Need for Speed III: Hot Pursuit

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.)
  • FCE Converter [NFSAddons] (to convert between FCE formats, also edits part names, dummy names and colors)

Optional tools

  • 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)
  • NFS3/HS TGA Converter Script for GIMP [download] (GIMP script that automatically converts between NFS3 and NFSHS spec TGA files)
  • FSHTool [download] [JimD's updated version] (QFS/FSH file unpacker/packer)
  • 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 NFS3 cars work?

NFS3 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 gamedata\carmodel\<car id> folder of NFS3, where <car id> stands for the car's 4-char ID defined in the fedata files.

VIV files contents are the following:
car.fce* Car geometry
car00.tga* Car texture
carp.txt* Performance data
dash.qfs Dashboard
car.bnk
ocar.bnk
ocard.bnk
scar.bnk
Car sound banks (player 1 car/opponent car/player car in split-screen)
fedata.fsh Manufacturer logo that appears in car selection menu
fedata* FrontEnd Data files, contains the car id, serial number, class, showroom, color, compare, also determines if car should be racer, cop, available to AI and bonus.
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:
cop.fce
cop.art
Geometry and textures for cop model used in arrest cutscenes

Cars also might have ##_00.qfs files located in the fedata\art\slides folder of NFS3: these are the car slides you see while a race is loading.

Car compare pics are stored in the compare.qfs file of the fedata\art folder of NFS3; each one is named after the car's ID

The showroom feature is enabled by via the sh<car id folder>.qfs file in the fedata\art\showroom folder of NFS3. Said files contain the pics you'll see when you cycle through the general/specs/performance tabs.

The h<car id folder>.qfs file in the fedata\art\showroom folder of NFS3 contains the pics you see in the History section of the car's showroom.

Photo album slides are the sl<car id folder>##.qfs files in the fedata\art\showroom folder of NFS3 (## is the number of slide starting from 01).

Interior lookaround views in showroom are the in_<car id folder>.fsh files in the fedata\art\showroom folder of NFS3

FCE part names

Part names do not matter in NFS3, however their order do, shown below (from top to bottom) -thanks to rata536 for the info-
Description Notes
  1. High detail body

  1. High detail front left wheel
  2. High detail front right wheel
  3. High detail rear left wheel
  4. High detail rear right wheel
Always matte (not affected by chrome polyflags)
  1. Medium body
Used when Car Detail is set to medium or low or as a LOD
  1. Medium detail front left wheel
  2. Medium detail front right wheel
  3. Medium detail rear left wheel
  4. Medium detail rear right wheel
Used when Car Detail is set to medium or low or as a LOD, always matte (not affected by chrome polyflags)
  1. Low detail body
Used as a LOD
  1. Tiny body
Used for collisions
  1. Pop-up headlights



FCE Dummies

Dummies are basically the car's lights. Light dummies have the following nomenclature, for example for a headlight:

HFRE

In which:
  • the first character determines the type of light (Headlight, Taillight, Siren)
  • the second determines position (Front, Mid, Rear)
  • third determines side (Left, Right)
  • fourth determines if it flashes (No flashing, Odd ["Moment 1"], Even ["Moment 2"])

Limitations

  • It's recommended to not get over 9-10k polies on cars, 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.
  • Texture size is limited to 256x256 pixels in vanilla game. Technically you can use bigger textures but the game crunches it down to 256x256, making that moot. However, VEG's patch has an option to allow larger textures.
  • 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)
C 5 11,1 14,1 25,1 282 [175] 158 [98] 3,16
B 4,5 9,8 13,5 23,7 305 [189] 173 [108] 3,11
A 3,2 6 11,1 18,8 367 [228] 210 [131] 2,7

Serial numbers

SN Car Id Car Name Class Type
1



2 F355 Ferrari 355 F1 Spider B Normal
3



4



5



6



7



8



9



10



11



12



13



14



15 COUT Lamborgini Countach B Normal
16 DIAB Lamborghini Diablo SV A Normal
17 JXJR Jaguar XJR-15 A Normal
18 MERC Mercedes CLK-GTR A Normal
19 CORV Chevrolet Corvette B Normal
20



21 SL60 Mercedes SL 600 C Normal
22



23 AMD7 Aston Martin DB7 C Normal
24 JXK8 Jaguar XK8 C Normal
25 456G Ferrari 456GT B EA Addon
26 LSTM Lister Storm A EA Addon
27 SR42 Spectre R42 B EA Addon
28



29



30 SCIG Italdesign Scighera A Normal
31 FM50 Ferrari 550 Maranello A Normal
32 VCOP Pursuit Corvette B Pursuit
33 KNOC Knockout truck
DO NOT REMOVE
34



35 JXKR Jaguar XKR C EA Addon
36 LCOP Pursuit Diablo SV A Pursuit
37 FFAL Ford Falcon GT C AU Exclusive
38 HGTS HSV VT GTS C AU Exclusive
39 ELNI El Niño A Normal
40



41 WALM '98 Indy 500 Pace Car B Walmart Exclusive
42



43



44



45



46



47



48



49 PELN Pursuit El Niño A Pursuit


Track Modding

Tools you need


Tutorials ^

Car modding

Written

Video

  • NFSHS Car Conversion Tutorial (process is rather similar between NFSHS and NFS3)

Car modding tips

  • Look for real life pictures of the car you're making as reference for materials, textures, shading and whatnot
  • Test Runway is designed for acceleration, top speed and handling tests. Use it to gauge your car's performance.

Track modding

Note: there's no NFS3-specific track editing tutorials as of now, so the HS ones will have to do. There are key differences between NFS3 and HS track formats as well:
  • Track files are located in gamedata\tracks\trk###
  • .hrz files store the sky/weather/lighting data, can be edited with Notepad
  • There are 4 track texture files for each track
    • tr0#0.qfs: normal textures, 24/32-bit (for DX/Glide renderer)
    • tr0#0_8.qfs: same as above, but 8-bit (for software renderer)
    • tr0#1.qfs: mirrored textures, 24/32-bit (for DX/Glide renderer)
    • tr0#1_8.qfs: same as above, but 8-bit (for software renderer)
  • Unlike HS tracks, textures cannot be mirrored or tiled, hence the need to pack duplicate textures in the qfs file.
  • No replay cameras in some tracks
  • There are fewer polygon flags available
  • Track Design Tutorial by Fangio - machine-translation of Fangio's track design tutorial, which is quite complete.
  • Various tutorials by Nappe1, Sergi1983 and Zacabeb (NFSHS Tutorial Pack by FerrariMan) [NFSAddons] - various tutorials covering track edition. 
  • PomFrit's AI Lines tutorial [NFSAddons

Parts ^

Texture available at the Parts page

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