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|NFS Police H.Q. Forums > NFS Tutorials > NFSMW Police Cars Modding Tutorial|
|Posted by: MNaeemi777 Jul 14 2017, 11:46 AM|
| Hi everybody! Since most of you want to mod police cars of this game, I made this tutorial for you all.
Some of descriptions are used from Basic NFSMW Modding topic by kimberlyn and some descriptions about MWPS are used from MWPS Template by FOX. Thanks to them.
What tools you need to?
BIN Model Viewer
.NET Framework (Higher than 4.0)
NFSMW Mod Loader
NFSMW Mod Tools
Texture Compiler from NFSU2 Mod Tools
1-You may use any versions of ZModeler 2.
2-Adobe Photoshop should be CS4 or higher. Higher versions can support NVIDIA DDS format.
3-Before starting, install mod loader on your game for test.
Here are list of cop cars' names: (Carname)
Let's start from textures:
1-First take a copy from ferrari360 and paste there again with a new name for your mod.
2-After downloading DDS Plugin, copy dds.8bi in directory: Photoshop/Filters
3-With photoshop, open your texture files and save them as DXT1 and DXT3 (If the texture doesn't contain transparent, save it as DXT1 (No Alpha) and If the texture contains transparent, save it as DXT3.)
x is same carname. After x_, you have to use below names for your textures:
Now move them to your folder. Delete 360badgnig, 360misc and 360tire, and run nfstc.exe (from NFS U2 Mod Tools), ,then compile and select folder, where your textures there are (your folder). Done! Move TEXTURES.BIN to your folder.
Time to edit the model:
The following can be used for cop cars:
1-damage0 = undamaged parts / damage1 = damaged parts
2-If your model parts are attached with together at first and you couldn't deattach them, you can only use meshes, which montioned with red color.
3-kit00_damage0_body_a is car body. You can only take a copy from kit00_damage0_body_a and name it as kit00_damage1_body_a. You can do same for kit00_damage0_front_window_a. If you are not able to make damaged parts, you can do same for other parts.
4-The most important mesh is base_a and must be in your model. base_a always be shown and saves mount points in itself. You can attach interior, engine and chassis of the car with together and name it as base_a.
Mount points time:
You need to create some little cubes for using them as mount points.
The below mount points are using for cars:
Copy the mount points in near of their correct parts and don't forget to set their names (#LEFT_BRAKELIGHT for Left Brakelight). If you need same mount point again, type same name and add  in front of its name. For next, use  and ...) (#COPLIGHTRED)
Now you must set the correct positions of parts:
At top, Tire must be in left-side and rim be seen from right.
At Left, tire and wheel must be in the center. Half of wheel in up-side and other half of wheel in down-side.
At Left, Model has to cover half upside of the wheel.
At top, Car front has to be in upside and car rear in down-side.
Completed? Don't close the program! Open xlink360.txt: (Clear the file, first)
Turn on caps lock of your keyborad. Use below formula for every parts of your car:
PARTNAME is same name of part. (base, kit00_driver and etc.)
Here is an example:
Done! Save and close.
Now open matlist360.txt, keep caps lock, on and use this formula: Material Name=Shader/x_Texture Name (Open material editor in ZModeler, then change their names (turn on caps lock) and type in matlist360.txt)
Materials of a model that would be converted to the game, must have their correct shaders:
Why some textures you wrote are don't have x_?:
Those textures are in GlobalB.lzc / IngameB.bin (Default textures of the game) that located in NFSMW Directory/GLOBAL and it means you don't have to export those textures and compile to your TEXTURES.BIN.
Now export your model as Old .z3d file.
Go to mod tools folder/zmodeler. There is mwrawfilter.zmf file. Copy it to directory: ZModeler 1 folder/Filters.
Open the exported model with ZModeler 1. Export it again as NFS: Most Wanted (*.mwr) file.
Move it to your folder. Click-Right on build.bat and edit. Copy below text to that and save:
Type the carname instead of CARNAME, which you want to be replaced with. Type name of your .mwr file instead of File Name. Save and close. Now run it and geometry compiled!
Before moving, go to output/CARS_REPLACE/SL65 and delete every files, beside CAR.INI. Now move GEOMETRY.BIN and TEXTURES.BIN, there. Meanwhile, delete texdefn.txt from your folder and FRONTED from output folder. A cop car doesn't need to them.
Open the CAR.INI and copy below text to that and save:
I had described you what you've to do with CARNAME.
Now what you need to setting wheels positions and other dataes is ATTRIBUTES.MWPS. How to make it?
Don't worry! You can download it http://nfspolicehq.com/index.php?ind=downloads&op=entry_view&iden=1382 Meanwhile, open them with Notepad.
1-Copy values in front of nodes:
2-What about engine sounds?
Download <a href='http://][color=lime#39]MWPS Template[/color'></a>.
Extract it with 7z. Follow this address: MWPS Template/Listing and other data/Engineaudio listing.txt.
copy its hash in front of engine audio's node. (0x********)
You don't know what are their sounds?
am_db9 = Aston Martin DB9 (Stock)
bmw_m3_a = Audi TT (Stock)
bmw_m3_c = Audi TT (Race-Pro) - Renault Clio V6 (Race - Pro)
bmw_m3_e = Audi TT (Super Pro-Ultimate) - Renault Clio V6 (Super Pro-Ultimate)
bmw_m5_a = Vauxhall Monaro VXR (Stock) - Pontiac GTO (Stock)
chv_cav_a = Chevrolet Cobalt SS (Race - Pro)
chv_cav_b = Chevrolet Cobalt SS (Super Pro - Ultimate) - Cadillac CTS (Super Pro - Ultimate)
corvette_z06 = Chevrolet Corvette C6 (Stock)
corvette_z06_v2 = Chevrolet Corvette C6 (Tuned) - Chevrolet Corvette C6R
dodg_viper_a = Dodge Viper SRT-10 (Tuned)
dodg_viper_b = Dodge Viper SRT-10 (Stock)
fer_360 = Mazda RX-8 (Ultimate)
for_foc_a = Cadillac CTS (Stock)
for_foc_b = Cadillac CTS (Pro)
for_mus_a = Ford GT
for_mus_b = Ford Mustang GT (Stock) - Police Civic Cruiser - Chevrolet Camaro SS
for_mus_c = A similar sound to Ford GT, but harsher.
for_mus_gt_a = Aston Martin DB9 (Tuned)
for_mus_gt_a_tranny = Aston Martin DB9 (Tuned)
hon_s2k_b = Fiat Punto (Stock)
hon_s2k_c = Fiat Punto (Ultimate) - Mitsubishi Lancer Evolution XILL (Tuned)
hon_s2k_d = Fiat Punto (Race-Pro)
hon_s2k_e = Mitsubishi Lancer Evolution XILL (Stock)
hum_h1 = Hummer H1 - SUV Patrol
inf_g35 = Lexus IS300 (Stock)
lam_diablo = Audi TT (Ultimate))
lam_gallardo = Lamborghini Gallardo (Stock)
lam_murc = Lamborghini Gallardo (Tuned) - Lamborghini Murcielago
lot_elise = Lotus Elise (Stock)
maz_miat = Mazda Miata MX-5 (Stock) - Peugeot 206 (Stock)
maz_prot_b = Chevrolet Cobalt SS (Stock)
maz_rx7 = Mazda RX-8 (Super Pro) - Mazda RX-7 (Stock)
maz_rx8 = Mazda RX-8 (Stock)
mbz_cl500 = Mercedes Benz SL500 (Stock)
mzb_cl55 = Mercedes Benz SL500 (Pro)
mbz_sl65 = Mercedes Benz SL65 - Mercedes Benz SL500 (Ultimate) - Mercedes Benz CLK500 (Stock)
mbz_slr = Mercedes Benz SLR McLaren
mit_eclip_a = Mitsubishi Eclipse GT (Super Pro - Ultimate)
mit_eclip_b = Mitsubishi Eclipse GT (Stock)
nis_240sx = Nissan 240SX (Stock)
nis_300zx = Mitsubishi Eclipse GT (Race - Pro) - Toyota Supra (Race - Pro)
nis_350z_a = Lexus IS300 (Race - Pro) - Nissan 350Z (Street - Underground 2)
nis_350z_b = Lexus IS300 (Super Pro - Ultimate) - Nissan 350z (Pro - Extreme - Underground 2)
nis_sky = Nissan Skyline (Stock)
por_911_a = Porsche Cayman S (Tuned) - Porsche 911 Turbo S (Tuned)
por_996 = Porsche Cayman S (Stock) - Porsche 911 Carrera S (Stock) - Porsche 911 Turbo S (Stock)
por_car_gt = Porsche Carrera GT
por_dp6 = Porsche 911 Carrera S (Tuned) - Porsche 911 GT3RS (Carbon)
por_gt4r = Porsche 911 GT2 - Audi A4 (Ultimate)
sub_wrx_a = Subaru Impreza WRXSTI (Stock)
sub_wrx_c = Subaru Impreza WRXSTI (Tuned)
trck_log = Trash Truck
tvr_cerb = BMW M3 GTR E46
tvr_tuscan = Renault Clio V6 (Stock) - Koenigsegg CCX (Carbon)
vw_cab = Volkswagon Golf GTI (Stock)
vw_gti = Volkswagon Golf GTI (Super Pro - Ultimate)
vw_jet_m3 = Audi A3 (Stock) - Audi A4 (Stock)
vw_jet_m4 = Audi A3 (Race-Pro) - Audi A4 (Race-Pro)
vw_scir = Volkswagon Golf GTI (Race - Pro)
... and other engine sounds, which didn't montion in above list are unused and unknown.
3-You only have to fill wheels positions and ride height values. Other nodes are optional and you may clear them, If you don't want.
Make sure you have filled all values of the ATTRIBUTES.MWPS, otherwise, the game will crash!
Is it ready? Save and change the name to ATTRIBUTES or same ATTRIBUTES.MWPS (If you can change type of file) Move it to your folder (Which your files there are). Take a copy from same folder and paste it in directory: NFSMW/ADDONS/CARS_REPLACE
Test it! If your car worked perfectly, you can share it with people of the world.
Did I forget anything? Have you better description? Any questions? Don't be shy and tell us what is on your mind.
... and sorry for my bad English, because I'm still learning English.
|Posted by: CVPI19 Mar 25 2019, 10:28 PM|
| Masih mount points for cop cars or any car can also be added via BIN Model Viewer but you need to make use the positions that they are added to especially if a base part isn't going to be used at all which is how I was able to do that with my Caprices I did use the positions from the way they were added through zmodeler & wrote them down, then converted them again without the base and copied the numbers of where they are on the model to make sure they are properly placed there. It can be found here at this link.
|Posted by: MNaeemi777 Mar 26 2019, 12:20 AM|
Yes, BINViewer can do this too. Remember, it's for newbie modders, since BINViewer isn't easy so much for them. They asked me about this and BINViewer wasn't easy. I'm still wondering how I wrote this tutorial while my English still sucks.
P.S. Stop editing my tutorial! I'd fixed some mistakes.
|Posted by: CVPI19 Mar 26 2019, 04:55 AM|
Sorry about that I just wanted to add BIN Model Viewer to this tutorial for those who skilled enough to use it and the link to the tool. Maybe a separate one on how to use it should be made. About your English not being perfect it doesnít bother me at all I just wanted to add this tool thatís all.
|Posted by: MNaeemi777 Mar 26 2019, 06:57 AM|
Oh sorry, you can add BINViewer and add description to the tutorial you want, but don't edit anything I wrote.
|Posted by: CVPI19 Mar 26 2019, 04:23 PM|
Very well Masih I will do that and oh everyone when using BinViewer be careful when adding mount points the program isnít completely stable as it will crash if you arenít careful when using it for adding lights, smoke exhausts, etc to cop cars or any other car. Oh you are missing another mount point that can be added the one for the center brake light can you add #CENTRE_BRAKELIGHT to the mount point list since I will not bother doing that?
|Posted by: MNaeemi777 Mar 26 2019, 10:54 PM|
Yes, you're free. If you feel I forgot something, you can add.
|Posted by: CVPI19 Mar 27 2019, 09:31 PM|
Thanks I did that since if you add a right or left brakelight to the center it cause the nitro effect for it.