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Location NFSCars » Need For Speed: Porsche Unleashed » Cars CurrentLocationPorsche 550 Spyder '54-55

Porsche 550 Spyder '54-55Report

  • Brand: Porsche
    more by this brand
  • Class: AAA
  • Uploaded By: egorOgr
  • Approved By: Mike Geise

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Description

Porsche 550 was first introduced in October 1953 at the Paris Motor Show.
It was Porsche's first official race car.
550 Spyder was shaped and improved during 1953-1954. And around 90 cars were built by 1956
(78 were available for the public), when new 550A was introduced.

This car is the '54 Porsche 550 Spyder in two variants:
1. with wide windscreen;
2. with narrow windscreen;
Car was powered by 1.5 L engine, which produced 110 bhp. Trasmission was 4-speed gearbox.

Features:
-accurate bodywork, interior, rims and engine 3d model and textures
-changeable exterior and interior color
-trim package
-visual damage
-showcase photographs and data
-openable doors, hood and trunk
-lights
-racing numbers

Installation:
-extract FEData, GameData and SaveData to your Porsche unleashed installation folder, e.g.:
C:\Program Files\Electronic Arts\Need For Speed - Porsche 2000 (or Porsche Unleashed)
-start the game and load 550 profile
-you can turn on/off racing numbers by editing "..\GameData\CarModel\spd550_1.tpg"(for the car with narrow windscreen)
and "..\GameData\CarModel\spd550_2.tpg"(for the car with wide windscreen):
*to turn off numbers add ";" in front of "racedecal=1" string (i.e. ";racedecal=1");
*to turn on numbers remove ";" from the string(i.e. "racedecal=1");
Note:You can copy this car to your own profile with a help of Car-suite.

Credits:
-arushan for making possible to add completely new cars to nfs5
-creators of nfs5 tools: nfs5carpartseditor, fileeditor, CarSuite, fshtool,
simedit...
-All who have contributed into nfs5 convertion wiki
-Gerhard` for license plate and racing numbers tutorial

Author: egorOgr
email: egor_work@yahoo.com

14 Comments (Add Comment)

1 4/6/2009 11:29:33 PM
ricersHA

looks perfect

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2 4/7/2009 5:41:01 AM
StanOfGB

Nice work on the 550! close to the real thing

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3 4/7/2009 3:26:24 PM
Tubaman

nice.....alot better then the stock EA one....

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4 4/7/2009 7:35:05 PM
ricersHA

does it replace the stock 550?

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5 4/8/2009 1:21:02 AM
egorOgr

Thanks all!

StanOfGB
I tried my best to make it close to real car. Though it was not easy to gather enough information on real car(not replicas).
Have you found any flaws or uncertainties?

ricersHA
No, it doesn't.

Stock EA spyder is not 550 actually. It is 550A.
550A and 550 are different cars.
Though EA made a lot of mistakes in their 550A.

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6 4/8/2009 3:38:32 AM
Meanracer

Nice, keep making more cars for NFS5. Cars haven't been released for PU for a while.

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7 4/8/2009 2:40:56 PM
Opelotus

Nice job egorOgr!
I really like how you made the engine lid open.

I have a question for you;
What do you use to edit cars? I am trying to make my own, but cannot find any progs to change the placement of lights, hinge axis, etc. Could you point me in the right direction?

Also, would you consider making some of the missing Porsches like the 924 and 968?
It would be a great addition to the NFS car collection, since EA left those two models out of the game (although all the logos/badges are present)

Thanks!
Opelotus

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8 4/9/2009 1:24:04 AM
egorOgr

Opelotus
I use Zmodeler.
To change the placement of hinge axis you should move and rotate local axis of the desired part. But be careful with rotating as rotated local axis will cause its part to rotate also when exporting to crp.
To change the placement of lights you should move light dummies. Make sure that local axis is located in the middle of light dummy. You can rotate local axis to tune position of the light - it is easier than messing around with light definition matrix usually, I think.

I don't consider making 924 and 968 right now.
Well, EA left nearly all racing porsches and all concepts out of the game. So there are a lot of interesting cars to make.

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9 4/9/2009 1:29:57 AM
EvoX

GREAT WORK!!! U LEAD MAN!!!

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10 4/9/2009 8:29:55 AM
Opelotus

Thanks egorOgr for your reply.

I too am trying to use Zmodeler, but having trouble. I am using the original version of Arushan's CRP filter...is that correct? When I import a crp file, its textures are not present. Also, when I export to a crp file and put it in place of an existing car, the game crashes when I try and load that car (somehow the crp is corrupt). I understand what you are referring to regarding axis and dummy placement, but I am not sure I understand which parts of the model they are (in the object window).
Any suggestions? I am really looking forward to finishing my 914 2.5 Sport.

Thanks!
Opelotus

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11 4/10/2009 1:14:02 AM
egorOgr

Opelotus
I replied to you in this topic:
http://www.nfscars.net/forum/showthread.php?t=14223&page=9

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12 4/10/2009 4:32:51 AM
McLaren_3Dcm

AMAZING WORK MAN, it's one of the bets NFS5 addons I ever seen, keep up the great work man!!!

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13 5/8/2009 5:06:20 AM
Porsche930Turbo

Bit late, bin busy with allot of work... anyway

Awesome work on this one mate, i realy love it... awesome detail etc etc...

Keep it on!

Will there also be any 944's done? or maybe a good looking Cayenne Turbo?

We'll see what you'll cook for us tonight! =D

- Porsche930Turbo

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14 7/30/2009 12:38:55 PM
HUNracer

G.R.E.A.T.W.O.R.K.

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