Posts

NFS-Toolkit #5 - Map conversion feature

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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-VltEd v4.5 Released

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New features and improvements in this release:
Many fields now have names instead of just numbersAutomatic insertion of new line at the end of the ScriptEditorNew 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 improvementsAdded new hashesand many minor improvements Issues fixed in this release Incorrect expansion of base fields outside the range, for example: resize_field pursuitlevels heat_06 cops -100Shifting sound disappeared after the database was saved (Most Wanted, Carbon)Camera issue in autosculpt mode (ProStreet)Invalid format for the stockPaint an…

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 in any 3D Editor,…

NFS:Undercover Citroën GT Released

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Citroën GT v1.0 by Robin7t4 & nfsu360
The world's first community created custom car modification for Need for Speed Undercover.