Need for Speed Shift Sound Tool
Need for Speed Shift Sound Tool
EBX to TXT
Need for Speed Payback Tool
walrus_humanmale.ebx
sound converter tool
Need for Speed Payback Tool
Attached is my tool version i made to work with NFS Run. (needs veniceantske01.ebx)
bms extracts compressed chunks
python extract decompressed chunks
Mesh tools for Need For Speed:
- The run (2011)
- Rivals (2013)
- Need For Speed (2016)
- Payback (2017)
- Edge (2018)
All of them work as my usual frostbite model tools.
I've said not such thing, what i said is to use the Regular Expression feature above, in a software, or a script or tool or what ever the case may be, that supports that feature called Regular Expressions.
Ok, for past few days I've been testing the following:
It is fast, easy to use, most importantly, gets the job done and it is FREE and/or portable.
You add the Regular Expression rule i mentioned above first, then drag and drop your chunks folders where it tells you to drop, if it asks you to validate the files, click NO, click rename and that's it.
If you still cant convert, and get that "chunk not found" message, it means you might have to move/merge chunks from "root\bundles\chunks" to "root\chunks" folder, if it asks you to overwrite, choose NO, then it should all be fine.
Even so, there's a problem, you first MUST convert the textures, as the ebxtoasset script requires the chunks to have proper GUIDs with those dashes and bytes swapped, then you can rename both .chunk files in the chunks folders and then you can convert the models.
NOTE: Don't ask me why these steps must be followed, because it is NOT my doing, its how it is, Nicknine will never update his scripts to support old tools, regardless what tools are out there, same way in this particular case daemon1 will never update his tools to support Nicknine's scripts, so yeah, let the fun begin
NOTE:
The python script above dumps chunks with dashes. For example: 1015579a-35ae-4827-95f9-71e720fa3ed1.chunk
To make them work with this map tool, you need to rename them after dump (using some automated tool)
or make a little change in the script (dbo.py file), so they will be dumped without dashes, remove these:
Updated versions for Edge, Rivals & The Run to set parts to their places (wheels, spoilers etc)
NFS Heat.
The latest and most advanced game, with lots of cars and character combinations. All static models also supported.
Usage is almost same as 2042 tool
Doesnt matter which oodle version the game uses, just take the one you have, and rename it to oo2core_8_win64.dll
1. Dump the game with TOC tool. If you also want patch, first dump patch with toc_heat_patch.exe, then main game with toc_heat.exe. This is because tool will NOT overwrite files, so patch first, then base game. Dont forget to change path in the .INI for "patch" or "data" folders.
2. Convert models with Fb_NFS_Heat.exe
Map tool for NFS The Run.
First version, may be improved later. Most map objects properly placed, including those using havok and blueprints. Terriain not supported yet.
1. You have to dump the game, for example with this script: https://github.com/NicknineTheEagle/Frostbite-Scripts (use frostbite 2 version).
Then merge chunks with bundles/chunks. Duplicated chunks inside bundles are not needed, so you can skip or overwrite them.
Also merge EBX and RES folders inside bundles, to place them all in the root of bundles folder.
2. Edit the included INI file with paths to your dump.
3. Run fb_maps_run_db.exe tool once, it will scan whole dump for meshsets and blueprints, so later maps can be converted fast, without the need to go into whole tree of assets. This will take a few minutes. After that, 2 files will be created: bp.db & meshnames.txt, which need to stay in the same folder for main tool to work.
4. use fb_maps_run.exe (main map tool) to convert maps. Drop any EBX on it, use in command line with 1 parameter, or create a batch.
Maps are in \_c4\levels\ folder. Most objects (such as roads and buildings) are in "level..." files, but also many objects in "layer..." and other smaller files inside subfolders.
Here are 2 more tools for NFS "the Run" I forgot to post.
These are for special DLC cars from XBOX and PS3.
Usage has remained the same (see corresponding posts for each game):
Just instead of main tool for map export, use these new ones, and instead of .ASCII export it will generate .DMF
NFS the Run
SWBF2
Anthem
The new format allows for very fast loading times and small file sizes
For example, the Deathstar MP level on the screen above is loading in 5-10 seconds and export is 55mb in size.
Instances support for objects and materials:
each object is exported once as a master object, and instances are based on each master object,
every single master object is located at the center 0,0,0 and hidden by default upon import,
in order to edit/modify/replace/etc a individual object un-hide that object that is located at 0,0,0 and once you make any changes the instances of that object will follow every change made,
once a master object is selected for editing, in the material properties you will see the actual material name of that mesh/sub-mesh it has