NFS: ProStreet Modding Tools v1.0 Released

NFS-VltEd will be available 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:


Note:
To run tools you need installed:
  • Microsoft Visual C++ 2010 Redistributable Package
  • DirectX End-User Runtimes (June 2010)

Comments

  1. whoop, whoop modding tools released. Thank you nfsu 360.

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  2. thank you so much nfsu360 you are the best

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  3. sorry, I have a question, what about wheel position??? like "NFS-CfgEd.exe" in NFS:U, thanks for your work.

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  4. any help? my mod tools gets an error about MSVCP100.dll not being found.

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    Replies
    1. Serach for msvcp100.dll on google. Download it to mod folder. It works with most programs

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  5. @freakydeakydutch
    You 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.

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    Replies
    1. nfsu360 can you make a modding tool that allows the said player to not only customize the pre-tuned cars that are already in game, but also unlock all stage 4 performance parts for pro street.and for NFS: Carbon, allow us to have the BMW M3 GTR And add more power to it?

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  6. When compiling I keep getting the error: Invalid Material Name. Everything is fine in matlist.
    I have done this a lot of times so I know what I'm doing. any idea?

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  7. matlist is not good any more!
    do this
    CHROME@%_MISC => shader: CHROME, texture: %_MISC

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  8. @dudublj

    Can you explain more precisely?
    What about car paint texture? what should we use?

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  9. @Flipper
    1: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

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  10. Compiling mount points...
    ERROR: Cannot assign mount point '_BRAKE_FRONT00' because part 'PS_CARPAINT_A' do not exists.
    ERROR: Compilation aborted.

    WTF?

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  11. @ Eclipse 72rus im pretty sure that you dont have to put _A behind it anymore, that could be your problem. anyway im not tottaly sure myself

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  12. is there supposed to be an .mtl file with the obj for the uro, since mine does not have it. also i use 3ds max 11 and the uro has its front facing downward, could there be anything i am doing wrong.

    PS. sorry for bad spelling im 12, and i was first to comment on this thing

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  13. Thanks dudublj

    Any idea about the problem mentioned above? It's happening to me too.

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  14. first thing is that materials that name begin from PS_ are genereated automatically. So use only PS_CARPAINT, not eg. PS_CARPAINT@%_MISC

    for 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)

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  15. 1: PS_CARPAINT is not a part is the body code to work the paintjob
    2: 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

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  16. @nfsu360 when you will Release NFS-VltEd?

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  17. Thanks nfsu360, everything is working like it should. Now, waiting for VLTEd to make it perfect.

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  18. @nfsu360 is it possible to adjust an in-game scratches and normal maps to my custom model ?

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  19. I got my paint to work but all the vynils turn out like purple blobs. does anyone know what is wrong?
    Ps sorry for bad english im from holland and 12

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  20. @freakdeakydutch -and high? j/k :D

    Well done NFSU360

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  21. @ArchETS not higj purple blobs only apear on widebody all other parts nothing

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  22. @freakydeakydutch - are you sure its not a problem with your model?

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  23. Hey nfsu360, when I try to compile my file, it always crashes after it says:

    "Computing Autosculpt data..."

    "Saving..."

    Then it crashes. What am I doing wrong?

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    Replies
    1. Without project I cannot find solution. Please send it to me.

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    2. Here you go! Thanks for looking at them :)
      http://www.mediafire.com/?zk22w6b2xw4tz6t

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  24. Any luck on figuring out what the issue is, nfsu360?
    :)

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  25. Can this work with NFS: Most Wanted?

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    Replies
    1. No, NFS Most Wanted is not supported by these tools.

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  26. Nice job brother

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  27. is there a maximum polycount? My scratch model of a Cadillac STS-V has about 110,000 Triangles.

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  28. When You release "NFS World modding tools" ?

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  29. Have a question, how can I use the VLTEd with ProStreet?

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  30. "NFS-VltEd will be avaiable as separate program" - When?
    "Documentation and tutorials will be available soon" - When?

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    Replies
    1. I will continue work on NFS-VltEd after finishing NFS Undercover Modding Tools. This tool will support NFS: ProStreet and Undercover.

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  31. I get this error any solution
    Preparing compilation...
    Loading linker script...
    Done.

    Loading materials mapping script...
    Done.
    Loading mount points assignment script...
    Done.
    Loading geometry: 435.obj
    ERROR: Material definition before subset definition.
    ERROR: Compilation aborted.

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  32. Hello there nfsu3660 , the NFSPS texture compiler needs a fix. it doesn't support DXT3 textures , and they're important for enable the rim paint correctly.

    About rim paint:

    DXT1 texture doesn't work with MAGSILVER shader : rims gets black or white once painted

    DXT1 + alpha texture doesn't help either : rims gets black or white once painted

    DXT5 works but it is inefficient , the rim instantly gets black or white once painted

    We need an update for this tool , add DXT3 support as soon as possible please, it is very important for our mods :D

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  33. Hi nfsu360 , no updates about allowing DXT3 textures in the NFSPS Texture Compiler ?

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