Need for Speed High Stakes

General Information | Tutorials | Parts

General Information ^


Car modding


Tools you need

  • NFS Wizard [NFSAddons] [portable] (to open up and edit .viv container, .qfs and .fsh files, editing performance and fedata files; install it in Windows 98 compatibility mode and run it in XP compatibility mode)
  • ZModeler 1.07b [download] [portable] (modelling program)
  • An image editing program able to open and save TGA files (like GIMP [portable version]) -version 2.8 [portable] recommended since 2.10 does not work 100% the same-
  • FCE Centerer [NFSAddons] (to center the FCE so it doesn't "sink" or "float" on the road)
  • FCE Finish 2 [NFSAddons] [portable] (multipurpose FCE editing tool; useful for colors, dummies, smoothing, etc.)

Optional tools

  • NFSHS CARP Generator [download] (spreadsheet tool for generating a CARP.txt from scratch)
    • Velocity To RPM Calculator [NFSAddons] (as the name says, it calculates VTR values for gear speeds)
    • RealTuner 2 [NFSAddons] (tool for generating CARPs quickly, pretty good for opponent acceleration data)
  • FSHTool [download] [JimD's updated version] (QFS/FSH file unpacker/packer, for vidwalls)
    • Vidwall Tookit [download] (GIMP script and batch file toolset to generate vidwalls quick and easy)
  • FCE Colors [NFSAddons] (tool to import/export colors of FCE files to TGA files for easier color edition/backup.)
  • VIV Edit [NFSAddons] (another tool to open and edit .viv containers, can create .viv files from scratch.)
  • unvivtool [GitHub (release)] (command line tool to unpack/pack .viv files)

How do NFSHS cars work?

NFSHS cars at minimum have a car.viv file, which is a container file that contains all the data pertaining to the car. Said files are placed in the data\cars\<car id> folder of NFSHS, where <car id> stands for the car's 4-char ID defined in the fedata files.

VIV files contents are the following:
car.fce*
car1.fce
car2.fce
car3.fce
Car geometry (stock/upgrade 1/upgrade 2/upgrade 3)
car00.tga*
car100.tga
car200.tga
car300.tga
Car texture (stock/upgrade 1/upgrade 2/upgrade 3)
carp.txt*
carp1.txt
carp2.txt
carp3.txt
Performance data (stock/upgrade 1/upgrade 2/upgrade 3)
dash.fce Dashboard geometry
dash00.tga Dashboard texture
dash.fsh Dashboard texture (for software renderer)
careng.bnk
ocareng.bnk
scareng.bnk
Car sound banks (player 1 car/opponent car/player car in split-screen)
careng.ctb
careng.ltb
Car sound tables
fedata* FrontEnd Data files, contains the car id, serial number, class, showroom, color, compare, career data also determines if car should be racer, cop, convertible, upgradable, bonus.
  • There are hidden settings in the FEDATA files that control things like engine position: you can edit those with my FEDATA Hidden Flag Editor Cheat Engine table.
Each fedata file extension is for a certain language
  • .eng = English
  • .fre = French
  • .ger = German
  • .ita = Italian
  • .spa = Spanish
  • .swe = Swedish

*required

These files are present in pursuit cars in addition to the ones described above (with exception of the upgrade files):
aus.tga
fran.tga
germ.tga
uk.tga
Textures for Australian, French, German, and British skins, respectively
cop.fce
cop.art
Geometry and textures for cop model used in arrest cutscenes

Cars also might have <car id>.qfs, <car id>1.qfs, <car id>2.qfs files located in the data\feart\vidwall\ folder of NFSHS: these are the vidwall files you see in the car select and in the case of the latter two, the showroom.

The showroom feature is enabled by placing a sh<car id folder>.qfs file in the data\showcase\art\ folder of NFSHS, that file can be a renamed empty text file since the game only uses the filename as a check to enable the feature.

Photo album slides are the sl<car id folder>##.qfs files in the data\showcase\art\ folder of NFSHS (## is the number of slide starting from 01). The manufacturer bar that is shown below the slides is the <1st 4 digits of the manufacturer name>.qfs file in that same folder.

Interior lookaround views in showroom are the in_<car id folder>.qfs files in the data\showcase\art\ folder of NFSHS.

FCE part names

All parts start with a colon (:) symbol
Part name Description Notes
HB
MB
LB
TB
Body (high [LOD0] / medium [LOD1]/ low [LOD2] / tiny [LOD3] Medium body used in low settings, low used in far away distances, tiny used for collision
HRFW
HLFW
HRRW
HLRW
HRMW
HLMW


MRFW
MLFW
MRRW
MLRW
MRMW
MLMW
Wheels


H = High (LOD0)
M = Medium (LOD1)


R = Right
L = Left


F = Front
R = Rear
M = Middle


W = Wheel
Always matte (not affected by chrome polyflags), cannot be damaged
OC Interior Cannot be damaged
OD Driver's body Can be animated, cannot be damaged
OH Driver's head Can be animated, cannot be damaged
ODL Dashboard lights Shading disabled (always lit), cannot be damaged
OND Empty seat and steering wheel Only used in pursuit cars, shows up in busted cutscenes, cannot be damaged
OL Pop-up headlights Shows up when lights are on
OS Spoiler Can be animated when "Spoiler function type" in CARP is set to 1, it rotates up and down on its axis at speed or braking.
OT Convertible roof Can be disabled using convertible option
ORM
OLM
Right side and left side mirrors Disappear when damaged
ORB
OLB
Front right and left brakes Turns alongside the wheels


For information of dashview parts, see here


FCE Dummies

Dummies are basically the car's lights, but they also can be license plates, smoke and water emitters. Light dummies have the following nomenclature, for example for a headlight:

HWYN500

In which:
  • the first character determines the type of light (Headlight, Taillight, Brakelight, Reverse light, Position [or "directional"] and Siren)
  • the second determines color (White, Red, Blue, Orange, Yellow)
  • third is unknown
  • fourth determines if it flashes (No flashing, Odd ["Moment 1"], "Even ["Moment 2"])
  • fifth determines the light intensity (0-9)
  • sixth determines for how long the light stays on (0 for always on, 1-9 variable)
  • seventh determines the delay (how long it takes to turn on) for that light (0 for no delay, 1-9 variable)

Limitations

  • It's recommended to not get over 9-10k polies on car's main LODs, since the vanilla game crashes when you go over ~40k polies on all loaded vehicles (meaning you can't run a full grid, or even play Hot Pursuit in some cases). Even with the Modern Patch the game will experience a dramatic frame drop if you run a full grid of cars since the game's engine appears to rely too much on the CPU. To optimize performance you might want to use lower-poly :LB and :TB parts.
  • Texture size is limited to 256x256 pixels. Technically you can use bigger textures but the game crunches it down to 256x256, making that moot. So you better make the best of every single pixel.
  • You can use up to 16 dummies

Performance per car class

Class Fastest 0-60 mph (100 km/h) (sec) Fastest 0-100 mph (160 km/h) (sec) Fastest ¼ mile (400m) (sec) Fastest 1000m (sec) Highest top speed (km/h [mph]) Highest Test Runway avg. skidpad speed (km/h [mph]) Shortest 100 km/h (60 mph)-0 time (sec)
B 6,1 15,3 14,2 26,5 235 [146] 150 [93] 3,25
A 4,1 9,5 12,4 22,6 290 [180] 175 [109] 2,55
AA 3,3 6,7 11 19,6 335 [208] 190 [118] 2,4
AAA 2,15 3,9 9 17 340 [211] 218 [135] 2,35


Serial numbers

SN Car Id Car Name Class Type
1 FF50 Ferrari F50 AA Normal
2 MCF1 McLaren F1 GTR AAA Normal
3 BZ3R BMW Z3 B Normal
4 MSLK Mercedes SLK 230 B Normal
5 CCAM Chevrolet Camaro AA Normal
6 BMW5 BMW M5 AA Normal
7 BCOU BMW M Coupe A EA Addon
8 BROD BMW M Roadster A EA Addon
9 FMOD Ferrari 360 Modena AA EA Addon
10



11



12 PP91 Pursuit 911 Turbo AA Pursuit
13 PFIR Pontiac Firebird A Normal
14 P911 Porsche 911 AA Normal
15



16 LDIA Lamborghini Diablo SV AA Normal
17 JXJR Jaguar XJR-15 AA EA Addon
18 MCLK Mercedes CLK-GTR AAA Normal
19 CCOR Chevrolet Corvette A Normal
20 PCAM Pursuit Camaro A Pursuit
21 PHSV Pursuit HSV VT GTS B Pursuit/AU Exclusive
22 PBMW Pursuit M5 AA Pursuit
23 AMD7 Aston Martin DB7 A EA Addon
24



25 NSKY Nissan Skyline GT-R AA JP exclusive
26 LSTM Lister Storm AAA EA Addon
27



28



29



30



31 FM50 Ferrari 550 Maranello AA Normal
32 PCOR Pursuit Corvette A Pursuit
33 KNOC Knockout Truck
DO NOT REMOVE
34



35 JXKR Jaguar XKR A Normal
36 PDIA Pursuit Diablo SV AA Pursuit
37 FXR8 Ford XR8 A AU exclusive
38 HSV9 HSV99 A AU exclusive
39 ELNI La Niña AAA Normal
40



41 BCAM Bonus Camaro A Normal
42 B911 Bonus 911 Turbo AA Normal
43



44



45



46



47



48 HCOM MHRT Commodore AA AU exclusive
49 PELN Pursuit La Niña AAA Pursuit


Track Modding

Tools you need


Tutorials ^

Car modding

Written

Video

  • NFSHS Car Conversion Tutorial

Car modding tips

  • Look for real life pictures of the car you're making as reference for materials, textures, shading and whatnot
  • Test Runway and Autumn Valley '17 are ideal for perfomance testing, they have long straightaways for acceleration and top speed testing
  • To allow AI drivers to use their own hair and skin colors, set the driver's hair color to hue 30, saturation 190, brightness 70, transparency 127 in FCE Converter. Also the skin color in the texture has to be exactly RGB 190, 150, 100 (HEX #BE9664).

Track modding

Parts ^

Driver Model Pack

Drivers based on MCO and NFSPU models

Model is in ZModeler 1 format, textures are in .bmp; GIMP .xcf file included in case you want to edit the texture.

Please credit me if you distribute or use these models.

Download




Textures for 2D brakes





3D Brakes

Brakes based on NFSU2 models

Model is in ZModeler 1 format, textures are in .tga

Please credit me if you distribute or use these models.

Download




 

NFSPS Racing Seat

Extracted and modified from NFSPS, 94 tris.
 
Model in Zmodeler 1 format, with BMP textures and a GIMP XCF template

Please credit me if you use or distribute these models

 
 
 
 
 
More textures available at the Parts page

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