NFS-CarToolkit v2.8 released



  • Traffic cars are supported now (Carbon, World). Added the "Traffic car" flag on the Export tab
  • Enabling / disabling Backface Culling. Surfaces will immediately render single-sided when enabled
  • Added camera tracking the active object
  • Added the ability to filter objects by level of detail (LOD)
  • The viewer now shows general textures from the GLOBAL folder (based on the game version and exe path on the Export tab)
  • Fixed the problem with the app crashing when loading the ZModeler file
  • Many minor bug fixes and improvements

Download

The tool requires Microsoft Visual C++ Redistributable:

Comments

  1. does this support radiosity (vertex colours)?

    ReplyDelete
  2. Hello! I’m Ilya, a modmaker from Russia. I wanted to convert the map from the NFS MW form, but it is too big and beyond my power :(. NFSU2 is a game of my childhood. Could you send it to me with a 3DS MAX file so I can convert it to GTA? Contact me by mail ilya.a889@gmail.com. I will wait. Thank you

    ReplyDelete
  3. Thank you so much for the update. However, I seem to have issues modding traffic cars again in NFS World. When I tried to mod the example car to replace a traffic car, the game displayed a big, distorted mess of polygons. Can you replicate this issue to see if it happens to you? Did I miss something obvious? (I clicked on the "traffic car" option before exporting) Thanks again :)

    ReplyDelete
    Replies
    1. I used the "TRAFCOURT" car as the one to be replaced, if that helps.

      Delete
  4. Failed to initialize render

    FAILURE WITH HRESULT OF 80070057

    ReplyDelete
  5. Failed to initialize render

    FAILURE WITH HRESULT OF 80070057

    ReplyDelete
    Replies
    1. what is your operating system and graphics card?

      Delete
    2. Win 8.1 pro
      Graphics Card: Intel

      Delete
  6. I already solved the problem, I had badly configured the graphics card.

    ReplyDelete
  7. That's fantastic!!! Is there any news on NFS-Toolkit ?

    ReplyDelete
  8. I know this has been pointed out for prostreet, but same issue occurs on undercover too, when exporting the meshes the texture mapping seems to break, only with badging and chassis from what ive seen.

    ReplyDelete

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