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| Car Editing Discussion Discuss everything related to NFS Car Editing |
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#81 |
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Member
Join Date: Feb 2007
Posts: 4
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hey arushman...u really did a good job with that 360..man cud u help me out by doing a f40 for most wanted
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#82 |
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Member
Join Date: Feb 2007
Posts: 4
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ok those cars were really lukin great....bt can sum1 pls make a ferrari f40 for most wanted.
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#83 |
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Member
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i want to ask how i can make to have roofscoop on my car.. there is a dummy? or what?
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#84 |
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Banned
Join Date: May 2006
Posts: 1,550
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I think it was posted somewhere in this thread
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#85 |
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Member
Join Date: Aug 2006
Posts: 631
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To make roofscoop, create a cube called #ROOF_SCOOP and place it as you want to. Same goes to spoiler, creat cube called #SPOILER and place it as you want to.
We can also make car capable of having hoods, but those need to created/ripped/imported, etc; because the game can't edit hoods's geometrys by itself. Hoods are at the moment hard to get, so I won't be telling yet how to keep them on the game. |
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#86 |
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Member
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and for haveing decal on window's what do i have to do?
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#87 |
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Member
Join Date: Aug 2006
Posts: 631
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Unfortunately I don't know that, I think that it is referred to VINYLS.BIN or something like that. Anyways, decals might be available by editin VLT with VLTEdit.
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#88 |
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Bye Now :D
Join Date: Mar 2003
Posts: 1,332
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Just FYi, decal textures are in the texture.bin in the cars folder.
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#89 |
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Member
Join Date: Feb 2007
Posts: 4
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hey ppl....i really nd help on converting nfs hs cars to nfs mw...sum1 pls tell me how to get those .viv files converted
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#90 |
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Member
Join Date: Aug 2006
Posts: 631
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irti, try this one http://nfstoolbox.dynabyte.dk/vivwizard.phtml . And for MW-converters/creators, I started to make tiny-tutorials for MW, but those only contain like "How to allow car having bodykits", "How to make hoods" and so on, so nothing 100 % car creating tutorial is coming from me. I'll post links later, so I can make page layout first.
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#91 |
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Reverse Engineer
Join Date: Dec 2002
Posts: 478
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Decals are just parts with flat surfaces having texture mappings. To see what textures the parts are mapped to, you could use geomviewer...
So for example, load up an existing EA car in geomviewer... On the left, expand Geometry, select one of the decal parts... for example "DECAL_FRONT_WINDOW_WIDE_MEDIUM_A" (1), or "DECAL_LEFT_DOOR_RECT_MEDIUM_A" (2). For (1), on the right side in the Materials window, you'll see something like "DECAL1 = 0x2A05578/0x910E6654"... you can just add that line to your mapping file and use DECAL1 as the material name in ZModeler/Max. For (2), you'd see multiple ones... all the way from DECAL1 to DECAL8... the only way to figure out which one goes for which slot is to load up another texture into the texture slot specified by the material. |
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#92 |
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Forum Raper
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So, will these tools also work for Underground?
I will have to get Most Wanted back from my friend to try this. |
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#93 |
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Member
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@Arushan: What about police cruiser.. do you know what are the dummy for siren?
There is a plug-in for 3dmax to export *.mrw? or can you make'it? If i add a widebodykit what do i have to make with wheels to be perfect positioned to the new and wider bodykit? P.S. Thanks alot for decals
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Last edited by Radu-Cristian; 02-04-2007 at 07:55 AM.. |
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#94 |
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Member
Join Date: Aug 2006
Posts: 631
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1. Siren is called kit00_cop_lights_a
2. No, you can export those in Zmodeler1 only. 3. Just position it on your Zmodeler1 as you want it. If you want like kit1, then you have to have: kit00_body_a Kit01_body_a 3b. Tires should be in center of a car, look for example by importing like SL65 from NFSMW CARS folder GEOMETRY.BIN (requires Zmodeler2). Also, you have to make sure that those are marked in xlink360.txt also. And I know, I'm not Arushan, but I also knew those so. |
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#95 |
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Member
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@Arushan
Can you give me the ATTRIBUTES.MWPS for audi A3? |
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#96 |
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Conversion Expert
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I have a problem. I have converted Honda Civic from NFS8 to NFS9. I brought the car in the game no doubt about it. I tried replacing on COBALTSS. But when I change the car to replace, all wheels come on different positions. I also changed all SL65 texts to COBALTSS along with the wheel positions in notepad which are contained in the attributes.mwps file. Even if I change the wheel positions, nothing happens to COBALTSS. But same is not the case if I replace the car on SL65. Can anyone please help me? I want it to replace to such a car so that I can increase the performance.
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#97 | |
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Member
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Quote:
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#98 |
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Conversion Expert
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I don't think you got that right. I mean if I replace the civic on SL65, it comes accurate including the stock wheels as well as aftermarket rims. Even if I change the wheel positions in the attributes.mwps file, the wheel position in the game changes if I replace in SL65. But if I replace it on Cobalt SS, even if I change the wheel positions in the attributes.mwps, there is no effect on the wheels. I also changed all SL65 texts to COBALTSS.
And by the way Radu, the wheel should not be on 0x. The right side of the tire should touch the center line in ZModelor i.e the tire should be on the left side of the center line with right side of the tire exactly overlapping it. If not, the positions of the stock wheel & the aftermarket rims will differ. TILL THEN SEE THIS:- Customised Civic:- ![]() STock spoiler & rims:- ![]() Last edited by Skylizer; 02-06-2007 at 04:55 AM.. |
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#99 |
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Bye Now :D
Join Date: Mar 2003
Posts: 1,332
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Hmm nice work on the Civic. And interesting how you got the M3 GTR Strassenversions spoiler.
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#100 |
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Member
Join Date: Aug 2006
Posts: 631
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That spoiler is fishtail, which is regular chosable spoiler. But if you wondered how he added fishtail to stock spoiler, I think it was like this:
- He created spoiler called kit00_spoiler_a in Zmodeler1/2 - Then he went to xlink360.txt and made sure, that it was mentioned in there. Like this: KIT00_SPOILER_B=KIT00_SPOILER_A KIT00_SPOILER_C=KIT00_SPOILER_A KIT00_SPOILER_D=KIT00_SPOILER_A KIT00_SPOILER_E=KIT00_SPOILER_A It's not that hard. Only thing, what can be hard, is to make sure, that that part is valid ingame. For example, we can't make custom copcar with working lights or siren yet, because those have to marked in xlink360.txt and if you name flashing lights as ???????????_a in Zmodeler1/2, it doesn't work, because it has that _a. I can't remember those name what had to be used to get them working in no-mod game (now I mean those cops that are chasing you). Anyways, I think you got what I meant. |
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#101 | |
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Conversion Expert
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Quote:
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#102 |
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Member
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hi i was wondering how to change a cars engine sound im trying to get one of my cars to sound like a mustang can someone tell me how to do this and also the wheels are out of place can some one tell me how to fix that
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#103 |
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Member
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#104 | |
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Reverse Engineer
Join Date: Dec 2002
Posts: 478
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Quote:
You'd have to find out the A3 offsets using vltedit.. I don't have one for the A3 made. Again, that's because the offsets in the attributes.mwps file is for the SL65... you'd have to find corresponding ones for the Cobalt SS using vltedit. |
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#105 |
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Member
Join Date: Feb 2007
Posts: 4
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Hi, does somebody know why Zmodeler2.0.8 crash when i try to import NFS most wanted GEOMETRY.BIN? it occur not from beginig and in 5-10 sec.
:? How can i use Zmodeler1.07 with plugin "mwrawfilter.zmf", how i can get files with "mwf" extension? Last edited by _HiTMAN_; 02-09-2007 at 08:11 AM.. |
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#106 | |
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Member
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Quote:
2.That mwrawfilter is not for *.bin files, is for *.mrw only |
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#107 |
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Member
Join Date: Feb 2007
Posts: 4
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in Zmodeler2.0.5 this plugin not appeared in plugins list and i can't import "geometry.bin", maybe you know link at this plugin?
Last edited by _HiTMAN_; 02-09-2007 at 07:57 AM.. |
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#108 |
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Member
Join Date: Feb 2007
Posts: 4
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in Zmodeler2.0.5 this plugin not appeared in plugins list and i can't import "geometry.bin", maybe you know link at this plugin?
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#109 |
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Member
Join Date: Feb 2007
Location: Romania
Posts: 1
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I need to know how to put on my car better lights.
What materials need for door decals. |
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#110 |
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Reverse Engineer
Join Date: Dec 2002
Posts: 478
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#111 |
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Member
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how can i use geomtry viewer.. it give me some errors....
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#112 | |
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I'm getting old...
Join Date: May 2006
Location: Seacrest County
Posts: 391
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Arushan
Can you tell me is it posible to force the car use another pack of spoilers, I mean if I replace sl65 but I need to use spoliers from Porsche Carrera GT, Or the only way out it raplace Carrera GT. If it's posible please explain what I should do for it. Thanks! Quote:
Last edited by McLaren_3Dcm; 02-10-2007 at 12:05 PM.. |
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#113 |
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Most Wanted V.I.P.
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I also get an error when opened GeomViewer.
And also arushan, I was able to fix the wheel positions of my Civic replaced on Cobalt SS. But when I put the performance of Lancer's to CObalt SS it does not have much effect. It gives me stock performance of Lancer. I have put the offsets of cobalt SS in attributes.mwps by searching in VLTEdit & put the values of Lancer. Please where can I find the level 3 performance values of cars?
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_ NFS:HS Cars _ NFS:HP2 Cars _ NFS:UG Cars _ NFS:UG2 Cars _ NFS:MW Cars : 1 - 2 _ _ Conversions page _ Facebook page _ |
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#114 |
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Member
Join Date: Feb 2007
Posts: 4
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GeomViewer doesn't work
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#115 |
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Member
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geoviewer doesnt work for me aswell
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#116 |
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Member
Join Date: Aug 2006
Posts: 631
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Not for me either.
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#117 |
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Bye Now :D
Join Date: Mar 2003
Posts: 1,332
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Ok the move to the new server has stuffed up your attachments, can you guys reattach them?
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#118 |
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Reverse Engineer
Join Date: Dec 2002
Posts: 478
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If GeomViewer doesn't work, try downloading this file and extracting the dlls to the GeomViewer directory:
http://aru.nd4spdworld.com/pic/d3ddlls.zip |
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#119 |
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I'm getting old...
Join Date: May 2006
Location: Seacrest County
Posts: 391
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Ok now it works!
Arushan And what about spoilers??? |
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#120 |
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Most Wanted V.I.P.
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Now it works with me too but what about my problem? I changed all values of induction,pvehicle,chassis,ecar of Punto to the values of lancer and now the game doesn't run. Why?
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_ NFS:HS Cars _ NFS:HP2 Cars _ NFS:UG Cars _ NFS:UG2 Cars _ NFS:MW Cars : 1 - 2 _ _ Conversions page _ Facebook page _ |
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