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#21
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by Cooya! - Jul 01, 2026, 10:28 AM
Back in the day I made the CARP.txt there was already enough information on the internet to get all the data right...
But my problem was always that NFS4 is sooo arcadish that it does not interpret them right. My approach was always to put in all the real values at first but then to fiddle around with them until the driving FEELS right and all the times 0-60, quater mile, half mile, etc are as correct as possible. Atleast on my 2 testing maps "Raceway 1" and "Deadly Outback" that were my basic reference tracks for that to get the CARP.txt comparable to all the cars I edited. But you are right: Making Carps was a little more difficult back in the day. We had no idea which values were used and which were not and had to test it out... I only used NFS-Wizzard to do them.

I wanted to make a V2 of this car for a long time now with the Interior and driver of the vanilla DB7 or with the ones of "NFSF1McLaren"s remake... well... maybe one day...  ::)
#22
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by EvoX - Jul 01, 2026, 10:16 AM
Welche anderen Autos möchten Sie verbessern, Pete =D
#23
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by pete9516 - Jul 01, 2026, 10:01 AM
Quote from: Cooya! on Jul 01, 2026,  9:42 AMAlthough I think you should have ask for that before... I am totally fine with it.  :)

Since the original model has no real interior but a superbasic "room" to the windowline originally everythink was just plain black inside. I wanted to give it the illusion of a complete interior and therefore I drew some textures that simulates light. ...And then I textures the driver to this subtile "black man".. I still thought that everythink was still dark enough that you would not notice the lack of animation on the driver but I was wrong. Back in the day I did not really care because I wanted to keep the polycount as low as possible. But now I think that a moving driver is always a good driver ;)
I still have no idea what was wrong with my "carp.txt" as I worked on it for quite a long time to get all the times right... but you surely have your reasons and I am fine with that.
Yes, technically i should have done that as you're an active member so i apologize for that. I just hope that my ideas of how a mod should be like WiLL be appreciated. Especially talking about the carps. Most old carp.txt's are trash if you ask me. automobile-catalog.com exists since 2010 and people had it very hard to make good carp's back in the early 2000's. So you can suggest that most of them aren't as good as when somebody in 2026 will remake them based on the specs found from automobile-catalog.com as their data is very realistic considering it fits to all the cars i've previously owned. 298km/h is the factory claim the DB7 Vantage can go, but the website has some kind of simulation app which is very precise. I can guarantee that for all my cars i've driven on the Autobahn at top speed. Your carp had a MAXrpm value of 7700 i think which is way too high as the torque curve from the site "only" goes up to 6500rpm. And the torque curve wasn't really good, it had too many values and 570Nm is 30Nm too high when looking at the torque curve from the website. The weight was a little bit too less and the gear efficiency curves weren't really well made. They have to go up linear instead of 5 low values and 6th value rising up into the sky. Also the Top speed (m/s) is outdated if you play with my delta patches and the opponent acceleration tables can never be good if you don't create them from scratch. It's just how it is. The model itself is very good, i only wanted the driver + socalled wheel :D to be animated. And i'm also totally fine with the interior. I know that modeling an interior must be a pain in the ass and it is exactly how you've described it that you can barely see that it's basically no real interior but that's totally ok
#24
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by Cooya! - Jul 01, 2026, 9:42 AM
Although I think you should have ask for that before... I am totally fine with it.  :)

Since the original model has no real interior but a superbasic "room" to the windowline originally everythink was just plain black inside. I wanted to give it the illusion of a complete interior and therefore I drew some textures that simulates light and depth. ...And then I textured the driver to this subtile "black man".. I thought that everythink was still dark enough that you would not notice the lack of animation on the driver but I was wrong. Back in the day I did not really care because I wanted to keep the polycount as low as possible. But now I think that a moving driver is always a good driver ;)
I still have no idea what was wrong with my "carp.txt" as I worked on it for quite a long time to get all the times right... but you surely have your reasons and I am fine with that.
#25
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by pete9516 - Jul 01, 2026, 9:27 AM
Aston Martin DB7 Vantage from Cooya! and Tõnis Taru
What has been fixed:

CAR.FCE:
- Added animated driver & head parts

CARP.TXT:
- Remade, more realistic now (handling is still a bit shitty due to turn ramps, but i keep them original if they're not too low)

DASH.FCE:
- Fixed needles' positions due to new CARP.TXT
#26
Addon Requests / Re: MW installation with addon...
Last post by MoLiEG - Jun 30, 2026, 9:31 PM
As far as I know, you can't add cars with both Vlted and Ogvi. If you add a car with ogvi, you need to keep adding cars with that program.

As for the 1st problem, how many cars have you added to the game?
#27
General NFS / Re: Nfs most wanted 2005 winte...
Last post by CharlesNLe - Jun 30, 2026, 10:17 AM
Awesome find! It's amazing that you finally tracked it down after all that time, thanks for sharing the link with the community!
#28
Help/F.A.Q / Re: Uhh, how do i fix this?
Last post by Agnes Digidawg - Jun 30, 2026, 8:23 AM
Quote from: Eevee on Apr 07, 2026,  2:54 AM
Quote from: Agnes Digidawg on Mar 31, 2026,  9:06 AMive installed B345T's Lexus LFA NFSU2 Style, and when i select the car to customize it, it appears like this, anything to fix this? and this is my 99th addon car, so is strange to why it would appear like this

Link to B345T's Lexus LFA:https://www.nfsaddons.com/downloads/nfsmw/cars/lexus/10739/lexus-lexus-lfa-nfsu2-style.html
I think you have reached DBModelParts limit. If you happen to hit it, you may need to manually edit every vanilla playable car's DBModelParts to remove cop damage (listed before any bodykits), attachments, and references to the non-existent 6th bodykit, as long as vanilla car hasn't been replaced with its EC version.
You may also refer here: https://www.nfsaddons.com/forums/index.php?topic=2714.0

where do i find the DBModelParts in MW and Carbon in OGVI?
#29
Editing Projects / Re: Last rides with high stake...
Last post by Butch - Jun 29, 2026, 10:58 PM
I planned a Mk1 and a Mk3. A bit like the Imperarors, the first and the last. I think the Mk1 will have the Hard Top.

#30
General NFS / Re: Online-Resources of classi...
Last post by Herms - Jun 29, 2026, 9:58 PM
Not sure if someone posted a link yet for this one. I came across this small old German site today featuring all BMW car mods and screenshots.

https://web.archive.org/web/20040707051650/http://stephan.peppmoeller.de/NFS-BMW/indexhome.html