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#61
Addon Requests / FERRARI MCLAREN
Last post by Hachekaeme - Jul 05, 2025, 2:24 PMHello everyone. I've had problems installing the McLaren 765 LT and Ferrari 488 Pista addons. I'm willing to reach a financial agreement with anyone who creates these two functional addons for my game. Thanks
#62
Editing Projects / Re: T3ED Updates (NFS4 Track E...
Last post by JimDiabolo - Jul 05, 2025, 9:31 AMHere is a new beta version 4.4.0 (433):
- Recalc speed between two AI Points with SHIFT-S.
- Animated objects data accepts neative numbers.
- Import Off-objects: y-z swapped.
- VRoad lanes recalc changed.
- TrackView starts with a bigger window.
- Show Block Direction added.
- Show / Hide track (black) Polygons added. (PomFrit asked for it)
- Recalc speed between two AI Points with SHIFT-S.
- Animated objects data accepts neative numbers.
- Import Off-objects: y-z swapped.
- VRoad lanes recalc changed.
- TrackView starts with a bigger window.
- Show Block Direction added.
- Show / Hide track (black) Polygons added. (PomFrit asked for it)
#63
Help/F.A.Q / Updated Tutorial = How to add ...
Last post by Emosen11 - Jul 04, 2025, 8:53 AMThanks to big mens AJ_Lethal and NLGXZEF
- Before start you should know :
- consider to name your vinyl not generic , be specific to prevent clashing 2 vinyls each other (false example : CUSTOM01 - CUSTOM02 \ true example : PORSCHE RWB 911 - PORSCHE UNLEASHED FD etc.)
- Vinyl textures should be ARGB or 8BIT format (256-color) with alpha channel without mipmaps; red and blue channels should be swapped; alpha channel determines blending with car paint.
- Texture name is usually (yourcarxname)_(Vinylname) (e.g. 350Z_MODERN_056C).
- A black and white _MASK texture is needed (e.g. 350Z_MODERN_056C_MASK) for transparency.
- Colorable vinyls should have pure red, blue and green colors.
- time to start
- Open Binary
- Modder Mode
- Main - New Launcher
- Path - (your nfs gamefile)
- Usage - Modder
- Game - (your nfs game)
- Save the endscript
- Open your endscript with notepad
- [VERSN1]
{
"Usage": "Modder",
"Game": "(your nfs game)",
"Directory": "C:\(your nfs game)",
"Endscript": "",
"Files": [
"GLOBAL\GLOBALA.BUN",
"GLOBAL\GLOBALB.LZC"
- if you see this add what i added to the last part
"GLOBAL\GLOBALA.BUN",
"GLOBAL\GLOBALB.LZC",
"CARS\(yourcarxname)\VINYLS.BIN"
- save the changes
- open binary modder mode
- main - load files - load your endscript
- open added new thingy (CARS\(yourcarxname)\VINYLS.BIN)
- TPKBlocks - double click (yourcarxname)_VINYLS
- Textures - add texture - add your vinyl first
- Enter name of the new texture = (yourcarxname)_(Vinylname)
- Textures - add texture - add your mask second
- Enter name of the new texture = (yourcarxname)_(Vinylname)_MASK
- Added Vinyls should have the following properties in binary : AlphaBlendType: TEXBLEND_SRCCOPY - AlphaUsageType: TEXUSAGE_NONE
- Close the Texture menu
- now go to in GLOBAL\GLOBALBLZC DBModelParts yourcarxname - added part name should be same as Vinylname
- name it Vinylname and add a part going to Car Parts > Add Part
- set the CarPartGroupID to VINYL
- give it a DebugName and PartLabel with the Caps Lock On same as Vinylname
- set an UpgradeGroupID to set the vinyl category
MW
32, 64 - Flames
34, 66 - Stripes
33, 97 - Tribal
35, 67, 99 - Race Flags
100, 132 - National Flags
37, 133, 165, 197 - Body
8 - Special
190, 230 - Unique
38 - Black Edition
31 - Custom
UG2
0 = "VINYL_CATEGORY_TEAR"
1 = "VINYL_CATEGORY_TEARSET"
2 = "VINYL_CATEGORY_STRIPE"
3 = "VINYL_CATEGORY_STRIPESET"
4 = "VINYL_CATEGORY_SPLASH"
5 = "VINYL_CATEGORY_SPLASHSET"
6 = "VINYL_CATEGORY_MODERN"
7 = "VINYL_CATEGORY_MODERNSET"
8 = "VINYL_CATEGORY_FLAMES"
9 = "VINYL_CATEGORY_FLAMESET"
10 = "VINYL_CATEGORY_LIGHTNING"
11 = "VINYL_CATEGORY_LIGHTNINGSET"
12 = "VINYL_CATEGORY_RACING"
13 = "VINYL_CATEGORY_RACINGSET"
14 = "VINYL_CATEGORY_FLAG"
15 = "VINYL_CATEGORY_FLAGSET"
16 = "VINYL_CATEGORY_TRIBAL"
17 = "VINYL_CATEGORY_TRIBALSET"
18 = "VINYL_CATEGORY_WILD"
19 = "VINYL_CATEGORY_WILDSET"
20 = "VINYL_CATEGORY_HOODS"
21 = "VINYL_CATEGORY_AFTERMARKET"
22 = "VINYL_CATEGORY_MANUFACTURER"
23 = "VINYL_CATEGORY_BODY"
24 = "VINYL_CATEGORY_UNIQUE"
25 = "VINYL_CATEGORY_TOP_LAYER"
26 = "VINYL_CATEGORY_ARTFACTORY"
27 = "VINYL_CATEGORY_CONTEST"
28 = "VINYL_CATEGORY_SPECIAL" (Debug texture, etc.)
29 = Unused, add manually into scripts\UnlimiterData\_VinylGroups.ini
30 = Unused, add manually into scripts\UnlimiterData\_VinylGroups.ini
31 = "VINYL_CATEGORY_CUSTOM" (Put Car-Specific vinyls here)
Upgrade Levels:
0 = Level 0 (Stock??)
32 = Level 1
64 = Level 2
96 = Level 3
128 = Level 4 (Unique)
Tear 32
Tear Set 33
Stripe 34
Stripe Set 35
Splash 36
Splash Set 37
Modern 38
Modern Set 39
Flame 40
Flame Set 41
Lightning 42
Lightning Set 43
Racing 76
Racing Set 77
Flag 110
Flag Set 111
Tribal 80
Tribal Set 81
Wild 82
Wild Set 83
Hood 84
Aftermarket 85
Body 87
Unique (set 1) 152
Unique (set 2) 120
Top Layer 121
Art Factory 122
Contest 91
Sponsor 86
Debug 124
Sponsor (preset cars) 92
- attributes - add these attributes step by step
- REMAP (boolean): determines if vinyl is colorable - Value False = no , Value True = yes
- TEXTURE_NAME (key): specifies what texture does the vinyl use - Value (Vinylname)
- NUMCOLORS (integer): how many colors are present in the texture. Usually it's 16 for colorable vinyls and 64 for non-colorable vinyls
- NUMREMAPCOLORS (integer): how many colorable colors does the vinyl have (range from 1 to 3) (0 is noncolourable one just slaps it to the car without any colour change)
- BRAND_NAME (key): not sure what is for, but it's always NFSU for NFSU1/2 or MW for NFSMW
- TEXTURE (string): Value same as TEXTURE_NAME. Has a boolean property named ValueExists that enables/disables it. Basicly put it in True.
- its finished

- consider to name your vinyl not generic , be specific to prevent clashing 2 vinyls each other (false example : CUSTOM01 - CUSTOM02 \ true example : PORSCHE RWB 911 - PORSCHE UNLEASHED FD etc.)
- Vinyl textures should be ARGB or 8BIT format (256-color) with alpha channel without mipmaps; red and blue channels should be swapped; alpha channel determines blending with car paint.
- Texture name is usually (yourcarxname)_(Vinylname) (e.g. 350Z_MODERN_056C).
- A black and white _MASK texture is needed (e.g. 350Z_MODERN_056C_MASK) for transparency.
- Colorable vinyls should have pure red, blue and green colors.

- Open Binary
- Modder Mode
- Main - New Launcher
- Path - (your nfs gamefile)
- Usage - Modder
- Game - (your nfs game)
- Save the endscript
- Open your endscript with notepad
- [VERSN1]
{
"Usage": "Modder",
"Game": "(your nfs game)",
"Directory": "C:\(your nfs game)",
"Endscript": "",
"Files": [
"GLOBAL\GLOBALA.BUN",
"GLOBAL\GLOBALB.LZC"
- if you see this add what i added to the last part
"GLOBAL\GLOBALA.BUN",
"GLOBAL\GLOBALB.LZC",
"CARS\(yourcarxname)\VINYLS.BIN"
- save the changes
- open binary modder mode
- main - load files - load your endscript
- open added new thingy (CARS\(yourcarxname)\VINYLS.BIN)
- TPKBlocks - double click (yourcarxname)_VINYLS
- Textures - add texture - add your vinyl first
- Enter name of the new texture = (yourcarxname)_(Vinylname)
- Textures - add texture - add your mask second
- Enter name of the new texture = (yourcarxname)_(Vinylname)_MASK
- Added Vinyls should have the following properties in binary : AlphaBlendType: TEXBLEND_SRCCOPY - AlphaUsageType: TEXUSAGE_NONE
- Close the Texture menu
- now go to in GLOBAL\GLOBALBLZC DBModelParts yourcarxname - added part name should be same as Vinylname
- name it Vinylname and add a part going to Car Parts > Add Part
- set the CarPartGroupID to VINYL
- give it a DebugName and PartLabel with the Caps Lock On same as Vinylname
- set an UpgradeGroupID to set the vinyl category
MW
32, 64 - Flames
34, 66 - Stripes
33, 97 - Tribal
35, 67, 99 - Race Flags
100, 132 - National Flags
37, 133, 165, 197 - Body
8 - Special
190, 230 - Unique
38 - Black Edition
31 - Custom
UG2
0 = "VINYL_CATEGORY_TEAR"
1 = "VINYL_CATEGORY_TEARSET"
2 = "VINYL_CATEGORY_STRIPE"
3 = "VINYL_CATEGORY_STRIPESET"
4 = "VINYL_CATEGORY_SPLASH"
5 = "VINYL_CATEGORY_SPLASHSET"
6 = "VINYL_CATEGORY_MODERN"
7 = "VINYL_CATEGORY_MODERNSET"
8 = "VINYL_CATEGORY_FLAMES"
9 = "VINYL_CATEGORY_FLAMESET"
10 = "VINYL_CATEGORY_LIGHTNING"
11 = "VINYL_CATEGORY_LIGHTNINGSET"
12 = "VINYL_CATEGORY_RACING"
13 = "VINYL_CATEGORY_RACINGSET"
14 = "VINYL_CATEGORY_FLAG"
15 = "VINYL_CATEGORY_FLAGSET"
16 = "VINYL_CATEGORY_TRIBAL"
17 = "VINYL_CATEGORY_TRIBALSET"
18 = "VINYL_CATEGORY_WILD"
19 = "VINYL_CATEGORY_WILDSET"
20 = "VINYL_CATEGORY_HOODS"
21 = "VINYL_CATEGORY_AFTERMARKET"
22 = "VINYL_CATEGORY_MANUFACTURER"
23 = "VINYL_CATEGORY_BODY"
24 = "VINYL_CATEGORY_UNIQUE"
25 = "VINYL_CATEGORY_TOP_LAYER"
26 = "VINYL_CATEGORY_ARTFACTORY"
27 = "VINYL_CATEGORY_CONTEST"
28 = "VINYL_CATEGORY_SPECIAL" (Debug texture, etc.)
29 = Unused, add manually into scripts\UnlimiterData\_VinylGroups.ini
30 = Unused, add manually into scripts\UnlimiterData\_VinylGroups.ini
31 = "VINYL_CATEGORY_CUSTOM" (Put Car-Specific vinyls here)
Upgrade Levels:
0 = Level 0 (Stock??)
32 = Level 1
64 = Level 2
96 = Level 3
128 = Level 4 (Unique)
Tear 32
Tear Set 33
Stripe 34
Stripe Set 35
Splash 36
Splash Set 37
Modern 38
Modern Set 39
Flame 40
Flame Set 41
Lightning 42
Lightning Set 43
Racing 76
Racing Set 77
Flag 110
Flag Set 111
Tribal 80
Tribal Set 81
Wild 82
Wild Set 83
Hood 84
Aftermarket 85
Body 87
Unique (set 1) 152
Unique (set 2) 120
Top Layer 121
Art Factory 122
Contest 91
Sponsor 86
Debug 124
Sponsor (preset cars) 92

- REMAP (boolean): determines if vinyl is colorable - Value False = no , Value True = yes
- TEXTURE_NAME (key): specifies what texture does the vinyl use - Value (Vinylname)
- NUMCOLORS (integer): how many colors are present in the texture. Usually it's 16 for colorable vinyls and 64 for non-colorable vinyls
- NUMREMAPCOLORS (integer): how many colorable colors does the vinyl have (range from 1 to 3) (0 is noncolourable one just slaps it to the car without any colour change)
- BRAND_NAME (key): not sure what is for, but it's always NFSU for NFSU1/2 or MW for NFSMW
- TEXTURE (string): Value same as TEXTURE_NAME. Has a boolean property named ValueExists that enables/disables it. Basicly put it in True.

#64
General NFS / Re: Lost Most Wanted Car Mods
Last post by Eevee - Jun 30, 2025, 12:42 AMOut of lost cars, I found Friendly Software's site, and found LAZ 699R by NightRaven (the one who brought one of few iconic Lancer Evo X mods for MW) and UAZ Classic (aka "Bukhanka") by RoadTrain (the same person who made VAZ-2123 Lada Chevrolet Niva for MW). I suppose the latter of which is the original UAZ 4x4/Classic mod before qtqkqn retextured it (supported by the fact that qtqkqn's UAZ's geometry file was compiled in September 2007, and ATTRIBUTES.MWPS file still has mentions of the original mod). Unfortunately, both of these mods are now considered lost media as I was unable to find any reuploads of these vehicles and we're stuck with qtqkqn's retextured UAZ Classic.
#65
Addon Requests / Re: [NFSMW2005] Car Requests
Last post by KAINE - Jun 25, 2025, 9:18 PMRequest: Hot Wheels Time Attaxi
Convert from: Need for Speed: No Limits
Replace: Porsche Carrera GT (ModLoader only please!)
Customization: The No Limits version featured a Stock variant and 2 Modified versions. If it is possible to feature all three variants as bodykits it would be greatly appreciated. Also, if it is possible to change the paint color and window tint without losing the Taxi livery, this would also be greatly appreciated (I want to make it yellow). Also, if performance upgrades and rim replacement are possible, this would also be greatly appreciated.
I apologize if this is a tall order or downright outrageous request; this is my first time interacting with these forums. Thank you in advance!
Convert from: Need for Speed: No Limits
Replace: Porsche Carrera GT (ModLoader only please!)
Customization: The No Limits version featured a Stock variant and 2 Modified versions. If it is possible to feature all three variants as bodykits it would be greatly appreciated. Also, if it is possible to change the paint color and window tint without losing the Taxi livery, this would also be greatly appreciated (I want to make it yellow). Also, if performance upgrades and rim replacement are possible, this would also be greatly appreciated.
I apologize if this is a tall order or downright outrageous request; this is my first time interacting with these forums. Thank you in advance!
#66
Off-Topic Discussion / Sportscar GT addon tracks?
Last post by luv2race - Jun 21, 2025, 9:40 PMYears ago i used to have addon tracks for Sportscar GT.
Things happened and i lost those extra tracks, though i still have the game.
Does anyone here know where to find addon tracks for Sportscar GT?
thanks.
Things happened and i lost those extra tracks, though i still have the game.
Does anyone here know where to find addon tracks for Sportscar GT?
thanks.
#67
Help/F.A.Q / North Country; tunnel problem ...
Last post by luv2race - Jun 21, 2025, 4:39 AMConcerning the "North Country" track from NFS 2, converted to High Stakes format.
When i go into the tunnel, after the switchbacks, i am unable to get through the tunnel (under what looks like a castle).
I barely get into the tunnel and i get stuck. I try Reset and that does not help either.
I have tried all available versions i can find for High Stakes.
Anyone else have this issue?
If so, is there a fix/solution?
thanks.
When i go into the tunnel, after the switchbacks, i am unable to get through the tunnel (under what looks like a castle).
I barely get into the tunnel and i get stuck. I try Reset and that does not help either.
I have tried all available versions i can find for High Stakes.
Anyone else have this issue?
If so, is there a fix/solution?
thanks.
#68
Addon Requests / Re: [NFSMW2005] Add-On Car Req...
Last post by slowboi387 - Jun 19, 2025, 5:31 AMRequest: 00 Mercedes CL55 AMG
GAME: Need for Speed Most Wanted (2005)
Addon (Binary)
Any Customization (if possible) I would love to let the author decide
GAME: Need for Speed Most Wanted (2005)
Addon (Binary)
Any Customization (if possible) I would love to let the author decide
#69
Editing Projects / Re: Last rides with high stake...
Last post by pete9516 - Jun 17, 2025, 12:03 AMNice choice. I like the DBS a lot, too. We all like to see Butch at work i guess. And i have to agree Spectre, the P29 is totally lit
#70
General NFS / Re: NFSCars is back!...
Last post by pete9516 - Jun 16, 2025, 11:48 PMQuote from: AJ_Lethal on Jun 04, 2025, 7:30 AMI didn't say that virustotal.com deleted them, i said that the website owner has decided to take them down and yeah, it would be much work to have a look at every single mod to see if it's an actual virus, but it's not his responsibility to decide for his website visitors wether to block (many) mods or let the users or their antivirus software decide. This is not good. A commonly used tool which is known to the community shouldn't be blocked due to a faulty antivirus software (all new softwares detect anything as a virus which doesn fancy things to any files)Quote from: pete9516 on Jun 04, 2025, 7:14 AMyou both are being dumbQuote from: Eevee on Jun 03, 2025, 9:12 PMOh damn i thought you were talking about your own computer's anti-virus software. That Herman Õunapuu is a moron to let virustotal.com handle the files of his own websiteQuote from: pete9516 on Jun 03, 2025, 3:58 PMJust because some random virus application flags a non-virus as a virus doesn't mean that the file is not downloadable. When the link is dead, then it's not downloadable anymore WHEN archive.org didn't save it
True, but it's still quite sad that AV software do mess all of this up when it comes to nfscars archiving. My rim pack is still downloadable, but NFSU1 cars I uploaded on NFSCars are no longer downloadable on archived copy of the site due to inclusion of NFSU-CfgInstaller. It's like AV softwares do hate nfsu360 (the person who made NFSU1 ModTools, which would be eventually replaced with NFS-CarToolkit for geometry and textures, and NFS-CfgEd for wheel positions, which would be replaced by Binary), thinking he was making viruses/trojans/whatever despite the fact that this is just a false positive and his tools bring no harm to your computer.
Since NFSU-CfgInstaller is all the same, this affects every NFSU1 mod featuring that file in the downloaded archives. NFSU2 mods that originally used an older version of NFSU2-CfgInstaller, like all of SPYKE's and RuubW's mods, will disappear from the internet and become lost media afterwards if not saved in time due to false positives found in that tool, which, of course, did eventually happen in 2016 when NFSCars showed us the final redesign, and sadly, almost none of most of old modders have returned (except for cobra0281, and even then, their old missing mods were not even reuploaded, not even by themselves), and most of the modders back then didn't bother uploading their mods to anywhere else than NFSCars (remember: if you want to keep your mod online, remember to upload it on anywhere else as well, since uploading only on a site that will eventually shut down will turn the mod into lost media (especially if you eventually go dormant as well), which, of course, did happen with Driving Passion (formerly GTRCars), taking every Porsche4ever/VictorSE's and Normo's mods with it (Porsche4ever/VictorSE's mods would be later reuploaded to his own blog, while Normo didn't even resurface)).
virustotal didn't remove the files, herman himself did because he wanted to be on the safe side) (and you can still contact him if you want the file or explain to him the cfginstaller yields false positives)