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Old 8 June 10, 00:50   #1
djotefsoup
 
Join Date: May 2007
Default DLC conversion link thread

There now exists a nice user-friendly single folder install for the DLC content courtesy of QuadCoremax, so I'm just going to stick this up top where everyone can see it.

So to make this easy(er) for new people, if you want the DLC content, this should get you started.

From the point where you have just installed Shift:

1. Install the Shift 1.02 patch for your region (North American or All Other Languages)

2. Extract the Shift unpacker to your Shift folder and run shiftunpackpc.bat. Wait 30-60 minutes for this to complete.

3. Install JSGME to your Shift folder, run JSGME.exe from your Shift folder. Allow it to create a "MODS" folder inside your Shift folder.

4. Download the QuadCoremax base Shift DLC package 1.3 Full:

QCM DLC Full 1.3 Mirror 1

QCM DLC Full 1.3 Mirror 2

5. Extract the DLC_Pack_By_QCM_Full_1.3.7z file to \shift\mods\DLC_Pack_By_QCM_Full_1.3 like so:



6. Go back to JSGME, select DLC_Pack_By_QCM_Full_1.3, click the ">" arrow to install it as an active mod.

ALL PREVIOUS RELEASES/FIXES SHOULD BE UNINSTALLED USING THE << (remove all) BUTTON IN JSGME PRIOR TO INSTALLATION.



7. Download, extract and apply fix 1.4 the same way we did for 1.3. We want to keep 1.3 applied, and apply 1.4 in addition to it. Allow it to overwrite files modified by 1.3.

This means your JSGME 'applied mods' section should look like this when you are done (don't worry if your 'available mods' section doesn't necessarily look the same, we don't care about those ).



Mirror 1

Mirror 2

Supplemental 1.45 fix:

Adds on to 1.3 + fix 1.4. Don't uninstall them. You should see 1.3, 1.4, and 1.45 in your active mods list.

Mirror 1

Mirror 2

8. Update your Shift shortcut to run with the -loose command line parameter like so:



(you can also add -skipmenu to avoid having to select your profile if you want)

Please note that if you haven't followed these steps exactly and report problems with the package, you will be shaved, sterilised and destroyed. Well - maybe not shaved. It will make it vastly less likely that anyone will pay attention at the least.

Thanks to quadcoremax, acti0n, cric, pez2k, crowtrobot, zpectre, arachnus, jeroen vd helm, 1nkz, nemesis, mikelogn, and white00gt from the nogrip forums, and anyone else I've missed. Special thanks to luigi auriemma, dave noonan, shadowmoy and oleg melashenko for tools. The team at sms for making the content in the first place and nogrip for hosting the discussion. And everyone else who has helped develop and test the package.

Last edited by djotefsoup; 14 August 10 at 22:49.
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Old 8 June 10, 00:50   #2
djotefsoup
 
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Next release:

Things I'd like to get in order before the next version.

*** DONE *** THANKS MIKELOGN *** Alfa Romeo manufacturer/race logos added in some non-destructive manner. Harder than it looks...

*** DONE *** THANKS MIKELOGN *** Gumpert small logo. Currently showing "Ford" logo on end-of-race leaderboards, large (car lots) logo is fine.

*** DONE *** THANKS QCM *** Reflection/envmap fix for vinyls (using Sqwall's method or if you know some other way that involves less typing..).

Vibration/throttle off noise issues for F430C.fsb/fev sound set, and add dlc2/3 .fev file index content to ai/dlc1.fev.

Check of basic index/physics files to see if there is anything strange left in there - even with carperfrating.360 transferred we still seem to be missing some unlockable tuning elements (7th gear ratio adjustment for california, mp4-12c) and some ranges for some settings seem strange or nonexistent.

Check of what's easy to fix head and tail-light wise (SLR Moss?).

Someone to work out why the hell some people have internal gauge glows, some people get them only while the car is under AI control, and some people never get them. Enough is enough! I've had it with these multifunctional glows on these manufacturers cars!

Anything else?

Known bugs in 1.4:

Bugs:

*** PROVISIONALLY FIXED FOR NEXT RELEASE *** Carbon material. Anything with carbon involved - interior pits or external areas on the car - there will be something, sometimes something big, sometimes something very small, wrong with it.

*** DONE *** THANKS MIKELOGN *** Gumpert Apollo has no small logo for leaderboards.

*** DONE *** THANKS MIKELOGN *** No alfa romeo logo.

F430s sound set "vibration" noise issues.

No AI sounds from ai_dlc2.fev & ai_dlc3.fev related sound sets.

*** DONE *** THANKS QCM *** No consistent reflections on vinyls (QCM fixing..), the F50GT doesn't seem to pick up spec/envmap over the entire car body, even using paint, and some wing mirror colouration issues for some F430s (carbon material issue again).

Interior gauge glows going missing for some people under different circumstances, not for others.

Front headlight occlusion issues (seems not to orientate quad to face the camera properly under all circumstances, will shine through some car bodywork, might be just something Oleg needs to fix).

Career events for Ferraris and Exotics not converted yet (no xmls for these, only bmls, might be a problem unless pez2k wants to look at it), also no new badges/achievement type things for them.

No track conversion (...possible yet).

Unlocks and upgrades being used possibly aren't the final versions actually used on the latest 360 update.

Anything else?


General requests:

Are you trying to "fix" something? It would be good of you to test it first and see whether it actually does what you think it will theoretically do! Please check that what you're putting out will work with just the DLC installed and that it doesn't depend on file x from user y but not file z because that would ruin half a dozen cars. There are a lot of 'forks' in Shift modding (acti0n will pop up to say we could have avoided this with a bugtracker ) so just because you are using a 3dsimed conversion of meb file 265267423535.meb does not mean everyone else is.

From this point onwards ANY file added is going to have to work against an installation of Shift 1.02 with the QCM DLC. If it does depend on something else being installed, please say so. If you would like something added or changed just post in the thread and we can see if it's the best method available. There is nothing stopping you running a different set of fixes if you want or rolling up your own custom set of files (as many people do with Shift).

If you are packaging up a "fix", please don't just dump the fix-files in one folder, use the paths they are supposed to have. If installing it means having to move 65 .bla files into that many folders it will just take more time to get added to the install.

Error reporting:

It would surprise you how hard it is to track an error report that consists solely of "My skin doesn't work", "my HUD doesn't work", "my lights don't work", etc. Please tell us what you did and where you found the bug and include a screenshot if possible. FRAPS demo can take screenshots and TinyPic will host the screenshot for you. Make sure you select '640x480' for your screenshot size, or a nogrip mod will get mad with you. Again, if you have ANYTHING other than the QCM DLC installed in Shift, please mention it!

Last edited by djotefsoup; 12 July 10 at 18:17.
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Old 8 June 10, 00:51   #3
djotefsoup
 
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(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.

Zmodeler 2 - 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.

3dsimed - 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

The Upgradecatalogue 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.

Ferrari Superamerica

Alfa Romeo 8C

Ferrari FXX

Gumpert Apollo

Ferrari F430GTC

SLR Stirling Moss

MP4-12c

Scuderia 16M, 430 Scuderia, F430 Spider, 430 Challenge

F50GT

California

599

BMW M1

NSX

Maserati GT S (thanks arachnus)

Last edited by djotefsoup; 22 June 10 at 06:56.
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Old 9 June 10, 16:05   #4
QuadCoremax
 
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I managed somehow fixing last things, lights & tyres/tread like said yesterday. I really don't know if I'll continue all this conversion, it takes too much time...

I'm loosing precious time debugging the whole & adjusting correctly things, will take approx. 2 months, even more. All cars need to be regenerated by Zmod & verified one by one. We talking about a couple of thousand files all mixed together...& my courage/force is down.

All I can say, everyone is capable of doing it the right way, every explanations can be found here or on other forums

Zmod Edited Alfa Romeo 8c Rear Lights KiT03 Only
Attached Images
File Type: jpg 8C_Lights_Fix_01.jpg (129.5 KB, 400 views)
File Type: jpg 8C_Lights_Fix_02.jpg (122.0 KB, 253 views)
File Type: jpg 8C_Lights_Fix_03.jpg (120.3 KB, 335 views)
File Type: jpg 8C_Tyres_Fix_01.jpg (142.9 KB, 219 views)
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Old 9 June 10, 17:50   #5
white00gt
 
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Quote:
Originally Posted by QuadCoremax View Post
I managed somehow fixing last things, lights & tyres/tread like said yesterday. I really don't know if I'll continue all this conversion, it takes too much time...

I'm loosing precious time debugging the whole & adjusting correctly things, will take approx. 2 months, even more. All cars need to be regenerated by Zmod & verified one by one. We talking about a couple of thousand files all mixed together...& my courage/force is down.

All I can say, everyone is capable of doing it the right way, every explanations can be found here or on other forums

Zmod Edited Alfa Romeo 8c Rear Lights KiT03 Only
Thanks for all your hard work!!! great job..
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Old 9 June 10, 19:02   #6
acti0n
 
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What about the last picture? Remapped?
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Old 9 June 10, 20:36   #7
white00gt
 
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Still can't figure out how to get Alfa Romeo badges to work , made changes to rcf file but now only see rainbow where textures should be
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Old 9 June 10, 22:59   #8
djotefsoup
 
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Quote:
Originally Posted by QuadCoremax View Post
I managed somehow fixing last things, lights & tyres/tread like said yesterday. I really don't know if I'll continue all this conversion, it takes too much time...
I know exactly what you mean.

I have the basic package ready to go of all cars physics/textures (there are only 253 \vehicles\textures that are actually unique to the DLCs, down from about 780 something). It is very hard to automate any of this stuff because there seems to be a different DTX level which is ideal for certain kinds of things, then you have to test it, see that it still looks wrong, scratch your head if it's the texture that is right, or the meb that is right, or the mtx that is right.

And also now I have a cold which goes nicely with the power going out here at random intervals and belt sander noises.

Starting to think it is easier to just try and fix everything for every car in the whole thing than try and integrate it with the releases of cars already done.
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Old 10 June 10, 01:22   #9
djotefsoup
 
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Quote:
Originally Posted by white00gt View Post
Still can't figure out how to get Alfa Romeo badges to work , made changes to rcf file but now only see rainbow where textures should be
The badges aren't called from the .rcf.

Can you check if you have the following files in the path shown:

Code:
(shift) \vehicles\Textures\ALFA_ROMEO_8C_BADGING_DIFFUSE.DDS
(shift) \vehicles\Textures\ALFA_ROMEO_8C_BADGING_SPECULAR.DDS
(shift) \vehicles\Textures\ALFA_ROMEO_8C_BADGING_NORMALS.DDS
There is nothing wrong with the mtx itself that I can see, or at least it's no different to others that work for the same thing.
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Old 10 June 10, 02:18   #10
white00gt
 
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Quote:
Originally Posted by djotefsoup View Post
The badges aren't called from the .rcf.

Can you check if you have the following files in the path shown:

Code:
(shift) \vehicles\Textures\ALFA_ROMEO_8C_BADGING_DIFFUSE.DDS
(shift) \vehicles\Textures\ALFA_ROMEO_8C_BADGING_SPECULAR.DDS
(shift) \vehicles\Textures\ALFA_ROMEO_8C_BADGING_NORMALS.DDS
There is nothing wrong with the mtx itself that I can see, or at least it's no different to others that work for the same thing.
Sorry my mistake I meant the alfa_8c_badges.mtx file-I made the changes but still just rainbows...
I do have the .DDS files you name
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Old 11 June 10, 04:33   #11
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I don't understand the purpose of this thread!!! Are you guys trying to convert DLC cars to PC? If that's the case all I can say is Wowwwwwww!!! I'm really looking forward to drive one of the Ferrari!!!

What did you mean by other thread? "New Cars and Tracks for Shift is possible" ??? I'm just curious to know what is going there ...
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Old 11 June 10, 04:43   #12
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when you have time to read http://www.nogripracing.com/forum/sh...174157&page=18 http://www.nogripracing.com/forum/sh...&postcount=698
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Old 11 June 10, 05:50   #13
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I finally got new .bgui's working. See the other thread for the alfa. I hope dj or quadcore keep up the conversions, so I can keep making new ones. It was a metric crapton of work if it was just figuring out for 1 file...
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Old 11 June 10, 06:43   #14
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Still sick as here, won't be anything more happening for another couple of days at least.
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Old 11 June 10, 07:54   #15
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Thanks for the info man ...

Wow!!! It'll definitely good work. Specially considering that EA has abandoned the PC users we really need this.

Looking forward to it ...
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Old 12 June 10, 15:41   #16
Sledge08
 
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Default Superamerica + C8

Hey guys, a first timer here. First of all I'm sorry to flood this place any more, seems like there's a whole lot of fuss going on regarding the DLC conversions. I think you guys are doing a fabulous job.

Anyway, I'm not an expert on modding at all, but reading these threads it seems like Quadcore's Superamerica and the Alfa C8 are the two most complete mods out here with drivers, damage etc (although quickly testing, damaging the Superamerica corrupted its textures to white/transparent for me hmm).

Being a perfectionist I'll install each car when it matches the other cars in the game without errors but no sooner, so I just have a couple of questions here:

1) I noticed there are sounds for Ferraris, but does the C8 have any soundfiles available yet..? Proper engine sounds are propably the one most important thing for me in this game, so without that I'll just wait further..

2) Do these cars have the Alfa+Ferrari menu logos available yet, or is the UI modding thing something that hasn't been solved at all yet? I found logos for the Ferrari, but it never worked for me when quickly trying it out..

3) Any quick sum-up on which files are the absolute latest versions of these two cars..? Just to help with the install hm.. There seem to be a lot of updates and notes on how to get it work all over the place, and I already experienced a lot of trouble just getting these tested. Great looking cars, though.

Keep up the great work, it is appreciated, really!
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Old 14 June 10, 01:37   #17
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Someone had a link to a working .bff file for Ferrari logos, but I couldn't find it when I went digging in the big thread. I'm not sure if we're able to create a novel file for those yet, haven't looked at it myself. For now people seem to be retargetting existing logos, or logos that are present but unused (Cadillac) for those.

Ideally someone would look at a way of making a manufacturer's logo set including both Gumpert and Ferrari logos which don't overwrite anything else already used by a car and includes both a big (car lot) and small (post-race summary) logo for those manufacturers.

So anyway. This thread should actually be worth looking at for any reason starting now.
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Old 14 June 10, 05:14   #18
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there are the logos inside. http://www.nogripracing.com/forum/sh...&postcount=698 http://www.nogripracing.com/forum/sh...&postcount=669
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Old 14 June 10, 06:44   #19
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Yeah I could swear someone actually went and made a proper .bff of them, and I couldn't find that. Entirely possible I am just misremembering it - I have a lot of posts in that thread that I don't remember writing at all - winter 2010 flu is no joke.
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Old 14 June 10, 08:10   #21
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Thanks man, changing the logos seems to work great this way. I also got the sounds to work, very nice! My Superamerica textures still get transparent with damage, though.

Btw I would greatly appreciate if you guys got any tips on how to change the order of owned cars in the garage?

Ever since installing patch 1.2 they got completely messed for me - the cars appear in different order, depending on whether you browse them in quick race or career mode (quick race list order being the same as before 1.2 patching), newly purchased cars don't appear in the same spots in these two lists, DLC1 cars are listed at opposite ends of those lists etc.. And now adding modded cars also seem to appear randomly in there, making the whole thing even slower to scan thru haha.

Did you guys experience this after the 1.2 patch at all? I'm wondering if I had something wrong with my savegame in the first place, though I patched a completely unmodded game back then and it still happened.

Would be awesome to somehow be able to completely sort that list in neat order.. Is it possible?
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Old 14 June 10, 16:17   #22
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Quote:
Originally Posted by Sledge08 View Post
1) I noticed there are sounds for Ferraris, but does the C8 have any soundfiles available yet..? Proper engine sounds are propably the one most important thing for me in this game, so without that I'll just wait further..
yes, for own car sound download exotic_audio file, extract to Shift folders, and then rename the line in .csd of the car (Shift\vehicles\*alfaromeo-something*\... .csd ) accordingly <prop name="EngineSoundName" data="alfa_8c" />
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Old 14 June 10, 22:35   #23
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I've got kind of a stupid question: how does the xtx to tga converter work? I've tried dragging and dropping the files on to the .exe, but it doesn't seem to do anything. The cmd window pops up for a split second and says that it is exporting *.xtx and then disappears, any tips? Or if someone could upload all of the Exotic DLC motec displays as .dds' that'd be great...
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Old 15 June 10, 01:13   #24
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Quote:
Originally Posted by djotefsoup View Post
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.


1. Tools and resources

Zmodeler 2 - 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.

3dsimed - 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.



2. Baseline DLC installation files

The DLC physics folder. This should be placed in \shift\vehicles and contains an updated \vehicles\vehiclelist.lst and \vehicles\physics\tyres\tyreshd.xml

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.

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.
here a link to a all in one pack;
http://www.nogripracing.com/forum/sh...postcount=1102
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