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Showing posts with the label nfs-toolkit

NFS-Toolkit - NFS: World - Sample map

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NFS-Toolkit supports NFS World. The sample map shows different surfaces and objects (yellow barrels).

NFS-Toolkit - NFS World support

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NFS-Toolkit now supports NFS World.

NFS-Toolkit - Palmont City on the ProStreet engine

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Initial map conversion from Carbon to ProStreet.

NFS-Toolkit - NFS: ProStreet - Sample map

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NFS: ProStreet is now fully supported by NFS-Toolkit. Here is the video that shows fully working sample map on the game's engine. The map has different surfaces and it works in cut-scenes.

NFS-Toolkit #7 - Nevada Highway (ProStreet) to Most Wanted conversion

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Next successful conversion, this time is one of the tracks from ProStreet - Nevada Highway. The police helicopter is doing quite well in the new map.

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.

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-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 ...