Thanks to big men AJ_Lethal
??? - Before start you should know :
- consider to name your vinyl not generic , be specific to prevent clashing 2 vinyls each other (false example : CUSTOM01 - CUSTOM02 \ true example : PORSCHE RWB 911 - PORSCHE UNLEASHED FD etc.)
- Vinyl textures should be ARGB or 8BIT format (256-color) with alpha channel without mipmaps; red and blue channels should be swapped; alpha channel determines blending with car paint.
- Texture name is usually (yourcarxname)_(Vinylname) (e.g. 350Z_MODERN_056C).
- A black and white _MASK texture is needed (e.g. 350Z_MODERN_056C_MASK) for transparency.
- Colorable vinyls should have pure red, blue and green colors.
:) - time to start
- Open Binary
- Modder Mode
- Main - New Launcher
- Path - (your nfs gamefile)
- Usage - Modder
- Game - (your nfs game)
- Save the endscript
- Open your endscript with notepad
- [VERSN1]
{
"Usage": "Modder",
"Game": "(your nfs game)",
"Directory": "C:\(your nfs game)",
"Endscript": "",
"Files": [
"GLOBAL\GLOBALA.BUN",
"GLOBAL\GLOBALB.LZC"
- if you see this add what i added to the last part
"GLOBAL\GLOBALA.BUN",
"GLOBAL\GLOBALB.LZC",
"CARS\(yourcarxname)\VINYLS.BIN"
- save the changes
- open binary modder mode
- main - load files - load your endscript
- open added new thingy (CARS\(yourcarxname)\VINYLS.BIN)
- TPKBlocks - double click (yourcarxname)_VINYLS
- Textures - add texture - add your vinyl first
- Enter name of the new texture = (yourcarxname)_(Vinylname)
- Textures - add texture - add your mask second
- Enter name of the new texture = (yourcarxname)_(Vinylname)_MASK
- Added Vinyls should have the following properties in binary : AlphaBlendType: TEXBLEND_SRCCOPY - AlphaUsageType: TEXUSAGE_NONE
- Close the Texture menu
- now go to in GLOBAL\GLOBALBLZC DBModelParts yourcarxname - added part name should be same as Vinylname
- name it Vinylname and add a part going to Car Parts > Add Part
- set the CarPartGroupID to VINYL
- give it a DebugName and PartLabel with the Caps Lock On same as Vinylname
- set an UpgradeGroupID to set the vinyl category
MW
32, 64 - Flames
34, 66 - Stripes
33, 97 - Tribal
35, 67, 99 - Race Flags
100, 132 - National Flags
37, 133, 165, 197 - Body
8 - Special
190, 230 - Unique
38 - Black Edition
31 - Custom
UG2
Tear 32
Tear Set 33
Stripe 34
Stripe Set 35
Splash 36
Splash Set 37
Modern 38
Modern Set 39
Flame 40
Flame Set 41
Lightning 42
Lightning Set 43
Racing 76
Racing Set 77
Flag 110
Flag Set 111
Tribal 80
Tribal Set 81
Wild 82
Wild Set 83
Hood 84
Aftermarket 85
Body 87
Unique (set 1) 152
Unique (set 2) 120
Top Layer 121
Art Factory 122
Contest 91
Sponsor 86
Debug 124
Sponsor (preset cars) 92
:police: - attributes - add these attributes step by step
- REMAP (boolean): determines if vinyl is colorable - Value False = no , Value True = yes
- TEXTURE_NAME (key): specifies what texture does the vinyl use - Value (Vinylname)
- NUMCOLORS (integer): how many colors are present in the texture. Usually it's 16 for colorable vinyls and 64 for non-colorable vinyls
- NUMREMAPCOLORS (integer): how many colorable colors does the vinyl have (range from 1 to 3) (0 is noncolourable one just slaps it to the car without any colour change)
- BRAND_NAME (key): not sure what is for, but it's always NFSU for NFSU1/2 or MW for NFSMW
- TEXTURE (string): Value same as TEXTURE_NAME. Has a boolean property named ValueExists that enables/disables it. Basicly put it in True.
:D - its finished
there should be a video on that, now. just for purposes of views