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Showing posts from 2017

NFS-Toolkit #5 - Map conversion from Carbon to Most Wanted

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Recently made progress allows to finally test one of the biggest advantages of the tool - map conversion between EAGL games. First ever made conversion was from NFS Carbon to NFS Most Wanted because those two games are very well supported by the tool. Missing things (animations, traffic) will be successively added.

NFS-Toolkit #4 - NFS: Underground 2 & Carbon

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Added support for two additional games: Underground 2 and Carbon. NFS: Underground 2 NFS: Carbon

NFS-Toolkit #3

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Video showing the capabilities of the tool I am currently working on. The entire map and collisions were generated by NFS-Toolkit on the basis of a .obj file exported by Blender.

NFS-VltEd v4.5 Released

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New features and improvements in this release: Many fields now have names instead of just numbers Automatic insertion of new line at the end of the ScriptEditor New Collection Editor fully integrated with the ScriptEditor Improved Find function. Added the possibility to search in Nodes, Fields and Values Added ability to configure visual and collision model in the MODEL field Now the ModScript supports checkboxes and radiobuttons. It allows to select which features of the mod will be installed. Mods are not now installed automatically but only after clicking on the Install button. Fully supported 64-bit hash algorithm (Most Wanted) Dark Theme minor improvements Added new hashes and many minor improvements Issues fixed in this release Incorrect expansion of base fields outside the range, for example: resize_field pursuitlevels heat_06 cops -100 Shifting sound disappeared after the database was saved (Most Wanted, Carbon) Camera issue in a...

NFS-Toolkit #2

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Significant progress has been made since the last update. The toolkit has ability to import Wavefront .obj files (exported using default settings in the Blender software). The sample mod created in the Blender: The city model was downloaded from: https://free3d.com/3d-model/the-city-39441.html The view of imported mod: There are no naming restrictions so textures and objects have the same names as in the .obj file. Textures are imported directly from the material file generated by the Blender's obj exporter. Here are some screenshots from the game:

NFS-Toolkit #1

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NFS-Toolkit is under intensive development. It will be a unified tool which will allow to create a cars and whole game's world. At the moment only Need For Sped Most Wanted is almost (I am still working on the .OBJ import functionality) fully supported so all examples are related to this game. The screenshot below shows how the user interface looks like: Current version allows to load only the selected part of the game world. This will speed up game modding and minimize the required resources. But of course nothing prevents to load even a whole world (except resources). It's possible to delete map parts (sections). In the example below all sections except 'Q16' and 'Y' were deleted. The 'Y' sections contain textures only. Another function that already works is the saving function. The screenshots below show the result of the delete operation in the game: Next thing that works is the .OBJ export function. The exported file can be opened ...

NFS: Undercover Citroën GT Released

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Citroën GT v1.0 by Robin7t4 & nfsu360 The world's first community created custom car modification for Need for Speed Undercover.

NFS-VltEd v4.2 Released

The update includes a bug fixes only. BUGFIX Changes generate incompatibility with saves (Most Wanted) BUGFIX World Alpha / Beta: Cars go black BUGFIX Collisions of hashes Download the latest version here

NFS-VltEd v4.1 Released

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What's new in 4.1: More than 1k new hashes have been added, here is the example: NFS World Alpha & Beta are supported now

NFS-VltEd - Usage #1

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Using NFS-VltEd Opening the database In NFS-VltEd, on the File menu, click Open. In the Browse For Folder dialog box, choose your game main directory, and then click OK. The user interface

NFS-VltEd v4.0 Released

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The major feature of this version is the possibility to edit the database structure. Now it is possible to create new races, add new features to existing cars and even more... What's new: ability to modify the existing database structure (add, rename, delete and copy node; fields editor), new text-based file format, the ModScript, the Script Editor - test changes without the need to import script, improved support for NFS: Most Wanted Patch Script (MWPS), import of NFS: Carbon Car settings, automatic logging of changes in the ModScript format, overall improvement of performance and stability. Download the latest version here