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#1
Editing Projects / Re: Last rides with high stake...
Last post by Cooya! - Today at 4:48 PM
Yes... Your car is totally accurate if you delete the little "i" from the logos on the back (and on the dashview on the passangers side)... What isn't a bad idea because the fuel injection version was less powerfull than the carburator version because of emission regulations. I just wanted to be sure if you wanted to make an early version after posting this 1984 Car-magazine picture. the differences to the BBi are super-minimal so its no big deal at all.. PS: Turn signals of the BBi were amber colored and identical to the BB... maybe you mistake it with the predecessor the 365 GT/4BB with white turn signals, 3 rearlights per side and 3 exhaust pipes per side?!? ahh... you mean the little lights in the bumper between the turn signals and the fog lights? I am not 100% sure but I would say they are daydriving lights from american versions... they dont't belong to european BBi on default as it seems
#2
Editing Projects / Re: Last rides with high stake...
Last post by Butch - Today at 4:22 PM
Quote from: Cooya! on Today at  1:22 PMOh no... So I am too late for my typical last-minute-critics...

I just wanted to figure out that the chamfer in the front of the pop up headlights need to be bodycolored, the door opener is missing and that the 512BBi-logo in the back needs to move outwards a bit:



What brings me to a little "problem" here:
You gave it a late model 512BBi logo at the back... but your model is clearly an very early 512bb because of the front grill sitting in front of the fog lights. If it was a BBi it needs to have the fog lights stig out of the grill because the grill ends where the lights begin. And it needs to have some rear fog lights next to the exhaust pipes on both sides.

My idea was to do what you did with the Isdera and make a very early BB and the very last BBi as two separated models.

I built this car. https://www.classicargarage.fr/garages/s2-classic-cars/voitures-a-vendre/ferrari-512-bb-1978
It strikes me as a compromise between the 365 BB—which seems to straddle the 1970s and 1980s and the 512BBi, whose front turn signals I don't like.



About the inside, the trouble comes from the name of the part.
I'll see it tomorrow with the rear logo on the back and the chamfer of the popup light.

Thank you.
#3
Editing Projects / Re: Last rides with high stake...
Last post by Cooya! - Today at 1:54 PM
And now after testing it I found out these two little flaws from the dashview when looking to the right and behind:



Some polygons are not rendered properly... it seems to be a problem with the order of the parts
#4
Editing Projects / Re: Last rides with high stake...
Last post by Spectre - Today at 1:38 PM
The Ferrari is absolutely amazing! Great work there Butch!

Now that it's out, I'm curious on the next car. I bet it's either the BMW M1 or the Marcos Mantis XP.
#5
Editing Projects / Re: Last rides with high stake...
Last post by Cooya! - Today at 1:22 PM
Oh no... So I am too late for my typical last-minute-critics...

I just wanted to figure out that the chamfer in the front of the pop up headlights need to be bodycolored, the door opener is missing and that the 512BBi-logo in the back needs to move outwards a bit:



What brings me to a little "problem" here:
You gave it a late model 512BBi logo at the back... but your model is clearly an very early 512bb because of the front grill sitting in front of the fog lights. If it was a BBi it needs to have the fog lights stig out of the grill because the grill ends where the lights begin. And it needs to have some rear fog lights next to the exhaust pipes on both sides.

My idea was to do what you did with the Isdera and make a very early BB and the very last BBi as two separated models.
#6
Editing Projects / Re: Last rides with high stake...
Last post by Butch - Today at 12:21 PM
Since I'm not American, I'd like to wish you all a happy All Saints' Day.

The BB is on the road ...................

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#7
Help/F.A.Q / How to accurately make collisi...
Last post by Lumanator - Oct 29, 2026, 8:25 PM
I don't see any documentation for this whatsoever. Anyone got an idea of how collisionsbounds and collisionclouds work? And how do I make it as accurate to my car model's dimensions as possible?

I am trying to do this with NFSMW btw.
#8
General NFS / Re: 4LOWER One
Last post by Geminiyo - Oct 27, 2026, 6:02 AM

4LoWeR One 1.82
4LoWeR One 1.82 FASTSTEERING

Previous Change:Added experimental *Power Steering* module.

Latest Change:Quick after-fix. *Power Steering* module got Gas Off parameter tuned. Its now divided by class: fast cars a bit more agile, slow cars a bit less agile.


The 4LoWeR One 1.82 is 345mb in size
https://drive.google.com/file/d/1UwO30NSla5cfoWY9y8wwuj3azavT8Mh7/view?usp=sharing
The 4LoWeR One 1.82 FASTSTEERING is 345mb in size
https://drive.google.com/file/d/15VHOIgGriyKRPKmTailabu0_ChlXkeXl/view?usp=sharing

The Key To the Highway 2.7.0 (Fixed Poly VRoads) is 69mb in size
https://drive.google.com/file/d/1llkQSFexF2OOLyYP9ZWCkOJmzk_Og7_w/view?usp=sharing
The Key To the Highway Mix2 1.5.0 (Fixed Poly VRoads) is 80mb in size
https://drive.google.com/file/d/1zB1VK-Q5rDcyxn6bYchrNpzvjLLwtdZM/view?usp=sharing
The Key To the Highway Mix3 1.1.1
https://drive.google.com/file/d/1EPnRh54fl183zPJclsl3gFNFDzQqf5du/view?usp=sharing
Anti-Crash Savedata
https://drive.google.com/file/d/19OtowxYRJcJ-96_MrOWwPsJrux9syIfL/view?usp=sharing
#9
Editing Projects / Re: Last rides with high stake...
Last post by Butch - Oct 26, 2026, 5:15 AM
Freak-DS gave up.  There's no competition. 8)
#10
General NFS / Help creating a Binary mod to ...
Last post by FrankCr-z - Oct 26, 2026, 2:48 AM
Hi everyone!

I'm trying to create my first custom mod for **Need for Speed: Most Wanted (2005)** using Binary, and I need some help with the installation scripts.

I have created custom DDS textures to replace the original Numbers textures in the game. I have two custom styles, **Racing Style** and **Tein Style**, and I also want to include a **Vanilla Style** option to restore the original textures.

All DDS files have the same filenames as the original textures. I have checked this carefully, and the files are organized into separate folders.

My goal is to create a Binary installer that allows the user to:
- Install Racing Style.
- Install Tein Style.
- Restore the original Vanilla Style.

### Current folder structure

```text
Numbers_Mod FrankCr-z/
├── Numbers_Mod FrankCr-z.end
└── Binary Scripts/
    ├── Main.end
    ├── Install.end
    ├── Uninstall.end
    ├── Racing Style/
    │   └── DDS files
    ├── Tein Style/
    │   └── DDS files
    └── Vanilla Style/
        └── DDS files
```

I used the existing **NFSMW New Number Styles** mod as a reference because its Binary installer works correctly on my game installation. Its scripts use commands such as:

```text
if collection_exists CARS\TEXTURES.BIN TPKBlocks DEFAULT
do
update_collection CARS\TEXTURES.BIN TPKBlocks DEFAULT CollectionName CARTEXTURES
else
do
end

bind_textures synchronize CARS\TEXTURES.BIN TPKBlocks CARTEXTURES "Style 1 Black"
```

I adapted the scripts to use my own style names, but I cannot get my installer to work.

Binary reports this error:

```text
Error: Collection named CARTEXTURES does not exist.
```

This happens when the script reaches the `bind_textures synchronize` command. However, I can open `CARS\TEXTURES.BIN` with Binarius, expand `TPKBlocks`, and see the `CARTEXTURES` collection and its textures. The original Numbers Styles mod also works correctly and changes the textures inside `TEXTURES.BIN`.

I suspect I'm missing something about how Binary handles texture collections or how the DDS folders are referenced by the scripts.

### My questions

1. How should I structure a Binary mod to install custom DDS textures that replace existing textures in `CARS\TEXTURES.BIN`?
2. How does Binary associate the DDS files in the style folders with the texture collection used by `bind_textures`?
3. Is there a specific command or additional configuration needed to make my custom styles available to `bind_textures synchronize`?
4. Could someone share a minimal working example of a Binary installer that offers multiple custom texture styles and a vanilla restoration option?

I'm new to creating Binary mods, so any guidance or working example would be greatly appreciated.

Thanks in advance!