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#1
Help/F.A.Q / How to accurately make collisi...
Last post by Lumanator - Today at 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.
#2
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
#3
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)
#4
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!
#5
Addon Requests / Re: [NFSMW2005] Car Requests
Last post by HelperUnknown - Oct 24, 2026, 2:46 PM
Car: Chevrolet Monte Carlo
Source Game: NASCAR Thunder 2004
Conversion: NFS: Most Wanted (2005)
Version: Binary/VltEd Add-on

For Vinyls, you can give it the various liveries Jeff Gordon had throughout his career. His iconic Rainbow Warrior scheme is in the source game too.
#6
Editing Projects / Re: Last rides with high stake...
Last post by EvoX - Oct 24, 2026, 4:30 AM
Wow!!! We're gonna see your modelling competition with the Cooya's team 911 (930) models they made in the past. Personally I still think those dashes were probably the best ones. The 930 is very special to me... Hours of PU grinding with friends in a PC club ages ago... those days😎❤️
#7
Editing Projects / Re: Last rides with high stake...
Last post by Butch - Oct 24, 2026, 3:54 AM
The M1 will be coming very soon, and the other two will follow in the not-too-distant future as well.
#8
Editing Projects / Re: Last rides with high stake...
Last post by brakesLate - Oct 23, 2026, 3:10 PM
Quote from: Butch on Oct 22, 2026,  5:36 AMAlthough the colours in the first thumbnail are far too British for my taste, I'd rather spend my time on this.



Do you mean you plan to create a Porsche 911 Turbo, a Countach and a BMW M1 ?
#9
Editing Projects / Re: T3ED Updates (NFS4 Track E...
Last post by pete9516 - Oct 23, 2026, 6:09 AM
I don't know what you're doing there as i'm only using FSHTool to edit the textures
#10
Editing Projects / Re: Last rides with high stake...
Last post by EvoX - Oct 22, 2026, 11:47 AM
I dunno about the others... All we should definitely have is an HD M1
Thats all I know :police:  :D