Modding with Unlimiter - nlgxzef/NFSMWUnlimiter GitHub Wiki
In this section, you will find some key points to build mods which utilize Unlimiter's features.
Configuration
Car-specific configuration is done through CARNAME.ini and _General.ini.
- _General.ini contains the default values and used for cars without any configuration.
- CARNAME.ini is specific to the car that shares its name with.
- To start, just copy _General.ini as CARNAME.ini and modify the options as you want.
- Or you can start with an empty file and add the sections and options you need manually.
Part Attributes
NFSMW Unlimiter adds a bunch of part attributes (vanilla and custom) to allow more customization for your cars. Modders can add attributes to their parts via Binary's Modder Mode.
Attributes marked with a + are custom and should get added by using Add Custom Attribute feature of Binary.
Attributes you can add to the majority of car parts
Attribute Name |
Custom? |
Type |
Description |
Example |
TEXTUREHASH |
|
Key |
Sets a custom menu icon for the part. Allows texture names. |
VISUAL_PART_NLGXZEF |
COST |
+ |
Integer |
Sets the cost of the part for career mode. |
1337 |
UNLOCK_TYPE |
+ |
Integer |
Sets the unlock method of a part. Works the same way as Bonus Cars Hook. |
5 (Complete the career mode at least once.) |
UNLOCK_AT |
+ |
Integer |
Sets the blacklist rival to beat to unlock a part. Only works with UNLOCK_TYPE set to 1. |
12 (Izzy) |
UNLOCK_HASH |
+ |
Key |
Sets a custom string to describe the unlock condition to the player. Allows string labels. |
CUSTOMIZATION_PARTS_BODYKITS_6 |
You need to add these attributes to the very first part if you want to use them with paired parts. (LEFT_HEADLIGHT, LEFT_BRAKELIGHT, LEFT_SIDE_MIRROR, etc.)
Attributes you can add to specific car parts
Body Kits (BODY)
These attributes are useful if you want to use different values per body kit instead of the fixed values in Global\Attributes.bin > ecar > carname
.
Attribute Name |
Custom? |
Type |
Description |
Example |
FRONT_TIRE_OFFSET |
+ |
Floating |
Adds offset (like spacers) to the front wheels. [meters] |
0.025 |
REAR_TIRE_OFFSET |
+ |
Floating |
Adds offset (like spacers) to the rear wheels. [meters] |
0.05 |
FRONT_TIRE_WIDTH |
+ |
Floating |
Sets the tread width of the front wheels. [meters] |
0.225 |
REAR_TIRE_WIDTH |
+ |
Floating |
Sets the tread width of the rear wheels. [meters] |
0.275 |
FRONT_TIRE_RADIUS |
+ |
Floating |
Sets the radius of the front wheels. [meters] |
0.36 |
REAR_TIRE_RADIUS |
+ |
Floating |
Sets the radius of the rear wheels. [meters] |
0.39 |
FRONT_CAMBER |
+ |
Floating |
Sets the vertical angle of the front wheels. |
0.5 |
REAR_CAMBER |
+ |
Floating |
Sets the vertical angle of the rear wheels. |
1.0 |
FRONT_FECOMPRESSION |
+ |
Floating |
Sets the compression of the front springs in menus (frontend). |
0.15 |
REAR_FECOMPRESSION |
+ |
Floating |
Sets the compression of the rear springs in menus (frontend). |
0.2 |
RIDE_HEIGHT |
+ |
Floating |
Sets the height of the car. (Overrides the RIDE_HEIGHT value from ecar) |
-0.5 |
EXTRA_PITCH |
+ |
Floating |
Sets the pitch of the car. Positive values tilt the car to the front, negative ones tilt it to the rear. [degrees] |
1.5 |
EXTRA_REAR_TIRE_OFFSET |
+ |
Floating |
If non-zero, renders an extra set of rear wheels to add a virtual axle like trucks. [meters] |
0.93 |
REFLECTION_OFFSET |
+ |
Floating |
Sets the reflection offset of the car in menus (frontend). |
-0.03 |
Interior (INTERIOR)
Interior parts can replace the CARNAME_INTERIOR texture with anything else.
Attribute Name |
Custom? |
Type |
Description |
Example |
TEXTURE_NAME |
|
Key |
Sets the texture to replace the one used for the interior. Its normal map will also get replaced. |
CARNAME_STYLE03_INTERIOR |
Attachments (ATTACHMENT0-9)
Since Unlimiter v4, attachments can be used to add wheel offsets and replace textures using the general texture replacement table of a car (utilized by most of the parts).
Attribute Name |
Custom? |
Type |
Description |
Example |
FRONT_TIRE_OFFSET |
+ |
Floating |
Adds offset (like spacers) to the front wheels. Adds up with Body Kits and other attachments. [meters] |
0.005 |
REAR_TIRE_OFFSET |
+ |
Floating |
Adds offset (like spacers) to the rear wheels. Adds up with Body Kits and other attachments. [meters] |
0.01 |
TEXTURE_NAME_OLD |
+ |
Key |
Sets a texture to get replaced when this part is installed. Also replaces normal map of the same texture for the first 5 attachment slots. (ATTACHMENT0-4) |
CARNAME_MISC |
TEXTURE_NAME |
|
Key |
Sets the texture to replace the one specified with TEXTURE_NAME_OLD. |
CARNAME_STYLE03_MISC |
Left Taillights (LEFT_BRAKELIGHT)
Attribute Name |
Custom? |
Type |
Description |
Example |
RED |
|
Integer |
Sets the red amount of the flare color for LEFT_BRAKELIGHT position marker. [0-255] |
65 |
GREEN |
|
Integer |
Sets the green amount of the flare color for LEFT_BRAKELIGHT position marker. [0-255] |
120 |
BLUE |
|
Integer |
Sets the blue amount of the flare color for LEFT_BRAKELIGHT position marker. [0-255] |
84 |
RED2 |
|
Integer |
Sets the red amount of the flare color for LEFT_REVERSE position marker. [0-255] |
10 |
GREEN2 |
|
Integer |
Sets the green amount of the flare color for LEFT_REVERSE position marker. [0-255] |
120 |
BLUE2 |
|
Integer |
Sets the blue amount of the flare color for LEFT_REVERSE position marker. [0-255] |
180 |
DISPRED |
|
Integer |
Sets the red amount of the flare color for CENTRE_BRAKELIGHT position marker. [0-255] |
65 |
DISPGREEN |
|
Integer |
Sets the green amount of the flare color for CENTRE_BRAKELIGHT position marker. [0-255] |
120 |
DISPBLUE |
|
Integer |
Sets the blue amount of the flare color for CENTRE_BRAKELIGHT position marker. [0-255] |
84 |
TEXTURE_NAME |
|
Key |
Sets the texture used for this style of taillights. CARNAME prefix is required while state (ON/OFF/ONF/DAMAGE0) and GLASS suffixes aren't. This texture is mapped to any part via BRAKELIGHT_LEFT and BRAKELIGHT_RIGHT dynamic texture names while converting the car to allow switching between states. |
CARNAME_STYLE02_BRAKELIGHT |
TEXTURE_NAME_REVERSE |
+ |
Key |
Sets the texture used by reverse lights. If not enabled in car's config file, the game will keep using the brakelight texture and dynamic switching will not work. If not set, the game will use the default name (CARNAME_REVERSE_ON/OFF/DAMAGE0). This texture is mapped to any part via REVERSE_LEFT and REVERSE_RIGHT dynamic texture names while converting the car to allow switching between states. |
CARNAME_STYLE02_REVERSE |
TEXTURE_NAME_CENTRE |
+ |
Key |
Sets the texture used by centre brakelight. If not enabled in car's config file, the game will keep using the brakelight texture. If not set, the game will use the default name (CARNAME_CENTRE_BRAKELIGHT_ON/OFF/DAMAGE0). This texture is mapped to any part via BRAKELIGHT_CENTRE dynamic texture name while converting the car to allow switching between states. |
CARNAME_STYLE02_CENTRE_BRAKELIGHT |
Right Taillights (RIGHT_BRAKELIGHT)
You don't need to add these attributes if you want to use the same colors as the left brakelight.
Attribute Name |
Custom? |
Type |
Description |
Example |
RED |
|
Integer |
Sets the red amount of the flare color for RIGHT_BRAKELIGHT position marker. [0-255] |
65 |
GREEN |
|
Integer |
Sets the green amount of the flare color for RIGHT_BRAKELIGHT position marker. [0-255] |
120 |
BLUE |
|
Integer |
Sets the blue amount of the flare color for RIGHT_BRAKELIGHT position marker. [0-255] |
84 |
RED2 |
|
Integer |
Sets the red amount of the flare color for RIGHT_REVERSE position marker. [0-255] |
10 |
GREEN2 |
|
Integer |
Sets the green amount of the flare color for RIGHT_REVERSE position marker. [0-255] |
120 |
BLUE2 |
|
Integer |
Sets the blue amount of the flare color for RIGHT_REVERSE position marker. [0-255] |
180 |
Left Headlights (LEFT_HEADLIGHT)
Attribute Name |
Custom? |
Type |
Description |
Example |
RED |
|
Integer |
Sets the red amount of the flare color for LEFT_HEADLIGHT position marker. [0-255] |
180 |
GREEN |
|
Integer |
Sets the green amount of the flare color for LEFT_HEADLIGHT position marker. [0-255] |
60 |
BLUE |
|
Integer |
Sets the blue amount of the flare color for LEFT_HEADLIGHT position marker. [0-255] |
40 |
DISPRED |
|
Integer |
Sets the red amount of the flare color for CENTRE_HEADLIGHT position marker. [0-255] |
90 |
DISPGREEN |
|
Integer |
Sets the green amount of the flare color for CENTRE_HEADLIGHT position marker. [0-255] |
30 |
DISPBLUE |
|
Integer |
Sets the blue amount of the flare color for CENTRE_HEADLIGHT position marker. [0-255] |
20 |
US_PARKING_LIGHTS |
+ |
Boolean |
Forces front signals (FRONT_LEFT/RIGHT_SIGNAL) on with headlights. They will still blink when they are used as turn signals / hazard lights. |
True |
Right Headlights (RIGHT_HEADLIGHT)
You don't need to add these attributes if you want to use the same colors as the left headlights.
Attribute Name |
Custom? |
Type |
Description |
Example |
RED |
|
Integer |
Sets the red amount of the flare color for RIGHT_HEADLIGHT position marker. [0-255] |
180 |
GREEN |
|
Integer |
Sets the green amount of the flare color for RIGHT_HEADLIGHT position marker. [0-255] |
60 |
BLUE |
|
Integer |
Sets the blue amount of the flare color for RIGHT_HEADLIGHT position marker. [0-255] |
40 |
Neon (BRAKELIGHT)
If any of the secondary color values are different, the neon will have a pulse like in NFS Underground 2.
Attribute Name |
Custom? |
Type |
Description |
Example |
RED |
|
Integer |
Sets the red amount of the neon color. [0-255] |
120 |
GREEN |
|
Integer |
Sets the green amount of the neon color. [0-255] |
0 |
BLUE |
|
Integer |
Sets the blue amount of the neon color. [0-255] |
120 |
ALPHA |
|
Integer |
Sets the opacity of the neon. [0-64] |
64 |
RED2 |
|
Integer |
Sets the secondary red amount of the neon color. [0-255] |
120 |
GREEN2 |
|
Integer |
Sets the secondary green amount of the neon color. [0-255] |
0 |
BLUE2 |
|
Integer |
Sets the secondary blue amount of the neon color. [0-255] |
120 |
ALPHA2 |
|
Integer |
Sets the secondary opacity of the neon. [0-64] |
16 |
TEXTURE_NAME |
|
Key |
Sets a custom neon texture to use. If not set, CARSHADOW_NEON is used as neon and CARSHADOW_NEON_CUT is used as the static car shadow. |
CARSHAOW_NEON_LED |
Rims (FRONT_WHEEL)
Attribute Name |
Custom? |
Type |
Description |
Example |
LANGUAGEHASH |
|
Key |
Sets the name of the rim. If not set, the debug name will get used. |
PN_RIM_OEM_STEELIE |
REAR |
+ |
Boolean |
Configures the part as a seperate model for rear rim and hides it from the menu. |
True |
SCALE |
+ |
Boolean |
Rescales the brakes according to the inner radius of the rim. |
False |
Brakes (FRONT/REAR_BRAKE)
Attribute Name |
Custom? |
Type |
Description |
Example |
SCALE |
+ |
Boolean |
Rescales the brakes according to the inner radius of the rim. |
False |
Vinyls (VINYL_LAYER0)
Attribute Name |
Custom? |
Type |
Description |
Example |
COLOR0LANGUAGEHASH |
|
Key |
Replaces Color 1/X text while painting the vinyl. |
VINYL_COLOR_FILL |
COLOR1LANGUAGEHASH |
|
Key |
Replaces Color 2/X text while painting the vinyl. |
VINYL_COLOR_OUTLINE |
COLOR2LANGUAGEHASH |
|
Key |
Replaces Color 3/X text while painting the vinyl. |
VINYL_COLOR_DETAILS |
COLOR3LANGUAGEHASH |
|
Key |
Replaces Color 4/4 text while painting the vinyl. |
VINYL_COLOR_EXTRA |
Decals (DECAL_FRONT/REAR_WINDOW_WIDE_MEDIUM, DECAL_LEFT/RIGHT_DOOR/QUARTER_RECT_MEDIUM)
Attribute Name |
Custom? |
Type |
Description |
Example |
NUM_DECALS |
|
Integer |
Declares number of slots to install decals onto this decal dummy part. If not set, it's 1 for windows and quarter panels and 6 for doors. |
4 |