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NFS Hot Pursuit DLC 3d models (PS3/X360)

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zimex25
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Re: NFS Hot Pursuit DLC 3d models (PS3/X360)

Post by zimex25 » Thu Sep 12, 2019 8:45 pm

DGIorio wrote:
Thu Sep 12, 2019 1:50 am
I updated the Blender addons some time ago, it should fix the issue with LXML library. Maybe there are other fixes, but I didn't remember right now. It probably fix most of the reported issues. Remembering that the addons is for the PS3 and PC versions, not X360.

https://drive.google.com/open?id=10DGQF ... idR-8lhNxe

(That is the same download link as the one in the previous post)
I will update my previous post (May 26, 2019) with some usage instructions.
I don't know what happen. When I chose from folder 00_00_01_06 I saw this: https://imgur.com/Q8IvAn3

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DGIorio
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Re: NFS Hot Pursuit DLC 3d models (PS3/X360)

Post by DGIorio » Fri Sep 13, 2019 2:41 pm

zimex25 wrote:
Thu Sep 12, 2019 8:45 pm
DGIorio wrote:
Thu Sep 12, 2019 1:50 am
I updated the Blender addons some time ago, it should fix the issue with LXML library. Maybe there are other fixes, but I didn't remember right now. It probably fix most of the reported issues. Remembering that the addons is for the PS3 and PC versions, not X360.

https://drive.google.com/open?id=10DGQF ... idR-8lhNxe

(That is the same download link as the one in the previous post)
I will update my previous post (May 26, 2019) with some usage instructions.
I don't know what happen. When I chose from folder 00_00_01_06 I saw this: https://imgur.com/Q8IvAn3
Check if you installed the NFSHP Library available in the drive link, because I reproduced this error by deleting my library folder.
It should be in: C:\Users\username\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons
or in Blender install dir.

zimex25
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Re: NFS Hot Pursuit DLC 3d models (PS3/X360)

Post by zimex25 » Fri Sep 13, 2019 3:58 pm

DGIorio wrote:
Fri Sep 13, 2019 2:41 pm
zimex25 wrote:
Thu Sep 12, 2019 8:45 pm
DGIorio wrote:
Thu Sep 12, 2019 1:50 am
I updated the Blender addons some time ago, it should fix the issue with LXML library. Maybe there are other fixes, but I didn't remember right now. It probably fix most of the reported issues. Remembering that the addons is for the PS3 and PC versions, not X360.

https://drive.google.com/open?id=10DGQF ... idR-8lhNxe

(That is the same download link as the one in the previous post)
I will update my previous post (May 26, 2019) with some usage instructions.
I don't know what happen. When I chose from folder 00_00_01_06 I saw this: https://imgur.com/Q8IvAn3
Check if you installed the NFSHP Library available in the drive link, because I reproduced this error by deleting my library folder.
It should be in: C:\Users\username\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons
or in Blender install dir.
Thanks! Now is working!

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Re: NFS Hot Pursuit DLC 3d models (PS3/X360)

Post by DGIorio » Fri Sep 13, 2019 6:03 pm

zimex25 wrote:
Fri Sep 13, 2019 3:58 pm
DGIorio wrote:
Fri Sep 13, 2019 2:41 pm
zimex25 wrote:
Thu Sep 12, 2019 8:45 pm


I don't know what happen. When I chose from folder 00_00_01_06 I saw this: https://imgur.com/Q8IvAn3
Check if you installed the NFSHP Library available in the drive link, because I reproduced this error by deleting my library folder.
It should be in: C:\Users\username\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons
or in Blender install dir.
Thanks! Now is working!
Nice!

mono24
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Re: NFS Hot Pursuit DLC 3d models (PS3/X360)

Post by mono24 » Tue Jan 07, 2020 12:18 am

Hey DGIorio

Was wondering if for the script that unpacks, can something be done for the audio to play as should with proper extension, for example.
For audio/soundFX:

Code: Select all

	GIN car engine Format: PC\80_00_00_00, Console\00_00_00_80 remove first 4bytes in order to play the sound
	SPS EA standard Format: PC\81_00_00_00, Console\00_00_00_81 remove first 128bytes in order to play the sound
and once you give them correct extension, GIN for those with the 476E7375 after 4bytes, and SPS extension for those that have the following header 4800000C after the 128bytes.

And then everything can be played nicely in foobar2000/vgmstream combo, unfortunately no encoders out there to convert back to same format to mod sounds.

I guess maybe the bytes before the header can be saved same way it is for textures/meshes in a separate dat file and the actual audio file in a separate file with correct extension GIN/SPS, I wonder what those bytes before header really represent, maybe you know?

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Re: NFS Hot Pursuit DLC 3d models (PS3/X360)

Post by Damoclès » Mon Jan 13, 2020 5:07 pm

FrostyEditor can handle NFS Hot Pursuit (PC).

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Re: NFS Hot Pursuit DLC 3d models (PS3/X360)

Post by mono24 » Tue Jan 14, 2020 6:37 am

Damoclès wrote:
Mon Jan 13, 2020 5:07 pm
FrostyEditor can handle NFS Hot Pursuit (PC).
Frosty Tool Suite can ONLY handle the following Frostbite 3 engine based games, such as:
  • Need for Speed Rivals
  • Need for Speed 2016
  • Need for Speed Payback
  • Need for Speed Edge Online
  • Need for Speed Heat (currently in development)
Need for Speed Hot Pursuit (assuming is 2010 version based on Chameleon engine variation) that you mention has nothing to do with The Frosty Tool Suite, maybe it will be supported by someone else one day once the Frosty Unified Framework will be released, but that's still private for the time being, under development.

So... what are you talking about?

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Re: NFS Hot Pursuit DLC 3d models (PS3/X360)

Post by Damoclès » Tue Jan 14, 2020 11:22 am

Oh that's my bad, i confused Rivals with Hot Pursuit. :(
Btw GalaxyMan who make the FrostyEditor and the current Unified Framework now work at EA/Dice, so their developments have been cancelled.

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Re: NFS Hot Pursuit DLC 3d models (PS3/X360)

Post by mono24 » Tue Jan 14, 2020 5:32 pm

Damoclès wrote:
Tue Jan 14, 2020 11:22 am
Oh that's my bad, i confused Rivals with Hot Pursuit. :(
Btw GalaxyMan who make the FrostyEditor and the current Unified Framework now work at EA/Dice, so their developments have been cancelled.
You really need to gain some knowledge about what is going on, before spreading rumors as such, yes indeed GMan applied for a job at EA/DICE, and got approved, BUT he will not cancel the project, it will simply be handed over to derwangler and Cade will continue to support it starting Feb 1st, as he has done so far alongside GMan.

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