Editing / Removing car parts in NFSU2
- Tunerfreak
- Professional

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- Location: New Zealand, in my car
- Death Ranger
- Drift King

- Posts: 297
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- Contact:
ok, after medling with this for a few minutes my conclusions r as follows: u can basically remove any or all parts of ur car (except roof ant front/rear windshields)
u can do this by entering the game, alt tabbing out of it, going into the car's folder (that is the car u want to edit) and move all the files that are there to a different folder, then return to the game, and every part of the car u replace disapears
have fun
Edit: integrating this method with the spoiler\wheels\mirror etc. gives the full effect
u can do this by entering the game, alt tabbing out of it, going into the car's folder (that is the car u want to edit) and move all the files that are there to a different folder, then return to the game, and every part of the car u replace disapears
have fun
Edit: integrating this method with the spoiler\wheels\mirror etc. gives the full effect
- Tunerfreak
- Professional

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- Joined: 02 Dec 2004, 20:55
- Location: New Zealand, in my car
Having the G35 in the demo is pretty mean, but still not enough for me ..... What happens if I take the globalb.inz from the full nfsu2 and replace the demo globalb.inz with it? Or does anyone here know how to make a crack like the demo G35 one because Id like to have one tuned version of every car in the demo. One other thing. The demo has restricted boundries in the city via transperent walls. These walls dont seem to be seperate folders I think thy're meshed in with the free roam city. How do I remove these walls? Do I need to extract the city into Zmodeler (Which probly isnt even possible) to edit the walls?
I know I ask alot.
I know I ask alot.

- Tunerfreak
- Professional

- Posts: 1771
- Joined: 02 Dec 2004, 20:55
- Location: New Zealand, in my car
I havent even got the slightest hint of money. In fact I owe money. Im just intrested in how all this programming and stuff works........and having fun with it....... I wanna be a game designer. Has anyone got as far as nfsu2 mesh editing yet? I wanna make my own city in Zmodeler instead of using the original. I know every street in the origanal nfsu2 city. Lets just say im more curious about how nfsu2 works etc than wanting the game because I already have nfsu2 on Ps2 and it rocks.
Btw I found the viynals folder. Its in each ***kin car models folder! Stupid of me.
I found out how to extract and edit the BIN files and im gonna see what the cars BIN files contains. Dont worry im still a cab n00b.
Ok I tried exporting the cars BIN files with bintex and the result:
VIYNALS.BIN - Not supported file type
TEXTURES.BIN - Crashes Bintex
GEOMERTY.BIN - Not supported file type
PARTS ANIMATIONS.BIN - Not supported file type
What a load of use that was.
Btw I found the viynals folder. Its in each ***kin car models folder! Stupid of me.
I found out how to extract and edit the BIN files and im gonna see what the cars BIN files contains. Dont worry im still a cab n00b.
Ok I tried exporting the cars BIN files with bintex and the result:
VIYNALS.BIN - Not supported file type
TEXTURES.BIN - Crashes Bintex
GEOMERTY.BIN - Not supported file type
PARTS ANIMATIONS.BIN - Not supported file type
What a load of use that was.

- mohsan1988
- Drift King

- Posts: 535
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- Location: On the motorway, laughing at that riced car!
- Tunerfreak
- Professional

- Posts: 1771
- Joined: 02 Dec 2004, 20:55
- Location: New Zealand, in my car
Yea I know I aint hacked. Just curious to see what happened. Cant wait till someone hacks it
. I wont be hacking it, ive got bad software and a faulty brain
.(Not literally)
What I rele wanna do is Zmod some bodykits and the city.
Ive succesfully converted the track map into bitmap but theres not really anything I can do with that.
What I rele wanna do is Zmod some bodykits and the city.
Ive succesfully converted the track map into bitmap but theres not really anything I can do with that.

- mohsan1988
- Drift King

- Posts: 535
- Joined: 20 Nov 2004, 16:39
- Location: On the motorway, laughing at that riced car!
- Dragon-of-Rune
- Unbeatable

- Posts: 4200
- Joined: 13 Jan 2004, 19:29
- Location: The Netherlands
I could have told you that i am working on it for weeks to crack those file's.Tunerfreak wrote:
Ok I tried exporting the cars BIN files with bintex and the result:
VIYNALS.BIN - Not supported file type
TEXTURES.BIN - Crashes Bintex
GEOMERTY.BIN - Not supported file type
PARTS ANIMATIONS.BIN - Not supported file type
What a load of use that was.

-
Calibra_14
- Banned
- Posts: 713
- Joined: 17 May 2005, 18:05
- Location: Portugal
I tried that and my game crashed.Recoil wrote:disabling traffic is possible, but not that way, if you disable traffic, then your opponents wont move either. to do this you have to delete/rename all routes files under tracks. if there would be tool to edit those route files, then disabling traffic would be possible whitout disabling opponents.Dragon-of-Rune wrote:This all works but, maybe we can remove the traffic this way to if we rename all the maps from the traffic car. I'll try it with the taxi i'll post again if it works
EDIT: It doesn't work free run won't even get past the loading screen

- Dragon-of-Rune
- Unbeatable

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- Location: The Netherlands
- MidnightPimp
- Ricer

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- Location: Spain (Canary Islands-Gran Canaria)
- ewans_hotcars
- Turbo Charged

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NiteHawk15
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Fata_-Liquid
- Stock

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Weight reduction
Has any one did a weight reduction hex edit for any of need for speed cars, because im trying to figure that out, i would really appreciate if some one can guide me on that.

- speed_and_do_the_deed
- Turbo Charged

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- Location: Perth,WA

