Creating a Custom Car - HerbFargus/viper-racing-mods GitHub Wiki

There are various ways to create a car, but the simplest way is to recreate a car using an existing car model.

Software needed:

  • blender
  • zmodeler 1.07b
  • 3dsmax
  • hxd (hex editor)

Start with a car and use the vrcarrenamer.exe to rename your car to what it will be.

Then use the car restools to decomplile the renamed car (rescrack.bat):

  • convert.exe
  • mkcar.exe
  • MKRES.EXE
  • MKSFX.EXE
  • ResClean.bat
  • ResClean.exe
  • rescrack.bat
  • rescrack.exe
  • tex2tga.bat
  • txt2cf.bat

The primary vehicle and driver will be carname0.mod, this is the file you'll use to swap out the pieces.

Lets say you want to add a new driver based on an existing 3d model, if it's a .obj file you open it in blender, export to .stl and then open in 3dsmax and export to .3ds, then open up your carname0.mod and import your .3ds model you want to swap out. you'll need to use the UV mapper to retexture it and swap out the existing driver .tga with your updated driver .tga.

Once you create it you can export/ovewrite the carname0.mod and then use the Copy7mods.bat to create the 7 models for the car when you compile it.

You can also modify the custom hornball with a horn.mod using the same process as above.

if you want to add a custom horn, you need to create a mono, 16 bit, 22khz .wav file and use MKSFX.EXE horn.wav horn.sfx to create your new horn sound. it may only be a 15ms limit unless you hold the horn sustained.

then you can modify your car stats with the .cf file cf2txt.bat to generate a text file and txt2cf.bat to turn it back into a cf file after modifying your text file.

rename your car by using a hex editor carname.tab

use resclean to fix up your reslist.txt and then use mkres.bat to create your final .car file.