Binary [download] - to edit the data contained in GLOBALB.lzc, also can edit strings, import/export textures from .bin files, etc) [documentation available in the official Discord server of the tool]
Besides the geometry, textures and vinyls, NFSMW stores the essential data related to the car in two places: GLOBALB.LZC and attributes files (GAMEPLAY.LZC, GAMEPLAY.BIN, FE_ATTRIB.BIN and ATTRIBUTES.BIN)
GLOBALB.BIN stores basic data such as the car's mesh entry, stock car color, collisions, parts, etc. The most important nodes for a car are:
CarTypeInfos (mesh entry, stock car color, others)
Collisions (collision bounds)
DBModelParts (body parts)
Attributes files store the game's VLT database. Amongst other things, this houses the car's performance, wheel positions, etc. The nodes for a car are:
pvehicle (dictates what nodes will be used for performance and frontend, also is where stuff like the car's mass, sounds, mesh and collisions are set)
For racer vehicles, the nodes are found in pvehicle/default/cars/racers/<xname> (i.e. pvehicle/default/cars/racers/cobaltss)
For cop vehicles, the nodes are found in pvehicle/default/cars/cops/<xname>
For traffic vehicles, the nodes are found in pvehicle/default/cars/traffic/<xname>
ecar (deals with wheel positions, ride height, etc.)
For racer vehicles, the nodes are found in ecar/default/racers/<xname> (i.e. ecar/default/racers/punto)
For cop vehicles, the nodes are found in ecar/default/cops/<xname>
For traffic vehicles, the nodes are found in ecar/default/traffic/<xname>
frontend (pretty much racer exclusive, used to set up manufacturer and secondary logos (which are stored in FRONTB\FRONTB.LZC))
frontend nodes can be found at frontend/vehicles/<region>/<manufacturer>/<xname> (i.e. frontend/vehicles/japan/lexus/is300)
The rest of the nodes are performance related, these are:
(taken from CarToolkit's Data\MostWanted\Parts_Racer.txt, Parts_Cop.txt and Parts_Traffic.txt files,letter in parenthesis indicate the other LODs the parts use)
Parts shouldn't exceed ~21k polygons each, CarToolkit won't compile past that point
If you want to have tileable textures for stuff like custom grilles and carbon fiber (for example), open the TEXTURES.BIN with Binary and set the texture TileableUV property to ALL_SIDES
fields are fixed in Binary, there are only nodes. for stuff such as parts and colors there are the DBModelParts nodes that can be opened by double-clicking on them.
How do I edit strings with Binary? I know how to edit the .LZC and .BUN files to change colors or add textures etc., but no idea how to fix the car's name, cause SLR appears as FENG: data error in my game, plus I want to remove BUG from SpeedT RX8 and do other minor tweaks.
NVM, I found everything, first time I added ENGLISH.bin to default .end script I missed a syntax, but now it worked and I fixed all the weird BUG cars and Mercs and Chevrolet names, the Mercedes SLR McLaren error was due to strings having CARNAME_MCLAREN_SLR while the car's manufacturer was set to MERCEDES. I simply copied the string with CARNAME_MERCEDES_SLR.
Thanks for tutorials, your guides are basically the ONLY documentation on Binary outside of Discord, not even readme on GitHub explains how to use it, though I had to figure out myself how add stuff to default endscript so it would load more files. All editing with Notepad.
Ok, I just found out that the error occurs because my game is in Spanish, and some cars only add strings in English. Now I try to find out how to add the missing strings in the remaining languages... (Without reinstalling a car)
Por favor ayudame con esto: Algunos autos "addon" no aparecen en el menu principal "my cars", pero si aparecen en el "debug" o modo historia, no entiendo?
Y otra cosa: Algunos autos "addon" tienen la pintura cromada, no importa de que color lo pinte, el color se ve muy brillante, como cromado y tampoco funciona la pintura matte, ni las lunas tintadas. Como puedo solucionar todo esto? THX
1- fíjate el nodo frontend del auto que la propiedad IsCustomizable no esté puesta en False 2- Eso suena a asunto de material/textura del modelo, ahí ya eso pasa a cuestiones de exportar el modelo a obj/z3d, modificar el txt de configuración y compilarlo de nuevo
The best tutorial that exists.
ReplyDeleteHello friend, how i do to convert high poly cars?
ReplyDeleteyou can't
DeleteHello again, it's possible add a field into a collection on Binary ( Like in Vlted ) ??? If is, whats is the code?
DeleteI wish edit some colors on Binary. But i need add fields.. and i don't know how do this.
Deletefields are fixed in Binary, there are only nodes. for stuff such as parts and colors there are the DBModelParts nodes that can be opened by double-clicking on them.
Deletehow do I go into "modder mode" in "Binary"?
ReplyDeleteright big button, it's even labeled as such
DeleteHow many cars could you possibly add to without breaking the game?
ReplyDeleteSave game car limit is around 200 cars
DeleteHow do I edit strings with Binary? I know how to edit the .LZC and .BUN files to change colors or add textures etc., but no idea how to fix the car's name, cause SLR appears as FENG: data error in my game, plus I want to remove BUG from SpeedT RX8 and do other minor tweaks.
ReplyDeleteNVM, I found everything, first time I added ENGLISH.bin to default .end script I missed a syntax, but now it worked and I fixed all the weird BUG cars and Mercs and Chevrolet names, the Mercedes SLR McLaren error was due to strings having CARNAME_MCLAREN_SLR while the car's manufacturer was set to MERCEDES. I simply copied the string with CARNAME_MERCEDES_SLR.
DeleteThanks for tutorials, your guides are basically the ONLY documentation on Binary outside of Discord, not even readme on GitHub explains how to use it, though I had to figure out myself how add stuff to default endscript so it would load more files. All editing with Notepad.
Some cars do not show the name, the following error appears (FENG: default string error) any solution?
ReplyDeleteMake sure you have a CARNAME_[MANUFACTURER]_[XNAME] string (i.e. CARNAME_FERRARI_F40) in your language files
DeleteOk, I just found out that the error occurs because my game is in Spanish, and some cars only add strings in English. Now I try to find out how to add the missing strings in the remaining languages... (Without reinstalling a car)
DeletePor favor ayudame con esto:
ReplyDeleteAlgunos autos "addon" no aparecen en el menu principal "my cars", pero si aparecen en el "debug" o modo historia, no entiendo?
Y otra cosa:
Algunos autos "addon" tienen la pintura cromada, no importa de que color lo pinte, el color se ve muy brillante, como cromado y tampoco funciona la pintura matte, ni las lunas tintadas. Como puedo solucionar todo esto? THX
1- fíjate el nodo frontend del auto que la propiedad IsCustomizable no esté puesta en False
Delete2- Eso suena a asunto de material/textura del modelo, ahí ya eso pasa a cuestiones de exportar el modelo a obj/z3d, modificar el txt de configuración y compilarlo de nuevo
Grande guru!! muchas gracias
ReplyDeleteis there tutorial about modding the whole blacklist cars in career?
ReplyDelete