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Tutorial Big TU 3D Forza 4 Editing

JYSB59

JYSB59

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Hey guys , I'm JYSB59 and today I make a Big TU for editing the 3D Forza 4.

Tutorial it was done by D3FEKT and BRYSON but there are still many other opportunity and I'll show you.


PS: I am French and I use google translation for tutorial So if I write that will mean nothing called me in comments , I take this opportunity to clarify that when we say change in 3d forza is importing parts of a car to another, there is none of this means the cars created from day to other software and import them into forza.

I am in no way responsible for any cause ban by using 3D modded.

this tutorial is intended to:
  • people who want to learn how to change the 3D forza
  • people who want to deepen their knowledge on the subject

Part list:


Part 1: Intro
Part 2: Import Part
Part 3: Positioning Part
Part 4: Extand Part
Part 5: Name Part
Part 6: Fussion Name Part
Part 7: Attribut Part
Part 8: Mask Part 1
Part 9: Mask Part 2
Part 10: Light Part
Part 11: Light Color
Part 12: Color Glass
Part 13: Opacit Glass
Part 14: Externe Textures
Part 15: Matte Color Body
Part 16: Glow Color Body
Part 17: Mod Textures (TGA,XPR)
Part 18: Attribut Options
Part 19: Rezip Car
Part 20: Rim Attribut Mod
Part 21: Rim Color Clear
Part 22: DLC and DISC2 Modding
Part 23: General Debug
Part 24: Rocket Bunny Flares Pack
Part 25: Result of all TU
Part 26: More Stuff (DLCDB,DLC,ect...)

Part 27: END

Will You Need :

Forza Studio : https://goo.gl/dxkBhw (there to latest version "4.4" but these are versions for export to other 3D games, version 4.0 enough )

Forza studio requires other software to work : https://goo.gl/DI2rHD

Hxd : https://goo.gl/YQdn

Notepad++ : https://goo.gl/i5Qmf4

Horizon (Fluffie,our Velocity)

RGH/JTAG :smile:

D3FEKT and BRYSON TU :

http://www.mediafire.com/view/s87i3aiaaxi3txe/Model_Editing_Tutorial_Part_2.pdf
http://www.mediafire.com/view/7sx30wov3pcbkna/Model_Editing_for_Forza_4_Part_1.pdf






Part 1: Intro

Ok to start the game and must be the 3D that is in GAME:/media/cars .The 3D was all the disc1 "I would explain how to mod the 3Ds of disc2 or DLC later in the tutorial". 3D are in ZIP format will name as NIS_SilviaK_92, the three letter of the brand's debut of the car and as a result is the model.

Throughout this tutorial I will use the Nissan Silvia S13 as an example

After finding the car you are going to modify directory you can copy the ZIP archive in a separate folder of the game in order to work.

The fact that it is open forza studio and go to Utilities and click on Unpack Archive

lTBmr0x.png

Of that is done you should have its (with files to the car's name)

ZgrEael.png

I will explain the different files found in the archive

The .carbin files are the 3D and files XDS the textures files ,both can be opened by forza studio

The _caliperrr_lod0 files are the caliper and the _rotorrf_lod0 files are the rotor , but what interests us have the car_name*_lod0 files and car_name*_cockpit files that are the car and the cockpit

car_name*.carbin is for local multiplayer

We will start modded ,start by opening hxd and open with hxd the file we will edit "car_name*_lod0.carbin" next, repeat forza studio and open the same file

QrFMCxK.png

Basically, hxd is a hex editor and we will modify the hex code file

Ps: I take this opportunity to clarify that when we say change in 3d forza is importing parts of a car to another, there is none of this means the cars created from day to other software and import them into forza

The forza 4 files have a header at the beginning of a file that resembles this

SWuMb82.png

Header matches id hex parts (wing, wingrace) but we will talk about later in the tutorial .Must not without busy at the moment, what we are interested after ,Just be aware that the header ends after the momment or you will see 05 followed by a part name.

jUhgESC.png

05 signifies the beginning of the one part and subsequently are investing in 3D but we still talk once later.The name of the part and who am after.

tis65Lp.png

And below it attributes of part .

IVBewa5.png

Basically, you see the bytes include FF FF FF are 3D

cf0pMde.png

The suite is a part that we have not identified yet, but the end of the part is at 05 which is the beginning of the next part.

SRk27Yo.png

These are the basics you need to know to start modding

Part 2: Import Part

The one part we will import another car in our ,We will change the "Winga" the basic wing and replace it with another

X2ZaNMh.png

For example I will import the wing


A0ygDpF.png

I will open the car file to the wing that I want to import into hxd.I spot the name of the part that I want to import and hxd and I do a Ctrl + f to display the search panel

UWLC0UC.png

The check that the steering be all and enter the name of the share you seek (Winga)

Znq7nF7.png

Press enter and select the 05 of the part ,right click and click on "select a bloack"

1v5mEPi.png

The you should have this, made Ctrl + C on the adress

k2M6Qz0.png

In the From, drag the cursor down to reach the end of the part until reaching the 05 of the next part

Warning,if you do not take exactly the part you'd choose (if you Take two for example),3d will not work in the game (because of which I have spoken headler) and forza studio will not see the error.

After arriving at the end of the part, made in right-click the Byte before the 05 of next part and click on "Select a block"

DUbCoMq.png

You should see this, paste the adress that we copy from the beginning

yJFSkYI.png

XenR6ta.png

The selection of the part is ready

etCBvuC.png

Press new and copy the selection

wOGS6Yn.png

Back to the 3d model that we want and look for the party you want to replace it with the one we have to import

Of that you'd find, select how the other part and made a copy as the other

KVo2nsx.png

The copy you just made will be your backup for if there was a problem, especially to check if the copy is good

After checking the backup copy you can import from the existing part (check that the name be the same if does not happen regader part of the tutorial that talks about the subject)

mvtL0my.png

K6QhSVr.png

Lcc8tFw.png

This done, return to the forza studio and reopen the 3D model file "car_name*_lod0.carbin"

If all is well spend your change is made

M3dNLs3.png

Part 3: Positioning Part

We will now learn how to move a part, for example, I import an exhaust on the Silvia S13

2HnNp84.png

Go in hxd and search your exhaust

2b8toAU.png

Simply, if that is behind the start from the part "05" is the XYZ axis, each axis is composed of 4 bytes, the first byte of the series is a rather wide distribution, the second is the smaller is another two are very precise

d61yOPQ.png

The first byte is very important because it determines the right or left to the X axis, up and down to the Y axis and the front of the back for the Z axis

BF is the left, top and front, 3F is the right, down and back (these are the lowest values it may increase with the investment part exp: 40 )

We are going to start moving the exhaust to the right

Seen that we are very close to the end of the BF we will reduce the

XrKbXcY.png

Save and see the result

FCzYFa6.png

As you can see in the exhaust moved slightly, so you have to start up so that his place well

EpjV1sN.png

The exhaust is pretty good position but we will lift slightly, for that I lower myself on the same principle as the X axis but I do it for the Y axis (I'll take the opportunity to reverse the exhaust slightly)

Gn8vBXX.png

xW6sBuF.png

That is well put

Part 4: Extand Part

The principle and the same as for axes, go to the parte you want to edit and watch this time if that is after is XYZ "I will change the Winga I had import"

lDaLp2d.png

There are two pair of three series (exactly as XYZ), the first pair corresponds to the spacing right and left second pair, the three series are X Y and Z (their spacing). Both pair are "normally" identical except first byte of a series that matches (as I tell them everything) has the right or left "3F" BF "

lMs7dJT.png

We will modify the spacing of the part, it is essential that both pairs be changed at the same temp, otherwise if it will

EMrFwmf.png

xxSEbxm.png

I will reduce the Winga ,the principle is the same as for the placement

DmRrtEY.png

LK2bvSM.png

After some testing we can adapt the Winga

NDarwkv.png

gAgbpmn.png

:wink:

Part 5: Name Part

I did a quick briefing to explain how the names of parts

The name begins with one byte corresponding to the length of the name of part and attribut

In this case the word "Winga" comprises five letter "05"

zD6LUep.png

If the number "hex" letter "05" does not match the actual number of letter written in the file the file can not be read

It is important to know her for the rest

Part 6: Fussion Name Part

The part may appear at the same time if it gives them the same name "it avoids going through the gamedb to change membership"

For example I will merge the "bumperff" with the "bumperFrace"(To that appear together at the load "bumperff")

aMYQ7bk.png

For that I seek "bumperff" and I copy the "hex" the number before

5JERLDM.png

Looking the part that I want to merge "bumperfrace" and I replace it by another name

lg8tnlx.png

Save and you can see that the part merge

BuZzVVo.png

This can be useful in certain circumstances

Part 7: Attribut Part

We start us know it, now let's change the attributes of the different part

It's very simple, attributes determine what part

If the part is "body" it means that the part can be colored and it can have textures

Units to know her "carbon_fiber" "chrome", we will learn more during the tutorial

Changing attributes is happening exactly as changing part

For example I will change the trunk in carbon_fiber

k4BXlNz.png

For this and find trunck from, check "forward" and seek the attribute

dkGLpch.png

The good is right next door, but in large part it will do so

Select the hex attribute and the number hex

SmrKdFc.png

Put your attribute and save

otq0vCM.png

Your part will therefore attribute you gave him

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Example: body / chrome

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Part 8: Mask Part 1

I will present two methods to mask certain part

The first is, simply put in attribute "glass"

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1pkx7Pp.png

g1nKtCf.png

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The part is hidden but there are exceptions, but by who appears transparent

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Part 9: Mask Part 2


We will now learn the transparent part in mask

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Found after you, look at the series of FF FF FF, they correspond to this

mQ0PDxC.png

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To clear just replace it by 00

Rig268R.png

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We must not forget the beginning

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The part is finished as its

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that's how delete hand

after a little work we obtain its

Q3Oft6x.png

With a little work you can do things simpat

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iwfaKyZ.png

Part 10: Light Part

I will turn the attribute "reflector"

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For that we will go into the notepad ++, and opens shadersettings file

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Copy this code and replace the "reflector" for the part you want to shine

TgNItLO.png

Code:
<reflector>
     <D3DRS_DepthBias value="0.000000"/>
     <D3DRS_SlopeScaleDepthBias value="0.000000"/>
    <PaintScale value="0.300000"/>
    <SpecularAmount value="200.000000"/>
    <SpecularPower value="200.000000"/>
    <SpecularColor r="200.000000" g="200.000000" b="270.000000" a="200.000000"/>
    <DynamicEnvLightmapDampner value="0.000000"/>
    <StaticEnvLightmapDampner value="0.000000"/>
    <FresnelIndex value="1000.650000"/>
    <FresnelScalar value="1000.000000"/>
    <GlassMaxOpacity value="1.000000"/>
    <CubeScale value="800.900000"/>
</reflector>

of the "reflector" will have a huge brightness

Part 11: Light Color


The one I'm going to stick to that part

mId2lli.png

I glue code and give him the attribute of the unit and to change the color I look the "glasscolor"

Code:
<tail_light_lod0>
    <D3DRS_DepthBias value="0.000000"/>
    <D3DRS_SlopeScaleDepthBias value="0.000000"/>
    <PaintScale value="0.750000"/>
    <SpecularAmount value="4.000000"/>
    <SpecularPower value="128.000000"/>
    <SpecularColor r="1.000000" g="1.000000" b="1.000000" a="-1.000000"/>
    <DynamicEnvLightmapDampner value="0.300000"/>
    <StaticEnvLightmapDampner value="0.850000"/>
    <FresnelIndex value="1.650000"/>
    <FresnelScalar value="1.000000"/>
    <GlassMaxOpacity value="1.000000"/>
    <GlassColor r="0.000000" g="255.000000" b="247.000000" a="1.000000"/>
    <CubeScale value="550.500000"/>
    <LightsSampler/>
    <DamageLightsSampler/>
</tail_light_lod0>

9sh7eTq.png

The colors in RGB are changed to go to this site "or other"

http://www.rapidtables.com/web/color/RGB_Color.htm

select your color and see the values

CXLzICm.png

Put the value in the XML file and save

cbH2ARw.png

Part 12: Color Glass

the principle is simple view that glassR and "window" are coloring that have changed the color of the glass, we just change the other glass has "glassLHL ect ..." by "glassR" attributes and put the "glass "in" window " .

For example I will change it's glass

BOQU8Kz.png

Ebw636y.png

9nA9UxI.png

d0YrtOX.png

Part 13: Opacit Glass

Put this code in the sharedsetting

ldms9Ga.png

Code:
<window>
   <GlassOpacity value="0.000000"/>
   <GlassColor r="0.000000" g="0.000000" b="0.000000" a="1.000000"/>
</window>

Part 14: Externe Textures

The external textures are textures with a "wood.xds" file it applies in the cockpit

do not something very important, but the tutorial will be incomplete without it

(if people want I can teach you to do XDS plain color textures file)

9Vn631k.png

It's textures are set with the ZIP file of the car, to apply textures simply to attribute "wood" in the file "car_name*.cockpit"

I will replace that part of the wood and texture pourrat apply

x5eyKxK.png

c6DSbT5.png

h5ihOEo.png

1Dhn2ty.png

Part 15: Matte Color Body

For a matte color you just have to put a code in the sharedsetting which will give a matte effect to the body


Code:
  <body>
    <PaintScale value="2.40000"/>
    <FresnelIndex value="1.200000"/>
    <FresnelScalar value="0.10000"/>
    <SpecularCubeScalar value="4.600000"/>
  </body>
  <body_2>
    <PaintScale value="2.40000"/>
    <FresnelIndex value="1.200000"/>
    <FresnelScalar value="0.10000"/>
    <SpecularCubeScalar value="4.600000"/>
  </body_2>
  <body_3>
    <PaintScale value="2.40000"/>
    <FresnelIndex value="1.200000"/>
    <FresnelScalar value="0.10000"/>
    <SpecularCubeScalar value="4.600000"/>
  </body_3>

Part 16: Glow Color Body

I made a tutorial long ago "very bad" on the subject by changing the gamedb.slt there are many other means "some of it does not even equires no JTAG RGH, hex editing, livery modding ... "we can do it also changes the sharedsetting

sharedsetting code :

Code:
  <body>
    <SpecularPower value="128.000000"/>
    <PaintScale value="0.200000"/>
    <FresnelIndex value="1000.650000"/>
    <FresnelScalar value="1000.000000"/>
  </body>
  <body_2>
    <SpecularPower value="128.000000"/>
    <PaintScale value="0.200000"/>
    <FresnelIndex value="1000.650000"/>
    <FresnelScalar value="1000.000000"/>
  </body_2>
  <body_3>
    <SpecularPower value="128.000000"/>
    <PaintScale value="0.200000"/>
    <FresnelIndex value="1000.650000"/>
    <FresnelScalar value="1000.000000"/>
  </body_3>

TU Video gamedb :



Part 17: Mod Textures (XPR,TGA)

There are some time D3FEKT has discovered that Forza 4 supporting the XPR textures like "D3DFMT_A8R8G8B8", he made a test series that we demonstrate that we could replace the TGA files that we use before by this, it is XPR files has several advantages, they have a permanent channel alphat (unlike the TGA does not work everything blows) and the huge advantage is that you can edit ALL xds the files (or before or is contrary could only change by supporting xds gamedb.stl)

I will not delete the tutorial on the TGA but I'll do another tutorial is XPR files

we will modify the texture of the car, but above all we must have textures that we will provide change.

To make it simple to change the textures we create a TGA file or 32Bits 16Bits (24 not working) and give it the name of the texture we want to change, there is the nodamage.xds / nodamage_lod0.xds / damage .xds / damage_lod0.xds and textures in the textures.zip

it is the file that are played in TGA but which are read by XDS? The other are read directly XDS

good as 3D files are _lod0 the load in the Homespace, multiplayer and solo, for others it is the local two player

I'll use Photoshop to tutorial (gimp does not work)

To start I will recover the texture file with forza studio


Save in PNG and open with your software


of you made changes worth, save in TGA 16bit or 32bit




You just have to put the TAG on name of the texture and remove the base XDS


For "nodamage.xds / nodamage_lod0.xds / damage .xds / damage_lod0.xds and textures in the textures.zip" just replace the XPR rename the files with "nodamage.xpr / nodamage_lod0.xpr / damage.xpr / damage_lod0.xpr " for others it you that "light_lod0 or other" you must go to the Textures.xml located in Shared.zip and change the name as for example "interior_LOD0.xds" by "interior_LOD0.xpr" but we will see this in more detail in this tutorial

Part 17: XPR TU

to begin creating a new TGA texture MOD, save in 32Bits.


For the rest you need Bundler.exe found in the SDK XBOX360 (I do not know if I have the right to publish the Bundler.exe but I want to try)

Bundler.exe : http://www.mediafire.com/download/we6kwgejzm9f45d/Bundler.exe

Virus Scan: https://www.virustotal.com/fr/url/8...a7ea7d1d49c63b956f068e38/analysis/1445440170/

To continue put the Bundler.exe and TGA in the same folder


For the rest we will create an RDF file that will tell of Bundler creates a XPR file from the TGA file, for its creates a text file in the same folder

Then paste this code

Code:
<?xml version="1.0" encoding="utf-16" ?>
<RDF Version="XPR2">
<Texture
Name = "nodamage_lod0"
Source = "C:\?\nodamage_lod0.tga"
Format = "D3DFMT_A8R8G8B8"
Width = "2048"
Height = "2048"
/>
</RDF>

This code corresponds to an image nodamage_lod0, the Width = "2048" Height = "2048" corresponds to the size of a "nodamage_lod0" General, if you want to put another image that does not have the same dimentions, put the size of the image in this area


Consequently put the name of the file in question in the script


(I will be the scripts of all type of image in download)

continue to put the location of the TGA in the script


(I'll make a tutorial with nodamage_lod0 and light_lod0 for the textures not support by gamedb.stl)

save the script in RDF format


Start the CMD and put Bundler.exe and the name of your script

Code:
Bundler.exe script_*.rdf


Made enter and you will have normally your XPR file


It'll just rename the XPR file with the name of your file and place it in your zip and delete the old



For the "lights_lod0 or other xds texture", edit the script and set the image dimensions


After putting the texture moddded .XPR in the ZIP, go to the Textures.xml which is located in the Shared.zip

Search the name of your modded file "lights_lod0", replace .XDS by .XPR


Save, replace the old in Shared.zip and everything should work (I do not know if other "lights_lod0.xds" works after the change)

To correct this problem a small mod that allows to load the textures XPR and XDS of other 3D (Support interior.xds/.xpr wood.xds/.xpr lights_lod0.xds/.xpr)

Download: http://www.mediafire.com/download/hh94zu0spyg9yw8/textures.xml

I think I made the turn, if you have questions or problems with this method, told me the comment

tkRBC0z.png

tHcC8Yg.jpg

Part 18: Attribut Options


We will simply change the value attributes, explanation could be adjusted, for example the reflection chrome like this



Optic Optimume


For that you have to get low values in the "Normal.xml" the Shared.zip


I will not dwell on the subject because it would be too long, but looking good can change a lot of things

Part 19: Rezip Car

Good, all of your work is finished it is time to rebuild the archive

Simply select all the files and put it in a ZIP archive "no rar" you can also use a compression script forza ...


Put the name of the original car in the ZIP archive "NIS_SilviaK_92"

he'll just put the car in the game :wink:

Part 20: Rim Attribut Mod

REBUILD COMING SOON

it is the same principle as the car, just that there is no lod0, it's just that the lod are compiled into the same file

why seek the attribute you want to change and the first one you find in the file will be the lod0

for example to have chrome wheels, there must be an attribute "chrome_rim"


This gives it


Part 21: Rim Color Clear

a big thank you to D3FEKT passing me the file, this change is to remove the restriction to change its color



This requires changing the shared.zip and go sharedsetting and tire and put it file

Put the "Normal.xml" and "ui.xml" in "Shared.zip/ShaderSettings/Tire"

http://www.mediafire.com/download/iw40zyv62cs65e5/Normal.zip

For those who do not want to make changes, here Shared.zip Modded file

http://www.mediafire.com/download/44x47k5tiett76t/Shared.zip

Place in GAME:/media/cars

Part 22: DLC and DISC2 Modding

in this part we will understand how to change "modded" files (3D,gamedb,textures,etc ....) DLC and DISC2

I would make two sub part in this tutorial, 1 extraction, 2 re import

Part 22.1: Extraction

To start you need a "content" dlc or disc2, "i can you give the DLC if you want but I can not guarantee the life of the link" for you have the file you want to extract, open Horizon "or other Fluffi, Velocity ect ....) and open your file

37oDEW4.png

Go see what's in the archive, go to the folder "DLCZips" and watch the file "*_pri_65.zip" this is the file that contains the 3d gamedb, ect...

tchrezz.png

Extract the file and extract new it with forza studio

CXBQUS1.png

you should have it

Ttiz8Pe.png

This is the same structure as the game as it is a simple "update" that adds file in the temp games

Part 22.2: Re import

once you have made your changes, you have two choices, you will be modifying the archive it self "with velocity or Fluffie" and replace the files in your

or you can make easier, you can use the mod of D3FEKT which is to update the games of the files in a file media.zip which will be placed in the root games

As soon as you had put in the mod worth file and you've put the media.zip in the game root "GAME:/" must be replaced default.xex and other XEX by that of D3FEKT "they'll say the game rerooter of the update to the media.zip "

D3FEKT Mod : http://www.mediafire.com/download/9bm9sikvh9evu14/Rocket+Bunny+S15.rar

it is sufficient that this file is the same structure as the DLC

if you want to update such as a car, it will create a folder "cars" in the media.zip another folder with the name of the car you edit "sci_frs_13" and put the files in update

Example GT86 :

9ejF1D1.png

Once you have put the media.zip in root, your mod is out


Rocket Bunny GT86 :tongue:

lGI2GZ5.jpg

56qexMU.jpg

Part 23: General Debug COMING SOON

Ok I often receive messages deprive people who tell me that their 3D bug, missing units or that their 3D made a fatal crach, So I decided to do a small part in what I will tell you the most frequent errors and some trick to give correct, I will do that as FAQ

My 3D does not launch and instead I see a black volkswagen:

this car is the car error "nul_car_00" this error occurs when the game tries to load the ZIP 3D but he can not read or 3D file is missing. This problem in general has a poor ZIP

To see if your working properly ZIP file, open Forza Studio and open your ZIP, if the software makes a mistake is that the ZIP is poorly constructed, it is necessary to correct this remake ZIP archive and retest with Forza Studio if 3D displays everything is good :wink:

COMING SOON

Part 24: Rocket Bunny Flares Pack

For people who want to make "Rocket Bunny Body Kit" I offers a pack in which there are flares on what i work and other than some people find

PORCHE:


15h of work :tongue: is not pefect but is nice (I have btw pass to D3FEKT)

VENOM:


Central part delect

FORD (no edit):


AUDI By BRYSON:


Thanx man

there to the other but I have not had time to change


be sure to remove the header if you import them :wink:

Download: http://www.mediafire.com/download/349lfx526n4912q/Rocket_Bunny_Pack.zip

Part 25: Result Of TU

The result of all our mod in TU, good look :wink:



24VjZ2O.jpg
(If the wing is white is because the texture corresponding to it is alphat)

Download: http://www.mediafire.com/download/1yuyin6q5oms2nu/NIS_SilviaK_92.zip

Part 26: More Stuff (DLCDB,DLC,ect...) NOT COMPLET

I offer more stuff



Big Car Pack 3D Edit Forza 4

Part 27: END

That's about all I know about 3D, I would do his pleasure to know that you have his help. Even if my english is very bad LOL, if you have questions, mod demendes, or 3D demendes , I can help, especially testing on forza 3D you made because there is always a gap in Forza Studio and Forza 4. BIG thanx for people who to likes and thank for D3FEKT everything that's mods and modding forza without whom would never exist can be , PEACE :wink:


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Last edited:
JYSB59

JYSB59

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yes , hex editing , photoshop "for mod textures and notepad++ for the xml files
 
64G

64G

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Great Tutorial JYSB59 JYSB59 I Suggest You Put Each Section Into Spoilers So The Page Isn't Exactly Flooded. But Nothing Less Great Tutorial. Look Forward To Seeing What You Add.
 
JYSB59

JYSB59

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Great Tutorial JYSB59 JYSB59 I Suggest You Put Each Section Into Spoilers So The Page Isn't Exactly Flooded. But Nothing Less Great Tutorial. Look Forward To Seeing What You Add.

Board thank you, I'll see if I can do 
If people want, I can do the part of my tutorial on editing 3D DLC and DISC2 in priority, so I post tomorrow for example :wink:
 
JYSB59

JYSB59

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Hey guys, well I're not too had time to advance my tutorial "study" but I Classified you that I will try to post the tutorial Saturday in entirety ~JYSB59
 
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Hello yesterday I tried to upload but I could not because you can not put more than 100 image in a TU, I will try to optimize its
 
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JYSB59

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Out complet thanx of people who to likes "COMING SOON": Rocket Bunny pack , My work in TU (Download) and more ...
 
Vette

Vette

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Part 20: Rim Attribut Mod

it is the same principle as the car, just that there is no lod0, it's just that the lod are compiled into the same file

why seek the attribute you want to change and the first one you find in the file will be the lod0

for example to have chrome wheels, there must be an attribute "chrome_rim"


This gives it
this confuses me
 

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