NFS-VltEd v3.1 Released

What's new in this update of NFS-VltEd:
  • added support of NFS:World
  • fixes related to NFS:ProStreet (eg. camera, autosculpt)
  • added Most Wanted Patch Script importer, now .MWPS files can be directly loaded into the database.
To import Most Wanted Patch Script (MWPS) to a database
  1. On the Tools menu, select MWPS Importer.
  2. Click the Import button.
  3. In the Import NFS:MW Patch Script dialog box, locate and select the file you want to import.
  4. All processed entries from the mwps file will be visible in the MWPS Import results window.
  5. Click the OK button to apply changes. You can also discard changes by clicking the Cancel button.



Notice:
Only entries marked as green will be imported.

  • improved & fixed support of NFS Configuration file. 
To import NFS Configuration file to a database
  1. On the Tools menu, select NFSCfg Importer.
  2. Click the Import button.
  3. In the Open NFS Mod Installer by nfsu360 configuration file dialog box, locate and select the file you want to import.
  4. All entries loaded from the nfscfg file will be visible in the NFSCfg Import results window.
  5. Click the OK button to apply changes. You can also discard changes by clicking the Cancel button.
Notice:
All entries that cannot be found in the database will be marked as red. Those entries will be skipped after clicking the OK button.



  •  improved dark theme & simplification of the user interface: 


Download the latest version here

Notice:
  • NFS:MW Mod Loader is not supported and it must be disabled otherwise the game will crash.

Comments

  1. don't use it for modded Carbon or if u want use/make mods for carbon. it makes all old mods incompatibility between game and new mods, maded with nfs vlted! Reinstall mods does't help.
    http://i.imgur.com/421kYCF.jpg http://i.imgur.com/WoUUZKV.jpg http://i.imgur.com/TptZqXd.jpg

    ReplyDelete
  2. you're right, mods are not compatible. I will try to find out a solution for this problem.

    ReplyDelete
    Replies
    1. Both mod installer(your and RENESiS's) patched GlobalMemoryFile. I think the best solution will be a change files that will be edited into VltEd.

      Delete
    2. I noticed that since the v1.1 of VLT-Ed. GlobalEd tends to had more prirority on the modifications , but now Vlt-ed instantly erases it. I suggest you to create a sort of installer separated of the VLT-Ed in order to allow us, modders full rights over our mods, since that everyone can modify our data with the .nfscfg files.

      Delete
  3. Nfsu360, regarding the MWPS importer, it works really well, but it has some bugs, here's the list:

    I tried 2 things:


    -edit a totally unedited attribs.bin (674 kb)
    -edit an already edited attribs.bin (647 kb)


    Both situations share the same bugs:
    -Car engine sounds disappear just when you gear up, then it returns when the car engine is in high rpm.
    -Strings can't have special characters, like ñ, ç, or words with tilde, lile á.
    -The importer doesn't recognize the Gear Count node.
    -The importer, very little times, doesn't recognize some values, I ignore if it's because they are either incorrect or because of a bug. If I try to reload the same file, the same errors (In red) appear, that could suggest that some things were incorrectly made by either the Modder or VltEd's code.


    That's it for now.

    ReplyDelete
    Replies
    1. it also breaks attributes.bin enough for my game to ctd on launch

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    2. could you send me the script (via email) that causes the error?

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    3. it happens if i open the files and save. i dont have to make any changes to the actual file.

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    4. You have to disable mod loader.

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    5. modloader is 100% disabled. the issue seems to lie with the customized attributes.bin file i had.
      any news on gameplay.bin compatability of carbon. it worked fine in 2.0, even if .lzc had to be done manually i would be nice to include it in the next version

      Delete
    6. could you try to open unmodified (original) attributes.bin file then save it using the latest version of NFS-VltEd (3.1)? It looks like the problem could be caused by some bugs that exist in earlier versions of the tool.

      You can move changes from corrupted to unmodified file by using NFSCfg file.

      Delete
    7. Hi ArturoPlayerOne, can you send me the MWPS script (via email please) that has isses during import?

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    8. Okay, Nfsu360, I'll send them as soon as possible.

      Delete
    9. By the way, I'll need your e-mail. In case it's not possible to give it here, either send me a PM in Driving Passion (http://drivingpassion.net/ I'm ArturoPlayerOne there), or contact me in Skype (ArturoPlayerOne as well).

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    10. here is my email: nfsu360@gmail.com

      Delete
    11. This comment has been removed by a blog administrator.

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  4. Here is the screenshot that shows new functionality on which I am working right now - the possibility to edit the database structure. New entries have been added to the trafha node.

    https://goo.gl/photos/jymZTYYV2M78urEH8

    ReplyDelete
    Replies
    1. you can also add nodes correct?

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    2. I am working on it right now. It seems that new fields are not processed by the game. I hope that new nodes will be otherwise will be no sense to include this functionality to the next update.

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    3. new nodes are processed by the game. there are two versions of several files for nfsc. attributes.bin + gameplay.bin / lzc which have additional nodes over the normal ones. the added nodes in the bigger files work

      Delete
    4. thanks for letting me know, it's a good news.

      Delete
  5. Do you make/develop program modifying sprites,textures from Need for speed World? (or add Support)
    NFStexed.

    ReplyDelete
    Replies
    1. probably yes but first I want to finish tools for NFS Undercover.

      Delete
    2. Hey, nfsu360! Thanks for your amazing tools. Are you working on NFS-Mapper tool?

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    3. yes. NFS-Mapper is replaced by NFS-Toolkit. There is no need to develop two independent tools for basically the same thing: geometry.

      Delete
    4. May I ask, would be possible add support of NFSTexEd for Xbox360 textures? I mean, open and extract them, because in Xbox360, some textures from NFSMW/NFSC seems to be in higher resolution.

      There is leaked version of Xbox360 NFSMW with uncompressed files, organized just like the PC version of the game if necessary, and NFSTexEd can recognize textures names and their resolutions from that version, and for example, vinyls are in 1024x1024 instead of 512x512 (as it is in PC version).

      Delete
    5. @379Felipe (oops, forgot to mention who I want to talk to on my last comment)
      You're probably going to have to unswizzle the image once you read it (ie, rearrange the image array that was optimized for the hardware)

      I haven't mucked around XB360 texture files since, well no interest. (It's not you, but I still haven't built a Python library and start converting PS2-HP2 content to post-HP2-PC platform formats yet.)

      Delete
  6. ok
    Remember to break then with geometry in Need for Speed World, in order to be successful import and export geometry cars.

    Because people are asking in forums on the Porsche 918 RSR, which is not available in the game.
    The last build was 1613 for NFS World. Younger builds have a different structure geometry.

    Time is enough ,its not hurry

    ReplyDelete
  7. build 1613 = 1594 :
    350z
    geometry.bin 3811008 bytes
    textures.bin 312192 bytes

    build 270:
    geometry.bin 3774592 bytes
    textures.bin 312192 bytes


    ReplyDelete
  8. Hey, you probably already know that, but your VLT as the same kind of problem of arushan's VLTEdit.
    In order to load all necessary gameplay files correctly, in arushan's VLTEdit, you have to load the files in the following order:

    1-db.bin/vlt
    2-frontend.bin/vlt
    3-gpcore.bin/vlt
    4-All other gameplay files.bin/vlt

    If you follow this order, you will notice that the hierarchy will be correct: http://i.imgur.com/OKGQ9V2.jpg

    Otherwise, the gameplay files will load, but they won't be correctly organized in the hierarchy as they were supposed to have, shown in this pic: http://i.imgur.com/GzlHdV9.jpg

    ReplyDelete
  9. NFSU360 Can you find the right algorithm that calculates performance tuning car?
    And rewrite it in the source code? I'm not the author of the source code but DragoGXR.
    http://www.team-ger.net/gxrdrago/NFSW/QtNFSWTuningCalculatorLatest.7z

    ReplyDelete
  10. People, where I can download this program? Help me please)

    ReplyDelete
    Replies
    1. https://drive.google.com/uc?export=download&id=0B6up8z2vCCG9R29CWGNHeWRLUk0

      Delete
  11. could you make a proper vlt-edit for nfsug2 wich modify the performance of stock car (no in-game performance parts installed) and with more detailed because ther is an tool for nfsug2 wich modifies only the upgraded car (aka when it have in-game performance parts installed) and doesnt modify all the car performance aspects that would be useful when we make car conversion like honda s2000 (an rwd car) replaces in-game honda civic (an fwd car) (we could with it modify the drivetrain in both stock and upgraded unlike the current and the only nfsug2 car performance editor wich modifies only the drivetrain in upgraded only) and the same request for nfsug1?
    thx for understanding

    ReplyDelete
  12. some info about progress:

    An upcoming major update of NFS-VltEd will add the ability to edit the database structure. With this version it will be possible to add, delete and rename nodes (except root nodes). This functionality is almost completed.

    ReplyDelete
    Replies
    1. So we could make car mods for mw wich doesn't replace any car?

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    2. to add a new car without having to replace most likely need to add data to GlobalB.lzc

      Delete
    3. we can add data to globalb.lzc

      Delete
    4. Nfsu360, is it possible that VltEd can add support for expanding globalb.lzc as Speedyheart said? She said it's possible, and since you announced that the new version of VltEd will allow the expansion of the database structure, I assume you can do it, not right now, but for later. For Patch purposes, being able of adding data to globalb.lzc would allow us to fix many bugs related to cars, and add new features if possible.

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    5. I am planning to add support for globalb.lzc in the next update. Without this it will be not possible to add new cars.

      Delete
    6. Can you please tell us what games will be compatible with it ? It would be great if we had a support for NFSU2 aswell :D , from now the only performance modifier only works on fully upgraded lvl 3 cars , and it's soemwhat bugged.

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    7. at the moment the following games are supported: MostWanted, Carbon, ProSteet, Undercover and World

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    8. currently adding new car models (the unused models in nfsc) makes the game act weird.

      also the texture glitches from adding to globalB can be fixed by simply putting the tpk chunks into globalA.

      Delete
  13. Well, there are some things that I would like to report.

    As some people already know, pvehicle hashes in the NFSMW PS2 Demo are 8 bytes long instead of 4 bytes, as it is in the final game.
    http://i.imgur.com/pyyhJBY.jpg

    If you check the node "cops" in pursuitlevels>default>heat_0X/race_0X from NFSMW, you will notice that the hash there in NFSMW is the same as the one from PS2 Demo:
    http://i.imgur.com/0GIjtzX.jpg

    Since changing the Hash value seems to do nothing (both in NFSMW and NFSC), I guess it is some kind of leftover, as the cop that appears during pursuits are only affected when changing the "String" entry in the VLTEd 3.1.

    I'm just reporting that because if you load the NFSMW attributes.bin in the lastest VLTEd, the hash shown will be only 4 bytes instead of 8 bytes: http://i.imgur.com/gEQHYPP.jpg

    Now something that I don't know if it is fixed in the next version of VLTEd, but it won't hurt report.
    Something that Speedy noticed is that if a second cop is added in the "cops" entry, for example, add copsuvpatrol to appear during the Heat level 1:
    http://i.imgur.com/THYXBzX.jpg

    The copsuvpatrol will never spawn. In order to spawn is necessary to edit the "amount of entries enabled for use", as shown in this pic: http://i.imgur.com/iw1O1aG.jpg
    Changing that to 02 allowed the copsuvpatrol to spawn during heat level 1 pursuit. The same system is used for other nodes, like GEAR_RATIO in transmissions, ENGINE_BRAKING in engine, YAW_CONTROL in tires, etc.

    Also, may I ask, how the string in "cops" entry is defined? Sure, I can write any valid pvehicle there with VLTEd, but I couldn't see any change through hex.

    ReplyDelete
    Replies
    1. I will take a look on this. The string in "cops" entry is defined in the db.vlt as offset to strings table stored into the db.bin file. This is a reason why there is no changes in the db.bin file after change. Anyway hashes in "cops" entries should be updated as well.

      Do you know what algorithm is used to calculate hash 64?

      Delete
    2. So it is basically an offset kind like the ones used to set car models in pvehicles? It is going to be a pain find it in hex. Anyway, thanks!
      Nope, sorry, I don't know how to calculate hash64. I just used the game files from PS2 Demo to find them.

      Also, in the next VLTEd are we going to be able to change the current car model in pvehicle without changing the collision boxes of it?

      Delete
    3. This comment has been removed by the author.

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    4. hey nfsu360, i found this on github:

      https://github.com/MWisBest/OpenNFSTools/blob/master/LibNFS/Crypto/JenkinsHash.cs

      It's written in C#. The algorithm generates 32-bits and 64-bits hashes.

      Delete
  14. I have taken the past few weeks non-stop day and night to recreate my car in a 3D model using lightwave3D, I am finally finished.

    After doing everything (including aligning and naming surfaces matlist, etc) the geometry importer says the vertices not found.

    Can I please send you the car model i made in .OBJ format and hopefully you can create the GEOMETRY.BIN with the NFSU2 geometry compiler please?

    I will even pay you money (via paypal) :)

    I have just have spent so much time and have dreamt for years (about nearly 16 years) to drive my car model in a game. I have spent so much time making the model this past few weeks. But when I compile the compiler says vertices not found. I think I need 3D studio max or someone with access to 3D studio max because I think lightwave3D obj files is not compatible with the exe.

    Hopefully you will respond, this would mean the world to me.

    Thank you so much. I will await daily for your response.

    AzureDreams

    ReplyDelete
    Replies
    1. the way obj and the compiler should be only English letters

      Delete
    2. Thank you ASC. Yes, I am only using English letters, no spaces and no numbers.

      Thanks for the reply!

      Delete
    3. Hi ASC, I realized everytime I export as a .obj file, the surfaces in surface editor have a luminosity of 0%, diffuse 80.0%, SPECULARITY 100%, glossiness 0%, reflections 0%, transparency 0%, translucency 0%,

      No matter how many times I save as a .OBJ file. And I also always get a .mtl file, I think for lightwave 3D the .mtl file is actually where all the material data is stored. I think I found out why.

      But the surfaces (names for the compiler to recognize) and polygons for the surfaces data are always stored even when I open the .OBJ file without the .mtl file.

      Delete
    4. This comment has been removed by a blog administrator.

      Delete
    5. I will try z3d if that does not assign the vertices to be found. Thanks.

      Feels great to talk to someone about modelling other than the echo in the room or my wife who falls asleep listening!!

      Delete
    6. Thanks for the reply, I thought Z3D was a free 3D program!! lol.

      Will export that file format now

      Delete
    7. That file format is not a file format option in LIGHTWAVE 3D...

      Am going to install and try Blender. sigh...

      Delete
    8. nfsu360 i need your help... :(

      Delete
    9. Have you received any help yet?
      (Perhaps you got help in private, that's why I'm asking).

      Delete
  15. nfsu360, what you think about NFS Most Wanted Map Editor (or another)? Will be that programs released?

    ReplyDelete
  16. I get error by Windows when I run this program. What should I do?

    ReplyDelete
  17. nfsu30,something is wrong when I'm importing a MWPS file.actually not all the MWPS file are affected,whenever I'm importing a MWPS file from a Agera car mod,it said an unhandled execption.I tried on some other MWPS files and I don't encounter an error exepct for that mod.can please fix it or tell me what should I do? Thanks!

    ReplyDelete
    Replies
    1. you can fix the error by changing the following lines:

      ## engineaudio[0]
      patch int32 bin:0x2ef9c 0x8a9ff77a

      ## engineaudio[1]
      patch int32 bin:0x2efa4 0x8a9ff77a

      to:

      ## engineaudio[0]
      patch int32 bin:0x2ef98 0x8a9ff77a

      ## engineaudio[1]
      patch int32 bin:0x2efa0 0x8a9ff77a

      The error is caused by invalid offsets in the MW Patch Script file.
      This error will be properly handled in the updated version.

      Delete
    2. you can fix the error by changing the following lines:

      ## engineaudio[0]
      patch int32 bin:0x2ef9c 0x8a9ff77a

      ## engineaudio[1]
      patch int32 bin:0x2efa4 0x8a9ff77a

      to:

      ## engineaudio[0]
      patch int32 bin:0x2ef98 0x8a9ff77a

      ## engineaudio[1]
      patch int32 bin:0x2efa0 0x8a9ff77a

      The error is caused by invalid offsets in the MW Patch Script file.
      This error will be properly handled in the updated version.

      Delete
    3. Thanks Man!!! it fix my problem....

      Delete
  18. Are you going to finish and release NFS:UC Modtools?

    ReplyDelete
    Replies
    1. This comment has been removed by the author.

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  19. projects: NFS:MW Environment and NFS-Mapper are closed?!

    ReplyDelete
    Replies
    1. NFS-Mapper will be replaced by NFS-Toolkit. Currently I've got some early version that allows to load most of world geometry from NFS:U2 and some parts from NFS:MW but there is a lot to do. Anyway I am planning to finish it.

      Delete
  20. http://prntscr.com/csx19n How do fix this problem? i dont have NFS:Carbon open while doing said proces before you start about it hehe

    ReplyDelete
  21. Hey, nfsu360! Nice tool! But, when you finish NFS Undercover ModTools? I really want to make an addon car for NFSUC.

    ReplyDelete
  22. Hi, those are some wonderful tools you made!
    I'm interested in that GT by Citroen that you announced before, is it available to download somewhere?

    ReplyDelete
  23. Very wonderfull tool, I'm really glad you added support for Undercover and World.

    So a question about the cops, with the next version, we'll be able to set multiple cop cars at each heat level? 3.1 allows to see 3 vehicle sets per heat but as mentioned before, the max allowed entries need to be edited for each of them to spawn. Also, is it possible to add more then 3 entries, like having 4 different cop cars spawn at a single heat level or is there a hardcoded limit?

    Also, we'll be able to add nodes. Does this mean that it's going to be possible to add extra info per heat level that isn't there currently? I mean for example, only certain heat levels have an option to enable spike strips, will we be able to add a unique spike strip entry per heat level preset with the next version?

    Anyway, thanks for all your work so far!

    ReplyDelete
    Replies
    1. the updated version will allow you to modify the database structure (add, rename and delete nodes, change array size, add and remove optional fields and so on)

      Delete
  24. I would like to suggest to add a carbon file importer so if it still can't install mod atleast we can used VLTED to import car wheel's position for carbon...This is my suggestion for the next version :)

    ReplyDelete
    Replies
    1. this feature will be available in the upcoming version of NFS-VltEd

      Delete
  25. Could you find me in the executable file NFSW.exe code which calculates the performanceshop tuning cars? I can not find it.
    If you knew the formula, I must also publish it or send it to me via email.

    ReplyDelete
  26. Located some information about the number of cars in the executable file?
    In the future, could be added to the game more new cars and performance parts, aftermarket parts ...


    We would have to add a few new lines to Attributes.bin and commerce.bin for each new car. With the upcoming new version.
    We will also need a program to import / export geometry of NFSW.

    ReplyDelete
  27. who would like to develop NFS World Performance Tuning Calculator, so the source code is on github. perhaps someone experienced will find the right formula to calculate tuning.
    Original code from GXR Drago, the source code is licensed under the GNU v3.

    You will need to compile QT4 versions. With version QT5 source code compile mended. I compiled in MSVS2010 through plug-ins

    https://github.com/zmarek20/QtNFSWTuningCalculatorLatest
    or
    http://www.team-ger.net/gxrdrago/NFSW/QtNFSWTuningCalculatorLatest.7z

    ReplyDelete
  28. Are you going to released the next version of NFS-VLTED with the NFS MODDING TOOLKIT?

    ReplyDelete
  29. hi nfsu360, if you need any help in understanding filetypes you can email me. also, there is a guy in xentax forum which wants to crack .bin geometry files for import/export functions. you might be able to give him a heads up

    ReplyDelete
  30. Hi nfsu360, since the version 2.1 of NFS-Vlted, I can't edit the file attribute.bin. Seems that the editor can't find the file in GLOBAL, it's says the GLOBAL file is empty...

    ReplyDelete
    Replies
    1. Matthias Bujdarz try the NFS-VltEd v3.1 version.
      1. Start the NFS-VltEd v3.1,
      2. Example:
      It is enough to specify the FOLDER that contains the speed.exe ! (for NFS'MW 2005) .
      or
      Example:
      It is enough to specify the FOLDER that contains the nfsw.exe ! (for NFS'World) .

      Delete
  31. Thank you nfsu360
    You did a great job .
    :)

    ReplyDelete
  32. Can you put a MWPS Exporter too on the next version?Maybe I can't use Modloader on this one but I would to share The modify system to the others who used Modloader

    ReplyDelete
    Replies
    1. NFS:MW Mod Loader and the MWPS script format will be not supported in my tools (except import of MWPS ) because of very limited functionality. The idea of NFS-VltEd is the possibility to modify the database structure directly and simplification of mods creation process. I added new script format (ModScript), which allows to modify the database in very user friendly way for example if you want to change tire offsets you can achieve it by this script line:

      update_field ecar copgto TireOffsets[0] X 1.61

      instead of writing something like this:

      patch float bin:0x40d00 1.61

      Delete
  33. I NEED HELP

    I want to add some new names for hashcodes, but I dont have a Hash.txt or something to replace the hash Code what should I do???

    ReplyDelete
    Replies
    1. this will be possible in the upcoming new version

      Delete
    2. thank you very much I found out some great stuff <3
      eventually you can make a global database where everybody can add hashes

      Delete
  34. I actually Created a file that will help you using this tool.I hope someone will go and see for it!

    Go see it for yourself
    Link:https://gamer-x-1st.blogspot.com/

    ReplyDelete
  35. Is it possible to make the tool so that instead of importing a folder, you can just edit one file at a time, similar to version 1.1? Thanks

    ReplyDelete
  36. Hey nfsu360, 3 questions.

    Will you ever look into the PS2/Xbox/Xbox 360 tpk archives? The PS2 demo's are basically early versions of the final game, and contain alot of interesting textures. PS2 geometry would be good to view/extract too.

    Also, think you could look through the PS2 Demo attributes? As they dont work with VLT because of a different hash system. Final PS2 attributes do work. I can send you the file.

    Will there be some kind of UG1/UG2 support for VLT?

    ReplyDelete
  37. nfsu360 you understand IDA? I need help.

    NFSU360 done would support Attributes.bin + commerce.bin (from NFSVlted) for NFSWTuningCalculator program. Adding a new algorithm calculated performanceshop her attributes.

    https://github.com/zmarek20/QtNFSWTuningCalculatorLatest

    nfswtuningcalculator to be able to import data from attributes.bin and commerce.bin.
    Source code is on github by reference.

    NFSW = NFSWTuningCalculator= NFSVlted 3.1 (Import Commerce.bin+Atrributes.bin)

    ReplyDelete
    Replies
    1. To date parts were imported from files * .parts but through import of Attributes.bin and commerce.bin.
      Icon images of parts and cars may be unchanged or default.

      Delete
  38. This comment has been removed by a blog administrator.

    ReplyDelete
  39. i got error ocurred while saving, when i start as admin, the program freeze. what should i do?

    ReplyDelete

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