Car modification

Required utilities:

FILE EDITOR

CRP-FSH EDITOR

FSH TOOL or Eagraph

Car editor


The conversion consists of changing textures and engine parameters.
The geometry cannot be changed, no matter how good it would be.


>>> Changing textures <<<

To change textures you need CRP-FSH EDITOR and FSH TOOL or Eagraph.
In the nfs5/GameData/CarModel directory there are files with car textures, their
damage textures, etc. These files are named after the
car. It is the file with the CRP extension that contains the textures of a particular
Porsche. These files are unpacked into BMP components in two stages.
CRP-FSH EDITOR turns the CRP file into FSH files (select the CRP file
via the Browse button and click Export), each of which contains textures
of the car's exterior (hood, doors, headlights, etc.), interior (steering wheel, speedometer,
gearbox, seats, etc.), wheels, etc. Then each of the FSH files
is unpacked into a directory of the same name as BMP images. These are what you should now
edit with something (be it Paint or Photoshop). Each texture
has its own mask (alpha). The mask is a monochrome
texture, where white means that this part of the texture will
be displayed, while black, on the contrary, blocks the display of this part of the texture.
After you have successfully edited the textures, you need to
perform the reverse action: in the directory with the BMP textures there is a file called index.
Double-clicking it will make the BMP files pack into the previously unpacked FSH file.
Using CRP-FSH EDITOR (selecting the previously decompressed CRP file via Browse
and clicking Import) we compress the FSH files into the CRP format. Now the file with your car's
textures is ready.
In the game's CarModel directory the full set of files for the 911 GT1 race
version looks like this: gt1.clr gt1.crp gt1.tpg gt1D.fsh gt1L.fsh (gt1D.fsh and gt1L.fsh
contain damage textures - you can work on those too.
You decided to name your car, for example, MyPorsche. Therefore, you can name the files
as follows: mp.clr mp.crp mp.tpg mpD.fsh mpL.fsh (Take the CLR, TPG and *D.FSH, *L.FSH files
from the car you converted). It is important here that the file names are
the same. That's all about the appearance. Save these 5 files to the CarModel directory.
Something needs to be added here. When working with CRP-FSH EDITOR and FSH TOOL, do not move or
rename the decompressed files, otherwise the programs will throw an error.
By the way, track textures are changed in the same way.


>>> Changing the engine <<<

For these purposes FILEEDITOR or Careditor will serve.
In the nfs5/GameData/Simulation/CarData directory there are files with the SIM extension.
They contain the driving characteristics of the cars. Opening any of them, you will see:

- the ratios of each gear

- a graph of acceleration versus engine RPM

- acceleration at different RPM values and the limit on them

- car mass, grip on the track, tire mass, coefficients of the car's tilt in corners,
acceleration and braking (using these settings I implemented reverse tilt for the Space Car,

by specifying a negative number in Declivity during a curve) There won't be any special recommendations here,
everything needs to be verified empirically (from your own experience). The only thing is, by specifying too much
acceleration, you will achieve the effect that the slightest touch of the steering wheel during acceleration can cause the car to spin and
skid. Then save the modified file under the name of your car, for example as sp.sim
into the Simulation directory. Now you need to create a driver profile.


>>> Creating a driver profile <<<

For this you need the same FILEEDITOR. Take the profile file
*.SAV from the nfs5/SaveData directory. You will see that this editor can help you not only for the purposes described. So,
you set the player's name, the amount of cash for Evolution, the current level for
the Test Driver, the cars that will be available to you when selecting this player.
So how do you connect your car? Very simple. Click the New button and enter in order:

- The car's model year and its full name

- The car's short name

- The name of the CRP file with textures (in our example - sp)

- The name of the SIM file with engine parameters (in our example - also sp)

- Select the car by which the class, era, engine sound and some

behavior of the car on the track will be determined. You can also choose your portrait. That's it. Save the SAV file to
the SaveData directory. Launch Need, select this driver and go test your creation.

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03 Aug 16:53

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