NFS-VltEd will be avaiable as separate program. It will supports NFS: Carbon, NFS: ProStreet and NFS: Undercover. Documentation and tutorials will be available soon.
NFS: ProStreet Modding Tools Package link:
- Microsoft Visual C++ 2010 Redistributable Package
- DirectX End-User Runtimes (June 2010)
whoop, whoop modding tools released. Thank you nfsu 360.
ReplyDeletethank you so much nfsu360 you are the best
ReplyDeletesorry, I have a question, what about wheel position??? like "NFS-CfgEd.exe" in NFS:U, thanks for your work.
ReplyDeleteany help? my mod tools gets an error about MSVCP100.dll not being found.
ReplyDelete@freakydeakydutch
ReplyDeleteYou need install:
Microsoft Visual C++ 2010 Redistributable Package
http://www.microsoft.com/download/en/details.aspx?id=5555
@kas_87
NFS-VltEd - this tool allows you to change the game database eg. wheel position, mass etc.
When compiling I keep getting the error: Invalid Material Name. Everything is fine in matlist.
ReplyDeleteI have done this a lot of times so I know what I'm doing. any idea?
matlist is not good any more!
ReplyDeletedo this
CHROME@%_MISC => shader: CHROME, texture: %_MISC
thanks nfsu360
ReplyDelete@dudublj
ReplyDeleteCan you explain more precisely?
What about car paint texture? what should we use?
@Flipper
ReplyDelete1:If you use zmodeler:
-Open your 3d model
-Pres E and the Materials Editor tab it will open
-Now all the material name must be like this "CHROME@%_MISC' (shader: CHROME, texture: %_MISC)
2:for car paint in stead of BODY put just PS_CARPAINT
I hope you understand
Compiling mount points...
ReplyDeleteERROR: Cannot assign mount point '_BRAKE_FRONT00' because part 'PS_CARPAINT_A' do not exists.
ERROR: Compilation aborted.
WTF?
Thanks dudublj
ReplyDeleteAny idea about the problem mentioned above? It's happening to me too.
first thing is that materials that name begin from PS_ are genereated automatically. So use only PS_CARPAINT, not eg. PS_CARPAINT@%_MISC
ReplyDeletefor mount points use material that name is:
PART_NAME@X=?Y=?Z=? eg.
%_KIT00_BASE@Y=-90.0
%_KIT00_BASE = part name, %_ will be automatically replaced to target car name
X, Y, Z - rotations (are not mandatory)
1: PS_CARPAINT is not a part is the body code to work the paintjob
ReplyDelete2: To assign mount points you need to do the same thing in zmodeler like above.
-The material name need to be the name of the part you want to assign
@nfsu360 when you will Release NFS-VltEd?
ReplyDeleteThanks nfsu360, everything is working like it should. Now, waiting for VLTEd to make it perfect.
ReplyDelete@nfsu360 is it possible to adjust an in-game scratches and normal maps to my custom model ?
ReplyDeleteI got my paint to work but all the vynils turn out like purple blobs. does anyone know what is wrong?
ReplyDeletePs sorry for bad english im from holland and 12
@freakdeakydutch -and high? j/k :D
ReplyDeleteWell done NFSU360
@ArchETS not higj purple blobs only apear on widebody all other parts nothing
ReplyDelete@freakydeakydutch - are you sure its not a problem with your model?
ReplyDeleteHey nfsu360, when I try to compile my file, it always crashes after it says:
ReplyDelete"Computing Autosculpt data..."
"Saving..."
Then it crashes. What am I doing wrong?
Without project I cannot find solution. Please send it to me.
DeleteHere you go! Thanks for looking at them :)
Deletehttp://www.mediafire.com/?zk22w6b2xw4tz6t
This comment has been removed by the author.
ReplyDeleteAny luck on figuring out what the issue is, nfsu360?
ReplyDelete:)
Upload tutorial, please!
ReplyDelete