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Need For Speed Forums => Editing Projects => Topic started by: pete9516 on Jan 27, 2026, 12:13 PM

Title: Topic about fixed nfs4 cars
Post by: pete9516 on Jan 27, 2026, 12:13 PM
I want to create this topic here so i can share cars that i've fixed in the best manner that i could. Hate it or love it. If you love it, make sure to follow this thread so you're being notified about another car that got fixed. I like to fix anything which is not about the quality of a car model or showcase specifications, since there's simply not always data available and i can't do models and UV mapping. But i can do everything instead and i want to share this stuff here. Uploading them as actual car addons would result into a total mess and most authors probably wouldn't want that (including me). There's also gonna be posts where i update a car (for example add engine sounds, etc.)
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Jan 27, 2026, 12:18 PM
First fix to be shared here is noise's Alfa Romeo Canguro.
Fixes:

Car.fce:
- Fixed head's axis
- Merged spoiler part with :HB, since it only are windshield wipers and interior rear view mirror which is not supposed to be a removable part if you ask me

- Completely revamped carp.txt (more authentic/realistic, but 0-60 times might not match (if there's even data available on the net))

- Fixed dash.fce's RPM needle since the carp.txt has been recreated (much thanks/credits to Butch for creating the dash view)

- Added missing fedatas

- Changed from class B to class A

- Fixed the car's textures, so you can choose custom colors

EDIT: The stock red color might be a little brighter now due to the fact that the texture is now transparent and uses color values from car.fce instead the one from the actual texture
Title: Re: Topic about fixed nfs4 cars
Post by: EvoX on Jan 27, 2026, 12:19 PM
Wow that's useful, thanx Pete!
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Jan 29, 2026, 1:56 PM
Quote from: EvoX on Jan 27, 2026, 12:19 PMWow that's useful, thanx Pete!
Thanks, i hope it WiLL!!
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Mar 03, 2026, 7:25 AM
Another dead fart of my melancholy/nostalgia brain: The 1992 Chrysler Dynasty from Richard P:

- Centered the car.fce. It's wheels have been a bit underneath the road surface
- Completely revamped carp.txt. Used the following for a fix: https://www.automobile-catalog.com/car/1992/683690/dodge_dynasty_3_0l_v-6_automatic.html
- Removed the Pursuit Chevy Camaro's fedatas and duplicated the one Richard p has made
- Added a video wall out of the 2 pics Richard has set up as a mod website picture on nfs-cars.com (nfscars.net)

Unfortunately, it doesn't have a driver and steering wheel. When i'll ever be able to add parts and UV map them, this might get an update.
There's also been a 2.5L 4 cylinder, but as it seems the most common engine+transmission has been the above one with the link

After reading his readme.doc, i've totally seen myself in this car mod. I've once owned a wine red Golf 3 Variant 1.6L, it was about in the same physical state as his Chrysler, the clear coat's been missing from all over the parts, it's had it's flaws in general, but it could bring me from A to B and it was a beautiful car to drive due to it's age. Like a good wine ;D One day, i want to create my car (which i don't have anymore due to it having had too much rust (RIP) for nfs4 just like Richard p has done)

Here's the original version with additional description which is not present in the archive's readme.doc:
https://www.nfs-cars.com/need-for-speed-high-stakes/2/files/view/5658/
Title: Re: Topic about fixed nfs4 cars
Post by: Paul Spain on Mar 03, 2026, 11:02 AM
Ah, Dodge Dynasty..When I lived in Zeigler one of my Cousins had one..Funny thing with it..It had no brake/tail lights..So his father in law rigged up a switch and put it on the dash, When ever you'd come to a STOP sign just flip the switch, Then when you're moving again flip it back 🤣..He got pulled over and was busted driving on a suspended license one time and I had to go over to the P.D. and get his car and drive it back to his house for him so it wouldn't go to impound. Some years later I had to do this again but this he had Dodge Colt stick shift, I told the cop I can't drive a stick and he's like 🙄..I'll follow ya bud..well after much Rrrps, jumps, and stalls I got it there and the cop was like 🤣.
Title: Re: Topic about fixed nfs4 cars
Post by: EvoX on Mar 03, 2026, 11:43 AM
Wish we had more free time for our great projects...
Good luck on the car.
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Mar 03, 2026, 11:46 AM
Quote from: Paul Spain on Mar 03, 2026, 11:02 AMAh, Dodge Dynasty..When I lived in Zeigler one of my Cousins had one..Funny thing with it..It had no brake/tail lights..So his father in law rigged up a seich and put it on the dash, When ever you'd come to a STOP sign just flip the switch, Then when you're moving again flip it back 🤣..He got pulled over and was busted driving on a suspended license one time and I had to go over to the P.D. and get his car and drive it back to his house for him so it wouldn't go to impound. Some years later I had to do this again but this he had Dodge Colt stick shift, I told the cop I can't drive a stick and he's like 🙄..I'll follow ya bud..well after much Rrrps, jumps, and stalls I got it there and the cop was like 🤣.
omg best story Paul. Thanks for that. I'm totally jealous that you've driven a Dynasty once. I wonder how's the handling been
Title: Re: Topic about fixed nfs4 cars
Post by: Paul Spain on Mar 03, 2026, 1:50 PM
Quote from: pete9516 on Mar 03, 2026, 11:46 AM
Quote from: Paul Spain on Mar 03, 2026, 11:02 AMAh, Dodge Dynasty..When I lived in Zeigler one of my Cousins had one..Funny thing with it..It had no brake/tail lights..So his father in law rigged up a seich and put it on the dash, When ever you'd come to a STOP sign just flip the switch, Then when you're moving again flip it back 🤣..He got pulled over and was busted driving on a suspended license one time and I had to go over to the P.D. and get his car and drive it back to his house for him so it wouldn't go to impound. Some years later I had to do this again but this he had Dodge Colt stick shift, I told the cop I can't drive a stick and he's like 🙄..I'll follow ya bud..well after much Rrrps, jumps, and stalls I got it there and the cop was like 🤣.
omg best story Paul. Thanks for that. I'm totally jealous that you've driven a Dynasty once. I wonder how's the handling been

It handled great but as I said it had no brake/tail lights, had to activate those separate via the rigged up toggle switch which was nothing more than a household wall switch wired up to them 🤣. I miss that car, It was a deep dark Silver Blue color.
Title: Re: Topic about fixed nfs4 cars
Post by: LRF on Mar 04, 2026, 6:01 AM
I don't know if you accept requests or suggestions Pete, but maybe you could look into these 2:

- Plymouth/Dodge Sundance by Richard P (https://www.nfs-cars.com/need-for-speed-high-stakes/2/files/view/5827/)

- Toyota Celica Twin Cam Turbo (TA64) by Beowulf (https://www.nfs-cars.com/need-for-speed-high-stakes/2/files/view/3713/)

Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Mar 05, 2026, 3:30 AM
@LRF: These are definitely some good candidates. When i find the time & WiLL, i'll fix these 2. For now, here's just a fixed car.fce for the Toyota:
- Made the plain steering wheel (basically a disc) rotateable
- Centered axles from the wheels
- Centered whole car.fce with FCE Centerer

This car still needs a driver and a good carp.txt in combination with a new class to put into.

EDIT: Today i've managed my first driver attachment to a car mod. Unfortunately, it doesn't feature the custom opponents' hair and skin feature as it's soo complicated to understand and this car doesn't come with any color. There has to be some space in the texture so i won't be able to do this on every car mod.

- Added EA's stock driver
- Duplicated fedata.eng to all other languages
- Removed EA Corvette's stock colors given by Zanoza Modeler upon exporting since it has no coloring texture
Title: Re: Topic about fixed nfs4 cars
Post by: Paul Spain on Mar 05, 2026, 1:54 PM
Quote from: LRF on Mar 04, 2026,  6:01 AMI don't know if you accept requests or suggestions Pete, but maybe you could look into these 2:

- Plymouth/Dodge Sundance by Richard P (https://www.nfs-cars.com/need-for-speed-high-stakes/2/files/view/5827/)

- Toyota Celica Twin Cam Turbo (TA64) by Beowulf (https://www.nfs-cars.com/need-for-speed-high-stakes/2/files/view/3713/)


Did you try moving the wheels in CarCad, centering them in FCE Finish 2, and then centering the whole thing in FCE Centerer yet? That might fix the Celica. Or does the wheels look normal in CarCad, Fce Finish 2, ZMNodeler,ect. ?
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Mar 06, 2026, 1:27 AM
Quote from: Paul Spain on Mar 05, 2026,  1:54 PM
Quote from: LRF on Mar 04, 2026,  6:01 AMI don't know if you accept requests or suggestions Pete, but maybe you could look into these 2:

- Plymouth/Dodge Sundance by Richard P (https://www.nfs-cars.com/need-for-speed-high-stakes/2/files/view/5827/)

- Toyota Celica Twin Cam Turbo (TA64) by Beowulf (https://www.nfs-cars.com/need-for-speed-high-stakes/2/files/view/3713/)


Did you try moving the wheels in CarCad, centering them in FCE Finish 2, and then centering the whole thing in FCE Centerer yet? That might fix the Celica. Or does the wheels look normal in CarCad, Fce Finish 2, ZMNodeler,ect. ?
They look normal everywhere, it's just their axles not being centered that's all
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Mar 09, 2026, 7:25 AM
Porsche 911 Carrera (993) from C-959:

car.fce:

- Centered with FCE Centerer (duh)
- Centered driver's and head's axles
- Rearranged head's position
- Added license plate dummies
- Fixed lights getting black when cracked => no cracks nomore :(
- Fixed left and right rear mirror's polygons, they've been using body colors, i've removed the UV mapping and made them semi-transparent
- Added :OLM and :ORM parts

dash.fce:

- Fixed dash needles for new carp.txt

car.viv:

- New more realistic carp.txt based on the original one. I was impressed how accurate the original carp.txt was.
- No class change as class A was the proper class to put this car into

Very lovely car. I'm not impressed by the head lamp's texture, but it's still ok
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Mar 31, 2026, 12:00 AM
Donnie Briscoe's Mitsubishi Galant VR-4 '99 D-Tuning:

CARP.TXT:
- Fixed opponent acceleration tables and top speed parameter for future update of gameplay/physics modification

CAR.FCE:
- Remapped some stuff, missing sunglasses from driver, remapped special face which was present in the texture, but not actually mapped to the car.fce
- Added driver animations
- Fixed axles, etc.

DASH.FCE:
- Centered with FCE Centerer as it's been too low
Title: Re: Topic about fixed nfs4 cars
Post by: EvoX on Mar 31, 2026, 12:44 AM
Cool! But is she still AAA? I guess tuned JDM are closer to A - maximum AA (400R, top R34 GT-R versions).
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Mar 31, 2026, 1:25 AM
Quote from: EvoX on Mar 31, 2026, 12:44 AMCool! But is she still AAA? I guess tuned JDM are closer to A - maximum AA (400R, top R34 GT-R versions).
I won't "fix" the performance of tuned cars. I only do that if a car mod is meant to represent a specific car which exists in real life. That actually makes sense. But i won't intend a new performance for some heavily tuned Audi TT which goes well above 5000km/h as this is clearly the author's intention lol. Let authors have their fantasies 25 years ago :D
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Mar 31, 2026, 1:26 AM
Quote from: pete9516 on Mar 31, 2026,  1:25 AM
Quote from: EvoX on Mar 31, 2026, 12:44 AMCool! But is she still AAA? I guess tuned JDM are closer to A - maximum AA (400R, top R34 GT-R versions).
I won't "fix" the performance of tuned cars. I only do that if a car mod is meant to represent a specific car which exists in real life. That actually makes sense. But i won't invent a new performance for some heavily tuned Audi TT which goes well above 5000km/h as this is clearly the author's intention lol. Let authors have their fantasies 25 years ago :D But not for real, actual cars where the performance and other specs are well known
Title: Re: Topic about fixed nfs4 cars
Post by: LRF on Mar 31, 2026, 4:56 AM
I should've made this post earlier, but here it is.

Another low-poly car, that needs to be paid attention is the Hurst/Olds Oldsmobile by an Unknown creator.

The only issue I encountered with it, is the hood tachometer is wrongly placed, and not working correctly.

I don't have screenshots of the interior sadly, but here is the car.
Title: Re: Topic about fixed nfs4 cars
Post by: EvoX on Mar 31, 2026, 5:39 AM
Quote from: pete9516 on Mar 31, 2026,  1:26 AM
Quote from: pete9516 on Mar 31, 2026,  1:25 AM
Quote from: EvoX on Mar 31, 2026, 12:44 AMCool! But is she still AAA? I guess tuned JDM are closer to A - maximum AA (400R, top R34 GT-R versions).
I won't "fix" the performance of tuned cars. I only do that if a car mod is meant to represent a specific car which exists in real life. That actually makes sense. But i won't invent a new performance for some heavily tuned Audi TT which goes well above 5000km/h as this is clearly the author's intention lol. Let authors have their fantasies 25 years ago :D But not for real, actual cars where the performance and other specs are well known
I thought u were a realist))
Personally I never liked those hypersonic builds even back in the 00s. I understand if it's some Starwars UFO rendition, but Audi - nope.
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Mar 31, 2026, 3:00 PM
Quote from: EvoX on Mar 31, 2026,  5:39 AM
Quote from: pete9516 on Mar 31, 2026,  1:26 AM
Quote from: pete9516 on Mar 31, 2026,  1:25 AM
Quote from: EvoX on Mar 31, 2026, 12:44 AMCool! But is she still AAA? I guess tuned JDM are closer to A - maximum AA (400R, top R34 GT-R versions).
I won't "fix" the performance of tuned cars. I only do that if a car mod is meant to represent a specific car which exists in real life. That actually makes sense. But i won't invent a new performance for some heavily tuned Audi TT which goes well above 5000km/h as this is clearly the author's intention lol. Let authors have their fantasies 25 years ago :D But not for real, actual cars where the performance and other specs are well known
I thought u were a realist))
Personally I never liked those hypersonic builds even back in the 00s. I understand if it's some Starwars UFO rendition, but Audi - nope.
I am, but it doesn't make sense to fix a fictional car's performance which doesn't exist in real life. What performance should i give it? 250km/h? 300km/h? 350km/h? 400km/h? Or even 496km/h? Everything could be taken as performance. And i can't create 10 different performance versions for 1 single car which is fictional anyway. I won't take somebody else's car and place a random EA carp.txt into it so that it somehow has realistic performance. What is realistic on a fictional car? Nothing. I only fix carps on cars which are clearly meant to represent a specific real life car
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Mar 31, 2026, 11:53 PM
Toni Nappi's 1969 Hurst/Olds 4-4-2

What has been fixed:

CAR.FCE:
- Fixed underbody cover polygons. They had backface culling disabled. Now they have backface culling so you won't see those polygons when viewing from top to the bottom of the car
- Fixed driver/head animations, also fixed head's position and driver's hands
- Fixed steering wheel's UV mapping
- Removed lowpoly parts
- Centered with FCE Centerer

CARP.TXT:
- Remade (more realistic). Still class A

DASH.FCE:
- Fixed needles' and axles' positions

These fixes have been done for every upgrade
Title: Re: Topic about fixed nfs4 cars
Post by: EvoX on Apr 01, 2026, 12:05 AM
Quote from: pete9516 on Mar 31, 2026,  3:00 PM
Quote from: EvoX on Mar 31, 2026,  5:39 AM
Quote from: pete9516 on Mar 31, 2026,  1:26 AM
Quote from: pete9516 on Mar 31, 2026,  1:25 AM
Quote from: EvoX on Mar 31, 2026, 12:44 AMCool! But is she still AAA? I guess tuned JDM are closer to A - maximum AA (400R, top R34 GT-R versions).
I won't "fix" the performance of tuned cars. I only do that if a car mod is meant to represent a specific car which exists in real life. That actually makes sense. But i won't invent a new performance for some heavily tuned Audi TT which goes well above 5000km/h as this is clearly the author's intention lol. Let authors have their fantasies 25 years ago :D But not for real, actual cars where the performance and other specs are well known
I thought u were a realist))
Personally I never liked those hypersonic builds even back in the 00s. I understand if it's some Starwars UFO rendition, but Audi - nope.
I am, but it doesn't make sense to fix a fictional car's performance which doesn't exist in real life. What performance should i give it? 250km/h? 300km/h? 350km/h? 400km/h? Or even 496km/h? Everything could be taken as performance. And i can't create 10 different performance versions for 1 single car which is fictional anyway. I won't take somebody else's car and place a random EA carp.txt into it so that it somehow has realistic performance. What is realistic on a fictional car? Nothing. I only fix carps on cars which are clearly meant to represent a specific real life car
I understand your logic. I think for this specific Galant (it's still not a fictional one, looks like a tuned JDM to me) some Mitsu circuit racing versions performance can be considered. I think this info can still be found. P.S. I like how PedroBLR sets the performance values for his upgrades. This might be an example for me) Used them in my online pack, too.
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Apr 01, 2026, 7:41 PM
Quote from: EvoX on Apr 01, 2026, 12:05 AM
Quote from: pete9516 on Mar 31, 2026,  3:00 PM
Quote from: EvoX on Mar 31, 2026,  5:39 AM
Quote from: pete9516 on Mar 31, 2026,  1:26 AM
Quote from: pete9516 on Mar 31, 2026,  1:25 AM
Quote from: EvoX on Mar 31, 2026, 12:44 AMCool! But is she still AAA? I guess tuned JDM are closer to A - maximum AA (400R, top R34 GT-R versions).
I won't "fix" the performance of tuned cars. I only do that if a car mod is meant to represent a specific car which exists in real life. That actually makes sense. But i won't invent a new performance for some heavily tuned Audi TT which goes well above 5000km/h as this is clearly the author's intention lol. Let authors have their fantasies 25 years ago :D But not for real, actual cars where the performance and other specs are well known
I thought u were a realist))
Personally I never liked those hypersonic builds even back in the 00s. I understand if it's some Starwars UFO rendition, but Audi - nope.
I am, but it doesn't make sense to fix a fictional car's performance which doesn't exist in real life. What performance should i give it? 250km/h? 300km/h? 350km/h? 400km/h? Or even 496km/h? Everything could be taken as performance. And i can't create 10 different performance versions for 1 single car which is fictional anyway. I won't take somebody else's car and place a random EA carp.txt into it so that it somehow has realistic performance. What is realistic on a fictional car? Nothing. I only fix carps on cars which are clearly meant to represent a specific real life car
I understand your logic. I think for this specific Galant (it's still not a fictional one, looks like a tuned JDM to me) some Mitsu circuit racing versions performance can be considered. I think this info can still be found. P.S. I like how PedroBLR sets the performance values for his upgrades. This might be an example for me) Used them in my online pack, too.
Yeah, that's where ideologies go their separate ways. I won't recreate carp.txt's on tuned or fictional vehicles. What am i supposed to do with all NUH Creations then? What if there is a car which got quite some unrealistic performance? Who even knows this on a fictional car. There's some problematic mods. For example, Memphis has created a "customized" E46 M3 which got a really cool model. But the carp.txt is not even close to an original E46 M3. It got way too short gears and simply not enough top speed. I'm thinking of redoing it, but still, it's his  very own customized version. I'll have to see what i'll do there
Title: Re: Topic about fixed nfs4 cars
Post by: EvoX on Apr 01, 2026, 10:26 PM
For E46 you are free to go as about German cars you surely know much more than me... There is Zpectres M3 set which has a number of M3 variations up to the GTR, btw. Still, where I am 100 per cent in your camp, is that we shouldn't apply EA files in random order, i.e. one guy put a CLK GTR carp into a Lambo with no weight modification, not taking into account all the rest 😂
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Apr 14, 2026, 10:36 AM
Givix' VOLGSTER

What has been fixed:

CAR.FCE:
- Fixed driver/head movements
- Fixed steering wheel's UV mapping
- Fixed position of license plate dummy
- Centered model with FCE Centerer

CARP.TXT:
- Remade opponent acceleration tables

FEDATA.XXX:
- Added missing entries

CAR00.TGA:
- Added missing alpha channel for steering wheel (didn't have transparency around it)

UPDATE:

CAR.FCE:
-Now the black windows has been fixed thanks to noise's information about the :OC part
Title: Re: Topic about fixed nfs4 cars
Post by: noise on Apr 14, 2026, 1:36 PM
Did you check if the OC part also has transparant Windows?

I remember trying to fix Windows of a car but without succes, turned out the OC part also had Windows.
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Apr 14, 2026, 2:15 PM
Quote from: EvoX on Apr 01, 2026, 10:26 PMFor E46 you are free to go as about German cars you surely know much more than me... There is Zpectres M3 set which has a number of M3 variations up to the GTR, btw. Still, where I am 100 per cent in your camp, is that we shouldn't apply EA files in random order, i.e. one guy put a CLK GTR carp into a Lambo with no weight modification, not taking into account all the rest 😂
Thanks!!

@noise: Thank you so much for this information. I will check if that's the case and update it if i get it to work
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Apr 28, 2026, 9:42 AM
DoomWarrior's Ferrari Tipo 166 Corsa Spyder '48

What has been fixed:

CAR.FCE/CAR00.TGA:
Tried to improve the model the best that i could by
- Adding a steering wheel
- Added a proper dash
- Rescaled the model as it's simply been too large
- Remodeled the wheel arches to be more accurate to the real car
- Gave the radiator grille body colors as there's been a model which uses body colors on the radiator grille (i think it was the 1948 one)
- Added driver/head animations

CARP.TXT:
- Completely remade. Almost realistic. Thankfully, this car exists at automobile-catalog.com. But i had to play with the gear efficiencies a lot to get a proper performance according to the data from the catalog

FEDATA.xxx:
- Added missing entries

Car mod's page:
https://nfsa.ca/c9684
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Apr 30, 2026, 9:35 AM
Tomekk's Audi RS6 Avant:
https://www.nfsaddons.com/downloads/nfshs/cars/audi/313/audi-audi-rs6-avant.html

What has been fixed:

CAR.FCE:
- Fixed head's position
- Fixed driver's/head's animations
- Fixed position of 1 single vertice being part of the back seats which had a way off position

CARP.TXT:
- Completely remade based on original one which was really awful and values being way off

FEDATA.XXX:
- Added missing entries
- Changed from class AA to class A

DASH.FCE:
- Added simple dash based on the CAR.FCE

UPDATE:
- Better DASH.FCE
Title: Re: Topic about fixed nfs4 cars
Post by: EvoX on Apr 30, 2026, 10:17 AM
Haha, that Volgster. I don't remember those things go above 200 even in their tuned versions😆We once almost killed ourselves trying to race a Z3 in a 3102 Volga. I'll look at what u did with its carp then, very interesting 🤣👍🏁
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Apr 30, 2026, 10:41 AM
Quote from: EvoX on Apr 30, 2026, 10:17 AMHaha, that Volgster. I don't remember those things go above 200 even in their tuned versions😆We once almost killed ourselves trying to race a Z3 in a 3102 Volga. I'll look at what u did with its carp then, very interesting 🤣👍🏁
I have to disappoint you comrade, i didn't change anything but the opponent acceleration tables. But you're free to apply your own changes to the carp.txt ofcourse
Title: Re: Topic about fixed nfs4 cars
Post by: EvoX on Apr 30, 2026, 11:10 AM
Haha ok. I thought there would be some NOS simulation on the Volga :D
Title: Re: Topic about fixed nfs4 cars
Post by: Paul Spain on Apr 30, 2026, 12:42 PM
Quote from: pete9516 on Apr 30, 2026,  9:35 AMTomekk's Audi RS6 Avant:
https://www.nfsaddons.com/downloads/nfshs/cars/audi/313/audi-audi-rs6-avant.html

What has been fixed:

CAR.FCE:
- Fixed driver/head's animations and parts' axles
- Fixed position of 1 single vertice being part of the back seats which had a way off position

CARP.TXT:
- Completely remade based on original one which was really awful and values being way off

FEDATA.XXX:
- Added missing entries
- Changed from class AA to class A

DASH.FCE:
- Added simple dash based on the CAR.FCE

You should make a Polizei for the pursuit edition, They love those Station wagons.
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Jun 10, 2026, 2:18 AM
Jan Kersting's BMW Z8 Roadster

What has been fixed:

CAR.FCE:
- Fixed backface culling of driver's wheel

CARP.TXT:
- Remade, performance more realistic, and scratching chassis when taking suspension damage got reduced so it doesn't happen immediately at 1%

FEDATA.XXX
- Changed from class AA to A as it's top speed & performance is only 271km/h
Title: Re: Topic about fixed nfs4 cars
Post by: noise on Jun 10, 2026, 10:02 AM
Just saw Michael.H's version uploaded with your carp.txt.
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Jun 10, 2026, 10:28 AM
Quote from: noise on Jun 10, 2026, 10:02 AMJust saw Michael.H's version uploaded with your carp.txt.
Yes i've made it for him and for my fix as well because i had this one fixed some year ago and then Michael mentioned that he had an own version of Jan's version in the pipes and now they both use the same carp.txt Make sure to use my gameplay fixes for tha full powa of the opponents on long straights if you WiLL
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on 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
Title: Re: Topic about fixed nfs4 cars
Post by: Cooya! on 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.
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on 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
Title: Re: Topic about fixed nfs4 cars
Post by: EvoX on Jul 01, 2026, 10:16 AM
Welche anderen Autos möchten Sie verbessern, Pete =D
Title: Re: Topic about fixed nfs4 cars
Post by: Cooya! on 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...  ::)
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Jul 01, 2026, 10:31 AM
Quote from: EvoX on Jul 01, 2026, 10:16 AMWelche anderen Autos möchten Sie verbessern, Pete =D
YES.
Title: Re: Topic about fixed nfs4 cars
Post by: Cooya! on Jul 01, 2026, 10:32 AM
Ahh... Haha  =D
Rügenwalder?!?  :D
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Jul 01, 2026, 10:42 AM
Quote from: Cooya! on Jul 01, 2026, 10:28 AMBack 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...  ::)

Well it's pretty hard to calculate the gear speeds if you ask me. Also you had to have very precise gear ratio values and i'm not sure if they've been around all across the net like nowadays.. Anyway, getting the km/h values from automobile-catalog.com makes things much, much easier
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Jul 01, 2026, 10:44 AM
Quote from: Cooya! on Jul 01, 2026, 10:32 AMAhh... Haha  =D
Rügenwalder?!?  :D
Ob Teewurst oder diese hier.. Oder die mit der Mühle.. EGAL
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Jul 01, 2026, 10:46 AM
Quote from: Cooya! on Jul 01, 2026, 10:28 AMBack 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...  ::)

I'm also only using NFS Wizard for editing them, but i use GIMP to get the torque values from the picture and a calculator to calculate all the values you have to calculate for the carp.txt
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Jul 01, 2026, 10:51 AM
Quote from: Cooya! on Jul 01, 2026, 10:28 AMBack 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...  ::)

Those 2 tracks are way too short to test the top speed of a car. You have to test the top speed if you want the carp.txt to be precise.
I'd be happy about a version 2 of this car, but i'm already happy with the current interior and that iconic driver. What would have been cool would be a db7v.qfs for the Data/FeArt/VidWall folder :D
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Jul 03, 2026, 8:48 PM
Grungy Harry & noise's Alfa Romeo 90 2.5
What has been fixed:

CAR.FCE:
- Steering wheel was part of :OC, is now part of :OD
- Corrected driver animations and parts' axles,
- Fixed position of driver's head (was too far back)

CAR00.TGA:
- Added alpha channel for the main body color, so now it's colorable (no fixed color anymore)

CARP.TXT:
- Completely remade based on original one, was awful, still had very good handling, even with front drive ratio being 1,0 but performance was way off and even missing parameters in torque curve
EDIT: Wasn't that awful, the torque curve was pretty good, but had missing parameters still

FEDATA.XXX:
- Duplicated missing entries

Technically, this car is class C as it's performance is much weaker than EA's B class cars, but in High Stakes we're limited from B to AAA.
The damage model is weird but i can't make damage models yet
Title: Re: Topic about fixed nfs4 cars
Post by: Herms on Jul 03, 2026, 9:01 PM
This must be the Alfa Romeo that was just uploaded on the site. These are very useful fixes. Thanks for sharing them Pete.
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Jul 03, 2026, 9:06 PM
Quote from: Herms on Jul 03, 2026,  9:01 PMThis must be the Alfa Romeo that was just uploaded on the site. These are very useful fixes. Thanks for sharing them Pete.
Thanks Herms, i'm glad if somebody downloads them. No it's a car that got uploaded here somewhere in 2024 by noise
Title: Re: Topic about fixed nfs4 cars
Post by: EvoX on Jul 03, 2026, 11:13 PM
I jeez have a question, is that catalog really trusted and correct. Besides, is there really any big sense making close-to-life dynamic values in an arcade video game? No offense, just thinking. U doing a good job anyway.
Title: Re: Topic about fixed nfs4 cars
Post by: noise on Jul 04, 2026, 4:45 AM
The Alfa90 was/is uploaded on nfscars by me. Like I mentioned in the description, the car was an unfinished project by Grungy Harry on SMcars website. The carp.txt I used was most likely an EA A class car.

I didn't bring it over to nfsaddons myself.
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Jul 04, 2026, 8:26 AM
Quote from: EvoX on Jul 03, 2026, 11:13 PMI jeez have a question, is that catalog really trusted and correct. Besides, is there really any big sense making close-to-life dynamic values in an arcade video game? No offense, just thinking. U doing a good job anyway.
Yes EvoX, that catalog is really trusted and correct. I think i've mentioned before that this data is very precise on the cars i own in real life and i'm capable of topping them out on the Autobahn and the values are pretty much the same.. It is the best resource for a data specifications catalogue for cars. IF the data is even there. Many car companies won't give data to him because they've yeeted it or too private or whatever. And to your 2nd question: You're moaning about me not fixing tuned cars' Carps because they're "too unrealistic" and at the same time you're asking questions about if it's worth to do accurate Carps.. Sometimes, i don't understand you pal
And to answer it: Yes, there is no sense in using badly made carp.txt's when you can have better ones. It's the same with models. When you can make good models, why make a bad one with bad UV mapping and bad geometry? If i'd have to choose a model (for a conversion for example) where 1 model is Ryuji Kainoh quality and the 2nd model is Memphis or Spectre or Team RSR or Watzelm quality, why would i use the Ryuji Kainoh one with worse proportions and low polycount?
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Jul 04, 2026, 8:27 AM
Quote from: noise on Jul 04, 2026,  4:45 AMThe Alfa90 was/is uploaded on nfscars by me. Like I mentioned in the description, the car was an unfinished project by Grungy Harry on SMcars website. The carp.txt I used was most likely an EA A class car.

I didn't bring it over to nfsaddons myself.
That would explain some things. As for the carp.txt, it is some modified one
Title: Re: Topic about fixed nfs4 cars
Post by: EvoX on Jul 04, 2026, 9:18 AM
Quote from: pete9516 on Jul 04, 2026,  8:26 AM
Quote from: EvoX on Jul 03, 2026, 11:13 PMI jeez have a question, is that catalog really trusted and correct. Besides, is there really any big sense making close-to-life dynamic values in an arcade video game? No offense, just thinking. U doing a good job anyway.
Yes EvoX, that catalog is really trusted and correct. I think i've mentioned before that this data is very precise on the cars i own in real life and i'm capable of topping them out on the Autobahn and the values are pretty much the same.. It is the best resource for a data specifications catalogue for cars. IF the data is even there. Many car companies won't give data to him because they've yeeted it or too private or whatever. And to your 2nd question: You're moaning about me not fixing tuned cars' Carps because they're "too unrealistic" and at the same time you're asking questions about if it's worth to do accurate Carps.. Sometimes, i don't understand you pal
And to answer it: Yes, there is no sense in using badly made carp.txt's when you can have better ones. It's the same with models. When you can make good models, why make a bad one with bad UV mapping and bad geometry? If i'd have to choose a model (for a conversion for example) where 1 model is Ryuji Kainoh quality and the 2nd model is Memphis or Spectre or Team RSR or Watzelm quality, why would i use the Ryuji Kainoh one with worse proportions and low polycount?
Quote from: pete9516 on Jul 04, 2026,  8:26 AM
Quote from: EvoX on Jul 03, 2026, 11:13 PMI jeez have a question, is that catalog really trusted and correct. Besides, is there really any big sense making close-to-life dynamic values in an arcade video game? No offense, just thinking. U doing a good job anyway.
Yes EvoX, that catalog is really trusted and correct. I think i've mentioned before that this data is very precise on the cars i own in real life and i'm capable of topping them out on the Autobahn and the values are pretty much the same.. It is the best resource for a data specifications catalogue for cars. IF the data is even there. Many car companies won't give data to him because they've yeeted it or too private or whatever. And to your 2nd question: You're moaning about me not fixing tuned cars' Carps because they're "too unrealistic" and at the same time you're asking questions about if it's worth to do accurate Carps.. Sometimes, i don't understand you pal
And to answer it: Yes, there is no sense in using badly made carp.txt's when you can have better ones. It's the same with models. When you can make good models, why make a bad one with bad UV mapping and bad geometry? If i'd have to choose a model (for a conversion for example) where 1 model is Ryuji Kainoh quality and the 2nd model is Memphis or Spectre or Team RSR or Watzelm quality, why would i use the Ryuji Kainoh one with worse proportions and low polycount?
Quote from: pete9516 on Jul 04, 2026,  8:26 AM
Quote from: EvoX on Jul 03, 2026, 11:13 PMI jeez have a question, is that catalog really trusted and correct. Besides, is there really any big sense making close-to-life dynamic values in an arcade video game? No offense, just thinking. U doing a good job anyway.
Yes EvoX, that catalog is really trusted and correct. I think i've mentioned before that this data is very precise on the cars i own in real life and i'm capable of topping them out on the Autobahn and the values are pretty much the same.. It is the best resource for a data specifications catalogue for cars. IF the data is even there. Many car companies won't give data to him because they've yeeted it or too private or whatever. And to your 2nd question: You're moaning about me not fixing tuned cars' Carps because they're "too unrealistic" and at the same time you're asking questions about if it's worth to do accurate Carps.. Sometimes, i don't understand you pal
And to answer it: Yes, there is no sense in using badly made carp.txt's when you can have better ones. It's the same with models. When you can make good models, why make a bad one with bad UV mapping and bad geometry? If i'd have to choose a model (for a conversion for example) where 1 model is Ryuji Kainoh quality and the 2nd model is Memphis or Spectre or Team RSR or Watzelm quality, why would i use the Ryuji Kainoh one with worse proportions and low polycount?
Probably I was not precise. I meant those tuned cars which could go about 600 kph or more) like that fantasy Audi from your last video. I guess that is too much. In this case I sometimes don't understand your position, too. Cuz u say carps should be precise as in reality. And then u make vids with totally unrealistic cars. As for race versions of Mitsus, Toyos and such, there are many. There are circuit versions that can go like a Ferrari. No need to argue. Then. I'm not this purist. If some values are incorrect but the car behaviour feels ok overall, nothing bothers me. Anyway, if someone likes messing with tables, and calculations, it's his logic, tastes differ and I'm also ok with that. It just takes huge amounts of time, and I prefer driving and getting pleasure from the game rather than counting values. That's just about me:)
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Jul 04, 2026, 9:50 AM
Quote from: EvoX on Jul 03, 2026, 11:13 PMI jeez have a question, is that catalog really trusted and correct. Besides, is there really any big sense making close-to-life dynamic values in an arcade video game? No offense, just thinking. U doing a good job anyway.
I mean ofcourse you can't have realistic handling, but you can simulate the performance of a car really good in High Stakes. And i like performance physics in general, that's why i do it
Quote from: EvoX on Jul 04, 2026,  9:18 AMProbably I was not precise. I meant those tuned cars which could go about 600 kph or more) like that fantasy Audi from your last video. I guess that is too much. In this case I sometimes don't understand your position, too. Cuz u say carps should be precise as in reality. And then u make vids with totally unrealistic cars. As for race versions of Mitsus, Toyos and such, there are many. There are circuit versions that can go like a Ferrari. No need to argue. Then. I'm not this purist. If some values are incorrect but the car behaviour feels ok overall, nothing bothers me. Anyway, if someone likes messing with tables, and calculations, it's his logic, tastes differ and I'm also ok with that. It just takes huge amounts of time, and I prefer driving and getting pleasure from the game rather than counting values. That's just about me:)
I've already described that earlier: I'm not going to fix the performance of fictional cars which don't exist.
Yes that's the thing. Tastes differ. When i feel that the performance of a F40 mod is way too strong, i start bothering ;) It also bothers me when there's a driver model which doesn't have any animations or when the steering wheel is being part of the cockpit part. Or non-colorable cars.
And yes, i totally like messing with tables, i like doing calculations, it's what i had to learn for many years at school. Back then, it wasn't that cool, later, i became piano technician and i had to learn stuff like logarhythms and it was fun because it was for making a piano. Mathematics can be really enjoying if it's for the right intension. Also i like to have proper bots in this game ffs
And yes it takes huge amounts of time, but it's worth the input. If there's a modpack with properly made mods, i'm also down in playing modpacks. But if a modpack is just a collection of random mods not taken care of the overall quality of the mods itself, it totally turns me off playing those modpacks/mods. By the way the RT/10 you're driving in your new video got a fix from me from years ago xD Go and take the original carp.txt and you'll notice the difference hopefully. The original carp.txt was/is awful, as it's from Martin Leps. Not trying to be offensive here, it's just that there are people who can do good carp.txt's and there are people who've never been good at it. Therefore, those people have made beautifully made car models for example