Need for Speed: Hot Pursuit 2/Car Modding: Difference between revisions
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{{:Need For Speed: Hot Pursuit 2/Tools}} | {{:Need For Speed: Hot Pursuit 2/Tools}} | ||
== Car conversion == | == Car conversion tutorial == | ||
Adapted from the NFS HP2 Car Editing guide edited by UCN Conversions in 2012 and posted by Kolya Sych in 2016. | |||
=== Files === | === Files === | ||
The files for each car are found in the "Cars" directory in your HP2 installation directory. All the car directories that start with the letter "t" are traffic cars ('''except''' ts50), and the rest are normal drivable cars. | |||
The model data for each car is stored in <code>car.viv</code>, which can be extracted by VIVEdit, VIVMagic, or BigGUI. | |||
The <code>skin.viv</code> file contains all the skins for the car as fsh images. 16 main skins can be stored (skin00 to skin15), plus skincop (police version skin) and skinhp (NFS edition skin). An issue occurs with more than 16 main skins, where skin16 and skin17 become selectable as skincop and skinhp. This [https://youtu.be/1RyztoXp3SY?si=ioMyaiHr0wRn_I79 video example] shows the issue happening on a car with 21 skins. | |||
There are also several configuration ini files for various parameters. | |||
==== Diagram of files and structure ==== | |||
* <code>car.viv</code> | |||
** <code>car.fsh</code> - contains textures for the wheels/brakes | |||
** <code>car.o</code> - main .o model file, used in main menu showcase and in-game on regular tracks | |||
** <code>carM.o</code> - used when driving on a mirrored track, model itself must be mirrored to look normal | |||
** <code>carRigid.o</code> - appears to be the same as car.o (?) | |||
** <code>carRigidM.o</code> - appears to be the same as carM.o (?) | |||
** <code>damage.fsh</code> - contains textures for damage | |||
** <code>shadow.o</code> - the shadow model (a lowpoly model) | |||
** <code>skeleton.o</code> - contains position data for lights, wheels/rotors, brake calipers, and driver | |||
* <code>skin.viv</code> | |||
** <code>skin__.fsh</code> - skin00.fsh through skin15.fsh | |||
** <code>skincop.fsh</code> | |||
** <code>skinhp.fsh</code> | |||
* <code>animbank.o</code> - contains data on how the damage model is calculated (use an animbank.o file from a traffic car to prevent damage) | |||
* <code>bounds.ini</code> - car position data for collision detection (apparently) | |||
* <code>car.ini</code> - performance data/stats | |||
* <code>car_cop.ini</code> - performance data/stats (for the cop version of the car) | |||
* <code>car_hp.in</code> - performance data/stats (for the nfs version of the car) | |||
* <code>carracer.ini</code> - performance data/stats (for the AI version of the car) | |||
* <code>damage.ini</code> - apparently unused | |||
* <code>geomdata.ini</code> - geometry data including damage and LOD data, corresponds to part names | |||
* <code>lod.ini</code> - apparently unused | |||
* <code>vehicle.ini</code> - configuration for skins and lights, also some damage and other misc effects | |||
=== Things to know === | === Things to know === |
Revision as of 15:27, 2 August 2024
Tools
Car model files | ||||
---|---|---|---|---|
Name | Description | Download link | Required? | Recommended? |
ZModeler v1.07b | 3D modeling software that can import/export HP2 models with plugins | Yes | Yes | |
- OIF Plugin for Zmodeler | Import/export models between ZModeler 1 (.z3d) and OIFTool (.oif) | Yes | Yes | |
- O Skeleton plugin for Zmodeler | Import/export skeleton.o files for positions of wheels, lights, etc. | Yes | Yes | |
ZModeler 2 | 3D modeling software, can import/export models between ZModeler 1 (.z3d) and .obj format | No | Yes | |
OEdit | Old tool for directly editing .o model files. Doesn't work well (if at all) on modern systems. Not recommended. | No | No | |
NFS Model Viewer | Can view (but not edit) HP2 models. Useful for verifying models are exported correctly, etc. | No | Yes | |
Textures | ||||
Name | Description | Download link | Required? | Recommended? |
fshEd | Graphical tool for packing and un-packing .fsh texture files | Either FSHTool, fshEd, or EAGE | Yes | |
FSHTool | Command-line tool for packing and un-packing .fsh texture files | Yes | ||
EA Graphics Editor | Old graphical tool for editing .fsh texture files | No | ||
File packing/unpacking | ||||
Name | Description | Download link | Required? | Recommended? |
VIVEdit | Either VIVEdit, VIVMagic, or BigGUI | |||
VIVMagic | ||||
BigGUI | ||||
Misc tools | ||||
Name | Description | Download link | Required? | Recommended? |
INICarEditor | ||||
CarConfigurator | ||||
A Sac v2091 Hot Pursuit 2 Stats recorder |
Car conversion tutorial
Adapted from the NFS HP2 Car Editing guide edited by UCN Conversions in 2012 and posted by Kolya Sych in 2016.
Files
The files for each car are found in the "Cars" directory in your HP2 installation directory. All the car directories that start with the letter "t" are traffic cars (except ts50), and the rest are normal drivable cars.
The model data for each car is stored in car.viv
, which can be extracted by VIVEdit, VIVMagic, or BigGUI.
The skin.viv
file contains all the skins for the car as fsh images. 16 main skins can be stored (skin00 to skin15), plus skincop (police version skin) and skinhp (NFS edition skin). An issue occurs with more than 16 main skins, where skin16 and skin17 become selectable as skincop and skinhp. This video example shows the issue happening on a car with 21 skins.
There are also several configuration ini files for various parameters.
Diagram of files and structure
car.viv
car.fsh
- contains textures for the wheels/brakescar.o
- main .o model file, used in main menu showcase and in-game on regular trackscarM.o
- used when driving on a mirrored track, model itself must be mirrored to look normalcarRigid.o
- appears to be the same as car.o (?)carRigidM.o
- appears to be the same as carM.o (?)damage.fsh
- contains textures for damageshadow.o
- the shadow model (a lowpoly model)skeleton.o
- contains position data for lights, wheels/rotors, brake calipers, and driver
skin.viv
skin__.fsh
- skin00.fsh through skin15.fshskincop.fsh
skinhp.fsh
animbank.o
- contains data on how the damage model is calculated (use an animbank.o file from a traffic car to prevent damage)bounds.ini
- car position data for collision detection (apparently)car.ini
- performance data/statscar_cop.ini
- performance data/stats (for the cop version of the car)car_hp.in
- performance data/stats (for the nfs version of the car)carracer.ini
- performance data/stats (for the AI version of the car)damage.ini
- apparently unusedgeomdata.ini
- geometry data including damage and LOD data, corresponds to part nameslod.ini
- apparently unusedvehicle.ini
- configuration for skins and lights, also some damage and other misc effects