Need for Speed Most Wanted

General Information | Tutorials | Parts and files

General Information ^

(note: the previous version of this documentation, which revolved around the old mod tools, can be found here)


Car Modding

Tools you need:

  • NFSCarToolkit [download] [archive in MEGA] - to compile geometry, textures
  • 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]
  • ZModeler 1.07b [download - portable version] (modelling program) or some modelling program capable of exporting to .obj (like Blender [portable version])
  • Some image editing program able to open/save .dds files (like DXTBmp or GIMP [portable version])
  • VLTEd [download] - to edit the VLT databases

Remember to have NFSMW Unlimiter installed to get addons to work properly.

How do NFSMW cars work

NFSMW cars are comprised of the following

    CARS
├ <XNAME> (car's internal name: i.e. FOCUS)
├ GEOMETRY.BIN (car geometry)
├ TEXTURES.BIN (car textures
├ VINYLS.BIN (vinyls - optional)

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:
      • brakes (brakes/default/<xname>/<xname>_top)
      • chassis (chassis/default/<xname>/<xname>_top)
      • engine (engine/default/<xname>/<xname>_top)
      • brakes (brakes/default/<xname>/<xname>_top)
      • induction (induction/default/<xname> / <xname>_top -for forced induction cars- / induction/default/<xname>_base / <xname>_top -for naturally aspirated cars-)
        • some cars only have a _top node for induction
      • tires (tires/default/<xname> / <xname>_top)
      • transmission (transmission/default/<xname> / <xname>_top)

For more information on how a car's VLT values work, you can check the VLT values for cars documentation

Part names

(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)
For racer cars
BASE_A (B) (C) (D) (E)
DECAL_FRONT_WINDOW_WIDE_MEDIUM_A
DECAL_REAR_WINDOW_WIDE_MEDIUM_A
KIT00_BODY_A (B) (C) (D) (E)
KIT00_DAMAGE0_FRONTLEFT_A (B) (C)
KIT00_DAMAGE0_FRONTRIGHT_A (B) (C)
KIT00_DAMAGE0_FRONT_A (B) (C)
KIT00_DAMAGE0_REARLEFT_A (B) (C)
KIT00_DAMAGE0_REARRIGHT_A (B) (C)
KIT00_DAMAGE0_REAR_A (B) (C)
KIT00_DECAL_LEFT_DOOR_RECT_MEDIUM_A
KIT00_DECAL_LEFT_QUARTER_RECT_MEDIUM_A
KIT00_DECAL_RIGHT_DOOR_RECT_MEDIUM_A
KIT00_DECAL_RIGHT_QUARTER_RECT_MEDIUM_A (C)
KIT00_DRIVER_A
KIT00_FRONT_BRAKE_A (B) (C)
KIT00_FRONT_LEFT_WINDOW_A (B) (C) (D)
KIT00_FRONT_RIGHT_WINDOW_A (B) (C) (D)
KIT00_FRONT_TIRE_A (B) (C) (D)
KIT00_FRONT_WINDOW_A (B) (C) (D)
KIT00_HOOD_A (B) (C) (D)
KIT00_INTERIOR_A (B) (C) (D)
KIT00_LEFT_BRAKELIGHT_A (B) (C) (D)
KIT00_LEFT_BRAKELIGHT_GLASS_A (B) (C) (D)
KIT00_LEFT_HEADLIGHT_A (B) (C) (D)
KIT00_LEFT_HEADLIGHT_GLASS_A (B) (C) (D)
KIT00_LEFT_SIDE_MIRROR_A (B) (C) (D)
KIT00_REAR_BRAKE_A (B) (C)
KIT00_REAR_LEFT_WINDOW_A (B) (C) (D)
KIT00_REAR_RIGHT_WINDOW_A (B) (C) (D)
KIT00_REAR_WINDOW_A (B) (C) (D)
KIT00_RIGHT_BRAKELIGHT_A (B) (C) (D)
KIT00_RIGHT_BRAKELIGHT_GLASS_A (B) (C) (D)
KIT00_RIGHT_HEADLIGHT_A (B) (C) (D)
KIT00_RIGHT_HEADLIGHT_GLASS_A (B) (C) (D)
KIT00_RIGHT_SIDE_MIRROR_A (B) (C) (D)
KIT00_SPOILER_A (B) (C) (D)
KIT00_UNIVERSAL_SPOILER_BASE_A (B) (C) (D)
KIT01_BODY_A (B) (C) (D) (E)
KIT01_DAMAGE0_FRONTLEFT_A (B) (C)
KIT01_DAMAGE0_FRONTRIGHT_A (B) (C)
KIT01_DAMAGE0_FRONT_A (B) (C)
KIT01_DAMAGE0_REARLEFT_A (B) (C)
KIT01_DAMAGE0_REARRIGHT_A (B) (C)
KIT01_DAMAGE0_REAR_A (B) (C)
KIT01_DECAL_LEFT_DOOR_RECT_MEDIUM_A
KIT01_DECAL_LEFT_QUARTER_RECT_MEDIUM_A
KIT01_DECAL_RIGHT_DOOR_RECT_MEDIUM_A
KIT01_DECAL_RIGHT_QUARTER_RECT_MEDIUM_A
KIT02_BODY_A (B) (C) (D) (E)
KIT02_DAMAGE0_FRONTLEFT_A (B) (C)
KIT02_DAMAGE0_FRONTRIGHT_A (B) (C)
KIT02_DAMAGE0_FRONT_A (B) (C)
KIT02_DAMAGE0_REARLEFT_A (B) (C)
KIT02_DAMAGE0_REARRIGHT_A (B) (C)
KIT02_DAMAGE0_REAR_A (B) (C)
KIT02_DECAL_LEFT_DOOR_RECT_MEDIUM_A
KIT02_DECAL_LEFT_QUARTER_RECT_MEDIUM_A
KIT02_DECAL_RIGHT_DOOR_RECT_MEDIUM_A
KIT02_DECAL_RIGHT_QUARTER_RECT_MEDIUM_A
KIT03_BODY_A (B) (C) (D) (E)
KIT03_DAMAGE0_FRONTLEFT_A (B) (C)
KIT03_DAMAGE0_FRONTRIGHT_A (B) (C)
KIT03_DAMAGE0_FRONT_A (B) (C)
KIT03_DAMAGE0_REARLEFT_A (B) (C)
KIT03_DAMAGE0_REARRIGHT_A (B) (C)
KIT03_DAMAGE0_REAR_A (B) (C)
KIT03_DECAL_LEFT_DOOR_RECT_MEDIUM_A
KIT03_DECAL_LEFT_QUARTER_RECT_MEDIUM_A
KIT03_DECAL_RIGHT_DOOR_RECT_MEDIUM_A
KIT03_DECAL_RIGHT_QUARTER_RECT_MEDIUM_A
KIT04_BODY_A (B) (C) (D) (E)
KIT04_DAMAGE0_FRONTLEFT_A (B) (C)
KIT04_DAMAGE0_FRONTRIGHT_A (B) (C)
KIT04_DAMAGE0_FRONT_A (B) (C)
KIT04_DAMAGE0_REARLEFT_A (B) (C)
KIT04_DAMAGE0_REARRIGHT_A (B) (C)
KIT04_DAMAGE0_REAR_A (B) (C)
KIT04_DECAL_LEFT_DOOR_RECT_MEDIUM_A
KIT04_DECAL_LEFT_QUARTER_RECT_MEDIUM_A
KIT04_DECAL_RIGHT_DOOR_RECT_MEDIUM_A
KIT04_DECAL_RIGHT_QUARTER_RECT_MEDIUM_A
KIT05_BODY_A (B) (C) (D) (E)
KIT05_DAMAGE0_FRONTLEFT_A (B) (C)
KIT05_DAMAGE0_FRONTRIGHT_A (B) (C)
KIT05_DAMAGE0_FRONT_A (B) (C)
KIT05_DAMAGE0_REARLEFT_A (B) (C)
KIT05_DAMAGE0_REARRIGHT_A (B) (C)
KIT05_DAMAGE0_REAR_A (B) (C)
KIT05_DECAL_LEFT_DOOR_RECT_MEDIUM_A
KIT05_DECAL_LEFT_QUARTER_RECT_MEDIUM_A
KIT05_DECAL_RIGHT_DOOR_RECT_MEDIUM_A
KIT05_DECAL_RIGHT_QUARTER_RECT_MEDIUM_A
STYLE02_HOOD_A (B) (C) (D)
STYLE03_HOOD_A (B) (C) (D)
STYLE04_HOOD_A (B) (C) (D)
STYLE05_HOOD_A (B) (C) (D)
STYLE06_HOOD_A (B) (C) (D)
STYLE07_HOOD_A (B) (C) (D)
STYLE09_HOOD_A (B) (C) (D)
STYLE10_HOOD_A (B) (C) (D)
STYLE13_HOOD_A (B) (C) (D)
STYLE16_HOOD_A (B) (C) (D)
STYLE17_HOOD_A (B) (C) (D)
STYLE20_HOOD_A (B) (C) (D)
STYLE21_HOOD_A (B) (C) (D)
STYLE23_HOOD_A (B) (C) (D)
STYLE26_HOOD_A (B) (C) (D)
STYLE31_HOOD_A (B) (C) (D)
STYLE32_HOOD_A (B) (C) (D)


For cop cars
BASE_A (B) (C) (D)
KIT00_DRIVER_A (B) (C) (D) (E)
KIT00_FRONT_BRAKE_A (B) (C)
KIT00_FRONT_TIRE_A (B) (C) (D)
KIT00_REAR_BRAKE_A (B) (C)
KIT00_DAMAGE0_BODY_A (B) (C) (D) (E)
KIT00_DAMAGE0_COP_LIGHTS_A (B) (C) (D)
KIT00_DAMAGE0_LEFT_BRAKELIGHT_A (B) (C) (D)
KIT00_DAMAGE0_LEFT_DOOR_A (B) (C) (D)
KIT00_DAMAGE0_FRONT_WINDOW_A (B) (C) (D)
KIT00_DAMAGE0_HOOD_A (B) (C) (D)
KIT00_DAMAGE0_FRONT_BUMPER_A (B) (C) (D)
KIT00_DAMAGE0_LEFT_HEADLIGHT_A (B) (C) (D)
KIT00_DAMAGE0_LEFT_REAR_DOOR_A (B) (C) (D) (E)
KIT00_DAMAGE0_REAR_BUMPER_A (B) (C) (D)
KIT00_DAMAGE0_RIGHT_BRAKELIGHT_A (B) (C) (D)
KIT00_DAMAGE0_RIGHT_DOOR_A (B) (C) (D)
KIT00_DAMAGE0_RIGHT_HEADLIGHT_A (B) (C) (D)
KIT00_DAMAGE0_RIGHT_REAR_DOOR_A (B) (C) (D)
KIT00_DAMAGE0_SPOILER_A (B) (C) (D)
KIT00_DAMAGE0_TRUNK_A (B) (C) (D)
KIT00_DAMAGE1_BODY_A (B) (C) (D)
KIT00_DAMAGE1_COP_LIGHTS_A (B) (C) (D)
KIT00_DAMAGE1_FRONT_BUMPER_A (B) (C) (D)
KIT00_DAMAGE1_FRONT_WINDOW_A (B) (C) (D)
KIT00_DAMAGE1_HOOD_A (B) (C) (D)
KIT00_DAMAGE1_LEFT_BRAKELIGHT_A (B) (C) (D)
KIT00_DAMAGE1_LEFT_DOOR_A (B) (C) (D)
KIT00_DAMAGE1_LEFT_HEADLIGHT_A (B) (C) (D)
KIT00_DAMAGE1_LEFT_REAR_DOOR_A (B) (C) (D)
KIT00_DAMAGE1_REAR_BUMPER_A (B) (C) (D)
KIT00_DAMAGE1_RIGHT_BRAKELIGHT_A (B) (C) (D)
KIT00_DAMAGE1_RIGHT_DOOR_A (B) (C) (D)
KIT00_DAMAGE1_RIGHT_HEADLIGHT_A (B) (C) (D)
KIT00_DAMAGE1_RIGHT_REAR_DOOR_A (B) (C) (D)
KIT00_DAMAGE1_SPOILER_A (B) (C) (D)
KIT00_DAMAGE1_TRUNK_A (B) (C) (D)


For traffic cars
BASE_A (B) (C) (D)
KIT00_ATTACHMENT1_A (B) (C) (D) (E)
KIT00_ATTACHMENT2_A (B) (C) (D) (E)
KIT00_ATTACHMENT3_A (B) (C) (D) (E)
KIT00_ATTACHMENT4_A (B) (C) (D) (E)
KIT00_ATTACHMENT5_A (B) (C) (D) (E)
KIT00_ATTACHMENT6_A (B) (C) (D) (E)
KIT00_ATTACHMENT7_A (B) (C) (D) (E)
KIT00_ATTACHMENT8_A (B) (C) (D) (E)
KIT00_ATTACHMENT9_A (B) (C) (D) (E)
KIT00_ATTACHMENT10_A (B) (C) (D) (E)
KIT00_ATTACHMENT11_A (B) (C) (D) (E)
KIT00_ATTACHMENT12_A (B) (C) (D) (E)
KIT00_ATTACHMENT13_A (B) (C) (D) (E)
KIT00_ATTACHMENT14_A (B) (C) (D) (E)
KIT00_ATTACHMENT15_A (B) (C) (D) (E)
KIT00_BODY_A (B) (C) (D) (E)
KIT00_DRIVER_A (B) (C)
KIT00_FRONT_TIRE_A (B) (C) (D) (E)
KIT00_FRONT_WINDOW_A (B) (C) (D)


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


UpgradeGroupIDs for hoods and spoilers (taken from Viper4K's modding webpage)


Materials (a.k.a. shaders)

(taken from my NFSMW CTK Data Files, you might need these files)
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
CARSKIN
CENTRE_BRAKELIGHT
CHAR_CLOTH
CHAR_HAIR
CHAR_LATEX
CHAR_LEATHER
CHAR_PLASTIC
CHAR_RUBBER
CHAR_SKIN
CHROME
CLEARPLASTIC
CUSTOMPAINT_1
CUSTOMPAINT_2
CUSTOMPAINT_3
CUSTOMPAINT_4
CUSTOMPAINT_5
CUSTOMPAINT_6
CUSTOMPAINT_7
CUSTOMPAINT_8
CUSTOMPAINT_9
CUSTOMPAINT_10
CUSTOMPAINT_11
CUSTOMPAINT_12
CUSTOMPAINT_13
CUSTOMPAINT_14
CUSTOMPAINT_15
CUSTOMPAINT_16
CUSTOMPAINT_17
CUSTOMPAINT_18
CUSTOMPAINT_19
CUSTOMPAINT_20
DAMAGE0
DECAL
DECAL1
DECAL2
DECAL3
DECAL4
DECAL5
DECAL6
DECAL7
DECAL8
DEFAULT
DIABLOHP
DOORLINE
DRIVER
DRIVER_COP
DRIVER_CUTOUT
DRIVER_PLAYER
DRIVERHEAD
DULLENGINE
DULLPLASTIC
ENGINE
EXHAUST_TIP
GLASS
GOLDROTOR
GRILL
HEADLIGHT
HEADLIGHTGLASS
HEADLIGHTREFLECTOR
HOSES
INTERCOOLER
INTERIOR
LICENSEPLATE
LOGO
MAGCHROME
MAGGUNMETAL
MAGSILVER
MAGSILVERGLOSS
MATTEPLASTIC
MESH
METPAINTBLACK
METPAINTBLUE
METPAINTGOLD
METPAINTGRAY
METPAINTGREEN
METPAINTRED
METPAINTSILVER
METPAINTYELLOW
MIRROR
MISC
MOLDINGS
PEARL_1
PEARL_2
PEARL_3
PEARL_4
PEARL_5
PEARL_6
PEARL_7
PEARL_8
PEARL_9
PLAIN_ALUMINUM
PLAIN_CHROME
PLAINNOTHING
PLASTICHUBCAP
RAD
RADIATOR
REGPAINTBLACK
REGPAINTBLUE
REGPAINTGRAY
REGPAINTGREEN
REGPAINTORANGE
REGPAINTPINK
REGPAINTRED
REGPAINTWHITE
REGPAINTYELLOW
RIM_DULL_PLASTIC
RIM_KIT00_BLACK
RIM_KIT00_CHROME
RIM_KIT00_GUN_METAL
RIM_KIT00_SILVER
RIMPEARL_1
RIMPEARL_2
RIMPEARL_3
RIMPEARL_4
RIMPEARL_5
RIMPEARL_6
RIMPEARL_7
RIMPEARL_8
RIMPEARL_9
ROAD
ROTOR
RUBBER
SHINYMOLDINGS
SHINYPLASTIC
SIDEWALL
TRAFFIC
TRAFFICWINDOWS
TREAD
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

(taken from my NFSMW CTK Data Files, you might need these files)
Car textures
BADGING
BADGING_EU
BADGING_N
DOOR_HANDLE
DRIVER
ENGINE
ENGINE_N
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
SIDELIGHT
SKIN1
SKIN1B
SKIN2
SKIN3
SKIN4
TIRE
TIRE_N
TREAD
TREAD_N


Generic Textures
5ZIGEN_STYLE01_WHEEL
5ZIGEN_STYLE02_WHEEL
5ZIGEN_STYLE03_WHEEL
5ZIGEN_STYLE04_WHEEL
5ZIGEN_STYLE05_WHEEL
ADR_STYLE01_WHEEL
ADR_STYLE02_WHEEL
ADR_STYLE03_WHEEL
ADR_STYLE04_WHEEL
ADR_STYLE05_WHEEL
BBS_STYLE01_WHEEL
BBS_STYLE02_WHEEL
BBS_STYLE03_WHEEL
BBS_STYLE04_WHEEL
BBS_STYLE05_WHEEL
BBS_STYLE06_WHEEL
BRAKE_GLOBAL
BRAKE_STYLE00
BRAKE_STYLE01
BRAKE_STYLE02
BRAKE_STYLE03
BRAKELIGHT_CENTRE
BRAKELIGHT_GLASS_LEFT
BRAKELIGHT_GLASS_RIGHT
BRAKELIGHT_LEFT
BRAKELIGHT_RIGHT
CARBONFIBRE
CARBOTTOM
DAMAGE0
DAMAGE0_N
DOORLINE
DOORLINE_N
DRIVER
DRIVER_COP
DRIVER_CUTOUT
DRIVER_PLAYER
DUMMY_DECAL1
DUMMY_DECAL2
DUMMY_DECAL3
DUMMY_DECAL4
DUMMY_DECAL5
DUMMY_DECAL6
DUMMY_NUMBER_LEFT
DUMMY_NUMBER_RIGHT
ENKEI_STYLE01_WHEEL
ENKEI_STYLE02_WHEEL
ENKEI_STYLE03_WHEEL
ENKEI_STYLE04_WHEEL
GLOBAL_SKIN1
GREYMAP
GRILL_01
GRILL_02
HEADLIGHT_GLASS_LEFT
HEADLIGHT_GLASS_RIGHT
HEADLIGHT_LEFT
HEADLIGHT_RIGHT
INTERCOOLER
KONIG_STYLE01_WHEEL
KONIG_STYLE02_WHEEL
KONIG_STYLE03_WHEEL
LICENSE_PLATE
LICENSEPLATE
LOWENHART_STYLE01_WHEEL
LOWENHART_STYLE02_WHEEL
LOWENHART_STYLE03_WHEEL
METAL_SWATCH
OZ_STYLE01_WHEEL
OZ_STYLE02_WHEEL
OZ_STYLE03_WHEEL
OZ_STYLE04_WHEEL
OZ_STYLE05_WHEEL
PLAINNOTHING
RACINGHART_STYLE01_WHEEL
RACINGHART_STYLE02_WHEEL
RACINGHART_STYLE03_WHEEL
RACINGHART_STYLE04_WHEEL
RADIATOR
REAR_DEFROSTER
ROJA_STYLE01_WHEEL
ROJA_STYLE02_WHEEL
ROJA_STYLE03_WHEEL
ROOF_SKIN
ROTOR1
ROTOR2
ROTOR3
ROTOR4
RUBBERACCORDIAN
SFX_ROTOR
SOLIDGREY
SPOILER_SKIN1
TIRE_BACK
TRAFFIC_TIRE
TREAD
TREAD_N
TREADR
TREADR_N
UNIVERSAL_TIRE_N
VOLK_STYLE01_WHEEL
VOLK_STYLE02_WHEEL
VOLK_STYLE03_WHEEL
WHITE16X16
WINDOW_FRONT
WINDOW_LEFT_FRONT
WINDOW_LEFT_REAR
WINDOW_MASK
WINDOW_REAR
WINDOW_RIGHT_FRONT
WINDOW_RIGHT_REAR

not really a texture, but a "slot" of sorts that allows for dynamically changing textures (i.e. the brakelight on/off effect)


Mountpoints (a.k.a. markers)

CENTRE_BRAKELIGHT
COPLIGHTBLUE
COPLIGHTBRIGHTBLUE
COPLIGHTBRIGHTRED
COPLIGHTORANGE
COPLIGHTRED
COPLIGHTWHITE
EXHAUST
FRONT_BRAKE
FRONT_LEFT_DOOR
FRONT_LEFT_DOOR_OPEN
FRONT_RIGHT_DOOR
FRONT_RIGHT_DOOR_OPEN
FRONT_WINDOW
HOOD
LEFT_BRAKELIGHT
LEFT_EXHAUST
LEFT_FRONT_WINDOW
LEFT_HEADLIGHT
LEFT_REAR_WINDOW
LEFT_REVERSE
LEFT_SIDE_MIRROR
REAR_BRAKE
REAR_LEFT_DOOR
REAR_LEFT_DOOR_OPEN
REAR_RIGHT_DOOR
REAR_RIGHT_DOOR_OPEN
REAR_WINDOW
RIGHT_BRAKELIGHT
RIGHT_EXHAUST
RIGHT_FRONT_WINDOW
RIGHT_HEADLIGHT
RIGHT_REAR_WINDOW
RIGHT_REVERSE
RIGHT_SIDE_MIRROR
ROOF_SCOOP
SPOILER
SPOILER2
TRUNK



Paint color codes

Gloss/metallic colors (GLOSS_L1_COLOR## / METAL_L1_COLOR##)


Custom colors (
PEARL01_PAINT## [1-20] / CHROME01_PAINT## [1-10] / MATTE01_PAINT## [1-10])


Doorline texture types



Some notes

  • 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

Tutorials ^

Written

Video

  • Basic Black Box NFS Car Conversion Tutorial


  • NFSMW Full Car Conversion Tutorial by Cishy (pretty good if you prefer to use Blender)




Parts and files ^

License Plate

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

Please credit me if you use or distribute it

Download


Binary v2 and VLT Car Installation Script Template

Template for scripts used to install car mods

Please credit me if you use or distribute them

Download



More parts available in the Parts page

19 comments:

  1. The best tutorial that exists.

    ReplyDelete
  2. Hello friend, how i do to convert high poly cars?

    ReplyDelete
    Replies
    1. Hello again, it's possible add a field into a collection on Binary ( Like in Vlted ) ??? If is, whats is the code?

      Delete
    2. I wish edit some colors on Binary. But i need add fields.. and i don't know how do this.

      Delete
    3. 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.

      Delete
  3. how do I go into "modder mode" in "Binary"?

    ReplyDelete
    Replies
    1. right big button, it's even labeled as such

      Delete
  4. How many cars could you possibly add to without breaking the game?

    ReplyDelete
  5. 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.

    ReplyDelete
    Replies
    1. 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.

      Delete
  6. Some cars do not show the name, the following error appears (FENG: default string error) any solution?

    ReplyDelete
    Replies
    1. Make sure you have a CARNAME_[MANUFACTURER]_[XNAME] string (i.e. CARNAME_FERRARI_F40) in your language files

      Delete
    2. 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)

      Delete
  7. 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

    ReplyDelete
    Replies
    1. 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

      Delete
  8. is there tutorial about modding the whole blacklist cars in career?

    ReplyDelete