFSMW cars are made mainly of a geometry file (GEOMETRY.BIN) and textures (TEXTURES.BIN). Using modloader, mod cars are stored in the ADDONS folder like this:


ADDONS
+---cars_replace
¦ ¦
¦ +---<carname>
¦         ATTRIBUTES.MWPS <---performance, sounds
¦         CAR.INI <---settings for modloader, car name
¦         FE.MWPS <---manufacturer, unlock and price settings
¦         GEOMETRY.BIN
¦         SECONDARYLOGO.BIN <---secondary logo
¦         TEXTURES.bin
¦         VINYLS.BIN
¦
+---frontend
        +---MANUFACTURERS
                ###-<MANUFACTURER>.BIN <---manufacturer logo


Part names


For any car:
base_x
kit00_driver_x
kit00_front_tire_x
kit00_front_brake_x *
kit00_rear_brake_x *

For racer cars
kit##_body_x <----00: stock; 01-05: aftermarket
kit00_doorline_x
kit00_door_left_x
kit00_door_right_x
kit00_front_bumper_x
kit00_front_bumper_badging_set_x
kit00_rear_bumper_x
kit00_rear_bumper_badging_set_x
kit00_decal_right_door_rect_medium_x
kit00_decal_left_door_rect_medium_x
kit00_decal_right_quarter_rect_medium_x
kit00_decal_left_quarter_rect_medium_x
kit00_exhaust_x
kit00_hood_x
kit00_interior_x
kit00_left_brakelight_x
kit00_right_brakelight_x
kit00_left_headlight_x
kit00_right_headlight_x
kit00_left_headlight_glass_x
kit00_right_headlight_glass_x
kit00_left_side_mirror_x
kit00_right_side_mirror_x
kit00_front_window_x
kit00_rear_window_x
kit00_front_left_window_x
kit00_front_right_window_x
kit00_rear_left_window_x
kit00_rear_right_window_x
kit00_spoiler_x
kit00_universal_spoiler_base_x
style##_hood_x <-----## stands for hood #, see below under "Hood Order"
kit00_damage0_frontleft_x <----- damage 0 here is for scratches
kit00_damage0_frontright_x
kit00_damage0_rearleft_x
kit00_damage0_rearright_x
kit00_damage0_front_x
kit00_damage0_rear_x
decal_front_window_wide_medium_x
decal_rear_window_wide_medium_x
decal_left_door_rect_medium_x
decal_right_door_rect_medium_x
decal_left_quarter_rect_medium_x
decal_right_quarter_rect_medium_x

For cop cars
kit00_damage0_body_x
kit00_damage0_hood_x
kit00_damage0_spoiler_x
kit00_damage0_trunk_x
kit00_damage0_left_door_x
kit00_damage0_right_door_x
kit00_damage0_left_rear_door_x
kit00_damage0_right_rear_door_x
kit00_damage0_hood_x
kit00_damage0_cop_lights
kit00_damage1_body_x
kit00_damage1_hood_x
kit00_damage1_spoiler_x
kit00_damage1_trunk_x
kit00_damage1_left_door_x
kit00_damage1_right_door_x
kit00_damage1_left_rear_door_x
kit00_damage1_right_rear_door_x
kit00_damage1_hood_x
kit00_damage1_cop_lights_x

Hood order
style06_hood_a Overdial
style07_hood_a Trident
style13_hood_a Fusion
style16_hood_a Colix
----------------
style17_hood_a Airomax
style20_hood_a DJM Hyde
style02_hood_a Double-V
style03_hood_a Tri-Slot
style04_hood_a Speed
----------------
style23_hood_a Factor X
style26_hood_a Speedline
style32_hood_a Tremor
----------------
style05_hood_a G-Force
style09_hood_a Mongoose
----------------
style10_hood_a Twister
style21_hood_a Eraser
style31_hood_a Tsunami

  • "x" stands for the LOD used (from most detailed (a) to least detailed (e)
  • *: does not work for traffic cars


Shaders

0xD6D6080A ; body paint (aka CARSKIN)
ALUMINUM
BADGING
BODY
BODY_ALUMINUM
BODY_CHROME
BODY_CLEAR_PLASTIC
BODY_DULL_PLASTIC
BODY_LEFT
BODY_MISC
BODY_MOLDINGS
BODY_PLAINNOTHING
BODY_REAR
BODY_RIGHT
BODY_RUBBER_ACCORDIAN
BODY_TOP
BOTTOM
BRAKEDISC
BRAKELIGHT
BRAKELIGHTGLASS
CALIPER
CALIPERDECAL
CARBONFIBER
CARBONFIBER2
CENTRE_BRAKELIGHT
CHAR_CLOTH
CHAR_HAIR
CHAR_LATEX
CHAR_LEATHER
CHAR_PLASTIC
CHAR_RUBBER
CHAR_SKIN
CHROME
CLEARPLASTIC
CUSTOMPAINT_x (x: 1 - 20)
DAMAGE0
DECAL
DECAL1
DECAL2
DECAL3
DECAL4
DECAL5
DECAL6
DECAL7
DECAL8
DEFAULT
DIABLOHP
DOORLINE
DRIVER
DRIVER_COP (for cop cars)
DRIVER_CUTOUT (for 2D drivers for lower details)
DRIVER_PLAYER (for racer cars)
DRIVERHEAD
DULLENGINE
DULLPLASTIC
ENGINE
EXHAUST_TIP
GLASS
GOLDROTOR
GRILL
HEADLIGHT
HEADLIGHTGLASS
HEADLIGHTREFLECTOR
HOSES
INTERCOOLER
INTERIOR
LICENSEPLATE
LOGO
MAGCHROME
MAGGUNMETAL
MAGSILVER
MAGSILVERGLOSS
MATTEPLASTIC
MESH
METPAINTx (x: BLACK, BLUE, GOLD, GRAY, GREEN, RED, SILVER, YELLOW)
MIRROR
MISC
MOLDINGS
PEARL[x] x: 1 - 9
PLAIN_ALUMINUM
PLAIN_CHROME
PLAINNOTHING
PLASTICHUBCAP
RAD
RADIATOR
REGPAINTx (x: BLACK, BLUE, GRAY, GREEN, ORANGE, PINK, RED, WHITE, YELLOW)
RIM_KIT00_BLACK
RIM_DULL_PLASTIC
RIM_KIT00_CHROME
RIM_KIT00_GUN_METAL
RIM_KIT00_SILVER
RIMPEARL[x] (x: 1 - 9)
ROAD
ROTOR (For police helicopters with spinning blades)
RUBBER
SHINYMOLDINGS
SHINYPLASTIC
SIDEWALL
TREAD
TRAFFIC
TRAFFICWINDOWS
USER_CALIPERS
USER_EXHAUST
USER_EXHAUST2
USER_HOSES
USER_RIMS
USER_RIMS_CHROME
USER_RIMS_GLOSS
USER_RIMS_GUNMETAL
USER_RIMS_MAGSILVER
USER_RIMS_MET
USER_RIMS_SILVERGLOSS
USER_SPOILER
WHEELBLUR
WHITE
WINDOWMASK
WINDSHIELD


Textures

BADGING
BADGING_EU *
BADGING_N
BRAKELIGHT_CENTRE ^
BRAKELIGHT_LEFT ^
BRAKELIGHT_RIGHT ^
BRAKELIGHT_GLASS_CENTRE ^
BRAKELIGHT_GLASS_LEFT ^
BRAKELIGHT_GLASS_RIGHT ^
DOOR_HANDLE
DRIVER
ENGINE
ENGINE_N
HEADLIGHT_LEFT ^
HEADLIGHT_RIGHT ^

HEADLIGHT_GLASS_LEFT ^
HEADLIGHT_GLASS_RIGHT ^
INTERIOR
INTERIOR_N
KIT00_BRAKELIGHT_DAMAGE0
KIT00_BRAKELIGHT_GLASS_DAMAGE0
KIT00_BRAKELIGHT_GLASS_OFF
KIT00_BRAKELIGHT_GLASS_ON
KIT00_BRAKELIGHT_OFF
KIT00_BRAKELIGHT_ON
KIT00_HEADLIGHT_DAMAGE0
KIT00_HEADLIGHT_GLASS_DAMAGE0
KIT00_HEADLIGHT_GLASS_OFF
KIT00_HEADLIGHT_GLASS_ON
KIT00_HEADLIGHT_OFF
KIT00_HEADLIGHT_ON
LICENSE_PLATE
LOGO
MISC
MISC_N
NEON
RIM
RIM_BLUR
SHADOWFE
SHADOWIG
SIDELIGHT
SKIN1
SKIN1B
SKIN2
SKIN3
SKIN4
TIRE
TIRE_N
TREAD
TREAD_N


* replaces BADGING in EU-region games
^ not an actual texture but an assignation for the matlist file (for example BRAKELIGHT=CHROME/BRAKELIGHT_RIGHT)


Mountpoints

#COPLIGHTRED
#COPLIGHTBLUE
#COPLIGHTWHITE
#LEFT_BRAKELIGHT
#RIGHT_BRAKELIGHT
#CENTRE_BRAKELIGHT
#LEFT_REVERSE
#RIGHT_REVERSE
#LEFT_EXHAUST
#RIGHT_EXHAUST
#LEFT_HEADLIGHT
#RIGHT_HEADLIGHT
#ROOF_SCOOP
#SPOILER

If you are using nlgzrgn's mwgc, you can attach a mountpoint to a bodykit by putting a number before the mountpoint name (eg: 0#LEFT_EXHAUST for an exhaust mountpoint attached to the stock bodykit, 2#RIGHT_REVERSE for a reverse light attached to bodykit 2, etc.)


build.bat/materials.txt/textures.txt/link.txt syntax, internal values and folder names

build.bat syntax
@echo off
echo =====================================================
echo Compiling Textures...
echo =====================================================
..\bin\mwtc.exe textures.txt
..\bin\texpatch output\FRONTEND\MANUFACTURERS\###-<MANUFACTURER>.BIN "CARSELECT_<MANUFACTURER>_NAME"
..\bin\texpatch output\CARS_REPLACE\<CAR FOLDER>\SECONDARYLOGO.BIN "SECONDARY_LOGO_<INTERNAL NAME>_1"
echo.
echo =====================================================
echo Compiling Model...
echo =====================================================
..\bin\mwgc -nowait -xname "<CAR FOLDER>" -matlist "materials.txt" -xlink "link.txt" -source "<your model>.mwr" -target "output\CARS_REPLACE\<CAR FOLDER>\GEOMETRY.BIN"
echo.
echo =====================================================
echo Complete.
echo =====================================================
pause

  • ###-<MANUFACTURER>.bin: manufacturer logo, ### is the manufacturer number (used in the FE.MWPS file) and the <MANUFACTURER> bit is the manufacturer name used in CAR.INI
  • <CAR FOLDER>: car folder, game calls the geometry and textures with that name.
  • <INTERNAL NAME>: the internal name of the car in the VLT database, used in CAR.INI to load the MWPS files and secondary logo
  • <your model>: the car model .mwr file you're gonna use for compiling the geometry (duh)
Keep in mind both the car folder and internal name are case-sensitive

Car folder names - Racer cars
911GT2 Porsche 911 GT2
911TURBO Porsche 911 Turbo S
997S Porsche 911 Carrera S
A3 Audi A3
A4 Audi A4
BMWM3 BMW M3 (Street Version)
BMWM3GTRE46 BMW M3 GTR's Hero
CAMARO Chevrolet Camaro SS
CARRERAGT Porsche Carrera GT
CAYMANS Porsche Cayman S
CLIO Renault Clio
CLK500 Mercedes-Benz CLK500
COBALTSS Chevrolet Cobalt SS
CORVETTE Chevrolet Corvette C6
CORVETTEC6R Chevrolet Corvette C6R
CTS Cadilliac CTS
DB9 Aston Martin DB9
ECLIPSEGT Mitsubishi Eclipse GT
ELISE Lotus Elise
FORDGT Ford GT
GALLARDO Lamborghini Gallardo
GTI Volkswagen Golf GTi
GTO Pontiac GTO
IMPREZAWRX Subaru Impreza WRX STi
IS300 Lexus IS300
MURCIELAGO Lamborghini Murcielago
MUSTANGGT Ford Mustang GT
PUNTO Fiat Punto
RX7 Mazda RX-7
RX8 Mazda RX-8
SL500 Mercedes-Benz SL500
SL65 Mercedes-Benz SL65
SLR Mercedes-Benz SLR McLaren
SUPRA Toyota Supra
TT Audi TT
VIPER Dodge Viper SRT-10


Car folder names - Traffic cars
CEMTR Cement Truck (Challenge Series)
GARB Garbage Truck (Challenge Series)
MINIVAN Minivan (Challenge Series)
PICKUPA Pickup Truck (Challenge Series)
PIZZA Pizza Car (Challenge Series)
SEMI Semi-Trailer (Challenge Series)
TAXI Taxi Car (Challenge Series)
TRAF4DSEDA Sedan 1
TRAF4DSEDB Sedan 2
TRAF4DSEDC Sedan 3
TRAFAMB Ambulance
TRAFCAMPER Camper
TRAFCEMTR Cement Truck (Traffic version)
TRAFCOURT Courtesy Car
TRAFDMPTR Dump Truck
TRAFFICCOUP Coupe
TRAFFIRE Fire Truck
TRAFGARB Garbage Truck (Traffic version)
TRAFHA Hatchback
TRAFMINIVAN Minivan (Traffic version)
TRAFNEWS News Van
TRAFPICKUPA Pickup Truck (Traffic version)
TRAFPIZZA Pizza Car (Traffic
TRAFSTWAG Station Wagon
TRAFSUVA SUV
TRAFTAXI Taxi Car (Traffic version)
TRAFVANB Panel Van
TRAILERA Oil Tanker
TRAILERB Car Carrier
TRAILERCMT Piper Trailer
TRAILERCON Container Trailer
TRAILERCRATE Crate Trailer
TRAILERLOG Log Trailer


Car folder names - Cop cars
COPGHOST Heat 2 car (undercover unit)
COPGTO Heat 3 car (GTO state unit)
COPGTOGHOST Heat 4 car (GTO state undercover unit)
COPHELI Police helicopter
COPMIDSIZEINT Cut scene car
COPMIDSIZE Heat 1 car
COPSPORT Cross' Corvette C6
COPSPORTGHOST Heat 6 car (Corvette C6 federal undercover unit)
COPSPORTHENCH Heat 5 car (Corvette C6 federal unit)
COPSUVL Light SUV
COPSUV Heavy SUV


Internal names - Racer cars
sl65 Mercedes-Benz SL65 AMG
monaro Vauxhall Monaro VXR
db9 Aston Martin DB9
a3_20t Audi A3 3.2 quattro
a4_32 Audi A4 3.2 FSI quattro
tt Audi TT 3.2 quattro
m3_gtr BMW M3 GTR (Street version)
m3_gtre46 BMW M3 GTR (Race version)
cts Cadillac CTS
cobaltss Cobalt SS
corvette_car Corvette C6
corvettec6r Corvette C6.R
viper Dodge Viper SRT10
punto Fiat Punto
fordgt Ford GT
mustanggt Ford Mustang GT
gallardo Lamborghini Gallardo
murcielago Lamborghini Murcielago
is300 Lexus IS300
elise Lotus Elise
rx7 Mazda RX-7
rx8 Mazda RX-8
clk500 Mercedes-Benz CLK 500
sl500 Mercedes-Benz SL 500
slr Mercedes-Benz SLR McLaren
eclipsegt Mitsubishi Eclipse
lancerevo8 Mitsubishi Lancer EVOLUTION VIII
gto Pontiac GTO
997s Porsche 911 Carrera S
911gt2 Porsche 911 GT2
911turbo Porsche 911 Turbo S
carrera_gt Porsche Carrera GT
caymans Porsche Cayman S
clio Renault Clio V6
imprezzawrx Subaru Impreza WRX STi
supra Toyota Supra
gti VW Golf GTI
camaro Camaro SS


Internal names - Traffic cars
cemtr Cement truck (Challenge Series)
garb Garage truck (Challenge Series)
minivan Minivan (Challenge Series)
pickupa Pickup truck (Challenge Series)
pizza Pizza car (Challenge Series)
semi Semi-trailer (Challenge Series)
taxi Taxi car (Challenge Series)
traf4dseda Sedan 1
traf4dsedb Sedan 2
traf4dsedc Sedan 3
trafamb Ambulance
trafcamper Camper
trafcemtr Cement truck traffic version
trafcourt Courtesy car
trafdmptr Dump truck
trafficcoup Coupe
traffire Fire truck
trafgarb Garbage truck traffic version
trafha Hatchback
trafminivan Minivan traffic version
trafnews News van
trafpickupa Pickup truck traffic version
trafpizza Pizza car traffic version
trafstwag Station wagon
trafsuva SUV
traftaxi Taxi car traffic version
trafvanb Panel van
trailera Oil tanker
trailerb Car carrier
trailercmt Pipe trailer
trailercon Container trailer
trailercrate Crate trailer
trailerlog Log trailer


Internal names - Cop cars
copghost Heat 2 car
copgto Heat 3 car
copgtoghost Heat 4 car
copheli Police Helicopter
copmidsizeint Cut Scene car
copmidsize Heat 1 car
copsport Cross' Corvette
copsportghost Heat 6 car
copsporthench Heat 5 car


textures.txt syntax
[tpk]
Identifier=CARTEXTURES
PipelinePath=Global\Pipeline\CarTemplateTextures_<CAR FOLDER>.tpk
XName=
<CAR FOLDER>
Output=output\CARS_REPLACE\<CAR FOLDER>\TEXTURES.BIN

[texture]
Name=<TEXTURE NAME>
File=<TEXTURE>.dds
  • <CAR FOLDER>: same as in build.bat, see Car folder sections above
  • <TEXTURE NAME>: texture name, see Textures section above for reference
  • <TEXTURE>.dds: file used for the texture. Use DXT1 or DXT3 textures
  • All of these names are case-sensitive, keep that on mind.
materials.txt syntax
<Material>=<SHADER>/x_<TEXTURE NAME>
  • <Material>: Material name in Zmodeler
  • <SHADER>: shader the material will use, see the Shaders section above for reference
  • x_<TEXTURE NAME>: car texture the material will use; if you want to use a global texture just skip the "x_" part
  • All of these names are case-sensitive, keep that on mind.
link.txt syntax
<part you want to make>=<part to be copied from>


Some notes

  • Parts shouldn't exceed ~35k polygons each, otherwise the compiler will crash.
  • Due to a bug in the game's renderer, you cannot tile mapping on DXT1 textures from the car's TEXTURES.BIN; it will look broken in-game.

Thanks to:
  • The folks of NFS Police HQ for keeping a copy of Dark Ritual's "MW Basics" thread, which is the basis for this documentation.
  • nlgzrgn for the updated shader (material) and texture lists


Tutorials


Parts

See NFSU2 Parts

Tuesday, February 16, 2021

NFSU2 General Modding Information (old version archive)

General Information


Car Modding


Tools you need

  • NFSU2 Mod Tools [ nfsu360] (to compile geometry, textures, edit wheel positions, colors, etc.)
  • ZModeler 1.07b [ download] (modelling program) or some modelling program capable of exporting to .obj (like Blender)
  • Some image editing program able to open/save .dds files (like DXTBmp or GIMP with the DDS plug-in)

Optional Tools

  • Part Link Helper [ download] MS Excel spreadsheet to help to copy parts easily: just select from the dropdown boxes and copy the results from the gray columns.

How do NFSU2 cars work?

They have a GEOMETRY.BIN (car geometry), and a TEXTURES.BIN (car textures) file that goes in the CARS\<carname> folder. Wheel positions are stored in the GLOBAL\GLOBALB.LZC file.

Parts list

(taken from the parts.txt file from the modtools)
-------------------main parts:

carname_BASE_A (A,B,C)
carname_KIT00_BODY_A (A,B,C,D)
carname_KIT00_FRONT_BRAKE_A (A,B)
carname_KIT00_REAR_BRAKE_A (A,B,C)
carname_KIT00_FRONT_WHEEL_A (A,B,C)
carname_KIT00_EXHAUST_A (A)
carname_KIT00_HOOD_UNDER_A (A)
carname_KIT00_ROOF_A (A,B,C)
carname_KIT00_DOOR_LEFT_A (A,B,C)
carname_KIT00_DOOR_RIGHT_A (A,B,C)
carname_KIT00_DOOR_PANEL_LEFT_A (A)
carname_KIT00_DOOR_PANEL_RIGHT_A (A)
carname_KIT00_DOOR_SILL_LEFT_A (A)
carname_KIT00_DOOR_SILL_RIGHT_A (A)

------------------DECALS (A)

carname_DECAL_FRONT_WINDOW_WIDE_MEDIUM_A
carname_DECAL_REAR_WINDOW_WIDE_MEDIUM_A
carname_DECAL_LEFT_DOOR_RECT_MEDIUM_A
carname_DECAL_RIGHT_DOOR_RECT_MEDIUM_A
carname_DECAL_LEFT_QUARTER_RECT_SMALL_A
carname_DECAL_RIGHT_QUARTER_RECT_SMALL_A
carname_DECAL_LEFT_QUARTER_RECT_MEDIUM_A
carname_DECAL_RIGHT_QUARTER_RECT_MEDIUM_A

# for wide body kits
carname_WIDE1_DECAL_LEFT_DOOR_RECT_MEDIUM_A
carname_WIDE1_DECAL_RIGHT_DOOR_RECT_MEDIUM_A
carname_WIDE1_DECAL_LEFT_QUARTER_RECT_MEDIUM_A
carname_WIDE1_DECAL_RIGHT_QUARTER_RECT_MEDIUM_A
carname_WIDE2_DECAL_LEFT_DOOR_RECT_MEDIUM_A
carname_WIDE2_DECAL_RIGHT_DOOR_RECT_MEDIUM_A
carname_WIDE2_DECAL_LEFT_QUARTER_RECT_MEDIUM_A
carname_WIDE2_DECAL_RIGHT_QUARTER_RECT_MEDIUM_A
carname_WIDE3_DECAL_LEFT_DOOR_RECT_MEDIUM_A
carname_WIDE3_DECAL_RIGHT_DOOR_RECT_MEDIUM_A
carname_WIDE3_DECAL_LEFT_QUARTER_RECT_MEDIUM_A
carname_WIDE3_DECAL_RIGHT_QUARTER_RECT_MEDIUM_A
carname_WIDE4_DECAL_LEFT_DOOR_RECT_MEDIUM_A
carname_WIDE4_DECAL_RIGHT_DOOR_RECT_MEDIUM_A
carname_WIDE4_DECAL_LEFT_QUARTER_RECT_MEDIUM_A
carname_WIDE4_DECAL_RIGHT_QUARTER_RECT_MEDIUM_A

-------------------HEADLIGHT (A,B,C)

carname_KIT00_HEADLIGHT_LEFT_A
carname_KIT00_HEADLIGHT_RIGHT_A

carname_STYLE05_HEADLIGHT_LEFT_A
carname_STYLE05_HEADLIGHT_RIGHT_A
carname_STYLE06_HEADLIGHT_LEFT_A
carname_STYLE06_HEADLIGHT_RIGHT_A
carname_STYLE07_HEADLIGHT_LEFT_A
carname_STYLE07_HEADLIGHT_RIGHT_A
carname_STYLE08_HEADLIGHT_LEFT_A
carname_STYLE08_HEADLIGHT_RIGHT_A
carname_STYLE09_HEADLIGHT_LEFT_A
carname_STYLE09_HEADLIGHT_RIGHT_A
carname_STYLE10_HEADLIGHT_LEFT_A
carname_STYLE10_HEADLIGHT_RIGHT_A
carname_STYLE11_HEADLIGHT_LEFT_A
carname_STYLE11_HEADLIGHT_RIGHT_A
carname_STYLE12_HEADLIGHT_LEFT_A
carname_STYLE12_HEADLIGHT_RIGHT_A
carname_STYLE13_HEADLIGHT_LEFT_A
carname_STYLE13_HEADLIGHT_RIGHT_A
carname_STYLE14_HEADLIGHT_LEFT_A
carname_STYLE14_HEADLIGHT_RIGHT_A

-------------------BRAKELIGHT (A,B,C)

carname_KIT00_BRAKELIGHT_A

carname_STYLE05_BRAKELIGHT_A
carname_STYLE06_BRAKELIGHT_A
carname_STYLE07_BRAKELIGHT_A
carname_STYLE08_BRAKELIGHT_A
carname_STYLE09_BRAKELIGHT_A
carname_STYLE10_BRAKELIGHT_A
carname_STYLE11_BRAKELIGHT_A
carname_STYLE12_BRAKELIGHT_A
carname_STYLE13_BRAKELIGHT_A
carname_STYLE14_BRAKELIGHT_A

--------------------FRONT_BUMPER (A,B,C)

carname_KIT00_FRONT_BUMPER_A

carname_KIT01_FRONT_BUMPER_A
carname_KIT03_FRONT_BUMPER_A
carname_KIT04_FRONT_BUMPER_A
carname_KIT08_FRONT_BUMPER_A
carname_KIT09_FRONT_BUMPER_A
carname_KIT10_FRONT_BUMPER_A
carname_KIT11_FRONT_BUMPER_A
carname_KIT12_FRONT_BUMPER_A
carname_KIT13_FRONT_BUMPER_A
carname_KIT14_FRONT_BUMPER_A
carname_KIT16_FRONT_BUMPER_A
carname_KIT17_FRONT_BUMPER_A
carname_KIT18_FRONT_BUMPER_A
carname_KIT19_FRONT_BUMPER_A
carname_KIT20_FRONT_BUMPER_A
carname_KIT21_FRONT_BUMPER_A
carname_KIT22_FRONT_BUMPER_A
carname_KIT23_FRONT_BUMPER_A
carname_KIT24_FRONT_BUMPER_A
carname_KIT25_FRONT_BUMPER_A
carname_KIT26_FRONT_BUMPER_A
carname_KIT27_FRONT_BUMPER_A
carname_KIT28_FRONT_BUMPER_A
carname_KIT29_FRONT_BUMPER_A
carname_KIT30_FRONT_BUMPER_A

--------------------REAR_BUMPER (A,B,C)

carname_KIT00_REAR_BUMPER_A

carname_KIT01_REAR_BUMPER_A
carname_KIT03_REAR_BUMPER_A
carname_KIT04_REAR_BUMPER_A
carname_KIT08_REAR_BUMPER_A
carname_KIT09_REAR_BUMPER_A
carname_KIT10_REAR_BUMPER_A
carname_KIT11_REAR_BUMPER_A
carname_KIT12_REAR_BUMPER_A
carname_KIT13_REAR_BUMPER_A
carname_KIT14_REAR_BUMPER_A
carname_KIT16_REAR_BUMPER_A
carname_KIT17_REAR_BUMPER_A
carname_KIT18_REAR_BUMPER_A
carname_KIT19_REAR_BUMPER_A
carname_KIT20_REAR_BUMPER_A
carname_KIT21_REAR_BUMPER_A
carname_KIT22_REAR_BUMPER_A
carname_KIT23_REAR_BUMPER_A
carname_KIT24_REAR_BUMPER_A
carname_KIT25_REAR_BUMPER_A
carname_KIT26_REAR_BUMPER_A
carname_KIT27_REAR_BUMPER_A
carname_KIT28_REAR_BUMPER_A
carname_KIT29_REAR_BUMPER_A
carname_KIT30_REAR_BUMPER_A

--------------------SKIRT (A,B,C)

carname_KIT00_SKIRT_A

carname_KIT01_SKIRT_A
carname_KIT03_SKIRT_A
carname_KIT04_SKIRT_A
carname_KIT08_SKIRT_A
carname_KIT09_SKIRT_A
carname_KIT10_SKIRT_A
carname_KIT11_SKIRT_A
carname_KIT12_SKIRT_A
carname_KIT13_SKIRT_A
carname_KIT14_SKIRT_A
carname_KIT16_SKIRT_A
carname_KIT17_SKIRT_A
carname_KIT18_SKIRT_A
carname_KIT19_SKIRT_A
carname_KIT20_SKIRT_A
carname_KIT21_SKIRT_A
carname_KIT22_SKIRT_A
carname_KIT23_SKIRT_A
carname_KIT24_SKIRT_A
carname_KIT25_SKIRT_A
carname_KIT26_SKIRT_A
carname_KIT27_SKIRT_A
carname_KIT28_SKIRT_A
carname_KIT29_SKIRT_A
carname_KIT30_SKIRT_A

--------------------SIDE MIRRORS (A,B,C)

carname_KIT00_LEFT_SIDE_MIRROR_A
carname_KIT00_RIGHT_SIDE_MIRROR_A

--------------------HOODS (A, B, C)

carname_KIT00_HOOD_A

carname_STYLE01_HOOD_A
carname_STYLE02_HOOD_A
carname_STYLE03_HOOD_A
carname_STYLE04_HOOD_A
carname_STYLE05_HOOD_A
carname_STYLE06_HOOD_A
carname_STYLE07_HOOD_A
carname_STYLE08_HOOD_A
carname_STYLE09_HOOD_A
carname_STYLE10_HOOD_A
carname_STYLE11_HOOD_A
carname_STYLE12_HOOD_A
carname_STYLE13_HOOD_A
carname_STYLE14_HOOD_A
carname_STYLE15_HOOD_A
carname_STYLE16_HOOD_A
carname_STYLE17_HOOD_A
carname_STYLE18_HOOD_A
carname_STYLE19_HOOD_A
carname_STYLE20_HOOD_A
carname_STYLE26_HOOD_A
carname_STYLE27_HOOD_A
carname_STYLE28_HOOD_A

--------------------HOODS SPLIT (A, B, C)

carname_STYLE21_HOOD_LEFT_A
carname_STYLE21_HOOD_RIGHT_A
carname_STYLE22_HOOD_LEFT_A
carname_STYLE22_HOOD_RIGHT_A
carname_STYLE23_HOOD_LEFT_A
carname_STYLE23_HOOD_RIGHT_A
carname_STYLE24_HOOD_LEFT_A
carname_STYLE24_HOOD_RIGHT_A
carname_STYLE25_HOOD_LEFT_A
carname_STYLE25_HOOD_RIGHT_A

--------------------WIDEBODY (A,B,C,D)

carname_KITW01_BODY_A
carname_KITW02_BODY_A
carname_KITW03_BODY_A
carname_KITW04_BODY_A

--------------------DOORS WIDEBODY (A,B,C)

carname_KITW01_DOOR_LEFT_A
carname_KITW01_DOOR_RIGHT_A
carname_KITW02_DOOR_LEFT_A
carname_KITW02_DOOR_RIGHT_A
carname_KITW03_DOOR_LEFT_A
carname_KITW03_DOOR_RIGHT_A
carname_KITW04_DOOR_LEFT_A
carname_KITW04_DOOR_RIGHT_A

--------------------WIDEBODY - OTHER PARTS (A)

carname_KITW01_DOOR_PANEL_LEFT_A
carname_KITW01_DOOR_PANEL_RIGHT_A
carname_KITW02_DOOR_PANEL_LEFT_A
carname_KITW02_DOOR_PANEL_RIGHT_A
carname_KITW03_DOOR_PANEL_LEFT_A
carname_KITW03_DOOR_PANEL_RIGHT_A
carname_KITW04_DOOR_PANEL_LEFT_A
carname_KITW04_DOOR_PANEL_RIGHT_A

carname_KITW01_DOOR_SILL_LEFT_A
carname_KITW01_DOOR_SILL_RIGHT_A
carname_KITW02_DOOR_SILL_LEFT_A
carname_KITW02_DOOR_SILL_RIGHT_A
carname_KITW03_DOOR_SILL_LEFT_A
carname_KITW03_DOOR_SILL_RIGHT_A
carname_KITW04_DOOR_SILL_LEFT_A
carname_KITW04_DOOR_SILL_RIGHT_A

--------------------ENGINE (A)

carname_KIT00_ENGINE_A (A)
carname_KIT00_ENGINE_UNLIT_A (A)

carname_STYLE01_ENGINE_A (A)
carname_STYLE01_ENGINE_UNLIT_A (A)
carname_STYLE02_ENGINE_A (A)
carname_STYLE02_ENGINE_UNLIT_A (A)

--------------------TRUNK

carname_KIT00_TRUNK_A (A,B,C)
carname_KIT00_TRUNK_UNDER_A (A)

carname_KIT00_TRUNK_AUDIO_A (A)
carname_KIT00_TRUNK_UNLIT_A (A)
carname_KIT01_TRUNK_AUDIO_A (A)
carname_KIT01_TRUNK_UNLIT_A (A)
carname_KIT02_TRUNK_AUDIO_A (A)
carname_KIT02_TRUNK_UNLIT_A (A)
carname_KIT03_TRUNK_AUDIO_A (A)
carname_KIT03_TRUNK_UNLIT_A (A)


Materials

(taken from the materials.txt file from the modtools)
0xd6d6080a ; BODY PAINT
ALUMINUM
ALUMINUM_2
BOTTOM
BRAKEDISC
BRAKEDISC_DIFFUSE
BRAKELIGHT
BRAKELIGHTGLASS
BRAKES
CALIPERDECAL
CALLIPER
CARBONFIBER
CARBONFIBER2
CHAR_CROWD_CLOTHES
CHAR_CROWD_SKIN
CHAR_FLAG_GIRL_CLOTHES
CHAR_FLAG_GIRL_HAIR
CHAR_FLAG_GIRL_LEATHER
CHAR_FLAG_GIRL_SKIN
CHROME
CLEARPLASTIC
CUSTOMPAINT_1
CUSTOMPAINT_10
CUSTOMPAINT_11
CUSTOMPAINT_12
CUSTOMPAINT_13
CUSTOMPAINT_14
CUSTOMPAINT_15
CUSTOMPAINT_16
CUSTOMPAINT_17
CUSTOMPAINT_18
CUSTOMPAINT_19
CUSTOMPAINT_2
CUSTOMPAINT_20
CUSTOMPAINT_3
CUSTOMPAINT_4
CUSTOMPAINT_5
CUSTOMPAINT_6
CUSTOMPAINT_7
CUSTOMPAINT_8
CUSTOMPAINT_9
DECAL
DEFAULT
DIABLOHP
DRIVER
DRIVERHEAD
DULLENGINE
DULLPLASTIC
ENGINE
EXHAUST_TIP
GOLDROTOR
GRILL
HEADLIGHTGLASS
HEADLIGHTREFLECTOR
HOSES
INTERIOR
LICENSEPLATE
MAGCHROME
MAGGUNMETAL
MAGSILVER
MAGSILVERGLOSS
MATTEPLASTIC
MESH
METPAINTBLACK
METPAINTBLUE
METPAINTGOLD
METPAINTGRAY
METPAINTGREEN
METPAINTRED
METPAINTSILVER
METPAINTYELLOW
METPAINT_1
METPAINT_10
METPAINT_11
METPAINT_12
METPAINT_13
METPAINT_14
METPAINT_15
METPAINT_16
METPAINT_17
METPAINT_18
METPAINT_19
METPAINT_2
METPAINT_20
METPAINT_21
METPAINT_22
METPAINT_23
METPAINT_24
METPAINT_25
METPAINT_26
METPAINT_27
METPAINT_28
METPAINT_29
METPAINT_3
METPAINT_30
METPAINT_4
METPAINT_5
METPAINT_6
METPAINT_7
METPAINT_8
METPAINT_9
MIRROR
MOLDINGS
PEARL
PEARL1
PEARL2
PEARL3
PEARL4
PEARL5
PEARL6
PEARL7
PEARL8
PEARL9
PLAINNOTHING
PLASTICHUBCAP
RAD
REGPAINTBLACK
REGPAINTBLUE
REGPAINTGRAY
REGPAINTGREEN
REGPAINTORANGE
REGPAINTPINK
REGPAINTRED
REGPAINTWHITE
REGPAINTYELLOW
RIMPEARL
RIMPEARL1
RIMPEARL2
RIMPEARL3
RIMPEARL4
RIMPEARL5
RIMPEARL6
RIMPEARL7
RIMPEARL8
RIMPEARL9
ROAD
RUBBER
SHINYMOLDINGS
SHINYPLASTIC
TRAFFIC
TRAFFICWINDOWS
USER_CALIPERS
USER_EXHAUST
USER_EXHAUST2
USER_HOSES
USER_RIMS
USER_RIMS_CHROME
USER_RIMS_GLOSS
USER_RIMS_GUNMETAL
USER_RIMS_MAGSILVER
USER_RIMS_MET
USER_RIMS_SILVERGLOSS
USER_SPOILER
WHEELBLUR
WHITE
WINDOWMASK
WINDSHIELD
WINDSHIELD_TINT_L1_BLACK
WINDSHIELD_TINT_L1_GREEN
WINDSHIELD_TINT_L1_MBLACK
WINDSHIELD_TINT_L1_MBLUE
WINDSHIELD_TINT_L1_MGREEN
WINDSHIELD_TINT_L1_MRED
WINDSHIELD_TINT_L2_AQUA
WINDSHIELD_TINT_L2_BLACK
WINDSHIELD_TINT_L2_BLUE
WINDSHIELD_TINT_L2_GOLD
WINDSHIELD_TINT_L2_GRAPE
WINDSHIELD_TINT_L2_GREEN
WINDSHIELD_TINT_L2_LAVENDER
WINDSHIELD_TINT_L2_LIME
WINDSHIELD_TINT_L2_ORANGE
WINDSHIELD_TINT_L2_PINK
WINDSHIELD_TINT_L2_RED
WINDSHIELD_TINT_L2_YELLOW
WINDSHIELD_TINT_L3_AQUA
WINDSHIELD_TINT_L3_BLACK
WINDSHIELD_TINT_L3_BLUE
WINDSHIELD_TINT_L3_GOLD
WINDSHIELD_TINT_L3_GRAPE
WINDSHIELD_TINT_L3_GREEN
WINDSHIELD_TINT_L3_LAVENDER
WINDSHIELD_TINT_L3_LIME
WINDSHIELD_TINT_L3_ORANGE
WINDSHIELD_TINT_L3_PINK
WINDSHIELD_TINT_L3_RED
WINDSHIELD_TINT_L3_YELLOW


Textures

Note: some of them might not work (well) 100% of the time
_BADGING
_BADGING_EU
_CENTRE_BRAKELIGHT
_DOORLINE
_DOORLINE_KIT
_DOORLINE_KIT_MASK
_DOORLINE_MASK
_DOORLINE_WIDEBODY
_DOORLINE_WIDEBODY_MASK
_ENGINE
_INTERIOR
_KIT00_BRAKELIGHT_OFF
_KIT00_BRAKELIGHT_OFF
_KIT00_HEADLIGHT_GLASS_OFF
_KIT00_HEADLIGHT_OFF
_LOGO
_MISC
_NEON
_RIM
_SHADOWFE
_SHADOWIG
_SIDELIGHT
_SKIN2
_SKIN3
_SKIN4
_STYLE01_ENGINE
_STYLE02_ENGINE
_STYLExx_BRAKELIGHT_GLASS_OFF
_STYLExx_BRAKELIGHT_OFF
_STYLExx_HEADLIGHT_GLASS_OFF
_STYLExx_HEADLIGHT_OFF
_TIRE



Mountpoints

(taken from the mpoints.txt file of the modtools)
SPOILER
ROOF_SCOOP
LEFT_EXHAUST
RIGHT_EXHAUST
LEFT_BRAKELIGHT
RIGHT_BRAKELIGHT
CENTRE_BRAKELIGHT
LEFT_HEADLIGHT
RIGHT_HEADLIGHT
FRONT_LICENSE_PLATE
REAR_LICENSE_PLATE
FRONT_WINDOW
REAR_WINDOW
LEFT_FRONT_WINDOW
RIGHT_FRONT_WINDOW
LEFT_REAR_WINDOW
RIGHT_REAR_WINDOW
FRONT_BUMPER_1_NEON_A
FRONT_BUMPER_1_NEON_B
FRONT_BUMPER_2_NEON_A
FRONT_BUMPER_2_NEON_B
FRONT_BUMPER_3_NEON_A
FRONT_BUMPER_3_NEON_B
LEFT_SIDE_SKIRT_NEON_A
LEFT_SIDE_SKIRT_NEON_B
RIGHT_SIDE_SKIRT_NEON_A
RIGHT_SIDE_SKIRT_NEON_B
REAR_BUMPER_NEON_A
REAR_BUMPER_NEON_B
TRUNK_AUDIO_SLOT_A
TRUNK_AUDIO_SLOT_B
TRUNK_AUDIO_SLOT_C
TRUNK_AUDIO_SLOT_D
TRUNK_AUDIO_SLOT_E
TRUNK_AUDIO_SLOT_F
TRUNK_NEON_1_A
TRUNK_NEON_1_B
TRUNK_NEON_2_A
TRUNK_NEON_2_B
TRUNK_NEON_3_A
TRUNK_NEON_3_B
ENGINE_NEON_1_A
ENGINE_NEON_1_B
ENGINE_NEON_2_A
ENGINE_NEON_2_B
ENGINE_NEON_3_A
ENGINE_NEON_3_B
ENGINE_NEON_4_A
ENGINE_NEON_4_B
NITROUS_PURGE_LEFT
NITROUS_PURGE_RIGHT
RIGHT_SIDE_MIRROR
LEFT_SIDE_MIRROR
BRAKEDISC
*

*you have to add the following line to the mp.txt file to make it work: 0xea8dfb05 BRAKEDISC


Some notes

  • Geometry compiler can accept up to 65535 polygons per part, but that doesn't mean you should cram models with a kajillion polygons into the game since you will have problems such as slowdowns, ghosting or even game crashes.
  • Textures are in DXT1 (no transparency) and DXT3 (with transparency) formats. Likewise with geometry, don't go too overboard with the texture sizes and use as little big textures as possible.
  • Don't leave empty part slots, it looks ugly as hell. Use the Part Linker Helper spreadsheet above to do it in a breeze.

Parts

NFSU2 Global Textures

Global textures used in NFSU2, converted to BMP and TGA for loading in ZModeler.

Please credit me if you use or distribute them

Download

License Plate

License plate model extracted from NFS Underground 2, ZModeler 1 format.

Please credit me if you use or distribute it

Download


NFSPS Driver Models

Included:
-Original NFSPS driver model
-3 custom variants: female, male w/o helmet, female w/o helmet

Models are in Zmodeler 1 format, with BMP textures

Please credit me if you use or distribute these models

Download


NFSUC Driver Models

Driver models extracted from NFSUC. Models are in Zmodeler 1 format, textures in BMP.

Please credit me if you use or distribute these models

Download



NFS Custom PS-UC 256PX Driver Models

Includes both custom male and female PS drivers, alongside UC drivers with a 256x256 px size texture instead of the usual 512x512 size

Please credit me if you use or distribute these models


Download


NFSW Female Driver Model

Ripped by johnson880319
Fixed by AJ_Lethal

Model in ZModeler 1 format, texture in BMP

Please credit any of us if you use or distribute this model

Download



Tire models

FOX's Forza tires mapped to NFSHP'10 texture (.obj/.dds) - Download
NFSHP10 Tire Rip by Porsche4ever (Z3D1/.tga) - Download




Edited NFSHP'10 Tire Textures

Smaller version of NFSHP'10 tire texture, good for Blackbox NFS wheels (with some remapping).