NFS-Toolkit #2

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:



Comments

  1. Cool! When is it going to be available for download.. way too excited to edit the name map. myself... And can the minimap be edited? Because if we are changing the map,it won't make sense to use the old minimap.

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    1. at the moment it's not supported but I am going to add such possibility

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  2. Amazing work!!! This is insane!!

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  4. Question.

    How will it be possible to add the textures to the edited map? Do we have to use the global textures or we have to place them in a specific directory?

    How do we add pathing for cops and traffic cars to these custom maps?

    Also I see the minimap is. Weird. Will it be possible to add a minimap or interractive points like safehouses, shops or even pursuit breakers?

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    1. You can add any textures you like. Textures you set up in Blender will be automatically loaded, converted into game format and added to the map.

      At the moment it's not supported.

      Yes, it will be possible to add such things as position markers (mount points).


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    2. "or interractive points like safehouses, shops"
      those are done via vlt.

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  5. Amazing progress,
    Does the city model is just visual (you pass through the walls) or it already have its physical? I make models for Burnout Paradise and if I add a model it's just visual, so I need to modify other files to it be properly loaded.
    Another question, will it be possible to direct convert a car model from a wavefront (.obj) to geometry.bin? Will it have poly limitations of about 65535?

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    1. Currently it's a visual model.
      It will be possible to convert a car model from a wavefront obj.
      Yes, it's a limit resulting from the EAGL engine, not the tools.

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  6. Ok,but will it be modloader compatible? And will it be possible to make jumps over building,etc? I know that there is a barrier above each building so u can't do that probably,but will we be able to create ramps? If it is modloader compatible we can possibly make a new game using this.Can't wait 😂 for this to be released!!

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    1. Being able to easily install and uninstall cars and other mods by simply copying or moving a folder is "shit"? Something that lets you mod the game without actually replacing files is "shit"?

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    2. At the moment all tools are not compatible with modloader and won't be. The same thing will be with NFS-Toolkit.
      When collision will be ready then it will be possible to make jumps or whatever you want.

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    3. @chris frey

      modloader is kinda outdated now that we have vlt edit from nfsu360, you can convert your mod loader patch scripts and use them in vlt edit.

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    4. @Chris Frey yes it is. it's outdated as speedy said, also it's literally incompatible with EVERYTHING excepta itself

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  7. There will be collisions or we need to make a collision mesh yourselfes?

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    1. this part hasn't be completed yet. I am planning to at least add those two possibilities

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  8. hello nfsu360 how are you? long time no see
    anyways
    could you please tell me is this nfstoolkit has a function of change car replacement of a car mod for ug/ug2/mw/nfsc/nfsps ?
    and found 2 bugs :
    a-in old version of your vlted before version 4.2 we could easily swap hitbox (aka collisionbox) of a car in nfsmw/nfsc via "pvehicle/car name/model" node
    but when we do the the same process in version 4.2 it become impossible
    but instead it swaps the whole model of a car (visually,hitbox and wheel
    position via the same node
    https://www.mediafire.com/file/549c27q42hujfcb/prf2.png

    b-since ive found that nfsc was gonna to have 10 bodykits instead of 5 like in final release via a hexeditor in globalb.bun or globalb.lzc (i dont remember the file extension) wich i remember arturoplayer one or one of the members of nfsmw community patch few years ago the the globalb is reponsible for defining car parts (the custom ones included like widekits) in nfsmw (it should be the same for nfsc since mw and nfsc share the same game engine) the proof is here
    http://www.mediafire.com/view/ol9eb58oabtnnqe/prf.jpg
    so could you please enable add/remove the base nodes without crash if possible like in the optional nodes so i can increase the limit of the number of bodykits in nfsc by increase the limit of the offset wheels for widebodykits (both front and rear)
    to a number greater than 6 like 10 bodykit like i have discovered?
    and about this finding of 10 bodykits for nfsc i dont know if someone else has already discovered it before or no

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    1. hi TFK640, the issue 'a' is fixed and will be available in the upcoming update of NFS-VltEd (4.3). I'll try to add the possibility to expand arrays.

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    2. Hello NSFU, when I click on your dowload link to your nfs cfginstaller, it gives me a 404, can you fix that?

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    3. Hi Ted, which link does not work?

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    4. "NFS:Underground 2 ModTools v1.2 (2016.08.23)" when I click on it, it brings me to a 404 error page.

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    5. I added alternative download links, now you should be able to download the tools

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  10. Hello, massive respect for your work, question: which GPU is better to use for 3DSmax2010 and your toolkit programms, also for in generall editing, creating 3D cars and Objects for 3Dworld and whole worlds. I m looking at GTX 1080 OC or would a Quaddro newer series perform better (also i need a GPU for rendering, and filming game content at 1440p)

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    1. Personally, I would buy a GTX 1080 because of price and it's better choice for games. NFS-Toolkit does not have high system requirements.

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    2. a quadro doesn't really offer any performance benefit at all over a regular geforce card. its only really useful for custom things that require super high precision or lots of vram.

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  11. Nice.. i'm trying to create my province in 3D and probably give it to the guy doing the CarTune Project. Which is a game coded from scrath that would be like Street Legal Racing Redline. But I have interest in Need for Speed Underground 2. Specially the community and the players on GameRanger.. if we had a large map and tracks for that.. like the province im making from LiDAR data and roads made from .. anywho..
    GOOD JOB :D .. this open alot of possibilities.

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  12. nfsu360, insane work! Thank you for all!

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  13. Man! You are a GENIUS! YOU are doing really incredible things!

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  14. Hi man!
    Excellent work, this tool support NFSU2 game? really is amazing
    Gratings

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  15. Hey there nfsu360, will we be able to export the closed drift/street-x/drag/url tracks of UG2 as well or just Bayview alone as .obj?

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    1. I'm asking you because this is what I plan on doing with UG2's in-game free roam map: https://i.imgur.com/8Xe8XoS.png

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    2. how come you placed the street-x parkade track and the bayview URL track at jackson heights? or bayview.. They are at the stage 4 location..

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    3. It's a scenery and scaling thing. Why do you care anyways lol, you can also make your own UG2 map with closed tracks in free roam if the toolkit will allow us to export these tracks. That's why my question for nfsu360 is important :P

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    4. when U2 will be supported then of course I will add support for closed tracks too

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    5. Thanks man! It's great to know :)

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  16. Hi guys. A small question:what should I know to use this amazing thing? Is there a guide or something like it?
    P.S.I haven't loaded this yet. Just wanna know how it works.

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    1. At the moment you can't use it cuz its just work in progress and impossible to download.
      but i think. If you wanna create fully custom map or just rip one from other game you should at least know basics of 3d modelling and texturing (to not build a map that is just ugly shell without collisions)

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  18. this comment is a little unrelated, but is it possible to add textures that are higher resolution and of a different DDS format than the original to the game without using texmod?

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  19. I found the cell algorithm to calculate tuning in NFSWorld Performanceshop. Only the Cheat engine helped me find the algorithm. I had to use break and trace instructions and carefully follow extract from trace.
    http://i.epvpimg.com/NIdagab.png

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  20. Too eager to get toolkit,any idea of the release date?

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  21. Can we edit NIS scenes of NFS Undercover and editing languages like U2 and MW too?

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