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Messages - Flygoniaks

#1
You've gotta be kidding me.

I've been trying to solve this off-and-on over 2 weeks, trying any method that came to mind, such as adding additional parts or renaming all the parts.

And it turns out the problem the whole time was A TYPO IN THE NAME OF THE DAMAGESPECS I CREATED FOR THE CAR???
#2
Help/F.A.Q / Re: broken gauges
Feb 28, 2025, 1:54 PM
You didn't really specify which game this was, but I'm assuming it's a game with customizable gauges like MW or UG2? If so, it's possible that you might have deleted something that was tied to the UI customization options (assuming they're in DBModelParts).

I apologize if this isn't helpful, as I'm very new to NFS modding myself, and have only been modding Carbon (which doesn't have customization for UI). So, I'm not entirely sure whether or not this is actually the issue...
#3
Quote from: FLOOFY on Feb 28, 2025,  1:23 PM
Quote from: Eevee on Feb 28, 2025,  1:13 PMFrom what I know, the only way to get rid of these cars is to make a new save game.
i love you
Yeah, I'm still VERY new to NFS modding, but from what I've messed with, I've found that which cars are unlocked is tied directly to your save file. So, if you delete modded cars but use a save file where those cars were unlocked, your save file still lists those cars as available, and the game replaces any missing data with a placeholder Carerra GT.
#4
Hi, everyone! For the past few days, I've been converting a certain mod made for Most Wanted (the Nissan GT-R "Prototype" Pursuit Vehicle) to Carbon for personal use. I'm almost done, but there's one last problem.

Here's the issue: This cop car doesn't have dynamic visual damage like the others. It definitely HAS a full DAMAGE1 model, as shown in these screenshots, and the entire car does enter this DAMAGE1 state when it's destroyed (which I'm pretty sure is a default for all cop cars). However, the car's does not show any visual damage until it's been completely wrecked. What I want to know is what I have to change in order to make individual parts appear damaged when the player rams into them, and also allow certain parts (doors, etc.) to become detatched from the model entirely, like the other cop cars. However, I'm completely clueless as to what I need to modify here.

I should note that this mod in its original MW incarnation had a custom DBModelParts BIN file that I was unable to port to Carbon (due to having no clue how to convert it to Carbon's format) - however, looking through the DBModelParts lists for the other cop cars, I couldn't find anything that looked like a "detachable part" flag, so I'm not sure if this is relevant. Any suggestions/advice will be greatly appreciated!
#5
Quote from: Eevee on Jan 20, 2025,  7:19 AMThe Roof Scoop marker should be assigned to KIT00_ROOF part. If the car model in question doesn't have one (i.e. roof model is merged with base model), you can just create a simple plane or cube inside the car model
Oh, I see! Yeah, this particular car model didn't have a roof part (or to be more precise, the BASE part IS the roof) so I just assigned the Roof Scoop marker to the BASE part instead since that worked for the light markers. I've currently shifted my focus to messing around with traffic and cop patterns during the past few days, but once I'm done with that I'll try adding a hidden plane inside the car's model and calling that the "roof."

I'll let you know how your advice turns out once I get around to it! Thanks for the help, I didn't realize that the Cartoolkit/games were that picky for the Roof Scoop marker in particular.
#6
Hello everyone,

First, some backstory. A few days ago I decided to install some mods for NFS Carbon, and with one mod in particular (the Jensen Interceptor by PedroBLR), I was a little underwhelmed with the quality and decided to see if I couldn't improve it a little by adding just a few more features that seemed like they'd be easy. And to be honest, I've had a lot of fun learning how to do this!

The good news is that I've succeeded in almost all of the changes I wanted to make - I've added _BRAKELIGHT and _REVERSE position markers, removed a DBModelParts reference to a part that didn't actually exist, and changed the license plate to something that matches better with the rest of the cars on the roster. However, there's one last issue that I can't figure out how to solve.

For some reason that I can't determine, the universal roof scoop option I'm attempting to add is always being positioned UNDER the car (at a location that I'm fairly certain is the x0/y0/z0 origin) and does not have a texture. As you can see in the picture, I have positioned the _ROOF_SCOOP marker properly, and I've been trying for a full day to get this to work to no avail.

What makes this weirder is that the brakelight and reverse markers I've added work just fine. This is just a hunch, but does this issue possibly have something to do with my process of exporting the original GEOMETRY as an .obj, importing and exporting it through Blender, and then importing it back into NFS Cartoolkit? Is there a specific set of options I need to use during that process to get this marker to work?