(just putting the old first post here for a bit)
Hey kids, don't install any of this stuff unless you are pretty sure about your ability to mod Shift. Most of this is now rolled up into an all in one package that will just (mostly) work with comparatively little effort.
The other big thread
is becoming a bit unwieldy to navigate properly, so here is a topic just for files to do with converting the ps3/360 DLCs.
For now there is still no magic bullet "bothdlcs.bff" download that will add everything cleanly to PC Shift, just some base files and some complete car conversions at different stages of completion.
Bearing this in mind, you are going to need an unpacked Shift install (see the sticky thread) and it would be a great idea for you to construct a 'parallel' Shift mod folder and use the great JSGME
utility to apply these mods.
So using JSGME, anything that installs to "\shift\vehicles\textures" for instance, should instead be extracted to eg "\shift\mods\dlcmod\vehicles\textures\" and then applied as an active mod. If you are installing an experimental fix then you should put it in "\shift\mods\experimentalfix\vehicles\textures " and apply that as a mod. That way you never lose any file and everything is backed up and reversible if it breaks something else.
1. Tools and resources
Unpacker quickbms scripts and batchfiles
. Should be capable of double-click extraction from 360 pakfiles, pc pakfiles, and forza 3 .zip format archives. Instructions in the .bat files.
- currently supports the most features of any 3d editor for NFS Shift, though as always with some small issues. Can read PC and 360 .meb, .bmt, .vhf.bml files, and create plaintext .mtx material files. Demo version cannot import directly from PC or 360 Shift, use the .z3d files linked below. Please read the NFS Shift Guide here
before attempting to import/export from Zmodeler as several important settings need to be set first.
- currently supports some features better than Zmodeler (track viewing, tyre material/mesh conversion from 360, can batch convert textures from .xtx to many formats) and is slightly easier to use for 3d modelling newbies than Zmodeler. See the NFS Shift Guide here
. Demo supports all features but is time limited.
Zpectre's collection of all Ferrari and Exotic pack cars
, as zmodeler (2.2.2-2.2.4) z3d files. These don't go into Shift directly, they are simply zmodeler native versions of all the DLC cars to use as a clean starting point for conversion.
The .XTX to .TGA converter
for converting unpacked Xbox360 Shift textures to a PC readable format. This utility and 3dsimed 2.08 are able to bring most textures over from the 360, usually if a texture does not work in one, it will work in the other, or will at least tell you enough to work out what's wrong.
Pre-converted XTX To TGA
'd DLC \vehicles\textures folder - this should give a 'purer' starting point than the DDS converted textures in acti0n's pack below, which while mostly fine, has some automatic conversion process errors in the DDS textures. Will not work with Shift by default unless all textures are converted to the correct DXT type first. You can use 3dsimed, The Compressinator
or the NVidia texture tools
to convert from TGA > DDS.
2. Baseline DLC installation files
details for DLC cars. Only really relevant for the Maserati GTS, Acura NSX and Alfa Romeo 8c. Goes into the Shift root folder.
The DLC physics folder
. This should be placed in \shift\vehicles and contains an updated \vehicles\vehiclelist.lst and \vehicles\physics\tyres\tyreshd.xml - Shift PC currently won't listen to anything in a "dlc2" or "dlc3" index file so the original indexes for cars and available tyre types needs to be modified.
acti0n's converted \audio\ files for the Ferrari DLC
acti0n's converted \audio\ files for the Exotic DLC
acti0n's DLC packages
. The car packages contain unpacked 360 native .meb, .bmt, and .vhf.bml files, readable by Zmodeller 2.2.4 (full) and 3dsimed2.08.
The car packages also contain the car information index files (.c__, .rcf, .vud, .vhf). These are plaintext and can be brought directly to PC Shift when converting cars. The car index files are REQUIRED to make a car function properly in Shift regardless of how you have converted models, textures or other resources.
The "textures" package contains the DLCs unpacked, name-corrected, .DDS converted textures for use in the \vehicles\textures folder. These should be installed WITHOUT overwriting existing files.
** AT PRESENT THE TEXTURES FOLDER IS THE ONLY COMPONENT OF THE ABOVE PACKAGE THAT SHOULD BE INSTALLED UNLESS YOU WISH TO COVERT THE CARS MANUALLY **
Everything in the car packages necessary to actually drive the car in Shift and test material effects is included in the Zmodeller 'plain' conversions linked below.
QuadCoreMax's hand-converted textures update
(covering the Acura NSX, Alfa Romeo a8c, Ferrari F430GTC, Gumpert Apollo, McLaren MP4-12c, and Mercedes McLaren SLR Stirling Moss). All textures go to \vehicles\textures and can safely overwrite existing textures.
DLC \gui\ folder textures
. This is not yet a complete package of all \gui and \gui\hud elements, but its should be enough to start on converting .bgui files for the DLC cars and get you the background texture working.
Crowtrobot's in-car MOTEC displays for the alfa_romeo_8c, gumpert_apollo, maserati_gt_s, mclaren_mp4-12c
, Ferrari 599 & F430GTC
*** UPDATED 20/6/10
Pez2k's hand-converted paintschemes
for DLC cars. As the readme says it should be pretty obvious where it goes.
TheRocke's corrected Ferrari HUD textures and Ferrari ambientshadows
*** CORRECTED HUD TEXTURES STILL CORRUPT LINK REMOVED
3. Car Conversions
The following should be used as a starting point for modders/modelers to begin conversion of these cars to Shift. This is not intended to disrespect Cric, Quadcoremax or anyone else who brought out cars via 3dsimed earlier, it's just that the automatic Zmodeler 2.2.4 conversions have such a vastly smaller error rate and produce .mtx files far better than 99% of what is achieveable by hand. They still need some fine tuning though. Don't be posting here about how the wheel rims don't work or your livery doesn't map properly or how you don't see your driver in the car or anything like that. Everyone knows. All should be extracted to \vehicles\ and all contain working model, damage, and the original 360 car index related files. Ambient shadows and paintmasks which would ordinarily go into the same folder with each car are still waiting accurate conversion.
Please note that you should remove any .vhf.bml file from the 360 version before attempting to use these. The .vhf.bml files included in acti0n's pack are not directly compatible with PC Shift and are only in those packs above to aid in importing to Zmodeller 2.2.4 full.
Alfa Romeo 8C
SLR Stirling Moss
Scuderia 16M, 430 Scuderia, F430 Spider, 430 Challenge
Maserati GT S