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Updated Tutorial = How to add vinyls in NFS MW - UG2 with Binary tool

Started by Emosen11, Jul 04, 2025, 8:53 AM

Emosen11

Thanks to big men AJ_Lethal

??? - 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

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

:police: - 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.

:D - its finished

kazumachan003

there should be a video on that, now. just for purposes of views