P


  Reply to this topicStart new topicStart Poll

> Most Wanted Basics, Most Wanted Basics
NFS Police Force
Posted: Aug 8 2013, 10:17 AM
Quote Post


Webmaster
******

Group: Administrators
Posts: 990
Member No.: 6
Joined: Dec 31 2012
Location: North Carolina



Done by Dark Ritual

Most Wanted Basics
(in textures.txt)


Code:


[tpk]
Identifier=CARTEXTURES
PipelinePath=Global\Pipeline\CarTemplateTextures_CARFOLDERNAME.tpk
XName=CARFOLDERNAME
Output=output\CARS_REPLACE\CARFOLDERNAME\TEXTURES.BIN

[texture]
Name=TEXTURENAME
File=YOURTEXTUREFILE.dds
•CARFOLDERNAME - basically is the car you want to replace. For specific car, check your NFSMW/CARS folder.
•TEXTURENAME - A name to assign your texture. See below for what names can be used
•YOURTEXTUREFILE - Simple enough. Your texture name that is saved in .dds, MUST be in the same folder as where "textures.txt" is.

Here are the following names you can use to assign texture:
•BADGING
•BADGING_N**
•BADGING_EU*
•BADGING_EU_N*/**
•BRAKELIGHT
•DOOR_HANDLE
•DRIVER
•ENGINE
•ENGINE_N **
•GLASS
•HEADLIGHT
•INTERIOR
•INTERIOR_N **
•KIT00_BRAKELIGHT_GLASS
•KIT00_BRAKELIGHT_GLASS_OFF
•KIT00_BRAKELIGHT_GLASS_ON
•KIT00_BRAKELIGHT_OFF
•KIT00_BRAKELIGHT_ON
•KIT00_HEADLIGHT_GLASS
•KIT00_HEADLIGHT_GLASS_OFF
•KIT00_HEADLIGHT_GLASS_ON
•KIT00_HEADLIGHT_OFF
•KIT00_HEADLIGHT_ON
•LOGO
•LOGO_N**
•MISC
•MISC_N**
•NEON
•RIM_BLUR
•RIM
•RIM_N**
•SIDELIGHT
•SKIN1
•SKIN2
•SKIN3
•SKIN4
•TIRE
•TIRE_N**
•TREAD
•TREAD_N**

NOTE: BADGING_EU & BADGING_EU_N may screw up games that are in other languages,
so it is NOT advised to use.
NOTE: N stands for normal mapping which is usually a blue colored version of one set of textures.

--------------

(in materials.txt)


Code:


MATERIAL NAME=SHADER/x_TEXTURENAME
•MATERIAL NAME - Pretty straightforward. If you don't know, hit "E" if you're in Zmodeler to check the material names. They MUST be in order, for safe side purposes.

i.e: if PAINT material is first, then put PAINT as first material in "materials.txt".
•SHADER - Assigning the shader for that material. Refer to the table below, again.
•x_TEXTURENAME - Simple answer, your texture name that you assigned in "textures.txt". It is a must to add a x_ infront to work.

i.e: if the texture for the interior is assigned to INTERIOR in "textures.txt", use x_INTERIOR.

Here are the list of shaders.
•0xD6D6080A ; body paint (aka CARSKIN)
•ALUMINUM
•BADGING
•BODY
•BOTTOM
•BRAKEDISC
•BRAKELIGHT
•BRAKELIGHTGLASS
•BRAKES
•CALIPER
•CALIPERDECAL
•CARBONFIBER
•CARBONFIBER2
•CENTRE_BRAKELIGHT
•CHAR_CLOTH
•CHAR_HAIR
•CHAR_LATEX
•CHAR_LEATHER
•CHAR_PLASTIC
•CHAR_RUBBER
•CHAR_SKIN
•CHROME
•CLEARPLASTIC
•CUSTOMPAINT_x x: 1 - 20
•DAMAGE0
•DECAL
•DEFAULT
•DIABLOHP
•DOORLINE
•DRIVER
•DRIVERHEAD
•DULLENGINE
•DULLPLASTIC
•ENGINE
•EXHAUST_TIP
•GLASS
•GOLDROTOR
•GRILL
•HEADLIGHT
•HEADLIGHTGLASS
•HEADLIGHTREFLECTOR
•HOSES
•INTERCOOLER
•INTERIOR
•LICENSEPLATE
•LOGO
•MAGCHROME
•MAGGUNMETAL
•MAGSILVER
•MAGSILVERGLOSS
•MATTEPLASTIC
•MESH
•METPAINTx x: BLACK, BLUE, GOLD, GRAY, GREEN, RED, SILVER, YELLOW
•MIRROR
•MISC
•MOLDINGS
•PEARL[x] x: 1 - 9
•PLAIN_ALUMINUM
•PLAIN_CHROME
•PLAINNOTHING
•PLASTICHUBCAP
•RAD
•RADIATOR
•REGPAINTx x: BLACK, BLUE, GRAY, GREEN, ORANGE, PINK, RED, WHITE, YELLOW
•RIMPEARL[x] x: 1 - 9
•ROAD
•ROTOR
•RUBBER
•SHINYMOLDINGS
•SHINYPLASTIC
•SIDEWALL
•TREAD
•TRAFFIC
•TRAFFICWINDOWS
•USER_CALIPERS
•USER_EXHAUST
•USER_EXHAUST2
•USER_HOSES
•USER_RIMS
•USER_RIMS_CHROME
•USER_RIMS_GLOSS
•USER_RIMS_GUNMETAL
•USER_RIMS_MAGSILVER
•USER_RIMS_MET
•USER_RIMS_SILVERGLOSS
•USER_SPOILER
•WHEELBLUR
•WHITE
•WINDOWMASK
•WINDSHIELD

Here is a list of materials that can be used.
•ALUMINUM (alternative aluminum material)
•BODY_ALUMINUM (body chrome material)
•BODY_CHROME (body chrome material)
•BODY_CLEAR_PLASTIC (body plastic material)
•BODY_DULL_PLASTIC (body plastic material)
•BODY_LEFT (body material)
•BODY_MISC (body material)
•BODY_MOLDINGS (body material)
•BODY_PLAINNOTHING (body wheel well material)
•BODY_REAR (body material)
•BODY_RIGHT (body material)
•BODY_RUBBER (body rubber material)
•BODY_RUBBER_ACCORDIAN (body rubber material)
•BODY_TOP (body material)
•BRAKE_KIT00_CALIPER (brake caliper material)
•BRAKE_KIT00_ROTOR (brake disc material)
•CARBONFIBRE_BODY (for parts that use Carbonfibre)
•CHROME (alternative chrome material)
•DAMAGE0 (for scratches on racer cars but can used if damaged parts on cop cars have damaged skin)
•DECAL1 (for decals on racer cars)
•DECAL2 (for decals on racer cars)
•DECAL3 (for decals on racer cars)
•DECAL4 (for decals on racer cars)
•DECAL5 (for decals on racer cars)
•DECAL6 (for decals on racer cars)
•DECAL7 (for decals on racer cars)
•DECAL8 (for decals on racer cars)
•DOORLINE (for body lines on all cars)
•DRIVER (driver material)
•DRIVER_COP (driver material for cop cars)
•DRIVER_CUTOUT (driver material for 2D drivers for lower details)
•DRIVER_PLAYER (driver material for racer cars)
•GLASS (glass material that can be used for any glass parts including for lights, & windows)
•GRILL_01 (grill option 1 for bodykits)
•GRILL_02 (grill option 2 for bodykits)
•INTERCOOLER (part of bodykits can also be used for cop cars)
•LEFT_BRAKELIGHT_KIT00_ALUMINUM (brakelight material)
•LEFT_BRAKELIGHT_KIT00_BULB (brakelight material)
•LEFT_BRAKELIGHT_KIT00_CHROME (brakelight material)
•LEFT_BRAKELIGHT_KIT00_GLASS (brakelight glass material)
•LEFT_HEADLIGHT_KIT00_BULB (headlight material)
•LEFT_HEADLIGHT_KIT00_CHROME (headlight material)
•LEFT_HEADLIGHT_KIT00_DULL_PLASTIC (headlight material)
•LEFT_HEADLIGHT_KIT00_GLASS (headlight glass material)
•LICENSE_PLATE (for license plates)
•LIGHTS_CARSKIN (lights material)
•MISC (can be used for misc parts)
•PLAIN_ALUMINUM (aluminum material)
•RADIATOR (for stock cars can be used for either cop or racer cars)
•RIGHT_BRAKELIGHT_KIT00_ALUMINUM (brakelight material)
•RIGHT_BRAKELIGHT_KIT00_BULB (brakelight material)
•RIGHT_BRAKELIGHT_KIT00_CHROME (brakelight material)
•RIGHT_BRAKELIGHT_KIT00_GLASS (brakelight glass material)
•RIGHT_HEADLIGHT_KIT00_BULB (headlight material)
•RIGHT_HEADLIGHT_KIT00_CHROME (headlight material)
•RIGHT_HEADLIGHT_KIT00_DULL_PLASTIC (headlight material)
•RIGHT_HEADLIGHT_KIT00_GLASS (headlight glass material)
•RIM_KIT00_BLACK (wheel material)
•RIM_DULL_PLASTIC (wheel material)
•RIM_KIT00_CHROME (wheel material)
•RIM_KIT00_GUN_METAL (wheel material)
•RIM_KIT00_SILVER (wheel material)
•ROTOR (For police helicopters with spinning blades)
•TIRE_KIT00_BACK (rear tire material)
•TIRE_KIT00_SIDEWALL (tire sidewall material)
•TIRE_KIT00_TREAD (tire tread material)
•WINDOW_FRONT (window material)
•WINDOW_FRONT_MASK (window mask material)
•WINDOW_LEFT_FRONT (window material)
•WINDOW_LEFT_REAR (window material)
•WINDOW_LEFT_REAR_MASK (window mask material)
•WINDOW_REAR_DEFROST (rear defroster window material)
•WINDOW_REAR_MASK (window mask material)
•WINDOW_RIGHT_FRONT (window material)
•WINDOW_RIGHT_REAR (window material)
•WINDOW_RIGHT_REAR_MASK (window mask material)
•WINDOW_TOP (window material)
•WINDOW_TRAFFIC (window material for traffic cars)
--------------

(in build.bat)


Code:


@echo off
echo =====================================================
echo Compiling Textures...
echo =====================================================
..\bin\mwtc.exe textures.txt
..\bin\texpatch output\FRONTEND\MANUFACTURERS\XX-NAME.BIN "CARSELECT_MANUFACTURER_NAME"
..\bin\texpatch output\CARS_REPLACE\CARSFOLDERNAME\SECONDARYLOGO.BIN "SECONDARY_LOGO_CARINTERNAL_1"
echo.
echo =====================================================
echo Compiling Model...
echo =====================================================
..\bin\mwgc -nowait -xname "CARFOLDERNAME" -matlist "materials.txt" -xlink "lod.txt" -source "EXPORTEDMWRFILE.mwr" -target "output\CARS_REPLACE\CARFOLDERNAME\GEOMETRY.BIN"
echo.
echo =====================================================
echo Complete.
echo =====================================================
pause
•CARFOLDERNAME - All of the fields which uses this MUST be the same as the one you changed in "textures.txt"
•CARINTERNAL - Internal value for vehicle you're replacing. Refer to the table below.
•EXPORTEDMWRFILE.mwr - Your 3D exported model source. It always ends with an .mwr . Name it correctly or else MW Geometry Compiler will not be able to compile.
•NAME - Car manufacturer's name. name MUST be the same as the one that is used in the "XX-NAME.BIN"
•XX-NAME.BIN - XX is basically the number (any number will do) and NAME is the name of the manufacturer.

NOTE: BOTH name values MUST be exact.

Here's the list for car internal values. (props to Villain aka Finalmaster 2 for posting this in the NFSMW - Car Editing Tools thread)

Internal-value (Vehicle)
•sl65 (SL65 AMG)
•monaro (Vauxhall Monaro VXR)
•db9 (Aston Martin DB9)
•a3_20t (Audi A3 3.2 quattro)
•a4_32 (Audi A4 3.2 FSI quattro)
•tt (Audi TT 3.2 quattro)
•m3_gtr (BMW M3 GTR)
•m3_gtre46 (BMW M3 GTR E46)
•cts (Cadillac CTS)
•cobaltss (Cobalt SS)
•corvette_car (Corvette C6)
•corvettec6r (Corvette C6.R)
•viper (Dodge Viper SRT10)
•punto (Fiat Punto)
•fordgt (Ford GT)
•mustanggt (Ford Mustang GT)
•gallardo (Lamborghini Gallardo)
•murcielago (Lamborghini Murciélago)
•is300 (Lexus IS300)
•elise (Lotus Elise)
•rx7 (Mazda RX-7)
•rx8 (Mazda RX-8)
•clk500 (Mercedes-Benz CLK 500)
•sl500 (Mercedes-Benz SL 500)
•slr (Mercedes-Benz SLR McLaren)
•eclipsegt (Mitsubishi Eclipse)
•lancerevo8 (Mitsubishi Lancer EVOLUTION VIII)
•gto (Pontiac GTO)
•997s (Porsche 911 Carrera S)
•911gt2 (Porsche 911 GT2)
•911turbb (Porsche 911 Turbo S)
•carrera_gt (Porsche Carrera GT)
•caymans (Porsche Cayman S)
•clio (Renault Clio V6)
•imprezzawrx (Subaru Impreza WRX STi)
•supra (Toyota Supra)
•gti (VW Golf GTI)
•camaro (Camaro SS)
•copghost (Heat 2 car)
•copgto (Heat 3 car)
•copgtoghost (Heat 4 car)
•copheli (Police Helicopter)
•copmidsizeint (Cut Scene car)
•copmidsize (Heat 1 car)
•copsport (Cross' Corvette)
•copsportghost (Heat 6 car)
•copsporthench (Heat 5 car)
•cemtr (Cement truck)
•garb (Garage truck)
•minivan (Minivan)
•pickupa (Pickup truck)
•pizza (Pizza car)
•semi (Semi-trailer)
•taxi (Taxi car)
•traf4dseda (Sedan 1)
•traf4dsedb (Sedan 2)
•traf4dsedc (Sedan 3)
•trafamb (Ambulance)
•trafcamper (Camper)
•trafcemtr (Cement truck traffic version)
•trafcourt (Courtesy car)
•trafdmptr (Dump truck)
•trafficcoup (Coupe)
•traffire (Fire truck)
•trafgarb (Garbage truck traffic version)
•trafha (Hatchback)
•trafminivan (Minivan traffic version)
•trafnews (News van)
•trafpickupa (Pickup truck traffic version)
•trafpizza (Pizza car traffic version)
•trafstwag (Station wagon)
•trafsuva (SUV)
•traftaxi (Taxi car traffic version)
•trafvanb (Panel van)
•trailera (Oil tanker)
•trailerb (Car carrier)
•trailercmt (Pipe trailer)
•trailercon (Container trailer)
•trailercrate (Crate trailer)
•trailerlog (Log trailer)


FOLDER NAME - Car Name

NORMAL CARS:
•911GT2 - Porsche 911 GT2
•911TURBO - Porsche 911 Turbo S
•997S - Porsche 911 Carrera S
•A3 - Audi A3
•A4 - Audi A4
•BMWM3 - BMW M3 (Street Version)
•BMWM3GTRE46 - BMW M3 GTR's Hero
•CAMARO - Chevrolet Camaro SS
•CARRERAGT - Porsche Carrera GT
•CAYMANS - Porsche Cayman S
•CLIO - Renault Clio
•CLK500 - Mercedes-Benz CLK500
•COBALTSS - Chevrolet Cobalt SS
•CORVETTE - Chevrolet Corvette C6
•CORVETTEC6R - Chevrolet Corvette C6R
•CTS - Cadilliac CTS
•DB9 - Aston Martin DB9
•ECLIPSEGT - Mitsubishi Eclipse GT
•ELISE - Lotus Elise
•FORDGT - Ford GT
•GALLARDO - Lamborghini Gallardo
•GTI - Volkswagen Golf GTi
•GTO - Pontiac GTO
•IMPREZAWRX - Subaru Impreza WRX STi
•IS300 - Lexus IS300
•MURCIELAGO - Lamborghini Murcielago
•MUSTANGGT - Ford Mustang GT
•PUNTO - Fiat Punto
•RX7 - Mazda RX-7
•RX8 - Mazda RX-8
•SL500 - Mercedes-Benz SL500
•SL65 - Mercedes-Benz SL65
•SLR - Mercedes-Benz SLR McLaren
•SUPRA - Toyota Supra
•TT - Audi TT
•Viper - Dodge Viper SRT-10

TRAFFIC CARS:
(there are two lists, first list are the ones that CAN be played in-game, second one is the traffic you see while free-roaming.)
•CEMTR - Cement Truck
•GARB - Garbage Truck
•MINIVAN - Minivan
•PICKUPA - Pickup Truck
•PIZZA - Pizza Car
•SEMI - Semi-Trailer
•TAXI - Taxi Car
•TRAF4DSEDA - Sedan 1
•TRAF4DSEDB - Sedan 2
•TRAF4DSEDC - Sedan 3
•TRAFAMB - Ambulance
•TRAFCAMPER - Camper
•TRAFCEMTR - Cement Truck (Traffic version)
•TRAFCOURT - Courtesy Car
•TRAFDMPTR - Dump Truck
•TRAFFICCOUP - Coupe
•TRAFFIRE - Fire Truck
•TRAFGARB - Garbage Truck (Traffic version)
•TRAFHA - Hatchback
•TRAFMINIVAN - Minivan (Traffic version)
•TRAFNEWS - News Van
•TRAFPICKUPA - Pickup Truck (Traffic version)
•TRAFPIZZA - Pizza Car (Traffic version)
•TRAFSTWAG - Station Wagon
•TRAFSUVA - SUV
•TRAFTAXI - Taxi Car (Traffic version)
•TRAFVANB - Panel Van
•TRAILERA - Oil Tanker
•TRAILERB - Car Carrier
•TRAILERCMT - Piper Trailer
•TRAILERCON - Container Trailer
•TRAILERCRATE - Crate Trailer
•TRAILERLOG - Log Trailer


COP CARS:
Only the Heat 1, 3, 5 cars, and Heavy SUV are stable the others aren't plus the helicopter can only be flown using the copter mover.
•COPGHOST - Heat 2 car (undercover unit)
•COPGTO - Heat 3 car (GTO state unit)
•COPGTOGHOST - Heat 4 car (GTO state undercover unit)
•COPHELI - Police helicopter
•COPMIDSIZEINT - Cut scene car
•COPMIDSIZE - Heat 1 car
•COPSPORT - Cross' Corvette
•COPSPORTGHOST - Heat 6 car (Corvette C6 federal undercover unit)
•COPSPORTHENCH - Heat 5 car (Corvette C6 federal unit)
•COPSUVL - Light SUV
•COPSUV - Heavy SUV

----------------------------------

Part Names - (explained)

The following are the most important when doing cars:

[list]
•base_a *
•kit00_driver_a
•kit00_front_tire_a
•kit00_front_brake_a
•kit00_rear_brake_a

NOTE:Base parts are important however you don't need this if you are planning to attach the mount points in BinViewer this requires math skills similar to doing attributes for the wheel positionings & size, and right height.

The following can be used while converting to MW when its a racer or traffic car:

[list]
•kit00_body_a
•kit00_doorline_a
•kit00_door_left_a
•kit00_door_right_a
•kit00_front_bumper_a
•kit00_front_bumper_badging_set_a
•kit00_rear_bumper_a
•kit00_rear_bumper_badging_set_a
•kit00_decal_right_door_rect_medium_a
•kit00_decal_left_door_rect_medium_a
•kit00_decal_right_quarter_rect_medium_a
•kit00_decal_left_quarter_rect_medium_a
•kit00_exhaust_a
•kit00_hood_a
•kit00_interior_a
•kit00_left_brakelight_a
•kit00_right_brakelight_a
•kit00_left_headlight_a
•kit00_right_headlight_a
•kit00_left_headlight_glass_a
•kit00_right_headlight_glass_a
•kit00_left_side_mirror_a
•kit00_right_side_mirror_a
•kit00_front_window_a
•kit00_rear_window_a
•kit00_front_left_window_a
•kit00_front_right_window_a
•kit00_rear_left_window_a
•kit00_rear_right_window_a
•kit00_spoiler_a
•kit00_universal_spoiler_base_a
•style00_hood_a
•kit00_damage0_frontleft_a
•kit00_damage0_frontright_a
•kit00_damage0_rearleft_a
•kit00_damage0_rearright_a
•kit00_damage0_front_a
•kit00_damage0_rear_a
•decal_front_window_wide_medium_a
•decal_rear_window_wide_medium_a
•decal_left_door_rect_medium_a
•decal_right_door_rect_medium_a
•decal_left_quarter_rect_medium_a
•decal_right_quarter_rect_medium_a

For naming parts when its a cop car:
•kit00_damage0_body_a
•kit00_damage0_hood_a
•kit00_damage0_spoiler_a
•kit00_damage0_trunk_a
•kit00_damage0_left_door_a
•kit00_damage0_right_door_a
•kit00_damage0_left_rear_door_a
•kit00_damage0_right_rear_door_a
•kit00_damage0_hood_a
•kit00_damage0_cop_lights
•kit00_damage1_body_a
•kit00_damage1_hood_a
•kit00_damage1_spoiler_a
•kit00_damage1_trunk_a
•kit00_damage1_left_door_a
•kit00_damage1_right_door_a
•kit00_damage1_left_rear_door_a
•kit00_damage1_right_rear_door_a
•kit00_damage1_hood_a
•kit00_damage1_cop_lights

Any other part names that are acceptable please post.
Notes:
•_a can be changed to another character for LOD. (level of detail) Ranges from A-E.
•style00 (00) can be changed to another number for different hood part. Ranges are: 02-07, 09, 10, 13, 16, 17, 20, 21, 23, 26, 31, 32.
•kit00_body_a (00) can be changed to another number for Body Kits. (maximum of 5) Ranges from 00-05
•kit00_damage0 means the undamaged parts for cop cars while for racer cars it has to do with parts that show the scratches on the body when the car is damaged and can be changed to damage1 for damaged parts on cop cars only.
•decal_front_window_wide_medium_a or decal_rear_window_wide_medium_a means the decals for the front or rear windows on racer cars.
•kit00_decal_right_door_rect_medium_a, kit00_decal_left_door_rect_medium_a, kit00_decal_right_quarter_rect_medium_a, or kit00_decal_left_quarter_rect_medium_a has to do with decals for the doors, front, or rear on racer cars.
•kit00_damage0_left_rear_door_a, kit00_damage0_right_rear_door_a, kit00_damage1_left_rear_door_a, and kit00_damage1_right_rear_door_a should only be done if the cop car is a sedan or a 4 door SUV.


--------------

Usable dummy names
•#COPLIGHTRED
•#COPLIGHTBLUE
•#COPLIGHTWHITE
•#LEFT_BRAKELIGHT
•#RIGHT_BRAKELIGHT
•#LEFT_REVERSE
•#RIGHT_REVERSE
•#LEFT_EXHAUST
•#RIGHT_EXHAUST
•#LEFT_HEADLIGHT
•#RIGHT_HEADLIGHT
•#CENTRE_BRAKELIGHT
•#ROOF_SCOOP
•#SPOILER
•#HOOD***
•#TRUNK***
•#FRONT_BRAKE**
•#REAR_BRAKE**
•#FRONT_LEFT_DOOR*
•#FRONT_RIGHT_DOOR*
•#REAR_LEFT_DOOR*
•#REAR_RIGHT_DOOR*
•#FRONT_LEFT_DOOR_OPEN*
•#FRONT_RIGHT_DOOR_OPEN*
•#REAR_LEFT_DOOR_OPEN*
•#REAR_RIGHT_DOOR_OPEN*

•* for cut scene cruiser
•** for brakes
•***for camera views


This post has been edited by CVPI19 on May 11 2019, 02:27 PM


--------------------
NFS Police Force
Webmaster
Chief Of Police
PMEmail Poster
Top
SLZ Roadstar
Posted: Aug 12 2013, 10:49 AM
Quote Post


Newbie
*

Group: Members
Posts: 2
Member No.: 16
Joined: Mar 24 2013
Location: Mumbai, India



Texture name 'SKIN1B' is invalid & does not work.


--------------------
PMEmail PosterYahooMSN
Top
CVPI19
Posted: Aug 12 2013, 05:40 PM
Quote Post


Administrator
******

Group: Administrators
Posts: 710
Member No.: 2
Joined: Dec 23 2012
Location: Philadelphia PA, United States of America



QUOTE (SLZ Roadstar @ Aug 12 2013, 01:49 PM)
Texture name 'SKIN1B' is invalid & does not work.

Already removed that Texture name Rupak.


--------------------
NFS Police HQ Staff
www.nfspolicehq.com
PMEmail PosterAOLYahooMSN
Top
MNaeemi777
Posted: May 14 2017, 06:40 AM
Quote Post


Super V.I.P
******

Group: Moderators
Posts: 362
Member No.: 259
Joined: Dec 04 2016
Location: Alborz, Iran



If your car hasn't any bodykits, ignore "kit00_body_a" mesh and attach it with base_a or other parts such as: kit00_interior_a, kit00_left_side_mirror_a and etc., otherwise, AI will make the car, invisible. Just like hoods: If your car hood can't be customized, you must attach "kit00_hood_a" with a part, otherwise, the hood will be invisible by selecting other hoods.


--------------------
Best Regards, MNaeemi777 - NFS Police H.Q. Staff
PMEmail PosterUsers WebsiteYahoo
Top
MNaeemi777
Posted: Dec 27 2017, 01:28 AM
Quote Post


Super V.I.P
******

Group: Moderators
Posts: 362
Member No.: 259
Joined: Dec 04 2016
Location: Alborz, Iran



There were a few issues in the post, like extra shaders and has been solved.

Notes:
1-If you want to replace your car with BMW's Hero, use BMWM3GTRE46. BMWM3 is unfinished and unused model and nothing won't be changed and the street version is BMWM3GTR.
2-For body paint, you can use CARSKIN shader.

This post has been edited by CVPI19 on Jun 4 2018, 10:01 PM


--------------------
Best Regards, MNaeemi777 - NFS Police H.Q. Staff
PMEmail PosterUsers WebsiteYahoo
Top
CVPI19
Posted: May 27 2018, 01:57 PM
Quote Post


Administrator
******

Group: Administrators
Posts: 710
Member No.: 2
Joined: Dec 23 2012
Location: Philadelphia PA, United States of America



There’s alternative way to add mount points for cop cars without using a base and making them in Zmodeler through BinViewer but requires a lot of math skills similar to making the attributes.


--------------------
NFS Police HQ Staff
www.nfspolicehq.com
PMEmail PosterAOLYahooMSN
Top
CVPI19
Posted: Mar 25 2019, 10:02 PM
Quote Post


Administrator
******

Group: Administrators
Posts: 710
Member No.: 2
Joined: Dec 23 2012
Location: Philadelphia PA, United States of America



Added more materials & texture names as I was able to find most of them in Zmodeler for the materials & texture names as named for some vehicles.


--------------------
NFS Police HQ Staff
www.nfspolicehq.com
PMEmail PosterAOLYahooMSN
Top
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

Topic Options Reply to this topicStart new topicStart Poll