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NFS-Toolkit #6 - Map conversion from Most Wanted to Carbon
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Next conversion has been done. This time in the opposite direction, from NFS Most Wanted to Carbon. At the moment the city looks a bit abandoned because of missing lighting and traffic.
Nice work nfsu360, you never cease to amaze me! Now, I have a few questions in regards to the toolkit: 1. With the toolkit, is it possible to use the AI racers' cars as playable vehicles in Underground 1 and/or Underground 2, or is this more something for/with GlobalEd? 2. Will the toolkit allow addition of textures, specifically vinyls for cars, to the game? I've been dying to make the Blacklist cars from NFS Most Wanted in Carbon with the original vinyls from Most Wanted.
Can't wait for the release of the toolkit when it comes out! Great work once again!
vinyls can be added via a few chunks in globalB so can vinyl menus (although some weird parent / child things going on so i could never figure it out)
vinyls.bin contains compressed headlerless dds textures iirc. there is also the vinyl hash before the data. None of the data is compatible between games or platforms
nfsu360, amazing as always, dude! What about the collision model of the objects in the world? Can you turn on the light in the buildings and add the traffic cars? Thank you!
So I'm not really familiar with nfs modding so I dunno how most of the stuff is working on here. So because of that I have some questions: 1) would it be possible to add new tracks to the game or we are bound to a limit of the tracks that are already in the game (I mean that we can only replace one track to another)? 2) so with the toolkit we can actually make an "hq remake of most wanted or carbon or even underground"? 3) So would it be possible to change different career stuff such as starting vehicle, loading different cutscenes on different circumstances? 4) with adding new maps to the game would it be possible to make routes for the AI?
For 3 (question) you can make these things already with NFS-VltEd. For example I know how to change career start cars in NFS Carbon, some cars I changed in challenge series, but with some kind of limitation or i didn't find the way for put tuned cars, I mean you can put any Boss cars, custom cars which have custom name and was made by EA for story progression or something else, for example you can put a stock Nissan Skyline, but not any visual parts or performance, cause i think its not possible right now with last version of NFS-VltEd. There are some files in nfs wich this tool can't edit, and these files are responsible for this things.
1. I do not know, maybe this can be achieved using NFS-VltEd and NFS-GlobalEd 2. yes 3. I think some of those things can be done via NFS-VltEd. NFS-Toolkit is mainly a map editor. 4. yes
Can you also add support for the .TM2/.TIM2 format PS2 textures as we beta fans are dying for something that makes it ez. TexMod_Hard_Af . Also will we be able to ADD textures to texture files of NFS:9 MW.... also can you list the features that globaled will have.... have a feeling it will have more than adding cars.
I can't found anything about that. So I've got a question. Will the first release support partially UG1? And will the tool support Export cars as Wavefront Object with Textures?
Dude, so far nothing new, but thanks anyway for the clip. Can you make fun of NFSU2? And also a question. Do you have the source code? or did you do it yourself? Will it be possible to create new races and tags on the map (garage, car dealership, etc.)? And how boring is it and how are you going to make a constant change of light from the windows in World? Maybe it's special textures?
greet nfs 360 , I really like your program , since I'm a Modder and working on creating different modification for different games including nfs series , I would like to ask you when will be released about this program and whether it will be freely available
Can you: 1) release the map editing tool and GlobalEd separately? I mean publish one as soon as it gets ready. You're doing great work,but it just too damn long to wait.. 2) publish your converted maps (canyons and Palmont for MW, Rockport for Carbon as soon as the traffic and other misc will be ready)? Just to let us have some fun. Thanks once again.
thanks for the deadline, but try to make the second half of 2018, eg November, earlier? whether you can do it convert nfs mw 2005 map like you have done with carbon type on such as nfs the run and burnout paradies and test drive unlimited known races visible fashion cars all let you know yes or can not get along with everything
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
Nice work nfsu360, you never cease to amaze me! Now, I have a few questions in regards to the toolkit:
ReplyDelete1. With the toolkit, is it possible to use the AI racers' cars as playable vehicles in Underground 1 and/or Underground 2, or is this more something for/with GlobalEd?
2. Will the toolkit allow addition of textures, specifically vinyls for cars, to the game? I've been dying to make the Blacklist cars from NFS Most Wanted in Carbon with the original vinyls from Most Wanted.
Can't wait for the release of the toolkit when it comes out! Great work once again!
1. GlobalEd
Delete2. The toolkit allows to create textures compatible with Carbon but I don't how to add vinyls to the game
vinyls can be added via a few chunks in globalB
Deleteso can vinyl menus (although some weird parent / child things going on so i could never figure it out)
vinyls.bin contains compressed headlerless dds textures iirc. there is also the vinyl hash before the data. None of the data is compatible between games or platforms
You are a like generator! Hype is on!
ReplyDeleteim still waiting. kinda getting restless xd
ReplyDeleteThis comment has been removed by the author.
ReplyDeleteNice M8! when is the expected release gonna be?
ReplyDeleteAre you going to build your own map or you're hust testing the tool and kidding us? XD
ReplyDeleteToolkit support format of cars from HP 2010? This game need some fresh cars ;)
ReplyDeleteEAGL games only so HP 2010 is not supported
DeleteDid you plane mod tools for HP 2010?
Deleteno
DeleteWe Need Release For This!
ReplyDeletenfsu360, amazing as always, dude!
ReplyDeleteWhat about the collision model of the objects in the world? Can you turn on the light in the buildings and add the traffic cars?
Thank you!
I'm working on it
DeleteSo I'm not really familiar with nfs modding so I dunno how most of the stuff is working on here. So because of that I have some questions:
ReplyDelete1) would it be possible to add new tracks to the game or we are bound to a limit of the tracks that are already in the game (I mean that we can only replace one track to another)?
2) so with the toolkit we can actually make an "hq remake of most wanted or carbon or even underground"?
3) So would it be possible to change different career stuff such as starting vehicle, loading different cutscenes on different circumstances?
4) with adding new maps to the game would it be possible to make routes for the AI?
For 3 (question) you can make these things already with NFS-VltEd. For example I know how to change career start cars in NFS Carbon, some cars I changed in challenge series, but with some kind of limitation or i didn't find the way for put tuned cars, I mean you can put any Boss cars, custom cars which have custom name and was made by EA for story progression or something else, for example you can put a stock Nissan Skyline, but not any visual parts or performance, cause i think its not possible right now with last version of NFS-VltEd. There are some files in nfs wich this tool can't edit, and these files are responsible for this things.
Delete1. I do not know, maybe this can be achieved using NFS-VltEd and NFS-GlobalEd
Delete2. yes
3. I think some of those things can be done via NFS-VltEd. NFS-Toolkit is mainly a map editor.
4. yes
Can you also add support for the .TM2/.TIM2 format PS2 textures as we beta fans are dying for something that makes it ez. TexMod_Hard_Af . Also will we be able to ADD textures to texture files of NFS:9 MW.... also can you list the features that globaled will have.... have a feeling it will have more than adding cars.
ReplyDeleteHello! :)
ReplyDeleteI can't found anything about that. So I've got a question. Will the first release support partially UG1?
And will the tool support Export cars as Wavefront Object with Textures?
Regards,
András.
First public version will support at least NFS Most Wanted and Carbon.
DeleteIt will be possible to export cars to .obj files (with textures).
Dude, so far nothing new, but thanks anyway for the clip. Can you make fun of NFSU2? And also a question. Do you have the source code? or did you do it yourself? Will it be possible to create new races and tags on the map (garage, car dealership, etc.)? And how boring is it and how are you going to make a constant change of light from the windows in World? Maybe it's special textures?
ReplyDeleteOkay, thanks google translate. My ENG is bad, I use Translate. the translation of the curve came out.
Deleteme england is bed
DeleteThis comment has been removed by the author.
ReplyDeletegreet nfs 360 , I really like your program , since I'm a Modder and working on creating different modification for different games including nfs series , I would like to ask you when will be released about this program and whether it will be freely available
ReplyDeleteI think toolkit will come 2nd half of 2018 or in 2019.
DeleteCan you:
ReplyDelete1) release the map editing tool and GlobalEd separately? I mean publish one as soon as it gets ready. You're doing great work,but it just too damn long to wait..
2) publish your converted maps (canyons and Palmont for MW, Rockport for Carbon as soon as the traffic and other misc will be ready)? Just to let us have some fun.
Thanks once again.
thanks for the deadline, but try to make the second half of 2018, eg November, earlier? whether you can do it convert nfs mw 2005 map like you have done with carbon type on such as nfs the run and burnout paradies and test drive unlimited known races visible fashion cars all let you know yes or can not get along with everything
Deletelet me know nfs360
Delete1. these tools will be released separately
Delete2. converted maps will also be released when a few problems will be resolved
i cant wait to make my own 1 mile drags for pro street and no speed limiter
ReplyDelete:*
I cant wait this tool so i can put at least 1 part from gta sa on nfs carbon
ReplyDeleteThis comment has been removed by a blog administrator.
ReplyDeleteWhy is the sky black? Is this how it should be?)
ReplyDeletelink please
ReplyDeletewhere is the download?plz
ReplyDelete