







|
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:
 | Zmodeler |
 | VIV Magic |
 | FSH Tool |
 | OIF Tool |
 | OIF Plugin for Zmodeler |
 | OEdit v.02 |
 | Bitmap 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:
 | First of all, install the OIF plugin
in Zmodeler folder.. |
 | Renaming the parts in Zmodeler. |
 | Exporting to OIF |
 | Converting to NFS6 Format |
 | Further Editing in OEdit |
 | Editing texture files to meet the
rules of nfs6 format. |
 | Editing some information files of
the car |
 | Compiling the car file. (Making the
car ingame) |
Decompiling the skins and car's
files.
- 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.
- Again browse to decompile car.viv
file. It will extract some files.
Setting the texture files:
Setting the body textures:
- Resize your RGB texture bmp to
512x512 and save it as 0000.bmp
- 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.
- Copy the skin00.fsh file in fshtool
folder.
- Now open fshtool
(you open it in
command prompt shell) and write the following command to decompile
skin00.fsh
- In the same folder, make a new
folder named "abc"
- Command to decompile fsh file:
fshtool skin00.fsh abc
- After you have decompiled, delete
the skin00.fsh in fshtool folder.
- Go to that abc folder and you will
see three files there. 0000.bmp, 0000-a.bmp and index.fsh file.
- 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.
- Now again type a command to
recompile into fsh
- Command to recompile: fshtool
abc\index.fsh skin00.fsh
- It will create a new skin00.fsh in
fshtool folder.
- Replace it with original skin00.fsh
file (present in the folder where you decompiled the skin.viv file)
- In the same way you can change other
skin fsh files.
- Recompile these skins by using
vivmagic.
Setting the wheel textures:
- Wheel textures are need to be
textured again in a separate bitmap.
- dimensions for the wheel texture bmp
is 128x128
- I used this one...

- Alpha channel for this wheel will be
totally white.
- 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)
- Now make two copies of RGB bmp and
rename them 0001.bmp and 0002.bmp
- Make two copies of Alpha bmp of
wheel and rename them 0001-a.bmp and 0002-a.bmp
- So after this you will have 6 bmp
files, three RGB and three Alphas.
- Now there's a car.fsh file in the
car's folder. Decompile it using fshtool in the same way we did
before.
- Replace your wheel textures with the
extracted textures.
- 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
 | Main Body |
 | 4 Wheels |
 | Interior |
 | 2 Mirrors |
After deleting, there will be only 8
parts left.
- 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

- If the interior is attached to main
body, detach it. If it is a separate object already, Rename it as
Interior
- Now detach all the windows (all
windows must be a single object after detaching) and name them
Window (Front) [t]
- 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] |
After detaching windows and bottom
from the main body, rename the main body as Front.
Unite both mirrors and name it
Misc Parts
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 |
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.
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.
Now we have done all this, Select
all the objects , press SEL and rotate them 180 degrees in top
viewport. as shown in image.

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.
- Open OIF tool, and select "Convert
from OIF to .O" option and click Next
- Here you will see two browse bars.
In the first bar, browse for the car.oif file
- 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
- 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
- Now you have got another dialog box
with a list of parts of cars and some options.

- Empty Parts means that delete
the part
- Retain Original Data means
that don't change the part and show ingame as it is.
- Replace With means that
replace the part with this part (in the list).
- 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"
- Similarly replace 1Shape with
Misc Parts
- 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.
- 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)
- 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:
- Now its time to fine tune the model
position and some other things in OEdit.
- Open OEdit and open the car.o file
which we have just created.
- Now search for geomdata.ini by going
to File > Load geomdata.ini and select it from the car's folder.
- Similarly load skeleton.o file by
going to File > Load skeleton.o
- After you load skeleton file, a list
with some names adjacent to check boxes appears.

- Select the first four check labeled
Wheel boxes after below Joint2 and select OK.
- 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.
- 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.
- Save it and close.
- Now its time to recompile all these
files into car.viv
- Open vivmagic and browse for car.idx
in the car's folder.
- Click OK to compile.
- 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:
- Editing the ini file after you have
compiled your car, is very important...
- Open vehicle.ini file in your car's
folder.
- 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.
- 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]
- 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.
- 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.
-
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.
- 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.
- Now save the work and simply copy
this car's folder into Nfs6\Cars folder.
- Enjoy the baby.
|