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Converting Car from NFS: High Stakes4 to NFS: Hot Pursuit 2

This tutorial covers the conversion of a car from nfs4 to nfs6. As far as we have seen that conversion from nfs4 to nfs6 is a bit difficult because the game engine and the way this engine interprets the car files is totally different.

EVERYONE WHO WROTE TUTORIALS TOLD THAT HOW TO DO THE CONVERSION... BUT NO ONE TOLD THAT HOW TO DO THE CONVERSION CORRECTLY...THOUGH I ALSO USED THOSE TUTORIALS ON MY FIRST CONVERSION...BUT I AM WRITING AN IMAGE SUPPORTED TUTORIAL SO THAT ANY NEWBIE CAN ALSO UNDERSTAND.

Note: We can't add a car in nfs6 but we have to replace the converted car with an existing car.

Tools needed to convert the car:

bulletZmodeler
bulletVIV Magic
bulletFSH Tool
bulletOIF Tool
bulletOIF Plugin for Zmodeler
bulletOEdit v.02
bulletBitmap Editor (MS Paint will work)

Download all these tools in a single zip names "nfs6 toolKit" in "download" section.

Ok....Lets Begin.

I will be converting my Audi S8 2006..

Outline for conversion:

bulletFirst of all, install the OIF plugin in Zmodeler folder..
bulletRenaming the parts in Zmodeler.
bulletExporting to OIF
bulletConverting to NFS6 Format
bulletFurther Editing in OEdit
bulletEditing texture files to meet the rules of nfs6 format.
bulletEditing some information files of the car
bulletCompiling the car file. (Making the car ingame)

 Decompiling the skins and car's files.

  1. Open vivmagic and browse to decompile skin.viv file. it will extract some fsh files which are the color schemes of that car. and another file which will be used when we recompile these skins.
  2. Again browse to decompile car.viv file. It will extract some files.

 

Setting the texture files:

Setting the body textures:

  1. Resize your RGB texture bmp to 512x512 and save it as 0000.bmp
  2. Convert this RGB texture bmp to grayscale and save it as 0000-a.bmp You can convert it to grayscale in either Photoshop or you can download IrfanView from the download section.
  3. Copy the skin00.fsh file in fshtool folder.
  4. Now open fshtool (you open it in command prompt shell) and write the following command to decompile skin00.fsh
  5. In the same folder, make a new folder named "abc"
  6. Command to decompile fsh file: fshtool skin00.fsh abc
  7. After you have decompiled, delete the skin00.fsh in fshtool folder.
  8. Go to that abc folder and you will see three files there. 0000.bmp, 0000-a.bmp and index.fsh file.
  9. Replace you texture RGB and grayscale bmp with these two textures. Don't mess with index.fsh as it will be a pointer to recompilation of these bmp files into fsh file.
  10. Now again type a command to recompile into fsh
  11. Command to recompile: fshtool abc\index.fsh skin00.fsh
  12. It will create a new skin00.fsh in fshtool folder.
  13. Replace it with original skin00.fsh file (present in the folder where you decompiled the skin.viv file)
  14. In the same way you can change other skin fsh files.
  15. Recompile these skins by using vivmagic.

Setting the wheel textures:

  1. Wheel textures are need to be textured again in a separate bitmap.
  2. dimensions for the wheel texture bmp is 128x128
  3. I used this one...
  4. Alpha channel for this wheel will be totally white.
  5. Save the wheel bmp as 0000.bmp and its alpha channel as 0000-a.bmp. (You must save alpha channel bmp is 256 color mode)
  6. Now make two copies of RGB bmp and rename them 0001.bmp and 0002.bmp
  7. Make two copies of Alpha bmp of wheel and rename them 0001-a.bmp and 0002-a.bmp
  8. So after this you will have 6 bmp files, three RGB and three Alphas.
  9. Now there's a car.fsh file in the car's folder. Decompile it using fshtool in the same way we did before.
  10. Replace your wheel textures with the extracted textures.
  11. Recompile them again as car.fsh and replace this newly created fsh with the existing fsh in the car's folder.

Renaming the parts in Zmodeler:
After opening the car in Zmodeler, Delete all the parts except

bulletMain Body
bullet4 Wheels
bulletInterior
bullet2 Mirrors

After deleting, there will be only 8 parts left.

  1. Switch to faces level and select the bottom of car and detach its by going to Create > Objects > Detach. Make sure that SEL button is pressed while you perform the detach function. Name this part Bottom


     
  2. If the interior is attached to main body, detach it. If it is a separate object already, Rename it as Interior
     
  3. Now detach all the windows (all windows must be a single object after detaching) and name them Window (Front) [t]
  4. Name the four wheels as follows,
     

     

    Before Renaming (NFS4 format) After Renaming (NFS6 format)
    :HRFW (front right wheel) Wheel (Front R) [w]
    :HRRW (rear right wheel) Wheel (Rear R) [w]
    :HLFW     (front left wheel) Wheel (Front L) [w]
    :HLRW     (rear left wheel) Wheel (Rear L) [w]

     

  5. After detaching windows and bottom from the main body, rename the main body as Front.
  6. Unite both mirrors and name it Misc Parts
  7. So here is the list of all the parts we have renamed.
     
    NFS6 Format names of parts
    Front
    Bottom
    Interior
    Wheel (Front R) [w]
    Wheel (Rear R) [w]
    Wheel (Front L) [w]
    Wheel (Rear L) [w]
    Misc Parts

     

  8. Remember that NFS6 doesn't make a part transparent by examining its mapping. We have to assign transparent properties to glass vertices in OIF settings. Remember that it is different from nfs4 format where we select the faces and make them semitransparent in properties. For a part to be transparent in NFS6, it is not necessary that it is also transparent in Zmodeler.
     
  9. Now go to vertices level and select all the vertices of windows. { Window (Front) [t] } Go to Plugins > OIF Custom Settings.
    A new dialog appears.

    There are two bars in it. Vertex Color and Bone. We have nothing to do with Bone bar.
    Select the [multiply] text in Vertex Color and remove it by pressing backspace. Remember that while u have to write a value in it, keep the mouse cursur over that bar. otherwise you will not be able to write anything in it. Simply write this value in this bar. C0C0C0C0 (that letter is "Zero" not the alphabet O).
    Write the alphabets in capital and use numeric pad for writing numbers. Don't copy paste the value from here. write with your keyboard or else it wont work.

    This is the Hex color code with this farmula. AA RR GG BB (Alpha, Red, Green, Blue). This will make the windows blackish transparent.

    Right now I only use two values... either C0C0C0C0 for blackish transparent or 7F000000 for non color transparent.
     
  10. Now we have done all this, Select all the objects , press SEL and rotate them 180 degrees in top viewport. as shown in image.

     
  11. Now its time to export the model. Make sure that all the parts are on display and no part is hidden, otherwise you can't export that part. Now select the oif extension from the save dialog and save as car.oif.

    Here you will get a new list box in which all the parts are listed. Select all and click OK. Now wait for a minute or two...and it is exported.

    Now its time to convert the model to nfs6 format.
     

Converting the model to NFS6 format:

You better make a backup of original car folder here.

  1. Open OIF tool, and select "Convert from OIF to .O" option and click Next
  2. Here you will see two browse bars. In the first bar, browse for the car.oif file
  3. In the second browse bar, browse for the car.o file which is present in the car's folder which u r replacing. Click next
  4. Here is another browse bar, here you have to browse for carRigid.o file in the car folder. (While converting, the software looks for a base file which we have provided as carRigid.o). Click Next
  5. Now you have got another dialog box with a list of parts of cars and some options.
  6. Empty Parts means that delete the part
  7. Retain Original Data means that don't change the part and show ingame as it is.
  8. Replace With means that replace the part with this part (in the list).
     
  9. Now here's a tricky part... Select "Shape" in the list and choose option "Replace With" and in the list below this text, choose "Front"
     
  10. Similarly replace 1Shape with Misc Parts
     
  11. For the windows to be shown transparent in the game, they must be replaced with a transparent part. Choose any shape with a [t] in its end and replace with Window (Front) [t]. [t] stands for Transparent.
     
  12. Now make 3 copies of just converted car.o file and name them carM.o  carRigid.o and carRigidM.o and replace them with already present .o files in car's folder. (M stands for the Mirrored version which is used to play on mirrored tracks)
     
  13. But we are doing a mistake here. We have replaced carM.o file and on mirrored track, car's rear will behave as front and it will seem that you are racing while reversing the car. So how to sort it out?
     
    You remember that we rotated the car to 180 degrees to comply with car.0. Now again go to Zmodeler and re-rotate the car to 180 degrees back to previous position. Export the car to OIF by same procedure as carM.oif and convert it to carM.o and use carRigidM.o as base. After converting, make its copy, rename it carRigidM.o and replace with existing carRigidM.o file in car's folder. Now its all fixed.

Further Editing in OEdit:

  1. Now its time to fine tune the model position and some other things in OEdit.
  2. Open OEdit and open the car.o file which we have just created.
  3. Now search for geomdata.ini by going to File > Load geomdata.ini and select it from the car's folder.
  4. Similarly load skeleton.o file by going to File > Load skeleton.o
  5. After you load skeleton file, a list with some names adjacent to check boxes appears.
  6. Select the first four check labeled Wheel boxes after below Joint2 and select OK.
  7. These are the wheel bones which have to be aligned in the center of respective wheels. Move each bone by selecting (double click on the name of bone and respective wheel in the list on top-left corner) and its respective wheel and move them in the center of wheel.
  8. Save and Close OEdit and Reopen it. Open car.o again and load geomdata.ini and skeleton.o This time select the Driver checkbox and move this bone where the driver seat is.
  9. Save it and close.
     
  10. Now its time to recompile all these files into car.viv
  11. Open vivmagic and browse for car.idx in the car's folder.
  12. Click OK to compile.
  13. Move this viv into the original car's folder. click Yes to overwrite the existing car.viv file.

Editing the ini files for the car:

  1. Editing the ini file after you have compiled your car, is very important...
  2. Open vehicle.ini file in your car's folder.
  3. In Vehicle Damage definition, you should write,
    -----------------------------------------------------
                    VEHICLE DAMAGE DEFINITIONS
    -----------------------------------------------------
    [damage]
    disabled=1

    We disabled it because we have not created the damage for the car so we disabled it. It is necessary to eliminate any bug while racing.
     
  4. Now you have to assign the paint value for the car. Below is the VEHICLE SKIN DEFINITIONS. Scroll down in this section and there will be a line containing [skin00]
  5. Now you have to change the values here. These are RGB value,
    specular_red=215
    specular_green=0
    specular_blue=0

    This assigns a darkish red color.

    These values will assign the reflection color on the car.... You can write whatever color value here. A good way to find the RGB values is, go to MSPaint, double click on any of color swatch at the bottom, in the edit color dialog box, click on a long button titled, "Define custom colors". You will get a expansion of that box, now on the right bottom cornet, you can see the values for RGB (Red, Green, Blue). Set ypou desired color here in MSPaint and write them in the ini file.
     
  6. Now its time to edit the original paint value of the car, it must be the same value of that color you used in you body texture file.


    ' front end paint swatch
    [paintcolor0]
    paintname=kTxtBrilliantSliver
    painta=255
    paintr=128
    paintg=0

    paintb=0
    m_price=0

    Edit the values in bold.
     
  7. Don't mess with any other thing in this file otherwise there will be no damn car....unless you know what the hell you are doing.
  8. Similarly you can edit the values in other [skin01], [skin02] etc etc if you have created these skins earlier. otherwise leave them as it is.

     
  9. Now save the work and simply copy this car's folder into Nfs6\Cars folder.
  10. Enjoy the baby.

 

   

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