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Messages - Jaguara

#1
I simplified the sidewall. Will replace the modeled bolts with texture and will cut some poly strips on the body where I went a bit overboard with.
Thank you for your feedback, all.
#2
The 2D rims with alpha channel would fit into the style of NFS 3 and 4. They also support 10k-11k poly cars if I remember correctly, well not in full grid maybe. I'll cut down the poligones and compromise on details.
#3
Here are the low poly wheels, could go down a little bit more.


Will think of a way to cram the textures into one.
You can find my previous conversions in the backup site: nfs-cars.com

#4
That's a fast progress. Good model.
#5
I have some cars for NFS III and Porsche.
I'll make LOD models to bring it under 10 000. NFS PU handles such a polycount I think. And multiple textures. But the textures are separate, front, back, sides and interior. Will think of a way to optimize them.
#6
Editing Projects / Re: New car on the works
Jan 25, 2026, 4:30 AM
Finally finished. Now to make 2-3 more paintjobs and damage textures. And some converting.
I might have some questions about porting to NFS, haven't done it in more than 15 years, maybe more.


#7
Editing Projects / Re: New car on the works
Jan 23, 2026, 1:04 PM
Searching for suitable photos for textures took me quite some time. It's almost finished. The central console needs fixing:
#8
Hey, happy new year, guys! So I was inactive for a while, then managed to finish the TT for Midtown Madness 2. If I have time, I'll try converting it to HS or Porsche. Meanwhile a month ago I started another car. Needs just a seat and a rear view mirror modeled. And possibly damage model.







#9
General NFS / Re: Question about nfscars.net
Jun 19, 2024, 11:22 PM
That pretty much sucks. The site was functional until quite recently but seems it is down since a few weeks. I was visiting it regularly since 2005 or 2006.
Also how I didn't find nfsaddons sooner, I don't know.
#10
Editing Projects / Re: Flipping polies
Apr 22, 2024, 2:52 AM
I use Blender 2.78c here, I couldn't get used to the newer versions.
The problem will be how would you import your model. I exported my model from Zmod in 3ds format (which messes up the normals, and should redo them again).
You can try that in Blender 2.80+ with the pkg import/export filter for Midtown Madness 2 and then reimport in Zmod (which crashes it sometimes).
So I press Tab to go into edit mode, then press A to select all (verts, faces) press ctrl+n and it reorients all the faces to outside, I don't need to select them seperately.



If you want, you can try to edit the models normals by selecting them with the right mouse button and click y (same as Zmod detach, but you don't have to reunite after that).
#11
Editing Projects / Re: Flipping polies
Apr 14, 2024, 11:32 PM
I would try importing the model in Blender and recalculate the normals outside. It should automatically orient the poligons the right way.
There's even an import filter for Zmod files for Blender.
#12
Nice to see some scratch made cars still being made. I'm sure that one will come out great.
#13
Thank you. Will join soon. I'm nearly finished with the MM2 conversion, after that I'll try NFS:PU.
Here's my first converted car for the game way back from 2007.
#14
Hey. I haven't been a member to this site but I was searching for some tutorials on conversion to various games to refresh my memory as I haven't modeled or converted any car or track in a long while. So I had a nostalgia hit and decided to go back to my hobby I left somewhere in 2013 and finish a model from 2009, an Audi TT which I recently converted to Midtown Madness 2 but also am thinking of porting it to NFS that I used to convert some cars to, that is Porsche. I took a quick read of your tutorial and think it's pretty detailed and will help me fairly quickly to remember the steps to porting cars into the game. So thank you for your effort, it is amazing that there are people who still care for such old games.